#rb none
#ROBOMERGE-OWNER: matt.kuhlenschmidt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 11382968 via CL 11382988 via CL 11382990
#ROBOMERGE-BOT: (v654-11333218)
[CL 11383722 by matt kuhlenschmidt in Main branch]
#jira UE-88368
#rb chris.gagnon, rex.hill
#ROBOMERGE-SOURCE: CL 11339223 via CL 11345303 via CL 11345519
#ROBOMERGE-BOT: (v654-11333218)
[CL 11345711 by rex hill in Main branch]
Changed the way details panels handle multiple root objects. The filter can now specify this without setting a specific flag on a details panel at creation time.
[CODEREVIEW] chris.gagnon
#ROBOMERGE-OWNER: matt.kuhlenschmidt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 11308033 via CL 11308037 via CL 11308040
#ROBOMERGE-BOT: (v653-11302973)
#rb none
[CL 11310703 by matt kuhlenschmidt in Main branch]
#rnx
#rb none
#ROBOMERGE-SOURCE: CL 10869240 via CL 10869516 via CL 10869902
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870584 by ryan durand in Main branch]
#jira UE-62145
#Android
#rb Jack.Porter
The error message should not appear anymore when opening the Project Settings, only when changing the bundle id or the team name in Project Settings/iOS
[CL 4564673 by Sorin Gradinaru in Dev-Mobile branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3821754 by Jamie.Dale
[Python] Class property conversion now goes through NativizeClass/PythonizeClass
This allows it to coerce from Python wrapped object types
Change 3833107 by Patrick.Boutot
Added functions to fill an existing DataTable from an existing CSV/JSON file.
Change 3835044 by Aaron.Carlisle
Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename.
Change 3835466 by Patrick.Boutot
Hide function from Python that need special compile command to be executed by the VM.
Change 3839237 by Jamie.Dale
Added a way to inspect the full chain of properties that are currently being serialized by an archive
You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct).
Change 3839974 by Jamie.Dale
Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else
Change 3842311 by Jamie.Dale
Fixing potential null level assert
Change 3842313 by Jamie.Dale
Updated settings editor to handle external properties
Change 3842316 by Jamie.Dale
Allowing a console command to be given to GEditor/GEngine even if there's a player
CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue.
Change 3842867 by Jamie.Dale
Added a way to generate diffs from editor transactions
The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted.
These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events.
Change 3844428 by Patrick.Boutot
Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script.
Change 3845966 by Jamie.Dale
Added support for minimal game RPC worlds
These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world)
Change 3848844 by Patrick.Boutot
Expose EComponentMobility to blueprint.
Change 3854616 by Patrick.Boutot
Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise.
Change 3856650 by Jamie.Dale
Fixed a bug where transaction finalization could miss changes since the last snapshot
Change 3864951 by Patrick.Boutot
Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed.
Change 3867158 by JeanMichel.Dignard
UBT
- Added the ability for dll programs to export symbols.
#jira UEENT-541
Change 3872342 by Jamie.Dale
Merging static analysis fixes from 4.19
Change 3879305 by Jamie.Dale
Improved the processing of py files from exec commands
The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments.
Change 3879306 by Jamie.Dale
Added a minimal commandlet for invoking Python scripts
Change 3881631 by Jamie.Dale
Added basic RTTI to Python meta-data types
Change 3885384 by Jamie.Dale
[Python] Prevent glue code using reserved names
Change 3888957 by Patrick.Boutot
In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject.
The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing.
Change 3888961 by Patrick.Boutot
Fix FInterval::IsValid return type.
Change 3888980 by Patrick.Boutot
Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948.
Change 3889165 by Patrick.Boutot
Fix build. Missing include for Timespan. Introduce with CL 3888980.
Change 3889261 by Jamie.Dale
[Python] Fixing some more name conflicts in generated code
Change 3889504 by Darren.Pegg
Add option to change PreferredPixelFormat
Change 3891193 by Patrick.Boutot
Fix build. Missing include for Interval. Introduce with CL 3888980.
Change 3897108 by Patrick.Boutot
TTinterval use it own traits. Create a Interval traits for Timespan.
#jira UEENT-947
Change 3899669 by Jamie.Dale
Fixed Functions sometimes being exposed to Python as if they were Structs
Change 3900692 by Jamie.Dale
Removed some boilerplate associated with wrapping a basic type to Python
You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example)
Change 3901066 by conan.reis
UE4 editor script bindings (Cobra) and helper functions for version control
- exposed SourceControl class with common source control methods and associated SourceControlState structure
- commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard)
- commands store any errors in a shared error text object which is optionally printed to the error log
- renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile()
- included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages.
Change 3901388 by Jamie.Dale
Minimal Slate hooks for Python
Change 3901456 by Jamie.Dale
Added missing file
Change 3901549 by Jamie.Dale
Removing some more Windows defines that were causing build issues
Change 3904518 by conan.reis
Source Control
- ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider
Change 3905612 by Francis.Hurteau
Optimize RemoveDuplicates somewhat using a TSet
#jira UEENT-217
Change 3912626 by Jamie.Dale
Fixed ShouldExcludeDerivedClasses option not working
RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering.
Change 3917739 by Jamie.Dale
Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget
Change 3917744 by Jamie.Dale
Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name
Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime.
Change 3918832 by Jamie.Dale
Removed field iteration from Python function calls
We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields.
Change 3920648 by Patrick.Boutot
Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen.
Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization.
Change 3921396 by Jamie.Dale
Split up the generated type data to correspond to the type being wrapped
A lot of types can just use the minimal set, but classes and structs have some extra data.
Change 3921619 by conan.reis
- add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again.
- also added result info to FSourceControlWindows::PromptForCheckin()
#jira UE-55255
Change 3921624 by conan.reis
Removed Source Control common files from pre compiled header
- main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp
- remaining files have includes changed to accomodate
Change 3921958 by conan.reis
Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619
Change 3922740 by conan.reis
Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion.
They were previously removed in CL3921624
Change 3923375 by Jamie.Dale
Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings
Change 3926547 by Jamie.Dale
Added support for struct method "hoisting"
This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python.
Change 3927050 by conan.reis
Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers
#JIRA UE-55256
Change 3929268 by conan.reis
- fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected
- removed Perforce error message about file folders outside of the workspace client mappings
- clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled()
#JIRA UE-55254
Change 3931024 by Rex.Hill
Expose FBX and Texture import to python
Change 3931273 by Rex.Hill
Hide re-import slate notification pop-up during python automated asset import
Change 3931368 by Jamie.Dale
Stopped bools coercing to numeric types in Python nativization
Change 3931374 by Jamie.Dale
Added support for struct math operator "hoisting"
This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python.
Change 3932586 by Rex.Hill
Removed file read into unused memory buffer during Fbx import
Change 3934308 by Jamie.Dale
Added a public interface for the Python plugin
Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log.
Change 3935088 by conan.reis
- Added info/warning and error message storage to all the source control operation structures so additional information can be made available.
- Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion.
#JIRA UE-55257
Change 3936668 by Rex.Hill
#jira UE-55985
Avoid re-allocation of memory buffer holding file bytes during asset import
Change 3940596 by Rex.Hill
#jira UE-55989 Optimize skeletal mesh import performance scaling
Overlapping vertex check was O (N^2)
100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds
Change 3942629 by Rex.Hill
#jira UE-55995 Read fbx file only once during import
Fixes a memory leak of FbxScene and reduces wait time during import.
Change 3942884 by Rex.Hill
Python asset import can now customize destination asset name
Change 3946278 by Jamie.Dale
Added stricter conversion for math operator arguments
PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion.
This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads).
Change 3948455 by Jamie.Dale
Added generic Tick function to FPythonScriptPlugin
This can also handle init logic for after the engine is fully initialized
Change 3948888 by Jamie.Dale
Added settings for the Python plugin
You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings).
Change 3948982 by Jamie.Dale
Fixed Python 3 build error caused by CObject being removed in Python 3.2
Change 3949614 by Francis.Hurteau
Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer
#jira UEENT-1053
Change 3950829 by Rex.Hill
Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION
Change 3953452 by Jamie.Dale
Fixed some dependencies
Change 3953645 by Jamie.Dale
Fixed Python parameter packing treating bool output paramers as potential return values
void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool.
Change 3953850 by Jamie.Dale
Fixed doc string generation for a function with multiple output paramters and no return value
Change 3954279 by Jamie.Dale
Initial support for exposing deprecated properties and functions to Python
This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left.
Change 3954922 by Rex.Hill
Expose UnloadPackages to python
Change 3955209 by Jamie.Dale
Initial support for exposing deprecated classes to Python
Change 3955248 by Jamie.Dale
Added a way to load Unreal modules via Python
unreal.load_module("modulename")
Change 3955561 by Rex.Hill
Expose asset export to python
Change 3956068 by Rex.Hill
Linux compile fix.
Change 3960449 by Rex.Hill
Fix automated test using bCombineMeshes
Change 3960495 by Patrick.Boutot
Add a temporary menu to show the MetaData of an asset.
The menu will need to be updated to have a look and feel of the Detail View and support edition at one point.
Change 3961599 by Rex.Hill
Reduced peak memory during import of meshes related to duplicate vertex tracking
Change 3962104 by Rex.Hill
Disable import mesh overlapping corners memory optimization to because it can change uv generation
Change 3962507 by Rex.Hill
Fix uv generation
Change 3965285 by Rex.Hill
Add support for FBX export as ASCII
#jira UE-56465
Change 3965287 by Rex.Hill
Forgotten file, fbx export as ascii
Change 3966772 by Simon.Tourangeau
Fix MaterialExpressionFunctions for ExternalTexture support
Change 3967014 by Jamie.Dale
Added a way to get the CDO in Python
Wrapped objects now have a get_default_object class method
Change 3967151 by Jamie.Dale
Added stats to track Python generation time
Change 3968006 by Simon.Therriault
Media Samples
- Removed Locks and Min/Max SampleTime from queues
- Added methods to fetch NextSampleTime and SampleCount in queues
- Added MediaSource base class for players that want to be time synchronized
#jira UEENT-948
Change 3969119 by Patrick.Boutot
Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other.
[CL 3972277 by Simon Tourangeau in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3623004 by Ben.Marsh
Fix RemoteExecutor not taking the remote machine specs into account.
Change 3623172 by Ben.Marsh
UGS: Fix "More Info..." button not using P4 server override.
Change 3628820 by Ben.Marsh
PR #3979: Get working directory from task element, not tool node (Contributed by nullbus)
Change 3630424 by Graeme.Thornton
Make the AES key parameter const in FAES::EncryptData()
Change 3632786 by Steve.Robb
FString constructor fixed to not take an ignored void* parameter, which can be misleading.
Change 3639534 by Ben.Marsh
Remove old P4.NET library. Doesn't seem to be used by anything.
Change 3640536 by Steve.Robb
GitHub #4007 : Delete unnecessary specialization of MakeArrayView
#jira UE-49617
Change 3641155 by Gil.Gribb
UE4 - Speculative fix for problem with summary reading in FAsyncArchive2.
Change 3643932 by Ben.Marsh
Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument).
Change 3644825 by Ben.Marsh
Use VSWHERE to find the location of MsBuild.exe, if available.
https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645
Change 3647395 by Ben.Marsh
Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options.
Change 3650300 by Ben.Marsh
UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis.
Change 3650856 by Robert.Manuszewski
Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread
Change 3651022 by Gil.Gribb
UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher.
Change 3658331 by Steve.Robb
Fix for the parsing of large integer values.
Change 3661958 by Gil.Gribb
UE4 - Fixed rare hang in task graph.
Change 3664021 by Robert.Manuszewski
Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy
See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html
Change 3664254 by Steve.Robb
Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports.
Change 3664436 by Steve.Robb
Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads.
Change 3666461 by Graeme.Thornton
Improvements to signing/encryption key embedding and runtime access
- Changed method of embedding key into the executable to make it more secure
- Added FAESKey class to wrap a 32 byte key
Change 3666462 by Graeme.Thornton
Cut ShooterGame AES key down to 32 characters
Change 3677560 by Ben.Marsh
PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn)
Change 3683534 by Steve.Robb
Refactoring of enum/struct lookup during hot reload.
Change 3683754 by Steve.Robb
Alignment fixes to allow int64 on 32-bit platforms
Support for integral types in IsAligned.
Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types.
Some fixes to existing code.
Change 3686670 by Steve.Robb
Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS.
Change 3687540 by Ben.Marsh
Fix all UBT/UAT output going to stderr rather than stdout.
Change 3688931 by Gil.Gribb
UE4 - Critical fix for a rare race condition in the pak file async IO layer.
Change 3690000 by Graeme.Thornton
Manual copy of 4.18 CL 3687869
Make UBT include the destination INI file for a given hierarchy if it exists
Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name
Change 3690030 by Graeme.Thornton
VSCode fixes
- Source Code Accessor plugin changes. Add new interface method to open a solution at a given path
- GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for
- Various fixes for vscode project file generation
#jira UE-50554
Change 3690885 by Steve.Robb
Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>.
Change 3691052 by Steve.Robb
Free stats thread on shutdown.
Change 3695138 by Steve.Robb
AsConst helper function added.
Change 3696627 by James.Hopkin
Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr
(review-3606695)
Change 3697099 by Steve.Robb
GitHub #4105 : Removed redundant class access modifier
Change 3697154 by Steve.Robb
Removal of deprecated functions in delegates.
Mutable lambdas to can now be bound to delegates.
Change 3697180 by Steve.Robb
GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty
Change 3697239 by Steve.Robb
Allow TArray::Insert to take an array with any allocator type.
Change 3697269 by Steve.Robb
RelocateConstructItems instead of MoveConstructItems.
Change 3697558 by Steve.Robb
New _GetRef functions for TArray, which return a reference to the newly-added element.
Unit tests for these functions.
Change 3699776 by Steve.Robb
TSAN warning suppression around IAsyncReadRequest::bCompleteAndCallbackCalled.
Change 3702397 by Steve.Robb
TIsTrivial type trait.
Change 3702569 by Steve.Robb
Allow a TGuardValue to be assigned to a different type from the one being guarded.
Change 3706644 by Robert.Manuszewski
Different stack ingore count for development builds for FArchiveStackTrace
Change 3709272 by Steve.Robb
Removal of redundant UpdateVertices, which causes a race condition on the renderer thread.
Change 3709452 by Robert.Manuszewski
Fixed a bug where with async time limit set to a low value the async loading could hang because the linker would keep reloading the preload dependencies
Change 3709454 by Robert.Manuszewski
Added command line option -NOEDL to disable EDL
Change 3709487 by Steve.Robb
Remove use of PLATFORM_HAS_64BIT_ATOMICS, which is always 1.
Change 3709645 by Ben.Marsh
Fix race condition between multiple instances of UBT trying to write out the XML config cache.
Change 3711193 by Ben.Marsh
Add an editor setting for the shared DDC location to use.
#jira UE-51487
Change 3713811 by Steve.Robb
Update .modules files after a hot reload.
Don't check for directory timestamp changes as a way of detecting new files if hot reloading with a makefile, as this is already done during makefile invalidation checks.
Pass hotreload flags around in UBT instead of relying on global state.
This fixes the hot reload iteration speed regression without also regressing the fix to UE-42205.
#jira UE-51472
Change 3715654 by Steve.Robb
GitHub #4156 : Fixed not compiling template function Algo::UpperBoundBy.
Change 3718782 by Steve.Robb
TSharedPtr, TSharedRef and TWeakPtr assignment are now implemented as copy-and-swap to avoid an invalid smart pointer state being visible to any destructors being called.
Change 3720830 by Steve.Robb
Initial import of TAtomic object wrapper, which guarantees atomic access to an object.
Change 3720881 by Steve.Robb
FCompression ThreadSanitizer data race fixes.
Change 3722640 by Graeme.Thornton
Guard network platform file heartbeat function with the socket critical section. Stop heartbeat from causing a crash when firing during async loading.
#jira UE-51463
Change 3722655 by Steve.Robb
Don't null name table because it's already zeroed at startup.
Some tidy-ups.
Change 3722754 by Steve.Robb
Thread sanitizer fix.
Small typo fix.
Change 3722849 by Graeme.Thornton
Improve "caching file" message in networkplatformfile so it says "Requesting file..." and is only output when we actually request the file from the server
Change 3723081 by Steve.Robb
TAtomic is now aligned to the underlying integer type.
TAtomic will now static assert with a better error message when given an unsupported type.
Define added for the maximum platform-supported atomic type, and used instead of a (wrong) hardcoded number.
Misc renames.
Change 3723270 by Ben.Marsh
Include /d2cgsummary argument when running UBT with -Timing.
Change 3723683 by Ben.Marsh
Do not include documentation in the generated project files by default. Suspect that the 30,000 UDN files that get added to the solution take up memory and degrate performance.
Change 3725422 by Robert.Manuszewski
When serializing compressed archive with multithreaded compression enabled, wait for the oldest async task instead of spinning.
Change 3725735 by Robert.Manuszewski
Making all CheckDefaultSubobjects related functions const
Change 3726167 by Steve.Robb
FMinimalName::IsNone added.
Change 3726458 by Steve.Robb
TAtomic will no longer instantiate for types which are not exactly a size supported by the platform layer.
Change 3726542 by Ben.Marsh
UGS: Always include the project filename in the editor build command. The project may not be in one of the .uprojectdirs paths.
Change 3726595 by Ben.Marsh
Allow building multiple game targets in the example BuildEditorAndTools.xml script.
Change 3726724 by Ben.Marsh
Fix ambiguities in calculating root directory. (GitHub #4172)
Change 3726959 by Ben.Marsh
Make sure that AutomationTool uses the same list of preprocessor definitions when compiling *.target.cs files as UnrealBuildTool does.
Change 3728437 by Steve.Robb
VisitTupleElements now supports invocation of a functor taking arguments from multiple tuples in parallel.
Some improved documentation.
NOTE: This is a backward-incompatible change to VisitTupleElements. Any existing calls will need their arguments swapping.
Change 3732262 by Gil.Gribb
UE4 - Fixed rare hangs in the task graph.
Change 3732755 by Steve.Robb
Stats TSAN fixes.
Optimizations to FCycleCounter::Start() to only read the stat name once.
Change 3735000 by Robert.Manuszewski
Always preload the AssetRegistry module on startup. even if EDL is disabled.
Even without EDL, if the async loading thread is enabled the AssetRegistryModule will otherwise be loaded from the ASL thread and that will assert.
Change 3735292 by Robert.Manuszewski
Made sure component visualizer is removed from VisualizersForSelection when UnregisterComponentVisualizer() is called otherwise it may cause crashes when the engine terminates.
Change 3735332 by Steve.Robb
Refactoring of UDelegateProperty::Identical() to clarify logic.
Fixed UMulticastDelegateProperty::Identical() to compare the bound function names.
