Commit Graph

34 Commits

Author SHA1 Message Date
rob cannaday
d92acc02f2 Build fix
#rb trivial
#tests compile

#ROBOMERGE-OWNER: keaton.stewart
#ROBOMERGE-AUTHOR: rob.cannaday
#ROBOMERGE-SOURCE: CL 19390162 via CL 19391023 via CL 19393760 via CL 19399417 via CL 19399502
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19403791 by rob cannaday in ue5-main branch]
2022-03-16 03:49:07 -04:00
rob cannaday
71e1d93eed Add option to increase HTTP log verbosity when a request is being retried
This must be explicitly opted into by setting [HTTP.Retry]RetryManagerVerbosityLevel to the desired verbosity level
[REVIEW] [at]michael.kirzinger [at]sam.zamani
#tests Running with increased HTTP failure rate to observe HTTP verbosity

#ROBOMERGE-AUTHOR: rob.cannaday
#ROBOMERGE-SOURCE: CL 19388340 via CL 19389438 via CL 19391122 via CL 19398973 via CL 19399080
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v926-19321884)

[CL 19403783 by rob cannaday in ue5-main branch]
2022-03-16 03:48:22 -04:00
brian bekich
a8ff7a39d5 Updating llm tags for networking
New llm tags for onlinesubsystem/http/websockets

#jira UE-139302
#rb ryan.gerleve, ben.woodhouse, michael.kirzinger
#preflight none

#ROBOMERGE-OWNER: brian.bekich
#ROBOMERGE-AUTHOR: brian.bekich
#ROBOMERGE-SOURCE: CL 18709768 via CL 18709800 via CL 18709821 via CL 18710784 via CL 18711083
#ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v903-18687472)

[CL 18711122 by brian bekich in ue5-main branch]
2022-01-24 13:04:08 -05:00
joe kirchoff
29c74ba0b7 UnrealBuildTool: Update HoloLensToolChain to inherit from VcToolChain and remove duplicate code
#preflight 61d8db831a3fd09dcbed8e97
#preflight 61dc593f6c000c869b45914f

#rnx
#rb Jeff.Fisher
#rb jonathan.adamczewski

#ROBOMERGE-AUTHOR: joe.kirchoff
#ROBOMERGE-SOURCE: CL 18566628 in //UE5/Release-5.0/... via CL 18566645
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v899-18417669)

[CL 18566647 by joe kirchoff in ue5-release-engine-test branch]
2022-01-10 18:13:24 -05:00
Marcus Wassmer
3b81cf8201 Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files
#rb none

[CL 14384911 by Marcus Wassmer in ue5-main branch]
2020-09-24 00:43:27 -04:00
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
chris varnsverry
39dd7d5161 - Add scope cycle counter to FManager Update to show clearly how many items are being iterated, and how long they each take.
[at]Rob.Cannaday [at]Sam.Zamani [at]Michael.Kirzinger

#ROBOMERGE-SOURCE: CL 12689384 via CL 12689385 via CL 12689386 via CL 12689389
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)

[CL 12689399 by chris varnsverry in Main branch]
2020-04-09 09:57:34 -04:00
chris varnsverry
cb11ca8a03 - Fix non unity build
- Additional stat in FManager::Update OnProcessRequestComplete


#ROBOMERGE-SOURCE: CL 12688463 via CL 12688481 via CL 12688489 via CL 12688499
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)

[CL 12688522 by chris varnsverry in Main branch]
2020-04-09 06:18:05 -04:00
chris varnsverry
d57b17d96b - Some minor additions to HTTP stat captures
[at]Rob.Cannaday [at]Sam.Zamani [at]Michael.Kirzinger

#ROBOMERGE-SOURCE: CL 12687991 via CL 12687992 via CL 12687993 via CL 12687994
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v676-12543919)

[CL 12688009 by chris varnsverry in Main branch]
2020-04-09 05:59:20 -04:00
jordan cristiano
2cc9dd8e73 Added llm tags for a few physics and networking scopes, plus FortQuestManager.
#rb andrew.ladenberger
#rnx


#ROBOMERGE-SOURCE: CL 12223288 via CL 12223309 via CL 12223311
#ROBOMERGE-BOT: (v663-12210973)

[CL 12223313 by jordan cristiano in Main branch]
2020-03-16 16:32:09 -04:00
federico prado
cd6448ebd7 STAT_FOnlineSubsystemMcp_Tick_UserRequests hitching
I couldn't find a place where I can say is stalling. So I added a few more CYCLE_COUNTER to get more information on this hitch in a future perf pass.

[at]Sam.Zamani, [at]Rob.Cannaday



#ROBOMERGE-SOURCE: CL 11278995 via CL 11278996 via CL 11278997
#ROBOMERGE-BOT: (v0-11244347)

[CL 11278998 by federico prado in Main branch]
2020-02-06 06:22:53 -05:00
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
rob cannaday
58965ab1ff Expose HTTP retry system's throttle time parsing
[at]michael.kirzinger


#ROBOMERGE-SOURCE: CL 7550441 via CL 7550461 via CL 7556534
#ROBOMERGE-BOT: (v372-7473910)

[CL 7559577 by rob cannaday in Main branch]
2019-07-23 14:06:24 -04:00
Michael Kirzinger
5f4e2b4396 Copying //UE4/Dev-Online to Dev-Main (//UE4/Dev-Main)
Source: //UE4/Dev-Online 4860295

#rb none

[CL 4860323 by Michael Kirzinger in Main branch]
2019-01-31 15:08:35 -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
Marc Audy
af90b7bcd4 Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main) @ 4395008
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4395058 by Marc Audy in Main branch]
2018-09-25 10:11:35 -04:00
Marc Audy
d90da4ab1a Merge to Dev-Main for 4.20 @ 4090813
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4091081 by Marc Audy in Main branch]
2018-05-23 21:04:31 -04:00
James Hopkin
2addd2c688 Copying //UE4/Dev-Online to //UE4/Dev-Main (Source: //UE4/Dev-Online @ 4040378)
#lockdown Nick.Penwarden

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

Change 3661955 by Rob.Cannaday

	Change access pattern to FHttpThread to remove critical section
	#http #ue4

Change 3672463 by Rob.Cannaday

	Revert Curl/WinINet HTTP implementation of GetHeader/GetAllHeaders to not allowing access until the request is complete
	Some optimizations to Curl/WinINet GetAllHeaders
	Add bIsAsyncProcessingFinished to FHttpResponseWinInet, set when the request is finished on the HTTP thread, and only set bIsReady when we have finished processing all received headers
	Use FThreadSafeBool instead of volatile int32 in WinINet HTTP

Change 3855724 by Michael.Kirzinger

	Fix include paths

Change 3949903 by Ian.Fox

	#OnlineSubsystemSteam - Add IsValid check to SteamSessionInfo to fix a rare crash
	- Misc cleanup / casting fixes
	#github #4532

Change 3949914 by Ian.Fox

	#ShooterGame - Wait for session creation to finish before cleaning up session on network errors
	#review-3831601

Change 3662317 by Rob.Cannaday

	Add delegate for when we receive an http header
	Add FHttpRequestImpl to implement simple virtual functions that all platforms implement in the same way
	Add lock access to Curl/WinInet response headers access so game thread can safely read while processing
	#jira OGS-832
	#jira OGS-833
	#http #ue4

#rb none

[CL 4040611 by James Hopkin in Main branch]
2018-04-30 13:57:29 -04:00
Marc Audy
7a0f229e8d Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3876564)
#lockdown Nick.Penwarden
#rnx
#rb none

[CL 3903710 by Marc Audy in Main branch]
2018-02-22 11:25:06 -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
Bob Tellez
c3818ebea9 Merging from //UE4/Fortnite-Staging up to CL#3673800 based on CL#3664064 from //Fortnite/Main
#rb none
#lockdown Nick.Penwarden

=================================================================================================
THESE CHANGES TOUCH MULTIPLE PLATFORMS AND/OR RESTRICTED FOLDERS.
YOU MUST REVIEW THESE MANUALLY AND APPEND THEM TO THE DESCRIPTIONS FOR THE APPROPRIATE PLATFORMS.
=================================================================================================

Change 3662267 by Nick.Darnell

	Engine - Fixing a bug in GetAccurateRealTime, it wasn't subtracting GStartTime, which if you don't prevents accurate platform time when you try to store it in a float.

