Commit Graph

37 Commits

Author SHA1 Message Date
aurel cordonnier
43fa62fcd8 Merge from Release-Engine-Test @ 16487383 to UE5/Main
This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526

[CL 16488106 by aurel cordonnier in ue5-main branch]
2021-05-27 13:40:37 -04:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
marc audy
dbcf07a558 Use new inline versions of substring functions
Fix up nearby cases where ESearchCase::CaseSensitive should have been used
#jira
#rnx
#rb

#ROBOMERGE-OWNER: marc.audy
#ROBOMERGE-AUTHOR: marc.audy
#ROBOMERGE-SOURCE: CL 10309793 via CL 10309818
#ROBOMERGE-BOT: (v593-10286020)

[CL 10309932 by marc audy in Main branch]
2019-11-19 13:27:07 -05:00
yoan stamant
7f690b7fa0 Fixed some LogBehaviorTree UE_VLOG by using owning actor instead of a component
Prefixed node name by the parent tree name in DescribeNodeHelper to get more detailed logs

#rnx
[at]maxime.mercier
#rb maxime.mercier


#ROBOMERGE-SOURCE: CL 9917698 via CL 9917855
#ROBOMERGE-BOT: (v558-9892490)

[CL 9923808 by yoan stamant in Main branch]
2019-10-31 14:32:33 -04:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Marc Audy
af90b7bcd4 Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main) @ 4395008
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4395058 by Marc Audy in Main branch]
2018-09-25 10:11:35 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Marc Audy
78ce1089a6 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3623720 by Phillip.Kavan

	#jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build.

	Change summary:
	- Temporarily excluded all AnimBP assets from nativization as a workaround.

Change 3626305 by Phillip.Kavan

	#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.

Change 3629145 by Marc.Audy

	Don't hide developer nativization tool behind ini

Change 3630849 by Marc.Audy

	Fix nativization uncompilable code when using a non-referenceable term in a switch statement.
	#jira UE-44085

Change 3631037 by Marc.Audy

	(4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it
	#jira UE-49440

Change 3631206 by Marc.Audy

	Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT(""))

Change 3631232 by Marc.Audy

	Remove outdated diagnostic code throwing false positives
	#jira UE-47986

Change 3631573 by Marc.Audy

	Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's'

Change 3633168 by Lukasz.Furman

	fixed behavior tree changing its state during latent abort,
	modified order of operations during abort to: abort & wait -> change aux nodes -> execute

Change 3633609 by Marc.Audy

	Don't get unneeded string

Change 3633691 by Marc.Audy

	Fix copy-pasting of a collapsed graph containing a map input losing the value type
	#jira UE-49517

Change 3633967 by Ben.Zeigler

	Actor.h header cleanup, fix various comments and reorganize some members,  saves 80 bytes per actor in a cooked Win64 build
	bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript
	Fixed a few other fields to be private that were accidentally made public in 4.17

Change 3633984 by Michael.Noland

	Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links

Change 3634464 by Ben.Zeigler

	Header cleanups for Pawn, Controller, Character, and PlayerController

Change 3636858 by Marc.Audy

	In preview worlds don't display the light error sprite
	#jira UE-49555

Change 3636903 by Marc.Audy

	Fix numerous issues with copy/pasting editable pin bases
	#jira UE-49532

Change 3638898 by Marc.Audy

	Allow right-click creation of local variables in blueprint function libraries
	#jira UE-49590

Change 3639086 by Marc.Audy

	PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin)
	#jira UE-49591

Change 3639445 by Marc.Audy

	Fix mistaken override and virtual markup on niagara schema function.

Change 3641202 by Marc.Audy

	(4.17.2) Fix crash undoing pin changes with split pins
	#jira UE-49634

Change 3643825 by Marc.Audy

	(4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted
	#jira UE-49756

Change 3645110 by mason.seay

	Fixed up QA-ClickHUD map so it's usable and makes more sense

Change 3646428 by Dan.Oconnor

	Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data
	#jira None

Change 3647298 by Marc.Audy

	PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist)
	#jira UE-49748

Change 3647815 by Marc.Audy

	Minor performance improvements

Change 3648931 by Lina.Halper

	#Compiler : fixed so that each type of BP can provide module info, and compiler info
	- Moved out AnimBlueprint Compiler
	- Refactored WidgetBlueprint

	- DUPE - Merging using ControlRig_Dev-Framework

Change 3654310 by Marc.Audy

	Shrink USkinnedMeshComponent 64 bytes
	Shrink USkeletalMeshComponent 224 bytes (160 bytes internal)

Change 3654636 by Lina.Halper

	Fix crashing on shutdown

	#jira: UE-50004

Change 3654960 by Lina.Halper

	- Fix with automation test of creation/duplication
	- Fixed shut down crash with editor again due to uobject GCed

	#jira: UE-50028

Change 3655023 by Ben.Zeigler

	#jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag

Change 3655426 by Ben.Zeigler

	#jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them

Change 3657627 by Ben.Zeigler

	#jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction

Change 3662086 by Mieszko.Zielinski

	Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4

	This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList

	#jira UE-50101

Change 3662294 by Ben.Zeigler

	Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check

Change 3662825 by Mieszko.Zielinski

	Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4

	there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no

Change 3664424 by Marc.Audy

	UE-50076 test assets #rb none #rnx

Change 3664441 by Mieszko.Zielinski

	PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist)

	Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated.


Change 3664506 by Phillip.Kavan

	#jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets.

	Change summary:
	- UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization.
	- UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths.
	- UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished.
	- UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option).
	- UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed.
	- UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead.
	- UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead.
	- UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file.
	- UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file.
	- UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first).
	- UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness.
	- UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed.
	- UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc.
	- UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file.
	- UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string.
	- UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>.
	- UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin.
	- UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed).
	- UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed).
	- UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it.
	- UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished.
	- UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed.
	- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag.
	- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed.
	- UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context.
	- UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail.
	- UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT).
	- UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders.

	Notes:
	- After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release).
	- Advanced users and build engineers can override this value per task. Instructions to do that are as follows:
	    - For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line.
	    - When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly.
	- We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT.
	- We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above).

Change 3665061 by Phillip.Kavan

	Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum.

	Mirrored from //UE4/Release-4.18 (CL# 3664993).

	#3969
	#jira UE-49233

Change 3665108 by Marc.Audy

	(4.18) Fix  crash when diffing a blueprint whose older version's parent blueprint has been deleted
	+ additional code cleanup
	#jira UE-50076

Change 3665114 by Marc.Audy

	Minor change that could potentially improve performance in some cases

Change 3665410 by Mieszko.Zielinski

	Fixed naming of Vislog's BP API #UE4

Change 3665634 by Ben.Zeigler

	#jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk

Change 3666970 by Phillip.Kavan

	Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8.

	#jira UE-46814

Change 3667058 by Phillip.Kavan

	Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage.

	Mirrored from //UE4/Release-4.18 (CL# 3667043).

	#jira UE-50403

Change 3667150 by Mieszko.Zielinski

	PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM)

	Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend.


	#jira UE-50249

Change 3667152 by Mieszko.Zielinski

	PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM)


	#jira UE-50298

Change 3667166 by Mieszko.Zielinski

	Fixed FRichCurve baking so that it doesn't loose its curvature #UE4

	Also, added some baking sanity checking (like if the range is larger than a single point).

