Also restores follow-up CLs 19973746, 19973782
FStaticParameterSet::MaterialLayers can't be deprecated, since a property with the same name is included via FStaticParameterSetRuntimeData
So instead, FMaterialLayersFunctionsRuntimeData is updated with SerializeFromMismatchedTag, to allow serializing a full FMaterialLayersFunction.
When this happens, the EditorOnly portion is stored in a separate heap allocation, and then transferred to FStaticParameterSet::EditorOnly::MaterialLayers
#preflight 626c3405e31dbb512cef1e98
[Backout] - CL19973745
#fyi bob.tellez
Original CL Desc
-----------------------------------------------------------------
[Backout] - CL19964485
#fyi Ben.Ingram
Original CL Desc
-----------------------------------------------------------------
Add 'Optional' EditorOnly data for UMaterialInterface and UMaterialFunctionInterface
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over. So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329
[CL 20043286 by Jason Nadro in ue5-main branch]
#fyi Ben.Ingram
Original CL Desc
-----------------------------------------------------------------
Add 'Optional' EditorOnly data for UMaterialInterface and UMaterialFunctionInterface
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over. So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329
[CL 19973745 by bob tellez in ue5-main branch]
These are separate UObject hierarchies that store editor-only UPROPERTIES, but can be included with cooked content, which allows full editor support.
In principle, all editor-only properties could be moved over. So far, this has been limited to UMaterialExpressions, and data related to material parameters.
FStaticParameterSet, FMaterialLayersParameters, and FMaterialCachedExpressionData have all been split into separate editor-only/non-editor-only classes,
which allows the editor-only portion to be stored on the optional editor-only UObject.
#preflight 626ab21dad56c0cbbea32dc4
#rb jason.nadro, francis.hurteau
#jira FORT-463329
[CL 19964485 by Ben Ingram in ue5-main branch]
#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]
- When uploading TextureEdits to GPU (double buffer)
- When invalidating lighting cache. (dependency has already been removed a while ago with the MapBuildData changes)
Move InvalidateLightingCache calls to the resolve (like all the other client code ex: Coll, Foliage, etc)
#rb richard.malo
#rnx
#ROBOMERGE-SOURCE: CL 10761011 via CL 10761012
#ROBOMERGE-BOT: (v610-10636431)
[CL 10761013 by patrick enfedaque in Main branch]
#jira UE-74468
#rb uriel.doyon, daniel.wright
#ROBOMERGE-SOURCE: CL 7094462 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v367-6836689)
[CL 7094463 by patrick enfedaque in Main branch]
#rb Rendering
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3658809 by Chris.Bunner
Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data.
Change 3658842 by Chris.Bunner
Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults.
Change 3695269 by Arne.Schober
DR - Make clang happy wreorder
Change 3695418 by Guillaume.Abadie
Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp.
Change 3695430 by Guillaume.Abadie
Fixes missing BeginFrame dynamic resolution event in EngineTest.
Change 3695469 by Guillaume.Abadie
Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters.
Change 3696091 by Guillaume.Abadie
Fixes Linux compilation failure in DynamicResolution.cpp
Change 3696593 by Chris.Bunner
Fixed typo in vetex factory enum.
Change 3696596 by Chris.Bunner
Added material attributes type checking to If material expression.
Updated If material expression to validate compilation of inputs.
Change 3696597 by Chris.Bunner
Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3696599 by Chris.Bunner
Fixed material instance parameter visiblity when using nested static switches across functions.
#jira UE-50878
Change 3696734 by Chris.Bunner
Return type fix.
Change 3697123 by Guillaume.Abadie
Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits.
Change 3697125 by Guillaume.Abadie
Fixes compilation failure in MaterialExpressionIf.h
Change 3697127 by Guillaume.Abadie
Fixes compilation failure in DynamicResolution.cpp on shipping build.
Change 3697135 by Guillaume.Abadie
Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest.
Change 3697199 by Guillaume.Abadie
Fixes TAA upsample's shader compilation failure on Mac.
Change 3697220 by Guillaume.Abadie
Makes static analysis happy again.
Change 3697280 by Chris.Bunner
Fixing up invalid casts in material layers validation.
Change 3697366 by Rolando.Caloca
DR - hlslcc - Fix warning
#jira UE-43988
Change 3697451 by Rolando.Caloca
DR - vk - Per pipeline descriptor pools
Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation
Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS
Change 3697477 by Rolando.Caloca
DR - vk - Custom memory allocator
Remove old/unused stats
Change 3697486 by Rolando.Caloca
DR - vk - Fix validation issue
Change 3697488 by Richard.Wallis
Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6. Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame.
Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter.
#jira UE-37553
Change 3697501 by Richard.Wallis
Move audio processing over to audio bus tap. Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework. This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp.
Original Code Review Description:
Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer. This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac. There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled.
- Stuttering Audio Performace issue investiagation: Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one. Basic investigation seems to point to somewhere in the engine audio handing. When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue. I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough. This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec.
#jira UEPLAT-1677
Change 3697517 by Richard.Wallis
XCode 9.0 extra nullability specifiers required.
Change 3697537 by Richard.Wallis
Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp
Change 3697670 by Rolando.Caloca
DR - vk - Fix mapstaging surface
Change 3697846 by Uriel.Doyon
Allow denormalized values when converting float32 to float16.
Change 3697892 by Uriel.Doyon
Fix for unaligned structure elements
Change 3699335 by Richard.Wallis
Mac compile fix - turns out I did need these nullability specifiers here.
Change 3699663 by Guillaume.Abadie
Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries.
Change 3699959 by Rolando.Caloca
DR - Fix barrier in the middle of render pass
Change 3699969 by Rolando.Caloca
DR - vk - Change dump layer location so it prints out validation ids
Change 3700356 by Guillaume.Abadie
Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI.
Change 3701105 by Guillaume.Abadie
Ignore per view automatic mip bias on texture type other than 2d textures.
#jira UE-51396
Change 3702297 by Richard.Wallis
Mac compile fix for nullable specifier. Looks like Obj class using the C++ class also needs this otherwise it throws. Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok.
#jira UE-51386
Change 3702357 by Richard.Wallis
Mac nullability compile fix - again. Looks like I fell foul of that xcode compile caching!
#jira UE-51386
Change 3702424 by Guillaume.Abadie
Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading.
#jira UE-51395
Change 3702464 by Guillaume.Abadie
Fixes wrong viewport to buffer conversion of the distortion.
#jira UE-51406
Change 3702819 by Guillaume.Abadie
Fixes planar reflections with secondary screen percentage for HighDPI editor viewports.
Change 3703732 by Guillaume.Abadie
Removes unecessary check(); when there is more than 2 players with planar reflections.
#jira UE-51436
Change 3704302 by Guillaume.Abadie
Removes unecessary Interface suffix on new dynamic resolution related interfaces
Change 3704390 by Chris.Bunner
Fixed a coincidentally correct define.
Change 3704730 by Rolando.Caloca
DR - vk - Fix map for depth surfaces
Change 3704739 by Rolando.Caloca
DR - Debug label on D3D11 UAVs
- Validate when running -d3debug
Change 3705000 by Chris.Bunner
Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254.
Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties.
Change 3706065 by Guillaume.Abadie
Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView.
Change 3706464 by Chris.Bunner
Fixed material property translate overrides that were generating code in the wrong entry.
Fixed conditions in If material expression GetInputType and IsMA check.
#jira UE-51368
Change 3706641 by Chris.Bunner
Missing "break" in switch statement (which unfortunately needs another bump to resolve).
Change 3706642 by Guillaume.Abadie
Fixes assertion failure when r.TemporalAA.EnableUpscale = 1
Change 3706650 by Gil.Gribb
UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code.
Change 3706733 by Daniel.Wright
Print Embree Build time
Change 3706841 by Daniel.Wright
EmbreeFilterFunc4 now handles masked out intersections properly
Change 3707437 by Rolando.Caloca
DR - vk - Android compile fix
#jira UE-51474
Change 3707785 by Guillaume.Abadie
Fixes viewport issue in bloom setup pass with TAA upsample.
Change 3709623 by Rolando.Caloca
DR - vk - Missing barrier for reading into cpu
Change 3709633 by Rolando.Caloca
DR - vk - Compile fix
Change 3710454 by Mark.Satterthwaite
Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D.
- Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load.
- RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders).
- Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>.
- Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics.
- Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore.
- Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way).
- STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else.
- Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes.
Change 3710456 by Mark.Satterthwaite
Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups.
Change 3710457 by Mark.Satterthwaite
DX11 texture formats for Mac Metal please!
Change 3710480 by Mark.Satterthwaite
Permit RHI thread and parallel execution in Mac -game mode again.
Change 3710522 by Mark.Satterthwaite
MSVC type-mismatch error fixes.