	#jira nojira

Change 3662176 by Ben.Marsh

	Disable image integrity report generation if a debugger is attached, and in editor builds.

	#jira FORT-55656

Change 3656958 by Luke.Thatcher

	[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
	 - Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
	 - Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
	 - r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.

	Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
	A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
	In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.

	[~] Unified platform specific sync interval CVars (D3D12.SyncInterval, D3D11.SyncInterval, r.PS4FlipRate, RHI.SyncIntervalOgl) into one: rhi.SyncInterval
	 - 1 == 60Hz
	 - 2 == 30Hz
	 - 3 == 20Hz

	[-] Removed large number in XboxOneTime. Adding this arbitrary number prevents us from comparing timestamps from FPlatformTime::Seconds() and various OS callbacks (e.g. flip timings).

	#jira FORT-50803

Change 3655598 by Lukasz.Furman

	added filtering for navmesh's low height spans to fix crash on layer partitioning
	% of span reductions depends on presence of stair or roof building in navmesh tile, changed failsafes in layer code to ignore entire tile if heightfield is too complex to partition instead of reallocating memory

	#jira FORT-35375

Change 3648972 by Keith.Judge

	Add analytics to help diagnose default parameter collection buffer issue.

	+++ REMOVE ONCE CORE ISSUE IS SOLVED +++

	#jira FORT-54690

Change 3648756 by Bart.Hawthorne

	Integrate 3645298 from //UE4/Dev-Networking

	Deprecate GetNetworkObjectInfo in favor of separate FindNetworkObjectInfo and FindOrCreateNetworkObjectInfo methods.

	#jira none

Change 3643090 by Josh.Markiewicz

	#UE4 - proper handling of "pending connection lost"
	- triggered only if a connection is lost and there no "owning actor" to deal with the connection loss
	-- added Rejoin and CleanedUp states to connection to make sure that the pending connection lost delegate only fires at the appropriate time
	- delegate returns the unique id of the player if known (still possible to be unknown if connection lost after NMT_Hello)

	- changed debug output on timeout if the net connection was already in the process of being destroyed
	-- occurs when game hitches during the pending destroy 2 second wait
	-- ReceivedAcks should have been called to clean things up quietly in those 2 seconds but blocking the game thread will cause the cleanup to look like a timeout

	- added userid to UNetConnection::Describe
	- bad split screen player handling of unique id
	-- splitscreen uniqueid was overwriting the primary player id
	-- only store the id on the child connection

	- added some clarifying comments

	#review-3642816 @ryan.gerleve, @bob.tellez, @sam.zamani, @bart.hawthorne, @dave.ratti
	#jira FORT-26776

Change 3639043 by Alex.Thurman

	Fix CommonTreeView SetSelection to correctly update list navigation, and behave similarly to CommonListView's SetSelectedItem.

	#JIRA FORT-45841

Change 3632275 by Seth.Weedin

	#JIRA FORT-54203 - Add clamps to ActiveSound fade interpolation to prevent unwanted volume spikes. Remove 0.01 start time for single-fire audio cues. Should remove the sudden pops sometimes heard when firing weapons, as well as smooth out fade volume in general.

Change 3626944 by Josh.Markiewicz

	#UE4 - added "updates connection status" flag to ServiceConfigMCP
	- disable updates on Cloud and Friend services (Fortnite only)
	- removed overloaded ProcessConnectionStatus function in cloud service
	#jira FORT-53113

Change 3626226 by Stewart.Lynch

	LLM Update - Memory reductions, Summary page, enum scopes, refactor and cleanup of tags

	* Remove all static arrays and hard limits from LLM. Everything is now dynamically allocated using the internal LLM allocators. The overhead when LLM is disabled is now only 48K (was 40MB)
	* re-wrote LLMMap. Now stores an int32 index rather then pointer in the HashMap array. Also, changed the Values to be arrays for structs instead of structs of arrays. Means that the tag can be stored in a single byte. Changed the size of the allocation size from int64 to int32. All this takes the memory down from around 600MB to 100MB. It was 120 bytes per allocation, now 29 bytes.
	* changed all LLM scopes over to enums. This has a number of benefits; LLM can be enable in Test, less CPU overhead, stored in a byte (LLM overhead /= 8)
	* summary page for content creators where all lower-level stats are grouped under one Engine stat
	* renamed ELLMScopeTag enum to ELLMTag
	* renamed LLM_SCOPED_TAG_WITH_ENUM macro to LLM_SCOPE
	* removed Tracker arg from LLM_SCOPE and added LLM_PLATFORM_SCOPE macro
	* fixed GenericPlatformMallocCrash stat. Although it seems not be be used anymore
	* fixed BackupOOMMemoryPool stat (now shows in both default and platform pages)
	* added separate LLM enums for XB1, PS4 and D3D12 (PS4LLM.cpp/h etc.)
	* lots of changes adding/removing/renaming tags
	* added LLMArray and FLLMObjectAllocator classes
	* disabled asset tag tracking by default because it takes up so much memory even when not used
	* enable LLM in all non-shipping builds. In Test the on screendisplay won't show because it uses the stats system but it till still write out the csv.
	* all the stat macros have been left as they were and can be enabled on the LLM_STAT_TAGS_ENABLED define. These are needed for the asset tagging.
	* disabled LLM_TRACK_PEAK_MEMORY because there is a problem with the way it adds the peaks for multiple threads. This needs to be fixed.
	* added a CVar to control the csv write interval: LLM.LLMWriteInterval
	* added static arrays for the enum tags setup. Easier to manage and removes need for slow switch statements.
	* renamed FLLMThreadStateManager to FLLMTracker to make it consistent with the enum
	* fixed program size stat which was broken recently on PS4. This was due to initialisation order and global platform stats setup

	#jira NONE-01

Change 3622978 by Lukasz.Furman

	changed WeaponStatus BT decorator to be event driven, fixes AI trying to check ranged weapon abilities without valid weapon
	includes copy of CL# 3620700

	#jira FORT-45914
	#review-3622979 John.Abercrombie

Change 3622340 by Josh.Markiewicz

	#UE4 - playerid netconnection variable setup properly on clients and servers for both beacons and game net drivers
	- ipconnection prints uniqueid with lowleveldescribe

	#jira fort-0

Change 3621386 by Tim.Tillotson

	Add the ability to retry HTTP operations by VERB. This allows us to automatically retry cloud save PUT operations.
	#JIRA FORT-53717
	#review-3621317 @Josh.Markiewicz @Ian.Fox @Carlos.Cuello

Change 3620517 by Keith.Judge

	Xbox One - Revert iOS behaviour for the depth bias back to how it was, and make separate XB1 change use its own define to avoid confusion.

	#jira FORT-53928

Change 3620248 by Lukasz.Furman

	changed behavior of UBTTask_MoveTo.bStopOnOverlap flag after recent AcceptanceRadius fix, updated comments to be more detailed
	#jira nojira

Change 3616187 by Bob.Tellez

	#UE4 Throwing an error (for now) if you attempt to use both the malloc profiler and leak detection at the same time since it causes a deadlock.