Change 3668025 by Dan.Oconnor

	Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed

	#jira UE-50453

Change 3672063 by Ben.Zeigler

	#jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case

Change 3672306 by Ben.Zeigler

	#jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it

Change 3672683 by Marc.Audy

	Code cleanup

Change 3672749 by Ben.Zeigler

	Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build

Change 3672831 by Ben.Zeigler

	#jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId.
	Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project

Change 3673551 by Ben.Zeigler

	#jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load

Change 3675074 by mason.seay

	Test map for VisLog Testing

Change 3675084 by Mieszko.Zielinski

	Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4

	#jira UE-43430

Change 3676490 by Ben.Zeigler

	#jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset

Change 3676579 by Lukasz.Furman

	fixed crash in behavior tree's search rollback

Change 3676586 by Lukasz.Furman

	added local scope mode to behavior tree's composite nodes

Change 3676587 by Ben.Zeigler

	Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case
	Add browse, use selected, and clear buttons, and make ID selector font the normal property font

Change 3676715 by Lukasz.Furman

	changed order of behavior tree's aux node ticking

Change 3676867 by Ben.Zeigler

	#jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup
	Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early

Change 3677892 by Ben.Zeigler

	Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites

Change 3678247 by Marc.Audy

	Fix static analysis warning

Change 3678357 by Ben.Zeigler

	#jira UE-50696 Add some container variables to diff test to track down crashes

Change 3678385 by Ben.Zeigler

	#jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match

Change 3678600 by Ben.Zeigler

	#jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference

Change 3679075 by Dan.Oconnor

	Mirror 3679030 from Release-4.18
	Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on
	#jira UE-48692

Change 3679087 by Dan.Oconnor

	Filter out unnecessary relink jobs from the compilation manager

	#jira None

Change 3680221 by Ben.Zeigler

	#jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary

Change 3680561 by Lukasz.Furman

	fixed unsafe StopTree calls in behavior tree
	#jira nope

Change 3680788 by Ben.Zeigler

	Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind

Change 3683001 by mason.seay

	Submitting various test maps and assets

Change 3686837 by Mieszko.Zielinski

	Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion

	#jira UE-50857

Change 3688451 by Marc.Audy

	Fix up new material expression to work with String -> Name refactor

Change 3689097 by Mason.Seay

	Test content for nativization and enum testing

Change 3689106 by Mieszko.Zielinski

	Made NavMeshBoundsVolume react to undo in the editor #Orion

	#jira UE-51013

Change 3689347 by Mieszko.Zielinski

	Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4

	Manual merge of CL#3689316 over from 4.18

	#jira UE-51019

Change 3692524 by mason.seay

	Moved some assets to folder for org, fixed up redirectors

Change 3692540 by mason.seay

	Renaming test maps so they are clearly indicated for testing nativization

Change 3692577 by mason.seay

	Deleted a bunch of old assets I created specifically for various bugs reported.  All issues are closed so they're no longer needed

Change 3692724 by mason.seay

	Deleting handful of assets found in developer folders of those no longer with the team.  Moved assets that are still used by test maps

Change 3693184 by mason.seay

	Assets for testing nativization with structs

Change 3693367 by mason.seay

	Improvements to test content

Change 3695395 by Dan.Oconnor

	Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced

	#jira None

Change 3695484 by Marc.Audy

	Fix sound cue connection drawing policy not getting returned.
	#jira UE-51032

Change 3695494 by mason.seay

	More test content for nativization testing

Change 3697829 by Mieszko.Zielinski

	PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei)


Change 3700541 by mason.seay

	Test map for containers with function bug

Change 3703459 by Marc.Audy

	Remove poorly named InverseLerp
	Fix degenerate behavior returning bad value
	#jira UE-50295

Change 3703803 by Marc.Audy

	Clean up autos
	Minor improvement to ShouldGenerateCluster

Change 3704496 by Mason.Seay

	More test content for testing nativization

Change 3706314 by Marc.Audy

	PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar)
	#jira UE-50874

Change 3707502 by Mason.Seay

	Final changes to nativization test content (hopefully)

Change 3709478 by Marc.Audy

	PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel)
	Same as CL# 3689702 implemented in Fortnite
	#jira UE-51453

Change 3709967 by Marc.Audy

	PR #4139: fixed a typo in a comment (Contributed by derekvanvliet)
	#jira UE-51372

Change 3709970 by Marc.Audy

	PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman)
	#jira UE-51495

Change 3709971 by Marc.Audy

	PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas)
	#jira UE-51492

Change 3710041 by Marc.Audy

	Minor code cleanup

Change 3711223 by Phillip.Kavan

	Move some Blueprint nativization log spam into the verbose category.

	#jira UE-49770

Change 3713398 by Marc.Audy

	PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM)
	#jira UE-51517

Change 3713601 by Marc.Audy

	Fix merge error

Change 3713994 by Marc.Audy

	(4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event.
	#jira UE-50738

Change 3714270 by Marc.Audy

	Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors
	#jira UE-51534

Change 3714406 by Marc.Audy

	Fix dumb inverted boolean check

Change 3716594 by Dan.Oconnor

	Integrate 3681301 from 4.18
	Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior
	#jira UE-50780, UE-51568

Change 3686450 by Marc.Audy

	PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString.
	CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither.
	CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters.
	Material Expressions now store input and output names as FName instead of FString
	FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString
	Most existing pin related functions using string have been deprecated.

Change 3713796 by Marc.Audy

	Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not.

	IsTickable no longer a pure virtual (defaults to true).

	Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject.

Change 3638554 by Marc.Audy

	Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected.

Change 3676502 by Ben.Zeigler

	Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635

[CL 3718205 by Marc Audy in Main branch]
2017-10-25 09:30:36 -04:00
Marc Audy
6b6401e968 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3459469)
#lockdown Nick.Penwarden
#rb none
#rnx

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3377136 on 2017/04/03 by Dan.Oconnor

	Reenable compilation manager

Change 3377365 on 2017/04/03 by Dan.Oconnor

	Back out changelist 3377136

Change 3378131 on 2017/04/04 by Dan.Oconnor

	Enable compilation manager again after 3377912, 3378081, and 3378094

Change 3379268 on 2017/04/04 by Dan.Oconnor

	Disable compilation manager

Change 3383505 on 2017/04/06 by Dan.Oconnor

	Enabling compilation manager - no known issues.

Change 3430210 on 2017/05/09 by Dan.Oconnor

	Disable compilation manager while I think about fixes for UE-44780/UE-44794

	#rnx

Change 3431439 on 2017/05/09 by Marc.Audy

	Editor only subobjects shouldn't exist in PIE world
	#jira UE-43186

Change 3431542 on 2017/05/09 by Dan.Oconnor

	Fix crash when opening a blueprint with missing variables and using the compilation manager

	#jira UE-43843

Change 3432743 on 2017/05/10 by mason.seay

	Added attachment test to map

Change 3432836 on 2017/05/10 by Lukasz.Furman

	fixed behavior tree decorator's deactivation when it's placed on parallel task
	#jira UE-44817

Change 3432837 on 2017/05/10 by Lukasz.Furman

	fixed missing deactivation notifies in behavior tree nodes after forced stop of execution (StopTree call)
	#ue4

Change 3433065 on 2017/05/10 by Marc.Audy

	Timeline properties should be blueprint visible as they get expanded out to Get Property nodes

Change 3433135 on 2017/05/10 by Lukasz.Furman

	added missing nav area registration call
	#jira UE-44144

Change 3433195 on 2017/05/10 by Marc.Audy

	de-auto

	#rnx

Change 3433275 on 2017/05/10 by Phillip.Kavan

	#jira UE-44765 - Fix a regression that introduced a potential EDL cycle on load for UDynamicClass dependencies in a nativized build.

	Change summary:
	- Added new helper methods to FGatherConvertedClassDependenciesHelperBase for populating converted class, struct and enum dependency sets.
	- Minor refactor to FFindAssetsToInclude to more generally allow me to recursively add outer class and struct references as additional "used asset" dependencies, based on whether or not the type might also be getting converted. In CL#3416419 I was always adding owner class CDOs as a dependency even if the owner class was being converted, and this introduced the potential for an EDL cycle.

	#rnx

Change 3433681 on 2017/05/10 by Mike.Beach

	Adjusting the component tree search bar to be below the AddComponent buttons for level editor instance-editing mode (not enough room with the BP button).

Change 3433687 on 2017/05/10 by Ben.Zeigler

	Remove delegate redirector type, I never implemented it and it's not useful, dynamic delegates fixup based on parameter type/count and not name in most cases

Change 3434005 on 2017/05/10 by Ben.Zeigler

	#jira UE-44890 Don't reset local variables that are containers of user structs, delta serialization isn't used for user structs so just keep the same string as before. This is not a regression and looks to have always been broken

Change 3434011 on 2017/05/10 by Marc.Audy

	Fix LocalVariable Properties to be flagged as CPF_BlueprintVisible

Change 3434026 on 2017/05/10 by Ben.Zeigler

	Add automated test utility functions to clear standalone flag, needed to allow testing async loading in the editor

Change 3435245 on 2017/05/11 by mason.seay

	Submitting test assets for input testing and interactive loading screens

Change 3435491 on 2017/05/11 by Mike.Beach

	CIS SA fix (fallout from CL 3433681) - removing trinary operator that selects from two identical values.