Change 3710580 by Mark.Satterthwaite
Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10).
Change 3710616 by Mark.Satterthwaite
Missing file.
Change 3712972 by Guillaume.Abadie
Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass.
Change 3712979 by Guillaume.Abadie
Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale.
Change 3713406 by Mark.Satterthwaite
Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now.
Change 3713494 by Richard.Wallis
Fix for hitch when PIE unloading sublevel. PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads. However they all just need to read the data not change it. Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention.
Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too.
Also tested again repro in linked bug UE-24711.
#jira UE-40533
Change 3713612 by Mark.Satterthwaite
Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744
This should make Light Propagation Volumes potentially viable on non-Microsoft platforms.
Change 3713623 by Mark.Satterthwaite
Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal.
Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be.
Change 3713636 by Mark.Satterthwaite
Enable LPVs for Mac Metal.
- Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation.
- MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible.
- Turn on LPVs for Metal as it works now.
Change 3714049 by Guillaume.Abadie
Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer.
Change 3714306 by Guillaume.Abadie
Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries.
Change 3714714 by Mark.Satterthwaite
Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains.
Change 3716104 by Mark.Satterthwaite
Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update.
Change 3716120 by Mark.Satterthwaite
Silence static-analysis.
Change 3716158 by Guillaume.Abadie
Rewrites editor primitive compositing to support TAA upsample.
This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives.
Change 3716271 by Daniel.Wright
Lightmass correctness fixes
* After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions
* Photon density trimming intended for direct photons was affecting indirect photons as well. This caused high noise for point / spot lights with a large attenuation radius. Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality.
* Removed legacy fudge factor on point / spot light photon energy
* Spotlights no longer emit based on indirect photon paths. Fixes excessive photon energy from spot lights as they were emitting outside of the cone.
* Fixed photons computing one more bounce than requested.
* Added an option to use the Radiosity solver for all multibounce, replacing photons. Useful as a reference but generally too much noise indoors.
* Fixed visualization of photons without final gather
Change 3716434 by Mark.Satterthwaite
Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds.
Change 3716491 by Chris.Bunner
Fixing up an edge-case on a recent optimization.
Change 3716611 by Guillaume.Abadie
Allows secondary screen percentage >= 100%.
Change 3716977 by Guillaume.Abadie
Back out changelist 3716158 to unblock QA pass.
#jira UE-51580
Change 3717111 by Arne.Schober
Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/
Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small.
CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready.
Change 3717127 by Mark.Satterthwaite
Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice.
Change 3717178 by Mark.Satterthwaite
Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken.
#jira UE-51583
Change 3717476 by Marcus.Wassmer
Fix PS4 compile. funciton local statics not allowed on PSSL
Also enabled the new atomics method for LPVs for all platforms
Change 3717502 by Arne.Schober
DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries)
Change 3717601 by Arne.Schober
DR - Move cycle counter into more meaningfull locations.
Change 3718054 by Guillaume.Abadie
Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method.
Change 3718066 by Guillaume.Abadie
Reland: Rewrites editor primitive compositing to support TAA upsample.
This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives.
Change 3718589 by Mark.Satterthwaite
Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled).
Change 3718633 by Guillaume.Abadie
Fixes temporal instability issue of TAA upsample with secondary screen percentage.
Change 3718658 by Arne.Schober
DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on.
Change 3718818 by Mark.Satterthwaite
Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero.
Change 3719004 by Guillaume.Abadie
Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample.
Change 3719375 by Mark.Satterthwaite
Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression.
Change 3720099 by Mark.Satterthwaite
Make the left-hand arguments work in airdiff.
Change 3720413 by Mark.Satterthwaite
Support standalone compute shaders in the mtlpp compiler test app.
Change 3721232 by Mark.Satterthwaite
No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available.
Change 3721244 by Mark.Satterthwaite
Fix incorrect enum handling for Metal features due to overflow.
#jira UE-51643
Change 3721338 by Mark.Satterthwaite
MIssing file from 3721232
Change 3721818 by Mark.Satterthwaite
Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead.
Change 3722139 by Arne.Schober
DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one
#jira UE-51602
Change 3722165 by Rolando.Caloca
DR - Default -opengl to GL4
Change 3722682 by Guillaume.Abadie
Fixes wrong clear color in SSR important for VR that has a HMD mesh.
Change 3722766 by Rolando.Caloca
DR - Fix static analysis
Change 3722943 by Mark.Satterthwaite
Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders.
