Commit Graph

10 Commits

Author SHA1 Message Date
Marc Audy
43eedbeffe Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None

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

Change 3108929 on 2016/08/31 by Jon.Nabozny

	PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)

	#jira UE-35260

Change 3108930 on 2016/08/31 by Jon.Nabozny

	Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.

	#jira UE-33880

Change 3108934 on 2016/08/31 by Jon.Nabozny

	Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.

	#jira UE-33051

Change 3108971 on 2016/08/31 by Jon.Nabozny

	Add missing URadialForceComponent.h changes from CR 3108930

Change 3109557 on 2016/09/01 by Thomas.Sarkanen

	Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)

	Persona Upgrade

	Summary of changes:

	- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
	- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
	- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
	- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
	- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
	- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
	- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
	- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
	- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
	- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
	- Added asset family shortcut bar (and IAssetFamily to support this).
	- Const corrected some engine functions.
	- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
	- Padding, layouts and appearance of all editors have been polished.
	- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
	- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
	- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
	- Removed sequence recorder from non-level editor windows.

Change 3109628 on 2016/09/01 by Thomas.Sarkanen

	Fix non-unity build

Change 3109639 on 2016/09/01 by Thomas.Sarkanen

	CIS fix: Monolithic non-editor builds

Change 3109648 on 2016/09/01 by Thomas.Sarkanen

	Properly fix monolithic CIS this time

Change 3109683 on 2016/09/01 by Thomas.Sarkanen

	Fix Mac editor CIS

Change 3109689 on 2016/09/01 by Benn.Gallagher

	Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
	#jira UE-35353

Change 3109699 on 2016/09/01 by Thomas.Sarkanen

	More Mac Editor CIS fixes.

Change 3109727 on 2016/09/01 by Danny.Bouimad

	Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.

Change 3109758 on 2016/09/01 by Thomas.Sarkanen

	More Mac editor CIS fixes

	Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.

Change 3109829 on 2016/09/01 by Thomas.Sarkanen

	Fix crash when attaching slave components with differing bone counts

Change 3111672 on 2016/09/02 by Thomas.Sarkanen

	Populated UV channels correctly

	Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.

Change 3111924 on 2016/09/02 by Martin.Wilson

	Clean up references to GetBoneTree and deprecate

	#jira UE-35525

Change 3112086 on 2016/09/02 by Martin.Wilson

	Fix pose flickering on LOD change when using Layered Blend by Bone node

	#Jira UE-35471

Change 3112097 on 2016/09/02 by Aaron.McLeran

	UE-35533 StopQuietest concurrency not resulting in sounds returning to play

	- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
	- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.

Change 3112467 on 2016/09/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269

Change 3112604 on 2016/09/02 by Lina.Halper

	Fixed merge compile error

Change 3113524 on 2016/09/05 by Thomas.Sarkanen

	Prevent invalid assets from causing crashes with asset families

	Store asset references as weak object ptrs as assets can go away underneath us.
	Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.

	#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset

Change 3114118 on 2016/09/06 by Marc.Audy

	Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
	#jira UE-32852

Change 3114201 on 2016/09/06 by Lina.Halper

	#ANMI: Moving animation curves from asset to skeleton

	- Backward compatibility
	- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
	- Morphtarget curves are automatically set on loading
	- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game

	- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
	- TODO: Linking curve to joint
	- TODO: Allow Layer blending to use this data to blend curves

	#Code review:Martin.Wilson, James.Golding
	#jira: UEFW-179

Change 3114391 on 2016/09/06 by Lina.Halper

	Build warning fix

Change 3114399 on 2016/09/06 by Lina.Halper

	Fix build error.

Change 3114403 on 2016/09/06 by Lina.Halper

	Attempt to fix build error

Change 3114591 on 2016/09/06 by Lina.Halper

	Fix compile error

Change 3114963 on 2016/09/06 by Lina.Halper

	Fixed crash on deleting skeleton when placed in the level

	#jira: UE-35601

Change 3114985 on 2016/09/06 by Lina.Halper

	Fix crash with copy pose mesh node not checking registered or not.

	#jira: UE-35602

Change 3115933 on 2016/09/07 by James.Golding

	UE-33251 - add 'restart required' to bSupportUVFromHitResults option

Change 3116021 on 2016/09/07 by Marc.Audy

	Fix spelling
	de-auto
	NULL to nullptr
	minor optimization

Change 3116046 on 2016/09/07 by James.Golding

	Move AnimNode_LegIK.h to Public and .cpp for Private

Change 3116048 on 2016/09/07 by James.Golding

	UE-34640 Fix bogus tooltips for collision channels

Change 3116050 on 2016/09/07 by James.Golding

	PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)

Change 3116060 on 2016/09/07 by Lina.Halper

	#ANIM:

	- Fix crash of setting multiple times in the same menu
	- Make sure you can set to original animation, and not break

	#jira: UE-35580

Change 3116064 on 2016/09/07 by James.Golding

	Fix missing change for LegIK file move

Change 3116291 on 2016/09/07 by Marc.Audy

	FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed

Change 3116590 on 2016/09/07 by Dan.Reynolds

	Audio Test Map Content WIP

Change 3116649 on 2016/09/07 by mason.seay

	Updated map to test flying

Change 3116712 on 2016/09/07 by dan.reynolds

	Test Content Update EQTest Map WIP

Change 3117257 on 2016/09/08 by Benn.Gallagher

	Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).

Change 3117348 on 2016/09/08 by Benn.Gallagher

	Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
	#jira UEFW-180

Change 3117393 on 2016/09/08 by Benn.Gallagher

	Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
	#jira UE-34508

Change 3117507 on 2016/09/08 by Jurre.deBaare

	Streamline Persona Asset Browser
	#added ability to set whether or not a column should generate widgets in STableViews
	#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
	#added an ini path for saving the column filter state in SAnimationSequenceBrowser
	#jira UEFW-148

Change 3118003 on 2016/09/08 by mason.seay

	Updating meshes to use complex collision

Change 3118020 on 2016/09/08 by Zak.Middleton

	#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.

Change 3118437 on 2016/09/08 by Lina.Halper

	Fix grammar error

	#jira: UE-35729, UE-35730, UE-35729

Change 3118456 on 2016/09/08 by Lina.Halper

	Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.

Change 3118492 on 2016/09/08 by Aaron.McLeran

	Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)

Change 3118517 on 2016/09/08 by Lina.Halper

	Went back to original without spaces

Change 3118711 on 2016/09/08 by Aaron.McLeran

	Fixing build errors with CL 3118492

Change 3118712 on 2016/09/08 by Aaron.McLeran

	Fixing a build warning with CL 3118492

Change 3118745 on 2016/09/08 by Aaron.McLeran

	Fixing a build warning with CL 3118492

	- Fixed init order in FSoundSource

Change 3119201 on 2016/09/09 by Benn.Gallagher

	Fix static analysis warnings (Accessing nullptr), added check on the pointer
	#jira UE-35755

Change 3119338 on 2016/09/09 by Benn.Gallagher

	Fixed destructible import throwing out meshes where 1 or more submeshes are empty

Change 3119371 on 2016/09/09 by Lina.Halper

	fix texts

Change 3119453 on 2016/09/09 by Lina.Halper

	Change text style of the child montage instruction.