Change 3435962 on 2017/05/11 by Ben.Zeigler

	Change it so PrimaryAssetLabels are editor only by default. This allows them to cook content without the label itself being cooked

Change 3436322 on 2017/05/11 by Dan.Oconnor

	Fix for calling CopyTermDefaultsToDefaultObject at the wrong time when using the compilation manager, needs to be postponed until other defaults are copied

	#jira UE-44780, UE-44794

Change 3437205 on 2017/05/12 by Ben.Zeigler

	Change Persistent Ubergraph Frame references to be correctly weak. With the old method if an asset had subobjects those internal references would cause it to be strong. Now, it doesn't expose them to GC at all other than to register them for clearing if GC deletes those objects
	Change ObjectProperty to directly serialize object references when doing a reference collector, this is needed for above change so it will null the right value and not a stack local copy
	Remove NoStrongReference flag and SetShouldHandleAsWeakRef entirely, this makes the internal GC code simpler and faster
	Switch internals of GC to use FGCArrayStruct which has the serialize array as well as the weak references array

Change 3437206 on 2017/05/12 by Ben.Zeigler

	Add Async loading functional test. This tests the LoadAsset and Convert nodes and ensures that the recent changes to ubergraph frame refs work properly

Change 3437234 on 2017/05/12 by Ben.Zeigler

	Fix DirectoryPathStructCustomization to work properly with both LongPackageName and RelativeToGameContentDir set, before it was chopping off text and leaving nonsense

Change 3437368 on 2017/05/12 by Dan.Oconnor

	Mirror 3434064, but with betterwhitespace. Prevents blueprint CDO subobjects from being stomped when using EDL

Change 3439330 on 2017/05/15 by Ben.Zeigler

	First half of Blueprint API for AssetManager, this covers everything other than load/unload
	Rename GetPrimaryAssetIdFromData to ExtractPrimaryAssetIdFromData and make comments clearer that it works even if the asset isn't in the dictionary. Add GetPrimaryAssetIdForData to cover dictionary case
	Change it so modifying the asset manager settings within the editor will refresh the dictionary
	#jira UE-45016 Fix crash scanning empty paths

Change 3439331 on 2017/05/15 by Ben.Zeigler

	AssetManager Functional tests. Set up EngineTest project to have some assets and an ini configuration

Change 3439644 on 2017/05/15 by Dan.Oconnor

	Fix BlueprintCompilationManager running OnLevelScriptBlueprintChanged before CDO defaults were up to date

	#jira UE-44972
	#rnx

Change 3439992 on 2017/05/15 by Dan.Oconnor

	Add missing OptionallyRefreshNodes, which is a hot reload hack

	#jira UE-44970
	#rnx

Change 3440223 on 2017/05/15 by Ben.Zeigler

	Move StreamableManager GC callback to pre GC to avoid requring 2 GCs to delete unreferenced assets

Change 3440406 on 2017/05/15 by Ben.Zeigler

	Fix bug with combined StreamableManager handles where the complete callback wouldn't correctly execute. This can happen when using the asset manager to load more than one asset at a time

Change 3440879 on 2017/05/16 by Marc.Audy

	Fix casing on #include to fix Linux CIS error

	#rnx

Change 3441137 on 2017/05/16 by Ben.Zeigler

	Fix it so ImportText/ExportText on an AssetObjectProperty correctly calls the StringAssetReferenceVersions, and fix a parse issue when importing class'/path' strings into the struct version

Change 3441364 on 2017/05/16 by Ben.Zeigler

	#jira UE-45080 Fix Linux CIS issue

Change 3441444 on 2017/05/16 by Dan.Oconnor

	Run RefreshExternalBlueprintDependencyNodes at a more appropriate time when using the compilation manager, link skeleton functions when using the compilation manager so that PropertyFlags match GeneratedClass

	#jira UE-45029, UE-45037
	#rnx

Change 3441445 on 2017/05/16 by Dan.Oconnor

	Remove unused declaration
	#rnx

Change 3441492 on 2017/05/16 by Ben.Zeigler

	Rest of Asset Manager BP API
	Added multiple async actions for loading and changing bundle states, and querying bundle states
	Change it so the LoadAsset node has a then node to match the new async actions, and rename to Async Load Asset
	Add HideThen metadata option to async actions and fix crash when renaming bound function

Change 3441493 on 2017/05/16 by Ben.Zeigler

	Update AssetManager and AsyncLoading tests

Change 3441494 on 2017/05/16 by Ben.Zeigler

	Update the archive's serialized property when serializing array, set, and map to point to the inner property. Fix a few call sites to look at parent property as needed.
	This is needed for the new BPGC weak reference feature, but might also fix some crashes with HotReload where it was expecting the inner property and casting to ObjectProperty.

Change 3441600 on 2017/05/16 by Michael.Noland

	Blueprints: Fixed some indentation issues in code

	#rnx

Change 3441601 on 2017/05/16 by Michael.Noland

	Blueprints: Changed DLL exporting on UK2Node_Tunnel and UK2Node_Composite to allow them to be used in plugins more readily

Change 3441602 on 2017/05/16 by Michael.Noland

	Graph Editing: Changed FGraphEditorDragDropAction to work directly with a UEdGraphNode rather than a SGraphNode
	Graph Editing: Allowed FGraphSchemaActionDragDropAction to be dropped onto pins in addition to the graph background, which will behave as if you dragged off the pin and picked the same action

Change 3441607 on 2017/05/16 by Michael.Noland

	Blueprints: Allow functions from My Blueprints to be dropped onto pins in addition to the graph background, which performs the same action as if they had been picked from the menu after dragging off of that pin

Change 3441608 on 2017/05/16 by Michael.Noland

	Blueprints: Allow non-readonly variables from the My Blueprints panel to be dropped onto exec pins, which creates a variable set node for them

Change 3441613 on 2017/05/16 by Michael.Noland

	Epic Friday: Snap node prototype (more compact way of organizing straight line Blueprint code via drag-dropping)
	- Super early prototype, plugin is not enabled by default and is currently in NotForLicensees

Change 3441802 on 2017/05/16 by Michael.Noland

	Blueprints: Adding some includes that are missing according to CIS

	#rnx

Change 3441921 on 2017/05/16 by Dan.Oconnor

	Avoid skipping full compile when not loading a DOB from disk - when a blueprint became data only we were not running the full compile

	#jira UE-45048
	#rnx

Change 3442903 on 2017/05/17 by Marc.Audy

	Refactor header parser verification of rep notify functions in preparation for other forms of function verification.
	Fixed ability to specify incompatible properties as the parameter to the OnRep function as long as the base property type was the same (i.e. UObjectProperty, UArrayProperty, etc.)
	Fixed errors generated by verification not being associated with the correct code line.
	Verification errors are now "warnings" and will all be reported rather than a single one being fatal.

Change 3442908 on 2017/05/17 by Marc.Audy

	Remove some autos

	#rnx

Change 3443802 on 2017/05/17 by Ben.Zeigler

	#jira UE-35683 Add ability for resolve AssetId node to go from hard object to assetptr
	Add IsValid and == for Asset/ClassId

Change 3444075 on 2017/05/17 by Ben.Zeigler

	#jira UE-45121 Remove references to deleted cards, this field was not in use but is now warning due to better validation

Change 3444178 on 2017/05/17 by Dan.Oconnor

	Fix for CPFUO dropping default values of CDO subobjects if the blueprint's parent's CDO was being regenerated at the same time

	#jira UE-45050

Change 3444927 on 2017/05/17 by Dan.Oconnor

	Improve fix for UE-45050, honor Params.bDoDelta

	#rnx

Change 3447280 on 2017/05/18 by Marc.Audy

	Properties can now be exposed to blueprints in such a way that a getter or setter accessor will be used rather than a direct read/write of the variable

Change 3447320 on 2017/05/18 by Marc.Audy

	Some minor schema cleanups

	#rnx

Change 3447537 on 2017/05/18 by Dan.Oconnor

	Make sure CDO is included in ArchetypeRerencers when a subobject of said CDO is reinstanced
	#jira UE-37023