PPF_DeltaComparison removed, as it doesn't seem useful.
Change 3737960 by Graeme.Thornton
VSCode - Add launch task for generating project files for the given folder
Change 3738398 by Graeme.Thornton
Make Visual Studio source code accessor's module hotreload handler pass the 'save all files' message to the current accesor, rather than direct to the visual studio accessor
#jira UE-51451
Change 3738405 by Graeme.Thornton
VSCode: Format c/cpp settings strings using comment path formatting function
Change 3738928 by Steve.Robb
Fix for lack of null conditional operators in some older Monos. (replicated from CL# 3729574 in Release-4.18)
#jira UE-51842
Change 3739135 by Ben.Marsh
Fix being unable to package projects in a folder called "Wolf". This is only a restricted folder for Epic's Perforce history.
#jira UE-51855
Change 3739360 by Ben.Marsh
UAT: Fix issue with P4PORT setting not being parsed correctly.
Change 3745959 by James.Hopkin
#core Added ImplicitConv for safe upcasts to a specific required type, e.g. deduced delegate payload types
Change 3746125 by Steve.Robb
FName ThreadSanitizer fixes.
Change 3747274 by Steve.Robb
TSAN fix for FMediaTicker::Stopping.
Change 3747618 by Steve.Robb
ThreadSanitizer data race fix for FShaderCompileThreadRunnableBase::bForceFinish.
Change 3747720 by Steve.Robb
ThreadSanitizer fix for FMessageRouter::Stopping.
Change 3749207 by Graeme.Thornton
First pass of CryptoKeys plugin. Allows creation/editing/cycling of AES/RSA keys.
Change 3749323 by Graeme.Thornton
Fix UAT crash when only -targetplatform is specifiied
Change 3749349 by Steve.Robb
TSAN_SAFE guards around LockFreeList to silence ThreadSanitizer.
Change 3749617 by Steve.Robb
Logf static_assert for formatting string enabled.
Change 3749897 by Steve.Robb
FDebug::LogAssertFailedMessage static assert for formatting string enabled.
Change 3754011 by Steve.Robb
Static asserts that the allocator supports move.
Move-enabled our allocators which don't support move.
Change 3754227 by Ben.Marsh
Fix build command line in generated projects missing a space before the compiler version override.
#jira UE-52226
Change 3754562 by Ben.Marsh
PR #4206: Replace deprecated wsprintf with secure swprintf for Bootstrap executable (Contributed by jessicafalk)
Change 3755616 by Graeme.Thornton
Runtime code for using the new crypto ini files to define signing/encryption keys
#jira UE-46580
Change 3755666 by James.Hopkin
Used ImplicitConv to remove Casts being used for up-casts
#review-3745965
Change 3755671 by Graeme.Thornton
Add log message in unrealpak to say which config file system it is using for crypto keys
Change 3755672 by Graeme.Thornton
Updating ShooterGame with new CryptoKeys based security setup
Change 3756778 by Ben.Marsh
Add support for running multiple jobs simultaneously on a single builder.
When running job or agent setup, the --num-slots=X parameter defines the number of steps that can run simultaneously (EC procedures pass in the resource step limit). A lock file is created under the workspace root (D:\Build) and a reservation file is created for the first slot that can be allocated (slot-1, slot-2, etc...). The slot number is used to define the workspace name that should be used.
Change 3758498 by Ben.Marsh
Re-throw exceptions when a file cannot be deleted when cleaning a target.
Change 3758921 by Steve.Robb
ThreadSanitizer fix to FThreadSafeStaticStatBase::HighPerformanceEnable to do a relaxed atomic load on access.
DoSetup() now returns the newly-allocated pointer, instead of reloading it from memory.
Change 3760599 by Graeme.Thornton
Added missing epic header comment to some new source files
Change 3760642 by Steve.Robb
ThreadSanitizer fix for concurrent access to GMainThreadBlockedOnRenderThread.
Change 3760669 by Graeme.Thornton
Improvement to OpenSSL based signing key generator. Generate a full RSA key then steal the primes from it, rather than generating the primes manually.
Added a test mode to the cryptokeys commandlet to test signing key generation
Change 3760711 by Steve.Robb
ThreadSanitizer fixes to GIsRenderingThreadSuspended.
Change 3760739 by Steve.Robb
ThreadSanitizer fix for FQueuedThread::TimeToDie.
Change 3760763 by Steve.Robb
ThreadSanitizer fix for GRunRenderingThreadHeartbeat.
Removal of unnecessary/dangerous initializer for GMainThreadBlockedOnRenderThread.
Change 3760793 by Steve.Robb
Some simple refactoring to remove some volatile reads of BufferStartPos and BufferEndPos.
Change 3760817 by Steve.Robb
ThreadSanitizer fixes for FAsyncWriter::BufferStartPos and BufferEndPos.
Change 3761331 by Josh.Engebretson
UnrealBuildTool enforcement of Development and Debug configurations in existing .csproj
#jira UE-52416
Change 3761521 by Steve.Robb
ThreadSanitizer fixes for FEvent::EventStartCycles and EventUniqueId.
Change 3763117 by Graeme.Thornton
PR #3722: Optimising FPaths::IsRelative() (Contributed by jovisgCL)
Change 3763358 by Graeme.Thornton
Ensure that all branches within FGenericPlatformMisc::RootDir() produce an absolute path with no duplicate slashes
Remove relative->abs conversion of root dir from FPaths::MakeStandardFilename(), now that we know RootDir() always returns an absolute path
Derived from the content of this PR:
PR #3742: Treat RootDirectory the same way as Standardized (Contributed by TroutZhang)
Change 3764058 by Graeme.Thornton
Generate a .code-workspace file for the current workspace. Allows foreign projects to "mount" the UE4 folder so that the engine tasks are avaible, and all engine source is visible to VSCode for searching purposes
#jira UE-52359
Change 3764705 by Steve.Robb
Better handling of whitespace in ImportText_Internal() for set and map properties.
Containers are now emptied upon import failure, to avoid leaving bad container states (unhashed, partial data).
Fix to USetProperty's temp buffer size to avoid buffer overruns.
Duplicate map keys are now skipped during import, same as USetProperty's behavior.
Change 3764731 by Steve.Robb
Don't re-run UHT if only source files have changed in the same folder as headers. This was already done for hot reload, but there's no reason why it should be limited to that.
Change 3765923 by Graeme.Thornton
VSCode - "taskName" -> "label" for C# build tasks
Change 3766018 by Steve.Robb
constexpr constructor for TAtomic.
Change 3766037 by Steve.Robb
Misc tidyings in HotReload.cpp.
Change 3766046 by Steve.Robb
ThreadSanitizer fixes to ENamedThreads::RenderThread and ENamedThreads::ENamedThreads_Local.
Change 3766288 by Steve.Robb
Improved efficiency of adding/removing elements to UGCObjectReferencer::ReferencedObjects.
Change 3766374 by Josh.Engebretson
Fix issue with ini quoted value comparison
#jira UE-52066
Change 3766532 by Josh.Engebretson
PR #3680: Added NetSerialize to FDateTime fixing UE-22533 (Contributed by druhasu)
#jira UE-46156
Change 3766740 by Steve.Robb
TMultiMap::Append added.
Change 3767523 by Steve.Robb
ThreadSanitizer fix for UE4Delegates_Private::GNextID.
Change 3767601 by Steve.Robb
ThreadSanitizer fix for FStats::GameThreadStatsFrame.
Change 3770567 by Ben.Marsh
Add a FAnnotatedArchiveFormatter interface which allows querying structural type information that may not be in binary archives.
Change 3770826 by Ben.Marsh
Move StructuredArchive implementation into Core, so primitive types can implement serialization overloads for it.
Change 3770875 by Steve.Robb
Redundant UScriptStruct::PostLoad removed, which was causing a race condition in async loading. This was re-establishing the CppStructOps, but that is unnecessary because native classes cannot change as a result of a load - only BP structs can, and they don't have CppStructOps.
Change 3772167 by Ben.Marsh
Add a context-free binary formatter that can serialize tagged data. This functions as a lower-overhead binary intermediate format for JSON data.
Change 3772248 by Steve.Robb
ThreadSanitizer fixes to FMalloc call counters.
Change 3772383 by Ben.Marsh
Separate archive metadata from FArchive into FArchiveContext, so it can be safely exposed to consumers of FStructuredArchive.
Change 3772906 by Graeme.Thornton
TextAssetCommandlet - Utility commandlet for testing/converting to text asset format
Change 3772932 by Ben.Marsh
Fix "String:" prefix not being stripped from escaped string values.
Change 3772942 by Graeme.Thornton
Add experimental setting to enable in-editor text asset format functionality
Add "export to text" option into the content browser asset actions context menu
Change 3772955 by Ben.Marsh
Add a new "stream" compound type to FStructuredArchive, which allows serializing a sequence of elements similarly to an array, but without serializing an explicit size. Allows passing through data to an underlying binary archive without breaking compatibility.
Change 3772963 by Ben.Marsh
Allow querying record keys and stream lengths from annotated archive formatters, since these archives have markup for field boundaries.
Change 3773010 by Graeme.Thornton
Added CORE_API to FArchiveFromStructuredArchive
Gave text asset format experimental option a slightly less random tooltip comment
Change 3773057 by Ben.Marsh
Add a flag to FArchive to determine whether the archive is text (IsTextFormat()).
Add support for seeking within FArchiveFromStructuredArchive. For text formats, data is serialized to an in-memory buffer, with names and objects serialized as indices into an array. For non-text formats, data is serialized directly to the underlying archive.
Also rename FStructuredArchive::TryEnterSlot() to TryEnterField().
Change 3773118 by Steve.Robb
TSignedIntType and TUnsignedIntType type traits for getting an integer type of a given size.
Change 3773122 by Steve.Robb
TAtomic fixes for pointer arithmetic.
TSignedIntType used instead of reimplementing its own trait.
Change 3773123 by Steve.Robb
Unit tests for TAtomic.
Change 3773138 by Steve.Robb
Run numeric tests on integer types instead of basic tests.
Fix for compiler warnings when subtracting from unsigned atomics.
Change 3773166 by Steve.Robb
Refactoring of arithmetic operations into its own class, then basing the pointer and integral versions on that.
Change 3774216 by Gil.Gribb
UE4 - Fix rare crash in the pak precacher immediately after unmounting a pak file.
Change 3774426 by Ben.Marsh
Copy all C# tools to a staging directory before compiling them. This prevents access violations when compiling tools like iPhonePackager that reference DotNETCommon, and ensures we strip NotForLicensees folders out of them all.
See: https://answers.unrealengine.com/questions/726010/418-will-not-build-from-source.html
Change 3774658 by Ben.Marsh
Improve error reporting while generating intellisense for project files. Include the name of the target being compiled, and allow project file generation to continue without it.
Change 3775141 by Ben.Marsh
Always output HTML5 diagnostics at "information" verbosity, to avoid every line being prefixed with "WARNING:" and screwing up the EC postprocessor.
Change 3775459 by Ben.Marsh
Removing .NET Framework Perforce DLL as runtime dependency of engine third party library. The actual library is linked statically.
Change 3775522 by Ben.Marsh
UGS: Treat .uproject and .uplugin files as code changes.
Change 3775597 by Ben.Marsh
Fix post-build steps for plugins not being executed.
#jira UE-52754
Change 3777895 by Graeme.Thornton
StructuredArchiveFromArchive - An adapter class for wrapping an existing FArchive with a structured archive
Change 3777931 by Graeme.Thornton
Refactored FArchiveUObjects serialization code into some static helpers
Added FArchiveUObjectFromStructuredArchive which allows the adaption of a structured archive into an FArchive that supports the extra UObect serialization functions for weak/soft pointers
Change 3777942 by Graeme.Thornton
Added missing CORE_API to FStructuredArchive::FStream
Added FStructuredArchive::FSlot insertion operator for char
Added specialization of TArray<uint8> serializer for structured archives which serializes the contents as one value
Change 3778084 by Graeme.Thornton
Adding FPackageName::GetTextAssetPackageExtension() to access the file extension we use for text asset files
Change 3778096 by Graeme.Thornton
Add a constructor to FArchiveUObjectFromStructuredArchive that takes a slot and passes it to the base class
Change 3778389 by Josh.Engebretson
Fix an optimization issue with CPU benchmarking
Add better support for debugging/testing local rocket builds
UDN Link: https://udn.unrealengine.com/questions/400909/command-scalability-auto-gives-inaccurate-cpu-benc.html
#jira UE-52192
Change 3778701 by Josh.Engebretson
Ensure plugin content folders are mounted consistently. Fixes TryConvertFilenameToLongPackageName failing to work on plugin assets
UDN Link: https://udn.unrealengine.com/questions/276386/tryconvertfilenametolongpackagename-fails-for-plug.html
#jira UE-40317
Change 3778832 by Chad.Garyet
Adding enterprise path support for PCB's for UGS
Change 3780258 by Graeme.Thornton
TextAssetCommandlet - Accumulate timings for loading packages and saving packages
Change 3780463 by Graeme.Thornton
CryptoKeys improvements
- Enable CryptoKeys plugin by default
- Attempt to inherit settings from the old system by default
- Hide ini/index encryption settings from packaging settings and just inherit previous values into new system
Minor UBT change to remove a trailing comma from the end of encryption/signing key binary strings
Change 3780557 by Ben.Marsh
Fix LoginFlow module not being precompiled for the binary release.
Change 3780846 by Josh.Engebretson
Improve filename to long package name resolution when provided a relative path
Change 3780863 by Ben.Marsh
UAT: Add a better error message when a C# project has an invalid reference.
Change 3780911 by Ben.Marsh
Update the BuildEditorAndTools.xml script to allow submitting archived binaries to Perforce.
The "Submit To Perforce For UGS" node creates a zip of all the binaries that have been built, and submits it to the stream specified by the 'ArchiveStream' argument.
Change 3780956 by Josh.Engebretson
Add support for ! (RemoveKey) config command to UBT
UDN Link: https://udn.unrealengine.com/questions/397267/index.html
#jira UE-52033
Change 3782957 by Robert.Manuszewski
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps.
Change 3784503 by Ben.Marsh
Optimizations for FStructuredArchive:
* Store the depth explicitly in element objects, to avoid having to loop through the scope stack to find it.
* Prevent shrinking of arrays when removing elements.
* Add an inline allocator to the scope and container stacks.
Change 3784700 by Ben.Marsh
Remove the inline allocator from FStructuredArchive; checking whether the inline or backup allocator is being used is slower than just allocating up-front.
Change 3784989 by Ben.Marsh
Compile out all the FStructuredArchive validation code when WITH_TEXT_ARCHIVE_SUPPORT = 0.
Change 3786860 by Gil.Gribb
UE4 - Remove no buffering flag from windows async IO because it disabled the disk cache entirely.
Change 3787159 by Ben.Marsh
Guard against UE4.0 backwards compatibility path when determining if an engine is a source distribution.
Change 3787493 by Josh.Engebretson
Parallel pak generation now uses MaxDegreeOfParallelism option which is now set to the number of CPU cores
Moved cryptography settings parsing out of threaded CreatePak method to avoid concurrency issue in ConfigCache.TryReadFile
Fix for multiple threads parsing ini keys (PR 3995)
#PR 3995
#jira 52913
#jira 49503
Change 3787773 by Steve.Robb
Fix for missing final values from FOREACH_ENUM_ macros.
Change 3788287 by Ben.Marsh
TBA: Add checks in debug builds that key names in maps and records for FStructuredArchive are unique.
Change 3788678 by Ben.Marsh
Fix compile error due to inability to instantiate TArray<> of forward declared struct. Convert set of key names to an array to avoid including Set.h in public header for FStructuredArchive.
Change 3789353 by Graeme.Thornton
Removed unused/rotten modes from TextAsset commandlet.
Used existing "-iterations=n" switch to control a global iteration over the given command. Useful for performance testing.
Change 3789396 by Ben.Marsh
Move code to validate container keys/sizes into DO_GUARD_SLOW checks, and allocate container metadata instances dynamically to fix problems with references to things not declared in headers that can't be included from StructuredArchive.h
Change 3789772 by Ben.Marsh
Always strip trailing slashes from the end of paths specified by .build.cs files; they can cause quoted paths to be escaped on the command line.
Change 3790003 by Ben.Marsh
TBA: Rename FStructuredArchive::EElementType::Object to FStructuredArchive::EElementType::Record.
Change 3790051 by Steve.Robb
PIE is disabled during a hot reload.
Hot reload in editor is disabled during PIE.
Hot reload from IDE is deferred until after PIE is exited.
Compiling multiple times before a hot reload (e.g. compiling multiple times in PIE) will now load the most recent change.
#jira UE-20357
#jira UE-52137
Change 3790709 by Steve.Robb
Better move support for TVariant.
EVariantTypes switched over to using an enum class to aid debugger visualization.
Change 3791422 by Ben.Marsh
TBA: Return the type of a field from an annotated archive formatter at the point that we enter it, rather than querying all the time.
Change 3791489 by Graeme.Thornton
TBA: Change StructuredArchiveFromArchive adapter to use the archive.Open() result directly, now that it's a slot and not a record
Change 3792344 by Ben.Marsh
Improvements to base64 encoding library.
* Now supports encoding and decoding with ANSICHAR and WIDECHAR implementations.
* Added support for decoding base-64 blobs without padding marks.
* Added support for decoding into pre-allocated buffer.
* Added constexpr functions for determining the encoded and maximum decoded size of an input buffer.
* Prevent writes past the end of allocated buffer (no longer need to manually remove padding bytes).
Change 3792949 by Ben.Marsh
TBA: Rename FAnnotatedArchiveFormatter to FAnnotatedStructuredArchiveFormatter.
Change 3794078 by Robert.Manuszewski
Fixing a crash that could happen when FGCObjects were constructed and destructed when shutting down the engine
#jira UE-52392
Change 3794413 by Ben.Marsh
TBA: Remove the element type parameter to SetScope(). It isn't really needed; we can just assume the element ID correctly identifies the item on the stack.
Change 3794731 by Ben.Marsh
TBA: Optimize creation of stack elements for empty slots in FStructuredArchive. This saves a lot of bookkeeping when serializing a large number of individual fields. Since only one slot can be active at a time (and it only exists temporarily, until we write into it), we can just store the element ID assigned to it in a member variable.
Change 3795081 by Ben.Marsh
UBT: Move LinuxCommon.cs into Platform/Linux folder.
Change 3795137 by Ben.Marsh
UBT: Allow modules to specify private compiler definitions from the build.cs file, only visible within that module (via the "PrivateDefinitions" property).
Change 3795247 by Ben.Marsh
Fix missing header when creating a new interface from the editor new code wizard.
#jira UE-53174
Change 3796025 by Graeme.Thornton
Fixed some deprecated "Definitions" warnings in OpenCV build files
Change 3796103 by Graeme.Thornton
Disable experimental text asset option - it does nothing useful yet.
