Commit Graph

45 Commits

Author SHA1 Message Date
aris theophanidis
641029df84 Wrapping RawNavData pointer to help narrow a crash
(with some extra const)
#rb Maxime.Mercier
#preflight 61fc2b043b22793ca369a98d

#ROBOMERGE-AUTHOR: aris.theophanidis
#ROBOMERGE-SOURCE: CL 18852387 via CL 18852907 via CL 18853018 via CL 18854025 via CL 18854798
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v910-18824042)

[CL 18854824 by aris theophanidis in ue5-main branch]
2022-02-03 18:11:49 -05:00
stephen holmes
e50f3afb72 Recast Memory Optimizations
#rb Aris.Theophanidis, Mikko.Mononen
#preflight 61dffc545c17cc8daba9ccd7

#ROBOMERGE-AUTHOR: stephen.holmes
#ROBOMERGE-SOURCE: CL 18595413 in //UE5/Release-5.0/... via CL 18595426 via CL 18595434
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669)

[CL 18596691 by stephen holmes in ue5-main branch]
2022-01-13 10:09:07 -05:00
stephen holmes
958f8a9d70 [Backout] - CL18404146
[FYI] Stephen.Holmes
Original CL Desc
-----------------------------------------------------------------
Memory optimizations for Recast (Detour). I used UE_LOG in recast as it's already there. Also I only added [at]UE BEGIN [at]UE END for the big stuff as a hint that its been changed in case of issues.

#ROBOMERGE-AUTHOR: stephen.holmes
#ROBOMERGE-SOURCE: CL 18417786 in //UE5/Release-5.0/... via CL 18417810
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v897-18405271)

[CL 18417812 by stephen holmes in ue5-release-engine-test branch]
2021-12-09 07:11:32 -05:00
stephen holmes
d81cea02c3 Memory optimizations for Recast (Detour). I used UE_LOG in recast as it's already there. Also I only added [at]UE BEGIN [at]UE END for the big stuff as a hint that its been changed in case of issues.
[at]Aris.Theophanidis, [at]Mikko.Mononen
#preflight 61b0706418370fb3a0e6da2c

#ROBOMERGE-AUTHOR: stephen.holmes
#ROBOMERGE-SOURCE: CL 18404146 in //UE5/Release-5.0/... via CL 18404149
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18404152 by stephen holmes in ue5-release-engine-test branch]
2021-12-08 04:50:39 -05:00
Marc Audy
0c3be2b6ad Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch]
2021-11-18 14:37:34 -05:00
aurel cordonnier
fc542f6cfd Merge from Release-Engine-Staging @ 18081189 to Release-Engine-Test
This represents UE4/Main @18073326, Release-5.0 @18081140 and Dev-PerfTest @18045971

[CL 18081471 by aurel cordonnier in ue5-release-engine-test branch]
2021-11-07 23:43:01 -05:00
aris theophanidis
bb0d62981c [Navmesh] When building using chunky region partitioning, include remaining non dividable cells into the last split.
This prevents having one cell wide region strips and one cell regions and the 'Region Chunk Splits' setting is now correctly respected.
Before this change, a region split on 2 could result into 3 splits (ex: a 17 cells wide tile would have been divided into 8-8-1 splits, with this change it will be 8-9).
#rb Mikko.Mononen
#jira FORT-420970
#preflight 6179bae1d65ac900014a5a83

#ROBOMERGE-AUTHOR: aris.theophanidis
#ROBOMERGE-COMMAND: FnMain
#ROBOMERGE-SOURCE: CL 17952948 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
#ROBOMERGE[bot1]: Main

[CL 17953014 by aris theophanidis in ue5-release-engine-test branch]
2021-10-27 18:03:54 -04:00
aris theophanidis
a54d8a348a [Navmesh] Allow unconnected single cells to build contours
#rb Mikko.Mononen
#jira FORT-420970
#preflight 61799177578c0c00012bcc73

#ROBOMERGE-AUTHOR: aris.theophanidis
#ROBOMERGE-COMMAND: FnMain
#ROBOMERGE-SOURCE: CL 17949121 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v885-17909292)
#ROBOMERGE[STARSHIP]: UE5-Release-Engine-Staging Release-5.0
#ROBOMERGE[bot1]: Main

[CL 17949781 by aris theophanidis in ue5-release-engine-test branch]
2021-10-27 15:21:19 -04:00
aurel cordonnier
a6e741e007 Merge from Release-Engine-Staging @ 17915896 to Release-Engine-Test
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035

[CL 17918595 by aurel cordonnier in ue5-release-engine-test branch]
2021-10-25 20:05:28 -04:00
mieszko zielinski
b119dd3171 Updated occurences of "UE4" in Navmesh module's comments
#jira UE-111542
#jira UE-111468
#jira UE-111452
#jira UE-111445
#jira UE-111444
#jira UE-111442
#jira UE-111440
#jira UE-111437
#jira UE-111434
#jira UE-111432
#jira UE-111423
#jira UE-111306
#jira UE-111298
#jira UE-111294
#jira UE-111266
#jira UE-111262
#jira UE-111258
#jira UE-111255
#jira UE-111250
#jira UE-111247
#jira UE-111239
#jira UE-111232
#jira UE-111217
#jira UE-111129
#jira UE-111174
#jira UE-111146

#rb none, only comments have been touched

#ROBOMERGE-SOURCE: CL 15872915 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v786-15839533)

[CL 15872923 by mieszko zielinski in ue5-main branch]
2021-03-31 06:38:02 -04:00
Marc Audy
11f5b21210 Merging //UE5/Release-Engine-Staging @ 13752110 to Main (//UE5/Main)
#rnx

[CL 13753156 by Marc Audy in ue5-main branch]
2020-06-23 18:40:00 -04:00
mikko mononen
7ae32ffba5 Fixed holes in NavMesh caused by single voxel areas near area boundary.
- implemented median filter which is applied after areas are marked for tile cache
- implemented debug draw functionality for tile cache build steps
- fixed DetourDebugDraw.h API export

#jira UE-90332
#rb Aris.Theophanidis Yoan.StAmant Mieszko.Zielinski


#ROBOMERGE-SOURCE: CL 12401446 via CL 12401447
#ROBOMERGE-BOT: (v671-12333473)

[CL 12402286 by mikko mononen in Release-Engine-Staging branch]
2020-03-25 08:22:04 -04:00
ryan durand
0f0464a30e Updating copyright for Engine Runtime.
#rnx
#rb none


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

[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
mieszko zielinski
bed79c2e3d Fixed Detour's CollectRegionsMonotone and CollectRegionsChunky to not fail as 'out of memory' when no regions were found #UE4
Instead, if the region count is 0 we simply return as 'success' since no issues occured. The rest of nav generaiton process is handling this result properly.

#rb Stephen.Holmes, Maxime.Mercier


#ROBOMERGE-SOURCE: CL 5591513 via CL 5591521 via CL 5591527 via CL 5591544 via CL 5594685

[CL 5594727 by mieszko zielinski in Main branch]
2019-03-27 12:44:33 -04:00
Robert Manuszewski
2752c82adc Merging //UE4/Dev-Main @ 4664414 to Dev-Core (//UE4/Dev-Core)
#rb none

[CL 4675693 by Robert Manuszewski in Dev-Core branch]
2019-01-02 00:55:51 -05:00
Steve Robb
ae7df6c467 Removal of unused argument from FPlatformString::GetVarArgs() and TCString::GetVarArgs(), and deprecate old usage.
Removal of unused variable from FGenericWidePlatformString::GetVarArgs().

#rb stefan.boberg
#jira none

[CL 4340156 by Steve Robb in Dev-Core branch]
2018-09-04 04:15:42 -04:00
Ben Marsh
95dbcb7f47 Disabling more benign PVS-Studio warnings.
#rb none
#lockdown Nick.Penwarden

[CL 3951982 by Ben Marsh in Main branch]
2018-03-17 20:46:41 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Marc Audy
5ce407d808 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467)
#rb none
#lockdown Nick.Penwarden

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

Change 3297108 on 2017/02/10 by Mieszko.Zielinski

	Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4

	#jira UE-41114

Change 3299467 on 2017/02/13 by Marc.Audy

	Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash

Change 3300692 on 2017/02/13 by Marc.Audy

	no auto

Change 3301424 on 2017/02/14 by Marc.Audy

	Handle gateway expansion before the node matching loop
	#jira UE-41858

Change 3301547 on 2017/02/14 by Marc.Audy

	PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
	#jira UE-41926

Change 3301557 on 2017/02/14 by Marc.Audy

	When passing null to Rename for the new name, maintain the OldName is possible
	#jira UE-41937

Change 3301676 on 2017/02/14 by Marc.Audy

	Fix pending occlusion async traces from crashing during shutdown
	#jira UE-41939

Change 3302705 on 2017/02/14 by Mieszko.Zielinski

	Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4

Change 3302898 on 2017/02/14 by Dan.Oconnor

	Fix double negative

Change 3302954 on 2017/02/14 by Dan.Oconnor

	Make sure we use a good version of the class

Change 3302977 on 2017/02/14 by Dan.Oconnor

	Optimization in reinstancer turned back on - 3302898 has fixed the regression

Change 3302984 on 2017/02/14 by Dan.Oconnor

	Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.

	This fixes issues in Odin when using the compilation  manager

Change 3303824 on 2017/02/15 by Richard.Hinckley

	Updating URL for FABRIK system information.

Change 3304284 on 2017/02/15 by Dan.Oconnor

	Build fix

Change 3304297 on 2017/02/15 by Dan.Oconnor

	Shadow variable fix

Change 3304465 on 2017/02/15 by Lukasz.Furman

	fixed handling pathfollowing's requests by FloatingPawnMovement
	#jira UE-41884

Change 3305031 on 2017/02/15 by Marc.Audy

	All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
	#jira UE-41708

Change 3305505 on 2017/02/15 by Michael.Noland

	Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)

Change 3305506 on 2017/02/15 by Michael.Noland

	QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types

Change 3306091 on 2017/02/16 by Marc.Audy

	PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
	#jira UE-42027

Change 3306574 on 2017/02/16 by Marc.Audy

	Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal

Change 3307160 on 2017/02/16 by Marc.Audy

	Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.

Change 3307982 on 2017/02/16 by Michael.Noland

	QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)

Change 3308097 on 2017/02/16 by Michael.Noland

	Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
	#jira UE-41789

Change 3308303 on 2017/02/16 by Dan.Oconnor

	Make sure we don't call GetDefaultObject while compiling on a non-native class

Change 3308850 on 2017/02/17 by Mieszko.Zielinski

	Fully exposed NavModifierVolume as ENGINE_API #UE4

Change 3309624 on 2017/02/17 by Phillip.Kavan

	[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.

	change summary:
	- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.

	#jira UE-40443

Change 3310475 on 2017/02/17 by Dan.Oconnor

	Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode

Change 3310487 on 2017/02/17 by Dan.Oconnor

	Fix build error missed by preflgiht

Change 3310497 on 2017/02/17 by Dan.Oconnor

	More build fixes for things missed by preflight...

Change 3310635 on 2017/02/17 by Dan.Oconnor

	Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled

Change 3310639 on 2017/02/17 by Dan.Oconnor

	Shadow variable fixes, not sure why these are being detected now

Change 3311855 on 2017/02/20 by Marc.Audy

	Fix UChildActorComponent::ParentComponent being null on the client
	#jira UE-42140

Change 3312444 on 2017/02/20 by Marc.Audy

	Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
	#jira UE-41267

Change 3312691 on 2017/02/20 by mason.seay

	Deleting map now that bug has been fixed

Change 3312709 on 2017/02/20 by Phillip.Kavan

	[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.

	change summary:
	- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
	- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
	- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
	- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
	- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).

	#jira UE-39705

Change 3313161 on 2017/02/20 by Mieszko.Zielinski

	PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)

Change 3314151 on 2017/02/21 by Mieszko.Zielinski

	fix to hlods complaining about missing nav collision in cooked builds #UE4

	Made sure hlod-generated StaticMeshes are marked as not having navigation data

	#jira UE-42034

Change 3314355 on 2017/02/21 by Marc.Audy

	Set error message back to be correctly about mobility
	#jira UE-42209

Change 3314566 on 2017/02/21 by Phillip.Kavan

	[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.

	#jira UE-40801

Change 3315459 on 2017/02/21 by Mike.Beach

	Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).

	#jira UE-16359

Change 3315546 on 2017/02/21 by Mike.Beach

	Mirroring CL 3294552

	Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.

	#jira ODIN-5869

Change 3315554 on 2017/02/21 by Mike.Beach

	Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).

	#jira ODIN-6211

Change 3317225 on 2017/02/22 by mason.seay

	Enable Net Use Owner Frequency on blueprints.  This allows the client to use different weapons. Doesn't fix UE-42017 though.

Change 3317495 on 2017/02/22 by Marc.Audy

	Expose raw input device configurations to other modules by request

	#jira UE-42204

Change 3319966 on 2017/02/23 by Nick.Atamas

	Polished up the material reroute node:
	 - Removed some unnecessary widgets
	 - Centered the pin node

Change 3320099 on 2017/02/23 by Mike.Beach

	Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.

	#jira UE-40861

Change 3321227 on 2017/02/24 by Marc.Audy

	Just use name rather than going Name -> String -> TCHAR -> Name

Change 3321425 on 2017/02/24 by Marc.Audy

	Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName

Change 3321630 on 2017/02/24 by Mike.Beach

	Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.

Change 3321845 on 2017/02/24 by Lukasz.Furman

	fixed navlink processor trace accepting only components with WorldStatic object type
	#ue4

Change 3322474 on 2017/02/24 by Aaron.McLeran

	UE-42345 Rewriting thumbnail renderer

Change 3322490 on 2017/02/24 by Aaron.McLeran

	UE-42345  Forgot to take abs of sample before averaging

Change 3323562 on 2017/02/27 by Mike.Beach

	Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.

Change 3323685 on 2017/02/27 by Mike.Beach

	Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).

	#jira UE-30816

Change 3323776 on 2017/02/27 by Marc.Audy

	Coding standard clean up pass

Change 3324050 on 2017/02/27 by Ben.Zeigler

	Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
	Port of 3317217, 3315540, and 3314374 from UE4-Fortnite

Change 3324294 on 2017/02/27 by Ben.Zeigler

	Engine changes needed to support "Asset Management" UI:
	Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
	Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
	Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
	Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
	Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
	Add Asset Manager code to create and query "Manage" references used for auditing and chunking
	Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
	Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
	Port of CL #3323720 and related fixes from Fortnite

Change 3324295 on 2017/02/27 by Ben.Zeigler

	Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
	Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
	Add struct customizations for PrimaryAssetId and PrimaryAssetType
	Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
	Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
	Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
	Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
	Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
	Port of CL #3323722 and related fixes from Fortnite

Change 3324398 on 2017/02/27 by Ben.Zeigler

	CIS fix

Change 3324442 on 2017/02/27 by Ben.Zeigler

	Nonunity fix discovered while testing my nonunity fix

Change 3325465 on 2017/02/28 by Marc.Audy

	Expand RawInput to support up to 20 buttons

Change 3325468 on 2017/02/28 by Marc.Audy

	Fix CIS

Change 3325887 on 2017/02/28 by Phillip.Kavan

	[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.

	change summary:
	- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
	- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
	- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
	- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
	- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization

	#jira UE-41893

Change 3326713 on 2017/02/28 by Marc.Audy

	Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created

Change 3327688 on 2017/03/01 by Marc.Audy

	Fix spelling, remove autos

Change 3328139 on 2017/03/01 by Marc.Audy

	Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)

	#jira UE-42375

Change 3328550 on 2017/03/01 by Mike.Beach

	Typo fix in cast node tooltip.

Change 3328575 on 2017/03/01 by Nicholas.Blackford

	Submitting Tick Interval Functional Test

Change 3328972 on 2017/03/02 by Jack.Porter

	Fix for crash entering Landscape mode

	#jira UE-42497

Change 3329224 on 2017/03/02 by Nick.Bullard

	Removing Redirector from EngineTest project

Change 3330093 on 2017/03/02 by Mike.Beach

	Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.

	#jira UE-42166

Change 3330306 on 2017/03/02 by Mike.Beach

	Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.

	#jira UE-6451

Change 3330626 on 2017/03/02 by samuel.proctor

	Functional Test for Blueprint Containers

Change 3330690 on 2017/03/02 by Mike.Beach

	Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).

	#jira UE-42500

Change 3330704 on 2017/03/02 by Mike.Beach

	CIS fix - fallout from CL 3330306

Change 3330875 on 2017/03/02 by Dan.Oconnor

	Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)

Change 3330892 on 2017/03/02 by Mike.Beach

	CIS fix for linux builds - include filename is case sensitive.

Change 3331585 on 2017/03/03 by Mike.Beach

	Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.