Change 3448754 on 2017/05/19 by Marc.Audy

	Fix hot reload crashing in EngineTest

	#rnx

Change 3448792 on 2017/05/19 by Marc.Audy

	Functional test for BP Accessors

	#rnx

Change 3448806 on 2017/05/19 by Marc.Audy

	Fix static analysis warning

	#rnx

Change 3449091 on 2017/05/19 by Marc.Audy

	Allow Find References to be selected from the components panel
	#jira UE-45101

Change 3449361 on 2017/05/19 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3449079

	#rnx

Change 3449644 on 2017/05/19 by Marc.Audy

	Fix Anim SubInstance generated properties not being Blueprint Visible

Change 3450003 on 2017/05/19 by Dan.Oconnor

	We need to do a bytecode only compile of dependent blueprints when an individual blueprint is compile because we cannot safely skip functions that are removed or change layout

	#jira UE-45196
	#rnx

Change 3452022 on 2017/05/22 by Marc.Audy

	Fix BlueprintVisibility issues in orion UI

	#rnx

Change 3452133 on 2017/05/22 by Ben.Zeigler

	#jira UE-45240 Fix it so invalid primary asset types are not parsed, this happens while halfway through editing in the UI
	Stop asset manager from generating 600 notifications, this causes multiple second stalls in the editor

Change 3452697 on 2017/05/22 by Marc.Audy

	Use BlueprintGetter/Setter metadata instead of BlueprintInternalUseOnly for preventing accessors from appearing in menus
	Prevent BlueprintNativeEvents from being used as property accessors
	Disable functional test for blueprint native events

Change 3452780 on 2017/05/22 by Ben.Zeigler

	Switch it so the LongPackageName and ContentDir metadata on a FDirectoryPath do the same thing and give you the in-editor path picker. These two metadata flags were implemented in parallel on two separate branches

Change 3452790 on 2017/05/22 by Ben.Zeigler

	Fix issue when calling TryConvertFilenameToLongPackageName with a root directory name, and add comment mentioning that it works for directories, it's used this way throughout the editor and we couldn't come up with a better name for the function
	Deprecated FPackageName::ConvertRootPathToContentPath and PackageFromPath as they were confusingly named and not used much. Also cleaned up header in general

Change 3454629 on 2017/05/23 by Marc.Audy

	Deal with fall out from initial approach to disabling the native event getter/setter functional tests

	#jira UE-45321
	#jira UE-45322

Change 3454661 on 2017/05/23 by Marc.Audy

	Mark Actor.RootComponent as having a getter instead of GetRootComponent being an explicitly exposed blueprint callable function

Change 3454662 on 2017/05/23 by Marc.Audy

	Fix blueprint visibility of anim notify properties

Change 3454663 on 2017/05/23 by Marc.Audy

	Fix fortnite blueprint exposure issues

Change 3454695 on 2017/05/23 by Lukasz.Furman

	fixed bug with behavior tree decorator duplication: properties are no longer reset to defaults

	#3591

Change 3454789 on 2017/05/23 by Ben.Zeigler

	Add ProposedPlacement parameter to TryCalculatePopupWindowPosition that if non zero will allow the less common anchor styles like MenuPlacement_ComboBoxRight to work properly for popups spawned in a new window
	Make the variable type menu be ComboBoxRight so it gives more space for longer sub type descriptions coming in a different change

Change 3454816 on 2017/05/23 by Ben.Zeigler

	Change blueprint type of AssetID to SoftObjectReference and AssetClassId to SoftClassReference. These will also change in native for 4.18
	Fix display issues with complicated variable types, for some reason it was using the non-localized name

Change 3454967 on 2017/05/23 by Lukasz.Furman

	fixed ANavigationData.bForceRebuildOnLoad being ignored by navigation system
	#jira UE-44231

Change 3454982 on 2017/05/23 by Ben.Zeigler

	#jira UE-45298 Refresh primary asset ID selector when menu is reopened

Change 3455714 on 2017/05/23 by Marc.Audy

	Prevent attachment from being setup to attach to itself or in a cyclic fashion.
	#jira UE-45244

Change 3455871 on 2017/05/23 by Marc.Audy

	Rename UEdGraph::CreateBlankNode to CreateIntermediateNode
	Added bIsIntermediate flag to UEdGraphNode which is set via CreateIntermediateNode
	No longer set timeline variables as blueprint visible
	#jira UE-45204

Change 3455930 on 2017/05/23 by Ben.Zeigler

	#jira UE-45349 Resave TM-Gameplay map. The map got fixed while UE-44972 was still open, which lead to the level script variables being corrupted. Manually compiling fixed the issue and the core bug is now fixed. Any other maps saved directly on Framework might show the same issue

Change 3456507 on 2017/05/24 by Marc.Audy

	Fix game builds

	#rnx

Change 3457323 on 2017/05/24 by Marc.Audy

	Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world

	#jira UE-45087

Change 3459068 on 2017/05/25 by mason.seay

	Adding gamepad mapping for sprinting

Change 3459466 on 2017/05/25 by Dan.Oconnor

	Fix for stale UClass ptrs in ReinstanceBatch when using compilation manager
	#jira UE-45386

Change 3459469 on 2017/05/25 by Dan.Oconnor

	Fix issue exposed by compilation manager - this function can't assign struct default values (e.g. LinearColor)

	#jira UE-45389

[CL 3459511 by Marc Audy in Main branch]
2017-05-25 13:42:12 -04:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Andrew Grant
2000999e23 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2997507)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2997066 on 2016/06/01 by Michael.Noland

	Engine: Marked engine performance target cvars ECVF_Scalability so they can be adjusted via scalability buckets at runtime for games that target different framerates on different levels of hardware
	#rb none
	#tests Ran Paragon and changed video settings and tested t.TargetFrameTimeThreshold

Change 2996816 on 2016/06/01 by Dan.Youhon

	Add FixedWorldDirection option for Root Motion Radial Forces; code/BP hook-up for allowing Price's reworked RMB to send all targets in the same (correct) direction
	- FixedWorldDirection added to both root motion system and corresponding ability tasks
	- Exposed AddHitResult for EffectContexts for modifying EffectContext hit results from BP
	- Hooked up to Price RMB - we (somewhat dirtily) route Price's location and facing through the HitResult of the EffectContext for his displacement GE

	#rb Dave.Ratti
	#tests MultiPIE
	#codereview Billy.Rivers
	#lockdown Billy.Rivers

Change 2996526 on 2016/06/01 by Brian.Karis

	Fixed tube light typo

	JB made this robomerge up.  Shader recompiling in our future.

	#RB:none
	#Tests:none

	#ROBOMERGE: MAIN, 27, 26.2

Change 2996428 on 2016/06/01 by Rolando.Caloca

	O - Made r.D3D.RemoveUnusedInterpolators a system setting which now also alters ddc key; fix r.Shaders.FastMath actually affecting compilation when =0
	#rb Chris.Bunner
	#codereview Michael.Noland, Marcus.Wassmer
	#jira OR-22573
	#tests Run with and without r.D3D.RemoveUnusedInterpolators=1 on DefaultEngine.ini

Change 2996090 on 2016/06/01 by Jason.Bestimt

	#ORION_MAIN - Merge 26.2 @ CL 2995754

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2995816 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#CodeReview: jason.bestimt

Change 2995785 on 2016/06/01 by Robert.Manuszewski

	Don't delete non-backup log files when cleaning up the logs folder.

	#rb none
	#tests Tested in the editor with multiple old log files

Change 2995556 on 2016/05/31 by Dmitry.Rekman

	More info about timers on crash (OR-21986).

	- Somewhat desperate attempt to get more clue about timer crash. Intended to be removed later.

	#rb Michael.Noland
	#codereview Marc.Audy, Michael.Noland
	#tests Compiled the Linux server, ran it, crashed a few times.