Change 3796157 by Graeme.Thornton
Fix path type mismatch in visual studio source code accessor meaning that the DTE comms wouldn't identify a running instance of VS as having the current solution open.
#jira UE-53206
Change 3796315 by Ben.Marsh
Move Formatter to the correct position for initializer.
#jira UE-53208
Change 3797082 by Ben.Marsh
UAT: Work around for exception thrown by launching cook with "-platform=Android_ETC1 -targetplatform=Android -cookflavor=ETC1". Anrdoid_ETC1 is not a valid platform (it's a cook platform), and can't be parsed by UAT.
#jira UE-53232
Change 3799050 by Ben.Marsh
Make UnrealPak.version files writable for Mac and Linux.
Change 3801012 by Graeme.Thornton
VSCode - Update source accessor to use code workspace as it's target, rather than just the project directory
Change 3801214 by Gil.Gribb
UE4 - Remove assert to work around minor problem with lock free lists.
#jira UE-49600
Change 3801219 by Steve.Robb
WeakObjectPtrs now warn when casting away const.
Change 3801299 by Graeme.Thornton
Fix quote issue with foreign project build tasks on PC
Change 3803292 by Graeme.Thornton
Fix crash on startup when using cook-on-the-side. Force a flush of the asset registry background scanning when creating the cook-on-the-side platform registries
Change 3803559 by Steve.Robb
TSAN fix for FMalloc::MaxSingleAlloc.
Change 3803735 by Graeme.Thornton
Last set of cryptokeys changes
- Added some comments for editor exposed settings
- Split "encrypt assets" option into "encrypt uassets" and "encrypt all assets"
Change 3803929 by Ben.Marsh
UGS: Show an in-place error panel when a project fails to open, allowing the user to retry and have their tabs saved instead of creating a modal dialog.
Change 3624590 by Steve.Robb
AddReferencedObjects now generates a compile error with containers of UObject*s where the UObjectType is forward-declared, as these which won't be added to the reference collector.
Tidy-up of existing calls to AddReferencedObjects.
Change 3629473 by Ben.Marsh
Build: Rename the option for embedding source server information in PDB files for installed engine builds.
Change 3632894 by Steve.Robb
VARARG* macros deprecated and usage replaced with variadic templates.
Change 3640704 by Steve.Robb
MakeWeakObjectPtr added, which deduces a TWeakObjectPtr type from a raw pointer type.
Fix to TWeakObjectPtr's constructor which implicitly removed const.
Fixes to everything which didn't compile as a result.
Change 3650813 by Graeme.Thornton
Removed FStartupPackages and associated code
Change 3651000 by Ben.Marsh
Return the stack size from FPlatformStackWalk::CaptureStackBacktrace() rather than checking for the first null pointer, to prevent truncated callstacks if parts of the stack are zeroed out.
#jira UE-49980
Change 3690842 by Steve.Robb
FPlatformAtomics::AtomicRead added - needs optimizing.
AtomicRead() used in FThreadSafeCounter::GetValue().
Change 3699416 by Steve.Robb
Fix to debugger visualization of TArray with a TInlineAllocator or TFixedAllocator.
Improved readability of TSparseArray visualization.
Change 3720812 by Steve.Robb
Atomic functions for 8-bit and 16-bit.
Android, Linux and Switch implementations now just use the Clang implementation.
AtomicRead64 deprecated in favor of the int64* AtomicRead overload.
Change 3722698 by Steve.Robb
VS debugger visualizers for TAtomic.
Change 3732270 by Steve.Robb
Relaxed stores and loads.
Change 3749315 by Graeme.Thornton
If UAT is invoked with platforms in both the -platform and -targetplatform command line switches, build using all of them rather than just the ones in -targetplatform
#jira UE-52034
Change 3750657 by Josh.Engebretson
Fixed issue when debugging editor cook/package and project launch operations
#jira UE-52207
Change 3758514 by Steve.Robb
Fixes to FString::Printf having non-literals being passed as its formatting string.
Change 3763356 by Steve.Robb
ENamedThreads::RenderThread and ENamedThreads::RenderThread_Local encapsulated by getters and setters.
Change 3770549 by Steve.Robb
Removal of obsolete PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS and PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES.
Tidy up of existing code which uses it.
Change 3770553 by Ben.Marsh
Adding structured serialization API to Core/CoreUObject for use with text-based assets.
* FStructuredArchive abstracts an archive which is made up of compound types (records, arrays, and maps). Values are stored in slots within these types.
* Records are string -> value dictionaries where the key names can be compiled out in non-editor builds or when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Maps are string -> value dictionaries where the key names are present regardless of the build type.
* Proxy objects are defined to express the context for serialization (FStructuredArchive::FRecord, FStructuredArchive::FArray, FStructuredArchive::FMap, FStructuredArchive::FSlot) which allows basic validation through static typing. These objects act as lightweight handles, and can be cheaply constructed and passed around on the stack. Most serialization to and from the archive is done through these objects.
* Runtime checks perform additional validation to ensure that serialized data is well formed and written in a forward-only manner, regardless of the underlying archive type.
* The actual input/output format is determined by a separate interface (FArchiveFormatter). Context validation (always causing matching LeaveArray for every EnterArray, etc...) is done by FStructuredArchive, so implementing these classes is fairly trivial. FArchiveFormatter can be de-virtualized in non-editor builds, where WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Includes implementations of FArchiveFormatter for binary and JSON formats.
Change 3771105 by Steve.Robb
Deprecation warnings for PLATFORM_COMPILER_HAS_AUTO_RETURN_TYPES and PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS.
Fix for incorrect warning formatting on Clang platforms.
Change 3771520 by Steve.Robb
Start moving Clang-using platforms' pre-setup stuff into a Clang-specific header.
Change 3771564 by Steve.Robb
More common macros moved to the Clang pre-setup header.
Change 3771613 by Steve.Robb
EMIT_CUSTOM_WARNING_AT_LINE moved to ClangPlatformCompilerPreSetup.h.
Change 3772881 by Ben.Marsh
Add support for serializing FName and UObject through FStructuredArchive.
In order to allow custom linker behavior when serializing objects:
* The constructor to JSON input formatter now takes a delegate to convert a string object name into a UObject pointer.
* The constructor to tagged binary formatter takes a delegate to serialize a UObject pointer into any form it chooses (likely an integer index into the import table)
Object and name types are stored as strings in JSON, using an "Object:" or "Name:" prefix to differentiate them from regular strings. Any strings that already contain one of these prefixes are prepended with a "String:" prefix (as is any string that already has a "String:" prefix).
Change 3772941 by Graeme.Thornton
Make build work when including StructuredArchive.h from core container types
Added standard header to new files
Add structured archive serializer for TArray
Fix bug in structured archive where containers weren't being popped from the scope stack
Change 3772972 by Ben.Marsh
Add an adapter which presents a legacy FArchive interface to a FStructuredArchive slot.
Data is serialized into this slot as a stream of elements; raw data is buffered up into fixed size chunks, names and objects are serialized separately.
When used with FBinaryArchiveFormatter, this should result in all data being passed through to the underlying archive in a backwards compatible way, wiith no additional bookkeeping fields.
Change 3773006 by Ben.Marsh
Rename FStructuredArchive::FRecord::EnterSlot() to EnterField().
Change 3773013 by Steve.Robb
bUseInlining target rule added to UnrealBuildTool, which defaults to true, to allow inlining to be disabled for debugging purposes.
Change 3774499 by Ben.Marsh
Minor fixes for FStructuredArchive related classes:
* Text-based archive formats are now compiled out when WITH_TEXT_ARCHIVE_SUPPORT = 0.
* Fixed issue with FTaggedBinaryArchiveFormatter state becoming corrupted when looking ahead at field types.
* FArchiveFieldName constructor is now explicit, to fix cases where strings were being passed directly to serialize functions.
Change 3774600 by Ben.Marsh
Add CopyFormattedData() function, which can copy data from one formatter to another. Add a test case to SerializationAPI that converts from data -> JSON -> binary -> JSON -> data.
This function can be used to implement a generic visitor pattern, by implementing a FArchiveFormatter which receives the deserialized data.
Change 3789721 by Ben.Marsh
TBA: Split FTaggedBinaryArchiveFormatter into separate classes for reading and writing.
Change 3789920 by Ben.Marsh
TBA: Support automatic coercion between any numeric types in tagged binary archives. Also report the smallest type that can contain a value, rather than just in32/double.
#jira UECORE-364
Change 3789982 by Ben.Marsh
TBA: Change FStructuredArchive::Open() to return a slot, rather than a record, to make it easier to implement a raw FArchive adapter.
Change 3792466 by Ben.Marsh
TBA: Better handling of raw data in text based assets. Short sequences of binary data are Base64 encoded as a single string. Longer sequences are stored as an array of Base64 encoded lines, push a SHA1 hash to detect cases where the data was merged incorrectly.
In order to allow inference of the correct type for a field, other fields called "Base64" will be escaped to "_Base64", and any field beginning with "_" will have an additional underscore inserted. Reading files back in reverses these transformations.
Change 3792935 by Ben.Marsh
TBA: Rename FArchiveFormatter to FStructuredArchiveFormatter for consistency with FStructuredArchive.
Change 3795100 by Ben.Marsh
UBT: Rename the ModuleRules Definitions property to PublicDefinitions, to make its semantics clearer.
Change 3795106 by Ben.Marsh
Replace all internal usages of ModuleRules.Definitions, and replace it with ModuleRules.PublicDefinitions.
Change 3796275 by Ben.Marsh
Fix paths to Version.h includes from resource files.
Change 3800683 by Josh.Engebretson
Remove WER from Mac and Linux crash reports in favor of unified runtime-xml format
#jira UE-50073
Change 3803545 by Steve.Robb
TWeakObjPtr const-dropping assignment fix.
Fixes to change.
[CL 3805231 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
Change 3720210 on 2017/10/25 by Olaf.Piesche
Fixing dynamic material params for ribbons
#!codereview scott.kennedy
#!rb none
#!tests scott's test ribbon
Change 3720073 on 2017/10/25 by robomerge
#!ROBOMERGE-AUTHOR: frank.fella
Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it.
#!Tests Minion automated tests no longer crash randomly.
#!rb SimonT
#!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3719233 on 2017/10/25 by robomerge
#!ROBOMERGE-AUTHOR: philip.buuck
[OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead).
#!rb Matt.Schembari
#!tests PIE
[QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death
#!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3718474 on 2017/10/25 by Yannick.Lange
Niagara: Only show isolate menu items on track context menu if it is a system.
Rename "Isolate toggle" to "Isolated".
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3718095 on 2017/10/25 by Yannick.Lange
Niagara: Fix crash when not having dynamic parameter in material.
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3718069 on 2017/10/25 by Yannick.Lange
Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression.
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3717545 on 2017/10/24 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Removed read / write locks from PipelineStateCache.
#!rb Andrew.Grant, Gil.Gribb
#!test paragon ps4.
#!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3716928 on 2017/10/24 by Shaun.Kime
The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime.
#!rb olaf.piesche, simon.tovey
#!fyi olaf.piesche, simon.tovey, frank.fella
#!tests am now able to run Test_minionWave on PS4
Change 3715712 on 2017/10/24 by Yannick.Lange
Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf".
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3715430 on 2017/10/23 by Shaun.Kime
Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it.
#!rb none
#!fyi simon.tovey
#!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime
Change 3715368 on 2017/10/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main)
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3715226 on 2017/10/23 by Shaun.Kime
Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's.
#!rb none
#!fyi simon.tovey, olaf.piesche, frank.fella
#!tests ran in PIE
Change 3714645 on 2017/10/23 by Yannick.Lange
Niagara: Add ability to create particle system from this emitter in content browser.
#!rb Shaun.Kime
#!tests n/a
Change 3714200 on 2017/10/23 by Olaf.Piesche
Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target
#!codereview simon
#!rb none
#!tests Orion Niagara assets
Change 3713341 on 2017/10/23 by Yannick.Lange
Niagara: Fix NiagaraNodeIF output pins cannot be deleted.
Fix NiagaraNodeIF output pins cannot be renamed.
#!jira UE-50193
#!jira UE-50193
#!rb Shaun.Kime
#!tests n/a
Change 3713133 on 2017/10/23 by Yannick.Lange
Niagara: Isolate emitters in sequencer UI.
- Added being able to extend the sequencer track context menu with a delegate.
- Added entry in track context menu to toggle the selected emitters isolation state.
- Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters.
#!rb Shaun.Kime
#!tests n/a
Change 3712445 on 2017/10/22 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
UVScale, UniformAorBFloat, and LinearColorAlongVector added.
#!rb none
#!tests new autotest added
#!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3712420 on 2017/10/21 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1.
#!rb none
[CODEREVIEW] frank.fella
[FYI] simon.tovey, olaf.piesche, wyeth.johnson
#!tests created an emitter, disabled Acceleration Force.. still compiled.
#!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711602 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like:
LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData
#!jira UE-51511
#!rb Simon.Tovey
#!tests n/a
#!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711288 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: eric.ketchum
[Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work
#!rb: None
#!tests: PIE
[CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime
#!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711197 on 2017/10/20 by Olaf.Piesche
Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly
#!rb none
#!tests minion projectile ribbon trail
Change 3710634 on 2017/10/20 by Mic.Rooney
Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing.
#!RB: none
#!Test: tested/built locally ran preflight Editor/Monolithics build.
#!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen
Change 3709686 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Added some more timerguards for slow timer manager tick objects.
Commented out for now.
#!rb Trivial
#!test Paragon Cooked ps4.
#!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3708958 on 2017/10/19 by Shaun.Kime
Back out changelist 3708456 .. this was an unintentional change
#!rb none
#!tests n/a
Change 3708839 on 2017/10/19 by Shaun.Kime
Merging CL 3708835
Fixing Scott's common crash with adding an emitter with autocompile off
#!rb frank.fella
#!tests n/a
Change 3708784 on 2017/10/19 by Shaun.Kime
Merging CL 3708782
//Orion/Main/... to //Orion/DevGeneral/...
#!rb none
#!tests n/a
Change 3708600 on 2017/10/19 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion
#!rb none
#!test golden path
#!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3708473 on 2017/10/19 by Shaun.Kime
Merging Frank's changes for team color support from Main to Dev-General
#!rb Frank.Fella
#!tests test_minionwave worked
Change 3708456 on 2017/10/19 by Shaun.Kime
Particles.Random set to 0.0
#!rb none
#!tests n/a
Change 3708455 on 2017/10/19 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests passed minion fx autotest
Change 3707648 on 2017/10/19 by Shaun.Kime
Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made.
Defer deletion of dataset to RT.
Ensure resets don't mess with data inflight RT commands are using.
Checkin on behalf of Simon Tovey
#!jira OR-45423
#!rb Simon.Tovey
#!tests ran through the LaneMinionFXTests successfully on PC
Change 3707096 on 2017/10/19 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago.
#!rb none
#!tests automated tests pass
#!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3706726 on 2017/10/19 by Rob.Cannaday
Merge XMPP resource version to use version 2 instead of version 3
#!rb trivial
#!tests compile
#!ROBOMERGE: Main, 44, Tencent
Change 3706349 on 2017/10/19 by Josh.Markiewicz
#!UE4 - Cross Voice code review feedback
- fixed up broken stack vs queue
- fixed GetRoomId returning int32 instead of uint64
- fixed switch room logic
- more/better logging
- more comments
#!jira TEN-301
#!review-3681404 @sam.zamani, @rob.cannaday
#!rb none
#!tests local cheat codes
Change 3705453 on 2017/10/18 by robomerge
#!ROBOMERGE-AUTHOR: arne.schober
Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array)
#!RB Daniel.Wright
#!Tests LaunchOnPs4
#!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3705399 on 2017/10/18 by robomerge
#!ROBOMERGE-AUTHOR: scott.kennedy
Default Niagara emitter changed color property to better default value.
Updated basic glow emitter
Added energy bubble base emitter
put a little more polish into siege minion impact FX.
#!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3704426 on 2017/10/18 by Shaun.Kime
Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423
#!rb simon.tovey
#!fyi hunter.kent
#!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure
Change 3703288 on 2017/10/18 by Olaf.Piesche
Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash
#!rb olaf.piesche, simon.tovey
#!tests minion test map PC and PS4
Change 3701373 on 2017/10/17 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader.
#!rb Olaf.Piesche
#!tests test_minionwave runs
#!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3701108 on 2017/10/17 by Hunter.Kent
Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily.
#!RNX
#!Test PS4
#!rb @tim.elek
#!review-3701110 @andrew.grant, @daniel.lamb
Change 3701044 on 2017/10/17 by robomerge
#!ROBOMERGE-AUTHOR: jon.lietz
- white space fixes
- added in more detail to logging
- fixed dragon GC to not hide when the mesh is hidden
#!rb none
#!tests complies and logging is updated
[FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen
#!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3700900 on 2017/10/17 by Shaun.Kime
Integrating possible crash fix from Dev-Niagara to Dev-Gen
#!rb none
#!tests n/a
#!fyi Olaf.Piesche
Change 3700492 on 2017/10/17 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests done in branch
Change 3700217 on 2017/10/17 by Olaf.Piesche
Fix for potential crash in sprite renderer
#!rb none
#!tests minion test map
Change 3700216 on 2017/10/17 by Benn.Gallagher
Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master.
#!rb Lina.Halper
#!jira OR-45226
#!tests PIE + Standalone games hitting Rampage with Ghosts E
Change 3699660 on 2017/10/17 by Jason.Bestimt
#!ORION_DG - Fixes to UnrealHitchParser edge cases
#!RB:none
#!Tests: Ran on Logs from QA
#!CodeReview: ben.salem
Change 3699462 on 2017/10/17 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!tests preflight ok
#!rb none
Change 3699010 on 2017/10/17 by Jeff.Williams
Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920
#!rb none
#!tests none
Change 3698519 on 2017/10/16 by Olaf.Piesche
Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts
#!rb none
#!tests minion wave test map
Change 3698380 on 2017/10/16 by Shaun.Kime
Updating logic to now support the autoattachment
#!rb none
#!tests autotests pass..
Change 3698263 on 2017/10/16 by Olaf.Piesche
Assume degrees for sprite rotation
#!rb none
#!codereview shaun.kime
#!tests test sprite emitter
Change 3697652 on 2017/10/16 by Olaf.Piesche
Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion
#!rb none
#!tests minion test map
Change 3696906 on 2017/10/15 by Shaun.Kime
Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers.