	#jira: UE-35144

Change 3119454 on 2016/09/09 by Lina.Halper

	Add option to open asset from context menu of the segment

	#jira: UE-35632

Change 3119457 on 2016/09/09 by mason.seay

	Updated maps and rebuilt lighting

Change 3119584 on 2016/09/09 by Marc.Audy

	Support for new metadata ShowInnerProperties (written by Matt K)

Change 3119667 on 2016/09/09 by Aaron.McLeran

	Fixing compile errors on Mac.

	- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there

Change 3119732 on 2016/09/09 by Aaron.McLeran

	Fixing clang compile error

	- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.

Change 3119734 on 2016/09/09 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702

Change 3119787 on 2016/09/09 by Lina.Halper

	Move cached UID to required bone

	- removed skeleton cached UID list
	- removed skeletalmeshcomponent cached UID list
	- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
	- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent

	#code review:Benn.Gallagher, Martin.Wilson

Change 3119800 on 2016/09/09 by Aaron.McLeran

	Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.

Change 3120260 on 2016/09/09 by Marc.Audy

	Fix if statement

Change 3120790 on 2016/09/12 by Thomas.Sarkanen

	Reordered skeletal mesh and animations in asset shortcut bar

	#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP

Change 3120793 on 2016/09/12 by Thomas.Sarkanen

	Improved fix for missing mesh details customization

	Improves on CL 3117257.
	Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
	Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
	Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.

Change 3120867 on 2016/09/12 by Marc.Audy

	Fix incorrect condition in for causing static analysis warning

Change 3120900 on 2016/09/12 by mason.seay

	Actually build lighting this time

Change 3120904 on 2016/09/12 by Thomas.Sarkanen

	Skeletons can now be deleted once opened (once more)

	Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
	Added logic to compact if weak ptrs are invalid.

	#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor

Change 3120927 on 2016/09/12 by Thomas.Sarkanen

	Details panel now shows selected items when re-opened

	Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.

	#jira UE-35445 - Details tab in persona dosn't populate with information when first opened

Change 3120979 on 2016/09/12 by Thomas.Sarkanen

	Re-added the ability to create pose assets

	This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.

	#jira UE-35740 - Create Pose asset missing from create animation dropdown

Change 3121208 on 2016/09/12 by Benn.Gallagher

	Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
	#jira UE-33216

Change 3121274 on 2016/09/12 by James.Golding

	PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
	#jira UE-29346

Change 3121276 on 2016/09/12 by James.Golding

	UE-33242 : Add option to copy morph target names to clipboard

Change 3121278 on 2016/09/12 by James.Golding

	UE-33004 : Add proper commands for Curve Viewer

Change 3121472 on 2016/09/12 by Zak.Middleton

	#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().

	#jira UE-34482

Change 3121829 on 2016/09/12 by dan.reynolds

	Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.

Change 3122218 on 2016/09/12 by Aaron.McLeran

	Minor cleanup in XAudio2Source.cpp

Change 3122823 on 2016/09/13 by Thomas.Sarkanen

	Fix incorrect camera offset when opening some skeletal meshes

	Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.

	#jira UE-35550 - Persona camera is far away from some skeletal meshes

Change 3122857 on 2016/09/13 by Lina.Halper

	Importing frame count issue with blendshapes
	- with this change when calculating sample rate, it checks blendshape curves.

	#jira: UE-27706

Change 3122992 on 2016/09/13 by Marc.Audy

	Child Actor Component now have an editable template
	* Template is stored as a child inside the child actor template
	* When gathering components for an actor, need to stop searching beyond any nested AActor
	#jira UEFW-125, UE-16474

Change 3123087 on 2016/09/13 by Marc.Audy

	Fix Child Actor Template being nulled out on template

Change 3123170 on 2016/09/13 by mason.seay

	Updated test map to test SpawnEmitterAttached SnapToTarget settings

	UEENGQA-9268

Change 3123203 on 2016/09/13 by Marc.Audy

	Multi-select of child actor components allows editing of template properties

Change 3123205 on 2016/09/13 by Marc.Audy

	Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
	#author Matt.Kuhlenschmidt

Change 3123422 on 2016/09/13 by Aaron.McLeran

	UE-35950 Fixing XboxOne spatialization

	- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.

Change 3123484 on 2016/09/13 by Lina.Halper

	Fix animation frame UI issue
	- This now displays from [0, numframes -1]

	#jira: UE-33437

Change 3123500 on 2016/09/13 by Marc.Audy

	Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
	#jira UE-35885

Change 3123549 on 2016/09/13 by Marc.Audy

	Fix warning message

Change 3123581 on 2016/09/13 by Marc.Audy

	PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
	#jira UE-35424

Change 3123688 on 2016/09/13 by Ben.Zeigler

	Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly

Change 3123768 on 2016/09/13 by Marc.Audy

	Go away auto
	NULL to nullptr
	Use ranged for instead of iterators

Change 3123906 on 2016/09/13 by Aaron.McLeran

	UE-34615 Supporting Pausing Sounds on Audio Components

Change 3123949 on 2016/09/13 by Aaron.McLeran

	UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0

Change 3124109 on 2016/09/13 by Aaron.McLeran

	UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite

Change 3124137 on 2016/09/13 by Aaron.McLeran

	PR #2601: made looping sound waves searchable by the asset registry

Change 3124396 on 2016/09/14 by James.Golding

	Allow anim node edit modes to work on all nodes, not just skel controls

Change 3124498 on 2016/09/14 by Benn.Gallagher

	Added method to get swing and twist quaternions from FQuat
	#jira UE-34054

Change 3124504 on 2016/09/14 by James.Golding

	Missed a few references to SkeletalControlEditMode

Change 3124508 on 2016/09/14 by James.Golding

	Fix function groupings in animnode editmode headers

Change 3124625 on 2016/09/14 by james.cobbett

	Rebuilding lighting.

Change 3124632 on 2016/09/14 by James.Golding

	UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
	- Converted PoseDriver from SkelControl to AnimNode
	- Added PoseDriverEditMode
	- Added debug drawing to show target poses and current ref position
	- Aded support for PoseDriver using translation instead of rotation
	- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler

Change 3124636 on 2016/09/14 by James.Golding

	Missed file

Change 3124652 on 2016/09/14 by Marc.Audy

	Fix initialization order warning
	#jira UE-35980

Change 3124658 on 2016/09/14 by Marc.Audy

	Fix if statement
	#jira UE-35976

Change 3124685 on 2016/09/14 by James.Golding

	Move PoseDriver files from BoneControllers to AnimNodes folder
	Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
	Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private

Change 3124690 on 2016/09/14 by James.Golding

	Missing header edit after file move

Change 3124707 on 2016/09/14 by Danny.Bouimad

	Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
	Somehow this was undone.