Change 2995397 on 2016/05/31 by Michael.Noland

	Rendering: Made the optimization to combine upscaling/downscaling and tonemapping optional based on the amount of upscaling that will occur
	- r.Tonemapper.ScreenPercentage has been renamed to r.Tonemapper.MergeWithUpscale.Mode
	- r.Tonemapper.MergeWithUpscale.Threshold is a new setting used when r.Tonemapper.MergeWithUpscale.Mode is set to 2, which indcates to only try to merge the passes if the ratio of the area before upscale/downscale to the area afterwards is greater than the threshold
	This prevents running the tonemapper on all of the target res pixels when the source res is far smaller, as that can cause it to be a loss to merge the passes

	Upgrade Notes: r.Tonemapper.ScreenPercentage has been renamed to r.Tonemapper.MergeWithUpscale.Mode

	#rb marcus.wassmer
	#tests Ran Paragon at various resolutions on Intel and NV cards
	#rn

Change 2995118 on 2016/05/31 by David.Decker

	- Fix for build failure

	#rb none
	#tests golden path game

Change 2994929 on 2016/05/31 by David.Decker

	#Orion_Analytics
	-Added PacketRecievedHistogram event that fires every minute in game the rate is configurable in DefaultGame.ini
	-Moved FHistogram from PerfCountersModule to ProfilingHelpers
	-Re-enabled Location event

	#rb Dmitry.Rekman
	#codereview Dmitry.Rekman, John.Pollard, Christopher.Wright
	#tests golden path game

Change 2994920 on 2016/05/31 by Daniel.Lamb

	Added some more cooking stats to save package.
	#rb Wes.Hunt
	#test Cook Orion.

Change 2994622 on 2016/05/31 by Zak.Middleton

	#orion - Pickup and Coin filter collision optimizations.

	- Added coin collision profile preset and made it ignore everything but Pawn (importantly, now ignores triggers).
	- Pickups filter out collision with AI earlier. Profile already did this but this avoids more branches and cache misses in PreFilter.
	- Coins now additionally filter out more efficiently Heroes that can't pick them (no overlap events generated at all).

	#rb Jon.Lietz, Frank.Gigliotti
	#tests PlayGo MultiPIE

Change 2994305 on 2016/05/31 by Andrew.Grant

	Restoring prompt/exit on signed archive issue to help identify causes
	#rb none
	#tests compiled

Change 2994226 on 2016/05/31 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 27 @ CL 2993946

	#RB:none
	#Tests:none

	[CodeReviewed]: graeme.thornton

	#ROBOMERGE-SOURCE: CL 2994225 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2994204 on 2016/05/31 by bruce.nesbit

	More banner changes
	-Fixed an issue with InterpToComponent with very short times
	-revisions to test banner
	-added fade to banner/charms
	-tries to set team color on decativate FX

	#rb none

	#tests Game+PIE

	#codereview Jason.Bestimt

Change 2993973 on 2016/05/30 by Robert.Manuszewski

	Updated protection handling

	#rb none
	#tests Compiled and applied protection

Change 2993588 on 2016/05/27 by Michael.Noland

	Engine: Removed a bogus autocomplete for ShowMaterialDrawEvents, which was previously renamed r.ShowMaterialDrawEvents
	#rb none
	#tests Typed in ShowMat in the console and verified that no autocomplete appeared
	#rn

Change 2993510 on 2016/05/27 by John.Pollard

	Fix issue with root motion sources and replays, fixes TwinBlast RMB ability animation issue, and other artifacts

	#rb RyanG
	#tests Replays

Change 2993484 on 2016/05/27 by Uriel.Doyon

	New logic for computing the skel mesh streaming scales
	#rb marcus.wassmer
	#tests loaded editor, played with streaming scale

Change 2993211 on 2016/05/27 by Uriel.Doyon

	Workaround for lightmap streaming flags not being correctly set.
	#codereview marcus.wassmer
	#rb marcus.wassmer
	#tests building lighting and investigating streaming

Change 2993068 on 2016/05/27 by Marcus.Wassmer

	Duplicate 2989729
	Fix for lightmaps and shadowmaps having low resolutions after building lightings
	#rb none
	#test PC at various scalability
	#codereview Uriel.Doyon

Change 2993066 on 2016/05/27 by Lukasz.Furman

	fixed behavior tree getting stuck on ResumeLogic call
	copied from //UE4/Dev-Framework, CL# 2993058
	#jira OR-22498
	#rb none
	#tests none

Change 2992706 on 2016/05/27 by Marcus.Wassmer

	Duplicate 2991726
	Fix for grey skin in simple lighting model (shadows off)

	#rb none
	#test lowest settings on PC

Change 2992705 on 2016/05/27 by Marcus.Wassmer

	Duplicate 2991727
	Fix emissive decals in simple forward renderer
	#rb none
	#test PC lowest settings

Change 2992658 on 2016/05/27 by David.Ratti

	Remove all occurrences of Ability.PersistPastDeath from granted tags. Fix code to *only* check asset tags for this tag, instead of both.

	#rb none
	#test pie

Change 2992646 on 2016/05/27 by Ben.Marsh

	BuildGraph: Add a BuildGraph task to run a UE4 commandlet. Syntax is <Commandlet Name="..." Project="..." Arguments="...">.

	#rb none
	#tests none

Change 2992252 on 2016/05/26 by Jason.Bestimt

	#ORION_DG - Unclog ROBO Merge in DG

	#RB:none
	#Tests:none

Change 2992180 on 2016/05/26 by John.Pollard

	Fix issue where external data wasn't saving out properly

	#rb RyanG
	#tests Replays

Change 2992159 on 2016/05/26 by Michael.Noland

	CVar to disable/freeze GPU particle simulation (r.GPUParticle.Simulate)
	[Replicated from Dev-Rendering checkin CL# 2989752 by Olaf]
	#rb olaf.piesche
	#tests Tested the command in Agora and verified that GPU particles were not being drawn

Change 2992158 on 2016/05/26 by Michael.Noland

	Rendering: Added a cvar that controls unbinding of all texture resources between materials changes in the DX11 renderer (r.UnbindResourcesBetweenDrawsInDX11) to improve the readability of GPA captures
	Note: This will probably be moved to be on when markers are on rather than an independent cvar, but it is currently separate for testing
	#codereview marcus.wassmer
	#rb none
	#tests Ran with the var off and on and verified in GPA captures

Change 2991645 on 2016/05/26 by Andrew.Grant

	Fix for filesize returning 0 if file not found
	#rb none
	#tests bugit now works
	#jira OR-20488

Change 2991290 on 2016/05/26 by Mieszko.Zielinski

	Added a static flag to NavigationSystem that can be used to short-circuit dynamic navigation related functions #UE4

	Will save some perf on PS4 in Orion, since clients do use navigation system there.

	#rb Lukasz.Furman
	#test golden path

Change 2991288 on 2016/05/26 by Mieszko.Zielinski

	CL#2990243 manually redone in for Orion #UE4

	Original description:
	> Fixed behavior tree observers not being applied correctly

	#rb Lukasz.Furman
	#test golden path

Change 2991271 on 2016/05/26 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2990688

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2991269 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2991185 on 2016/05/26 by Mieszko.Zielinski

	Fixed UAITask_MoveTo not releasing paths properly, or clearing path observing when task is being reused #UE4

	Also, fixed FNavigationPath::DoneUpdating not converting ENavPathUpdateType properly

	#rb Lukasz.Furman
	#test golden path

Change 2990788 on 2016/05/25 by Marcus.Wassmer

	Fix deprecation warning
	#rb none
	#test none

Change 2990582 on 2016/05/25 by Marcus.Wassmer

	Now that render commands are enqueued again on servers, we shouldn't outright crash if an allocation gets to nullrhi
	#codereview Dmitry.Rekman
	#rb none
	#test none

Change 2990450 on 2016/05/25 by Martin.Mittring

	OR-22233 GPU Sprites invisible unless solo'd
	#rb:David.Hill
	#jira:OR-22233
	#test:PC

Change 2990199 on 2016/05/25 by Marcus.Wassmer

	Remove experimental HDR support in tonemapper. Brings tonemapper cost back down into line
	#rb none
	#codereview Michael.Noland,Brian.Karis

Change 2989908 on 2016/05/25 by Andrew.Grant

	Changed warning about DDC cache full to Display
	#rb none
	#tests compiled

Change 2989903 on 2016/05/25 by Mieszko.Zielinski

	Made BT component ignore subtree injection request if relevant BT nodes already use indicated asset #UE4

	#rb Lukasz.Furman
	#test golden path

Change 2989795 on 2016/05/25 by Ryan.Gerleve

	Fix for storing the correct URL on the pending net game for replay playback.
	Re-implemented this fix from Dev-Networking CL 2981198, fixes deathcam after latest main integration.

