dan oconnor
9a5d02ddb0
FPropertyDelegate now lists the SignatureFunction in its 'Referenced Objects', TRASHCLASS is no marked as CLASS_NewerVersionExists, reload package now checks outer chain for out of date classes
...
#rb Phillip.Kavan
#jira UE-92248
#ROBOMERGE-SOURCE: CL 12939652 in //UE4/Release-4.25/... via CL 12939658 via CL 12939670
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v682-12900288)
[CL 12939678 by dan oconnor in Main branch]
2020-04-20 17:27:23 -04:00
michael noland
b411a7bc2e
Blueprints: Allow function calls to native methods with return values that are a const reference to be left unwired without generating a nonsensical 'literals are not allowed' warning
...
#jira UE-91821
#rb dan.oconnor
#ROBOMERGE-SOURCE: CL 12784395 via CL 12785481 via CL 12785493 via CL 12785503
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v681-12776863)
[CL 12786783 by michael noland in Main branch]
2020-04-14 16:59:22 -04:00
ben hoffman
169ea7dccb
Add Kismet compiler validation for the default value on class reference type variables
...
#rb dan.oconnor
#jira UE-91046
#ROBOMERGE-SOURCE: CL 12488796 via CL 12488799 via CL 12488804
#ROBOMERGE-BOT: RELEASE (Release-Engine-Staging -> Main) (v673-12478461)
[CL 12488809 by ben hoffman in Main branch]
2020-03-30 14:24:52 -04:00
Thomas Sarkanen
4fe332e775
Fixed crash when moving/renaming anim blueprints
...
The FProperty refactor converted all UStructProperty* values into TFieldPaths, but the data is not serialized except in the case of UAnimClassData (for nativizaton). This reverts the various property arrays back to using FStructProperty*, which not only fixes some performance issues, but also prevents relocated data from pointing at incorrect locations when loaded assets are reloacated byt Link() is not subsequently called.
Fixed UAnimClassData (used in nativized builds) to correctly store and patch up anim blueprint functions.
#jira UE-91009 - [CrashReport] UE4Editor-Engine!FAnimInstanceProxy::InitializeRootNode(bool) [AnimInstanceProxy.cpp:201]
#rb Aaron.Cox,Jurre.deBaare,Robert.Manuszewski
[CL 12451001 by Thomas Sarkanen in 4.25 branch]
2020-03-26 10:47:56 -04:00
ben hoffman
06acd3b2de
Undo changelist 11579245 in //UE4/Release-4.25 as it caused a new bug
...
"When looking up a blueprint property's name from a guid we now prefer names in the super class, when looking up a guid from a name we still prefer guids in the derived class. No longer copying all guids into derived types on compile. This fixes loss of data in derived types when renaming a property"
#rb dan.oconnor
#jira UE-90825
#rnx
[CL 12249251 by ben hoffman in 4.25 branch]
2020-03-18 13:12:50 -04:00
Robert Manuszewski
88b779c80c
Reducing the constant memory cost of keeping FProperty related references from 32 to 8 bytes per UStruct.
...
- Merged ScriptObjectReferences and PropertyObjectReferences into single ScriptAndPropertyObjectReferences array
- UnresolvedScriptProperties will now be a heap allocated array since it only needs to exist at load time
#rb Dan.OConnor
#jira UE-90698
[CL 12192717 by Robert Manuszewski in 4.25 branch]
2020-03-16 03:55:40 -04:00
Robert Manuszewski
321457eb31
Fix for UE-90683: You can no longer delete conflicting variables
...
Refactored FindField into FindUField and FindFProperty to avoid confusion caused by the fact that FindField<UField> will no longer return FProperties.
#jira UE-90683
#rb Steve.Robb
#tests Basic editor functionality test, cooked and ran PC client and server, bot soak tests for two hours
[CL 12190998 by Robert Manuszewski in 4.25 branch]
2020-03-15 10:08:50 -04:00
Thomas Sarkanen
0f4b718baa
Fix split pins not working correctly in animation state machine states
...
