mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
3c2010d281269994deefcc86297a79247a9aeb34
15 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
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] |
||
|
|
7598af0532 |
Update copyright notices to 2019.
#rb none #lockdown Nick.Penwarden [CL 4662404 by Ben Marsh in Main branch] |
||
|
|
13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
||
|
|
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] |
||
|
|
33f0f0a6e6 |
Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3212531)
#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3212485 on 2016/11/28 by Dmitry.Rekman Update libwebsockets to use -fPIC. Change 3212280 on 2016/11/28 by Guillaume.Abadie Fixes static lighting regression caused by selective outputs fix. Change 3211095 on 2016/11/28 by Ian.Fox #UE4 - Add nullptr check to cookonthefly server ini check Change 3211042 on 2016/11/28 by Bob.Tellez #UE4 Add an option to reset a particle system comp on a camera lens emitter when it is retriggered Change 3209336 on 2016/11/23 by Rob.Cannaday Fix shutdown crash trying to cancel an HTTP request after the HTTP module has been unloaded Move the cancel call to the PreUnload step #jira FORT-33515 Change 3208350 on 2016/11/22 by Jeff.Campeau Added bVirtualKeyboardDisplayOnFocus to Slate settings defaulted to true (old behavior) Always open a virtual keyboard when the facebutton bottom is pressed on an active text field Do not open a virtual keyboard on focus gained by any method other than mouse if bVirtualKeyboardDisplayOnFocus is set to false #jira FORT-30722 Change 3207430 on 2016/11/22 by James.Hopkin #fortnite Applied changes from CL#3161737 (UE4/Main) to stage and package SSL certificate bundles. Change 3207422 on 2016/11/22 by Ben.Woodhouse * Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases) * Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees) * Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory #jira UE-38609 Change 3206301 on 2016/11/21 by Ben.Woodhouse Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes. #jira FORT-31616 #code_review keith.judge Change 3206144 on 2016/11/21 by Lukasz.Furman improved path following sticking to tether bounds #jira FORT-32097 Change 3206142 on 2016/11/21 by Lukasz.Furman added post processing to navigation filters for making filter-bound paths (feedback iteration) #fortnite Change 3206053 on 2016/11/21 by Lukasz.Furman added post processing to navigation filters for making filter-bound paths #fortnite Change 3205790 on 2016/11/21 by Lukasz.Furman pass on flow field usage by EQS Change 3205764 on 2016/11/21 by Lukasz.Furman seeding AIModule's random stream from world manager, using random stream in EQS #fortnite Change 3205763 on 2016/11/21 by Lukasz.Furman added random stream to AIModule copy of CL# 3150031 Change 3205162 on 2016/11/19 by James.Hopkin Added missiing depending on SSL to Linux HTTP. Fixes CrashReportClient linker errors. Change 3205124 on 2016/11/19 by James.Hopkin Enabled websockets and Stomp for Linux Change 3205121 on 2016/11/19 by James.Hopkin From Nick Shin's Dev-Platform shelf: upgrade/rebuild of libcrypto, libcurl, libssl, libwebsockets and zlib for Linux #fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez Change 3205119 on 2016/11/19 by James.Hopkin Added OpenSSL version 1.0.2h headers for x86_64-unknown-linux-gnu #fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez Change 3204994 on 2016/11/18 by Billy.Bramer - Sort the function results that show up in the blueprint "Copy signature from:" combo box Change 3203688 on 2016/11/18 by James.Hopkin #stomp Lower-cased FName strings before encoding to prevent random case at runtime. Change 3201533 on 2016/11/16 by Mark.Satterthwaite More auto-release pool/memory-handling fixes for Metal's debug layer, which depends upon ARC: - Better handling of parallel context creation & pooling in MetalRHI. - Metal queries return the actual value so that we can use local autorelease pools to capture ARC retain/autorelease calls in the debug layer. - Similarly EndEncoding needs a local autorelease pool to handle the debug layer's ARC retain/autorelease calls. #jira FORT-32706 Change 3201077 on 2016/11/16 by Mark.Satterthwaite Trivial command-buffer fencing to avoid render-queries keeping MTLCommandBuffer's alive after they are completed, reducing total memory use. #jira FORT-32706 Change 3200269 on 2016/11/16 by John.Abercrombie Made GetPredictionData_Client_Character and GetPredictionData_Server_Character public - Removed unnecessary code duplication in FortIndicator as a result Change 3198230 on 2016/11/15 by James.Hopkin #stomp Added dedicated server support to Stomp connection manager. Also fixed heartbeats and change retry strategy to retry forever, first retry after 5 seconds, doubling up to max interval of every minute. Change 3197273 on 2016/11/14 by Mark.Satterthwaite Fix Metal related memory leaks. #jira FORT-32706 Change 3196974 on 2016/11/14 by Lukasz.Furman increased distance to focal point for path following copy of CL# 3196971 #jira FORT-32048 Change 3196885 on 2016/11/14 by John.Pollard FORT-33019 - Fix crash when updating unmapped properties on replicator that was dormant Change 3196772 on 2016/11/14 by John.Pollard Speculative fix for assert when shutting down replicators Change 3196617 on 2016/11/14 by Lukasz.Furman improved readability of EQS results in gameplay debugger's table view #fortnite Change |
||
|
|
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] |
||
|
|
4c41590c3d |
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625
#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 Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch] |
||
|
|
6d921f179a |