Change 3124954 on 2016/09/14 by Jurre.deBaare

	Import Alembic file gets editor crash
	#fix double check if Alembic isn't lying and there are no actual normals
	#misc fixed type in function signature
	#jira UE-35702

Change 3124980 on 2016/09/14 by Lina.Halper

	Tweak UI of child anim montage
	- removed padding, changed font size

Change 3124981 on 2016/09/14 by Lina.Halper

	Changed text of keys to Frames

Change 3124998 on 2016/09/14 by Lina.Halper

	Fix curve issue when evaluting with # of frames.

	#jira: UE-35782

Change 3125034 on 2016/09/14 by Aaron.McLeran

	Changes to 3123906 based on feedback from Marc Audy

Change 3125109 on 2016/09/14 by Aaron.McLeran

	PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)

Change 3125184 on 2016/09/14 by Lukasz.Furman

	vehicle RVO fixes
	#ue4

Change 3125191 on 2016/09/14 by Lukasz.Furman

	added blueprint interface for component's navigation influence control
	#ue4

Change 3125348 on 2016/09/14 by Mason.Seay

	Added GamepadFaceButtonRight as an input mapping for Crouch

Change 3125352 on 2016/09/14 by Lina.Halper

	#ANIM: Pose Asset - Insert pose support

	- made sure pose asset editor updates if the new pose is inserted.

	#jira: UE-32608

Change 3125413 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
	Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
	World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
	World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
	GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
	Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
	The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee

Change 3125414 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Convert all internal templates to use GameModeBase
	Convert most sample games, ShooterGame and several legacy projects are still using GameMode

Change 3125415 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Internal game compile fixes needed to support GameMode refactor
	Fixed a few places that overrode StartNewPlayer to override new functions instead

Change 3125438 on 2016/09/14 by Ben.Zeigler

	Log compile fix

Change 3125460 on 2016/09/14 by Ben.Zeigler

	Another try at log compile issues

Change 3125685 on 2016/09/14 by Aaron.McLeran

	Attempt to fix compile error

Change 3125700 on 2016/09/14 by Aaron.McLeran

	UE-35958 Undo in sound cue editor does not undo looping changes.

	Issue was sound cues were not being flagged as transactional and ignoring undo transactions

Change 3125857 on 2016/09/14 by Aaron.McLeran

	-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
	-Changed to setting flag directly in NewObject line instead of calling SetFlags

Change 3125888 on 2016/09/14 by Aaron.McLeran

	Adding call to super post load in USoundNode::PostLoad()

Change 3125964 on 2016/09/14 by Aaron.McLeran

	Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).

Change 3125974 on 2016/09/14 by Aaron.McLeran

	UE-35892 Not loading audio data when in -nosound mode

Change 3125983 on 2016/09/14 by Ben.Zeigler

	Better Nogore fix for lens effect

Change 3125985 on 2016/09/14 by Ben.Zeigler

	Fix fortnite compile failure on mac, it was inside non instantiated template

Change 3126409 on 2016/09/15 by Benn.Gallagher

	Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
	#jira UE-35657

Change 3126507 on 2016/09/15 by Thomas.Sarkanen

	Prevent crash when calling SetAnimationMode on a component with no skeletal mesh

	Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.

	#jira UE-36003 - Crash playing Ocean

Change 3126539 on 2016/09/15 by Marc.Audy

	Fix Win32 compilation error
	#jira UE-36018

Change 3126575 on 2016/09/15 by Marc.Audy

	Properly fix compile

Change 3126635 on 2016/09/15 by Benn.Gallagher

	Fix for crash when setting collision responses on destructible components after they have been fractured.
	#jira UE-35604

Change 3126649 on 2016/09/15 by Lina.Halper

	- Fixed issue with updating cache UID List, so certain curves did not work.
	- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.

Change 3126816 on 2016/09/15 by Lukasz.Furman

	Back out changelist 3125191

Change 3126903 on 2016/09/15 by Marc.Audy

	Fix !WITH_APEX compile errors from CL# 3126635

Change 3126908 on 2016/09/15 by Mieszko.Zielinski

	Added initialization of FBlackboardEntry properties #UE4

Change 3127081 on 2016/09/15 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
	Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
	GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
	Fixed internal game ini files and added example to BaseEngine.ini
	Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL

Change 3127102 on 2016/09/15 by Ben.Zeigler

	Crash fix if there is no deprecated config section

Change 3127103 on 2016/09/15 by Aaron.McLeran

	UE-34100 audio playback of an individual source

Change 3127109 on 2016/09/15 by Marc.Audy

	Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead

Change 3127143 on 2016/09/15 by Aaron.McLeran

	Missing file in CL 3127103

Change 3127218 on 2016/09/15 by Ori.Cohen

	PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)

	#JIRA UE-35564

Change 3127264 on 2016/09/15 by Aaron.McLeran

	Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent

Change 3127285 on 2016/09/15 by Marc.Audy

	Make it easier to create an audio component that will exist across level transitions
	Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
	UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
	#jira UE-16451

Change 3127360 on 2016/09/15 by Marc.Audy

	Consolidate a few GetWorld()s

Change 3127931 on 2016/09/16 by Benn.Gallagher

	Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
	#jira UE-36054

Change 3128001 on 2016/09/16 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918

Change 3128005 on 2016/09/16 by James.Cobbett

	#jira UE-29618 Submitting test assets

Change 3128022 on 2016/09/16 by Lina.Halper

	Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch

	#jira: UE-27256

Change 3128044 on 2016/09/16 by James.Cobbett

	Submitting gamemode test asset

Change 3128169 on 2016/09/16 by Mieszko.Zielinski

	Fixed couple of static analysis warnings in AI code #UE4

Change 3128430 on 2016/09/16 by Marc.Audy

	Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
	#jira UE-36096

Change 3128558 on 2016/09/16 by Mieszko.Zielinski

	Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4

	#jira UE-33036

Change 3128678 on 2016/09/16 by Jon.Nabozny

	#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
	#rn This can be used to prevent the game from being exited.

	#jira UE-34123

Change 3128693 on 2016/09/16 by Marc.Audy

	Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused

Change 3128753 on 2016/09/16 by Mieszko.Zielinski

	Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4

	#jira UE-35852

Change 3128791 on 2016/09/16 by Marc.Audy

	PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
	Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
	#jira UE-35719

Change 3128974 on 2016/09/16 by Mieszko.Zielinski

	Fixes to BB key synchronization #UE4

	syncing between two BBs associated by a common parent now works

Change 3128984 on 2016/09/16 by Jon.Nabozny

	Fix FConstraintBaseParams ContactDistance clamping.
	The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.