	#tests played a reply, enabled deathcam
	#rb none

Change 2989483 on 2016/05/25 by David.Ratti

	ToggleJuggernaut cheat
	#rb danY
	#tests pie

Change 2989384 on 2016/05/25 by Graeme.Thornton

	Extra chunk decryption tests and logging to help diagnose the random failure we're seeing in the wild
	 - retry decrypt three times
	 - after the first attempt, re-decrypt original source, just incase the decrypt cache has been corrupted

	#tests cooked pc client + dedicated server
	#rb robert.manuszewski

Change 2989225 on 2016/05/24 by Dmitry.Rekman

	Fix rare crash in Linux threading code (OR-22193).

	- Sometimes, for some reason, freeing memory for an alternate thread from a thread in PostRun() can crash because the jemalloc apparently does not have an arena for this thread anymore.
	- This change works around the problem by allocating the said memory statically in LinuxThread class.

	#rb none
	#codereview Bob.Tellez, David.Vossel
	#tests Compiled Linux server, started it.

Change 2988768 on 2016/05/24 by Uriel.Doyon

	Added support for SkinnedMesh in the texture streaming MeshCoordSize accuracy viewmode.
	#RB marcus.wassmer
	#tests loaded game and editor

Change 2988462 on 2016/05/24 by Mieszko.Zielinski

	Added a piece of logging to both scenarios or movement aborting in UPathFollowingComponent::UpdatePathSegment to be able to tell them appart while reading the log #Orion

	#rb Lukasz.Furman
	#test golden path

Change 2988036 on 2016/05/24 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2987910

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2988035 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2987457 on 2016/05/23 by Mieszko.Zielinski

	Redone changes from CL#2981193 #UE4

	Original description: fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes)

	#rb Lukasz.Furman
	#test golden path

Change 2987388 on 2016/05/23 by Olaf.Piesche

	Replicating CL 2985226; don't push mesh emitter transform to pixel shader unless used in the material graph

	#rb marcus.wassmer
	#tests editor game PC

Change 2986255 on 2016/05/22 by Mieszko.Zielinski

	Manually resolving conflict that stoped robomerge from Main to DG #Orion

	#rb none
	#test compile
	#codereview Jason.Bestimt

Change 2986209 on 2016/05/21 by Andrew.Grant

	Removed hitchunter logging from http thread
	#rb none
	#tests compiled

Change 2986202 on 2016/05/21 by Andrew.Grant

	Merging //UE4/Main @ 2981382 from //UE4/Orion-Staging
	#rb none
	#tests engine & game QA passed, built locally

Change 2985899 on 2016/05/20 by Rob.Cannaday

	Move PS4 HTTP processing to HTTP thread
	#tests golden path
	#rb dmitry.rekman

Change 2985884 on 2016/05/20 by Bart.Bressler

	Fix issue where oodle wasn't enabled in shipping correctly.

	#rb john.pollard
	#tests ran orion server in shipping and connecting with a client

Change 2985778 on 2016/05/20 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2985753

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2985774 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2985760 on 2016/05/20 by Rob.Cannaday

	Second pass on HTTP threading
	Move threaded objects into separate class, FHttpThread.  FCurlHttpThread derives from FHttpThread and the curl multi work is performed in FCurlHttpThread
	Removed code that limited number of curl easy requests that were added to the multi simultaneously / per frame as now that curl work is performed on a separate thread the performance no longer directly impacts the game thread
	Remove lock from CurlHttp and instead of use FThreadSafeCounter
	#rb dmitry.rekman
	#tests golden path (PC & PS4)

Change 2985658 on 2016/05/20 by John.Pollard

	Fixed issue with cached http replay results making time go backwards

	#rb none
	#tests replays

Change 2985640 on 2016/05/20 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: david.ratti
	Ability System: call OnRemove event for gameplay cues that are mispredicted. Previously if a looping GC was predictively added, it would only get the OnRemove event if the replicated GC was removed. In the case of a mis prediction there is no replicated version, so the OnRemove was never called and cleanup was never happening.

	#rb FrankG
	#tests multi pie

	#ROBOMERGE-SOURCE: CL 2985638 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2985631 on 2016/05/20 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: david.ratti
	Fast TArray serialization fixes:
	1. Fix case where Array ReplicationKey has changed no items between base and current state have changed. Previously server would early out and not send an update: but this needs be sent so that the client can potentially perform an implicit delete.

	This fixes the case where client TArray would have stale items hanging around until a new update was sent (which could potentially be never).

	2. Fix case where an array item would be deleted by both explicit delete and implicit delete: causing other items in the array to be deleted (!).

	#rb frankG, pollard
	#tests golden path
	[CodeReviewed] Bob.Tellez, Billy.Bramer, Ben.Zeigler

	#ROBOMERGE-SOURCE: CL 2985629 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2985542 on 2016/05/20 by Daniel.Lamb

	Added per package stats.
	Optimized cooker, moved FTextureSource::Compress from UTexture::Presave to UTexture::Serialize so we can avoid it in the cooker.
	#rb Robert.Manuszewski, Andrew.Grant, Marcus.Wassmer
	#test cook paragon, save packages paragon editor

Change 2985152 on 2016/05/20 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2985092

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2985150 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2985001 on 2016/05/20 by Chris.Wood

	Move fullcrashdump location for Paragon from QA deptartment storage to Paragon project storage. Changes CrashReportClient config only.

Change 2984839 on 2016/05/20 by Robert.Manuszewski

	Renaming some confusing function names and updating messages related to exception handling.

	#rb none
	#tests Cooked Win64 Client and Server, Tested crash reporting in cooked game

Change 2984517 on 2016/05/19 by Mike.Larson

	Adjusted 'PlatformHeadroom' audio volume settings to DB-3 on both Windows and PS4

Change 2983932 on 2016/05/19 by jason.bestimt

	#ORION_MAIN - Merge 26.2 @ CL 2983814

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2983921 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 2983864 on 2016/05/19 by Wes.Hunt

	Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS...
	#codereview:steve.robb
	#rb none
	#tests compiled Orion Editor Win64

Change 2983780 on 2016/05/19 by Wes.Hunt

	Modernize FAnalyticsEventAttribute usage. #jira UE-30551.

	Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings.
	* The Name must be convertible to a string
	* The value must be convertible to a string via an AnalyticsConversion::ToString() overload.
	* Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more.

	Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of:
	    RecordEvent("EventName", MakeAnalyticsEventAttributeArray(
	        "Attr1", false,
	        "Attr2", 42.0,
	        "Attr3",  SomeMap,
	        "Attr4", SomeArray);

	#codereview:steve.robb,david.decker,sam.spiro
	SamS - you've been asking for better attribute conversion facilities for years. Finally got it, haha.
	SteveR - I only added copy/move ctors to FAnalyticsEventAttribute. Do I also need to explicitly add the copy/move assignment ops?
	DavidD - This will allow you to create attributes a lot more easily and efficiently now.
	#rb steve.robb,david.decker
	#tests orion editor runs

Change 2983702 on 2016/05/19 by Daniel.Lamb

	Renumbered cooking stats to be more correct
	#rb Wes.Hunt
	#test cook paragon.

Change 2983392 on 2016/05/19 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2983342

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2983391 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2982910 on 2016/05/18 by Marcus.Wassmer

	Don't fail entire deployments because obsolete manifest can't find the files to delete
	#rb none
	#codereview Peter.Sauerbrei
	#test none

Change 2982902 on 2016/05/18 by Marcus.Wassmer

	Disable HTTP networkfilesystem because it constantly crashes cookonthefly servers.  platform team is aware
	#rb none
	#test cookonthefly

Change 2982837 on 2016/05/18 by David.Ratti

	Spot merge safety check in ~FAgggregator. From BobT CL 2966255.

	#rb none
	#tests compile

Change 2982723 on 2016/05/18 by Wes.Hunt

	Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #jira UE-30559
	#rb none
	#tests none

Change 2982716 on 2016/05/18 by Wes.Hunt

	Remove Analytics code to divert legacy code to source data collector. #jira UE-27794
	#rb none
	#tests run orion editor

Change 2982707 on 2016/05/18 by Wes.Hunt

	AnalyticsET support for arbitrary Json events. #jira UE-30375
	* AnalyticsET supports a new API, RecordEventJson.
	* API supports rvalue refs to avoid unnecessary copies of the attribute array.
		/**
		 * Sends an event where each attribute value is expected to be a string-ified Json value.
		 * Meaning, each attribute value can be an integer, float, bool, string,
		 * arbitrarily complex Json array, or arbitrarily complex Json object.
		 *
		 * The main thing to remember is that if you pass a Json string as an attribute value, it is up to you to
		 * quote the string, as the string you pass is expected to be able to be pasted directly into a Json value. ie:
		 *
		 * {
		 *     "EventName": "MyStringEvent",
		 *     "IntAttr": 42                 <--- You simply pass this in as "42"
		 *     "StringAttr": "SomeString"    <--- You must pass SomeString as "\"SomeString\""
		 * }
		 *
		 * @param EventName			The name of the event.
		 * @param AttributesJson	array of key/value attribute pairs where each value is a Json value (pure Json strings mustbe quoted by the caller).
		 */
		virtual void RecordEventJson(const FString& EventName, TArray<FAnalyticsEventAttribute>&& AttributesJson) = 0;
	#codereview:david.decker
	#rb david.decker
	#tests run orion editor

Change 2982057 on 2016/05/18 by David.Ratti

	GameplayCue loading - fix issue where GCM would invoke fully loaded when there were still UGameplayCueNotify_Statics to be loaded.