#!rb none
#!tests now no longer generates invalid errors
#!fyi frank.fella, olaf.piesche, simon.tovey
Change 3695456 on 2017/10/13 by Olaf.Piesche
Fix for potential ribbon crash and end-of-ribbon rendering artifacts
#!rb none
#!codereview scott.kennedy
#!tests minion wave test map
Change 3694545 on 2017/10/13 by Andrew.Grant
Fix for low frequency async loading crash (OR-42535)
#!rb gil.gribb
#!tests comppiled
Change 3694176 on 2017/10/13 by Jeff.Williams
Plugin manifest name changed to DLCFile name
#!rb none
#!tests compile, stage
Change 3693582 on 2017/10/12 by Don.Eubanks
Fixing PS4 Compile warning (constructor init order not matching member define order)
#!rb none
#!tests Compile Shipping Client PS4
#!fyi olaf.piesche
Change 3693516 on 2017/10/12 by Olaf.Piesche
Niagara: Remove mesh renderer assert, replace with early out
#!rb none
#!tests niagara mesh test asset
Merging
//Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp
to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp
Change 3693051 on 2017/10/12 by Ben.Salem
Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log.
#!rb Clayton.Langford
#!tests Parsed a 5mb log with dumphitches down to 23k of hitch data.
Change 3692912 on 2017/10/12 by Olaf.Piesche
Merging: Niagara ribbon tiling distance
#!rb none
#!tests ribbon test asset
Change 3692835 on 2017/10/12 by Shaun.Kime
Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags.
#!rb none
#!fyi scott.kennedy, wyeth.johnson
#!tests n/a
Change 3692751 on 2017/10/12 by Shaun.Kime
Removing script that shouldn't have come over.
#!rb none
#!tests n/a
Change 3692746 on 2017/10/12 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests opened test level and created new emitter/system
Change 3692616 on 2017/10/12 by Don.Eubanks
OR-45131
Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking.
#!rb dan.hertzka
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
#!codereview nick.darnell
Change 3691912 on 2017/10/12 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none
#!tests compile, editor
#!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3690944 on 2017/10/11 by Jeff.Williams
Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC.
#!rb Daniel.Lamb
#!tests Compile, build
Change 3688989 on 2017/10/10 by Lina.Halper
LOD sync of attached/parent
#!rb: Laurent.Delayen
#!tests: price with shotgun skin/PIE/editor
Change 3687592 on 2017/10/09 by Ben.Salem
Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test.
#!rb clayton.langford
#!tests Ran sparrow shallow tests.
Change 3686560 on 2017/10/09 by Shaun.Kime
Flipping the min/max values to be standard
#!rb none
#!tests n/a
Change 3686046 on 2017/10/09 by Shaun.Kime
Merging latest from Dev-Niagara in preparation for Effects team work on Monday
#!rb none
#!tests successful preflight
#!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek
Change 3685613 on 2017/10/07 by robomerge
#!ROBOMERGE-AUTHOR: simon.tovey
Implementing vector field matrix inverse fix from CL3675167 to 43.3.
#!rb none
#!tests none
#!lockdown andrew.grant
#!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685603 on 2017/10/07 by robomerge
#!ROBOMERGE-AUTHOR: thomas.ross
RotationalContent Improvements
- Fixed potential bug where tags could be updated when not intended on RotationalContentManager
- Fix for PIE assert
- Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option.
- Removing config tag from RotationalContentOverrides in OrionGlobals.
New Halloween Gauntlet Test
- Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box.
#!rb none
#!tests local builds / editor / PIE
#!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685408 on 2017/10/07 by ben.salem
Fixing robomerge error in DevGen
#!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams
Unresolved conflicts. ben.salem, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml
--------------------------------------
Merging using DevGen->Release43.3
Repairing mailer for nightly Perf tests, fixing email headers.
#!tests run in devgen
#!rb none
#!lockdown andrew.grant
#!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685073 on 2017/10/06 by Andrew.Grant
Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3684717 on 2017/10/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where GT & RT times in profile info were reversed :(
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3684512 on 2017/10/06 by Laurent.Delayen
Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code.
#!rb lina.halper
#!tests minion AnimBP nativization
Change 3684059 on 2017/10/06 by Max.Preussner
Orion: Fixed ability videos not loading on PS4 and/or not looping
#!fyi stephan.jiang
#!jira OR-44682
#!rb none
#!rnx
#!tests none
Change 3683538 on 2017/10/06 by David.Ratti
batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions.
-Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players.
-Fixes case where killing minions with badass was not displaying pops (prediction key issue)
#!rb none
#!tests editor, pie
#!review-3683539 @Matt.Schembari
Change 3683364 on 2017/10/06 by Andrew.Grant
Changed warning to info
#!tests #!rb na
Change 3681999 on 2017/10/05 by Bart.Hawthorne
Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion.
#!rb cody.haskell
#!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore
#!jira OR-44111
#!tests Golden path, live spectated numerous matches.
Change 3681403 on 2017/10/04 by Josh.Markiewicz
#!UE4 - base pass for Tencent Cross SDK
- basic testing done with enter/exit/switch room
- basic testing of ShowUI
- checked in disabled
#!rb duck
#!tests see above
#!jira TEN-301
#!review-3681404 @sam.zamani, @rob.cannaday
Change 3680623 on 2017/10/04 by David.Ratti
Rework for how max movement speed is calculated.
The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow.
Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored.
Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow.
GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc).
Suggested methods for inspection:
AbilitySystem debug hud (Home/End)
p.VisualizeMovement (displays final calculated movement speed)
Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar)
Technical information:
1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool.
2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows.
3. Added a notification for attribute sets when an aggregator is created for one of their attributes.
4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod)
5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension.
#!tests pie
#!rb FrankG
#!codereview Fred.Kimberley, Billy.Bramer
#!fyi colin.fogle
#!QAReview
#!RN
#!designchange
Change 3680580 on 2017/10/04 by Ben.Salem
Repair email titles for various reports.
#!rb none
#!tests Reran tests.
Change 3680438 on 2017/10/04 by Dan.Hertzka
GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect
- Fixes the HUD status effect feed not showing sources for a lot of itemization abilities
Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip
#!rb Dave.Ratti
#!tests OrionEntry PIE - equipped Sand Speeder
#!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on
Change 3680344 on 2017/10/04 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Speculative disable of defragging on volumetric lightmap textures.
#!rb andrew.grant
#!test monolith2 ps4
#!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3680302 on 2017/10/04 by Shaun.Kime
Integration from DevNiagara.
Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array.
#!rb none
#!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek
#!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass.
Change 3679946 on 2017/10/04 by Laurent.Delayen
Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches.
#!rb lina.halper
#!FYI andrew.grant
#!tests monolith2 old minions
Change 3679938 on 2017/10/04 by Daniel.Lamb
Allowed foliage cullall option to be modified by scalability options.
#!rb Trivial
#!test Compile paragon editor
Change 3679563 on 2017/10/04 by Jon.Lietz
OR-43599
- added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it.
#!rb Dave.Ratti
#!review-3679564 @John.Nielson
#!tests added these waits to hot pursuit and they worked as expected
Change 3679006 on 2017/10/03 by Ben.Salem
Try to fix broken nightly mailer issues for FX tests.
#!rb none
#!tests Preflighted a shallow fx pass successfully in EC.
Change 3677845 on 2017/10/03 by Andrew.Grant
Added an ensure to guard against OR-44826 while further investigations occur
#!tests compiled
#!rb none
Change 3677443 on 2017/10/03 by John.Nielson
Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase.
Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify).
#!RB: None
#!Test: Pie, Uncooked
#!review-3677445: @David.Ratti
Change 3676748 on 2017/10/02 by Laurent.Delayen
Minions: split body layer is now done in mesh space, to maintain upper body orientation.
#!FYI ray.arnett, lina.halper
#!rb none
#!test lane minion test map
Change 3675950 on 2017/10/02 by Don.Eubanks
Added several new supported tags / status effects to the Floating Status Effect Text system.
Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player.
Added ScaleOverDistance curve support for floating numbers / text.
Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out.
#!rb matt.schembari
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4
Change 3675186 on 2017/10/02 by Mic.Rooney
Support for other anim curve driving audio types (right now specifically DialogueWave)
#!RB: none
#!Test: compiled editor/monolithics/withoutunity and tested locally.
#!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen
Change 3675167 on 2017/10/02 by Shaun.Kime
Changed unsafe InverseFast() to an Inverse()
#!jira OR-44671
#!rb Simon.Tovey
#!tests n/a
Change 3674888 on 2017/10/02 by David.Ratti
GGP V2
* Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration.
Item System:
* Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords.
* Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup).
Ability System:
* SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE)
#!rb none
#!tests editor pie cooked
#!review-3674889 @Jon.Lietz
Change 3674170 on 2017/09/30 by Mieszko.Zielinski
Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion
Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load.
#!rb none
#!test golden path
#!OR-44738
Change 3672937 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files
#!tests 3compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672867 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Restored previous behaviour of integer numbers being formatted as "1" and not "1.00"
#!tests ran game, checked playlist analytic
#!rb nikdel
#!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672575 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Remove warning that can happens normally with backwards compat replays
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672548 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned.
#!rb Andrew.Grant
#!test Editor building hlods
#!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672542 on 2017/09/29 by Andrew.Grant
Merging
#!rb #!tests na
Change 3672390 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed memreport settings for frontend tests
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672385 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Reworked and pretty much final PipelineState cache code
- various comments incorporated
- namespaced functions
- removed redundant class and replaced with ref pointer
#!tests soaked a lot
[at daniel.lamb,] [at arne.schober] #!rb none
#!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672281 on 2017/09/29 by Rob.Cannaday
Add user ID to OnNetworkCheatDetected
#!jira TEN-272
#!jira TEN-273
#!jira TEN-274
#!rb rob.cannaday
#!tests Win64 AI match, simulate cheat detected by cheat command
#!review-3672282 @ian.fox @sam.zamani
Change 3671688 on 2017/09/29 by Frank.Gigliotti
Added ability to set developer comment when adding native tags.
#!RB David.Ratti
#!Tests None
Change 3670409 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for dump type made while doing cleanup
#!tests compiled Win64, PS4, ran PS4
#!rb none
#!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3670399 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed race condition in pipeline state cache
Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon
(Couple of extra tweaks planned, but this should be GTG for a v43 release)
#!rb codereviewed
#!tests soaked locally, lots
#!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669802 on 2017/09/28 by Andrew.Grant
From Dev-Framework
#!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed
#!rb michael.noland
#!codereview andrew.grant
#!tests na
Change 3669709 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669177 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
#!rb Marcus.Wassmer
#!TESTS Paragon editor Monolith02
#!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669124 on 2017/09/28 by Daniel.Lamb
Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush
to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush
Fix cook in devgeneral
Bumped shader version to invalidate stale uniform buffer name.
#!rb none
#!TESTS none
#!fyi Daniel.Wright
Change 3667906 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
#!rb none
#!TESTS QAGame
#!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667899 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Remove unused SM4 reflection capture cubemap
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667894 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy from Brian] SM4 fallback for reflection captures.
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667859 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy from Brian] Removed old rasterized deferred reflection env path.
Removed reflection compute shader. Replaced with PS. Small perf gain.
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667852 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Fixed missing include
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667807 on 2017/09/27 by Daniel.Lamb
Tencent DLC can now remap the plugin content to the game root directory.
#!rb Ben.Marsh
#!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test
Change 3667753 on 2017/09/27 by Clayton.Langford
Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer.
#!RB Ben.Salem, Adric.Worley
#!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat
Change 3667408 on 2017/09/27 by Jordan.Walker
Optimization to bakedNormal layer blend on Low end material quality
-uses simple multiply and add normal map blend
Change 3667388 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
#!rb none
#!TESTS QAGame on console
#!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667383 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame.
#!rb none
#!TESTS QAGame
#!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667265 on 2017/09/27 by Daniel.Lamb
Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned.
#!rb Uriel.Doyon
#!test Editor building hlods
Change 3667159 on 2017/09/27 by Mieszko.Zielinski
Added simple logging to BT loading allowing us to identify missing BB keys #!Orion
#!test golden path
#!rb Lukasz.Furman
Change 3665944 on 2017/09/26 by Dan.Hertzka
Fix PS4 compile
#!rb none
#!tests compile PS4
Change 3665590 on 2017/09/26 by Daniel.Lamb
Fix for DLC cooking everything when it should only cook the DLC.
#!rb None
#!test None
Change 3665569 on 2017/09/26 by Dan.Hertzka
New status effect feed for the new HUD:
- Now placed in the mid-upper-left side of the HUD
- Biggest difference from before is that there are now names associated with each effect
- If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet.
Cleaning:
- Deleted all of the old buff widget classes & codepaths
- Removed redundant properties from StatusEffectDisplayInfo
- Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData
Also:
- Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events
- Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed)
@todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.)
#!rb Don.Eubanks
#!tests OrionEntry PIE with some cards and hero abilities
#!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial.
#!lockdown Billy.Rivers
Change 3665555 on 2017/09/26 by Daniel.Lamb
AudioStreaming mpsc queue fix up.
#!rb Andrew.Grant
#!test Compile paragon client / editor.
Change 3665517 on 2017/09/26 by Daniel.Lamb
Suspect fix for OR-44619
#!jira OR-44619
#!test Paragon editor compile
#!rb Trivial
Change 3664346 on 2017/09/26 by Jon.Lietz
- making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out.
- Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired.
- Updated all GC's data to use the new decal class
- removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent
#!rb Dave.Ratti
#!reivew Dave.Ratti
#!tests used characters that had decal comps in the GC and they recylce as expected.
#!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed.
Change 3664099 on 2017/09/26 by Jon.Lietz
OR-44510
- bringing over engine fixes for the Enum Redirector from Dev-Framework
#!rb none
#!tests compiles and warnings are gone
Change 3663019 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Gil: fixed race condition in the PipelineStateCache
#!rb Daniel.Lamb
#!test paragon ps4 with higher repro modified build
#!lockdown Andrew.Grant
#!jira OR-44441
#!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3663014 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready.
#!tests ran locally
#!rb [at daniel.lamb] [at arne.schober]
#!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3663004 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed dev check for extra commandline args from /data to /temp0
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3662999 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - Fixed DateTime used for folders not being set
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3662255 on 2017/09/25 by Sam.Zamani
#!tencent
- fix for link error due to missing define of static OnNetworkCheatDetected delegate
#!rb none
#!tests none
Change 3662073 on 2017/09/25 by Sam.Zamani
#!tencent
Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server
Possible options
#!jira TEN-275 TSS detect and expose punish user callbacks
KickClient - User should be booted from the current game session via disconnect
KickMatch - User received info about being punished (eg. ban type etc)
PunishInfo - User received info about being punished (eg. ban type etc)
#!rb rob.cannaday
#!tests none
Change 3659487 on 2017/09/22 by Josh.Markiewicz
#!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin
#!review-3659190 john.barrett, ryan.gerleve
Change 3659485 on 2017/09/22 by Josh.Markiewicz
#!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins
#!fyi john.barrett, ryan.gerleve
Change 3659184 on 2017/09/22 by Josh.Markiewicz
#!UE4 - delete EpicSurvey module
#!fyi justin.sargent, nick.darnell
#!rb none
Change 3658697 on 2017/09/22 by Ryan.Gerleve
Fixes for server-side Tencent anti-cheat library integration:
-Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows
-Add getter for the TssSdkAntiInterf object
-Enable server anti-cheat in editor builds
#!codereview sam.zamani
#!rb none
#!tests enabled Tencent OSS, built & ran server
Change 3658200 on 2017/09/22 by Graeme.Thornton
Manual copy of CL 3587584 from Dev-Core
Logging improvements for pak signature check failures
- Added "PakCorrupt" console command which corrupts the master signature table
- Added some extra log information about which block failed
- Re-hash the master signature table and to make sure that it hasn't changed since startup
- Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
- Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again
#!rb none
#!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General
Change 3657970 on 2017/09/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition.
We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game,
[at marcus.wassmer,] [at arne.schober] #!rb none
#!tests cycled 6-7 levels of Paragon
#!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657914 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing...
#!tests stepped through in non-pkg build
#!rb none
#!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657906 on 2017/09/21 by Andrew.Grant
Improved some logging
#!tests used locally
#!rb none
Change 3657891 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing
Fixed issue with -dev mode on PS4 not updating symbols
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657867 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Re-locked network CL to 3652780
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657857 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444
#!RB:arciel.rekman
#!Tests:Compiled
[CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf
#!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657852 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for case-insensitivity causing title.json not to be staged
#!rb daniel.lamb, bob.tellez
#!tests ran packaging script, verified contents match v42
#!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657831 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors
We can worry about a more permanent solution after we get this live.
#!RB:none
#!Tests: Compiled
[CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer
#!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657824 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe
//ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb
--------------------------------------
Built new UnrealCEFSubprocess client
Changed OrionBuild.xml to build the shipping version of the above.
The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this.
[at justin.sargent,[at benjamin.crocker,[at wes.fudala]]]
#!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657488 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: anton.migulko
LIGHTING AND assets update
#!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3656388 on 2017/09/21 by Laurent.Delayen
Added default GetAxisVector static function to EAxisOption
#!rb none
#!FYI thomas.sarkanen
#!tests lane minions test map
Change 3656387 on 2017/09/21 by Laurent.Delayen
Initialize FAnimInstanceProxy with default constructor.
#!rb none
#!fyi lina.halper, thomas.sarkanen
#!tests lane minion test map
Change 3656003 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked net version to 3650578 for patching
benjamin.crocker
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3654403 on 2017/09/20 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Merge DevCore -> Orion Release-43 CL 3641450
UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers.
#!rb Daniel.Lamb
#!test Compile
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3654356 on 2017/09/20 by Andrew.Grant
Merging 3653658 from Dev-Rendering
#!tests compiled, ran editor
#!rb marcus.wassmer
Change 3653914 on 2017/09/20 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access).
#!rb none
#!tests ran locally
#!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3652495 on 2017/09/19 by Andrew.Grant
Editgration of VR fix in 3643776 from Release-4.17
#!tests #!rb na
Change 3652244 on 2017/09/19 by Sam.Zamani
#!tencent
Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher
Added "-q" to whitelist of command line params for shipping builds
Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher
#!rb rob.cannaday
#!tests none
Change 3651493 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651490 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651489 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651445 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag
#!RB:none
#!Tests:none
[CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant
#!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3651059 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed code to archive load-order during tests
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3651043 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed error parsing from tests to put cause ahead of file info
#!tests ran self-test
#!rb none
#!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649683 on 2017/09/18 by Andrew.Grant
Bulk-merge of oustanding changes in Main to DG
#!tests #!rb na
Change 3649345 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Integrate fix for eidtor crash when switching between low and high scaleability options.
#!rb Olaf.Piesche
#!test Paragon editor
#!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649335 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - OR-44257 - Fix for hair not working
It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion.