	#JIRA UE-0

Change 3613935 by Peter.Knepley

	More logging on update launcher launching

	#jira nojira
	#robomerge rp rn

Change 3613537 by Marcus.Wassmer

	Safety asserts around the MarkPendingKill feature for rendering classes.
	#jira FORT-50385

Change 3613399 by Arne.Schober

	Extended ShowMaterialDrawEvents to enable it only in very specific passes and default enabled Depth for Fortnite on PS4 to track down a crash.
	#RB Marcus.Wassmer
	#jira FORT-53610

Change 3610794 by robomerge

	#ROBOMERGE-AUTHOR: marc.audy
	Reduce UMG class memory
	#jira UE-52043

	#ROBOMERGE-SOURCE: CL 3610792 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3610144 by Stewart.Lynch

	General LLM improvements

	* added tracking for misc task graph tasks (moves 20MB out of Untagged)
	* renamed EngineTick to EngineMisc
	* added tracking for FName
	* added tracking for GC_ProcessObjectArray potential leak
	* renamed index & vertex buffers stat to Meshes
	* added hooks for MemPro to track allocations from a single category. Currently defined out. I haven't added MemPro.cpp/h.
	* removed AVAILABLE_PHYSICAL stat from LLM csv
	* csv files now include the date in the filename
	* fixed potential threading bug when reading stat values to csv
	* made IsDebugMemoryEnabled() always return false in shipping and if not runnong on a dev-kit (PS4). The reason is that the function is a bit hacky, and should only be used for debug purposes, such as displaying the on screen warning.
	* added lots more scopes
	* started changing Stat scopes to enum scopes. Stat scopes will be phased out.
	* added tracking of FName memory
	* added llmplatform tracking for XBoxSymbols
	* added llm tracking for CPU symbol allocations (20MB)
	* wrote an allocator for XBoxOneStack reading so that it doesn't go through Malloc and get tracked by LLM.
	* added tracking for GC
	* fixed tracking for TransientMemoryAllocator
	* added tracking for networking memory
	* added more audio memory tracking
	* added tracking for blueprints
	* added tracking for static meshes
	* show on screen warning if debug memory is enabled
	* added tracking for particles
	* renamed Phys to PhysX and added more scopes
	* renamed Slate to UI and added more scopes
	* much better coverage of networking memory
	* improved coverage of audio

	#jira FORT-53420

Change 3610136 by robomerge

	#ROBOMERGE-AUTHOR: marc.audy
	Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 64 bytes exclusive)
	Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
	Reduce size of USceneComponent by 112 bytes.
	Reduce size of FLightingChannels from 3 bytes to 1.
	Reduce size of FBodyInstance by 16 bytes.

	#jira FORT-52043

	#ROBOMERGE-SOURCE: CL 3610134 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3607937 by robomerge

	#ROBOMERGE-AUTHOR: paul.moore
	#jira FORT-53105
	- Fix websocket not providing information when the peer closes the connection.

	#ROBOMERGE-SOURCE: CL 3607933 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3607042 by Bart.Hawthorne

	Move replay.Loop functionality into the demo net driver and rename it demo.Loop

	#jira none

Change 3605448 by robomerge

	#ROBOMERGE-AUTHOR: seth.weedin
	#Athena - Pass owner to ActiveSounds created using PlaySoundAtLocation/PlaySound2D to allow "Limit to Owner" concurrency rules to work. Hook up for weapon sounds. #JIRA FORT-53180

	#ROBOMERGE-SOURCE: CL 3605443 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3604787 by robomerge

	#ROBOMERGE-AUTHOR: mike.fricker
	Initial support for hotfixing live assets from .ini files
	- This allows clients and server to patch certain assets in memory whenever .ini file hotfixes are downloaded
	- Only CurveTables and DataTables are supported for now
	- The new asset content must be in Json format, the same format the editor uses for importing
	- Assets that are hotfixed will be synchronously loaded if they're not already in memory.  They'll be retained in memory afterwards.
	- IMPORTANT: Json data must be supplied on a single line, and all double quotes must be escaped!

	- The changes must go in the Game.ini file and use the following syntax:

	          [AssetHotfix]
	          +CurveTable=("/Game/Folder/MyCurveTable","[{\"Name\":\"Default\"}]")
	          +DataTable=("/Game/Folder2/MyDataTable","[{\"Name\":\"Foo\"}]")

	#jira FORT-52099
	[CODEREVIEW] frank.gigliotti
	[FYI] peter.knepley,bob.tellez

	#ROBOMERGE-SOURCE: CL 3604784 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3602067 by robomerge

	#ROBOMERGE-AUTHOR: mike.fricker
	Loading time improvements
	- This shaves off up to 10 seconds of load time on PS4 in Athena

	Details:
	- Fixed multiple sub-levels not being able to be enqueued for loading in a single client frame.  Athena has ~300 sub-levels, so this ended up wasting up many seconds.
	- Fixed 3D world being rendered while loading (frees up game thread cycles for throttled streaming)
	- UWorld::AllowLevelLoadRequests() was not allowing load requests to go through while an async load was in progress and the match had started.  It now allows this as long as the world isn't being rendered (loading screen.)
	- Eliminated extra 2 second delay before loading screen is dismissed (in Athena only)

	- Note:  A side effect of this change is that the progress bar may not update as smoothly on loading screen.  We'll look at tuning the throttle settings if it ends up being a problem.

	[CODEREVIEW] ori.cohen
	#jira AT-1477

	#ROBOMERGE-SOURCE: CL 3602061 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3601951 by Luke.Thatcher

	[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
	 - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
	 - Added garlic, onion and defrag stats to the platform memory stats struct.
	 - Added fixed pool sizes to platform memory stats.
	 - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.

	#jira FORT-52910

Change 3600340 by robomerge

	#ROBOMERGE-AUTHOR: wes.hunt
	All Fort analytics events now contain a GameState attribute indicating the active GameState ClassName when the event is sent.

	Added some new context to crashreporter to help identify Athena matches near and long term.
	* Near Term: GameNameSuffix - set via FCoreDelegates::CrashOverrideParamsChanged
	  * Added bools to the params to indicate WHICH ones are changing
	  * Allows you to set only some values, and clear them out.
	  * Hooked up in FortGameState::PostInitializeComponents.
	  * FortGameState clears it (for returning to main menu).
	  * FortGameStateAthena sets it (for going into an Athena match).
	  * Only does this when it's a true GameMode GameState instance (ie, not PIE) so PIE crashes aren't modified.
	* Long Term: GameStateName - set via FCoreDelegates::GameStateClassChanged.
	  * This works for ANY crash on ANY game.
	  * Hooked up in GameState::HandleMatchIsWaitingToStart.

	#jira AT-1457
	#jira AT-519
	[CODEREVIEW] peter.knepley,josh.markiewicz

	#ROBOMERGE-SOURCE: CL 3600278 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3597593 by Ben.Zeigler

	#jira FORT-50722
	Fix issues where AssetBundles weren't being correctly updated during cook, which is blocking both Noland and Abercrombie
	Partial copy of CL #3402335 and #3526538
	#robomerge rp, rn

Change 3597577 by Luke.Thatcher

	[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
	 - Previously the amount of texture memory wasn╞t fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
	 - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.

	#jira FORT-50825
	#jira FORT-49688
	#jira FORT-49695
	#jira FORT-50054

Change 3596556 by robomerge

	#ROBOMERGE-AUTHOR: mike.fricker
	Enable GC clustering for actors and blueprints in Fortnite
	- This shaves off about 10 ms on GC frames in Athena on PS4 (~52 ms -> 42 ms)
	- Clustering doesn't work on building actors because they're very dynamic, but general Fort static meshes and blueprints are clustered!
	- This gets us into the realm of shippability on console for very large UObject counts

	[FYI] bob.tellez,peter.knepley,michael.noland
	#jira AT-1440

	#ROBOMERGE-SOURCE: CL 3596552 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3593994 by robomerge

	#ROBOMERGE-AUTHOR: mike.fricker
	Force largest distance field atlas size in Athena
	- We now force the largest distance field atlas size before preloading Athena content (512x512x1024 = 256 MB).  This helps with load times because it's expensive to re-create this texture on consoles, and typically it gets resized over a dozen times.
	- Added new CVar "r.DistanceFields.ForceMaxAtlasSize" (defaults to zero)
	- Important:  Currently we never "reset" this atlas texture.  This will be a problem when going back to play Campaigns after preloading to play Athena.  I will look into this soon!