	#rb Ori.Cohen
	#tests golden path

Change 2981943 on 2016/05/18 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2981896

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2981942 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2981812 on 2016/05/18 by Robert.Manuszewski

	Suspending thread heartbeat when a message box is being displayed. Fixes false positives in hand detection.

	#rb Steve.Robb
	#tests Cooked and launched win64 client and server

Change 2981718 on 2016/05/18 by Robert.Manuszewski

	Changed how suspending/resuming thread heartbeat works: it will no longer create a heartbeat for a thread that hasn't sent any heartbeats yet.

	Reimplementing CL #2951209 from Dev-Core

	#rb Steve.Robb
	#tests None

Change 2981108 on 2016/05/17 by Wes.Hunt

	Fix perfect forwarding constructor in CookStats stuff.
	#rb none
	#tests investigating assembly output of cook stats code.
	#codereview:daniel.lamb

Change 2981028 on 2016/05/17 by Nick.Atamas

	Fixing hittest grid with virtual cursor.
	We now prefer any directly hit-test widgets with higher layer ids to those discovered through a distance search.

	#rb none
	#test Game menus
	#codereview Cody.Haskell,Matt.Kuhlenschmidt,Sammy.James,Dan.Hertzka

Change 2980963 on 2016/05/17 by Marc.Audy

	Fix shadowed variable
	#rb None
	#tests Compile

Change 2980917 on 2016/05/17 by Daniel.Lamb

	Removed script packages from unable to find packages warning.
	#rb Andrew.Grant
	#test cook paragon

Change 2980838 on 2016/05/17 by Marc.Audy

	Shave some time out of UPlayerInput::ProcessInputStack
	#rb Michael.Noland
	#tests Input works, performance improvement

Change 2980710 on 2016/05/17 by Michael.Noland

	Engine: Added helpful comments to the LOD visualization colors
	#rn
	#rb david.ratti
	#tests none

Change 2980706 on 2016/05/17 by Michael.Noland

	Engine: Removed unused setting bAllowDebugViewmodesOnConsoles (replaced some time ago by r.ForceDebugViewModes)
	#rn
	#rb david.ratti
	#tests Ran a cooked build with only r.ForceDebugViewModes=1 and confirmed that debug view modes still worked

Change 2980703 on 2016/05/17 by Michael.Noland

	Blueprints: Added support for emitting the Blueprint Description as tooltip metadata for the compiled Blueprint class (displayed in class pickers, etc...)
	#rb david.ratti
	#tests Tested on a Blueprint in Paragon
	#codereview mike.beach
	#rn

Change 2980702 on 2016/05/17 by Michael.Noland

	Rendering: Added ProfileGPU to the console autocomplete list
	#rb david.ratti
	#tests Tried typing Profile in the console and verified that the completion worked and tooltip was displayed
	#rn

Change 2980697 on 2016/05/17 by Michael.Noland

	Landscape: Added a 'resource' name for landscape to improve display in the mesh summary list of ProfileGPU
	#codereview jack.porter
	#rb david.ratti
	#tests Used ProfileGPU while standing on some terrain
	#rn

Change 2980692 on 2016/05/17 by Michael.Noland

	Landscape: Added a scalability CVar for landscape LOD biasing (r.LandscapeLODBias)
	#codereview jack.porter
	#rb david.ratti
	#tests Ran around in Paragon with various r.LandscapeLODBias values
	#rn

Change 2980630 on 2016/05/17 by Daniel.Lamb

	Added more warnings to help track down crash in paragon cook.
	#rb Andrew.Grant
	#test cook orion

Change 2980585 on 2016/05/17 by Jamie.Dale

	Fixed an issue where the editable text caret could become invisible when using UI scaling

	It's now clamped to a min draw size of 1px.

	#jira OR-18524
	#rb none
	#tests Built and ran the game. Verified that the caret now appears where it didn't before.

Change 2979908 on 2016/05/16 by jason.bestimt

	#ORION_MAIN - Merge 26.2 @ CL 2979859

	#RB:none
	#Tests:none

	#CodeReview: jaymee.stanford

Change 2979472 on 2016/05/16 by Nick.Atamas

	Added support for not clearing the render target when rendering a widget.

	#rb Nick.Darnell
	#test PIE w/ minimap

Change 2979434 on 2016/05/16 by Dmitry.Rekman

	Server: Add reporting of frame time without sleep.

	- Also add NumClients to each event so it's easy to filter events that didn't have 10 clients.

	#rb none
	#tests Built Linux server, ran match on a compatible content.

Change 2979267 on 2016/05/16 by Dmitry.Rekman

	Improvements in server hitch hunting / alerting.

	- Add an analytics event for unplayable conditions.
	- Send % of frames we hitched and time we spent hitching.
	- Send more detail about the machine.

	#rb none
	#tests Built Linux server and Windows client, played a match.

Change 2979030 on 2016/05/16 by Andrew.Grant

	Added quick way to reasign GUIDs (-AssignNewMapGuids) to map objects
	#rb none
	#tests used in editor

Change 2978914 on 2016/05/16 by David.Ratti

	Fix issue causing gameplay cue parameters not properly being passed through in cases where GA adds/removes gameplay cue.

	#rb DanY
	#tests multi pie
	#codereview Dave.Ewing

Change 2978681 on 2016/05/16 by Martin.Wilson

	Performance improvements for recalc required bones, removed a lot of unneeded array iterating. Reduces cost to roughly 30% of original code.

	#rb Thomas.Sarkanen
	#tests PS4 games, ded server

Change 2978098 on 2016/05/15 by Andrew.Grant

	Clearer error message
	#rb none
	#tests ran game

Change 2977597 on 2016/05/13 by Olaf.Piesche

	Merging using //UE4/Dev-Rendering->//Orion/Dev-General; fixes for beam particle selection code

	#rb martin.mittring
	#tests PC editor game

Change 2977531 on 2016/05/13 by Daniel.Lamb

	Added cooking stat for PreSave callback.
	#rb Wes.Hunt
	#test cook paragon

Change 2977340 on 2016/05/13 by jason.bestimt

	#ORION_MAIN - Merge 26@ CL 2977290

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2977329 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 2977139 on 2016/05/13 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jon.lietz
	OR-20830 only allow the periodic effects from a gameplay volume trigger first application triggers on BeginOverlap and Enable volume.

	#RB DaveR
	#test tracked when the poinson from an active card is applied and not applied

	#ROBOMERGE-SOURCE: CL 2977135 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2976741 on 2016/05/13 by David.Ratti

	GameplayCues that are triggered off animation notifies on the non-primary mesh will now properly attach to that non primary mesh.

	#rb lietz
	#test pie, golden path

Change 2976715 on 2016/05/13 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Fix for bad merge
	#rb none
	#tests built automation

	#ROBOMERGE-SOURCE: CL 2976680 in //Orion/Release-0.26/... via CL 2976712 via CL 2976713 via CL 2976714
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2976679 on 2016/05/13 by Robert.Manuszewski

	Tweaks to DLL injection detection code

	#rb Steve.robb
	#tests cooked Win64 client

Change 2976670 on 2016/05/13 by Robert.Manuszewski

	UAT: Arxan upgrade to 3.9.1

	#rb Ben.Marsh
	#tests Win64 cooked client (test config)

Change 2976654 on 2016/05/13 by Graeme.Thornton

	Shadowed variable warning fix

	#rb none
	#tests compiled win64/ps4 client

Change 2976645 on 2016/05/13 by Graeme.Thornton

	Refactoring of resident mip calculations
	 - Cooker takes into account the same compression block thresholds that the runtime previously used
	 - Runtime doesn't attempt to calculate which mips to perma-load, but just looks at the ones whose bulk data is flagged as end-of-file or seperate-file

	#rb nick.penwarden
	#tests win64/ps4 client builds, golden path

[CL 3000872 by Andrew Grant in Main branch]
2016-06-04 01:20:53 -04:00
Marc Audy
d3e1006533 Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2926658
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2821607 on 2016/01/08 by Mieszko.Zielinski

	Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4

	This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.