#!RB:daniel.lamb
#!Tests:Re-tested in cooked build
[CODEREVIEW] daniel.lamb
#!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649231 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM
#!RB:none
#!Tests:none
[CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy
#!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649211 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix 'lowest' shadow settings (simple forward rendering)
#!rb arne.schober
[FYI] Daniel.Wright
#!tests monolith
#!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649141 on 2017/09/18 by Stephan.Jiang
Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source.
-- These are hacks for ability videos to work before we have the new Sequencer updates
-- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748
#!fyi Andrew.Grant, Max.Preussner
#!rb none
#!test compile
Change 3649087 on 2017/09/18 by Thomas.Ross
Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General
#!rb none
#!tests none
#!fyi Andrew.Grant,Jeff.Williams,dan.oconnor
Change 3649066 on 2017/09/18 by Max.Preussner
WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources
#!rb stephan.jiang
#!rnx
#!tests none
Change 3649049 on 2017/09/18 by Max.Preussner
Media: Changed audio sample rate warning to verbose log
#!fyi stephan.jiang
#!rb none
#!rnx
#!tests none
Change 3648752 on 2017/09/18 by Max.Preussner
WmfMedia: Fixed race condition in media sound wave
#!rb none
#!rnx
#!tests none
Change 3648748 on 2017/09/18 by Max.Preussner
WmfMedia: Hack for preventing flicker between media source switching
Do not merge to Dev-Main!
#!rb stephan.jiang
#!rnx
#!tests none
Change 3648596 on 2017/09/18 by Bart.Hawthorne
More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough.
Change 3648575 on 2017/09/18 by Sam.Zamani
#!tencent
Fix for missing library calls when initializing TSS anti cheat SDK
#!rb none
#!tests compiles win64 server
Change 3648556 on 2017/09/18 by Jeff.Williams
Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084
Clearing up robomerge
#!rb none
#!tests none
Change 3648533 on 2017/09/18 by clayton.langford
Unblocking RM.
#!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams
Unresolved conflicts. clayton.langford, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly.
#!RB Adric.Worley
#!tests none
#!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3648219 on 2017/09/18 by Sam.Zamani
#!tencent
fixed Tencent module thirdparty dll runtime dependency paths
fixed DLLHandle not being set
#!rb none
#!tests none
Change 3647998 on 2017/09/18 by Clayton.Langford
Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763.
#!tests compiled
#!rb Adric.Worley
Change 3647817 on 2017/09/18 by James.Golding
Mirror fix from 4.18 release stream (CL 3647799) to Dev-General
Fix out-of-bounds access of cloth mapping data during CPU skinning
#!rb benn.gallagher
#!jira UE-49628
#!fyi benn.gallagher
#!tests convert RiftMage to static mesh
Change 3647749 on 2017/09/18 by Benn.Gallagher
Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope.
This caused matrix transposition to fail after the data was copied in using memcpy
BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
#!rb none
#!tests Editor reimport of clothing assets
Change 3646242 on 2017/09/15 by Tyler.Cole
Revert shared engine LocalMCP scripts.
Change 3646153 on 2017/09/15 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds
#!RB:daniel.lamb
#!Tests: Ran cooked Client
[CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy
#!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3646125 on 2017/09/15 by robomerge
#!ROBOMERGE-AUTHOR: arne.schober
OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews.
#!RB Marcus.Wassmer
#!tests automated performance tests
#!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3645861 on 2017/09/15 by clayton.langford
#!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams
Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW.
Unresolved conflicts. clayton.langford, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added.
To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards
Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated.
#!tests ran local client/server, preflighted
#!rb Ben.Salem
#!rnx
[FYI] Sean.Tobin, Hunter.Kent, Edward.King
#!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3644062 on 2017/09/14 by Aaron.McLeran
#!jira OR-44171 Some looping sounds are extremely loud
#!rb Ethan.Geller
#!tests run paragon, run near water river, don't observe looping sound being very loud
Change 3643901 on 2017/09/14 by Laurent.Delayen
Integrated CL #!3604725 to fix bug with opening state machines from anim graph.
#!rb none
#!tests fixes bug
#!FYI lina.halper
Change 3643641 on 2017/09/14 by Rob.Cannaday
Fix unreachable code detected
#!rb rob.cannaday
#!tests Win64 compile
Change 3643326 on 2017/09/14 by Sam.Zamani
#!tencent
- temp disabled TerSafe.dll loading until staging issues can be resolved
#!rb none
#!tests none
Change 3643039 on 2017/09/14 by Sam.Zamani
#!tencent
- temp disabled TSS on servers due to linux build issues
#!rb none
#!tests none
Change 3642438 on 2017/09/13 by Rob.Cannaday
Handle new analytics param types (number, string, etc)
Stub implementation of FAnalyticsProviderETTencent DefaultAttrs
#!rb rob.cannaday
#!tests Win64 vs AI match
Change 3641655 on 2017/09/13 by Sam.Zamani
#!tencent
WIP added tss_sdk.dll (server) and TerSafe.dll (client)
JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client
JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers
#!rb none
#!tests PC run with RegionCN.pak enabling tencent mode
Change 3641559 on 2017/09/13 by Bart.Hawthorne
Fix up oodle dictionary generation scripts
#!rb none
#!jira none
Change 3641550 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43
#!rb: none
#!test: Pie
#!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3641393 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev.
Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled
- Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false)
- Added PGOInput option to TargetRules and passed through to compile environment
- Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for
- Updated PS4 toolchain to use both LTO and PGO depending on what was set
#!tests soaked locally, preflighted
#!rb codereviewed
FWIW here are before/after results for LTCG.
Orion Performance report from 3 games and 1441.51 seconds
MVP: 2.83 (Min: 2.05, Max: 3.22)
HPM: 4.29 (Min: 4.24, Max: 4.37)
AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms)
GT: 12.88ms (Min: 12.68ms, Max: 13.25ms)
RT: 13.71ms (Min: 13.48ms, Max: 14.08ms)
GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms)
Orion Performance report from 3 games and 1440.49 seconds
MVP: 1.42 (Min: 1.02, Max: 1.94)
HPM: 3.25 (Min: 2.75, Max: 3.62)
AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms)
GT: 11.93ms (Min: 11.64ms, Max: 12.47ms)
RT: 12.80ms (Min: 12.54ms, Max: 13.24ms)
GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms)
#!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640885 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Limited warning to once every 10 secs.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640875 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed shipping config issue
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640870 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Fixing CIS builds #!Orion
The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors.
[CODEREVIEW] John.Nielson
#!rb none
#!test compilation
#!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640783 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
More temporary logging for finding the missing FX issue.
#!rb: none
#!Test: Pie
#!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639910 on 2017/09/12 by Rob.Cannaday
Build fix for AnalyticsETTencent
#!rb rob.cannaday
#!tests compile Win64 DebugGame Editor
Change 3639565 on 2017/09/12 by Laurent.Delayen
SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0.
#!rb lina.halper
#!FYI lina.halper
#!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime.
Change 3639228 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Tools - Added ability to postmortem a PS4 devkit for last crash
#!rb run locally
#!tests none
#!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639075 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Specifically requesting 'all' configuration, to avoid missing manifest in jar.
#!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639022 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Remove dependency on the editor style set in the WidgetReflector
- Fixes a crash when trying to use the reflector in a client cooked build
- Also updated Focusable column name to shared var
#!rb none
#!tests Widget Reflected in a cooked build
#!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638984 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43
#!rb: none
#!test: Pie
#!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638696 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Swapped problematic ensure to LogError, made draft obey notimeouts.
#!tests compiled
#!rb none
[at daniel.lamb]
#!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638644 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Third time's the charm
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638628 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed ensure in a PS4 friendly way
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638583 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed ensure to get a cook
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638545 on 2017/09/12 by Bart.Hawthorne
Add analytics for oodle compression percentages
#!rb ryan.gerleve, wes.hunt
#!tests ran a 2 person game with dedicated server and verified analytics were reported
#!jira OR-26386
Change 3638172 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Duplicate 3620803
Partial Fix for Dither Opacity Mask
#!rb none
#!tests PC monolith
#!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637643 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Fixing version stream to Main
#!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637524 on 2017/09/11 by Andrew.Grant
Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating
#!tests build Win64 editor, ran tests locally
#!rb none
Change 3637402 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - Restored logging of runoptions when not verbose
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637357 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made 'none' test specify Attended
#!rb Daniel.Lamb
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637305 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added temporary debug logging cmd line option for finding Jira OrionOR-43600
#!RB: none
#!Test: Pie
[at David.Ratti]
#!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636549 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues
#!RB:none
#!Tests:none
[CODEREVIEW] uriel.doyon
#!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636507 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
[OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG.
Also:
- Added distance formatting type for simple ability description values (will automatically append u to the value)
- SimpleAbility description values can now go up to two decimal places
Engine:
- Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName
#!rb Matt.Schembari
#!tests PIE OrionEntry & FrontEndScene - various bug repros
#!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636372 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Implement fast particle pool memory.
Default is 2mb, automatically cleans up oldest used pool slots.
Estimated 1/4 time for STAT_PARTALLOC.
#!rb Jason.Bestimt
#!test paragon ps4 cooked
#!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636319 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue with fatal error message not being shown in reports.
Fixed issue where some cancelled tests reported as succeeded
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636264 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance
#!RB:none
#!Tests: Ran client cooked build
[CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon
[QAREVIEW]
#!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635288 on 2017/09/10 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices
Fixed missing - in SoloSmoke args that were causing trailing params to be lost
#!tests preflighted, ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635145 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to pick up SDK change for patch packages
#!rb none
#!tests none
#!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635097 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added cleardevices option to Gauntlet that removes all devices after running.
Added to Orion build scripts
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634985 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Cleaned up some logging around device failures
Attempt to handle "Too Many Connections" error at a lower level
Added removeall command to PS4DevkitUtil (not yet used)
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634897 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Checking in change to timeouts to test theory
#!tests ran test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634765 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Scrape another .05ms out of GPU particle simulation.
#!rb none
#!tests ps4 monolith
#!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634422 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for Gauntlet shutdown issue on builders
Fix for BP editing crash from Dev-Framework
#!tests ran locally
#!rb none!
#!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634139 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running
#!tests ran locally with single and file-based devices
#!rb none
#!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633799 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only.
#!rb none
#!tests monolith02 turrets
[CODEREVIEW] lina.halper
#!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633647 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Possible fix for OR-43926 from Arne
#!tests ran locally, observed no ensures or negative side-effects in UI or HUD
#!rb none
#!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633637 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Upped timeout for editorbased tests
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632565 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed some test code...
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632385 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
More improvements to device handling.
Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems.
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632177 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: thomas.ross
Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43
#!rb none
#!test local commandlet
#!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632131 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix a bug with new local vector-field only project setting
#!rb none
#!tests ps4 monolith
#!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632034 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where problem devices were reset each attempt
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631812 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
More improvements to device management in Gauntlet
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631787 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes.
#!rb none
[CODEREVIEW] martin.wilson
#!test bot game
#!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631251 on 2017/09/07 by Andrew.Grant
Additional device selection improvements
#!tests #!rb na
Change 3630861 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3630620 on 2017/09/07 by Laurent.Delayen
RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions.
#!rb Ori.Cohen
#!codereview benn.gallagher
#!tests lane minions test map
Change 3629990 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fix for gpu hang on ps4.
#!rb Marcus.Wassmer
#!test Paragon cooked ps4
#!jira OR-43835
#!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629980 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Moved some missed code to FDebug::HasAsserted()
#!tests na
#!rb none
#!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629975 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Project optimization to only support local vector fields.
separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost.
#!rb olaf.piesche
#!tests monolith ps4/pc
#!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629917 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix for sizebyspeed on ps4
#!rb Simon.Tovey
#!tests pc
#!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629620 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629554 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Restored screenshot support to gauntlet (now driven externally)
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629495 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: don.eubanks
Stat panel will only show stat changes or improvements that come from Item sources (cards / gems)
#!rb dan.hertzka
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
[RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base!
#!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629468 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring()
Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread.
#!tests ran locally
#!rb none
[at marcus.wassmer]
#!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629410 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs
--------------------------------------
Fix for generating project files
#!tests GPF
#!rb none
#!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629369 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests)
#!rb none
#!tests verified signing is disabled and game gets to main menu with -fileopenlog
[at graeme.thornton]
#!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629254 on 2017/09/06 by Laurent.Delayen
URO: ensure we don't skip more frames than desired when switching LODs.
#!rb lina.halper
#!codereview martin.wilson, benn.gallagher
#!test lane minions test map
Change 3629191 on 2017/09/06 by Laurent.Delayen
Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions.
#!rb lina.halper
#!codereview martin.wilson
#!test lane minions test map
Change 3629130 on 2017/09/06 by Laurent.Delayen
AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug.
#!rb none
#!tests lane minion test map
Change 3628300 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed exception that could occur during tests if all devices were in use
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627915 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Undoing Oodle check for the time being
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627875 on 2017/09/06 by Jason.Bestimt
#!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables)
#!RB:none
#!Tests:none
#!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker
#!ROBOMERGE: MAIN, 43
Change 3627694 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Improved warnings
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627642 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
More logging for OR-43892 and OR-43779
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627247 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed check that turns out to be bogus
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627240 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures
#!tests compiled OrionClient
[at daniel.lamb] #!rb none
#!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627211 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added ensure for OR-43777
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626839 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added wait to PS4DevkitUtil before trying to postmortem crashdump
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626755 on 2017/09/05 by Rob.Cannaday
Merge //Orion/Release-Tencent to //Orion/Dev-General
Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT
TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded
#!rb sam.zamani
#!lockdown andrew.grant
#!tests Win64 vs AI match, QA smoke test
#!fyi sam.zamani
Change 3626285 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed BaseDir argument not being correctly applied in tests
Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626221 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame.
Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement
#!rb none
#!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz
[at Laurent.Delayen] [FYI] [at Andrew.Grant]
#!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3625925 on 2017/09/05 by Laurent.Delayen
If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want.
#!rb benn.gallagher
#!codereview martin.wilson, lina.halper
#!tests lane minion map
Change 3624051 on 2017/09/02 by Andrew.Grant
Fixed issue with test params not being set.
Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability.
#!tests preflighted
#!rb none
#!review-3624052 @ben.salem
Change 3623907 on 2017/09/02 by Andrew.Grant
Fixed usesyncedbuild option being broken in Gauntlet
#!codereview @daniel.lamb
#!tests compiled
#!rb none
Change 3623906 on 2017/09/02 by David.Ratti
Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides
#!rb none
#!test future wukong pie
Change 3623766 on 2017/09/01 by Daniel.Wright
[Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box
#!rb none
#!Tests PC QAGame
Change 3623518 on 2017/09/01 by Don.Eubanks
Fix for Shipping Client PS4
#!rb none
#!tests Compile Shipping Client PS4
#!fyi daniel.lamb andrew.grant
Change 3623515 on 2017/09/01 by Daniel.Wright
[Copy] Volume materials applied to static meshes operate on the object's bounding sphere
#!rb none
#!TESTS QAGame PC
Change 3623503 on 2017/09/01 by Daniel.Wright
[Copy] Fixed ObjectRadius in Volume domain materials
#!rb none
#!TESTS none
Change 3623102 on 2017/09/01 by Marcus.Wassmer
Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand
#!rb none
#!tests monolith on PS4
#!fyi olaf.piesche,tim.elek
Change 3623096 on 2017/09/01 by Marcus.Wassmer
checkslow -> check to find issues with ILC
#!rb none
#!tests ran monolith on ps4
Change 3622744 on 2017/09/01 by Laurent.Delayen
RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now).
Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies.
Take gravity from movement component if present, to inherit custom gravity scaling.
Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used.
If LOD enables new bodies, they are now initialized during simulation.
Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default.
Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change.
Added AnimStats for PreUpdate, Update and Eval.
#!rb ori.cohen
#!codereview ori.cohen, lina.halper, benn.ghallager
#!tests lane minion test map
Change 3622743 on 2017/09/01 by Laurent.Delayen
Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes.
#!rb lina.halper
#!tests lane minion test map
Change 3622742 on 2017/09/01 by Laurent.Delayen
'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings.
Renamed DisplayDebugCustom to DisplayDebugInstance.
#!rb lina.halper
#!tests lane minion test map
Change 3622738 on 2017/09/01 by Laurent.Delayen
Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams
#!rb lina.halper
#!tests lane minion test map
Change 3622666 on 2017/09/01 by Jian.Ru
Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements
#!jira UE-48972, OR-43455
#!rb Chris.Bunner
#!tests editor
Change 3622579 on 2017/09/01 by Andrew.Grant
Fixed shutdown issues with some tests being detected as errors
Simplied and cleanup some things in state management of tests.
#!tests ShortSOloGame test locally
#!rb none
Change 3622322 on 2017/09/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-40366 from v43
#!tests compiled
#!rb Aaron.McLeran
#!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3621054 on 2017/08/31 by Andrew.Grant
Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating
#!tests preflighted
#!rb none
Change 3620755 on 2017/08/31 by Daniel.Lamb
Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations.
#!rb Jason.Bestimt
#!test Cooked paragon ps4
Change 3620541 on 2017/08/31 by Ben.Salem
Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting.
#!rb none
#!tests compiled.
Change 3620443 on 2017/08/31 by Mieszko.Zielinski
Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4
#!rb none
#!test golden path
Change 3620428 on 2017/08/31 by Aaron.McLeran
#!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General
#!rb Ethan.Geller
#!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports.
Change 3620411 on 2017/08/31 by Mieszko.Zielinski
Fix to removal of simuli sources from the AISense_Sight #!UE4
Made sure given source gets removed from ObservedTargets.
#!rb none
#!test golden path
Change 3620343 on 2017/08/31 by Ben.Salem
Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on.
#!rb clayton.langford
#!tests ran shallow and normal FX tests, generated hitches to display.
Change 3620050 on 2017/08/31 by Luke.Thatcher
[ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/...
- USE_DEFRAG_ALLOCATOR was not always defined in all cases.
#!rb Daniel.Lamb
#!tests none
Change 3619836 on 2017/08/31 by Andrew.Grant
Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team)
#!tests preflighted, ran locally
#!rb none
Change 3618597 on 2017/08/30 by Dan.Hertzka
Fixed Additive UI materials not being affected by the widget opacity
- We needed to multiply the sampled color by the alpha of the vertex color
Also added fade in anim for scoreboard when showing after the endgame cinematic
#!rb Nick.Darnell
#!tests Widget alpha affects additive materials
Change 3618441 on 2017/08/30 by Laurent.Delayen
Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display.
#!rb lina.halper
#!tests lane minions
Change 3618404 on 2017/08/30 by Paul.Moore
- Update to new MMS client API from Fortnite.
- Add MMS API plugin.
#!rb none
#!tests matchmaking, v2 MMS matchmaking, draft lobby.
#!lockdown andrew.grant
Change 3618167 on 2017/08/30 by Marcus.Wassmer
Fix fog on PS4, also volume texture clears.