	[CODEREVIEW] peter.knepley,marcus.wassmer,michael.noland,daniel.wright
	#jira AT-1477

	#ROBOMERGE-SOURCE: CL 3593992 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3592096 by robomerge

	#ROBOMERGE-AUTHOR: ben.salem
	Prototype of gauntlet memory soak test. Not fully fiinished, but want changes in tonight's cook so we can experiment on cooked build tomorrow morning.
	#jira FORT-0

	#ROBOMERGE-SOURCE: CL 3592025 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3592085 by robomerge

	#ROBOMERGE-AUTHOR: mike.fricker
	HLOD: Added support for a fixed distance override via CVar
	- Use this to force all HLODs to transition at a specific distance, regardless of their TransitionSize/MinDrawDistance/LODDrawDistance
	- New CVar:  r.HLOD.DistanceOverride (defaults to 0)
	- Fortnite uses 350m for this distance, fornow

	[CODEREVIEW] jurre.debaare
	#jira AT-1462

	#ROBOMERGE-SOURCE: CL 3591929 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3587391 by Michael.Noland

	Fortnite: Lots of memory tracking stuff
	- Added memory logging to game state transitions and overall health tracking for the entire session
	- Added support for Gauntlet-based tests to Fortnite
	- Enabled the Gauntlet plugin (and fixed spaces instead of tabs in the .uproject file)
	- Added code to set gauntlet state based on the current subclass of AFortGameState
	- Added a base controller and a memory report controller (WIP, ported from equivalents in Paragon)
	- Updated FortniteClient to use MALLOC_LEAKDETECTION=1, PLATFORM_USES_FIXED_GMalloc_CLASS=0, and AllowASLRInShipping=false in Development builds (may enable them in Test builds in a future CL, to match Paragon)

	#jira FORT-50567

Change 3583307 by Peter.Knepley

	Need non-jittered ViewToClip matrix in order to do "after tonemapper" postprocess blendable material that's positioned in view space

	Modify the AttachScope material function to use "ViewSpaceTransformToClipSpace" instead of going back to world space first. This also means it can utilitize the ViewToClipNoAA matrix.

	#jira AT-733

Change 3582378 by Luke.Thatcher

	[FORTNITE] [~] Unify Xbox and PS4 scalability settings and device profiles.
	 - All Xbox and PS4 r. CVars are overriden in their platform's Scalability.ini file. The device profile only selects sg. groups.
	 - Fixed the Neo 4K profile for Fortnite. Previously players with 4K monitors would choose the Neo_4K profile, which looks worse than Neo, but still renders at 1080p.
	 - Console specific settings have to live in the Base/Default .ini's, as the cooker doesn't load the console specific files. This is fixed in UE4 Main.

	#jira FORT-50206

Change 3580934 by Luke.Thatcher

	[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
	 - Neo has 512 MB more direct memory than a base kit.
	 - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.

	#jira FORT-50206

Change 3576664 by Bart.Hawthorne

	Re-enable Oodle and add Mac implementation. Also includes fixed oodle libraries by MichaelT.

	#jira FORT-49986

	#tests Connected to PC server with editor -game build on Mac in Athena

Change 3575671 by Nick.Darnell

	Athena - The gameplay ability system now supports adding Gameplay Cue's with params.  Now using cues instead of gameplay effects in order to notify when the bandaging/shielding begin and end.  THe new method should properly show and disappear on time, b/c it's all client side.  Added a way in the Athena Context to easily hook gameplay "UI" cues that are rebroadcast from the Athena Pawn.

	#jira AT-644

Change 3575534 by Peter.Knepley

	Ability montage replication optimizations

	#jira AT-955

Change 3573305 by Lukasz.Furman

	disabled path section update when crowd simulated AI is moving through navlink, fixed AI getting stuck in some corners
	#jira FORT-49748

Change 3566775 by John.Abercrombie

	Optimizations from Dev-Athena
	- Tested with PIE & and 2 Player local server game

	#ue4-athena - (merge CLs 3345771 and 3363030 from Framework) - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager].

	For Fortnite, set unthrottled (<= 10 player) limit to 60Hz (from 90Hz), and trying throttled at 30Hz (from 45Hz).
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545535 by Zak.Middleton on 2017/07/19 20:15:17.

	#ue4-athena - (merge CL 3377054 from Framework) -  Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545452 by Zak.Middleton on 2017/07/19 18:57:45.

	#athena - If network smoothing mode is not linear, don't replicate ReplicatedServerLastTransformUpdateTimeStamp. Only AI use linear smoothing in FN.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545559 by Zak.Middleton on 2017/07/19 20:47:18.

	#ue4-athena - Converted all RPCs on UCharacterMovementComponent to be on ACharacter instead, to avoid the bandwidth overhead of calling RPCs on a component.
	Existing overrides of _Implementation and _Validate functions should remain unchanged. If for some reason someone overrode the old RPC virtuals, those are now non-virtual on UCharacterMovementComponent but are still virtual on ACharacter.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3557564 by Zak.Middleton on 2017/07/26 20:13:43.

	#ue4-athena - Throttle character movement server corrections and acks to the client based on time since last adjustment. Cuts down on network traffic for character movement.
	Added configurable settings to control this. Set times to zero to disable this.
	- NetworkMinTimeBetweenClientAckGoodMove
	- NetworkMinTimeBetweenClientAdjustments
	- NetworkMinTimeBetweenClientAdjustmentsLargeCorrection
	- NetworkLargeClientCorrectionDistance

	#ue4-athena - Perf: (EditMerge CL 3492200 from Dev-Framework): Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561669 by Zak.Middleton on 2017/07/28 14:16:19.

	#ue4-athena - Perf: (EditMerge CL 3468253 from Dev-AnimPhys): Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561672 by Zak.Middleton on 2017/07/28 14:17:12.

	#ue4-athena - Perf: (EditMerge CL 3359553 from Dev-Framework): Optimization in CharacterMovement tick to not extract transform values twice.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561674 by Zak.Middleton on 2017/07/28 14:18:04.

	#ue4-athena - Perf: (EditMerge CL 3426174 from Dev-Framework): Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561709 by Zak.Middleton on 2017/07/28 14:32:11.

	#ue4-athena - Perf: (EditMerge CL 3382054 from Dev-Framework): Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561856 by Zak.Middleton on 2017/07/28 15:11:57.

	#ue4-athena - Use less bandwidth for CharacterMovement RPCs when the character is not standing on any component (ie during jumps and falling). Added separate "...NoBase()" versions of ServerMove() and ServerMoveDual().
	Undid part of 3557564 and restored the CMC functions to be virtual, and removed virtual keyword from matching Character functions, so that overrides are in one consistent place. Also guarantees backwards compat for licensees.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3564858 by Zak.Middleton on 2017/07/31 15:24:39.

	#jira Fort-1

Change 3562825 by Chris.Gagnon

	Added CommonCustomNavigation Widget, this widget can be used to capture navigation requests to handle in custom ways.

	#jira FORT-0

Change 3562098 by Josh.Markiewicz

	#UE4 Encryption token/ack changes
	- moved encryption token request/ack to delegates
	- moved FNetworkNotify to NetworkDelegates.h
	- moved connection logic out of GameInstance and back into networking code
	-- GameInstance sends an enum and the network code does the right thing based on that

	#review-3559694 @ryan.gerleve
	#tests PC dedicated server connections golden path and forced failures
	#jira FORT-0

Change 3559354 by Luke.Thatcher

	[FORTNITE] [PS4] [^] Merging (as edit)  support for setting flip rate on PS4 (CLs 3555687 and 3558843) from //Fortnite/Dev-Athena/... to //Fortnite/Main/...
	 - Allowed rates are now 60Hz, 30Hz and 20Hz.
	 - Exposed by r.PS4FlipRate CVar, set to 60Hz by default. Requires r.Vsync 1.

	#jira FORT-49463

Change 3532644 by Jeff.Campeau

	Fix mapping current culture to movie audio channels using data table to map languages to track indices.
	Don't rewind cinematics (they all start from the begining because we load them and play them once). Seeks cause us to have to redecode video frames at a large perf cost.
	Delay cutscene playback by 0.5 seconds to give us time to build up a buffer of decoded video. (Temporary workaround for audio/video sync).
	Generic implementation for getting current languages in BP.
	Fix more issues with calling into media source functionality when using the source reader (potential hangs).

	#jira FORT-44376,FORT-48209,FORT-48040

	#testedon Preflight from last night combined with Bob's changes from today clear all known issues. This change tested on Xbox and PC multiple times each.

Change 3527761 by Chris.Gagnon

	Fixed various issues in the widget switcher, also added Advanced calls that allow the user to specify if activation/deactivation should occur.