Change 3129010 on 2016/09/16 by Dan.Reynolds

	Updating developer folder content for external referencing

Change 3129093 on 2016/09/16 by Ben.Zeigler

	#jira UE-35424
	Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
	Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones

Change 3129103 on 2016/09/16 by Marc.Audy

	Fix initialization order CIS warning

Change 3129361 on 2016/09/16 by Dan.Reynolds

	Fixes to QASoundWaveProcedural.h

Change 3129994 on 2016/09/19 by Thomas.Sarkanen

	Skeletal mesh to Static mesh conversion

	Added feature to convert selected actors' meshes into static meshes.
	Supports static and skeletal meshes.
	Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
	Added IHasPersonaToolkit interface that all of these editors implement.
	Added toolbar button to each Persona-based editor.
	Added level editor right-click menu option.

	Added CPU skinning path for cloth sections (non-SIMD for now).
	Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
	Moved a few structures around so CPU skinned renderdata is more readily exposed.

	#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh

Change 3130008 on 2016/09/19 by Benn.Gallagher

	Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
	#jira UE-3687

Change 3130009 on 2016/09/19 by Thomas.Sarkanen

	Fixed static analysis warnings in Persona and AnimationBlueprintEditor

	Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).

Change 3130012 on 2016/09/19 by Thomas.Sarkanen

	CIS fix (implcit use of copy constructor)

Change 3130016 on 2016/09/19 by Thomas.Sarkanen

	Mac CIS fix - forward declare some classes.

Change 3130027 on 2016/09/19 by Thomas.Sarkanen

	Fix shadow variables found with Clang

Change 3130044 on 2016/09/19 by Jurre.deBaare

	Improved Texture Merging using the Merge Actors Tool
	#feature added simple binning algorithm to be used with texture importance values
	#misc small array indexing copy-paste error
	#jira UE-33823

Change 3130068 on 2016/09/19 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803

Change 3130181 on 2016/09/19 by Jurre.deBaare

	G++ compile errors
	#fix array enum size requires cast to be valid

Change 3130182 on 2016/09/19 by Jurre.deBaare

	Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently

Change 3130250 on 2016/09/19 by Marc.Audy

	Fix flag check indicated by static analysis

Change 3130256 on 2016/09/19 by Benn.Gallagher

	Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
	#jira UE-34796

Change 3130267 on 2016/09/19 by Marc.Audy

	Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes

Change 3130551 on 2016/09/19 by Ben.Zeigler

	Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier

Change 3130564 on 2016/09/19 by Jurre.deBaare

	More CIS fixes

Change 3130572 on 2016/09/19 by Ben.Zeigler

	#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes

Change 3130586 on 2016/09/19 by Ben.Zeigler

	#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different

Change 3130587 on 2016/09/19 by Martin.Wilson

	Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage

	#jira UE-34798

Change 3130694 on 2016/09/19 by Ben.Zeigler

	#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components

Change 3130700 on 2016/09/19 by Ben.Zeigler

	#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally

Change 3130778 on 2016/09/19 by Dan.Reynolds

	WIP Content update for external referencing

Change 3130812 on 2016/09/19 by Marc.Audy

	No longer use inconsistently applied bWantsBeginPlay
	#jira UE-21048

Change 3130876 on 2016/09/19 by Richard.Hinckley

	Fixing comments for documentation purposes.

Change 3131076 on 2016/09/19 by Marc.Audy

	PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
	#jira UE-35625

Change 3131102 on 2016/09/19 by Richard.Hinckley

	Fixing typo that slipped through.

Change 3131254 on 2016/09/19 by Ben.Zeigler

	#jira UE-36162 Remove bad game mode reference

Change 3131396 on 2016/09/19 by Marc.Audy

	Undo CL# 3125974 to fix Fortnite crash until investigation can be done
	#jira -UE-36164

Change 3131846 on 2016/09/20 by Thomas.Sarkanen

	Recording now functional again in blendspace editor

	Blendspaces now use the anim editor base.
	Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
	Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
	Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.

	#jira UE-35843 - Missing record option for Blendspaces

Change 3131921 on 2016/09/20 by Thomas.Sarkanen

	Re-added anim slot manager tab

	Anim slot manager was not added back into the standalone editors when they were split up.

	#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab

Change 3131922 on 2016/09/20 by Thomas.Sarkanen

	Added 'dirty' indicator to asset shortcut bar

	#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar

Change 3131950 on 2016/09/20 by Thomas.Sarkanen

	Animation stepping now functions as it did previously

	Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.

	#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently

Change 3131953 on 2016/09/20 by james.cobbett

	Updating test assets.

Change 3132241 on 2016/09/20 by Martin.Wilson

	Fix crash when importing a pose to pose asset.

	#jira UE-36122

Change 3132417 on 2016/09/20 by Thomas.Sarkanen

	Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)

	A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.

	#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()

Change 3132790 on 2016/09/20 by Ori.Cohen

	Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component

	#JIRA UE-35257

Change 3132795 on 2016/09/20 by Ori.Cohen

	Fix typo where enable swing drive was used for both swing and twist.

	#JIRA UE-35634

Change 3132838 on 2016/09/20 by Ori.Cohen

	Move flush deferred actor to EndPhysics

	#JIRA UE-35899

Change 3133088 on 2016/09/20 by Ori.Cohen

	Back out defer flush change. This requires more thought.

Change 3133185 on 2016/09/20 by Wes.Hunt

	QoS Analytics providers now use the real final Data Router URL #jira UE-30655

Change 3133262 on 2016/09/20 by Wes.Hunt

	HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.

Change 3133266 on 2016/09/20 by Wes.Hunt

	Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.

Change 3133277 on 2016/09/20 by Chris.Evans

	!N Pose asset test

Change 3133504 on 2016/09/20 by dan.reynolds

	Updating WIP Test Content

Change 3133761 on 2016/09/21 by Thomas.Sarkanen

	Fixed 100% crash when killing a husk

	Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.

	#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards

Change 3133766 on 2016/09/21 by Thomas.Sarkanen

	Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected

	The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.

	#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint

Change 3133774 on 2016/09/21 by Danny.Bouimad

	Translation Pose  Driver test assets content/animation/posedrivertests

Change 3133796 on 2016/09/21 by Thomas.Sarkanen

	Added metadata to remove "reset to default" button for certain properties

	Allows removal of the reset button without a cumbersome details customization.
	Fixes crash where a parent struct of an editfixedsize array was reset.