Change 3723100 by Mark.Satterthwaite
Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version.
Change 3723121 by Mark.Satterthwaite
Fix build error.
Change 3723245 by Daniel.Wright
Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling
Reflection captures with no data use an array index of 0, instead of -1. Might avoid reading uninitialized memory on PS4.
Change 3723387 by Arne.Schober
DR - Metal already applies the instance and vertexoffset in the shader
Change 3723393 by Mark.Satterthwaite
More fixes to the mtlpp compiler test application.
Change 3725258 by Guillaume.Abadie
Improves fast TAA upsample shader permutation by 15% on console.
Change 3725555 by Chris.Bunner
[Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200.
Change 3726845 by Guillaume.Abadie
Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss.
#jira UE-51428
Change 3728014 by Guillaume.Abadie
Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision.
#jira UE-51428
Change 3728053 by Richard.Wallis
Duplicate CL 3727958: Crash fix when using shared material libraries. Initial shader code library offset is not zero'd so all entry offsets were garbage.
Change 3728339 by Guillaume.Abadie
Adds project setting for TAA upample, and officialises TAA upsampling CVar.
Change 3728549 by Guillaume.Abadie
CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers.
Change 3728752 by nick.bullard
Built and re-saved QA-MeshPaint
#jira UE-50978
Change 3728775 by Guillaume.Abadie
Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage.
Change 3729224 by Uriel.Doyon
Hidden levels now keep their last build data when using lighting scenarios.
Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios.
#jira UE-40454
#jira UE-38131
Change 3729243 by Marcus.Wassmer
Update Ansel to 1.4
#github 4159
#jira UE-51545
Change 3729325 by zachary.wilson
Adding indirect lighting to TM-LightingChannels
#jira UE-47069
Change 3729485 by zachary.wilson
Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof.
#jira UE-50972
Change 3729629 by Uriel.Doyon
Fixed crash when using debug view modes.
Fixed d3ddebug error when clearing quad overdraw buffer.
#jira UE-51836
Change 3730053 by Guillaume.Abadie
Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera.
Change 3730308 by Guillaume.Abadie
Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization.
Change 3730355 by Guillaume.Abadie
Sacrifices consistency for good cvar name for TAA upsample.
Change 3731403 by Daniel.Wright
Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values.
Change 3731404 by Daniel.Wright
Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture'
Change 3731407 by Daniel.Wright
Must opt-in for FDistanceFieldSceneData::VerifyIntegrity
Change 3731517 by Guillaume.Abadie
Freezes dynamic resolution heuristic when doing pause.
Change 3732168 by Guillaume.Abadie
Renames TAA upsampling cvar.
Change 3732295 by Guillaume.Abadie
Lets the scene texture's size and texel size return the correct sizes after TAA upsample.
Change 3732313 by Guillaume.Abadie
Implements SceneTexture material expressions' automated tests.
Change 3734928 by Guillaume.Abadie
Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic.
Change 3735966 by Ryan.Vance
Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac.
Change 3736104 by Guillaume.Abadie
Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way.
Change 3736346 by Daniel.Wright
Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results. Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred.
Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly
Change 3736348 by Daniel.Wright
Forward shadowing of directional light for translucency
* Static shadowing and CSM supported with minimal filtering (1 PCF)
* Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode. Forward renderer: affects all translucency.
Change 3736650 by Rolando.Caloca
DR - vk - # of desc pools
Change 3737985 by Guillaume.Abadie
Fixes pixel inspector with primary and secondary screen percentage.
Change 3738638 by Michael.Lentine
Compile fix due to unclear operator precendence.
Change 3739417 by Daniel.Wright
Fixed a few issues with irradiance cache visualization
Change 3739447 by Daniel.Wright
Skip forward static shadowing in projects with static lighting disabled
Change 3739595 by Daniel.Wright
ConditionalPostLoad DistanceFieldReplacementMesh. Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use.
Change 3739598 by Daniel.Wright
Disable capsules shadows on lowest shadow quality
Change 3739611 by Daniel.Wright
Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features
New Lighting Feature show flags for RTDF shadows and Capsule Shadows
Change 3740516 by Guillaume.Abadie
Fixes VR editor rendering only on eye with TAA upsample.
#jira UE-52016
Change 3740580 by Guillaume.Abadie
Fixes chromatic aberration with TAA upsample and multiple view rendering.
#jira UE-51993
Change 3740588 by Guillaume.Abadie
Gives to FXAA a more explicit draw event name for easier UDN support.