	#jira FORT-47988, FORT-47984

Change 3525390 by Jeff.Campeau

	Remove media player log spam

	#jira FORT-47393

	#testedon compiled client

Change 3518692 by Chris.Gagnon

	Added CleanOperation Adding which will remove unneeded op combinations from the op queue.
	Also added the ability to suspend starting operation queue processing to allow complex operations to accumulate and in turn allow the Clean Op adding code to be effective.

	GameFeedback, and the widget switcer utilize this to avoid unnesacary activations of a screen that is immediately being deactivated.

	Root issue of the mentioned bug is that activation of the quest screen created a latent navigation du to the deferal of scrolling into view.
	This is still an issue in general, there isn't much we can do about it. Other than avoid activating a panel that will deactivated that frame as we did with the code changes in this CL.

	#jira FORT-47395

Change 3514658 by Jeff.Campeau

	Fixed a media player threading issue where the OnMediaOpened event could be called before the media Init script completed.
	Moved the event Cinematic used when setting up and playing media after media file load to use a delayed event from the MovieWidget so that it will always happen after the movie widget processing.
	Fixed an issue that could cause samples to leak in MfMedia plugin and cause ReadSample to lockup.
	Fixed an issue where a default texture is displayed for movies before the movie starts playing (the player may be active before the first frame of the video is decoded). Default is now all black as it is expected that this texture will be displayed for several frames.

	#jira FORT-46801
	#testedon Xbox through rocket launch cinematic including vintertip for stairs, skill tree nodes, and victory result video

Change 3507896 by Ryan.Gerleve

	Changed the net.UseEncryptionToken to be more useful and renamed it to net.AllowEncryption.
	This cvar, if 0, will prevent the PacketHandler from adding the configured encryption component, and prevent UPendingNetGame and AOnlineBeaconClient from filling out the EncryptionToken parameter of NMT_Hello - which prevents the extra encryption handshake connection step.

	#jira FORT-46878
	#review-3507897 @josh.markiewicz

Change 3503928 by Ryan.Gerleve

	Add safety checks around some of the encryption functionality. Fixes a server crash seen during load testing.

	#jira FORT-46772
	#review-3503929 bob.tellez
	#robomerge ReleaseNext

[CL 3673993 by Bob Tellez in Main branch]
2017-09-30 03:42:01 -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
Andrew Grant
a534ff9466 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465)
#lockdown Nick.Penwarden

Change 3110660 on 2016/9/1 by Andrew.Grant

Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress.
HLOD warning is  updated every 20 secs to deal with streaing levels.
Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon).

#rb Michael.Noland
#tests verified we see our unbuilt HLOD warning in v31 :(

Change 3106649 on 2016/08/30 by Cody.Haskell

	#Orion

	- Input Axis Work

	#rb DanH
	#tests PIE

Change 3106299 on 2016/08/30 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 31.2 @ CL 3105865

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3106213 on 2016/08/30 by Ben.Marsh

	BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file.

	#rb none
	#tests preflight

Change 3105994 on 2016/08/30 by Martin.Wilson

	Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input)

	#jira UE-35289
	#rb Thomas.Sarkanen
	#tests Tested UI in editor

Change 3105331 on 2016/08/29 by Uriel.Doyon

	Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias
	Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget.
	#rb marcus.wassmer
	#tests launched editor and played game
	#jira OR-25814

Change 3105143 on 2016/08/29 by Josh.Markiewicz

	#UE4 - added assert when histogram input parameters don't match
	#rb none
	#tests launched/ran/won game golden path
	#codereview dmitry.rekman, michael.noland, bart.bressler

Change 3104976 on 2016/08/29 by Jon.Lietz

	pickup refector

	- fixed a big that would allow mixed replication to call a gameplay cue's added twice.
	- All pickups now use the pick up manager, consolidated all pick up code into the manager.
	- added to the XP set so we can define the CXP bounty for targets.

	#RB Dave.Ratti
	#tests Bot match, test maps, spawning coins and pickups.

Change 3103480 on 2016/08/26 by Josh.Markiewicz

	#UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession
	#rb none
	#tests golden path matchmaking
	#codereview paul.moore, eric.newman

Change 3103410 on 2016/08/26 by Max.Chen

	Movie Capture: Fix commandline burnin option.

	#rb none
	#tests Render movie with commandline -UseBurnIn=yes option.

Change 3102134 on 2016/08/25 by Brian.Karis

	Fix for HDR output exposure. Added 1000nit output option.

	#rb marcus
	#tests agora

Change 3101276 on 2016/08/25 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_31 - Merging  CL 3100347 (head revision of 2 files :o )

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari, max.preussner

	#R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3101267 on 2016/08/25 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_DUI - Integrating Media changes from 4.13 (head revision)

	#RB:none
	#Tests:none

	/Engine/Plugins/Media
	/Engine/Source/Runtime/Media
	/Engine/Source/Runtime/MediaAssets

	[CodeReviewed] matt.schembari, max.preussner

	#R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3100378 on 2016/08/24 by John.Pollard

	Fix a crash that can occur when scrubbing in replays

	#codereview David.Ratti
	#tests Replays
	#rb DavidR

	This is the output:
	[2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage

Change 3100375 on 2016/08/24 by Laurent.Delayen

	Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket).

	#rb none
	#codereview lina.halper
	#tests Tacticia's RMB Targeting

Change 3100278 on 2016/08/24 by Laurent.Delayen

	Fix for fast path struct copy being broken for FVectors.

	#rb lina.halper
	#codereview thomas.sarkanen
	#tests Chains' hook, Tacticia's LaserBeam and OrientationWarping

Change 3100161 on 2016/08/24 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Fix issue with refresh viewer command failing due to backend congestion

	#rb RyanG
	#tests Replays

Change 3100114 on 2016/08/24 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3098849

	#RB:none
	#Tests:none

	#CodeReview: kerrington.smith, matt.schembari

	#R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3100015 on 2016/08/24 by Michael.Noland

	Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
	#jira UE-34998
	#rb Aaron.McLeran
	[re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13]
	#tests Compiled and ran a golden path match with headphones on

Change 3100012 on 2016/08/24 by Michael.Noland

	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

	#rb marc.audy
	[re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran]
	#tests Compiled and ran a golden path match with headphones on

Change 3099889 on 2016/08/24 by Max.Chen

	Sequencer: Added command line option to enable burnin

	#rb none
	#tests Render movie from command line wtih -UseBurnIn=yes

Change 3099801 on 2016/08/24 by Lina.Halper

	Removed unnecessary comment

	#rb: none
	#code review: Benn.Gallagher
	#tests: compile

Change 3099787 on 2016/08/24 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: sam.zamani
	#http
	- fix for cancelled requests that have not been started never triggering a completion delegate
	- fixes soft lock when handling disconnects during login

	OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting

	#rb josh.markiewicz, alex.fennell
	#tests none

	#R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3099252 on 2016/08/24 by Lina.Halper

	Fixed menu text

	#rb: none
	#code review: Thomas.Sarkanen
	#tests: open editor and create child montage and replaced the animation

Change 3099251 on 2016/08/24 by Lina.Halper

	Deterministic cooking of skeleton
	 - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked

	#jira: UE-34834
	#rb: Martin.Wilson
	#tests: cooking orion and make sure it works

Change 3098504 on 2016/08/23 by Bart.Bressler

	Add server time between sending packets monitoring histogram

	#rb dmitry.rekman
	#tests ran server locally and made sure analytics events were sent

Change 3098494 on 2016/08/23 by Michael.Noland

	Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements
	- Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer)
	- Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected
	#tests Tested by calling while stat dumphitches was active and confirmed that the interval changed
	#codereview ben.salem, gil.gribb
	#rb none

Change 3098491 on 2016/08/23 by Mieszko.Zielinski

	Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3098070 on 2016/08/23 by Lina.Halper

	Fix crash with UI  update reconstructing

	- will have to come up with a better solution than this.

	#rb: Martin.Wilson
	#tests: child anim montage

Change 3097914 on 2016/08/23 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	Merging CL #3097879
	from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/...
	to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/...