	#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT

Change 3133831 on 2016/09/21 by Jurre.deBaare

	Vert Color Background not contained to Asset's Viewport
	#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
	#jira UE-35052

Change 3133832 on 2016/09/21 by Jurre.deBaare

	Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
	#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
	#jira UE-34629

Change 3133833 on 2016/09/21 by Jurre.deBaare

	Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
	#fix do not wrap around for non-looping negative sampling times :)
	#jira UE-34630

Change 3133834 on 2016/09/21 by Jurre.deBaare

	Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
	#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
	#jira UE-34303

	Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
	#fix recursively add child actor components to include all static meshes
	#jira UE-25187

Change 3133835 on 2016/09/21 by Jurre.deBaare

	Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
	#fix new mesh with removed bottom quad, allowing for see-through from below
	#jira UE-35022

Change 3133836 on 2016/09/21 by Jurre.deBaare

	It isn't clear when a profile is added to the Preview Scene Settings
	#fix selected profile now changes to newly added one
	#jira UE-33848

	Change preview scene profile naming to validate name input in UI instead of PostEditChange
	#fix added ui feedback for duplicate naming
	#misc extra checks for having a correct profile name when adding a new profile
	#jira UE-34078

	Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
	#fix determine correct name by checking existing ones
	#jira UE-33898

Change 3133838 on 2016/09/21 by Jurre.deBaare

	Prevent preview scene assets being loaded in game (proper fix)
	#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
	#jira UE-36082

Change 3133839 on 2016/09/21 by Jurre.deBaare

	Moving over UE-35254 from 4.13.1

Change 3133840 on 2016/09/21 by Jurre.deBaare

	Moving over UE-35639 from 4.13.1

Change 3133844 on 2016/09/21 by Jurre.deBaare

	Alembic import causing a crash

	#jira UE-35551
	#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix

	#jira UE-35451
	#fix handle case where we imported an empty object in the Geometry cache path

	#misc alembic importer signature change
	#misc typo in function signature

Change 3133951 on 2016/09/21 by Mieszko.Zielinski

	Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4

Change 3134014 on 2016/09/21 by Jon.Nabozny

	#rn Ensure the runaway loop counter gets reset when processing parallel animation.

	#jira UE-33946

Change 3134032 on 2016/09/21 by Jurre.deBaare

	Remove comments

Change 3134100 on 2016/09/21 by James.Golding

	UE-35300 Support UV traces for UV on BSP

Change 3134103 on 2016/09/21 by Lukasz.Furman

	fixed NavLinkProxy not working correctly in PIE
	#jira UE-36194

Change 3134104 on 2016/09/21 by James.Golding

	UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts

Change 3134106 on 2016/09/21 by James.Golding

	UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts

Change 3134109 on 2016/09/21 by James.Golding

	UE-35813 Don't do srgb conversion for proc mesh vertex colors
	UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting

Change 3134145 on 2016/09/21 by Mieszko.Zielinski

	Fixed persistent BB key changes not getting propagated to child BB assets #UE4

Change 3134296 on 2016/09/21 by Lukasz.Furman

	fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
	copy of CL# 3133219

Change 3134390 on 2016/09/21 by mason.seay

	Blueprint for collision bug repro

Change 3134517 on 2016/09/21 by Mieszko.Zielinski

	CIS fix #UE4

Change 3134746 on 2016/09/21 by Ben.Zeigler

	Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
	Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe

Change 3134850 on 2016/09/21 by Ben.Zeigler

	Fix PlatformShowcase warnings

Change 3134852 on 2016/09/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107

Change 3134853 on 2016/09/21 by Marc.Audy

	Resolve of reimport portions

Change 3134857 on 2016/09/21 by Marc.Audy

	Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework

Change 3135002 on 2016/09/21 by Ori.Cohen

	Fix compiler errors

Change 3135147 on 2016/09/21 by dan.reynolds

	AEOverview Test WIP Update

Change 3135168 on 2016/09/21 by Wes.Hunt

	Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
	#jira UE-36211

Change 3135216 on 2016/09/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156

Change 3135238 on 2016/09/21 by Aaron.McLeran

	UE-36288 Fixing concurrency resolution stop quietest

Change 3135257 on 2016/09/21 by Ben.Zeigler

	Fix Orion version of OnlineGameFramework plugin

Change 3135258 on 2016/09/21 by Ben.Zeigler

	Other Orion GameMode fixes

Change 3135290 on 2016/09/21 by dan.reynolds

	AEOverview test map skeleton complete with comments per Nick BB request

Change 3135323 on 2016/09/21 by dan.reynolds

	Update to AEOverview test maps

Change 3135385 on 2016/09/21 by Marc.Audy

	Fix static analysis warnings in automation tests

Change 3135634 on 2016/09/22 by Thomas.Sarkanen

	Remove duplicated details customization

	Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.

Change 3135660 on 2016/09/22 by Thomas.Sarkanen

	CIS fix: Fixed deleted file still being included.

Change 3135949 on 2016/09/22 by Thomas.Sarkanen

	Fixed (another) crash with invalid curve data when an anim instance is GCed

	Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.

	#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()

[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
Marc Audy
571bf8847e Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004)
#rb None
#lockdown Nick.Penwarden

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

Change 3021479 on 2016/06/21 by Marc.Audy

	Fix child actor properties set in the parent's construction script from being wiped out (4.12)
	#jira UE-31956

Change 3021703 on 2016/06/21 by Marc.Audy

	Fix crash due to copying properties to registered components and then reregistering them. (4.12)
	#jira UE-31973

Change 3022105 on 2016/06/21 by Jeremy.Ernst

	-new test assets for James for PSD node

Change 3022621 on 2016/06/22 by James.Golding

	Add AnimBP for testing PSD

Change 3022622 on 2016/06/22 by James.Golding

	Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes

Change 3022656 on 2016/06/22 by James.Golding

	UE-30537 Fix solid collision geom drawing not working when mirrored

Change 3022657 on 2016/06/22 by James.Golding

	Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash)

Change 3022663 on 2016/06/22 by James.Golding

	UE-31283 Additional extensibility for anim and physics
	PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology)

Change 3022683 on 2016/06/22 by James.Golding

	- Change OrientationDriver to always use PoseAsset for target poses
	- Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead

Change 3022891 on 2016/06/22 by mason.seay

	Test asset for component hit

Change 3023203 on 2016/06/22 by mason.seay

	Updated map to use more noticeable sound assets

Change 3023335 on 2016/06/22 by Marc.Audy

	Use AddReferencedObjects instead of iterating array manuallly

Change 3023351 on 2016/06/22 by Ori.Cohen

	Fix the case where physics hit events were passing the wrong component's bone info to the hit event.

	#JIRA UE-32376

Change 3023368 on 2016/06/22 by mason.seay

	Renamed actors in World Outliner

Change 3023425 on 2016/06/22 by mason.seay

	Moved asset to new folder and fixed deprecated node

Change 3023429 on 2016/06/22 by mason.seay

	Disabled collision on proc mesh

Change 3023553 on 2016/06/22 by Jon.Nabozny

	Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477.