Change 3333455 on 2017/03/06 by Ben.Zeigler

	Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
	Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
	Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off

Change 3333484 on 2017/03/06 by Ben.Zeigler

	#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name

Change 3333553 on 2017/03/06 by Ben.Zeigler

	#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache

Change 3333697 on 2017/03/06 by Mike.Beach

	Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).

Change 3334047 on 2017/03/06 by Ben.Zeigler

	#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.

Change 3334228 on 2017/03/06 by Ben.Zeigler

	#jira UE-42153 Fix several crashes with gameplay tag query structs
	#jira UE-39760 Fix it to display tag query description on creation

Change 3335221 on 2017/03/07 by Lukasz.Furman

	fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
	#ue4

Change 3335733 on 2017/03/07 by dan.reynolds

	Fixing Attenuation Shape Material Reference

Change 3335918 on 2017/03/07 by Mike.Beach

	More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).

	#jira UE-42480

Change 3336053 on 2017/03/07 by zack.letters

	Moved and renamed test to meet naming convention and proper location

Change 3336087 on 2017/03/07 by Phillip.Kavan

	[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.

	change summary:
	- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.

	#jira UE-18618

Change 3336118 on 2017/03/07 by Phillip.Kavan

	Ensure that BP class component templates are included as preload dependencies where appropriate.

Change 3336418 on 2017/03/07 by Marc.Audy

	Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
	#jira UE-42507

Change 3336529 on 2017/03/07 by dan.reynolds

	AEOverview UMG Interface

Change 3336729 on 2017/03/07 by Michael.Noland

	Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
	#jira UE-42519

Change 3337054 on 2017/03/08 by Mieszko.Zielinski

	Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4

Change 3337605 on 2017/03/08 by Mieszko.Zielinski

	PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)

Change 3337612 on 2017/03/08 by Lina.Halper

	Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
	- adding ticket for further investigation

	#rb: Martin.Wilson
	#jira: UE-42062

Change 3338353 on 2017/03/08 by Mike.Beach

	Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.

	#jira UE-40861

Change 3340052 on 2017/03/09 by Marc.Audy

	Don't mark a blueprint dirty if the default value isn't actually set
	#jira UE-42511

Change 3340211 on 2017/03/09 by samuel.proctor

	Adding TMap/TSet tests for Containers Functional Test

Change 3340272 on 2017/03/09 by Marc.Audy

	auto removals
	small optimizations

Change 3340341 on 2017/03/09 by Marc.Audy

	Fortnite fixes for blueprint exposed editor only struct members
	#jira UE-42430

Change 3340356 on 2017/03/09 by Marc.Audy

	Do not allow blueprint exposed editor only struct members
	#jira UE-42430

Change 3340369 on 2017/03/09 by Mike.Beach

	Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).

	#jira UE-42572

Change 3340445 on 2017/03/09 by mason.seay

	Renamed and updated test map.  Also disabled tests until reviewed

Change 3340627 on 2017/03/09 by Marc.Audy

	Remove autos

Change 3340639 on 2017/03/09 by Dan.Oconnor

	Avoid CDO creation when asking if an object IsDefaultSubobject

Change 3340642 on 2017/03/09 by Marc.Audy

	Correctly maintain removed items from arrays when duplicating actors via T3D
	#jira UE-42278

Change 3340689 on 2017/03/09 by Dan.Oconnor

	Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph

Change 3340709 on 2017/03/09 by Dan.Oconnor

	Remove misplace dClassDefaultObject null check for now

Change 3340710 on 2017/03/09 by Dan.Oconnor

	Avoid FindRedirectedPropertyName when performing StaticDuplicateObject

Change 3340728 on 2017/03/09 by Dan.Oconnor

	Null checking CDO so that we can duplicate a class with no CDO

Change 3342184 on 2017/03/10 by mason.seay

	Nav mesh generation test - not finished

Change 3342930 on 2017/03/13 by Mieszko.Zielinski

	Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4

Change 3343739 on 2017/03/13 by Marc.Audy

	Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.

Change 3343758 on 2017/03/13 by Marc.Audy

	Ensure that when you change visibility, children also get marked dirty as needed.
	SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
	#jira UE-42240

Change 3343816 on 2017/03/13 by Mike.Beach

	Making sure we build CrashReporter for nativized clients.

	#jira UE-42056

Change 3343858 on 2017/03/13 by Phillip.Kavan

	Back out changelist 3336118 (per discussion) - did not solve the issue.

Change 3344218 on 2017/03/13 by Mike.Beach

	Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).

Change 3344388 on 2017/03/13 by Mike.Beach

	Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).

	#jira UE-37971

Change 3344411 on 2017/03/13 by dan.reynolds

	AEOverviewMain update

	- Organized Variables

	- Added comments on level interface with UI script

Change 3344956 on 2017/03/14 by Marc.Audy

	Remove autos
	Slight optimization

Change 3345365 on 2017/03/14 by Mike.Beach

	In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).

	#jira UE-42787

Change 3345565 on 2017/03/14 by Marc.Audy

	auto removal

Change 3345654 on 2017/03/14 by Marc.Audy

	Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true

Change 3345771 on 2017/03/14 by Zak.Middleton

	#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:

	ClientNetSendMoveDeltaTime=0.0111f
	ClientNetSendMoveDeltaTime=0.0222f
	ClientNetSendMoveThrottleAtNetSpeed = 10000
	ClientNetSendMoveThrottleOverPlayerCount=10

	These are the default values maintained for backwards compat.

	Related to OR-36422.

Change 3346314 on 2017/03/14 by Dan.Oconnor

	Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.

Change 3346329 on 2017/03/14 by Dan.Oconnor

	Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler

Change 3346436 on 2017/03/14 by Dan.Oconnor

	Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag

Change 3346632 on 2017/03/14 by Ben.Zeigler

	Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
	Add missing Class Property metadata to the metadata list

Change 3347525 on 2017/03/15 by Marc.Audy

	PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
	#jira UE-42810

Change 3347562 on 2017/03/15 by Phillip.Kavan

	[UE-32816] Support for value-based bitfield enum associations in the editor.

	notes:
	- default mode is still index-based, so there are no backwards-compatibility issues

	change summary:
	- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
	- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
	- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
	- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
	- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation

	#jira UE-32816

Change 3348030 on 2017/03/15 by Marc.Audy

	Remove experimental blueprintable components setting, they are supported fully

Change 3348034 on 2017/03/15 by Phillip.Kavan

	CIS fix.

Change 3348054 on 2017/03/15 by Marc.Audy

	Fix shadow error

Change 3348063 on 2017/03/15 by mason.seay

	Updateed bp logic to use asserts.  Added scenarios to descriptions of tests

Change 3348131 on 2017/03/15 by mason.seay

	Updating maps and reorganizing content

Change 3348146 on 2017/03/15 by Mike.Beach

	Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.

Change 3348213 on 2017/03/15 by dan.reynolds

	AEOverview UMG Update

	- Added level selection persistence between categories (so you can pick and choose from multiple categories)

	- Added a clear all selections button

	- Added comments to the UMG BP

Change 3348344 on 2017/03/15 by Lukasz.Furman

	fixed missing path following result flag descriptions
	#ue4

Change 3348489 on 2017/03/15 by mason.seay

	Moved content and updated test descriptions

Change 3348496 on 2017/03/15 by Mike.Beach

	Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.

Change 3348502 on 2017/03/15 by Ben.Zeigler

	#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
	Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
	Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings

Change 3348504 on 2017/03/15 by Ben.Zeigler

	#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize

Change 3348512 on 2017/03/15 by Mike.Beach

	Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).

Change 3348513 on 2017/03/15 by Phillip.Kavan

	[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.

	change summary:
	- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
	- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
	- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
	- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
	- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
	- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
	- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
	- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
	- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract

	#jira UE-38979

Change 3348651 on 2017/03/15 by Mike.Beach

	Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.

Change 3348684 on 2017/03/15 by Michael.Noland

	Blueprints: Allow string and text variables to be marked as multi-line

	PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)

	#jira UE-42275

Change 3348691 on 2017/03/15 by Michael.Noland

	Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
	PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
	#jira UE-33052

Change 3348698 on 2017/03/15 by Michael.Noland

	Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
	PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)

	#jira UE-38484

Change 3348722 on 2017/03/15 by Dan.Oconnor

	Fix replacement bug - due to last minute refactor of this reference replacer call

Change 3348736 on 2017/03/15 by Michael.Noland

	Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)

Change 3348810 on 2017/03/15 by Michael.Noland

	Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
	PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)

Change 3348811 on 2017/03/15 by Michael.Noland

	PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)

	#jira UE-42904

Change 3348969 on 2017/03/15 by Dan.Oconnor

	Build fix

Change 3349023 on 2017/03/16 by Aaron.McLeran

	Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)

Change 3349389 on 2017/03/16 by mason.seay

	Finished up Navigation map.  Improved Navmesh map (still needs some work before review)

Change 3349575 on 2017/03/16 by Marc.Audy

	Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers

Change 3349628 on 2017/03/16 by Ben.Zeigler

	Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
	Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
	Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
	Various fixes to AssetManagerEditorModule
	Convert ShooterGame to use the AssetManager for chunking

Change 3349629 on 2017/03/16 by Ben.Zeigler

	Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
	Also includes changes made on Fortnite Branch as  CL #3323724:
	Fortnite changes to take advantage of the Manage dependency in the asset manager
	Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
	Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook

Change 3350043 on 2017/03/16 by Marc.Audy

	Fix Audio compile errors

Change 3350092 on 2017/03/16 by Dan.Oconnor

	Fix missing output parameters when the function result node is pruned

Change 3350190 on 2017/03/16 by Ben.Zeigler

	CIS fix

Change 3350707 on 2017/03/16 by Dan.Oconnor

	Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization

Change 3350820 on 2017/03/16 by Joe.Conley

	Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play

Change 3350893 on 2017/03/16 by Dan.Oconnor

	Build fix

Change 3351017 on 2017/03/16 by Dan.Oconnor

	Using ordered arguments instead of named arguments improves load time in BP heavy projects

Change 3351056 on 2017/03/16 by Dan.Oconnor

	Avoiding Copies

Change 3351062 on 2017/03/16 by Dan.Oconnor

	Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints

Change 3351770 on 2017/03/17 by Marc.Audy

	Fix CIS warnings

Change 3351818 on 2017/03/17 by Mike.Beach

	CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.

	#jira UE-35970

Change 3351918 on 2017/03/17 by Mike.Beach

	CIS fix - renaming local so it doesn't conflict with the one in the outer scope.

Change 3351931 on 2017/03/17 by Ben.Zeigler

	Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
	Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago

Change 3351956 on 2017/03/17 by Dan.Oconnor

	Make sure result element is emptied when calling Intersect, Union, or Difference
	#jira UE-42993

Change 3352049 on 2017/03/17 by Ben.Zeigler

	#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
	Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though

Change 3352065 on 2017/03/17 by Aaron.McLeran

	Fixing compile errors

	- deleting unused files
	- removing #pragma once in SSynthKnob.cpp
	- Making phonon have win64 whitelist to avoid compiling on other platforms

Change 3352100 on 2017/03/17 by Aaron.McLeran

	Fixing compile errors

	- Moving header file to public folder since it's used outside of module

Change 3352182 on 2017/03/17 by Ben.Zeigler

	#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector

Change 3352286 on 2017/03/17 by Ben.Zeigler

	#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
	Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)

Change 3352299 on 2017/03/17 by Ben.Zeigler

	#jira UE-40544
	PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)

Change 3352303 on 2017/03/17 by Ben.Zeigler

	#jira UE-40856
	Commit PR #3147:  Remove unnecessary directory separator for GetSaveGamePath  (Contributed by projectgheist)
	Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile

Change 3352320 on 2017/03/17 by Ben.Zeigler

	#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
	Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)

Change 3352338 on 2017/03/17 by Ben.Zeigler

	#jira UE-42800
	PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)

Change 3352352 on 2017/03/17 by Dan.Oconnor

	Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
	#jira UE-42937

Change 3352581 on 2017/03/17 by Lukasz.Furman

	fixed memory leak in navmesh generators
	copy of CL# 3352356
	#ue4

Change 3352665 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
	- Also renamed the class to only include SoundWave once!
	- Fixing static analysis warning on null deref.

Change 3352685 on 2017/03/17 by Dan.Oconnor

	Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
	#jira UE-42547

Change 3352706 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>

Change 3352708 on 2017/03/17 by Dan.Oconnor

	Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor

	#jira UE-43023

Change 3352860 on 2017/03/17 by Lukasz.Furman

	fixed memory leak in navmesh generators
	copy of CL# 3352849
	#ue4

Change 3352967 on 2017/03/17 by Dan.Oconnor

	Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.

	#jira UE-43027

Change 3352979 on 2017/03/17 by Dan.Oconnor

	Static analysis driven fixes

	#jira UE-43044

Change 3352987 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	- Removing myo from other platforms, win64 only

Change 3353234 on 2017/03/18 by Marc.Audy

	Fix Win32 build

Change 3353344 on 2017/03/19 by Marc.Audy

	Fix cyclic includes in new Audio code

Change 3353350 on 2017/03/19 by Marc.Audy

	Disable static analysis for myo third party code

Change 3353750 on 2017/03/20 by Marc.Audy

	Fix additional cyclic include

Change 3353926 on 2017/03/20 by Mieszko.Zielinski

	Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4

	This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.

	#jira UE-18493

Change 3354249 on 2017/03/20 by Mike.Beach

	Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).

	#jira UE-42479

Change 3354464 on 2017/03/20 by Dan.Oconnor

	Fix missing source path when using compilation manager

Change 3354499 on 2017/03/20 by Dan.Oconnor

	Disable compilation manager

Change 3354620 on 2017/03/20 by Ben.Zeigler

	#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to

Change 3354714 on 2017/03/20 by Michael.Noland

	PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)

	#jira UE-42655

Change 3354718 on 2017/03/20 by Michael.Noland

	Engine: Change FViewport::IsGameRenderingEnabled to be static
	PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)

	#jira UE-42471

Change 3354721 on 2017/03/20 by Michael.Noland

	PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)

	#jira UE-42274

Change 3354907 on 2017/03/20 by Aaron.McLeran

	Fixing content in xenakis map

Change 3355223 on 2017/03/20 by Ben.Zeigler

	#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up

Change 3355297 on 2017/03/20 by Dan.Oconnor

	Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083

Change 3355373 on 2017/03/20 by Michael.Noland

	PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)

	#jira UE-41640

Change 3355417 on 2017/03/20 by Ben.Zeigler

	Fix formatting bug where I forgot some braces

Change 3355462 on 2017/03/20 by Aaron.McLeran

	UE-43046 Property type changed with no possible conversion

	Resaved asset in question

Change 3355629 on 2017/03/20 by Dan.Oconnor

	Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.

Change 3355631 on 2017/03/20 by Dan.Oconnor

	Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)

Change 3356127 on 2017/03/21 by Richard.Hinckley

	#jira UEDOC-4711
	Updated an invalid/old URL in a comment to a valid/current URL.

Change 3356193 on 2017/03/21 by Marc.Audy

	Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
	#jira UE-43420

Change 3356222 on 2017/03/21 by Marc.Audy

	Expose new attenuation settings to blueprints to resolve cook warnings.

Change 3356286 on 2017/03/21 by Richard.Hinckley

	#jira UEDOC-4711
	Selected a different URL for the update.

Change 3356339 on 2017/03/21 by Marc.Audy

	Delete unconnected return nodes to fix fortnite cook warnings

Change 3356827 on 2017/03/21 by Ben.Zeigler

	Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
	Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
	Add some more ensures to track down possible issues with handle corruption

Change 3356920 on 2017/03/21 by Ben.Zeigler

	Fix ensure just checked in to not go off when handles are halfway through being cancelled

Change 3358152 on 2017/03/22 by Phillip.Kavan

	#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.

	Change summary:
	- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.

[CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
Andrew Grant
fc4e09feb7 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3271386)
#lockdown Nick.Penwarden

Change 3270776 on 2017/01/24 by Laurent.Delayen

	Fixed missing call to CacheBones in AnimNode_SubInstance. Fixes Mudang crash.

	#c0der3view benn.ghallager, lina.halper
	#tests does not crash
	#rb none

Change 3270483 on 2017/01/24 by Shaun.Kime

	Removing the ensure and making it behave safely whenever the scene count is out of sync. Since Paragon isn't using the primary driving feature of MaterialParameterCollections in the UI that required this feature, Nick Darnell and I deemed this okay.

	#jira OR-34919
	#rb  nick.darnell
	#tests PIE and golden path

Change 3270067 on 2017/01/24 by Laurent.Delayen

	Fixed crash when recompiling Mudang's AnimBP. (SubInstances array holding null references)

	#rb benn.ghallager
	#tests doesn not crash

Change 3269760 on 2017/01/24 by Daniel.Lamb

	Added more files to inisettings blacklist.
	#rb Trivial
	#test cook paragon.