	#Analytics #OSS: Adjusted cohort selection algorithm and test cases
	[CodeReviewed]: Philip.Buuck
	#TESTS: unit tests
	#RB: none

	#R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3097745 on 2016/08/23 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Megre 30.2/31 @ CL 3096895

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3097722 on 2016/08/23 by Chris.Bunner

	Update texture expression properties before triggering parent material recompile.
	#rb John.Billon
	#tests Editor replace references, Golden path
	#jira OR-27531

Change 3097694 on 2016/08/23 by Lina.Halper

	#Child Anim Montage

	- Duplicate from parent of the information it cares to get
	  - Currently it is selective on copying what data
	- Modified GetAllAnimationSequencesReferred to get a partial data
	- Added ParentAsset/AssetMappingTable in AnimationAsset
	- Sequence Browser opening would also add to history
	- AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on

	#code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti
	#rb:Martin.Wilson
	#tests: creating child montage, editing, lots of UI functionality, notifies placement

Change 3097513 on 2016/08/23 by Thomas.Sarkanen

	Non-POD structs can now be copied using the fast path

	We now always use CPP struct ops to perform copies when dealing with struct properties.

	#jira UE-34571 - Support struct member access on AnimBP fast path
	#rb Laurent.Delayen
	#tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games.

Change 3096729 on 2016/08/22 by Mieszko.Zielinski

	Fixes to EQS scoring function preview #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3096596 on 2016/08/22 by Jason.Bestimt

	#ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970)

	#RB:none
	#Tests:none

	#CodeReview: matt.schembari, max.preussner
	#R@BOMERGE: MAIN

Change 3096550 on 2016/08/22 by Jurre.deBaare

	Fix for HLOD dirty clusters PIE warning message
	#tests Simulated Origin with built HLOD clusters, and with one dirty cluster
	#rb none

Change 3096532 on 2016/08/22 by Mieszko.Zielinski

	Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4

	As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized

	#codereview Lukasz.Furman
	#rb none
	#test golden path

Change 3096455 on 2016/08/22 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: keli.hlodversson
	#CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases
	#RB David.Nikdel
	#TESTS none

	#R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3096316 on 2016/08/22 by Sammy.James

	Resave to fix log warnings.
	BPC changes to ensure type saves.

	#rb #tests editor

Change 3096040 on 2016/08/22 by bruce.nesbit

	Revised fix for landscape crash

	#rb GarethM

	#tests Game

	#codereview Bart.Bressler

Change 3096015 on 2016/08/22 by bruce.nesbit

	Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server

	#rb none

	#tests game

	#codereview Bart.Bressler

Change 3095578 on 2016/08/19 by Mieszko.Zielinski

	Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4

	This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor

	#rb none
	#test golden path
	#codereview Lukasz.Furman

Change 3095397 on 2016/08/19 by Lina.Halper

	Fix issue with crash when deleting all segment

	#rb: Laurent.Delayen
	#tests: delete segment and make sure it doesn't crash
	#jira: UE-34830

Change 3095060 on 2016/08/19 by Bart.Bressler

	Don't load ULandscapeComponent objects on dedicated servers to save memory.

	#tests cooked server data and played a Solo vs. AI game
	#rb gareth.martin
	#codereview james.golding

Change 3095037 on 2016/08/19 by Lina.Halper

	Potential fix with montage trigger ensure on marker sync group

	#jira: OR-27685
	#rb: Benn.Gallagher
	#code review: Martin.Wilson
	#tests: attack primhelilx with knock up

Change 3094962 on 2016/08/19 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	#Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort
	#RB: None
	#TESTS: test suite in source
	[CodeReviewed]: Philip.Buuck

	#R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3094950 on 2016/08/19 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	#Merge #UE4 - Made FMD5 const-correct
	#RB: none
	#TEST: none

	#R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3094619 on 2016/08/19 by Lina.Halper

	#DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
	- assumed the name is all set by now

	#rb: Benn.Gallagher
	#jira : UE-34886
	#tests: cooking infiltrator that showed same issue and run game.

Change 3094532 on 2016/08/19 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3094498

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3093260 on 2016/08/18 by Josh.Markiewicz

	#UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel)
	- removed unnecessary cast
	#rb bart.bressler
	#codereview bart.bressler, rob.cannaday
	#tests launched game, some basic party testing

Change 3093224 on 2016/08/18 by Josh.Markiewicz

	#UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games
	#rb paul.moore
	#codereview anthony.carter
	#tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining

Change 3092597 on 2016/08/17 by Daniel.Lamb

	Added Ben Crocker to the rebuild lighting emails.
	#rb Trivial
	#Test none

Change 3092063 on 2016/08/17 by andrew.grant

	Merging using ROBO://Orion/Release-Candidate->//Orion/Main
	#rb #tests none

Change 3091081 on 2016/08/16 by Jurre.deBaare

	Fixing non-Editor build errors
	#fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty)
	#tests Build Editor + Game
	#rb none

Change 3091009 on 2016/08/16 by Mieszko.Zielinski

	Added a way to configure a map to not spawn AISystem instance at all #UE4

	#rb none
	#test golden path

Change 3090932 on 2016/08/16 by Michael.Noland

	Vixen: Added indication to the analytics and FPS charts
	#rb marcus.wassmer
	#tests Compiled for the platform

Change 3090844 on 2016/08/16 by Laurent.Delayen

	Replicated CL 3090734  from Fortnite.

	---

	Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage

	Here's the issue in the version of the code prior to this checkin:
	- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
	- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
	- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
	- It also means if we were playing a montage, and then stop, we'll start ticking
	- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing

	#codereview john.abercrombie
	#rb none
	#tests golden path

Change 3090832 on 2016/08/16 by Michael.Noland

	Windows: Fixed a whitespace issue
	#rb none
	#tests Compiled for windows

Change 3090688 on 2016/08/16 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: andrew.grant
	Merging using ROBO://Orion/Release-Candidate->//Orion/Main
	#rb none
	#tests built

	#R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3090547 on 2016/08/16 by Jurre.deBaare

	Need a warning message similar to lighting unbuilt when HLOD cluster is not built
	#fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour
	#jira UE-34335
	#rb none
	#codereview Michael.Noland
	#tests pie Agora with and without dirty HLOD clusters

Change 3090285 on 2016/08/16 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3090267

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3089413 on 2016/08/15 by paul.mader

	Agora 2.0 assets

Change 3089266 on 2016/08/15 by Max.Chen

	Sequencer: Add Convert to Possessable

	Copy from Dev-Sequencer

	#jira UE-32139
	#rb none
	#tests Convert steel to possessable in Gameplay_PS4 map.

Change 3089136 on 2016/08/15 by Mieszko.Zielinski

	Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4

	#rb Lukasz.Furman
	#codereview Dan.Youhon
	#test golden path

Change 3089118 on 2016/08/15 by Mieszko.Zielinski

	Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4

	#rb none
	#test golden path

Change 3088976 on 2016/08/15 by Andrew.Grant

	Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules.
	Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting.
	Removed superflous /Os from VC debugg settings
	#rb none
	#tests verified module built with 'Never' on PS4/Win is built without optimizations.
	#codereview Marcus.Wassmer, Ben.Marsh

Change 3088830 on 2016/08/15 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3088807

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3088597 on 2016/08/14 by Jason.Bestimt

	#ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG)

	#RB:none
	#Tests:none

	#CodeReview: andrew.grant, david.ratti, matt.schembari

Change 3087827 on 2016/08/12 by Bart.Bressler

	Updates to skeletal mesh memory saving on dedicated server

	#rb lina.halper
	#tests Cooked server data, played a game for a while in Solo vs. AI

Change 3087351 on 2016/08/12 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	#jira OR-27406
	#rb RyanG
	#tests Replays

Change 3087118 on 2016/08/12 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3086747

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3086176 on 2016/08/11 by Marcus.Wassmer

	Fix PS4 ShaderPipelines not matching pixel/vertex shader properly.
	#rb Rolando.Caloca
	#tests Broken PS4 content before/after

Change 3085992 on 2016/08/11 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Unclog R@BOMERGE

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3085911 on 2016/08/11 by Laurent.Delayen

	Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex

	#rb none
	#tests Orientation Warping

Change 3085614 on 2016/08/11 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3085547

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3084507 on 2016/08/10 by Marcus.Wassmer

	Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen.
	#rb none
	#tests paragon ps4/vixen
	#codereview Olaf.Piesche

Change 3084136 on 2016/08/10 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3083799

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3083424 on 2016/08/09 by Max.Chen

	Sequence Recorder: Fix crash when actor class to record is null.