#!rb luke.thatcher
#!fyi Jordan.Walker
#!tests ran monolith on ps4
Change 3617911 on 2017/08/30 by Andrew.Grant
Fix for OR-43401, lighting remaining unbuilt
#!tests ran cook, verified that lighting for bp components is now correctly found.
#!rb marc.audy
Change 3617765 on 2017/08/30 by Andrew.Grant
Fix for lighting always being unbuilt on some blueprints
#!tests cooked data and verified BP components have the correct transform and receive cached lighting data
#!rb marc.audy, bp-team
Change 3617757 on 2017/08/30 by Laurent.Delayen
clang fix
#!rb none
#!tests none
Change 3617700 on 2017/08/30 by Laurent.Delayen
Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated.
#!rb lina.halper
#!tests lane minions map
Change 3617695 on 2017/08/30 by Laurent.Delayen
Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays.
#!rb lina.halper
#!tests test lane minions map
Change 3616757 on 2017/08/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-43459 from Laurent
#!tests na
#!rb Lina.Halper, Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3616745 on 2017/08/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked net version to 3609966 in anticipation of patch
#!rb #!tests na
#!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3616551 on 2017/08/29 by Daniel.Lamb
Fix memory leak in paragon.
#!rb Andrew.Grant
#!test Paragon ps4
Change 3613700 on 2017/08/28 by Andrew.Grant
Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion
Renabled r.Cache.UpdatePrimsTaskEnabled
#!tests ran locally
#!rb none
Change 3613694 on 2017/08/28 by Andrew.Grant
Added -teamsize argument to Orion none test.
#!tests ran None test :)
#!rb none
Change 3613638 on 2017/08/28 by Ben.Salem
Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created.
#!rb clayton.langford
#!tests Ran shallow and deep test for multiple characters.
Change 3612731 on 2017/08/28 by Chris.Bunner
[DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook.
#!rb
#!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb
#!tests Cooking/running simple scene with grass foliage
#!jira UE-48698, OR-42612
Change 3612695 on 2017/08/28 by Andrew.Grant
Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading
Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things.
#!tests ran NoneTest with -nomcp
#!rb none
Change 3612002 on 2017/08/27 by Andrew.Grant
Fix for crash seen during nightly tests
#!tests baseline perf didn't crast 3/3
#!rb none
Change 3611980 on 2017/08/27 by Andrew.Grant
PS4DevkitUtil post-mortem improvements to logging
#!tests run ShortSoloGame
#!rb none
Change 3611758 on 2017/08/26 by Andrew.Grant
Fix for warning
#!tests #!rb na
Change 3611737 on 2017/08/26 by Andrew.Grant
Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering
3517039 -
GitHub #!2655: Optimization for shadow map resolution selection for spot lights
* Use the radius of the inscribed sphere at the cone end as the spot light's screen radius
Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly
3545241 -
Fixed spotlight whole scene shadows using a radius 2x too long
3545347 -
Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame.
#!rb none
#!tests compiled
Change 3611718 on 2017/08/26 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs
--------------------------------------
Improved parsing of callstacks and errors in test logs
Added unit test for error parsing
#!tests ran locally, unit tests
#!rb none
#!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3611704 on 2017/08/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Test fixes - addresses issue with memory report failing
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3611683 on 2017/08/26 by Andrew.Grant
Upgraded PS4 SDK to 4.508.111
#!tests SoloGames locally
#!rb none
Change 3611466 on 2017/08/25 by Andrew.Grant
Changed none test to use monolith02 by default
#!tests compiled
#!rb none
Change 3611167 on 2017/08/25 by Laurent.Delayen
Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated.
#!rb none
#!tests lane minions
#!codereview martin.wilson
Change 3610850 on 2017/08/25 by dan.hertzka
Unclog Robomerge
#!rb none
#!tests none
Change 3610325 on 2017/08/25 by Andrew.Grant
Compile fix for PS4
#!tests compiled
#!rb none
Change 3610018 on 2017/08/25 by Laurent.Delayen
UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later.
#!rb lina.halper
#!tests venus ult on minion lane test map
Change 3609967 on 2017/08/25 by Daniel.Lamb
Merging using //Fortnite/Main/->//Orion/Dev-General/
Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4.
CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping.
- The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out.
- Added an extra flag to reset mip bias values when texture memory budget is increased.
#!rb Uriel.Doyon
#!jira FORT-45385
#!jira FORT-47739
CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4.
- Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled.
- Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted.
- Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps.
#!jira FORT-45229
#!rb Ben.Woodhouse
CL 3564368
LLM Changes
Summary:
LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead.
Changes where LLM hooks into the various allocation functions and pools.
Added more LLM tracking scopes.
Changed the way LLM gets its internal memory.
Writing stats out to csv
Fixed a few bugs with the tracker code
Details:
* re-enabled LLM by default in Dev builds for XB1 and PS4
* Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update)
* track allocations made from the defrag pool (PS4)
* track non-drfrag pool garlic allocations (PS4)
* track allocations made from PS4 malloc
* combined the RHI and Malloc trackers into the Default tracker
* changed stat groups to LLM, LLMPlatform and LLMOverhead
* OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set
* XMemAlloc now uses AllocationType if no LLM scope has been set
* renamed VirtualMap to LLMMap
* added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled.
* support for tracking allocations that move in memory (for the PS4 defrag allocator)
* support for tracking explicit memory without pausing the tracker
* LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg
* fixed check in FNameToTag. It was checking the wrong value when verifying the name index
* show a warning on screen if LLM has been enabled without debug memory enabled (on consoles)
* fixed program size tracking
* fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope.
* optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times)
* fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them.
* fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled
* changed default alloc size for LLMMap to 16K
* Added lots more LLM scopes renamed some of the existing ones
* made FMemBlock::Allocators private and added accessor functions, which include LLM tracking.
* fixed LLM alignment tracking in CustomVirtualAlloc
* implemented LLM on XB1 so that it properly tracks D3D12Allocations
* added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator
* tracking of render targets
* fixed LLM pool total column value.
#!rb luke.thatcher
CL 3565905
[ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/...
3458941 - Initial submission of new PS4 memory allocator.
3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible.
3498440 - Flexible and framebuffer memory fallbacks
3515704 - Add stats to new PS4 memory system.
UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly.
#!rb Ben.Woodhouse
CL 3580934
[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.
#!rb Marcus.Wassmer
#!jira FORT-50206
CL 3590180
[FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted.
- Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB.
- Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool.
- Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails.
#!jira FORT-49700
#!rb Aaron.McLeran
CL 3593920
[FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system.
- Incorrect bitmask usage was truncating the available memory value to 32 bits.
- Also includes some minor refactoring to make parts more readable.
- Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile.
#!rb Jonathan.Fitzpatrick
#!jira FORT-50918
CL 3597577
[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
- Previously the amount of texture memory wasnÆt 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.
#!rb Stewart.Lynch
#!jira FORT-50825
#!jira FORT-49688
#!jira FORT-49695
#!jira FORT-50054
CL 3601951
[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.
#!rb Stewart.Lynch
#!jira FORT-52910
#!test preflight with baseline performance memory report tests, local tests on neo
#!rb Luke.Thatcher
Change 3608480 on 2017/08/24 by Uriel.Doyon
Instanced static mesh lightmaps are now updated correctly after lighting scenario changes
#!jira UE-48522
#!tests Build lighting, loaded maps
#!rb michel.dupuis
Change 3608407 on 2017/08/24 by Andrew.Grant
Reintegrated ROlando's cloth optimizations
#!tests #!rb none
Change 3608349 on 2017/08/24 by Rolando.Caloca
O - Cloth vertex buffers no longer generate dummy vertices
#!rb Lina.Halper
#!fyi James.Golding
#!tests Check obj list memory with multiple characters, tested animations
Change 3607815 on 2017/08/24 by Laurent.Delayen
Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha.
https://jira.it.epicgames.net/browse/OR-43186
#!rb none
#!tests Price hand two bone IK
#!codereview lina.halper, thomas.sarkanen
Change 3607770 on 2017/08/24 by Andrew.Grant
Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong
#!tests ran locally, updated parser test
#!rb none
Change 3607546 on 2017/08/24 by Jian.Ru
Add more control to chromatic aberration effect
#!jira UE-47138
#!rb Brian.Karis
#!tests editor
Change 3607270 on 2017/08/24 by Andrew.Grant
Mirroring 3605735 from FN to address bug with MIC deduplication
#!tests compiled
#!rb none
Change 3607082 on 2017/08/24 by Laurent.Delayen
Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands.
List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph).
Current debug Target is highlighted in a green bounding box.
Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player.
Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors.
Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation.
#!rb dave.ratti
#!tests lane minion test map, debugging individual minions
#!codereview jon.lietz
Change 3606772 on 2017/08/24 by David.Ratti
Spot edigrate CL 3606417 for accurate CurveTable memory tracking
#!rb none
#!tests none
[CL 3748735 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3363699 by Mike.Fricker
VR Editor: Improved extensibility (for mesh editor)
- This was merged from CL 3352612 and re-opened for edit before commit
- All mesh editor changes were stripped before merging
Change 3499858 by Matt.Kuhlenschmidt
PR #3673: Fixed UE-36416 (Contributed by DarkSlot)
Change 3499872 by Matt.Kuhlenschmidt
PR #3682: Details view - matrix button visibility toggle and crash fix (Contributed by kamrann)
Change 3499873 by Matt.Kuhlenschmidt
Hide property matrix button from settings editor. For the combined settings objects view this produces nonsensical results and the property matrix is for bulk editing which settings are not designed for.
Change 3501154 by Arciel.Rekman
Fix incorrect RPATH.
- Fixed LinuxToolChain to use FileItem instead of strings.
- Fixed string-based Utils.MakePathRelativeTo - workaround for an old Mono bug was causing invalid "correction" of the relative path, triggered by the fact that path "Foo/Bar/../Baz" was not considered equal to "Foo/Baz". Instead of removing the workaround altogether, added a better comparison.
Change 3501337 by Arciel.Rekman
Better fix for RPATH.
- Ben Marsh's suggestion.
Change 3502572 by Matt.Kuhlenschmidt
PR #3693: Because "becuase" is spelled because (Contributed by getnamo)
Change 3502731 by Matt.Kuhlenschmidt
Guard against empty warning toasts
#jira UE-46285
Change 3502788 by Matt.Kuhlenschmidt
Avoid shutting down the editor during loads and slow tasks if a windows close message comes in during this time
Change 3503027 by Michael.Dupuis
Optimized UpdateLayerUsageInformation
Change 3503299 by Michael.Dupuis
Fixed crash when having no layer info object
Change 3504529 by Yannick.Lange
Use UWorld instead of FWorldContext for EditorWorldExtensions, since we don't use it.
Change 3504550 by Jamie.Dale
Fixed/Improved DnD validation between Content Browsers
Dragging assets between Content Browsers now goes through the same common DnD code (DragDropHandler) as dragging assets between the SPathView and SAssetView, and between items within an SAssetView. This also improves the validation of asset/file drops to prevent you dropping assets/files into class paths.
#jira UE-45857
Change 3505369 by Alexis.Matte
Make sure undo/redo transactions works for all fbx dialog options.
#jira UE-43465
#jira UE-43569
Change 3505500 by Matt.Kuhlenschmidt
Fix child usd meshes not importing properly.
Change 3505645 by Arciel.Rekman
Add USD support on Linux (UE-45383).
#jira UE-45383
Change 3505658 by Arciel.Rekman
USD: add CMake toolchain file I missed.
Change 3506796 by Yannick.Lange
Fix EditorWorldExtensionCollection using TWeakObjectPtr for UWorlds instead of UPROPERTY
Change 3508082 by Alexis.Matte
Make sure the fbx re-import editor preference "show option dialog at reimport" is working when re-importing an animation sequence.
Change 3508855 by Max.Chen
Add CanFindInContentBrowser to AssetEditorToolkit.
False for LevelSequenceEditorToolkit so that sequencer doesn't take over Find In Content Browser and show only the sequencer asset.
#jira UE-46241
Change 3509282 by Bradut.Palas
#jira UE-45337
Removed check for Actor->GetWorld() against GWorld because the latter would switch between editor world and PIE world during a tick, causing the widget to not update properly.
Since the Actor would always point to the PIE world, the check was no longer needed.
Change 3509298 by Nick.Darnell
Slate - Now has better support for analog navigation, the NavigationConfig is now created per user, and has the ability to deal with repeats and can handle navigation better by waiting until the user has moved enough to intend a direction to move.
Change 3509313 by Bradut.Palas
#jira UE-44630
As the bug description says, the Undo History was not refreshing correctly because an undo coupled with an action would result in the same number of transactions as the previous tick. Now we also check the variation of undo actions count in order to refresh the list.
Change 3509318 by Bradut.Palas
#jira UE-1406
To fix the issue we simply close the Consolidate window if ListViewItems is empty.
Change 3509402 by Nick.Darnell
PR #3703: UE-46362: Fixing typo in EUMGSequencePlayMode.PingPong comment (Contributed by gsfreema)
Change 3510447 by Arciel.Rekman
ReplayProxy: changed protected to private.
Change 3510467 by Max.Chen
Property Editor: Disable color widget when editing is disabled.
#jira UE-46331
Change 3511249 by Matt.Kuhlenschmidt
PR #3715: Turn off the automatic expiration of the restore assets notification (Contributed by IHappyDayI)
Change 3511286 by Matt.Kuhlenschmidt
Added ability to set properties from USD attributes when using scene import to import USD files. See
UsdPropTestScene.usda for an example file of how this works
Change 3511528 by Cody.Albert
Updated FMoviePlayerWidgetRenderer to use Slate time instea of application time
Change 3512149 by Matt.Kuhlenschmidt
Dont save non-dirty built data when playing PIE in a standalone process
#jira UE-46422
Change 3512259 by Matt.Kuhlenschmidt
Fix static analysis
Change 3512291 by Matt.Kuhlenschmidt
PR #3719: Updating UEditorEngine::ReplaceActors to not copy array of actors (Contributed by gsfreema)
Change 3512911 by Matt.Kuhlenschmidt
Fixed USD property setting crashing if the usd file contained an array with 0 elements.
Fixed USD property setting creating invalid tmaps if the usd file contained a key that already existed
Change 3513725 by Matt.Kuhlenschmidt
PR #3726: Copy/paste fix for SAdvancedDropdownRow::Construct() (Contributed by jovisgCL)
Change 3514453 by Jamie.Dale
Added a way to set the UEnum used by a UEnumProperty after using the default constructor
This will assert if called on an instance that has already been initialized
Change 3514858 by Alexis.Matte
Fix crash when importing animation and choosing a different value for option "Import Meshes In Bone Hierarchy" then the value use to import the skeletal mesh. In some case there is no skinned mesh.
Change 3514875 by Matt.Kuhlenschmidt
PR #3721: Fixed. Screen Message was showed always when screenshot is captured(F9) (Contributed by shuaiharry)
Change 3515859 by Bradut.Palas
#jira UE-46516
The RenameTextBox didn't handle the OnTextCommitted event (which can be triggered when pressing Enter in the box). Now it does.
Change 3515998 by Jamie.Dale
Adding missing ) to some log messages
Change 3517681 by Matt.Kuhlenschmidt
Fix automated import not applying any texure settings to imported textures
Change 3517703 by Nick.Darnell
Slate - Marking SWidget's destructor as virtual (it always has been because of the parent), but this makes it more obvious.
Change 3517737 by Nick.Darnell
Slate - The retainer widget now only knows how to store the images in gamma space, rather than rendering in linear and storing using sRGB writes. If you do it that way - you end up in a state of having premultiplied linear space stored in sRGB, and getting that back into a state that looks correct when you finally render it with the rest of Slate becomes very difficult, so to make things simpler
Change 3517758 by Nick.Darnell
UMG - Updating the retainer box categories and visibility.
Change 3517795 by Nick.Darnell
Slate - We now don't do inherited volatility if we're also caching.
Change 3517861 by Matt.Kuhlenschmidt
Update windows USD to .75
Change 3517867 by Matt.Kuhlenschmidt
Delete OpenEXR from USD dependencies. It is no longer used
Change 3517873 by Matt.Kuhlenschmidt
Updated USD windows binaries
Change 3517896 by Max.Chen
Sequencer: Call SkyLightComponent's SetLightColor() directly, similar to LightComponent
#jira UE-46669
Change 3518240 by Max.Chen
Sequencer: Set needs update when binding.
#jira UE-46619
Change 3518492 by Max.Chen
Sequencer: If already at the correct play position, don't jump to it. This fixes a bug where if you play to a position and pause, resuming play will playforward and not keep pausing.
#jira UE-45996, UE-45997
Change 3518997 by Max.Chen
Fbx: Fix aperture width, height, focal length and field of view calculations.
#jira UE-46754
Change 3520190 by Jamie.Dale
Cleaned up SCC log spam when finding out-of-date dependencies
Change 3520237 by Yannick.Lange
VR Editor: cleanup auto entry. Removed TimeSinceHMDChecked and added extra check for if there is currently a vr mode active.
Change 3520923 by Max.Chen
Sequencer: Refactor displaying sequencer settings in editor so that they're always available and not only when the sequencer type is instantiated.
#jira UE-46301
Change 3521212 by Matt.Kuhlenschmidt
PR #3757: MAX_NAME_LENGHT -> MAX_NAME_LENGTH (Contributed by Josef-CL)
#jira UE-46821
Change 3521216 by Matt.Kuhlenschmidt
PR #3751: Spelling fix for ESlateVisibility comment (Contributed by Triplelexx)
#jira UE-46810
Change 3521221 by Matt.Kuhlenschmidt
PR #3733: UE-46683: Don't increment MovieIndex when playing next movie (Contributed by projectgheist)
#jira UE-46683,UE-46714
Change 3521344 by Yannick.Lange
Fix selection tools in the Levels editor window. After selecting all levels SWorldHierarchyImpl::OnUpdateSelection used GetSelectedTreeItems(). At that point the tree items were not updated yet and it would return the 'previous' items. Making it look like nothing happened. Instead WorldModel->GetSelectedLevels() had to be used to get the new list of selected levels (this was used in 4.16) and then convert the list of FLevelModel to the new system that uses WorldHierarchy::FWorldTreeItemID.
#jira UE-46741
Change 3521825 by Joe.Graf
#Xb1
Added missing VectorSetFloat1 by copying the one in UnrealMathSSE.h
#CodeReview: ben.woodhouse
Change 3522114 by Joe.Graf
#Xb1
Changed the missing VectorSetFloat1 to use MakeRegisterVector to be more consistent with other Xbox defines per Ben's code review
#CodeReview: ben.woodhouse
Change 3524202 by Matt.Kuhlenschmidt
Prevent resizing when a context menu is open. This prevents a number of rare crashes when a window is resized when a child menu is open causing the child to lose connection to the parent (happens when the parent widgets are clipped and no longer processed). This is consistent with behavior on windows and mac.