Change 3269578 on 2017/01/24 by jason.bestimt

	#ORION_MAIN - Merge 37.2 @ CL 3269468

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3269570 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

	#R0BOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
	//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Grux/Abilities/Stampede/GA_Grux_Stampede.uasset
	//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/Minimap_char_portrait_Ice.uasset
	//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/PORT_Ice.uasset
	#c0der3view: jason.bestimt

Change 3269141 on 2017/01/23 by Mieszko.Zielinski

	TSimpleCellGrid::InvalidCell refactor to avoid it being a static member variable #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3268953 on 2017/01/23 by Jason.Bestimt

	#ORION_DG - R0BOMERGE resolution from MAIN to DG of compile fix and banner stuff

	#RB:none
	#Tests:none

	#c0der3view: matt.schembari, andrew.grant

Change 3268576 on 2017/01/23 by John.Pollard

	Add DemoNetDriver to the level collection earlier to remove small window where World->DemoNetDriver could be null as a result of FScopedLevelCollectionContextSwitch

	#rb RyanG
	#tests Live game play + replays + instant replay

Change 3268119 on 2017/01/23 by Daniel.Lamb

	Added support for splitting up chunks into maximum sizes.
	#rb Andrew.Grant
	#test Cook paragon ps4 windows windowserver

Change 3268020 on 2017/01/23 by Dan.Hertzka

	Moving TreeFilterHandler.h out into Slate/Public via branch & delete

	#c0der3view Nick.Darnell
	#rb none
	#tests compile

Change 3267820 on 2017/01/23 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37.2 @ CL 3267733

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3267817 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3266798 on 2017/01/20 by Daniel.Lamb

	Make the diff files commandlet more helpful.
	#rb Trivial
	#test Diff files commandlet.

Change 3266795 on 2017/01/20 by Daniel.Lamb

	Fixed issue with Cooked packages trying to load dependencies from a dependency offset which is incorrect.
	#rb Gil.Gribb
	#c0der3view Gil.Gribb
	#test Load cooked packages using the editor.

Change 3266310 on 2017/01/20 by Daniel.Lamb

	Fixed issue with cook ont he fly not resolving string asset reference redirectors on load.
	Added fastcook to the iterative cook detection.
	#rb Jamie.Dale
	#test Cook Paragon

Change 3265879 on 2017/01/20 by Jon.Lietz

	fixing PS4 compile error

	#rb none
	#tests compiles
	#c0der3view andrew.grant

Change 3265756 on 2017/01/20 by Jon.Lietz

	quest evaluator

	- added in an ability type that will evaluate in game events and increments player stats for quests, these abilities can be granted by quests or the hero data
	- added support to the ability system to have ability specs not replicated to the client, this will allow for passive only abillities for quest evaluation to only live and exicute on the dedicated server
	-  now support loading in data for quest info asynchronously
	- orion quests can now grant evaluator abilities to the players that own the quests
	- AOrionPlayerState_Game::GiveAbilityData() now grabs all the abilities from active quests
	- at the end of the match unload any data loaded by the quests

	#RB david.ratti
	#test granting abilities

Change 3265658 on 2017/01/20 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37 @ CL 3265610

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3265627 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3265530 on 2017/01/20 by Robert.Manuszewski

	Making sure all package dependencies are loaded before post loading its objects

	#jira OR-34891
	#tests Golden path x 12
	#rb none

Change 3265126 on 2017/01/19 by Frank.Gigliotti

	Notifies for abilities waiting on input confirmation;

	* Ability tasks waiting for input confirmation will now notify the ability when it begins and ends waiting.

	#RB Dave.Ratti
	#Tests PIE

Change 3264489 on 2017/01/19 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Merged fix from 36.2.
	#rb #tests na

	#R0BOMERGE-SOURCE: CL 3264488 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3263948 on 2017/01/19 by Andrew.Grant

	Non-unity fixes.
	#tests compiled WIn64 editor
	#rb na
	#R0BOMERGE: Main, 37

Change 3263755 on 2017/01/19 by Laurent.Delayen

	OR-34970 FRootMotionSource_ConstantForce now has DisablePartialEndTick set, so we end up with a consistent velocity when the root motion ends.
	Added VelocityOnFinishMode to UAbilityTask_ApplyRootMotionConstantForce so we can optionally override or clamp velocity.
	CVarDebugRootMotionSources now displays Velocity and LastPreAdditiveVelocity on HUD to help debugging RootMotionSources.

	#rb frank.gigliotti
	#tests Ice Q

Change 3263616 on 2017/01/19 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37 @ CL 3263608

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3263613 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3262543 on 2017/01/18 by Eric.Newman

	Added GetAttributeSetValues feature to Ability System.  Allows for pulling attribute rows without needing an Actor or AbilitySystemComponent
	#rb david.ratti
	#c0der3view david.ratti
	#tests used to export paragon hero attributes
	#jira TON-25429

Change 3262414 on 2017/01/18 by Laurent.Delayen

	Fixed crash opening up Ice's AnimBP.

	#rb lina.halper
	#c0der3view thomas.sarkanen
	#tests opening up AnimBP doesn't crash anymore.

Change 3262291 on 2017/01/18 by Ryan.Gerleve

	Cache the network role of AbilitySystemComponents in PreNetReceive, to make sure the role is correct during serialization if properties are received before BeginPlay.
	Factor out the caching into its own function to reduce code duplication.

	#rb david.ratti
	#tests golden path, bug repro
	#jira OR-31424

Change 3262062 on 2017/01/18 by Max.Chen

	Sequencer: Fixed crash caused by lingering persistent evaluation data

	Copy from Release-4.15

	#jira UE-40775
	#rb andrew.rodham
	#tests none

Change 3262061 on 2017/01/18 by Max.Chen

	Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
	  - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
	  - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer

	Copy from Release-4.15

	#jira UE-40775
	#rb andrew.rodham
	#tests none

Change 3261946 on 2017/01/18 by Jason.Bestimt

	#ORION_DG - Fix for event tracks in sequencer

	#RB:none
	#Tests:none

	#R0BOMERGE: MAIN
	#c0der3view: Max.Chen, andrew.rodham, scott.james

Change 3261812 on 2017/01/18 by Mieszko.Zielinski

	Made bos' perception component vlog information #Orion

	#rb Lukasz.Furman
	#test golden path

Change 3261731 on 2017/01/18 by Benn.Gallagher

	Readded fix to clothing index buffer overflow (lost in merge a while back)
	#tests Editor, assigned clothing to skel mesh
	#rb Tom.Sarkanen

Change 3261730 on 2017/01/18 by Robert.Manuszewski

	Build script sdk upgrade

	#rb none
	#tests Ran the script that was upgraded

Change 3261392 on 2017/01/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	non-unity fix
	#rb none
	#tests compiled

	#R0BOMERGE-SOURCE: CL 3261391 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3261096 on 2017/01/17 by Laurent.Delayen

	OR-33666 Removed 'bImpartsVelocityOnRemoval' for additive root motion sources, as that can create a 'bouncing' effect when Velocity is modified externally.

	#rb frank.gigliotti
	#tests Preflight QA test  https://jira.it.epicgames.net/browse/PQATC-8713

Change 3261030 on 2017/01/17 by Laurent.Delayen

	Fix crash in Persona.

	#rb none
	#tests doesn't crash

Change 3260561 on 2017/01/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Merging Fix from UE 4.15

	Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
	#rb Ori.Cohen
	#jira UE-39994
	#tests na

	#R0BOMERGE-SOURCE: CL 3260557 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3260553 on 2017/01/17 by Ryan.Gerleve

	Change cvar in UDemoNetDriver::ShouldSaveCheckpoint to use GetValueOnAnyThread. Fixes OR-34759.

	#rb john.pollard
	#tests bug repro, golden path

Change 3260202 on 2017/01/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37/36.2 @ CL 3260077

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3260201 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3259560 on 2017/01/16 by Marcus.Wassmer

	Fix reflections
	#rb none
	#c0der3view Brian.Karis
	#tests added some reflections

Change 3259348 on 2017/01/16 by Daniel.Lamb

	Moved automation maps from alwayscookmaps to AllAutomationMaps.
	#rb Andrew.Grant
	#test Cook Paragon + Fast Cook Paragon + Preflight Cook Paragon

Change 3259113 on 2017/01/16 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	#ORION_MAIN - Merge 36.2 @ CL 3258788

	#RB:none
	#Tests:compiled Win64 editor

	#R0BOMERGE-SOURCE: CL 3258986 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3259090 on 2017/01/16 by Chris.Bunner

	Duplicating CL 3246830: Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
	#rb None
	#tests Editor, -game, epic and min settings

Change 3258910 on 2017/01/16 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - DAILY DG @ CL 3258854

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3258871 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3258807 on 2017/01/16 by Rolando.Caloca

	O - Fix for outlines
	#rb Chris.Bunner
	#tests Ran sovereign2 game
	#c0der3view Andrew.Grant

Change 3258637 on 2017/01/16 by Charles.Anderson

	Removing wrongly added files (agrant)

Change 3258601 on 2017/01/16 by Andrew.Grant

	Temp fix for rendering crash by disabling custom depth rendering
	#rb na
	#tests PIE'd

Change 3258590 on 2017/01/16 by Tom.Wright

	One of these files are not syncing properly in my UnrealGameSync so I'm adding them manually (the .exe).

Change 3258523 on 2017/01/16 by Andrew.Grant

	Removing intermediate build file that was checked in
	#rb #tests na

Change 3258464 on 2017/01/16 by Andrew.Grant

	Fixes for non-unity
	#R0BOMERGE: Main
	#tests compiled Win64
	#rb na

Change 3258208 on 2017/01/15 by Mieszko.Zielinski

	FMetaNavMeshPath's Waypoints have been expanded to store user flags. #UE4

	#rb none
	#test golden path

Change 3258042 on 2017/01/14 by andrew.grant

	Merging test framework changes from //Orion/Release-36.2 to Main (//Orion/Main)
	#rb #tests preflighted

	#R0BOMERGE-SOURCE: CL 3258036 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

	#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//R0BOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml
	#c0der3view: andrew.grant, jason.bestimt

Change 3258035 on 2017/01/14 by Andrew.Grant

	Disable MfMedia plugin by default

Change 3257936 on 2017/01/14 by Andrew.Grant

	Merging from //UE4/Main @ 3253977 through Orion-Staging
	#rb na
	#tests QA smoke in staging, built locally, preflighted

Change 3257583 on 2017/01/13 by Daniel.Lamb

	Removed nomcp from the commandline when running on PC
	#rb Trivial
	#test Buildcookrun paragon windows

Change 3257320 on 2017/01/13 by Cody.Haskell

	#Orion

	- Ansel Integration into Replay Mode
	- Updated Ansel SDK
	- Bug Fix for Ansel plugin
	- Made it not look terrible when you pause the game in regular replay mode

	#rb Andrew
	#r3view-3256093 @andrew.grant
	#tests Golden Path, compiles on PS4
	#lockdown Andrew.Grant

Change 3257239 on 2017/01/13 by Frank.Gigliotti

	ApplyRootMotionJumpForce end velocity options;

	* "ApplyRootMotionJumpForce" task now supports setting the end velocity.

	* Moved root motion end velocity options from the individual tasks into the base class.

	* Fixed a property on UAbilityTask_ApplyRootMotionConstantForce not replicating properly.

	#RB None
	#Tests PIE

Change 3256173 on 2017/01/12 by Laurent.Delayen

	Added additional debug message to ShowResaveMessage.

	#rb lina.halper
	#test loaded broken Femme assets.

Change 3256082 on 2017/01/12 by Andrew.Grant

	Temp fix for BuildHealth warning. Following up with BP team
	#rb none
	#tests verifierd compile warnings are gone

Change 3255991 on 2017/01/12 by Ben.Woodhouse

	Cherry pick NV gpu hang fix from //ue4/release-4.14 @3238182
	Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.

	It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
	#jira OR-22580
	#rb none (r3viewed for 4.14 by Marcus Wassmer)
	#tests run locally on PC (change is windows-specific)

Change 3255185 on 2017/01/12 by John.Nielson

	Made it so that PS4 compiles without warning from misordered initialization.

	#RB: r3view
	#r3view-3255186: Andrew.Grant
	#Test: None

Change 3254885 on 2017/01/11 by Michael.Trepka

	CIS fix

	#rb none
	#tests none

Change 3254568 on 2017/01/11 by Andrew.Grant

	Merging relay fix from //Orion/Release-36.2 to Dev-General (//Orion/Dev-General)
	#rb #tests na

Change 3254544 on 2017/01/11 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Robomerging previous fix to Dev-Gen
	#rb #tests na

	#R0BOMERGE-SOURCE: CL 3254532 in //Orion/Release-36.1/... via CL 3254537 via CL 3254540
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3254204 on 2017/01/11 by Michael.Trepka

	Added title bar area to the game layer manager, so that games can easily setup custom title bar content when using borderless windows. Disabled/hidden by default

	#rb none
	#tests Tested in editor build on PC

Change 3254074 on 2017/01/11 by Ryan.Gerleve

	Fix for gameplay tags not being recorded in client replays.

	#rb david.ratti
	#tests golden path, replays

Change 3254035 on 2017/01/11 by Laurent.Delayen

	OR-28756 Added WaitForMovementInput Ability Task to use with Emote ability.

	#rb dave.ratti, frank.gigliotti
	#tests Kallari's emotes

Change 3253736 on 2017/01/11 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3253668

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3253715 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3252981 on 2017/01/10 by Daniel.Lamb

	Added async load package delegate.
	#rb Trivial
	#test BuildCookRun Paragon with local server

Change 3252975 on 2017/01/10 by Daniel.Lamb

	Added EditorPerProjectUserSettings to the ignore config field for iterative cooking
	#rb None
	#test cook paragon.

Change 3252784 on 2017/01/10 by Daniel.Lamb

	Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear.
	#rb Daniel.Lamb
	#test Rebuild lighting Paragon

Change 3252460 on 2017/01/10 by Aaron.Eady

	#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
	#rb robert.manuszewski
	Copied from CL #3252418
	Written by Ben.Zeigler
	#c0der3view Ben.Zeigler, David.Ratti, Andrew.Grant
	#tests PIE

Change 3252222 on 2017/01/10 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3252019

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3252221 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3251379 on 2017/01/09 by Ori.Cohen

	Fix build

	#rb none
	#tests none

Change 3251242 on 2017/01/09 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3251240 on 2017/01/09 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3251224 on 2017/01/09 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3251220 on 2017/01/09 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3251206 on 2017/01/09 by Ori.Cohen

	Add logging to possible physx infinite loop.

	#JIRA OR-32515
	#rb Dave.Ratti
	#tests none

Change 3250847 on 2017/01/09 by Daniel.Lamb

	Added excution time stat to unrealpak.
	#rb Trivial
	#test BuildCookRun Paragon with timing info.

Change 3250761 on 2017/01/09 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3250717

	#RB: none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3250759 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3249410 on 2017/01/06 by Chris.Bunner

	Duplicating CL 3249213: Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
	#rb None
	#tests -game windowed/fullscreen behavior

Change 3249285 on 2017/01/06 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3249117

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3249278 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3247989 on 2017/01/05 by Dan.Hertzka

	Re-adding the null checks from CL 3247771 in Release-36 (the R0BOMERGEd submit didn't include these for some reason)

	#c0der3view Andrew.Grant
	#rb none
	#tests Compiled and didn't crash on editor startup
	#R0BOMERGE: Main

Change 3247790 on 2017/01/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Robomerging!
	#tests #rb na

	#R0BOMERGE-SOURCE: CL 3247786 in //Orion/Release-36/... via CL 3247787 via CL 3247788 via CL 3247789
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3247717 on 2017/01/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3247673

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3247716 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3247575 on 2017/01/05 by David.Ratti

	-Fix crash if GE has a null linked target GE
	-Change FGameplayEFfectContext::Ability to be AbilityCDO via TWeakObjectPtr rather than a TSubclass. TSubclass is not weak, so if a class was GC'd while still in a GEEC somewhere, it could crash.

	#rb none
	#tests pie

Change 3247032 on 2017/01/04 by Ori.Cohen

	Touch engine file to re-link physx libs
	#JIRA OR-32839

	#rb none
	#tests none

Change 3247006 on 2017/01/04 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3246987 on 2017/01/04 by Ori.Cohen

	Add newline for ps4

	#rb none
	#tests none

Change 3246986 on 2017/01/04 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3246981 on 2017/01/04 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3246969 on 2017/01/04 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3246921 on 2017/01/04 by Ori.Cohen

	Fix automation to include #tests none

	#rb none
	#tests none

Change 3246900 on 2017/01/04 by Ori.Cohen

	Fix newline issues for ps4.

	#rb none
	#tests none

Change 3246666 on 2017/01/04 by Chad.Garyet

	Updating physx build to include switch and linux-arm64
	integrate/resolve from dev-physics-upgrade
	#c0der3view ori.cohen

Change 3246450 on 2017/01/04 by Arciel.Rekman

	Fix for sweeps taking too long time (OR-32839).

	- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
	- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
	- NVidia is aware and will investigate a better solution.

	#rb Ori.Cohen
	#c0der3view Ori.Cohen
	#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.

Change 3246229 on 2017/01/04 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3246134

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3246204 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3245068 on 2017/01/03 by Lukasz.Furman

	improving obstacle grid avoidance: adjusting start location when inside obstacle, fixes for string pulling
	#jira OR-33318
	#rb none
	#c0der3view Mieszko.Zielinski
	#tests PIE

Change 3244698 on 2017/01/03 by Lukasz.Furman

	compilation fix: removed optimization pragmas from AISense_Sight.cpp
	#rb none
	#tests none

Change 3244679 on 2017/01/03 by David.Ratti

	Unify linked gameplay effect spec creation:
	-Linked GEs
	-Conditional Execution GEs
	-Overflow GEs
	-Expiration GEs (premature/routine)

	These now create the dependant GE Spec the same way, by duplicating the original context and copying spec tags, MINUS the original GE's asset tags. Actor tags are still recaptured at the moment the spec is created.

	#rb Lietz
	#tests golden path
	#c0der3view Billy.Bramer, Fred.Kimberley

Change 3244499 on 2017/01/02 by Mieszko.Zielinski

	Major AI tactics upgrade #Orion

	Introduction of new objective dealing algorithm (CSP inspired)
	Bots can now place wards
	Bots can now destroy wards and other appopriately marked up OrionDamagableActors (content change in following CL, allows bots to see these actors)
	Switched OrionAIBot.CurrentEnemy to AActor type
	Removed code related to Jungle Rig objectives

	#rb none
	#test golden path

Change 3242918 on 2016/12/22 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3242890

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3242917 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3241817 on 2016/12/21 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3241745

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3241811 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3240916 on 2016/12/20 by Ben.Marsh

	Add metadata properties to jobs that create promotable artifacts and execute promotions, for consumption by the pipeline tool. Properties are added to /job[XXX]/Pipeline/Promotable-<Platform>-<Type> or /Promotion-<Platform>-<Type>.

	#rb none
	#c0der3view David.Vossel, Trevor.Pounds
	#tests Ran through preflight

Change 3240857 on 2016/12/20 by Lina.Halper

	Added ensure to track marker sync crash

	#rb: Laurent.Delayen
	#code r3view: Martin.Wilson
	#tests: PIE with  mudangs

Change 3240856 on 2016/12/20 by Laurent.Delayen

	Potential fix for sync marker crash.

	#rb lina.halper
	#c0der3view martin.wilson, lina.halper
	#tests Mudang

Change 3240813 on 2016/12/20 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3240768

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3240812 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3239624 on 2016/12/19 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3239590

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3239623 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3238573 on 2016/12/16 by Andrew.Grant

	Moved console vars to source file to avoid multiple definitions (OR-33470)
	#rb none
	#tests compiled

Change 3238077 on 2016/12/16 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36 @ CL 3238017

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3238059 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3237176 on 2016/12/15 by Laurent.Delayen

	Moved FloatRK4SpringInterpolator and VectorRK4Interpolator from Orion to Engine.

	#rb ori.cohen
	#c0der3view lina.halper, james.golding
	#tests Twinblast and Ice

Change 3236911 on 2016/12/15 by Lukasz.Furman

	changed navgrid projection to use 2D poly search for more accurate results
	#orion
	#rb none
	#tests PIE

Change 3236660 on 2016/12/15 by Jamie.Dale

	Updating Orion text block to upper-case its text in a localized way

	This also prevents it clobbering the text property value with the transformed text, resulting in key stability issues.

	#jira OR-32716
	#rb Dan.Hertzka
	#tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes
	#R0BOMERGE: Main, Release-36

Change 3236658 on 2016/12/15 by Jamie.Dale

	Adding FText::ToLower and FText::ToUpper

	These also track history and rebuild when the text they were generated from is changed.

	#jira OR-32716
	#rb Dan.Hertzka
	#tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes
	#R0BOMERGE: Main, Release-36

Change 3236501 on 2016/12/15 by Lukasz.Furman

	enabled navigation grid avoidance for jungle minions
	#jira OR-33318
	#rb Mieszko.Zielinski
	#tests PIE

Change 3236479 on 2016/12/15 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36 @ CL 3236423

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3236474 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3236399 on 2016/12/15 by Andrew.Grant

	Fixed pkg warning "Patch created by newer SDK must contain sce_module files" by not excluding "libSceNpToolkit.prx"
	#rb none
	#tests none
	#R0BOMERGE: Main,36

Change 3236280 on 2016/12/15 by Benn.Gallagher

	Fixed crash when clothing cooked data is updated on a client that is not powerful enough to run multithreaded physics (2 or fewer cores)
	#rb Ori.Cohen
	#jira OR-33248
	#tests - Editor + PIE, running through multiple character viewer screens in menu (as per repro), forced single threaded physics and re-ran tests

Change 3235666 on 2016/12/14 by Matt.Schembari

	Merging 3200968 from Dev-Editor for OR-32947.

	#c0der3view Andrew.Grant,Arthur.Flew
	#tests compile

	-------
	Fixed localization gather including texts that were instanced or otherwise unchanged

	- It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default.
	- UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances.

	#rb Nick.Darnell

	---------

Change 3235315 on 2016/12/14 by Adric.Worley

	Fix FText parse warning spam when dragging in world outliner

	#jira UE-29099
	#tests editor
	#rb Matt.Kuhlenschmidt

Change 3235177 on 2016/12/14 by Sam.Zamani

	Chat toxicity info added to every out-going party/team chat message
	Added optional "chat-info" XML element to XMPP chat stanzas being sent to a MUC room
	The chat info is added to the room's configuration via ChatInterface OSS
	Currently capturing playlist id, team size, and party size with each chat message

	OGS-479 Add extra attributes to XMPP chat messages for toxicity processing

	#rb: josh.markiewicz, rob.cannaday
	#coderview: ian.fox
	#tests: none

Change 3235093 on 2016/12/14 by Arciel.Rekman

	Linux: switched PhysX/APEX debug info to DWARF3 and rebuilt the libs

	- Also fixed an unrelated compile error (by suppressing the warning - do not merge back to main).

	#rb Ori.Cohen, Andrew.Grant
	#c0der3view Ori.Cohen, Andrew.Grant
	#tests Compiled the server

Change 3234913 on 2016/12/14 by Andrew.Grant

	Duplicated 3200382 from Dev-Core as suspected fix for OR-33328
	#rb #tests na

Change 3234910 on 2016/12/14 by Laurent.Delayen

	Added AnimNotifyState_DisableRootMotion to turn off root motion during a RootMotion Montage, and give control back to the player.

	#rb martin.wilson
	#tests Ice RootMotion Ult networked.

Change 3234823 on 2016/12/14 by Lukasz.Furman

	added capsule support for local navigation grids
	#orion
	#rb none
	#tests PIE

Change 3234768 on 2016/12/14 by Lukasz.Furman

	fixed crash in registering debug scene proxies of gameplay debugger tool
	#orion
	#rb none
	#tests PIE

Change 3234682 on 2016/12/14 by Chad.Garyet

	Adding physx build to dev-general

Change 3234643 on 2016/12/14 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2/36 @ CL 3234401

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3234640 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3234597 on 2016/12/14 by Wes.Hunt

	Merging RealMoneyPurchaseComplete delegate from CatalogHelper into Orion
	* Hooked it up so CatalogHelper doesn't take a persistent reference to the analytics provider.

	Extensive refactor of Orion's AnalyticsProvider lifetime and management.
	* More tightly controlled provider lifetime, eliminated need to recreate the providers unnecessarily.
	* Made provider access functions simpler and clarified creation vs. access (no more lazy getters).
	* Improved handling of GameSessionIDs and UserIDs outside of match to improve data clarity for the analytics backend.

	Details:
	AnalyticsProviderET
	* Added Get/SetAppID APIs to allow the AppID to change without recreating the provider (needed for CompQA support, which isn't always known when the provider is created).
	* SetAppID and SetSessionID now flush their cached events before changing them.
	* SetUserID still does not Flush because we inadvertently rely on this so the UserID can be set several frames later and all events will be sent with a valid UserID.
	OrionAnalytics
	* Simplified contract for correctly creating a new provider: CreateAnalyticsProvider now takes an AccountID and GameSessionID so the provider can be fully initialized with a single call.
	* Exposed CreateAppID function so the places where the AppID needed to dynamically change (CompQA purposes) could use shared Orion naming conventions.
	* Exposed SetDefaultAttributes function so game code could share the logic for setting default attributes.
	* Add assert to CreateAnalyticsProvider because we never expect it to fail, and outside code doesn't have to do it.
	DemoNetDriver
	* Exposed UDemoNetDriver::GetDemoSessionID to allow analytics to set a consistent GameSessionID during replay that is NOT the game session ID of the original match, which was throwing heartbeat events for replays into the same session on the backend, if the replay was watched fast enough.
	OrionGameInstance
	* Server's analytics provider moved to GameInstance as it's lifetime is more appropriate than the GameMode.
	* SetUserID now works in PIE, and sets it to PIE_INSTANCE so we don't pollute our account data with random GUIDs
	GameInstanceCommon
	* When playing back a replay, use the DemoNetDriver's SessionID instead of the Game Session ID of the game being replayed.
	OrionGameMode_MOBA
	* Moved Login functionality to GameMode_Base so it will work properly in all Orion GameModes (ie, DraftLobby).
	OrionGameMode_Base
	* Removed SetAnalyticsProvider. This was confusing the interface and making it seem like providers could change dynamically (they couldn't).
	* GetAnalyticsProvider changed to just get it from the GameInstance where it is really stored now.
	OrionPlayerController_Base
	* Removed SetAnalyticsProvider. No external code should be changing the provider.
	* Exposed an explicit CreateAnalyticsProvider so GetAnalyticsProvider() no longer has to lazily create the provider.
	* Added some asserts on preconditions to CreateAnalyticsProvider to ensure we are not creating them at the wrong times.
	OrionGameSession
	* The Server Analytics provider now sets a UserID that is a combination of the machine name, PID, and a GUID unqiue to that run. This makes server analytics easier to trace back to servers.
	OrionGameState_Base
	* CreateGameSessionID renamed to StoreGameSessionID to better reflect that it isn't creating anything.
	* Remove the code that sets a random GUID for non game modes, which was just confusing the session handling code on the analytics backend.
	* Ensure that demo playback sets the demo session ID and not the replayed game's session ID.
	OrionGameStateMain
	* GameSessionID is always set to the empty string for non game modes.
	McpContext
	* InitAnalytics no longer needs to create the analytics provider or restart any session, etc. It just sets the new AppID (if we now know we are CompQA) and the UserID (since we just logged in).

	#c0der3view:john.pollard,ryan.gerleve,josh.markiewicz
	#rb josh.markiewicz
	#tests extensive runs of the game, dedicated server, menu, and match traveral, and replay watching. Also editor, PIE standalone, PIE w/ dedicated server, and nomcp configurations to ensure no crashes and the providers are created as expected, not recreated, and get the proper Session and GameSessionIDs at the expected times.

	#R0BOMERGE-AUTHOR: david.nikdel
	#CatalogHelper #Analytics:
	- Added a RealMoneyPurchaseComplete multicast delegate to CatalogHelper mostly intended for apps to be able to listen for this event (not as a completion delegate) and do their own analytics events.
	- Rolled up a bunch of the params into a struct for forward compatibility
	- Moved the ECom.ClientInAppPurchase code into a helper on the struct (would like to get this out of catalog helper now that the delegate is there)
	[c0der3viewed]: Ian.Fox, Wes.Hunt

	#R0BOMERGE-SOURCE: CL 3209122 in //WEX/Release-05/... via CL 3209123
	#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
	#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209125 by Jason.Bestimt on 2016/11/23 12:33:06.
	#R0BOMERGE-AUTHOR: david.nikdel
	Why does the compiler think a parameter can "hide" a non-static member from an outer class. That is most definitely not in scope...

	#R0BOMERGE-SOURCE: CL 3209212 in //WEX/Release-05/... via CL 3209213
	#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
	#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209214 by Jason.Bestimt on 2016/11/23 14:00:12.
	#R0BOMERGE-AUTHOR: david.nikdel
	#CatalogHelper: Change to AnalyticsProvider to shared reference
	[c0der3viewed]: Ian.Fox

	#R0BOMERGE-SOURCE: CL 3209222 in //WEX/Release-05/... via CL 3209223
	#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
	#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209225 by Jason.Bestimt on 2016/11/23 14:07:47.
	#R0BOMERGE-AUTHOR: wes.hunt
	Ensure that Heartbeat events will not clog the retry queue if the data router cannot be reached.
	* Renamed to Usage.Heartbeat and Context to match the more "non-gamey" naming we want to move to (also can't have WorldExplorers prefix).
	* Removed the Analytics provider from McpCatalogHelper and use the callback delegate instead. This removes analytics assumptions from the McpCatalog code and allows the analytics provider references to not leak outside of WExpAnalytics. This allows us to put ensures in the shutdown code to make sure it doesn't leak and sessions are closed when we expect. Also cleaned up some code that tried to work around the fact that outside code held onto a reference when trying to end the session.
	[c0der3viewed]:david.nikdel
	#jira wex-4038

	#R0BOMERGE-SOURCE: CL 3209575 in //WEX/Main/WEX/Plugins/...
	#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
	#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209653 by Jason.Bestimt on 2016/11/24 01:43:48.

Change 3233911 on 2016/12/13 by Andrew.Grant

	Duplicating 3203865 from //UE4/Dev-Sequencer/...
	#tests #rb na

Change 3233789 on 2016/12/13 by Olaf.Piesche

	Replicating 3233289 from Dev-Rendering - light component distance fade properties not initialized

	#c0der3view marcus.wassmer
	#rb marcus.wassmer

	#tests build

Change 3233016 on 2016/12/13 by Ryan.Gerleve

	Fix for conditional properties being evaluated incorrectly when recording replay checkpoints. Fixes heroes appearing as grey boxes in deathcam and replays.

	#jira OR-32926
	#tests golden path, deathcam, replays
	#rb john.pollard

Change 3232909 on 2016/12/13 by Laurent.Delayen

	Renamed USkeletalMeshComponent::IsPlayingRootMotion() to ::IsPlayingNetworkedRootMotionMontage() to better match what the function does, and match definitions in ACharacter. (Also checks for RootMotionMode to be FromMontageOnly).
	Added proper IsPlayingRootMotion() to match ACharacter.
	Also constified these functions.

	#rb Martin.Wilson
	#tests Ice Root Motion ult

Change 3232336 on 2016/12/13 by David.Ratti

	Spot merge async loading fix
	#rb Gil
	#tests cooked build front end store

Change 3231733 on 2016/12/12 by Andrew.Grant

	Added code to dump out deferred engine commands when frametime is above desired
	#rb Michael.Noland
	#tests compiled, ran server
	#R0BOMERGE: Main

Change 3231406 on 2016/12/12 by Laurent.Delayen

	CharacterMovementComponent: allow physics rotation to be performed during AnimRootMotion.

	#rb none
	#tests Ice

Change 3230272 on 2016/12/10 by Andrew.Grant

	Fix for automation code being dead-stripped
	#rb none
	#tests verified automation works

Change 3229976 on 2016/12/09 by Ryan.Gerleve

	Fix multiple UI/HUD issues during deathcam playback:
	No longer switch the local player's PlayerController during deathcam playback. The game player controller will now set it viewtarget to the hero in the deathcam replay.
	Add an option for the recording DemoNetDriver to not spawn a spectator controller at all.
	Clean up some hacks that were needed when the player controller did switch to make the card shop close properly.
	Remove other code that was related to the player controller switch.
	Add a deathcam camera component to hero characters and activate it during deathcam playback.
	Factor out the code common to the spectator chase camera and the deathcam camera into a helper struct that both camera components use.
	Client notifies the server when it starts and stops deathcam, so the server knows not to update the client's viewtarget for the duration.

	#jira OR-32433, OR-32568, OR-31299, OR-31197
	#rb john.pollard, jon.lietz
	#tests golden path, deathcam, replays

Change 3229790 on 2016/12/09 by Lina.Halper

	#DUPEFIX of CL 3219688
	Merging using //Orion/Dev-General_to_//UE4/Dev-Framework

	Expected fix for cooking issue of animation

	#rb: Martin.Wilson
	#code r3view: Martin.Wilson, Laurent.Delayen
	#tests: none

Change 3228731 on 2016/12/09 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3228573

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3228715 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3228602 on 2016/12/09 by Benn.Gallagher

	Added temporary CVar to fix broken clothing imports due to errant transposition of bone bind matrices on apx file import.
	This should not be integrated to main - hoping on a fix soon from Nvidia for this issue to be fully solved, this just gets our content creators back up and running while Nvidia investigates
	#tests Win64 Editor, importing clothing files for Twinblast and Fallen Angel
	#rb Lina.Halper

Change 3227456 on 2016/12/08 by Andrew.Grant

	Stopped _BUiltData from being dirtied by autosave (copied from 3223169 in Dev-Editor)
	#rb #tests na

Change 3227417 on 2016/12/08 by David.Ratti

	Fix category on gameplay tag settings
	#rb none
	#tests none

Change 3227401 on 2016/12/08 by David.Ratti

	GameplayTag category restrictions remapping support. This allows engine properties to specify categories that can be specified/expanded by projects.