	#rb Lukasz.Furman
	#codereview John.Abercrombie

Change 2828384 on 2016/01/14 by Mieszko.Zielinski

	Back out of visual log refactor done as part of CL#2821607 #UE4

Change 2910454 on 2016/03/15 by Zak.Middleton

	#ue4 - Properly exclude zero-distance MTD results in ComponentEncroachesBlockingGeometry_WithAdjustment() in the presense of multiple overlaps.

	#rb Jeff.Farris
	#jira UE-24327
	UDN: https://udn.unrealengine.com/questions/270574/jeff-farris-hack-for-physx-mtd.html

Change 2910548 on 2016/03/15 by Zak.Middleton

	#ue4 - Handle MTD computation returning NaN direction when there is a "contact" with zero distance.

Change 2912311 on 2016/03/16 by Marc.Audy

	Properly handle overlaps in C++ in documentation code and UE4 to Unity doc
	#rb Martin.Wilson

Change 2913086 on 2016/03/17 by Marc.Audy

	Adding ability to have 9 parameters to a dynamic delegate

Change 2913101 on 2016/03/17 by Marc.Audy

	Fix some of the loctext error messages

Change 2913102 on 2016/03/17 by Thomas.Sarkanen

	Console usability improvements

	Display console autocompletion commands from the lexicographically first element up to either the total number of commands or MAX_AUTOCOMPLETION_LINES, whichever is least. The previous behaviour started the list "in the middle" and hid the first elements if there were too many matches. Thus "[ab ac ad]" with "aa" hidden now becomes "[aa ab ac]" with "ad" hidden.
	To make scrolling work as expected, the input handling of the up and down arrow keys has been reversed so that the cursor iterates forward starting from the top with the down arrow key, and goes back up with the up arrow key. Command history is still accessed with the up arrow key.
	This commit also undoes one of the most evil uses of operator overloading I've ever seen, on par with "#define true false" but more subtle

	Color console autocomplete entries to denote their type: command, CVar or other (manual autocompletion entries). CVars are further divided into writeable and read-only variables.
	Assume that manual console autocompletion entries are commands. This makes the autocompletion list colors more consistent and less noisy

	Automatically select (but don't complete) a command on console character input. To prevent the autocomplete from becoming too trigger happy, no longer automatically complete commands for arbitrary key inputs that we happen to have a match for

	Allow cycling through console commands with the tab key
	Discriminate between first time and repeated tab presses and only scroll through autocomplete entries on the latter

	Fix off-by-one error in console: "x more matches" line was being shown when the number of autocomplete elements was equal to MAX_AUTOCOMPLETION_LINES
	Fix an off-by-one error that was causing the topmost console command to not be shown if there was an autocomplete scroll region

	Show the currently selected autocomplete entry faded out behind the user's typed input
	Slightly increase brightness of the normal input text colour to better distinguish between the typed and autocompleted parts of the input line

	Left-justify command descriptions in the console autocompletion box
	Detect overflow of console autocomplete lines on low resolutions and decrease the space used for description justification to compensate

	Make the console input, history and autocomplete colours user configurable

	Add console background transparency. Configurable, set to 15% by default

	Add missing closing quote to the console dump HTML template

	#github #2061: Console usability improvements from Mattiwatti

Change 2913104 on 2016/03/17 by Thomas.Sarkanen

	Added indicator displayed on animation nodes when they use the 'fast path'

	Added checkbox that can be used to audit Blueprint fast-path usage.
	Switched almost all animation node widgets to derive from new SAnimationGraphNode. This creates the overlay widget that indicates whether this node is using a more optimal path.

	#doc Also added documentation tooltips and UDN doc files/images for the fast path systems.
	#jira UE-24698 - Add icon to pins in anim graph to indicate 'fast mode' access
	#rb Martin.Wilson

Change 2913306 on 2016/03/17 by Marc.Audy

	Cleaning up GetResourceSize
	- Made many call Super::GetResourceSize
	- Removed trivial implementations
	- Fixed HierarchicalInstanceStaticMeshComponent double counting an array

Change 2913535 on 2016/03/17 by Lukasz.Furman

	fixed broken behavior tree graph data after subnode undo
	#ue4 UE-28198

Change 2913608 on 2016/03/17 by Lukasz.Furman

	fixed behavior tree execution indices after undoing move in editor
	#ue4 UE-26705

Change 2913847 on 2016/03/17 by Lukasz.Furman

	added new automation test for UE-28309
	#ue4

Change 2913849 on 2016/03/17 by Lukasz.Furman

	fixed behavior tree skipping over branch when restart request comes during AbortCurrentTask call
	#ue4 UE-28309

Change 2913895 on 2016/03/17 by Marc.Audy

	Added 'self' argument to Actor and PrimitiveComponent delegates that didn't already supply one
	Fixed up all C++ uses of these delegates
	#jira UE-23122
	#rb Zak.Middleton

Change 2914743 on 2016/03/18 by Thomas.Sarkanen

	Editing of primitive data in PhAT

[CL 2926677 by Marc Audy in Main branch]
2016-03-29 16:33:59 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Laurent Delayen
f635d52081 Fortnite Dev > Main Integration from CL #2535376
UE4-Fortnite-CL-2535376
CL# 2535376
MCP CL# 2532705
Linux Dedicated Server
Backend: Testing
  "app" : "fortnite",
  "moduleName" : "Fortnite-PublicService",
  "branch" : "TRUNK",
  "buildDate" : "2015-05-01T13:57:06.985Z",
  "serverDate" : "2015-05-04T13:50:47.828Z",
  "build" : "1306",
  "cln" : "2532705",
  "overridePropertiesVersion" : "unknown",
  "version" : "UNKNOWN"

[CL 2539301 by Laurent Delayen in Main branch]
2015-05-06 11:05:00 -04:00
Mieszko Zielinski
0f0c7f09f6 Fixed a horrible crash resulting from BT decorators having wrong ChildIndex assigned, which in turn was a result of UBTNode::GetSpecialNodeMemory returning valid pointers for non-instanced nodes #UE4
Merged over from dev branch

#codereview Lukasz.Furman

[CL 2519742 by Mieszko Zielinski in Main branch]
2015-04-21 15:20:23 -04:00
Lukasz Furman
eec64075cf fixed behavior tree's search update for branch with loop decorator
#ue4, merged from dev branch

[CL 2495410 by Lukasz Furman in Main branch]
2015-03-30 04:35:51 -04:00
Laurent Delayen
e586cd3a8f Dev to Main integration from CL #2446290
[CL 2456855 by Laurent Delayen in Main branch]
2015-02-23 15:58:14 -05:00
Stephan Delmer
6f7661f391 Merging using UE4-Fortnite-To-UE4 from CL 2403093
[CL 2407402 by Stephan Delmer in Main branch]
2015-01-15 11:57:16 -05:00
Lukasz Furman
211d419a4f merged fixes for behavior tree decorator relevancy issues
[CL 2405757 by Lukasz Furman in Main branch]
2015-01-14 04:09:08 -05:00
Lukasz Furman
dcb419aca0 removed initial Tick event from behavior tree service - this should be implemented using OnSearchStart,
fixed task search using outdated info when more important request was accepted
#ue4

[CL 2392367 by Lukasz Furman in Main branch]
2014-12-18 07:57:13 -05:00
Lukasz Furman
fb73b0ed88 merged fix for infinite loop in parallel BT node causing editor to freeze
#ue4

[CL 2390929 by Lukasz Furman in Main branch]
2014-12-17 04:15:22 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Mieszko Zielinski
6952a6f2fc Refactored a bunch of BT functions taking BehaviorTreeComponent pointers to require references instead #UE4
[CL 2371640 by Mieszko Zielinski in Main branch]
2014-11-27 15:56:48 -05:00