#jira UE-46653
Change 3524263 by Bradut.Palas
#jira UE-46671
The issue happened because a parent callback of OnAssetRenameCommitted would allow an implicit sync and it would reset the search. Solved by blocking the parent callback if the user is searching.
Change 3524265 by Bradut.Palas
#jira UE-46261
Console command was doing something illegal. Opening a map from editor when multiprocess and client mode were enabled is prohibited by code in Playlevel.cpp (( !CanRunUnderOneProcess && PlayNetMode == EPlayNetMode::PIE_Client ))
Solved by banning that specific use of the command.
Change 3524266 by Bradut.Palas
#jira UE-45592
The bug was caused by an iteration in EndPlayMap() that re-selected all previous actors but without the notify flag (hence, not triggering the code that validated showing the transform widget). Fixed by notifying just once per group, for performance reasons.
Change 3524585 by Bradut.Palas
Back out changelist 3524265 until I can figure out why the build system doesn't like it.
Change 3525921 by Bradut.Palas
Resubmitting revision 3524265 with properly guarded editor code (#if WITH_EDITOR)
Change 3526124 by Matt.Kuhlenschmidt
Remvoe debug canvas proxy
Change 3526139 by Matt.Kuhlenschmidt
Force low quality fallback mode on ES2 devices for slate blur widgets. This feature does not work on es2
Change 3526663 by Cody.Albert
Fixed sequencer bindings to correctly work on streamed level in standalone preview mode
Change 3527028 by Cody.Albert
Back out changelist 3526663
Change 3527241 by Cody.Albert
Fixed sequencer bindings to correctly work on streamed level in standalone preview mode
Change 3527829 by Max.Chen
Fbx: Add static transform values to curve data import.
#jira UE-46888
Change 3527830 by Max.Chen
Sequencer: Import static/default transforms and camera focal lengths from fbx.
#jira UE-46888
Change 3528768 by Matt.Kuhlenschmidt
Refactor of GetDetailsView method on IDetalLayoutBuilder for some upcoming changes. There is no longer a guarantee that a physical details panel is present wwhen customizing a property so GetDetailsView now returns a pointer and will be null if no details view exists. This refactor is necessary for a change to allow us to make loose property widgets for use outside of a details view.
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3530675 by Michael.Dupuis
#jira UE-46913 : Added extra validation to prevent possible crash
Change 3530991 by Matt.Kuhlenschmidt
Added ability for users to specifiy usd plugins for the USD importer
Change 3531110 by Matt.Kuhlenschmidt
Added automated import support for USD.
Automated import now also supports loading a level per import group so that factories may spawn actors and manipulate the level
Change 3531119 by Matt.Kuhlenschmidt
USD Scene import now uses actor factories to determine the correct actor type to spawn for an asset specified in USD
Change 3531220 by Jamie.Dale
Fixed some places that were iterating over sets/maps using their element indices as if they were the sparse indices
Change 3531831 by Cody.Albert
BP nodes can no longer be renamed on read-only graphs.
Change 3531938 by Yannick.Lange
Enable setting justification at runtime for multi-line text boxes.
#jira UE-44801
Change 3533011 by Matt.Kuhlenschmidt
Exporting render targets now chooses PNG if the render target format is an LDR format
Change 3533370 by Arciel.Rekman
Fix comparison of the RT format.
Change 3533717 by Nick.Darnell
Slate - Adding justification to SEditableText and SpinBox, also adding the field for UMG.
Change 3534756 by Arciel.Rekman
Linux: add path to bundled GL headers.
- Seems like we have been implicitly relying on it being added someplace else or simply present in the system.
- Change by Cengiz.Terzibas
Change 3535421 by Arciel.Rekman
Reduce SCW logspam on Linux (UE-46634)
#jira UE-46634
Change 3537520 by Matt.Kuhlenschmidt
PR #3780: Fix typo steam to stream (Contributed by YuchenMei)
Change 3537539 by Nick.Darnell
UMG - Fixing a bug with aspect ratio locking cameras when in HDPI mode, the spaces were slightly different. Moving over the code that calculates the offsets to function in normalized space, so that it's trivial to combine with the existing normalized viewport dimensions and offset information, without space confusion.
Change 3537542 by Nick.Darnell
UMG - Fixing some bugs with the retainer widget which was not properly resetting or registering the hit testing information when rendered every frame. This should fix some issues that have been seen with clicks locking the viewport rendering, or not being clickable.
Change 3537596 by Alexis.Matte
Fbx SDK 2018.1.1 Integration
#jira UE-45070
Change 3537672 by Matt.Kuhlenschmidt
Simple fix for seconds of time being spent refreshing the settings editor if commands are registered while it is open. The request to refresh is deferred until next tick, meaning that each command list registered in a frame is not refreshing the details panel.
Change 3537796 by Alexis.Matte
Make sure all general settings are persist when we re-import a staticmesh from fbx file.
#jira UE-46829
Change 3537961 by Michael.Dupuis
#jira UE-47222: Prevent possible crash in some bad drag & drop case
Change 3538149 by Alexis.Matte
Make sure we export NTB information instead of just the normal when exporting to fbx
#jira UE-46785
Change 3538237 by Alexis.Matte
Fix import of large fbx scene (over 2 Gb) pr #3784
#jira UE-47124
Change 3538270 by Lauren.Ridge
Epic Friday: Preview scenes in material editors
Change 3539707 by Yannick.Lange
Optimize viewport interactor hitresult for laser. Store the first hitresult and use that when calling UViewportInteractor::GetHitResultFromLaserPointer multiple times a frame.
Change 3539964 by Lauren.Ridge
Fix for cubemap not persisting between loads
Change 3540321 by Arciel.Rekman
Linux: CEF rebuilt with fewer dependencies (UE-46433).
- Removed source-only binary to save size (we can link to the runtime one, this also allows RPATH to be generated automatically).
- Change by Cengiz.Terzibas, polished by RCL.
Change 3540458 by Alexis.Matte
Fix the HDR pixel inspector. The HDR value is now RGBA in editor viewport and RGB in Game mode.
#jira UE-47199
Change 3540681 by Arciel.Rekman
Linux: fix flickering (UE-46351) - redoing fix from 4.17
- Slate rendering policy can set a scissor rect equal to a (smaller) window, which would get inherited by the scene renderer later.
#jira UE-46351
(Redoing the fix from CL 3538578 in 4.17).
Change 3540838 by Matt.Kuhlenschmidt
Fix locked actors still being moved by piloting them
Change 3542212 by Nick.Darnell
Slate - Fixing a crash with per character wrapping. When used in rich text fields, it can cause a crash due to negative lengths for measurements, due to the way we calculate start and end indexes. New code now ensures the End is always >= to the Start.
Change 3544033 by Arciel.Rekman
Drop and deprecate /-prefixed commandline switches.
- Dropped on all platforms except Windows, where it will produce a warning. Complete drop is expected in 4.19.
Change 3544213 by Nick.Darnell
Slate - Fixing another potential crash with the slate loading thread. The default movie player was listening for map load finishing using the AddSP callaback, which means the weakptr would be accessed, switching these over to AddRaws to be safer.
Change 3546113 by Nick.Darnell
Slate - Resurecting the slate visualizer support in the slate renderer for batch visualization, and overdraw.
Change 3547129 by Michael.Trepka
Few small changes that make UnrealBuildTool faster when running on Mono
Change 3547454 by Jamie.Dale
Added search to editable texts
Change 3547460 by Jamie.Dale
The output log now applies a search to its editable text when filtering
This highlights the term matches on each line
Change 3548177 by Jamie.Dale
Optimized PO entry look-up
Change 3548287 by Matt.Kuhlenschmidt
Fix one off speedtree crash
#jira UE-47538
Change 3548377 by Lauren.Ridge
Checking that the Environment Map Path is set before trying to load it.
#jira UE-47365
Change 3548628 by Matt.Kuhlenschmidt
Fix focus graphic for tabs not pointing to the correct image
Change 3549289 by Max.Chen
Movie Scene Capture: Move window to within the desktop bounds when resizing.
#jira UE-37330
Change 3549290 by Arciel.Rekman
Fix hlslcc not working properly with newer clangs.
- Both the clang 3.8+ problem and UB reported by UBSan.
Change 3550573 by Max.Chen
Sequencer: Track drag drop.
Implement drag and drop onto a camera track, subscene track, and cinematic shot track.
#jira UE-45773
#jira UE-45387
Change 3550729 by Max.Chen
Sequence Recorder: Add interpolation and tangent settings for animation recording keys
#jira UE-46146
Change 3551558 by Nick.Darnell
UMG - Tweaking some designer elements, playing around with a 'real-time' mode. Also fixing a bug with decendant widgets in named slots not triggering design effects like updating the widget switcher.
#jira UE-39404
Change 3551671 by Joe.Graf
Merged over the change to expose more of dormancy to Blueprints (UE-46240)
Change 3551684 by Cody.Albert
Removing some unused code from map check
Change 3552673 by Yannick.Lange
Fix crash select all levels with folders in the treewidget.
Change 3552960 by Yannick.Lange
Frontend filter for files referenced by any level in the project and a filter for not referenced by any level.
#jira UE-22153
Change 3553727 by Max.Chen
Sequencer: Capture thumbnail before pre save so that the thumbnail isn't captured with the evaluation in a reset state.
#jira UE-47693
Change 3553778 by Arciel.Rekman
Cache check for compiler availability (UE-47699).
- Fixes performance drop in the blueprint editor. Better than caching in a particular source accessors because affects all accessors (incl. Mac which isn't cached either) and reduces calls.
Change 3554128 by Matt.Kuhlenschmidt
Null out GEditor after it has been destoyed. Any modules that access GEditor can now properly check for a null geditor instead of blindly accessing it
Change 3554266 by Max.Chen
Movie Scene Capture: Override cinematic mode in the movie scene capture.
#jira UE-33473
Change 3555563 by Alexis.Matte
Fix static mesh screensize lost when converting from an old version. The conversion require valid extended bounds which was converted after the LOD screensize.
#jira UE-47697
Change 3555755 by Yannick.Lange
VR Editor: Add exit button inside new menu called "system" on radial menu. Still needs correct icons.
Change 3556334 by Matt.Kuhlenschmidt
Added a new type of property editor called a property row generator. This is essentially a details panel that can generate each unique row but adds no visual styling around the property editors and does not generate a master tree widget for the properties. This is useful for creating proper widgets for properties and displaying them in a UI that is not the details panel
Change 3558100 by Matt.Kuhlenschmidt
PR #3823: Incorrect comment syntax in ini files (Contributed by projectgheist)
Change 3558240 by Lauren.Ridge
Move floor in material editor preview scene based on preview mesh
Change 3558242 by Matt.Kuhlenschmidt
Fix console variables help page showing only rendering cvars by default
Change 3558243 by Matt.Kuhlenschmidt
Fix static analysis
Change 3558342 by Alexis.Matte
Make the code to find the best sample rate to import fbx animation more simple and more robust. The code need to be able to support all the possible case.
Add a lot of animation sample rate automation tests
#jira UE-47342
Change 3558515 by Yannick.Lange
VR Editor: Changed icon for system and exit button on radial menu.
Change 3558973 by Matt.Kuhlenschmidt
Fix camera placement of the default map
Change 3559230 by Arciel.Rekman
Do not link CEF3 for servers (UE-47721).
Change 3559572 by Arciel.Rekman
Linux: make sure the engine is rebuilt during the updates.
Change 3560197 by Arciel.Rekman
Linux: cosmetic cleanup of an old code.
Change 3560904 by Max.Chen
Movie Scene Capture: Expose "Open Folder" hyperlink while capturing.
Change 3561213 by Matt.Kuhlenschmidt
Enable USD by default in QA game for testing
Change 3561928 by Matt.Kuhlenschmidt
Fix green glowing in the mateiral editor
#jira UE-47826
Change 3562259 by Arciel.Rekman
Made FPlatformMisc::DebugBreak() not inlined on Linux.
- Saves a great deal of binary size without really impacting a performance.
Change 3562630 by Arciel.Rekman
Make Linux editor compilable with clang 5.0-rc1.
Change 3563564 by Yannick.Lange
Fix Cube Static Mesh Thumbnail renders black. Cleared out the thumbnail, causing it to create the correct new one.
#jira UE-47777
Change 3564529 by Jamie.Dale
Const-correct UScriptStruct::ExportText
Change 3564972 by Alexis.Matte
Fix staticmesh merge applying build scale multiple time Git PR #3807
#jira UE-47645
Change 3565253 by Arciel.Rekman
Fix "Anim to Play" being inaccessible after import (UE-47885).
- The variable was not initialized and could remain false on Linux.
#jira UE-47885
Change 3565293 by Jamie.Dale
Merged "Categories" into the main Output Log filter list
Change 3565939 by Alexis.Matte
Back out revision 3 from //UE4/Dev-Editor/Engine/Source/Developer/MeshMergeUtilities/Private/MeshMergeHelpers.cpp
Change 3566081 by Alexis.Matte
Fix staticmesh merge applying scale twice PR #3807
#jira UE-47645
Change 3566232 by Matt.Kuhlenschmidt
Fix edit inline properties not clipping properly
#jira UE-47775
[CL 3567077 by Matt Kuhlenschmidt in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3168749 on 2016/10/20 by Richard.TalbotWatkin
Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry.
#jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level
Change 3169740 on 2016/10/20 by Nick.Darnell
Automation - Removing old screenshots, working on new naming convention.
Change 3169796 on 2016/10/20 by Nick.Darnell
Automation - Adding new screenshots.
Change 3169800 on 2016/10/20 by Nick.Darnell
Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots.
Change 3169901 on 2016/10/20 by Nick.Darnell
Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots.
Change 3169926 on 2016/10/20 by Cody.Albert
Added extension point for level editor viewport's Show and Camera menus
Change 3170053 on 2016/10/20 by Cody.Albert
Back out changelist 3169926
Change 3170067 on 2016/10/20 by Cody.Albert
Added extension point for level editor viewport's Show and Camera menus
Change 3170382 on 2016/10/21 by Michael.Dupuis
#jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor
Change 3170520 on 2016/10/21 by Alex.Delesky
#jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint
Change 3170522 on 2016/10/21 by Alex.Delesky
#jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button.
Change 3170524 on 2016/10/21 by Alex.Delesky
#jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor.
Change 3170530 on 2016/10/21 by Alex.Delesky
Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper
#jira none
Change 3170768 on 2016/10/21 by Cody.Albert
Back out changelist 3170067
Change 3170795 on 2016/10/21 by Nick.Darnell
JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties.
Change 3170797 on 2016/10/21 by Nick.Darnell
Automation - Fixing several warnings dealing with fbx testing.
Change 3170921 on 2016/10/21 by Nick.Darnell
Automation - Fixing more warnings with FBX tests.
Change 3171109 on 2016/10/21 by Cody.Albert
Added extension point for level editor viewport Show menu
Change 3171812 on 2016/10/24 by Jamie.Dale
Back out changelist 3163044
This broke wrapping for Japanese and Chinese.
Change 3171842 on 2016/10/24 by Michael.Dupuis
#jira UE-36400
Name each Parameter uniquely either from copy/paste of any creation menu
Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1
Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type
When editing a color property update the material expression preview
Change 3171958 on 2016/10/24 by Alex.Delesky
#jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions.
Change 3171969 on 2016/10/24 by Nick.Darnell
Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions.
Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt
PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider)
Change 3172035 on 2016/10/24 by Alex.Delesky
Fix to build warning for 3171970
#jira none
Change 3172078 on 2016/10/24 by Michael.Dupuis
#jira UE-37626 Fetch property node from property handle if there is no property editor
Change 3172143 on 2016/10/24 by Jamie.Dale
Line-break iterators will now avoid breaking words in Hangul
The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers.
Change 3172418 on 2016/10/24 by Michael.Dupuis
Fixed Static Analysis error
Change 3173389 on 2016/10/25 by Michael.Dupuis
#jira UE-9284 Make the UI appear only on hover and change icons size
Change 3173918 on 2016/10/25 by Alex.Delesky
#jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created.
Change 3173966 on 2016/10/25 by Alex.Delesky
#jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse.
Change 3174847 on 2016/10/26 by Alex.Delesky
#jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen.
Change 3174916 on 2016/10/26 by Alexis.Matte
When re-importing fbx file, always log to the message log.
#jira UE-37639
Change 3174940 on 2016/10/26 by Alex.Delesky
Back out changelist 3174847 at request of platforms team. Was fixed on Main.
Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt
Import commandlet fixes
- Fixed crash when source control could not be contacted
- Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import
Change 3175217 on 2016/10/26 by Alexis.Matte
The FBX reimport animation code now return false if there was an error when importing
#jira UE-37755
Change 3175728 on 2016/10/26 by Alexis.Matte
Log a message when importing a skeletal mesh with more bone influence then the maximum supported
#2875
#jira UE-37613
Change 3177997 on 2016/10/28 by Nick.Darnell
Editor - Prevent re-entrant calls when EndPlayMap is called.
Change 3178429 on 2016/10/28 by Nick.Darnell
Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported.
Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt
Guard against bad render targets in Slate RHI
#jira UE-37905
Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt
Added logging to track https://jira.it.epicgames.net/browse/UE-37900
#jira UE-37900
Change 3179920 on 2016/10/31 by Alex.Delesky
Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591.
#jira none
Change 3179921 on 2016/10/31 by Alex.Delesky
#jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource
Change 3180119 on 2016/10/31 by Alexis.Matte
fbx importer avoid asset creation name clash
#jira UE-35100
Change 3181905 on 2016/11/01 by Alexis.Matte
Paint tool now allow users to paint on any vertex if they need it.
#jira UE-8372
Change 3182355 on 2016/11/01 by Alexis.Matte
We now support FBX LODs export for the asset exporter from the content browser.
#jira UE-35302
Change 3183286 on 2016/11/02 by Alexis.Matte
Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options.
#jira UE-37520
Change 3183567 on 2016/11/02 by Shaun.Kime
#jira UE-38019
The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor.
The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder.
Change 3184002 on 2016/11/02 by Jamie.Dale
Fixed crash during TSF IME shutdown
#jira UE-38073
Change 3185126 on 2016/11/03 by Shaun.Kime
Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins.
Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well).
#jira UE-38065
#jira UE-37645
Change 3185278 on 2016/11/03 by Nick.Darnell
UMG - Fixing some issues with HDPI mode in the widget designer.
Change 3185355 on 2016/11/03 by Nick.Darnell
UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace.
Change 3185510 on 2016/11/03 by Nick.Darnell
UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport.
Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo.
Change 3185514 on 2016/11/03 by Nick.Darnell
UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces.
Change 3185652 on 2016/11/03 by Nick.Darnell
Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing.