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2771249 on 2015/11/18 by Joe.Tidmarsh Ensure that UCircularThrobber's Radius determines the widget's desired size when a child of UCanvasPanelSlot. #jira UE-23186 Change 2794402 on 2015/12/08 by Joe.Tidmarsh Reverting recent changes to Circular throbber. It's unintuative to enforce Size To Content. Will find some other solution. Change 2803507 on 2015/12/15 by Richard.TalbotWatkin BSP poly extrusion can now only be done in the normal direction of the poly. #jira UE-24168 - BSP face breaks off when extruding on Y or Z axes Change 2803510 on 2015/12/15 by Richard.TalbotWatkin Building new static mesh LODs now initializes override vertex colors based on LOD0. #jira UE-23747 - CLONE - if LODs are generated for meshes with vertex colors in a level the vertex colors dont propagate to the LOD in the level Change 2808877 on 2015/12/18 by Alexis.Matte Make sure the delta scale sign is swap when we have multiple axis with different sign current axis value #jira UE-21574 #codereview nick.darnell Change 2810114 on 2015/12/21 by Alexis.Matte #jira UE-23769 We now expose a message telling the user that we found some mesh that are not reference by any scene node in the fbx file. #codereview nick.darnell Change 2810211 on 2015/12/21 by Richard.TalbotWatkin Fixed issue with Show Only Selected not showing members of actor groups. #jira UE-24453 - CLONE - Show Selected is broken for certain Orion meshes Change 2811035 on 2015/12/22 by Alexis.Matte #jira UE-24671 Polish UI #codereview nick.darnell Change 2811123 on 2015/12/22 by Alexis.Matte #jira UE-21936 We now can decide which fbx sdk compatibility version we can use when exportting to a fbx file. #codereview nick.darnell Change 2812830 on 2015/12/28 by Richard.TalbotWatkin Prevent engine assets' properties from having project assets assigned to them. #jira UE-18215 - Details panel: prevent engine content from referencing game content Change 2812854 on 2015/12/28 by Richard.TalbotWatkin Fixed issue where floating windows were having their border size erroneously added again and again. Allowed PIE windows to not respect work area bounds if they are created centered, so that they can overlap off the edge of the screen. #jira UE-24465 - 10 Pixels Added to Width & Height of Floating Editor Windows Each Time Project is Reopened #jira UE-24364 - "Always Center Window to Screen" No Longer Functioning in New Editor Window (PIE) Change 2812875 on 2015/12/28 by Alexis.Matte #jira ue-22237 first implementation for skeletal mesh scene import and reimport. Small refator to remove duplicate code in different fbx list ui. #codereview nick.darnell Change 2813172 on 2015/12/29 by Alexis.Matte #jira ue-21656 Partial submit, the base code is there to add all light type with there properties. #codereview nick.darnell Change 2813403 on 2015/12/30 by Richard.TalbotWatkin PIE in New Editor Window now respects the Game Gets Mouse Control setting. This provides a workaround for UE-24824 where attempting to drag a PIE window fails due to the viewport capturing and locking the mouse to itself in FSceneViewport::OnFocusReceived. Change 2813429 on 2015/12/30 by Alexis.Matte #jira ue-21656 -spotlight and point light support fbx attenuation -fix the light orientation so now directional and spotlight point to the same direction of the fbx #codereview nick.darnell Change 2813456 on 2015/12/30 by Alexis.Matte #jira ue-21656 -Import the camera from fbx #codereview nick.darnell Change 2813457 on 2015/12/30 by Richard.TalbotWatkin Fixed issues with the code which determines whether the user is attempting to assign a game asset/class to an engine asset's property. #jira UE-18215 - Details panel: prevent engine content from referencing game content Change 2813475 on 2015/12/30 by Richard.TalbotWatkin Removed erroneous debug code. Change 2814451 on 2016/01/04 by Joe.Tidmarsh Fixed Tint colour for circular throbber. #jira UE-24445 Change 2814546 on 2016/01/04 by Richard.TalbotWatkin Force Message Log to update its category list if a new category is added while it is open. #jira UE-24266 - Message Log not updating Categories in Real-Time Change 2814613 on 2016/01/04 by Alexis.Matte [CL 2851481 by Nick Darnell in Main branch] |
||
|
|
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] |
||
|
|
e5bb9b4d0d |
Integrate all non-branch Engine/Source changes from //depot/UE4-Orion to //depot/UE4
#lockdown Ben.Marsh #platformnotify Josh.Adams [CL 2718236 by Marc Audy in Main branch] |
||
|
|
dcd7345250 |
unified shared parts of AI editors (nested nodes, copy/paste/drag operations)
[CL 2456137 by Lukasz Furman in Main branch] |
||
|
|
605528a612 |
integrated AIDataProviders from dev branch
[CL 2385659 by Lukasz Furman in Main branch] |
||
|
|
149375b14b |
Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch] |
||
|
|
7c41927cf4 |
Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer. UECORE-7 [CL 2328384 by Jaroslaw Palczynski in Main branch] |
||
|
|
70aaf80117 |
Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587 Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using. That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite. CL#2272599 Fixed crash when AI were killed in the same frame they were spawning into the world. CL#2274068 behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement fix for move action crashing on pawn's death CL#2274177 fixed behavior tree's search range when there are mutliple restart requests in the same frame CL#2274359 Fixes RotateToFaceBBEntry not working correctly when focusing on an actor - the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without - with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors - without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location - while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix) - solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority. while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea. Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value) CL#2274719 Fix crash related to AnimCameraActor. TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash. CL#2274988 #UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899 CL#2275045 #UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though. CL#2275152 TTP# 336668 Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens. Removed code duplication. CL#2275528 Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface CL#2275960 fixed behavior tree search being discarded after merge with non discardable request decorator observers will be added even after failed search CL#2276294 Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back). They are separate options which can be used together or separately. CL#2277344 fixed BT decorator indices for abort range preview in editor CL#2277473 NavCollision settings of static mesh will persist through reimport ttp# 344853 CL#2277509 fixed multiple nodes connected to special pins in behavior tree editor CL#2278042 Fixes EQS not returning the best item when the last EQS test is a filter. - To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering. Made the filter and score test types display "Filter Only" & "Score Only" CL#2278111 Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate. CL#2278115 Added "Random" EQS test, which can be used for adding a random value to items. Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well. CL#2278286 Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628. CL#2281762 Moved VLOG in Vlog Redirect function to avoid ensure - Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet CL#2282248 Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types. CL#2282639 Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4 - Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag - Fixed crash in EQSRenderingComponent - Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag) CL#2282678 fixed crash on reimporting static mesh without NavCollision data ttp# 345454 CL#2282919 Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4 - also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489 CL#2282927 Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite CL#2283374 Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving (Fixes ttp 344776) CL#2283475 Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374 CL#2283644 #UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister Fix it so particle system components track if they were active when unregistering, reactivate on next register if true Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely Fix it so single anim skeletal meshes restore state accross reinitializations CL#2283688 Make bPendingKillPending no longer a UProperty so it won't be serialized. Fixes TTPs 342221, 342634 CL#2283879 #UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored. CL#2284368 fixed crash on using blueprint-based EQS contexts in PIE CL#2284405 HotSpots auto expire #UE4 Also, Fortnite-specific: - made FortAIHotSpotManager the owner of hotspots spawning process - added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector CL#2285167 Fixed Fortnite client to match FriendsService API change for pending invites CL#2285650 #UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601 CL#2286127 fixed pathfinding eqs test CL#2286208 fixed EQS tests reverting to Score Only settings after reopening editor ttp# 345719 CL#2286296 Game Invites work in Fortnite again Fixed game to match a backend API change CL#2286378 Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can. CL#2286408 - TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected. CL#2286777 Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made. (In Fortnite, Goal Manager queries all have the same name, and the data would never update. In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.) CL#2289211 Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash" CL#2289279 LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed. Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap. CL#2289897 Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be. CL#2290041 Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions. CL#2290210 #UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed - Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions. The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate. - We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs CL#2290255 #UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly CL#2290585 Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4 It was resulting in copied actions loosing parts of its configuration. Also: - added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior CL#2290675 Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4 CL#2290778 fixed invalid nav nodes in paths after offseting CL#2290784 moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment CL#2292104 Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.). CL#2292198 Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4 CL#2292766 Fixed crash if touch event without valid MovieStreamer CL#2292967 GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh. NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display. CL#2293116 #UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line. CL#2293217 Added suffix override to allow StagingInfo instances without platform in the staging path This is to handle where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient CL#2293263 #UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys) CL#2293534 fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor) CL#2293536 fixed updating parent chain in navoctree after removing last attached node CL#2293543 changed navigation octree parent map to use weak object pointers (merged from main) CL#2293952 Changes/improvements to curl http module: - Properly get bUseCurl from a configuration file. - Do less work when creating requests (checking commandline settings moved to CurlHttpManager). - Do not init/shutdown unless actually used. CL#2294062 Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent - Allows subclasses to define behavior when this occurs - Comment states that this only will be called when the character is walking [CL 2305577 by Bob Tellez in Main branch] |