	#JIRA UE-31670

Change 3024669 on 2016/06/23 by James.Golding

	Update PSD test assets (removing unused)

Change 3024864 on 2016/06/23 by Marc.Audy

	Audio Threading!

Change 3024877 on 2016/06/23 by James.Golding

	PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro)

Change 3024880 on 2016/06/23 by James.Golding

	PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem)

Change 3024939 on 2016/06/23 by James.Golding

	- Add SwingOnly options to OrientationDriver
	- Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h
	- Calculate gaussian radius per pose, not globally

Change 3024940 on 2016/06/23 by James.Golding

	PoseAsset editor improvements
	- Replace pose edit box with inline-editable style (with validation)
	- Add filter highlight
	- Show curve values for each pose when selected
	- Add different background for curve list
	- Filter box only searches pose list, moved location to indicate that

Change 3024949 on 2016/06/23 by James.Golding

	Small update to PSD test AnimBP

Change 3025002 on 2016/06/23 by Ori.Cohen

	Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate.

	#JIRA UE-32219

Change 3025214 on 2016/06/23 by mason.seay

	Updated Character Movement Map

Change 3025319 on 2016/06/23 by Ori.Cohen

	Make sure changing skeletal mesh updates the bone index on body instances already created.

Change 3025435 on 2016/06/23 by Ori.Cohen

	Fix welded bodies not updating their collision profile when calling SetCollisionProfile

	#JIRA UE-32394

Change 3025581 on 2016/06/23 by mason.seay

	Test asset for slicing procedural mesh

Change 3026483 on 2016/06/24 by Marc.Audy

	Don't reschedule multiple times tick functions used as prerequisites
	#jira UE-32414

Change 3026498 on 2016/06/24 by mason.seay

	Updating blueprint for bug repro

Change 3026547 on 2016/06/24 by Thomas.Sarkanen

	Fixed crash in FKismetDebugUtilities::GetWatchText()

	Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html

Change 3026598 on 2016/06/24 by James.Golding

	Double clicking on poses now toggles them between 1.0 and 0.0 strength

Change 3026768 on 2016/06/24 by Marc.Audy

	Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings
	#jira UE-32468

Change 3026802 on 2016/06/24 by Lina.Halper

	#Pose Asset work

	# additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it
	 - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3
	 - When apply the scale to base, it should multiply [additive scale + 1 ]  where additive scale is [targetscale/sourcescale - 1]
	 - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp

	# pose asset preview fix
	 - made sure it adds to curve, so you don't have to use delegate to apply
	 - PreviewOverride is now added to output curve, so we don't have to apply that curve later
	 - only reason of anim instance delegate is now for normal anim blueprint.

	#pose asset change
	 - Curve extraction happens with ExtractContext, the output curve is stricly output curve
	 - Pose Asset supports Shrink now, but only shrink if full pose
	 - Added PoseHandler to handle most of common stuff between different pose nodes
	 - Still have to work on how to update pose asset - wip
	 - todo: clean up single node player to handle pose asset in a function

	#code review:Martin.Wilson, James.Golding

Change 3026978 on 2016/06/24 by Lina.Halper

	- Delete DrivePose Curve type
	- Renamed TriggerEvent to DriveAttribute for consistency
	- Replaced drive pose to drive attribute
	  - right now it can't have 0 curve type flags, so everything is DriveAttribute

	#code review: James.Golding, Martin.Wilson

Change 3027113 on 2016/06/24 by mason.seay

	Test Pose Assets

Change 3027454 on 2016/06/24 by Aaron.McLeran

	UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize

	https://answers.unrealengine.com/questions/441080/audio-crash.html
	http://crashreporter/Crashes/Show/5689478

Change 3027519 on 2016/06/24 by Lina.Halper

	Reverted FTransform name change as that causes compile errors due to lack of deprecated messages

	- not worth to keep the old functions and add new one

	#code review: Martin.Wilson

Change 3027887 on 2016/06/25 by Lina.Halper

	Fix clang build warning

Change 3028703 on 2016/06/27 by Lukasz.Furman

	gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active
	#ue4

Change 3028792 on 2016/06/27 by Lukasz.Furman

	compilation fix for gameplay debugger

Change 3028950 on 2016/06/27 by Lukasz.Furman

	compilation fix for gameplay debugger

Change 3029003 on 2016/06/27 by Ori.Cohen

	Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation

Change 3029019 on 2016/06/27 by Lina.Halper

	Update pose from source asset

Change 3029094 on 2016/06/27 by Marc.Audy

	If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true.

Change 3029308 on 2016/06/27 by Jeremy.Ernst

	-adding test animation for PSD node. Has morphs built in to compare against driver result

Change 3029372 on 2016/06/27 by Marc.Audy

	Fix compile error after merge
	Also just fix the logic to be explicit rather than using suppression for static analysis warning

Change 3029493 on 2016/06/27 by Ori.Cohen

	Move PhysicsAsset.h out of public engine header.

Change 3029550 on 2016/06/27 by Lina.Halper

	Fix crash with Nan when additive blending of poses\

Change 3029659 on 2016/06/27 by Aaron.McLeran

	Adding new minor feature to add new concurrency mode

	- stop by lowest priorty but prevent new rather than stop oldest.

Change 3029673 on 2016/06/27 by Aaron.McLeran

	#JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found.

	Implementation in CL 3024124

Change 3030470 on 2016/06/28 by Ori.Cohen

	Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING

	#JIRA UE-32561

Change 3030586 on 2016/06/28 by Lina.Halper

	Preview curve fix from anim curve viewer

	#code review: Martin.Wilson

Change 3031054 on 2016/06/28 by Aaron.McLeran

	#jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework

Change 3031535 on 2016/06/28 by mason.seay

	Re-saving concurrency asset

Change 3031691 on 2016/06/28 by Marc.Audy

	Fix stat sounds not turning on correctly unless a sort was specified
	#jira UE-32597

Change 3031883 on 2016/06/28 by Zak.Middleton

	#ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments.

Change 3031898 on 2016/06/28 by Zak.Middleton

	#ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes).

	#udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html

Change 3032539 on 2016/06/29 by Marc.Audy

	Don't destroy AudioDevices before draining audio commands and stopping audio thread
	#jira UE-32611

Change 3032633 on 2016/06/29 by Marc.Audy

	In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic.
	#jira UE-32574

Change 3032644 on 2016/06/29 by Lina.Halper

	- Fixed issue where pose node evaluator doesn't show up in the menu with asset
	  - it showed twice of pose node (none) - jira UE-32358

	- Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly
	   - jira UE-32359

	- support create pose menu from create asset - UE-32596
	 - added create pose asset from current pose

	- update source should refresh list - UE-32576

	- fixed blendspace to be in the blendspaces category

Change 3032847 on 2016/06/29 by Tom.Looman

	Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics.
	Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison.