	Added categories for gameplayeffect tags

	#rb BenZ
	#tests editor, golden path

	#c0der3view Billy.Bramer, Fred.Kimberly

Change 3227368 on 2016/12/08 by Uriel.Doyon

	Simple forward shading now disables self shadowed translucency (because it samples an invalid volumetric light buffer).
	#jira OR-32645
	#tests Loaded editor,  tested in game at different quality settings
	#rb daniel.wright

Change 3227243 on 2016/12/08 by David.Ratti

	Spot integrate CL 3225990 to fix tag sorting
	#rb none
	#tests compile

Change 3227029 on 2016/12/08 by Laurent.Delayen

	Fixed crash when creating a new Montage from scratch.

	#rb Lina.Halper
	#tests no more crashing when creating a montage from scratch

Change 3226877 on 2016/12/08 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3226846

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3226876 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3226157 on 2016/12/07 by Aaron.McLeran

	Implementing UE-39421 fix into Orion-DevGeneral2

	#rb none
	#tests Be able to view sound class graphs without destroying links.

Change 3225422 on 2016/12/07 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - PhysX libs null merge from 35.2

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3225413 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3224772 on 2016/12/07 by David.Ratti

	Fix for Rentry in gameplaycue GetWorld functions
	#rb none
	#tests golden path

Change 3224771 on 2016/12/07 by David.Ratti

	Reset RemoetInstanceHasended in UGameplayAbility::PreActivate
	#rb none
	#tests pie

Change 3224752 on 2016/12/07 by Ben.Marsh

	Merge CL 3224750 from //UE4/Main: Removing -forcelogflush parameter from UAT invocations of the editor to improve cook times.

	#rb none
	#tests preflight

Change 3224691 on 2016/12/07 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3224223

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3224690 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3224166 on 2016/12/06 by Daniel.Lamb

	Reenabled iterative cooking inisettings saving.
	#rb Trivial
	#test Cook paragon

Change 3223965 on 2016/12/06 by Uriel.Doyon

	Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
	Added more options to allow the user to cancel this build also.
	#rb daniel.wright
	#tests modified different shaders in the material editor and also in the material instance editor

Change 3223953 on 2016/12/06 by Frank.Gigliotti

	Root motion time stamp reset;

	* The character movement time stamp is now decremented by MinTimeBetweenTimeStampResets instead of being reset to 0.

	* The character movement time stamp reset is now applied to the start times on root motions.  This fixes root motions being stuck on since the time stamp could potentially never reach the start time.

	* Changed how root motion detects invalid start times since a negative start time is now valid.

	#RB zak.middleton, laurent.delayen
	#c0der3view zak.middleton, laurent.delayen
	#Tests PIE

Change 3223463 on 2016/12/06 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3223380

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3223458 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3223219 on 2016/12/06 by Daniel.Lamb

	Added more stats to saving asset registry code.
	#rb None
	#test cook

Change 3222459 on 2016/12/05 by Uriel.Doyon

	"Texture Streaming Build" now updates the map check after execution.
	Removed texture streaming data for primitives hidden in game.
	Fixed an issue where build all would not rebuild texture streaming data.
	#rb none
	#jira OR-32771
	#tests rebuilt texture streaming data in different maps

Change 3222246 on 2016/12/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Suppress warning when converting from int when the dest is floating point and the converted values are the same
	#rb none
	#tests verified converting -1 to -1.000 no longer results in a warning

	#R0BOMERGE-SOURCE: CL 3222245 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3221951 on 2016/12/05 by Daniel.Lamb

	More stats into saving asset registry.
	#rb None
	#test cook paragon

Change 3221518 on 2016/12/05 by Daniel.Lamb

	Added some more ini settings parsing stats.
	Removed SaveCurrentIniSettings when not using iterative builds as it is slow will reenable when it's fast again.
	#rb None
	#test Cook paragon

Change 3221475 on 2016/12/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Fix for atrac9 logging issue on PS4
	#rb none
	#tests compiled PS4 client in unity

	#R0BOMERGE-SOURCE: CL 3221474 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3221403 on 2016/12/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3221235

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3221399 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3221247 on 2016/12/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Third-try at fixing non-unity compile issue
	#rb none
	#tests compiled PS4 client

	#R0BOMERGE-SOURCE: CL 3221242 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3219738 on 2016/12/02 by Daniel.Lamb

	Integrate Dev-Platform -> Dev-General
	Added support to rebuild lightmaps commandlet for building lightmaps in seperate files.
	#rb Daniel.Wright
	#test rebuild lighting Custom QAGame maps.
	#jira OR-31907

Change 3219133 on 2016/12/02 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: guillaume.abadie
	Cherry picks Dev-Rendering's 3209305: Fix contact shadow's assemption on objects thickness

	#rb None

	#R0BOMERGE-SOURCE: CL 3219131 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3219081 on 2016/12/02 by Andrew.Grant

	Merging material fixes in 3208490 from
	//UE4/Dev-Rendering/... to //Orion/Dev-General/...
	#rb none
	#tests compiled WIn64 editor

Change 3218980 on 2016/12/02 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3218942

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3218979 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3218970 on 2016/12/02 by Andrew.Grant

	Second attempt at unity / non-unity fix
	#rb none
	#tests compiled PS4 Client

Change 3218807 on 2016/12/02 by Andrew.Grant

	Fix for non-unity issue
	#rb none
	#tests compiled Win64 editor

Change 3218472 on 2016/12/01 by Andrew.Grant

	Temp fix to allow checked-out blueprint to compile
	#rb none
	#tests none

Change 3218417 on 2016/12/01 by Andrew.Grant

	Merging //UE4/Main @ 3205566 through //UE4/Orion-Stating
	#rb #tests na

Change 3218140 on 2016/12/01 by Arciel.Rekman

	Linux: report server hangs by crashing the hung thread (UE-39164).

	#rb Michael.Trepka
	#c0der3view Bart.Hawthorne, Andrew.Grant.
	#tests none in this branch

	(Merging 3218133 from Dev-Platform to to //Orion/Dev-General)

Change 3216959 on 2016/12/01 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3216930

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3216954 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3216341 on 2016/11/30 by Michael.Noland

	Engine: Reduced the length of the hitch when turning off ToggleDebugCamera while showdebug was active by removing expired strings from the back of the array instead of the front
	(the underlying issue of strings accumulating while not being displayed / processed is covered by UE-39226)
	#rb marc.audy
	#tests showdebug significancemanager + toggledebugcamera + wait 30 s + toggledebugcamera

Change 3216233 on 2016/11/30 by Andrew.Grant

	Generate symbols for PS4 as a post-build UBT step
	At runtime do a better job of searching paths for symbols
	#rb Marcus.Wassmer
	#tests verified symbols are generated and valid

Change 3215522 on 2016/11/30 by David.Ratti

	Fixes from Simon for particle significance overriding explicit call to SetEmitterEnabled by game code.

	#rb none
	#tests pie
	#c0der3view Simon.Tovey

Change 3215444 on 2016/11/30 by Aaron.McLeran

	OR-19392 (and now) OR-32017  Reintroducing CL 2943174 after it was lost due to integration issues!

	#rb none
	#tests none

Change 3215110 on 2016/11/30 by jason.bestimt

	#ORION_MAIN - Merge 35.2 @ CL 3215050

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3215097 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

	#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Rampage/Skins/Rampage_v001_IceBlue/M_RampageV001_MASTER.uasset
	#c0der3view: jason.bestimt

Change 3213268 on 2016/11/29 by jason.bestimt

	#ORION_MAIN - Merge 35.2 @ CL 3213062

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3213118 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

	#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//R0BOMERGE_ORION_Dev_General/OrionGame/Source/BlueprintContext/Private/BannerContext.cpp
	#c0der3view: jason.bestimt

Change 3212226 on 2016/11/28 by Aaron.McLeran

	OR-32363 Client ensure with USoundWave::GetResourceSize() v35 DevGen

	Ensure is not valid since it's possible for the sound wave to have its resource size queried before its finished decoded in the case of precache on load.

	Rather than report ResourceSize (the compressed asset size), we're going to just report the fully decompressed data size (RawPCMDataSize) since that's what it will be when it finishes decoding.

	#tests none
	#rb zak.middleton

Change 3208273 on 2016/11/22 by Tim.Elek

	Fix for Tonemapping sharpen black border for HDR

	#rb marc.olano
	#c0der3view marcus.wassmer, jordan.walker, andrew.grant

Change 3207881 on 2016/11/22 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	If a requested package can't be found and async loading is not an option, load the object instead of hoping that FlushAsyncLoading() will make things right...

	This flaw was spotted while investigating OR-31699 which was due to a different issue, but should have been handled by this codepath.

	#rb none
	#tests Faked a condition where a package  wasn't loaded on the client but became referenced by a object from the server
	[c0der3viewed] Ben.Ziegler

	#R0BOMERGE-SOURCE: CL 3207880 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3207807 on 2016/11/22 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Fix for OR-31699
	While preloading packages check that a package has actually been loaded. Previously this could result in a package failing to load because FindObjectFast would return it to itself (!)
	#rb none
	[c0der3viewed] Michael.Noland
	#tests verified can load into Monolith and get the shadow buff

	#R0BOMERGE-SOURCE: CL 3207806 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3207756 on 2016/11/22 by David.Ratti

	rollback networking changes since they seem to be causing side effects and v35 isnt the version to take chances on
	#rb none
	#tests compile

Change 3206348 on 2016/11/21 by Dan.Hertzka

	Re-added lost type checking changes to the widget BP compiler when evaluating whether to bind a widget

	Also added the type check when renaming a widget - if the property name is taken by a BindWidget property, but the widget isn't of a valid type, the rename now fails

	#c0der3view Nick.Darnell
	#rb Nick.Darnell
	#tests Widget BP binding

Change 3205882 on 2016/11/21 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3205612

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3205880 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3205802 on 2016/11/21 by Daniel.Lamb

	Fixed commandlet used for diffing cooked packages and generating serialization callstacks.
	#rb None
	#test Diff cooked package commandlet

Change 3204959 on 2016/11/18 by Ryan.Gerleve

	World time is no longer adjusted when scrubbing in replays. Fixes several issues related to deathcam. Originally done to to fix ability cooldowns in replays, but shouldn't be necessary.

	#rb john.pollard
	#jira OR-30918, OR-31268, OR-31302
	#tests golden path, deathcam, replays

Change 3204805 on 2016/11/18 by Frank.Gigliotti

	Don't clamp root motion finish velocity if it doesn't need it.

	#RB None
	#Tests PIE

Change 3204327 on 2016/11/18 by Mieszko.Zielinski

	Extended UBTDecorator_IsAtLocation with an option of using regular geometric distances rather than pathfollowing-based test #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3204078 on 2016/11/18 by Ryan.Gerleve

	Flip incorrect sort when there are multiple viewpoints in the significance manager (duplicate of CL 3203997 from Dev-Framework).
	Fixes objects having incorrect significance in deathcam playback.

	#rb marc.audy
	#tests golden path, deathcam

Change 3204041 on 2016/11/18 by John.Pollard

	Fix issue where old player controller from draft lobby was hanging around, causing replication warnings

	#rb BartH
	#tests Replays

Change 3203971 on 2016/11/18 by John.Pollard

	Fix assert that can occur in player controller iterator when last element cast's to nullptr

	#rb BartH
	#tests Live + replays

Change 3203843 on 2016/11/18 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3203682

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3203842 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3202948 on 2016/11/17 by Daniel.Lamb

	Disabled warning about invalidating cook due to unparsable ini setting.
	This occurs when you don't have any previously cooked content (like on build machine).
	#jira OR-31916
	#rb trivial
	#test cook paragon

Change 3202798 on 2016/11/17 by David.Ratti

	Fix logic error around bSuppressGameplayCues
	#rb none
	#tests compile

Change 3202761 on 2016/11/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: david.ratti
	Use FObjectKey instead of UClass* for function acceleration map. Speculative fix for rare client crash.

	#rb none
	#test pie

	#R0BOMERGE-SOURCE: CL 3202552 in //Orion/Release-34.3/... via CL 3202760
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3202688 on 2016/11/17 by Michael.Noland

	Engine: Adding stats to performance assassians GetAllActorsWithInterface and GetAllActorsWithTag to make them clearer in dumphitches reports (also in GetAllActorsOfClass, which is usually fine unless used with something really broad like AActor or AStaticMeshActor)
	#rb none
	#tests Compiled and ran on PS4

Change 3202687 on 2016/11/17 by Michael.Noland

	Engine: Changed console variables and commands to allow using ? immediately following the command (without a space) to bring up the help text, in addition to the existing behavior of using ? as the first parameter
	#tests Tested with/without spaces on both a console variable and a console command
	#rb nick.darnell

Change 3202686 on 2016/11/17 by Michael.Noland

	Engine: Made help console command open the generated HTML file via LaunchURL on windows
	#tests Tested help command on Windows (LaunchURL with file:// use is only enabled for Windows now, but will be tested on Mac and possibly enabled later)
	#rb nick.darnell

Change 3202622 on 2016/11/17 by Ryan.Gerleve

	Support duplication of UReflectionCaptureComponents that were loaded from cooked data. Needed to support deathcam in Monolith.

	#rb daniel.wright
	#tests golden path on monolith with deathcam enabled on PS4

Change 3202575 on 2016/11/17 by Dan.Hertzka

	Blur widget updates
	- Renamed to SBackgroundBlur/UBackgroundBlur
	- Split SBackgroundBlur out into its own file
	- Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha
	- Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set
	- Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version)
	- Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image

	#c0der3view Matt.Kuhlenschmidt
	#rb none
	#tests PIE & widget designer

Change 3202533 on 2016/11/17 by Mieszko.Zielinski

	Fixed new toggleable nav links not working in client-server environment #Orion

	#rb none
	#test golden path

Change 3202456 on 2016/11/17 by Mieszko.Zielinski

	Introduced a new constant to Recast soruces to be used as initial value of tile salt variables #UE4

	#rb none
	#test golden path

Change 3202414 on 2016/11/17 by Chris.Bunner

	Clamp eye adapation working area to match scene viewrect.
	#rb Marcus.Wassmer
	#tests Editor
	#jira OR-31821

Change 3202205 on 2016/11/17 by David.Ratti

	Networking fix:
	-Fix ensure about Delayed Prediction Key being flushed while invalid
	-Fix issue where predicted GE would be removed due to prediction key catch up, but would be added to the removed predicted GE list, causing the later replicated GE to be ignored incorrrectly. This can cause cooldowns to not appear on client, making abilities appear to not function.

	#rb none
	#tests golden path, latency
	#c0der3view Frank.Gigliotti

Change 3202063 on 2016/11/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: nicholas.davies
	#jira OR-31641 Chat logs overlap text box when pressing enter
	Jamie Dale fix for adjusting text spacing when lines are removed from TextLayouts
	[c0der3viewed] Jamie.Dale
	#RB Jamie.Dale
	#TESTS Chat should no longer overlap when more than 40 messages have been added

	#R0BOMERGE-SOURCE: CL 3202062 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3201964 on 2016/11/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3201880

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3201956 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3201426 on 2016/11/16 by Mieszko.Zielinski

	Implemented a generic way to set up simple point navigation links that could be disabled at runtime on static navmesh #Orion

	#rb none
	#test golden path

Change 3201174 on 2016/11/16 by John.Pollard

	Increase number of retries when refreshing viewer fails + refactor so that a refresh doesn't starve other REST calls

	#rb BartH
	#tests Replays

Change 3200669 on 2016/11/16 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Merging test framework changes from Release-34 to resolve some known conflicts
	#rb #tests na

	#R0BOMERGE-SOURCE: CL 3200668 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3199192 on 2016/11/15 by Lina.Halper

	Extra ensure for the crash with OR-31795

	#jira: OR-31795
	#rb: Laurent.Delayen
	#tests: cooked, and test AI_Test with 9 bots

Change 3199187 on 2016/11/15 by Aaron.McLeran

	UE-35533 Implementing from CL 3112097 Dev-Framework for joey

	#tests Perform tests described in JIRA

	#rb Jeff.Campeau

Change 3199094 on 2016/11/15 by Eric.Newman

	Only ping Slate last interaction time for analog input outside the deadzone
	Orion now only reports handled for analog  movements outside the deadzone
	#c0der3view matt.kulhenschmidt,chris.gagnon
	#rb cody.haskell
	#tests golden path w/ ps4 controller on PC

Change 3199085 on 2016/11/15 by Laurent.Delayen

	Potential fix for https://jira.it.epicgames.net/browse/OR-31795

	#rb lina.halper
	#tests twinblast ult multiPIE

Change 3198934 on 2016/11/15 by Frank.Gigliotti

	Fixed out of sync root motion ability tasks;

	* Root motion ability tasks were out of sync and ending before the root motion was finished.  The tasks now wait for the root motion to say it is done.