Change 3740845 by Michael.Lentine
Fix shipping build.
Change 3740903 by Guillaume.Abadie
Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor.
Change 3741355 by Daniel.Wright
Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component
Change 3741357 by Daniel.Wright
More info on volumetric lightmap import failure
Change 3742535 by Ryan.Vance
Fix for view rect changes.
Change 3743282 by Guillaume.Abadie
Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react.
Change 3743559 by Michael.Lentine
Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated.
Change 3743679 by Guillaume.Abadie
Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743906 by Ryan.Brucks
BlueprintMaterialAndTextureNodes Plugin: Fix for clamping sampled HDR render target values by setting ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax
Change 3744096 by Ryan.Brucks
BlueprintMaterialAndTextureNodes Plugin: removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading.
Change 3744253 by Guillaume.Abadie
Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages.
Change 3744953 by Chris.Bunner
Crash workaround.
Change 3745628 by Marcus.Wassmer
Temporarily disable recalctangent normal-smoothing
#jira UE-52166
Change 3745942 by Guillaume.Abadie
Fixes a todo in FCommonViewportClient
Change 3746005 by Guillaume.Abadie
Fixes stat UnitGraph on high DPI monitor.
Change 3746029 by Guillaume.Abadie
Oups.... Fix compilation. :D
Change 3748322 by Guillaume.Abadie
Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands.
Change 3748346 by Chris.Bunner
Potential static analysis fix.
Change 3748349 by Chris.Bunner
Mac feature support flag fix on versions < 10.30.
Change 3749336 by Guillaume.Abadie
Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel!
Change 3749374 by Guillaume.Abadie
Adds a black background on the stat unitgraph so timing curves can be seen no matter the content.
Change 3749437 by Guillaume.Abadie
Final UI polish up for `stat unitgraph`
Change 3749719 by Guillaume.Abadie
Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage.
Change 3750243 by Chris.Bunner
Increasing controller's automated test timeout to allow for slower machines to complete the longest tests.
#jira UE-48494, UE-51907
Change 3750728 by Guillaume.Abadie
Fixes merge collision in chromatic aberration.
#jira UE-52282
Change 3750791 by Guillaume.Abadie
Fixes chromatic baerration R and G channel swap.
Change 3751246 by Guillaume.Abadie
Bypasses screen percentage apply with mobile LDR rendering.
#jira UE-52089
Change 3752624 by Guillaume.Abadie
Simplies dyn res state's event interface to a single virtual method.
Change 3753766 by Chris.Bunner
Rebuilt volumetric baked lighting test map and updated screenshots.
#jira UE-52322
Change 3755108 by Guillaume.Abadie
Fixes a bug where default dynamic resolution state was created at startup of server build.
#jira UE-52345
Change 3755267 by Mark.Satterthwaite
Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems.
#jira UE-52301
Change 3755811 by Chris.Bunner
Disable some new logging that was causing a stack overflow during EnginePreInit.
#jira UE-52345
Change 3756983 by Mark.Satterthwaite
Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities.
#jira UE-52073
Change 3757156 by Guillaume.Abadie
Fixes editor compositing with wireframe rendering.
#jira UE-52017
Change 3757435 by Mark.Satterthwaite
Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer.
#jira UE-52327
Change 3757523 by Uriel.Doyon
Fixed d3ddebug warning with unused inputs
Change 3758318 by Guillaume.Abadie
Cleaner fix for mobile scene captures.
#jira UE-52327
Change 3759541 by Mark.Satterthwaite
Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes.
Change 3695086 by Guillaume.Abadie
Render thread dynamic resolution & TAA upsample.
Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/...
New features breakdown:
- TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles;
- Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly;
- Material texture per view mip bias to produce sharper images with TAA upsample;
- Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics);
- Dynamic resolution in PIE and game builds;
- Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can exactly associate GPU frame times with screen percentages in its history;
- Game user settings to enable/disable dynamic resolution;
- In editor viewport screen percentage config to previsualise and test content at different screen percentage.
Fixes:
- Various fixes for algorithms producing different outputs at different screen percentage.
- Various fixes for algorithms sampling outside view rects.
Refactors:
- TAA shader
- Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing.
Aknowledgements:
- VR plugins are broken
- DFAO still have some artifacts
Premiliminary review: Marcus.Wassmer
Review for TAA refactor and TAA upsample shader: Brian.Karis
Review for dynamic resolution: Brian.Karis
[CL 3761165 by Chris Bunner in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
#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]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]