	#jira UE-32103

Change 3033124 on 2016/06/29 by Jon.Nabozny

	Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated.

	#JIRA: UE-13673

Change 3033155 on 2016/06/29 by Lina.Halper

	- montage is playing and montage is pure
	- made montage parameter to be mostly const (except play), and made it consistently pointer

Change 3033157 on 2016/06/29 by Lina.Halper

	Check in missing file

Change 3033456 on 2016/06/29 by Lukasz.Furman

	fixed path following changes broken by merge
	#ue4

Change 3033956 on 2016/06/30 by bruce.nesbit

	PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87)

	#test PIE

Change 3034019 on 2016/06/30 by Benn.Gallagher

	Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance.
	Caveats:
	    - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance.

	#jira UEFW-1

Change 3034085 on 2016/06/30 by Benn.Gallagher

	Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together.

Change 3034162 on 2016/06/30 by Martin.Wilson

	Refactor bone reference widget so that selection tree can be used seperately

Change 3034205 on 2016/06/30 by Lina.Halper

	#ANIM: fix issue with addiitve blending with non-full weight applying wrong scale

	#jira: UE-32643, UE-32593

Change 3034339 on 2016/06/30 by James.Golding

	Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab

Change 3034426 on 2016/06/30 by Martin.Wilson

	CIS Fix

Change 3034629 on 2016/06/30 by Lina.Halper

	Support non-zero curves to be stippred out upon importing

Change 3035863 on 2016/07/01 by Marc.Audy

	When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0
	#jira UE-31344

Change 3035916 on 2016/07/01 by Jon.Nabozny

	Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124

Change 3035973 on 2016/07/01 by Lukasz.Furman

	fixed hash function for FRecastDebugPathfindingNode
	#ue4

Change 3036024 on 2016/07/01 by Zak.Middleton

	#ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache().

Change 3036157 on 2016/07/01 by Marc.Audy

	Protect against running commands on game thread when the audio device has already been freed
	#jira UE-32611

Change 3036178 on 2016/07/01 by Marc.Audy

	Don't bitpack the gamethread specific boolean.

Change 3036906 on 2016/07/04 by bruce.nesbit

	Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE)

	#tests Compiled

Change 3036929 on 2016/07/04 by James.Golding

	UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw

Change 3036930 on 2016/07/04 by James.Golding

	UE-30414 Move constraint warnings to Message Log

Change 3036931 on 2016/07/04 by James.Golding

	PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus)

Change 3037123 on 2016/07/04 by Ori.Cohen

	Added physical animation preview in PhAT as well as physical animation profiles.

Change 3037420 on 2016/07/05 by Jurre.deBaare

	Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds)
	#jira UE-32771

Change 3037702 on 2016/07/05 by Thomas.Sarkanen

	Copying change 3037701 from Release-4.12:

	Fixed crash when viewing uncompressed animation

	Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor.

	#jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona

Change 3037837 on 2016/07/05 by Marc.Audy

	sound stats will now still be displayed when creating a new audio device
	#jira UE-32743

[CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
Marc Audy
eb44cd9882 Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden
#rb None

[CL 3016298 by Marc Audy in Main branch]
2016-06-16 11:54:44 -04:00
Marc Audy
67e3197eff Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666)
#lockdown Nick.Penwarden

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

Change 2945310 on 2016/04/15 by Jon.Nabozny

	Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked.
	#JIRA UE-29368

Change 2945490 on 2016/04/15 by Jon.Nabozny

	Remove extraneous changes introduced in CL-2945310.

Change 2946706 on 2016/04/18 by James.Golding

	Checkin of slice test assets

Change 2947895 on 2016/04/19 by Benn.Gallagher

	PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom)
	#jira UE-29567

Change 2947944 on 2016/04/19 by Benn.Gallagher

	Fixed a few extra needless bone container copies

Change 2948279 on 2016/04/19 by Marc.Audy

	Add well defined Map and Set Property names

Change 2948280 on 2016/04/19 by Marc.Audy

	Properly name parameters

Change 2948792 on 2016/04/19 by Marc.Audy

	Remove unused ini class name settings

Change 2948917 on 2016/04/19 by Aaron.McLeran

	UE-29654 FadeIn invalidates Audio Components in 4.11

Change 2949567 on 2016/04/20 by James.Golding

	- Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half
	- Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used
	- Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace.
	- Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary
	- Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function

Change 2950482 on 2016/04/20 by Aaron.McLeran

	FORT-22973  SoundMix Fade Time not fading audio properly

	- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.

Change 2951102 on 2016/04/21 by Thomas.Sarkanen

	Un-deprecated blueprint functions for attachment/detachment

	Renamed functions to <FuncName> (Deprecated).
	Hid functions in the BP context menu so new ones cant be added.

	#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.

Change 2951173 on 2016/04/21 by James.Golding

	Fix cap geom generation when more than one polygon is generated
	Fix CIS warning in KismetProceduralMeshLibrary.cpp

Change 2951334 on 2016/04/21 by Osman.Tsjardiwal

	Add CapMaterial param to SliceProceduralMesh util

Change 2951528 on 2016/04/21 by Marc.Audy

	Fix spelling errors in comments

Change 2952933 on 2016/04/22 by Lukasz.Furman

	fixed behavior tree getting stuck on instantly finished gameplay tasks
	copy of CL# 2952930

Change 2953948 on 2016/04/24 by James.Golding

	Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor)

Change 2954558 on 2016/04/25 by Marc.Audy

	Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp
	#jira UE-29038

Change 2954865 on 2016/04/25 by Aaron.McLeran

	UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.

Change 2955009 on 2016/04/25 by Zak.Middleton

	#ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf.

Change 2955878 on 2016/04/26 by Benn.Gallagher

	[Epic Friday] - Added spherical constraints to anim dynamics

Change 2956380 on 2016/04/26 by Lina.Halper

	PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance)

Change 2956383 on 2016/04/26 by Lina.Halper

	Fixed to match coding standard

Change 2957866 on 2016/04/27 by Zak.Middleton

	#ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log.

	- Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update.

	- "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging.

	#tests QA-Surfaces multiplayer, walking in to moving objects and pawns.

Change 2957953 on 2016/04/27 by Aaron.McLeran

	UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.