	#tests Use sequence recorder to record a skeletal mesh actor
	#rb none

Change 3083134 on 2016/08/09 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: sam.zamani
	#online,store,ps4
	- creating one offer entry per entitlement

	#rb david.nikdel, ian.fox
	#tests MTX purhcase on PS4
	#lockdown: andrew.grant

	#R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3083069 on 2016/08/09 by Marcus.Wassmer

	Vixen scalability changes
	#rb Michael.Noland
	#tests vixen/ps4
	#codereview jordan.walker

Change 3083063 on 2016/08/09 by Marcus.Wassmer

	Most games will probably run out of memory if setup to do auto-4k.
	Make this a setting that's off by default.
	#rb Michael.Noland
	#codereview Luke.Thatcher, Lee.Clark
	#tests vixen on 4k.

Change 3082778 on 2016/08/09 by Marcus.Wassmer

	Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087)
	#rb none
	#tests Agora on vixen.

Change 3082772 on 2016/08/09 by Marcus.Wassmer

	Duplicate fix for detail mode reregistration (3065543)
	#rb none
	#tests Toggled detail mode, observe proper items spawning

Change 3082765 on 2016/08/09 by Marcus.Wassmer

	Don't crash when trying to use windowed vsync on vixen
	#rb Michael.Noland
	#test ran paragon on vixen
	#codereview Luke.Thatcher,Lee.Clark

Change 3082764 on 2016/08/09 by Marcus.Wassmer

	fix HLOD distance scale not working properly when components are re-registered.
	#rb michael.noland
	#codereview jurre.debarre
	#tests setting multiple times, setting on boot via deviceprofile

Change 3082429 on 2016/08/09 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: sam.zamani
	Merging //Orion/Release-30.1 to Main (//Orion/Main)

	Change: 3082419

	#online,store,PS4

	OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen

	- added config option for toggling store on PS4
	[OnlineSubsystemPS4]
	bStoreEnabled=true

	- can also override via title specific json values in <titleid>\title.json
	allow_mtx=true

	[CodeReviewed]: andrew.grant, phillip.buck, ian.fox
	#lockdown: andrew.grant
	#rb none
	#tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support)

	#R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3082194 on 2016/08/09 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3082105

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3080984 on 2016/08/08 by Lina.Halper

	Issue with not being able to set static animation data via BP

	- artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP
	- also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called.

	#rb: Martin.Wilson
	#tests: Sword Beauty map

Change 3080665 on 2016/08/08 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3080081

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3080565 on 2016/08/08 by Laurent.Delayen

	Fix for curve values during URO interpolation.
	Fixes flashing of materials and Twinblast's ult weapon.

	https://jira.ol.epicgames.net/browse/OR-27107
	https://jira.ol.epicgames.net/browse/OR-24358

	#rb lina.halper, martin.wilson
	#tests Twinblast's ult and Coil's primary.

Change 3079832 on 2016/08/05 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: marcus.wassmer
	Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline
	#rb none
	[CodeReviewed] Chris.Wood
	#tests checked crashcontext on PC/PS4
	#lockdown Andrew.Grant

	#R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3079045 on 2016/08/05 by Lina.Halper

	Adding more log to figure out why ActivePlayers.Count becomes inconsistent.

	#rb: Martin.Wilson
	#tests: PIE with bots

Change 3078944 on 2016/08/05 by Rolando.Caloca

	O - Update blacklisted driver
	#jira OR-27051
	#rb Marcus.Wassmer
	#tests Run with AMD card

Change 3078735 on 2016/08/05 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3078670

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3078122 on 2016/08/04 by Dmitry.Rekman

	Linux: treat abort() / SIGABRT as crash.

	- Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler.
	- Rewrote RequestExit() because it used abort() itself.
	- Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later.  As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason.

	#rb Mark.Satterthwaite
	#codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant
	#review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant

	#tests Ran Linux server, crashed using different methods.

Change 3077887 on 2016/08/04 by Dmitry.Rekman

	Initialize StackCount to 0 (kills valgrind warning).

	#rb David.Ratti
	#codereview David.Ratti
	#tests Ran Linux server.

Change 3077257 on 2016/08/04 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3077193

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3077242 on 2016/08/04 by Dmitry.Rekman

	Linux: stop heartbeat thread before handling the crash.

	#rb Robert.Manuszewski
	#codereview Robert.Manuszewski, Andrew.Grant
	#tests Compiled and ran Linux server, crashed it.

Change 3076676 on 2016/08/03 by Dmitry.Rekman

	Linux: print details about memory access (read or write).

	- Also print all the 16 digits of the pointer.
	- Read/write detection only implemented for x86_64.

	#rb Andrew.Grant
	#codereview Andrew.Grant
	#tests Compiled (natively) and ran Linux server.

Change 3076675 on 2016/08/03 by Dmitry.Rekman

	Print a bit more info about the array in assert.

	#rb Andrew.Grant
	#codereview Andrew.Grant
	#test Compiled and ran Linux server.

Change 3076010 on 2016/08/03 by Laurent.Delayen

	Moved OrionAnimNode_LegIK from Paragon to Engine.

	#codereview lina.halper
	#rb none
	#tests Grim.exe + Iggy & Scorch

Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt

	Reimplemented 3070766 for Orion:

	Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)

	#rb none
	#tests none

Change 3075446 on 2016/08/03 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3075422

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3075394 on 2016/08/03 by HaarmPieter.Duiker

	Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in.
	#rb marcus.wassmer
	#tests post process color correction

Change 3074314 on 2016/08/02 by Dmitry.Rekman

	Linux: change optimization from -O2 to -O1 (temporarily?).

	- The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier.
	- Also adds a line to UBT output during compilation to draw attention.

	#rb Michael.Noland
	#codereview Michael.Noland, Andrew.Grant, Bart.Bressler
	#tests Compiled and ran Linux server.

Change 3073553 on 2016/08/02 by jason.bestimt

	#ORION_MAIN - Merge 30.2 @ CL 3073360

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

	#R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3073505 on 2016/08/02 by Daniel.Lamb

	Added cook modification delegate stats to cooker stats.
	#rb Wes.Hunt
	#test cook paragon.

Change 3072440 on 2016/08/01 by Aaron.Eady

	PlayerController Force Feedback (Debug only);

	Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries.

	#rb none
	#tests SHIPPING

Change 3072259 on 2016/08/01 by Aaron.Eady

	PlayerController Force Feedback (Debug only);

	Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback.

	#rb Michael.Noland
	#tests PIE

Change 3071908 on 2016/08/01 by John.Pollard

	Fix null reference crash

	#rb DavidR
	#tests Live game + replays

Change 3071876 on 2016/08/01 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player

	#rb none
	#tests FN + Paragon live game + replays
	#codereview Andrew.Grant

Change 3071875 on 2016/08/01 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Finalize replay version system

	* No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions)
	* Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore.
	* Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions)

	#rb RyanG
	#tests Live game + replays
	#codereview Andrew.Grant

Change 3071874 on 2016/08/01 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Fix gameplay tags to work better with backwards compatibility in replays

	* We use the net field export group system in the package map to export tag names as a packed index
	* This will allow us to see the names of tags that no longer exists on the remote side

	#rb RyanG
	#tests Live game + replays
	#codereview Andrew.Grant

Change 3071776 on 2016/08/01 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3071738

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3071258 on 2016/07/30 by Aaron.McLeran

	OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay

	- Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together.
	- Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now.

	#rb none
	#tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues.

Change 3071099 on 2016/07/30 by Aaron.McLeran

	OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay

	- Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads.

	#rb none
	#tests ran paragon with change and noticed no change in audio quality

Change 3070916 on 2016/07/29 by Andrew.Grant

	Missed file!
	#rb #tests na

Change 3070915 on 2016/07/29 by Andrew.Grant

	Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging
	#rb none
	#tests Engine QA, Orion QA smoke

Change 3070576 on 2016/07/29 by Uriel.Doyon

	Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize.
	#review-3070386 @marcus.wassmer
	#jira OR-25941
	#rb marcus.wassmer
	#tests Run Game on PS4, and in editor

Change 3070086 on 2016/07/29 by Martin.Wilson

	Fixed ensure triggering during sequencer playback due to double update.