	#RB Laurent.Delayen
	#Tests PIE

Change 3198486 on 2016/11/15 by David.Ratti

	Iniitalize EffectContext to default ASC EffectContext when no context is specified in AddGameplayCue_Internal. Fixes some GC translation issues.

	#rb none
	#tests pie

Change 3198424 on 2016/11/15 by Rob.Cannaday

	Fix JSON_SERIALIZE_OBJECT_SERIALIZABLE macro in write mode not beginning a JSON object
	#rb ian.fox
	#tests class using JSON macros that writes a named subobject (BEGIN_JSON_SERIALIZER/JSON_SERIALIZE_OBJECT_SERIALIZABLE("name", obj)/END_JSON_SERIALIZER)

Change 3198418 on 2016/11/15 by Rob.Cannaday

	More profiling for hitch when receiving friend request
	#jira OR-30503
	#rb ian.fox
	#tests front end add/remove friend
	#lockdown nicholas.davies

Change 3198214 on 2016/11/15 by David.Ratti

	Ability System: Added support for some advanced client prediction with the intention of removing latency from the effective duration of predictive gameplay effects.

	1. Predicted GameplayEffect reconciliation.
	Predicted GEs are now reconciled with their replicated counter parts. Previously the predicted GE would be removed when the replicated one came in. Now we reconcile the predicted GE with the replicated GE, and throw out the replicated GE as if it was never added. To the outside, the predicted GE becomes the replicated GE seamlessly.

	2. Server retry client activation fails.
	When a client ability activation fails on the server, the server can retry the activation for a few frames before officially failing it. This is to combat minor discrepencies caused by different server frame rate or jitter in networking conditions. The common example is that we handle RPCs at the top of the frame, before we update timer manager and removed expired GEs or end animations.

	Both features can be disabled with -DisableAdvancedClientPrediction. They can be toggled individually via config file.

	#QAr3view:
	1. Verify ping time no longer affects attack speed OR-30123. We still expect packet loss to have some effect on rate of fire.

	2. Be on the look out for "ability stuck" type of issues

	3. If there are resources, I would like to get 2 people to give qualitative feedback on this. Have them lane 1v1 for ~7 minutes with 200 ms of ping (no packet loss). Do this twice, once normally and again with -DisableAdvancedClientPrediction on both client AND server. Do it blind: don't tell them which run has which setting, just see if they notice differences. The hope is that your LMB attacks feel consistent with respect to timing and match what the UI shows in terms of cooldown. I would recommend testing with Murdock and maybe a melee like Crunch

	#rb frank
	#c0der3view Frank.Gigliotti, Billy.Bramer, Fred.Kimberley
	#tests pie, golden path

Change 3197309 on 2016/11/14 by Laurent.Delayen

	Additional debugging info for https://jira.it.epicgames.net/browse/OR-31266

	#rb none
	#tests riftmage + venus VS riftmage multiPIE

Change 3196654 on 2016/11/14 by Laurent.Delayen

	Additional debug info to track down https://jira.it.epicgames.net/browse/OR-31677

	#rb none
	#tests compiles

[CL 3276432 by Andrew Grant in Main branch]
2017-01-27 23:32:44 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

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

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

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

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

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

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

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

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Marc Audy
700ecf1604 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3108373)
#lockdown Nick.Penwarden
#rb None

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

Change 3090652 on 2016/08/16 by James.Golding

	UE-33627 When slicing procmesh collision shapes, ensure at least 4 verts in resulting geometry
	UE-33301 Fix normals on cap sections when slicing proc mesh

Change 3093719 on 2016/08/18 by Marc.Audy

	Remove unused bIsAudible

Change 3094646 on 2016/08/19 by Marc.Audy

	DumpActiveSounds console command to help debugging audio

Change 3094667 on 2016/08/19 by Marc.Audy

	Remove inadvertently checked in lines

Change 3094877 on 2016/08/19 by James.Golding

	Improve warning when creating constraint between different scenes to report components being connected

Change 3094881 on 2016/08/19 by James.Golding

	PR #2609: Fix TimeSecondsToString format so it matches comment
	#jira UE-33404

Change 3094883 on 2016/08/19 by James.Golding

	PR #2651: Add GetBoneMass and GetSkeletalCenterOfMass functions for skeletal meshes.
	#jira UE-33978

Change 3094888 on 2016/08/19 by James.Golding

	PR #2629 : Fix typo in ESuggestProjVelocityTraceOption::OnlyTraceWhileAsceding to OnlyTraceWhileAscending
	#jira UE-33789

	PR #2580: Fix typo in comment for DeprojectScreenToWorld
	#jira UE-32898

Change 3094891 on 2016/08/19 by Marc.Audy

	Allow focusing of Actors with 0 size bounds.
	#jira UE-34892

Change 3094892 on 2016/08/19 by Marc.Audy

	Put null bounds of an empty text render component at the correct location.
	#jira UE-34892

Change 3094893 on 2016/08/19 by Aaron.McLeran

	UE-34951 - Zero-volume vorbis decoded sounds are too expensive

	-Adding an audio settings parameter to disable zero-volume playback globally
	-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume

Change 3094895 on 2016/08/19 by James.Golding

	Added several new features for collision component
	  - 'Attach End' option
	  - Collision support (inc friction)
	  - Stiffness option
	  - External forces
	  - GetCableParticleLocations function
	Removed need for CableUpDir setting
	Added perf stats for cable sim
	#jira UE-33398

Change 3094980 on 2016/08/19 by Marc.Audy

	Fix compile error

Change 3095035 on 2016/08/19 by Lukasz.Furman

	increased layer limit for navmesh generation
	#jira UE-33560

Change 3095036 on 2016/08/19 by Lukasz.Furman

	fixed navmesh generation getting stuck in infite loop during contour trace step
	#jira UE-32847

Change 3095148 on 2016/08/19 by Marc.Audy

	Adjust UT to correct spelling from CL# 3094888

Change 3095228 on 2016/08/19 by Marc.Audy

	PR #2389 - Expanded exposure of cheat manager (Contributed by EverNewJoy)
	#jira UE-30548

Change 3095305 on 2016/08/19 by Marc.Audy

	PR #2692: Set mouse position : PlayerController (Contributed by Vawx)
	#jira UE-34602

Change 3096570 on 2016/08/22 by Ori.Cohen

	Move bodies label in PhAT viewport to be easier to read.

Change 3096742 on 2016/08/22 by Ori.Cohen

	Fix constraints being improperly edited (To Hinge, To Prismatic, etc...) when an active constraint profile is selected.
	Fix undo redo not working with constraint profile instances.

	#JIRA UE-34305, UE-34495

Change 3096883 on 2016/08/22 by Lukasz.Furman

	fixed landscape's geometry export for navigation: sliced version and mirroring for holes

Change 3096941 on 2016/08/22 by Ori.Cohen

	Fix phat incorrectly simulating using the wrong physics asset. (was missing virtual)

	#JIRA UE-34559

Change 3098107 on 2016/08/23 by Ori.Cohen

	Move skeletal mesh component physics updating into EndPhysics so that other components can use it safely in PostPhysics

	#JIRA UE-29459

Change 3098365 on 2016/08/23 by Lina.Halper

	Make sure to search guid before searching by name.
	 - Was waiting for change from main to come through before making this change.

	#jira: related UE-33772, UE-33454

Change 3098468 on 2016/08/23 by Ori.Cohen

	Fix CIS. Was going to make registration functions for cloth private, but I guess some games are relying on this directly.

	#JIRA UE-35118

Change 3098668 on 2016/08/23 by Ori.Cohen

	Expose the ability to separate reverse and brake given from PR#1418

	#JIRA UE-1418

Change 3099270 on 2016/08/24 by Ori.Cohen

	Remove WheeledVehicle and related headers from Engine.h

Change 3099358 on 2016/08/24 by Ori.Cohen

	Fix non-unity build for removing wheeledvehicle out of engine.h

Change 3099434 on 2016/08/24 by Ori.Cohen

	Fix vehicle suspension force offset to work from the spring location (in the z-axis) instead of the vehicle COM.

Change 3099534 on 2016/08/24 by Ori.Cohen

	Update vehicle template to use the new suspension mode.

	#JIRA UE-35157

Change 3100097 on 2016/08/24 by Lina.Halper

	Morphtarget viewer support

	PR #2327: Morph target viewer (Contributed by tmiv)

	#code review: Martin.Wilson
	#jira: UE-29998

Change 3101285 on 2016/08/25 by Jon.Nabozny

	Adds a simple test case for the FSkeletalMeshMerge tool to QA game.

	#JIRA UE-29279

Change 3101356 on 2016/08/25 by Jon.Nabozny

	Fix invalid bound calculation in CalculateLodCount.

	#jira UE-35105

Change 3101981 on 2016/08/25 by Mieszko.Zielinski

	Fixed BTDecorator_CompareBBEntries not working as expected if first value pulled from BB is '<' then the other #UE4

	It's an alternative fix to the one suggested as PR#2736

	#jira UE-35196

Change 3103399 on 2016/08/26 by Ori.Cohen

	Added SimpleWheeledVehicleMovementComponent which allows for n wheels with no motor simulation.
	Exposed WheeledVehicleMovementComponent4W so that it can be added to any blueprint.

Change 3103414 on 2016/08/26 by Mieszko.Zielinski

	fixed UBTDecorator_CompareBBEntries::CalculateRawConditionValue condition calue calculation #UE4

Change 3104345 on 2016/08/29 by Ori.Cohen

	Fix typo (reverseAsBrake instead of reverseAsBreak)

Change 3104412 on 2016/08/29 by Ori.Cohen

	Fix crash when using Don't Create Shape for vehicle wheel

	#JIRA UE-35249

Change 3104423 on 2016/08/29 by Ori.Cohen

	Expose SimpleWheeledVehicleMovementComponent torque and brake

Change 3104798 on 2016/08/29 by Mieszko.Zielinski

	Even better phrasing of the condition in UBTDecorator_CompareBBEntries::CalculateRawConditionValue #UE4

Change 3105781 on 2016/08/30 by Lukasz.Furman

	added log warnings when opening AIGraphs (behavior tree, EQS query) with missing node instance classes
	#jira UE-34981
	#2721

Change 3106161 on 2016/08/30 by Richard.Hinckley

	Fixing a comment that's being pulled into documentation inappropriately.

Change 3106394 on 2016/08/30 by Marc.Audy

	Don't crash trying to browse to the CAC actor template

Change 3106638 on 2016/08/30 by Jon.Nabozny

	Fixed UK2Node_GetInputAxisValue using default bOverrideParent value on the created binding, causing previous bindings to be squashed.

	#jira UE-34812

Change 3106788 on 2016/08/30 by Jon.Nabozny

	Fix CIS warning resulting from 3106638

Change 3106946 on 2016/08/30 by Aaron.McLeran

	#jira UE-35141 Audio no longer plays once window loses focus

	Fix is to not include application volume changes (tabbing or application volume) when evaluating sound waves for inclusion in wave instance list, etc. Only use the "actual" volume when setting the volume on playing sound sources.

	#tests tab out of game when running, audio returns to normal like it should (including 1-shot sounds)

Change 3106980 on 2016/08/30 by Lina.Halper

	#Fix transform of poseablemeshcomponent not applying child transform and when set transform by bone name in editor

	#code review: Benn.Gallahger

	rushing this for Ryan

Change 3108285 on 2016/08/31 by Lukasz.Furman

	removed deprecated nodes from troll and werewolf behavior trees (both unused)
	#jira UE-35371

[CL 3108419 by Marc Audy in Main branch]
2016-08-31 14:24:30 -04:00
Josh Adams
b3cf2c5fd5 Copying //UE4/Dev-Platform to Dev-Main (//UE4/Dev-Main) (Source: //UE4/Dev-Platform @ 3061622)
#rb none
#lockdown nick.penwarden

Change 3046743 on 2016/07/12 by Mark.Satterthwaite

	Revert Metal workaround for AtmosphericFog rendering on Intel & AMD from 2897082 and instead change the MetalBackend to emit a precise::sqrt(max(0.0, value)) instruction instead of sqrt(value) to avoid the NaN from -ve values. This may still be technically incorrect versus D3D, but it matches the existing OpenGL appearance.
	#rb ben.woodhouse
	#jira UE-33028

Change 3046820 on 2016/07/12 by Peter.Sauerbrei

	PR#2594 - fix for analog input, courtesy of CleanCut
	#rb daniel.lamb

Change 3046826 on 2016/07/12 by Peter.Sauerbrei

	PR#2561 - addition of code to limit architecture in required caps for IOS, courtesy of derekvanvliet
	#rb daniel.lamb

Change 3046835 on 2016/07/12 by Peter.Sauerbrei

	PR#2559 - Increase the stack size on IOS and Mac, courtesy of derekvanvliet
	PR#2552 -  Addition for Apple ReplayKit Framework, courtesy of JoshuaKaiser
	#rb daniel.lamb

Change 3046838 on 2016/07/12 by Peter.Sauerbrei

	PR#2548 - Adding Log information when an unsupported audio type is used, courtesy of derekvanvliet
	#rb daniel.lamb

Change 3046854 on 2016/07/12 by Peter.Sauerbrei
	PR#2547 - fix for unrecognize selector crash on iOS, couretesy of derekvanvliet
	PR#2384 - prevent crashes when initializing push notifications on IOS 7, courtesy of alk3ovation
	#rb daniel.lamb

Change 3046858 on 2016/07/12 by Peter.Sauerbrei

	PR#2475, #1868 - fix for mapping of iOS device name, courtesy of wingedrobin, derekvanvliet
	PR#2567 - fix name of IPhoneSE in names array, courtesy of rohanliston
	#rb daniel.lamb

Change 3046862 on 2016/07/12 by Peter.Sauerbrei

	fix for type in tooltip
	#jira UE-27123
	#rb daniel.lamb

Change 3046919 on 2016/07/12 by Daniel.Lamb

	Stop texture derived data from loading it's bulk data when the linker is destoryed.
	#rb Peter.Sauerbrei

Change 3046922 on 2016/07/12 by Daniel.Lamb

	Updated the default cooker gc settings so that it can have more resources.
	Added support for cooker markup package and objects as (new flag) disregard for gc if it's still in use by the cooker.
	Changed the way reentry data is stored in the cooker.
	Cook only editor content flag in project settings now works again.
	#rb Josh.Adams
	#test cook Paragon

Change 3046924 on 2016/07/12 by Daniel.Lamb

	Added support for encrypting ini files.
	Added new project setting in the editor and setting in ufe.
	Also added ForDistribution flag to ufe.
	#rb Peter.Sauerbrei

Change 3046936 on 2016/07/12 by Mark.Satterthwaite

	Fix compute shader TLV clear for async. compute on Mac.
	#rb chris.babcock

Change 3047207 on 2016/07/12 by Mark.Satterthwaite

	It is illegal to use a reference to an element within a TMap to initialise a new value that is to be added to the TMap as it causes heap-use-after-free.
	#rb chris.babcock

Change 3047208 on 2016/07/12 by Mark.Satterthwaite

	When removing a vertex don't attempt to copy from one element beyond the end of the array to fill the last element - that's a heap-buffer-overflow and is unnecessary because that element will no longer be used.
	#rb chris.babcock

Change 3047209 on 2016/07/12 by Mark.Satterthwaite

	Don't attempt to update Metal class counts if the MetalRHI is uninitalised - it will attempt to double-free the TMap.
	#rb chris.babcock

Change 3047641 on 2016/07/13 by Lee.Clark

	PS4 - Improve SDK Version checking messages

	#rb none

Change 3047663 on 2016/07/13 by Keith.Judge

	Orion - Various minor PS4-only things activated for XB1.

	#rb none

Change 3047664 on 2016/07/13 by Keith.Judge

	XB1 - Fix analysis warning of shadowing a member variable.

	#rb none

Change 3047784 on 2016/07/13 by Keith.Judge

	Xbox One - Memory and perf saving in query handling. Store 8 queries per allocation, rather than 1 so we're making the maximum use of the 256byte allocation granularity.

	#rb None

Change 3047834 on 2016/07/13 by Keith.Judge

	XB1 - Release underlying memory of 3D textures when destroying them. Oops!