Change 2958011 on 2016/04/27 by Jon.Nabozny

	CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results.
	#JIRA UE-29525

Change 2958321 on 2016/04/27 by Lukasz.Furman

	path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests

Change 2959506 on 2016/04/28 by Aaron.McLeran

	PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)

Change 2959686 on 2016/04/28 by Marc.Audy

	Correctly handle multiple viewpoints when significance is being sorted descending

Change 2959773 on 2016/04/28 by Marc.Audy

	Fix shadowing warning

Change 2959785 on 2016/04/28 by Aaron.McLeran

	UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances

Change 2960852 on 2016/04/29 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738

Change 2960946 on 2016/04/29 by Marc.Audy

	Fix post merge compile error

Change 2962501 on 2016/05/02 by Marc.Audy

	Remove interim GetMutableAttach accessors and use the variables directly now that they are private

Change 2962535 on 2016/05/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478

Change 2962578 on 2016/05/02 by Marc.Audy

	Switch ObjectGraphMove to using UserFlags instead of custom move data

Change 2962651 on 2016/05/02 by Marc.Audy

	VS2015 shadow variable fixes

Change 2962662 on 2016/05/02 by Lukasz.Furman

	deprecated old implementation of gameplay debugger
	#jira UE-30011

Change 2962919 on 2016/05/02 by Marc.Audy

	VS2015 shadow variable fixes

Change 2963475 on 2016/05/02 by Mieszko.Zielinski

	Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4

	#jira UE-30176

Change 2964098 on 2016/05/03 by Marc.Audy

	Spelling fix

Change 2964099 on 2016/05/03 by Marc.Audy

	VS2015 shadow variable fixes

Change 2964156 on 2016/05/03 by Marc.Audy

	VS2015 shadow variable fixes

Change 2964272 on 2016/05/03 by Marc.Audy

	VS2015 Shadow Variable fixes

Change 2964395 on 2016/05/03 by Marc.Audy

	VS2015 Shadow Variable Fixes

Change 2964460 on 2016/05/03 by Marc.Audy

	Reschedule coolingdown tick functions during pause frames.
	#jira UE-30221

Change 2964666 on 2016/05/03 by Marc.Audy

	Fix shipping compile error

[CL 2964775 by Marc Audy in Main branch]
2016-05-03 15:44:33 -04:00
Marc Audy
4c41590c3d Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski

	Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4

	This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.

	#rb Lukasz.Furman

Change 2828384 on 2016/01/14 by Mieszko.Zielinski

	Back out of visual log refactor done as part of CL#2821607 #UE4

Change 2869215 on 2016/02/16 by Marc.Audy

	Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior
	#rb Bruce.Nesbit
	#jira UE-26417

Change 2869404 on 2016/02/16 by Ori.Cohen

	Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood.

	#rb Lina.Halper

Change 2870062 on 2016/02/17 by Jurre.deBaare

	Name parameter driven by bone controller
	#JIRA UE-25997
	#rb Thomas.Sarkanen

Change 2870280 on 2016/02/17 by Mieszko.Zielinski

	Vis log category handling fixes #UE4

	Also, a minor cleanup

	#rb Lukasz.Furman

Change 2871729 on 2016/02/18 by James.Golding

	UE-26663 Fix 'LOD For Collision' display name
	#rb thomas.sarkanen

Change 2871730 on 2016/02/18 by James.Golding

	UE-26580 Make ECollisionEnabled a BlueprintType
	UE-25373 Add a MakeHitResult node
	#rb thomas.sarkanen

Change 2871732 on 2016/02/18 by James.Golding

	UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API.
	#rb ori.cohen

Change 2872022 on 2016/02/18 by Lukasz.Furman

	gameplay debugger refactor
	#ue4

Change 2872082 on 2016/02/18 by Lukasz.Furman

	enabled old gameplay debugger as default one for now
	it will be deprecated with next version after testing in game projects
	#ue4

Change 2872390 on 2016/02/18 by Aaron.McLeran

	OR-15041 (CPU) Hitches due to audio decompression on Windows

	1) Moving ogg-vorbis file info parsing into a worker thread
	 - stat dumphitches now shows the vorbis stuff totally gone

	2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback

	#rb marc.audy

Change 2872418 on 2016/02/18 by Mieszko.Zielinski

	Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4

	#rb Lukasz.Furman

Change 2872446 on 2016/02/18 by Aaron.McLeran

	Using cached value of ActualVolume in GetVolumeWeightedPriority

Change 2872770 on 2016/02/18 by Aaron.McLeran

	QAGame testing content for audio testing.

	Going to create a folder with specific sub-system testing maps for audio

Change 2873733 on 2016/02/19 by Jurre.deBaare

	- HLOD generated assets are now saved into a separate package instead of inside of the level asset
	#rb Ori.Cohen

Change 2873828 on 2016/02/19 by Ori.Cohen

	Distributions that bake out no longer load in cooked build.

	#JIRA UE-27126
	#rb Olaf.Piesche, Nick.Penwarden

Change 2874623 on 2016/02/19 by Aaron.McLeran

	UE-27131 Support for changing sound class volumes dynamically

	- new BP function to override a sound mix sound class adjuster
	- cleanup of AudioDevice.h and AudioDevice.cpp
	   - removing unnecessarily forward declares on various types
	   - removing unnecessary spaces and (void) params, etc

Change 2874922 on 2016/02/20 by Mieszko.Zielinski

	Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4

	#jira OR-15292
	#rb none

Change 2875838 on 2016/02/22 by Benn.Gallagher

[CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Michael Noland
7fec532e26 Animation: Added a remap range to the bone driven controller when clamping is enabled, and added a note about the driven bone space
[CL 2619198 by Michael Noland in Main branch]
2015-07-13 19:53:41 -04:00
Michael Noland
2d953ade9f Animation: Improved bone driven controllers
- One driver value can now drive multiple components
- How a component is driven is now configurable (add to input, replace, add to ref pose and replace)
- The range limit is now defined on the input (before the multiplier is applied) rather than the output (existing ranges are fixed up on load)
- New details customization to make working with the node easier
- Individual scale components can now be a driver or one of the driven components, rather than just the max component of scale
- The node title now displays the driving equation (e.g., driven.rotation.z = -0.5 * driver.rotation.x)

Animation: Added a custom version for AnimGraph/AnimGraphRuntime usage

Upgrade Note: The exact behavior of the original node was not preserved, but there are now more configuration options, so please revisit any uses of bone driven controllers in your animation blueprints

[CL 2606968 by Michael Noland in Main branch]
2015-06-30 22:25:56 -04:00
Michael Noland
6a27c42041 Animation: Various improvements to the bone driven controller
- Added support for using a curve to map from input range to output range
- Added compilation warnings when a bone or component still needs to be selected
- Added a customization to hide the range/multipler when using a curve, and gated editing of the range based on bUseRange
- Minor optimization to evaluation speed
- Reorganized the properties into logical groups (Source/Driver, Mapping, Destination/Driven)

[CL 2591125 by Michael Noland in Main branch]
2015-06-17 18:54:05 -04:00
Michael Noland
7c0f5172ac Animation: Started moving animation nodes out of Engine into a new AnimGraphRuntime module
- Moved all skeletal control nodes to start out

Upgrade Note: Modules containing custom animation nodes will need to have a dependency on the new "AnimGraphRuntime" module added to their Build.cs file
#codereview lina.halper

[CL 2582755 by Michael Noland in Main branch]
2015-06-10 10:57:15 -04:00