	#jira UE-33938
	#rb Thomas.Sarkanen
	#tests opened affected asset and verified problem no longer occured

Change 3070016 on 2016/07/29 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30 @ CL 3069935

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3069435 on 2016/07/28 by Ian.Fox

	#Orion, #Mcp - Check if Price Engine is configured before attempting query
	#rb Sam.Zamani
	#tests none
	#codereview Sam.Zamani

Change 3069381 on 2016/07/28 by Michael.Noland

	Animation: Demoted a check() in anim sync group code to an ensure() to unblock others
	#rb nick.penwarden
	#tests Loaded Paragon cine asset that was crashing
	#codereview lina.halper, martin.wilson

Change 3069203 on 2016/07/28 by Dmitry.Rekman

	Headless client: do not draw windows.

	- Disables a bunch of code, including reaching into font cache to estimate width.
	- Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets).

	#rb Nick.Atamas
	#review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem
	#codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem

	#tests Compiled and ran Orion Linux client.

Change 3069181 on 2016/07/28 by Lina.Halper

	Fix struct redirector for Orion anim node moving to engine

	#rb: Maciej.Mroz
	#code review:Laurent.Delayen
	#tests: editor loading the anim BP that caused the name conversion

Change 3069092 on 2016/07/28 by Aaron.McLeran

	OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves

	- Not all active sounds have sound classes, was causing a crash

	#codereview marc.audy
	#rb zabir.hoque
	#tests Run game with stat soundcues and not crash

Change 3068969 on 2016/07/28 by David.Ratti

	Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too.

	#rb none
	#tests compile

Change 3068902 on 2016/07/28 by David.Ratti

	Code for tracking down UGameplayCueManager::GetInstancedCueActor crash.
	#rb none
	#tests compile

Change 3068831 on 2016/07/28 by Aaron.McLeran

	OR-26417 Reverb is too loud in-game in Dev-General

	- Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set.

	#rb Jeff.Campeau
	#tests run a map with no reverb audio volume and reverb is not super wet

Change 3068529 on 2016/07/28 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	#OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of  McpSubsystem->CreateRequest to query receipts (uses subsystem config)
	#RB: none
	#TESTS: none

	#R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3068399 on 2016/07/28 by Andrew.Rodham

	Sequencer: Changed animation tracks to allow more animation types (such as anim montages)

	  - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility

	#jira OR-25769
	#tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly.
	#rb Benn.Gallagher

Change 3068138 on 2016/07/28 by Marcus.Wassmer

	Disable mallocleak testing by default
	#rb none
	#test none

Change 3068121 on 2016/07/28 by Marcus.Wassmer

	Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled.
	Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data.  Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also.
	#rb Robert.Manuszewski
	#tests stack tracing / symbolication with mallocleak on windows.

Change 3068119 on 2016/07/28 by Marcus.Wassmer

	Fix MallocLeakProxy deadlock
	#rb Robert.Manuszewski
	#tests mallocleak start/stop/dump on windows

Change 3067752 on 2016/07/27 by Michael.Noland

	Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands
	- IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer
	- The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class.
	- The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered
	- Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code

	Upgrade Notes:
	- DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly
	- In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands)
	- HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name)
	- Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future)

	Paragon:
	- Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event
	- Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it.

	#rb dmitry.rekman
	#codereview bob.tellez, peter.knepley, andrew.grant, john.mauney
	#review-3067607 @Dmitry.Rekman, @Bob.Tellez
	#tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI

Change 3067654 on 2016/07/27 by Michael.Noland

	FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.

	#rb steve.robb
	#jira UE-31959
	[duplicating CL# 3039827]

	#tests Tried moving a folder in the editor

Change 3067644 on 2016/07/27 by Aaron.McLeran

	OR-24537 Looping audio sometimes persists in Agora

	Adding stopping sounds if audio component is destroyed while playing a looping sound

	#rb jeff.campeau
	#tests audio component stops looping sound if audio component is destroyed prematurely

Change 3067560 on 2016/07/27 by Aaron.McLeran

	OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters

	- Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call
	- using xaudio2 operation sets to ensure that voice and effect params are executing in sequence
	- only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands
	- Don't call EnsureCompletion on pending async tasks on teardown

	#rb Jeff.Campeau
	#tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions

Change 3067420 on 2016/07/27 by jason.bestimt

	#ORION_MAIN - Merge 29.2/30 @ CL 3067312

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3067316 on 2016/07/27 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3065602

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari

	#R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3067025 on 2016/07/27 by Michael.Noland

	Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes
	#rb none
	#tests Compiled

Change 3067020 on 2016/07/27 by Michael.Noland

	Core: Various improvements to FHistogram and split it out into separate files
	- Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate)
	- Added O(1) getters for total sample counts and sum of all measurements
	- Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex
	- Added support for specifying explicit histogram bucket thresholds
	#rb dmitry.rekman
	#tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage

Change 3066681 on 2016/07/27 by Frank.Gigliotti

	Camera anim field of view fix;

	* The FOV is now reset on the PlayerCameraManager camera actor when it's initialized.  This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value.

	* Base FOV can now be edited in the CameraAnim properties.  This allows you to specify what the FOV keys are relative to.  Previously it was always using a base FOV of 90 degrees.

	#RB None
	#CodeReview Jeff.Farris
	#Tests Multiple camera animations in PIE

Change 3066508 on 2016/07/27 by Lina.Halper

	Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.

	#code review:Martin.Wilson, Benn.Gallagher
	#rb: Martin.Wilson
	#tests: cooked test map, run test map, PIE, saving content, loading standalone game

Change 3066246 on 2016/07/27 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: andrew.grant
	Fix for non-unity error
	#rb none
	#tests compiled

	#R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3066167 on 2016/07/27 by Benn.Gallagher

	Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding.
	#rb Ori.Cohen
	#tests Editor, PIE, Applying clothing to characters.

Change 3065868 on 2016/07/27 by Michael.Noland

	Blueprints: Fixing non-editor build (missing WITH_EDITOR)
	#rb none
	#tests Compiled PS4

Change 3065749 on 2016/07/26 by Michael.Noland

	Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
	#codereview mike.beach, marc.audy
	#tests Loaded and recovered a corrupted Blueprint on Cameron's machine
	#rb Phillip.Kavan

Change 3065706 on 2016/07/26 by Josh.Markiewicz

	#UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons
	- fixed non shipping cmd line override to be correct
	#rb none
	#codereview andrew.grant, paul.moore
	#tests none

Change 3065359 on 2016/07/26 by Rob.Cannaday

	Limit external id querying to 100 ids per call.  The backend currently enforces this and is returning an error when we exceed this limit.
	Break up calls in batches of 100 ids.

	#jira OR-20674
	#rb ian.fox
	#tests login to front end with PC, PS4.  forced tests to simulate > 100 requests.

Change 3065197 on 2016/07/26 by Bart.Bressler

	Change how PS4 sessions work:
	- We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions.
	- Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable
	- Added comments, other misc. code cleanup.

	#rb josh.markiewicz, sam.zamani, rob.cannaday
	#tests created cross play parties with multiple pc + ps4 players
	#jira OR-20332

Change 3065158 on 2016/07/26 by Lina.Halper

	Fix the guid keep generated by adding to the database.

	- This caused worse problem with non-deterministic cooking -   This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible

	#rb: Martin.Wilson
	#jira: UE-33772, UE-33454
	#tests: cooked AI_Test map, editor rename curves

Change 3064735 on 2016/07/26 by Dmitry.Rekman

	Linux: added WebRTC libs.

	- Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc).

	#rb none
	#tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform.

	(Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)

Change 3064727 on 2016/07/26 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 none
	#tests Compiled and ran Linux server and Linux client.

	(Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)

Change 3064725 on 2016/07/26 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.

	(Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)

Change 3064572 on 2016/07/26 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 29.2 @ CL 3064545

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3064523 on 2016/07/26 by Jon.Lietz

	Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements.

	#RB none
	#tests BP compiles and stays not dirty
	#codereview dave.ratti@epicgames.com

[CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -04:00