	#rb none

Change 3048190 on 2016/07/13 by Josh.Adams

	- Now leave around the ASTC encoder input file on error, for reproing outside of the engine
	#rb none

Change 3048256 on 2016/07/13 by Daniel.Lamb

	Removed warning about missing file when using cook on the fly.
	#rb Peter.Sauerbrei

Change 3048409 on 2016/07/13 by Daniel.Lamb

	Improved output for saving packages in unattended builds.
	#rb Jonathan.Fitzpatrick

Change 3048763 on 2016/07/13 by Peter.Sauerbrei

	switch AppleTV to tvOS in the editor
	#jira UE-30532
	#rb michael.trepka

Change 3049608 on 2016/07/14 by Keith.Judge

	XB1 - Optimize vertex/index buffer dynamic memory usage.

	#rb none

Change 3049609 on 2016/07/14 by Keith.Judge

	Xbox One CPU Perf - Add _RenderThread versions of Lock/Unlock Texture 2D to stop more RHI thread stalls.

	#rb None

Change 3049610 on 2016/07/14 by Keith.Judge

	Xbox One - Reduce latency of deferred deletions to two frames.

	#rb None

Change 3049730 on 2016/07/14 by Keith.Judge

	Xbox One - Disable _RenderThread versions of Lock/Unlock Texture 2D for now as they're causing hangs.

	#rb None

Change 3049732 on 2016/07/14 by Keith.Judge

	Xbox One - Add critical section to the query slot incrementing code as this wa  causing a hang after running for a while as it can be done on any of the parallel rendering threads (not just the RHI thread.

	Also remove optimization pragmas accidentally left in.

	#rb none

Change 3049791 on 2016/07/14 by Keith.Judge

	Xbox One - Made the occlusion query multithreading even more robust. Can play for ages now in a large level without a crash.

	#rb None

Change 3049968 on 2016/07/14 by Jeremiah.Waldron

	Adding AndroidDisableThreadedRendering CVar and device profiles for 4 specific devices that need to have threaded rendering disabled on them due to swap buffer issues.
	Leaving previous checks in FAndroidMisc::AllowRenderThread as they are, but any new devices that need threaded rendering disabled should use the CVar

	#jira UE-24954, UE-27685, UE-20067
	#rb chris.babcock

Change 3050428 on 2016/07/14 by Jeremiah.Waldron

	Fix for application window being terminated if an AlertDialog is showing onPause
	Repro'd and fix tested on Samsung Galaxy Note 3
	#android
	#jira UE-32998
	#rb chris.babcock

Change 3050642 on 2016/07/14 by Peter.Sauerbrei

	fix for invalid generated plist
	#rb daniel.lamb

Change 3050718 on 2016/07/14 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none

Change 3051327 on 2016/07/15 by Keith.Judge

	Xbox One - Save memory when locking 2D textures by only allocating a linear copy of the mip/array slice we're locking, rather than the entire mip chain. I'll do the same for 3D textures next.

	#rb None

Change 3051346 on 2016/07/15 by Keith.Judge

	Xbox One - Same memory savings for UpdateTexture2D/3D. Only allocate for the mip/slice that we're updating, not the entire texture.

	#rb None.

Change 3051530 on 2016/07/15 by Nick.Shin

	github: minor typo fixes

	#jira UE-32129 - GitHub 2513 : Update default output of HTML5 packaging
	#rb none

Change 3053631 on 2016/07/18 by Mark.Satterthwaite

	Don't attempt to bind a 2D texture to the FOnePassPointShadowProjectionShaderParameters  because it just won't work on Metal - instead bind the black-cube. This fixes validation errors that prevent running projects under the debugger.
	#codereview daniel.wright
	#rb josh.adams
	#jira UE-33350

Change 3053816 on 2016/07/18 by Mark.Satterthwaite

	Fixes for iOS Metal:
	- Depth-clip mode was erroneously exported on iOS SDK 9, it wasn't ever actually available.
	- Stencil texture views are only required on Mac.
	- State cache shouldn't suggest a render target change is required if the current state is clear and the new state is load/don't care as this breaks iOS rendering with MSAA.
	- Instead the debug submissions should just directly invoke submit and switch to rendering so that its SetRenderTarget call always succeeds.
	#rb michael.trepka

Change 3053818 on 2016/07/18 by Mark.Satterthwaite

	Explicit casts for Metal precise::sqrt required for iOS to work with ffast-math workaround.
	#rb michael.trepka

Change 3054426 on 2016/07/18 by Dmitry.Rekman

	Fix case-sensitive compilation problems (UE-33420).

	#codereview Olaf.Piesche
	#rb none

Change 3054434 on 2016/07/18 by Mark.Satterthwaite

	Silence delete-non-virtual-dtor  warnings on iOS as we do on Mac.
	#rb none

Change 3054719 on 2016/07/18 by Jeremiah.Waldron

	Adding ShowHiddenAlertDialog JNI function to be called from native code after the render thread is resumed after pausing.
	Tested locally on Galaxy Note 3. Tested on LG G4 by nick.shin. Tested on Galaxy S6 by chris.babcock
	#jira UE-32998
	#android
	#rb chris.babcock

Change 3054742 on 2016/07/18 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none

Change 3054850 on 2016/07/18 by Dmitry.Rekman

	Replace Fatal->Error so messagebox can be shown (UE-22818).

	- Incorporates PR #1714 by zaps166.

	#rb none
	#tests Tried to create an invalid context, made sure messagebox is popping up.

Change 3055317 on 2016/07/19 by Lee.Clark

	PS4 - Fix render target memory allocation

	#jira UE-32988
	#rb Marcus.Wassmer

Change 3055682 on 2016/07/19 by Brent.Pease

	 + Fix Debug builds by removing force inline attribute only on debug builds to prevent a warning that is treated as an error

	#rb michael.trepka

Change 3056065 on 2016/07/19 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none

Change 3056256 on 2016/07/19 by Chris.Babcock

	Add optional log spew filtering callback to Run
	#jira UE-33468
	#ue4
	#android
	#rb Ben.Marsh
	#codereview Jack.Porter

Change 3056727 on 2016/07/19 by Chris.Babcock

	Added addition scope (plus.login) to Google Play Games builder
	#jira UE-33480
	#ue4
	#android
	#rb none
	#codereview ryan.gerleve

Change 3056811 on 2016/07/19 by Jeff.Campeau

	Xbox One now accepts client configs.
	#rb none

Change 3057152 on 2016/07/20 by Dmitry.Rekman

	Linux: use libc++ instead of libstdc++.

	- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
	- Bundled libc++ 3.8.1 (TPS cleared).
	- Turned off ICU compilation (needs recompile against libc++).
	- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.

	#rb none
	#tests Built and ran a number of Linux targets.

Change 3057362 on 2016/07/20 by Keith.Judge

	XB1 - Fix busted merge from yesterday

	#rb None

Change 3057647 on 2016/07/20 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none

Change 3057655 on 2016/07/20 by Daniel.Lamb

	Added test cooking flag.
	#rb Peter.Sauerbrei
	#test Cook paragon.

Change 3058779 on 2016/07/20 by Dmitry.Rekman

	Fix crash on cooker exit (UE-33583).

	- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.

	#rb Josh.Adams
	#codereview Josh.Adams, Jamie.Dale
	#tests Compiled and ran Linux editor.
	#lockdown Josh.Adams

Change 3058835 on 2016/07/20 by Chris.Babcock

	Enable GooglePlay and GameCenter plugins by default
	#jira UE-33605
	#ue4
	#android
	#ios
	#rb mark.satterthwaite
	#codereview Peter.Sauerbrei
	#lockdown Josh.Adams

Change 3058847 on 2016/07/20 by Chris.Babcock

	Fix Android device rule for AlcatelPixi3
	#jira UE-33606
	#ue4
	#android
	#rb none
	#codereview Jeremiah.Walron
	#lockdown Josh.Adams

Change 3059693 on 2016/07/21 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	#rb none
	#lockdown nick.penwarden

Change 3060139 on 2016/07/21 by Chris.Babcock

	Fix proguard entry for Android mediaplayer tracks
	#jira UE-33644
	#ue4
	#android
	#rb Josh.Adams
	#lockdown Josh.Adams

Change 3061151 on 2016/07/22 by Niklas.Smedberg

	Fast ASTC texture compression, using ISPC.

	#jira UE-32308
	#rb chris.babcock
	#lockdown josh.adams

Change 3061428 on 2016/07/22 by Peter.Sauerbrei

	Back out changelist 3061151 as it wasn't approved for submission
	#rb none
	#lockdown josh.adams

Change 3061436 on 2016/07/22 by Lee.Clark

	PS4 - Back out render target mem allocation changes and put in a temp hack

	#jira UE-33657
	#codereview Marcus.Wassmer
	#lockdown josh.adams
	#rb none

[CL 3061637 by Josh Adams in Main branch]
2016-07-22 11:36:47 -04:00
Bob Tellez
c747634240 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859)
#rb none
#lockdown Nick.Penwarden

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

Change 3016173 on 2016/06/16 by Lukasz.Furman

	fixed path updates in nested move tasks
	#jira FORT-25742

Change 3015722 on 2016/06/15 by Bob.Tellez

	#UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence

	#JIRA OR-14102

Change 3015626 on 2016/06/15 by Bob.Tellez

	#UE4 Experimental fix for hitches involving spinlocks in windows.

	#JIRA FORT-25253

Change 3015473 on 2016/06/15 by Bob.Tellez

	#UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines.

	#JIRA FORT-25748

Change 3014721 on 2016/06/15 by Bob.Tellez

	#UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate.

	#JIRA FORT-25689

Change 3014323 on 2016/06/15 by Rob.Cannaday

	When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party
	#jira FORT-25407
	#tests front end parties, being kicked from outpost lobby

Change 3013712 on 2016/06/14 by Bob.Tellez

	#UE4 Fix DrawNetDriverDebug crash during map transitions

Change 3013418 on 2016/06/14 by Mark.Satterthwaite

	Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
	#jira FORT-24510

Change 3013394 on 2016/06/14 by Mark.Satterthwaite

	Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe.
	#jira FORT-24808

Change 3012977 on 2016/06/14 by Fred.Kimberley

	Add a blueprint exposed function to evaluate an attribute from a given base value.

Change 3012755 on 2016/06/14 by Bob.Tellez

	#UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe

	#JIRA FORT-113

Change 3011948 on 2016/06/13 by Mark.Satterthwaite

	Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions.

Change 3011659 on 2016/06/13 by Bob.Tellez

	#UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag.

Change 3011647 on 2016/06/13 by Rob.Cannaday

	Fix for multiple account login not kicking previous logins
	Client was not parsing response from backend.  Client was expecting content-type to be "application/json" (using FString::Equals).  Backend was returning "application/json;charset=UTF-8".  Changed usage from FString::Equals to FString::StartsWith
	#jira FORT-25452
	#tests multiple account login, frontend only

Change 3011436 on 2016/06/13 by Nick.Cooper

	#UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation

	#jira FORT-23606

Change 3010411 on 2016/06/12 by Bob.Tellez

	#UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps.

	#jira FORT-113, FORT-22222

Change 3009885 on 2016/06/10 by Billy.Bramer

	#jira FORT-25361
	[FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses
	- Fix some resultant bugs from swapping attributes to be struct-based:
	   - Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math
	   - Fix issue where subsequent changes to the aggregator's base value on the client would be lost

Change 3009514 on 2016/06/10 by Bob.Tellez

	#UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes.

Change 3009197 on 2016/06/10 by Michael.Trepka

	Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway

Change 3008392 on 2016/06/09 by Ben.Zeigler

	#jira FORT-25244
	Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable.

Change 3008106 on 2016/06/09 by Lukasz.Furman

	fixed cutting corners near navmesh obstacles in detour crowd's string pulling
	#jira FORT-24981

Change 3008039 on 2016/06/09 by Bob.Tellez

	#UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded.

Change 3007864 on 2016/06/09 by Fred.Kimberley

	Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects.

Change 3007682 on 2016/06/09 by Michael.Trepka

	Re-enabled reverb on Mac

Change 3006971 on 2016/06/08 by Saul.Abreu

	#fortnite
	#jira FORT-25169
	Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event.

Change 3006933 on 2016/06/08 by Chris.Gagnon

	Fixed up all the Power levle widget use cases.

	#Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924

Change 3006633 on 2016/06/08 by Dmitry.Rekman

	Linux: propagate ensure message to the CR (FORT-23030).

	- Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA.

	#tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message
	#jira FORT-23030

Change 3006036 on 2016/06/08 by Rob.Cannaday

	Remove warning about missing "recentplayers" field.  The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server.
	#jira FORT-18687

Change 3005216 on 2016/06/07 by Bob.Tellez

	#UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works.

Change 3004857 on 2016/06/07 by Rob.Cannaday

	Fix for incorrect reason displayed for inability to join party
	#jira FORT-13517

Change 3004811 on 2016/06/07 by Michael.Trepka

	Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures.

Change 3004553 on 2016/06/07 by Lukasz.Furman

	fixed AnySpawners activating before navmesh unlock & rebuild
	#jira FORT-25067

Change 3004083 on 2016/06/07 by Bob.Tellez

	#UE4 Fixing GenerateApplicationPath for monolithic games.

Change 3003457 on 2016/06/06 by Bob.Tellez

	#UE4 Add a little info to a warning about failing to load a file for streaming.

Change 3003256 on 2016/06/06 by Bob.Tellez

	#UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac

Change 3003146 on 2016/06/06 by jonathan.lindquist

	switching from a ceil and lerp technique to an if statement to provide better transform results.

Change 3002048 on 2016/06/06 by Daniel.Broder

	Support for setting Scalar and Vector Materials by Index rather than by name on MIDs.

	This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step.

	#RB Stephan.Delmer

	#CodeReview Bob.Tellez

	#UE4 #ReleaseNote

Change 3001315 on 2016/06/05 by Daniel.Broder

	Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated().  That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly.

	#RB Stephan.Delmer

	Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it.  If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once).

	#CodeReview Ori.Cohen

	#UE4 #Fortnite #BugFix

Change 3001001 on 2016/06/04 by Fred.Kimberley

	Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type.

	Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes.

Change 3000613 on 2016/06/03 by Sam.Spiro

	#fort online 24747
	Take change from SamZ to get connection change delegates firing correctly
	Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed)

	#RB Ben.Zeigler

Change 3000482 on 2016/06/03 by Rob.Cannaday

	Fix problem where newly added friends don't recognize party invitations
	#jira FORT-19415

	From CL 2953432:
	Ignore presence updates for local user with different resources
	#jira OR-19929
	#tests front end party invites

Change 2998044 on 2016/06/02 by Lukasz.Furman

	fixed path box intersection test used to verify if hotspot is still required for updated path
	#jira FORT-24422

Change 2997948 on 2016/06/02 by Eric.Newman

	Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria.  Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing

Change 2997660 on 2016/06/02 by Chris.Wood

	Changed Linux server crash handler to force CRC log paths to match main engine log.
	[UE-30259] - Some server crashes are missing from crashreporter database

	Should allow us to have CRC logs uploaded to S3 along with main logs easily.

Change 2996702 on 2016/06/01 by Bob.Tellez

	#UE4 You can now use Edit Asset on Level assets in the reference viewer.

Change 2996683 on 2016/06/01 by Tim.Tillotson

	#fortnite
	Fix analytics comments, changed a few NULL to nullptr, and removed stale code.
	#JIRA FORT-23833

Change 2996548 on 2016/06/01 by Bob.Tellez

	#Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon.

Change 2996322 on 2016/06/01 by Bob.Tellez

	#UE4 Fix for specifying more than one ini override on the command line

Change 2996306 on 2016/06/01 by Bob.Tellez

	#UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3.

Change 2995634 on 2016/06/01 by Jonathan.Lindquist

	imrpoving the wind magnitude and noise texture

Change 2995249 on 2016/05/31 by Bob.Tellez

	#UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook.

Change 2992135 on 2016/05/26 by Bob.Tellez

	#UE4 extern for GuardedMain in LaunchLinux to fix nonunity

Change 2991912 on 2016/05/26 by jonathan.lindquist

	moved a texture sample into a new grouping

Change 2991738 on 2016/05/26 by Bob.Tellez

	#UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified.

Change 2991449 on 2016/05/26 by Lukasz.Furman

	AI Ftests will now delay spawning until navmesh is ready
	#fortnite

Change 2990705 on 2016/05/25 by Chris.Gagnon

	New stats panel, upon stat changes there is a delta pop up.
	New Squads Tab.
	Navigation from nodes to squad slots working.

	Added GetAnimationCurrentTime() to UMG Animation API.

	#RB Fred.Kimberley, Saul.Abreu

Change 2990286 on 2016/05/25 by Bob.Tellez

	#UE4 Fix logging error regarding max tag container replication size

Change 2990285 on 2016/05/25 by Bob.Tellez

	#UE4 Fix for crash when using "ShowDebug Game" client side

Change 2989977 on 2016/05/25 by Lukasz.Furman

	auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required
	#fortnite

Change 2989174 on 2016/05/24 by Bob.Tellez

	#UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet.