Change 3185952 on 2016/11/03 by Nick.Darnell
UMG - Fixing another build error relating to local widget geometry.
Change 3185953 on 2016/11/03 by Nick.Darnell
UMG - Fixing a mac compiler warning.
Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt
Fixed collapse all hiding everything in the settings editors
#jira UE-38151
Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt
Fixed new assets opening in a minimized window not restoring that window.
Change 3187026 on 2016/11/04 by Shaun.Kime
UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds.
#jira UE-38094
Change 3187073 on 2016/11/04 by Nick.Darnell
Automation - Changing the code that writes out json to force no BOM as is the json standard.
Change 3187113 on 2016/11/04 by Jamie.Dale
Removed double look-up in UTextProperty::SerializeItem
Change 3187114 on 2016/11/04 by Jamie.Dale
Feedback context now uses culture correct percentage formatting
Change 3187273 on 2016/11/04 by Alexis.Matte
Fbx importer for static mesh, make sure that we order the materials array to follow the section order.
Add also some fbx automation test
#jira UE-38242
Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt
Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes
#jira UE-38268
Change 3187463 on 2016/11/04 by Nick.Darnell
Automation - Updating the blessed screenshots, and fixing the BOM issues with the json.
Change 3188638 on 2016/11/07 by Shaun.Kime
Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background.
#jira UE-38240
Change 3189056 on 2016/11/07 by Nick.Darnell
Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser.
Change 3189147 on 2016/11/07 by Jamie.Dale
Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache
This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering).
#jira UE-38309
Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt
Guard against null object when creating details panel
Change 3190017 on 2016/11/08 by Alexis.Matte
FrontX support for scene importer
#jira UETOOL-1061
Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt
Fixed misaligned button in the new blueprint class dialog
Change 3190086 on 2016/11/08 by Nick.Darnell
UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained.
Change 3190159 on 2016/11/08 by Nick.Darnell
UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user.
Change 3190161 on 2016/11/08 by Nick.Darnell
UMG - UWidget is now Blueprintable. Improving some doc.
Change 3190545 on 2016/11/08 by Alexis.Matte
Support scaling when exporting skeleton (bind pose) to FBX
#jira UE-36120
Change 3191614 on 2016/11/09 by Simon.Tourangeau
Fix cooking crash after fbx import of a scene without meshes
#jira UE-38264
Change 3191659 on 2016/11/09 by Simon.Tourangeau
Cleanup Persona LOD section button layout
#jira UE-38339
Change 3191882 on 2016/11/09 by Jamie.Dale
Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter.
Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict.
Change 3192092 on 2016/11/09 by Jamie.Dale
Deleting some test assets that were accidentally checked in, some of which no longer load
Change 3192281 on 2016/11/09 by Alex.Delesky
#jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints.
Change 3192365 on 2016/11/09 by Shaun.Kime
Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes.
#jira UE-19022
Change 3192494 on 2016/11/09 by Alex.Delesky
#jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly.
Change 3193183 on 2016/11/10 by Alexis.Matte
When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset.
#jira UE-38450
Change 3193419 on 2016/11/10 by Alex.Delesky
Fixing UnrealTournament build error in SUTChatEditBox
#jira none
Change 3193456 on 2016/11/10 by Alex.Delesky
Fix to build warning C6011 in SWidgetHierarchyItem
#jira none
Change 3193704 on 2016/11/10 by Simon.Tourangeau
Create Cinematic Camera when importing camera from fbx
#jira UE-37764
Change 3194593 on 2016/11/11 by Nick.Darnell
Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values.
Change 3194595 on 2016/11/11 by Nick.Darnell
Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area.
Change 3194830 on 2016/11/11 by Richard.TalbotWatkin
Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude!
#jira UE-38524 - Moving many brushes to another level is very slow
Change 3194859 on 2016/11/11 by Alexis.Matte
Fix fbx skeletal mesh cleanup material crash
#jira UE-38525
Change 3195199 on 2016/11/11 by Nick.Darnell
UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots.
#jira UE-38536
Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt
Guard against rendering crashes when a mesh with no lod resources is opened.
#jira UE-38520
Change 3196614 on 2016/11/14 by Nick.Darnell
Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time.
Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt
PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist)
Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt
Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal)
#jira UE-38544
Change 3196863 on 2016/11/14 by Nick.Darnell
Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor.
Change 3196900 on 2016/11/14 by Nick.Darnell
Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale.
Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt
Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel.
#jira UE-36499, UE-38497
Change 3197028 on 2016/11/14 by Alexis.Matte
Shift Drag is not moving the camera when the user is dragging the 3 axis in same time.
#jira UE-38382
Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt
Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame
Change 3197227 on 2016/11/14 by Nick.Darnell
UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema.
Change 3197239 on 2016/11/14 by Nick.Darnell
UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it.
Change 3197538 on 2016/11/14 by Nick.Darnell
UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late.
Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt
Guard against reimport factories being deleted while in use
#jira UE-37577
Change 3198589 on 2016/11/15 by Alex.Delesky
#jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key.
Change 3198783 on 2016/11/15 by Nick.Darnell
The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code.
Change 3198933 on 2016/11/15 by Jamie.Dale
Changing the package localization ID used by a package now marks the package as dirty
Change 3198942 on 2016/11/15 by Jamie.Dale
Clearing the package localization ID used by a package now marks the package as dirty
Change 3200241 on 2016/11/16 by Shaun.Kime
Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled.
By default, internal only classes will be hidden and you will be limited to your own developer folder.
Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use
[/Script/ClassViewer.ClassViewerProjectSettings]
+InternalOnlyPaths=(Path="/Engine/VREditor")
+InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget
The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders.
The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget.
Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management
#jira UE-38313
Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt
Adding missing change needed post merge from main
Change 3200968 on 2016/11/16 by Jamie.Dale
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.
Change 3201033 on 2016/11/16 by Cody.Albert
Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged
Change 3201829 on 2016/11/17 by Shaun.Kime
Fixing issue where GEngine is null in early game loading, potentially causing a crash.
Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt
Fix build warning
Change 3201835 on 2016/11/17 by Nick.Darnell
Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input.
Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt
Fix streaming pause rendering starting a movie if a movie was already playing
Change 3202089 on 2016/11/17 by Nick.Darnell
Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name.
Change 3202139 on 2016/11/17 by Jamie.Dale
Fix for adjusting text spacing when lines are removed from TextLayouts
Change 3202398 on 2016/11/17 by Cody.Albert
Updated UMG Sequencer to properly fire events once per loop
Change 3202591 on 2016/11/17 by Shaun.Kime
Fixing coding standards violations.
Change 3202744 on 2016/11/17 by Shaun.Kime
StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior.
#jira UE-38315
Change 3203009 on 2016/11/17 by Alex.Delesky
Backing out changelist 3170522 per request
#jira UE-33031
Change 3204077 on 2016/11/18 by Nick.Darnell
Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images.
Change 3204086 on 2016/11/18 by Jamie.Dale
Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set
Both use FGCObject internally to reference the object and keep it alive.
FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer.
You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing).
Change 3204189 on 2016/11/18 by Alex.Delesky
Removing content from dev folder
Change 3204205 on 2016/11/18 by Jamie.Dale
Fix for being unable to delete folders that still have sub-folders in the Content Browser
#jira UE-38752
Change 3204270 on 2016/11/18 by Simon.Tourangeau
Fix StaticMesh socket reimports
- socket transforms are now updated correctly on reimport
- deleted socket from source will be removed on reimport
- fix SocketManager refresh after import
#jira UE-38195
Change 3204283 on 2016/11/18 by Alex.Delesky
#jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself.
Change 3205757 on 2016/11/21 by Jamie.Dale
PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium)
Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt
PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist)
Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt
PR #2956: Add plane to basicshapes (Contributed by tommybear)
Change 3205831 on 2016/11/21 by Jamie.Dale
Speculative fix for UE-38492
This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel.
#jira UE-38492
Change 3205869 on 2016/11/21 by Alex.Delesky
#jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor
Change 3205873 on 2016/11/21 by Alex.Delesky
#jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes.
Should also address the issue mentioned in #jira UE-32965
Change 3205954 on 2016/11/21 by Shaun.Kime
Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work.
#jira UE-38315
Change 3205965 on 2016/11/21 by Alex.Delesky
#jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused
PR #2942
Change 3207157 on 2016/11/22 by Chris.Wood
Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking.
[UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds
Change 3207344 on 2016/11/22 by Matthew.Griffin
Added UnrealWatchdog to the Binary Release
Change 3207396 on 2016/11/22 by Ben.Marsh
Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion.
Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt
Redid blur changes from Paragon Dev-General
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
Change 3207443 on 2016/11/22 by Chris.Wood
Fix CIS error on Mac from my change CL 3207157
Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt
Added missing files
Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt
Guard against crash clearing scenes from the slate RHI renderer during movie loading code.
Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt
Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check
Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt
Actually call correct method of checking for a debugger
Change 3209139 on 2016/11/23 by Cody.Albert
Adding support for "Show Only Modified Properties" filter to DetailWidgetRow
Change 3209206 on 2016/11/23 by Jamie.Dale
Moving folders now removes the old folder from disk if it's empty
This had already been done for deleting folders, but moving them was missed.
#jira UE-11796
Change 3209281 on 2016/11/23 by Jamie.Dale
PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung)
Change 3210383 on 2016/11/25 by Chris.Wood
Documented Crash Report Client analytics events
[UE-32787] - Document Crash Report Client analytics events in code
Change 3210385 on 2016/11/25 by Alexis.Matte
Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not
#jira UE-38925
Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt
Fix build errors
Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt
PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts)
Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt
Fix ATSC texture compression quality tooltip
#jira UE-38996
Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt
Fix compile errors
Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt
Fix post process anim blueprints on skeletal meshes not being clearable
#jira UE-39017
Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt
Added more logging for jira UE-39000
#jira UE-39000
Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt
Redid fix for UE-35822 in dev-editor
Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt
Fix deprecation warning
Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt
Disable motion blur in editor views by default
#jira 38424
Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt
Fix PS4 compile errors
Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt
Details panels changes
- Added the ability to create groups within groups in details panel customizations
- Added the ability for struct customizations to add categories to the parent
Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt
Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do.
Change 3213158 on 2016/11/29 by Jamie.Dale
Updated User Defined Enum display names to use real FText instances so they can have stable keys
This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues.
User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking).
#jira UE-26274
Change 3213172 on 2016/11/29 by Jamie.Dale
Adding experimental support for content hot-reloading
The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded).
The basic workflow for package reloading is as follows:
1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects.
2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed.
3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping).
4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found).
5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't).
For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory.
In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation.
Change 3213428 on 2016/11/29 by Jamie.Dale
Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing
#jira UE-37746
Change 3213442 on 2016/11/29 by Jamie.Dale
Workaround for a bug in TSF based MS IMEs on Windows 8+
They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted.
#jira UE-37309
Change 3213603 on 2016/11/29 by Cody.Albert
Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget
#jira UE-39106
Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt
Attempt to fix includetool cis warning
Change 3215159 on 2016/11/30 by Jamie.Dale
Fixing MakeShared forward declaration
Change 3215220 on 2016/11/30 by Alex.Delesky
#jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view.
Change 3215390 on 2016/11/30 by Jamie.Dale
Maps now end a hot-reload batch
Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt
Updating guard to track down worlds that have no package as an outer
#jira UE-35712
Change 3215500 on 2016/11/30 by Alexis.Matte
Color grading widget customization
#jira UETOOL-1070
Change 3215519 on 2016/11/30 by Jamie.Dale
Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode
Change 3215556 on 2016/11/30 by Cody.Albert
Fixed issue where check-out toast would not disappear
#jira UE-39146
Change 3215585 on 2016/11/30 by Jamie.Dale
Adding an explicit ESPMode to MakeShared to try and placate Android
Change 3215737 on 2016/11/30 by Alexis.Matte
Fix build warning
Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt
Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves
#jira UE-35935
Change 3215758 on 2016/11/30 by Ben.Marsh
Add a 'Custom...' build type for Dev-Editor.
Change 3216183 on 2016/11/30 by Alexis.Matte
Fix win32 build error
Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt
Fix mac build error.
Change 3216828 on 2016/12/01 by Jamie.Dale
Fixing MakeShared on Android
#jira UE-39204
Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt
PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel)
Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt
Remove the ensure when pushing absolute transforms onto a canvas matrix stack. We can handle this properly now by just adding the transform to the stack if the stack is empty
#jira UE-36496
Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt
Fix a number of keybindings problems
- Removed editor keybindings from project settings. It should not have been in there (already in editor settings)
- Removed duplicate registration of editor keybindings from editor settings
- Fixed memory leak regenerating keybinding widgets when ending PIE world.
- Cleaned up styling a bit to make keybindings widgets clearer.
#jira UE-39211, UE-38718
Change 3216881 on 2016/12/01 by Shaun.Kime
Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to.
Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs.
Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable.
Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage.
Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count.
In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out.
#jira UE-6882
Change 3216968 on 2016/12/01 by Jamie.Dale
Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk
Change 3216970 on 2016/12/01 by Jamie.Dale
Reverting files now uses hot-reloading (if enabled)
Change 3217233 on 2016/12/01 by Jamie.Dale
You can now choose to reload dirty packages via content hot-reloading
This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor.
Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt
WindowsMoviePlayer: Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready. This prevents a white texture from showing up for a frame.
Change 3217466 on 2016/12/01 by Jamie.Dale
Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date
Change 3217572 on 2016/12/01 by Jamie.Dale
Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text
Change 3217688 on 2016/12/01 by Jamie.Dale
Fixed crash reloading the active world package when it was dirty
#jira UE-39250
Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt
Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete. We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up. This change moves the CleanupScenes code to a location that is called each tick and during map loads
#jira UE-39243
Change 3218834 on 2016/12/02 by Alexis.Matte
move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options
#jira UE-38672
Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt
Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives
#jira UE-39246
Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt
Fixed basic cube shape having a convex hull instead of a box for collision
Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt
Move static mesh collision properties to the collision category
Change 3219143 on 2016/12/02 by Michael.Dupuis
#jira UE-39124 We can now place single mesh at a time
#jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on
Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection
Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt
Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it
#jira UE-37452
Change 3219358 on 2016/12/02 by Alexis.Matte
Fix fbx automation tests
Change 3219362 on 2016/12/02 by Alexis.Matte
Support for MAX multisub material
#jira UE-38467
#jira UE-38471
Change 3219774 on 2016/12/02 by Jamie.Dale
PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN)
Change 3219793 on 2016/12/02 by Jamie.Dale
SWindow now restores focus back to the widget that last had focus when it was deactivated
#jira UE-38965
Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt
UI background blur tweaks
- Adjust the downsample amount for lower kernel sizes
- Flush post process memory used by the blur when switching levels
Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt
Added guards against accesing scene caching methods of the slate resource manager on the rendering thread
Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt
Added basic support for playing safe movies very early in the engine startup sequence. A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen
no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early
Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading
Change 3221831 on 2016/12/05 by Jamie.Dale
Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name
Change 3221986 on 2016/12/05 by Jamie.Dale
Added an "Inline" font loading method
This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front.
The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does.
This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded.
Change 3222065 on 2016/12/05 by Jamie.Dale
Added log warning to detect hitches when lazily loading fonts
Change 3222225 on 2016/12/05 by Jamie.Dale
Fixing style-set typo
#jira UE-39333
Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt
Fix autosaving prompting to check out built data if the built data asset was dirty during autosave
#jira UE-39295
Change 3223184 on 2016/12/06 by Alexis.Matte
Support LOD group and combine mesh
#jira UE-1088
Change 3223212 on 2016/12/06 by Alex.Delesky
#jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties.
Change 3223215 on 2016/12/06 by Alex.Delesky
#jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false.
Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt
Added back in missing code that was lost in a merge
Change 3223271 on 2016/12/06 by Alex.Delesky
#jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box).
Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt
Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials
Change 3223276 on 2016/12/06 by Alexis.Matte
Staticmesh socket fbx import.
#jira UE-38284
Change 3223363 on 2016/12/06 by Alexis.Matte
Reimport must ask for missing file when re-importing a old asset that has no source files
#jira UE-39356
Change 3223423 on 2016/12/06 by Chris.Wood
Added option to place canvas panel children in same layer using explicit ZOrder setting.
[UETOOL-935] - Figure out a solution for canvas panel batching
Change 3223551 on 2016/12/06 by Alexis.Matte
UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change
#jira UE-39383
Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt
Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default
Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt
Update doc links for maps and sets
Change 3224746 on 2016/12/07 by Michael.Dupuis
#jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras
#jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras
Change 3224826 on 2016/12/07 by Michael.Dupuis
#jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior
Change 3224827 on 2016/12/07 by Simon.Tourangeau
Improve search for material match on fbx mesh import
- Add option to specify material search locations on mesh import
- On Import it will now perform a first match material search in the following order (suppose we are importing into /Game/Content/Assets/Meshes/MyMesh)
- Using Local as a search location will provide same behavior as before (search non recursively in /Game/Content/Assets/Meshes)
- If option is UnderParent or more, search recursively in destination folder (search recursively in /Game/Content/Assets/Meshes)
- If option is UnderParent or more, then recursively from parent folder (search recursively in /Game/Content/Assets)
- If option is UnderRoot or more, search recursively from root folder (search recursively in /Game)
- If option is AllAssets, search in every asset folder (Search recursively everywhere)
#jira UE-39020
Change 3224989 on 2016/12/07 by Chris.Wood
Fixed black callstack text in CrashReportClient.
[UE-38987] - CrashReportClient Callstack text is rendering Black
Change 3225142 on 2016/12/07 by Jamie.Dale
Added collapsing methods when exporting text for translation
You can now choose how to collapse your text for translation from three export modes:
- ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior).
- ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior).
- ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior).
The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior).
You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource").
Change 3225509 on 2016/12/07 by Simon.Tourangeau
Static analysis fix, false positive
Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt
Fix broken physical surface details customization
- Scrolling now works properly
- Edit boxes dont change size while editing
- properly checks out or makes file writable once an edit has been made
#jira UE-39279
Change 3226840 on 2016/12/08 by Jamie.Dale
Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself
#jira OPP-6485
Change 3226940 on 2016/12/08 by Alexis.Matte
Avoid changing the W value when playing with the color grading wheel.
#jira UE-39473
Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt
Temp disable lazy load font warnings to prevent infinite recursion crashes at startup
Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt
Fix for iOS compiling
Change 3228597 on 2016/12/09 by Jamie.Dale
Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL
#jira UE-39529
Change 3228607 on 2016/12/09 by Jamie.Dale
Fixed infinite recursion caused by logging while the output log font was still being loaded
#jira UE-39523
Change 3228770 on 2016/12/09 by Jamie.Dale
Fixed UUserDefinedEnum::GetEnumText
it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail.
#jira UE-39531
Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt
Fix static analysis warning
[CL 3229477 by Matt Kuhlenschmidt in Main branch]