Commit Graph

24 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
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
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -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
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
stephen holmes
aca7d80716 trivial fix for CI error
#ROBOMERGE-SOURCE: CL 10303704 via CL 10303705
#ROBOMERGE-BOT: (v593-10286020)

[CL 10303708 by stephen holmes in Main branch]
2019-11-19 06:01:48 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
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
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
Bob Tellez
b51555abf7 Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden

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

Change 2806454 on 2015/12/16 by Bob.Tellez

	#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.

	#rb Ben.Zeigler

	#codereview Dmitry.Rekman

Change 2805502 on 2015/12/16 by Ben.Zeigler

	#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
	As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
	#codereview mike.beach, bob.tellez

Change 2805288 on 2015/12/16 by David.Nikdel

	#HTTP #HttpRetry
	- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
	- Changed HTTP retry logic a little bit
	  * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
	  * If a response was not received and we did not send a full request, automatically retry
	  * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
	- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
	  * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
	  * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
	- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
	  * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
	#RB: Sam.Zamani
	#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
	#Fixes: FORT-17804

Change 2803864 on 2015/12/15 by Bob.Tellez

	#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.

	#rb Dmitry.Rekman

	#codereview Nick.Darnell

Change 2803677 on 2015/12/15 by Billy.Bramer

	- Expose equality and inequality operators for gameplay attributes

	#rb Todd.Eckert

Change 2802881 on 2015/12/14 by Bob.Tellez

	#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.

	#rb Phillip.Kavan, Maciej.Mroz

	#codereview Phillip.Kavan, Maciej.Mroz

Change 2801636 on 2015/12/14 by Bob.Tellez

	#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.

	#codereview Graeme.Thornton

Change 2800400 on 2015/12/11 by Jonathan.Lindquist

	Submitting a new Pivot Painter Edition
	- now renders to textures
	- improved workflow
	- greater capabilities

Change 2799579 on 2015/12/11 by John.Abercrombie

	[AUTOMERGE]

	Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4

	Fixes FORT-18649 - Patrols don't spawn consistently
	- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire

	#rb me (this code was written by MieszkoZ)
	(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)

	--------
	Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.

Change 2799018 on 2015/12/10 by Bob.Tellez

	#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.

	#rb Fred.Kimberley

	#codereview Peter.Knepley

Change 2798926 on 2015/12/10 by Bob.Tellez

	#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.

	#jira FORT-18514

	#codereview Martin.Mittring

Change 2797758 on 2015/12/10 by Mark.Satterthwaite

	Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.

Change 2781204 on 2015/11/25 by Dmitry.Rekman

	Linux: use jemalloc by default if available.

	- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.

	#rb Bob.Tellez
	#codereview Bob.Tellez, Ben.Zeigler

Change 2779398 on 2015/11/24 by Mark.Satterthwaite

	Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Lukasz Furman
5734e83c27 fixed navmesh generation bug when single layer had huge height difference (exceeding 255 cells)
#ue4 UE-14947

[CL 2538958 by Lukasz Furman in Main branch]
2015-05-06 07:55:05 -04:00
Lukasz Furman
d805fe18e7 added support for MinRegionArea param in navmesh generation
UE-8375 #ue4

[CL 2425342 by Lukasz Furman in Main branch]
2015-01-30 03:40:10 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Ben Zeigler
02a9e1dd4e Merging Dev -> Main using UE4-Fortnite-To-UE4 from CL 2340802
Includes following engine changes:

Getting display metrics only once at construct time when using SSafeZone. GetDisplayMetrics is expensive in Windows so it is impractical to call it every frame.
- Some AI API improvements, mostly switchig pointer function parameters to references.
- minor refactor of UCrowdFollowingComponent's queryinf functions:
    - IsCrowd*Enabled functions refactored to  IsCrowd*Active
    - implemented IsCrowd*Enabled that return acrual values of relevant properties
- Added a function to CrowdManager to query for location of agents neighbouring given agent
Added support for PS4 touchpad-based cursor
You can now choose to skip synchronously scanning for asset data in object libraries and just use the data that is currently in the asset registry. The data will be refereshed automatically later once the global scan completes. The only applies to non-commandlet editor instances.
Crash fixes for trying to access NULL Metal surfaces on IOS
Slate: Cleaned up some atlas code related to padding and corrected some comments

[CL 2347323 by Ben Zeigler in Main branch]
2014-11-03 15:47:28 -05:00
Bob Tellez
fa1a7542ca Merging Dev->Main using CL#2312419 UE4-Fortnite-To-UE4
[CL 2313759 by Bob Tellez in Main branch]
2014-09-29 21:43:13 -04:00
Josh Markiewicz
b37f250b75 #Fort weekly dev->main using approved smoketest CL#2118999
UE4-Fortnite-CL-2118999
CL# 2118999
MCP CL# 2117450
Linux Dedicated Server
Backend: Testing

  "app" : "fortnite",
  "moduleName" : "Fortnite-PublicService",
  "branch" : "TRUNK",
  "build" : "217",
  "cln" : "2117450",
  "version" : "UNKNOWN"

[CL 2123380 by Josh Markiewicz in Main branch]
2014-07-01 11:28:39 -04:00
Eric Newman
43162b12dc Weekly UE4-Fortnite=>UE4 merge using UE4-Fortnite-To-UE4 of approved cl# 2098745
[CL 2100757 by Eric Newman in Main branch]
2014-06-10 16:45:28 -04:00
Ben Zeigler
3f7149bdb0 Merging using UE4-Fortnite-To-UE4 Up to Changelist #2080066
[CL 2082174 by Ben Zeigler in Main branch]
2014-05-22 14:14:52 -04:00