Change 2988571 on 2016/05/24 by Jonathan.Lindquist

	submitting a fix for grass-like hierarchy layouts

Change 2985428 on 2016/05/20 by Bob.Tellez

	Experimenting with making UGS CIS not rebuild UBT when incremental building.

Change 2985319 on 2016/05/20 by Bob.Tellez

	#UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate.

Change 2985258 on 2016/05/20 by Billy.Bramer

	- Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute

Change 2985157 on 2016/05/20 by Bob.Tellez

	Experimenting with non-unity CIS

Change 2984664 on 2016/05/19 by Bob.Tellez

	#UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged.

Change 2984663 on 2016/05/19 by Bob.Tellez

	#UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable.

Change 2984613 on 2016/05/19 by Bob.Tellez

	#UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors.

Change 2984508 on 2016/05/19 by Billy.Bramer

	- Add constructors for the new struct based attribute

Change 2983883 on 2016/05/19 by Lukasz.Furman

	disabled movement mode in EQS testing pawn to prevent it from falling at PIE start
	#ue4

Change 2983770 on 2016/05/19 by Bob.Tellez

	#UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool.

	#JIRA FORT-24303

Change 2982306 on 2016/05/18 by Bob.Tellez

	Also experimenting with not updating version files in UGS CIS.

Change 2982154 on 2016/05/18 by Lukasz.Furman

	changed navwalking geometry conforming to use building prop special case
	#jira FORT-24215

Change 2982019 on 2016/05/18 by Bob.Tellez

	Trying out incremental CIS builds

Change 2981192 on 2016/05/17 by Bob.Tellez

	#UE4 No longer staging movie files for dedicated server builds.

Change 2981023 on 2016/05/17 by Lukasz.Furman

	added new mode for NavWalking geometry conforming: prefer height closer to current one
	this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars

Change 2980578 on 2016/05/17 by Lukasz.Furman

	added option for disabling path replan in crowd manager, turned it off in fortnite
	this must be handled through path update events and corridor assignment or else hotspot detection will break
	#jira FORT-24116

Change 2980364 on 2016/05/17 by Lukasz.Furman

	unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings
	#jira FORT-24045

Change 2980360 on 2016/05/17 by Lukasz.Furman

	more detailed logs for using custom navlinks
	#jira FORT-23990

Change 2979880 on 2016/05/16 by Bob.Tellez

	#UE4 Raising scalability threshold for high end machines to adjust for modern hardware.

Change 2979522 on 2016/05/16 by Saul.Abreu

	#fortnite
	Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute.

Change 2977690 on 2016/05/13 by Daniel.Broder

	Made most FBox functions FORCEINLINE to improve DebugGame performance.

	#Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%.

	#CodeReview Bob.Tellez

	#UE4 #ReleaseNotes

Change 2977517 on 2016/05/13 by Daniel.Broder

	Added ForceInline to TIndexedContainerIterator<...>::operator!=(...).  This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%!

	#CodeReview Bob.Tellez

	#Fortnite Wind perf improvement in DebugGame builds.

	#UE4 #ReleaseNote

Change 2974910 on 2016/05/11 by Bob.Tellez

	#UE4 More graceful handling of export class names in string asset references.

Change 2974095 on 2016/05/11 by Bob.Tellez

	#UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index.

Change 2973663 on 2016/05/11 by John.Abercrombie

	[implemented by Ben.Marsh]

	UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add:

		<BuildConfiguration>
			<PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory>
		</BuildConfiguration>

Change 2972603 on 2016/05/10 by Saad.Nader

	#Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst.

Change 2971741 on 2016/05/09 by Bob.Tellez

	#UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook.

Change 2969838 on 2016/05/06 by Bob.Tellez

	#Fortnite Added FN PS4 to build scripts

Change 2969542 on 2016/05/06 by Bob.Tellez

	#UE4 Fixed a crash that involved renaming SCS nodes during compile on load.

	#JIRA FORT-23754

Change 2969520 on 2016/05/06 by Billy.Bramer

	- Fix missing virtual destructor now that the initter struct has virtual members

Change 2969467 on 2016/05/06 by Billy.Bramer

	- Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game
	- Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now)
	- Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels
	- Fix typos in the initter
	- Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate
	- Allow attribute init data to come from several curve tables instead of just one
	- Remove reimport bindings from attribute metadata and global curve table, as neither was in use

Change 2969279 on 2016/05/06 by John.Abercrombie

	Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused

Change 2966311 on 2016/05/04 by Rob.Cannaday

	Fix PS4 Orion players being able to whisper chat with non-Orion players
	#jira OR-20626
	#tests chat with launcher, fortnite
	(From //Orion/Dev-General CL 2963555)

Change 2966255 on 2016/05/04 by Bob.Tellez

	#UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash.

	#JIRA FORT-23604

Change 2966083 on 2016/05/04 by Bob.Tellez

	#UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels.

Change 2965669 on 2016/05/04 by Nicholas.Davies

	Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat
	#OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher
	#RB Antony.Carter

Change 2965316 on 2016/05/03 by Ben.Zeigler

	#jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail
	Manual merge of CL #2907874:
	When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates.
	This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case.
	The fix is to add the request to the list when it is cancelled if we did not find it.

Change 2965164 on 2016/05/03 by Bob.Tellez

	#UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP!

Change 2963754 on 2016/05/02 by Billy.Bramer

	- Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss
	- This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly)

Change 2962922 on 2016/05/02 by Lukasz.Furman

	fixed gameplay debugger in "simulate in editor" mode

Change 2959860 on 2016/04/28 by David.Nikdel

	#OGF #McpProfile
	- Add Profile Write Lock support to client API
	NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup
	NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet.
	#CodeReview: Ben.Zeigler

Change 2959810 on 2016/04/28 by Jonathan.Lindquist

	A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question)

Change 2959336 on 2016/04/28 by Bob.Tellez

	#UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage)

Change 2958942 on 2016/04/28 by Jonathan.Lindquist

	Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes

Change 2958644 on 2016/04/27 by Jonathan.Lindquist

	lowering default recursive steps

Change 2956612 on 2016/04/26 by Jonathan.Lindquist

	A few new saftey measures

Change 2956197 on 2016/04/26 by Fred.Kimberley

	Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator.

	Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one.

Change 2955386 on 2016/04/25 by Jonathan.Lindquist

	Fixed a ui bug related to the first time path geo generator is run
	Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts.

Change 2955230 on 2016/04/25 by Billy.Bramer

	- Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes

Change 2954899 on 2016/04/25 by Fred.Kimberley

	Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes.

Change 2953511 on 2016/04/22 by Bob.Tellez

	#UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec.

Change 2953496 on 2016/04/22 by Chris.Gagnon

	When the console closes it now properly restores the viewports input state (both focus and capture).

Change 2952930 on 2016/04/22 by Lukasz.Furman

	fixed behavior tree getting stuck on instantly finished gameplay tasks
	#jira FORT-23041

Change 2951765 on 2016/04/21 by John.Abercrombie

	Removed unused code when initializing attribute sets

Change 2951617 on 2016/04/21 by Jonathan.Lindquist

	new elements to the grass shader to include wind influence

	also adding a test model

	and the latest version of canopy creator

Change 2950861 on 2016/04/21 by Jonathan.Lindquist

	Submitting a new material for grass so that it may react to the wind
	New wind test maps
	Functions to support global wind
	a new "fuzzy" mat functions
	Adding wind to the rift portals

Change 2950725 on 2016/04/20 by Bob.Tellez

	Fixups for non NewEC in GetLastSucceededCL

Change 2950695 on 2016/04/20 by Bob.Tellez

	Adding a small helper function to get the last succeeded CL of a given node.

Change 2950616 on 2016/04/20 by Maury.Mountain

	hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots

Change 2950207 on 2016/04/20 by Bob.Tellez

	#UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map.

Change 2950162 on 2016/04/20 by Lukasz.Furman

	fixed processing of repath requests, added infinite loop protection
	#jira FORT-23090

Change 2949974 on 2016/04/20 by Lukasz.Furman

	another batch of fixes for hotspot tasks getting out of sync:
	abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed

Change 2949923 on 2016/04/20 by Rob.Cannaday

	FOnlineIdentityMcp:  Cancel ClientAuthRequests and ExternalAuthRequests on shutdown
	#tests PIE start game / shutdown

Change 2949210 on 2016/04/19 by Bob.Tellez

	#UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally.

	#JIRA FORT-23024

Change 2947381 on 2016/04/18 by Rob.Cannaday

	Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe
	#jira FORT-22861
	#tests front end partying

Change 2945301 on 2016/04/15 by Michael.Trepka

	Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind

Change 2944422 on 2016/04/14 by Michael.Trepka

	Fixed Mono compile errors in UAT

Change 2944375 on 2016/04/14 by Fred.Kimberley

	Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag.

Change 2944040 on 2016/04/14 by Michael.Trepka

	Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick

Change 2943864 on 2016/04/14 by Lukasz.Furman

	fixed initialization order of gameplay debugger replicators on client
	#jira FORT-22885

Change 2943228 on 2016/04/13 by Bob.Tellez

	#UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type.

Change 2942303 on 2016/04/13 by Daniel.Broder

	Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything.

	#RB Bob.Tellez

	#UE4

Change 2941919 on 2016/04/13 by Jonathan.Lindquist

	Adding a new maxscript that allows artists to procedurally generate trees.

Change 2941816 on 2016/04/13 by Saul.Abreu

	Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs.

Change 2941752 on 2016/04/12 by jonathan.lindquist

	adding a new function to optimize trees and fix a few issues

Change 2941519 on 2016/04/12 by Jonathan.Lindquist

	submitting a new warning regarding file unit types

Change 2940980 on 2016/04/12 by John.Abercrombie

	Turned Graphs off by default in the Visual Logger

Change 2940134 on 2016/04/11 by Billy.Bramer

	- Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported
	- Change row struct combo box on the data table importer to be sorted alphabetically

Change 2938828 on 2016/04/08 by David.Hunt

	#FN || Economy Rebuild
	Updating several code references to items and item paths that no longer exist, with Bob's help.

	This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed.

	#CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello

Change 2938675 on 2016/04/08 by Lukasz.Furman

	fixed gameplay debugger displaying paths of killed pawns
	#fortnite

Change 2938426 on 2016/04/08 by Rob.Cannaday

	Implement new command line party invitation format into Fortnite
	#jira FORT-22685
	#tests launch with command line party invite
	Integrate CLs 2908339 and 2917498 from Orion

Change 2938367 on 2016/04/08 by Billy.Bramer

	- Mark the reimport data table factory with UNREALED_API for external use
	- Change CSVImportFactory to respect the class of existing data being reimported upon

Change 2937319 on 2016/04/07 by Lukasz.Furman

	improved gameplay task info in gameplay debugger tool

Change 2937178 on 2016/04/07 by Lukasz.Furman

	fixed aborting undermine tasks when player becomes reachable
	#jira FORT-22240, FORT-22077

Change 2937166 on 2016/04/07 by Saul.Abreu

	Fixed redundant typename in TPair that was causing clang compilation errors.

Change 2937093 on 2016/04/07 by Saul.Abreu

	#fortnite
	Made ElementSetType protected again in the Map family.

Change 2937044 on 2016/04/07 by Saul.Abreu

	Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types.

Change 2936940 on 2016/04/07 by Bob.Tellez

	#UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile.

Change 2936696 on 2016/04/07 by Bob.Tellez

	#UE4 Blueprint names are once again part of Blueprint compile log messages.

Change 2936572 on 2016/04/07 by Lukasz.Furman

	added more debug logs for tracking rare NaN error in player movement
	#jira FORT-19426

Change 2934892 on 2016/04/06 by Lukasz.Furman

	fixed updating hotspot information after all tasks instigated by it are finished
	#jira FORT-22515

Change 2933664 on 2016/04/05 by Michael.Trepka

	Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished

Change 2933554 on 2016/04/05 by Lukasz.Furman

	fixed taker's portal move (priorities of gameplay tasks spawned by path following)
	#jira FORT-22482

Change 2933343 on 2016/04/05 by John.Abercrombie

	Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent
	- AnimInstance can be used through an accessor

Change 2933300 on 2016/04/05 by Lukasz.Furman

	fixed number of spawned AI in FTests using PreSpawnDelay
	#fortnite

Change 2933171 on 2016/04/05 by Lukasz.Furman

	added PreSpawnDelay param to function test spawn sets
	#fortnite

Change 2931072 on 2016/04/01 by Lukasz.Furman

	changed pawn actions to gameplay tasks
	#jira FORT-21314

Change 2930987 on 2016/04/01 by Billy.Bramer

	- Add method to data table to get all rows as a type
	- Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported)
	- Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason"

Change 2929651 on 2016/03/31 by Nick.Cooper

	#Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress

	#jira FORT-21330
	#RB ben.zeigler

Change 2929360 on 2016/03/31 by Daniel.Broder

	Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load.

	Thanks to Bob for what I needed to check to early-out and avoid the crash.

	#RB Bob.Tellez

	#UE4

Change 2928845 on 2016/03/31 by Nicholas.Davies

	Add fix for chat text not clearing
	#jira FORT-22049 Textbox does not clear when text is sent through chat

Change 2928574 on 2016/03/30 by Ben.Zeigler

	Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect

Change 2928572 on 2016/03/30 by Ben.Zeigler

	#Jira FORT-20763
	Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load

Change 2928436 on 2016/03/30 by Bob.Tellez

	#UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created.

Change 2928372 on 2016/03/30 by Bob.Tellez

	#UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton.

Change 2926805 on 2016/03/29 by Bob.Tellez

	#UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level.

Change 2926752 on 2016/03/29 by Bob.Tellez

	#UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability.

Change 2926189 on 2016/03/29 by Rob.Cannaday

	Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
	#jira FORT-18947
	#jira OR-17695
	#tests golden path

Change 2924921 on 2016/03/28 by Lukasz.Furman

	removed log message showing as navmesh generation error when it skips over degenerated poly
	#fortnite

Change 2924843 on 2016/03/28 by Lukasz.Furman

	added more debug logs for navmesh's failed triangulate()
	#jira FORT-22186

Change 2924719 on 2016/03/28 by Lukasz.Furman

	fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces
	#jira FORT-22132

Change 2921698 on 2016/03/24 by Lukasz.Furman

	fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication
	#fortnite

Change 2920395 on 2016/03/23 by Bob.Tellez

	#UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future.

Change 2920343 on 2016/03/23 by Ben.Zeigler

	In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow
	#RB josh.markiewicz

Change 2920310 on 2016/03/23 by Bob.Tellez

	#UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init

Change 2920254 on 2016/03/23 by Aaron.McLeran

	FORT-22090 Re-disabling reverb.

	Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037

Change 2920249 on 2016/03/23 by Rob.Cannaday

	Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember
	Don't trigger "member left" type events if we are leaving the party
	#jira FORT-20422
	#jira FORT-21726

Change 2920178 on 2016/03/23 by Bob.Tellez

	#UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack.

Change 2919858 on 2016/03/23 by Bob.Tellez

	#UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread.

Change 2919775 on 2016/03/23 by Bob.Tellez

	#UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again.

Change 2919233 on 2016/03/22 by Bob.Tellez

	#UE4 Removing a warning that is pretty chatty in our cooked logs.

Change 2919125 on 2016/03/22 by Bob.Tellez

	#UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines.

Change 2918831 on 2016/03/22 by Bob.Tellez

	#UE4 Fixed a bug where WinInet response headers were not properly being trimmed.

	#JIRA FORT-22054

Change 2917722 on 2016/03/21 by Ben.Zeigler

	Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times
	Resave assets that directly referenced FortniteServer

Change 2917588 on 2016/03/21 by Bob.Tellez

	#UE4 Fixed shadow variable that I introduced

Change 2914169 on 2016/03/17 by Ben.Zeigler

	Disable extra logging that was added to track down Auth issues, they look to be resolved

Change 2912626 on 2016/03/16 by Bob.Tellez

	#UE4 Success messages should not be warnings.

Change 2911171 on 2016/03/15 by Bob.Tellez

	#UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading

Change 2911170 on 2016/03/15 by Billy.Bramer

	#jira [FORT-6139]
	Trap models persist after destroying supporting structure in Outpost
	- Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer
	- Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs

Change 2911009 on 2016/03/15 by Bob.Tellez

	#UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances.

	#JIRA FORT-21605

Change 2910295 on 2016/03/15 by Bob.Tellez

	#UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible.

Change 2909324 on 2016/03/14 by Bob.Tellez

	#UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet.

Change 2905920 on 2016/03/11 by Lukasz.Furman

	fixed crowd simulation getting stuck with invalid velocity (moonwalking husks)
	#fortnite

Change 2905612 on 2016/03/11 by Bob.Tellez

	#UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes.

[CL 3027184 by Bob Tellez in Main branch]
2016-06-24 16:58:12 -04:00