Added calls to split the pins of all nodes when states are merged into the consolidated event graph
#jira UE-89657 - Variables modified inside Anim States to not update in preview / Editor
#rb Jurre.deBaare
[CL 11649944 by Thomas Sarkanen in 4.25 branch]
2020-02-27 09:06:31 -05:00
Dan Oconnor
a080bcc27c
When looking up a blueprint property's name from a guid we now prefer names in the super class, when looking up a guid from a name we still prefer guids in the derived class. No longer copying all guids into derived types on compile. This fixes loss of data in derived types when renaming a property
...
#rb Phillip.Kavan
#jira UE-85121
[CL 11579245 by Dan Oconnor in 4.25 branch]
2020-02-21 17:10:03 -05:00
Thomas Sarkanen
0e9d5abb57
Fix fast-path being incorrectly disabled for array properties
...
Fixes many animation issues. Blend nodes for a start don't function correctly without this fix.
Highlighted by this UDN: https://udn.unrealengine.com/questions/556298/425-animlayers-variable-value-is-not-updated-corre.html
#jira none
#rb Halfdan.Ingvarsson
[CL 11565499 by Thomas Sarkanen in 4.25 branch]
2020-02-20 10:30:36 -05:00
Dan Oconnor
2562202601
Fixed bug that would cause references in UI code to be updated to point at the child blueprint after compiling the child blueprint (or blueprint that resulted from duplication)
...
Flip default behavior of CPFUO to tell tools to replace references.. also changes behavior of FAddComponentsToBlueprintImpl::MakeComponentCopy
#rb Phillip.Kavan
#jira UE-88557
[CL 11455456 by Dan Oconnor in 4.25 branch]
2020-02-14 21:25:24 -05:00
Ben Marsh
1a66956127
Suppress bogus warning from PVS Studio
...
#jira UE-88111
#rb none
#rnx
[CL 11311888 by Ben Marsh in Main branch]
2020-02-10 16:46:14 -05:00
Josh Adams
aa9705149b
Copying Private-LoadTimes-4.24 stream to Main. Biggest changes are in Materials/Shader memory freezing.
...
#rb none
[CL 11282608 by Josh Adams in Main branch]
2020-02-06 13:13:41 -05:00
Stefan Boberg
55a8b15f1f
Copying //UE4/Dev-Core to Main (//UE4/Main)
...
#rb none
[CL 11258477 by Stefan Boberg in Main branch]
2020-02-05 14:26:36 -05:00
Marc Audy
aec58d8240
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 11246035
...
#rb
#rnx
[CL 11252410 by Marc Audy in Dev-Framework branch]
2020-02-05 12:12:38 -05:00
Marc Audy
9b14e17824
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 11128285
...
#rb
#rnx
[CL 11130996 by Marc Audy in Dev-Framework branch]
2020-01-28 11:29:06 -05:00
PJ Kack
ef8a7b620e
AUTO MERGE
...
Merging //UE4/Main @ 11112898 to //UE4/Dev-Core (dev-core-l0178)
#rb none
(ushell-p4-mergedown)
[CL 11113593 by PJ Kack in Dev-Core branch]
2020-01-26 11:35:42 -05:00
robert manuszewski
3b999d0d4e
Fixing CleanAndSanitizeStruct not destroying struct properties
...
#rb Dan.OConnor
#jira UE-86916
#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 11032261 in //UE4/Main/...
#ROBOMERGE-BOT: CORE (Main -> Dev-Core) (v635-11031815)
[CL 11041384 by robert manuszewski in Dev-Core branch]
2020-01-17 04:26:31 -05:00
Martin Ridgers
6e27510b03
Copying //UE4/Dev-Tools-Staging at cl 11029060 to Dev-Main (//UE4/Dev-Main)
...
#rb none
#rnx
#ushell-cherrypick of 11029289 by JeanMichel.Dignard
[CL 11041266 by Martin Ridgers in Dev-Core branch]
2020-01-17 04:07:10 -05:00
Thomas Sarkanen
1dee2903c0
Added schematic view of animation graphs
...
Initial basic implementation, more features to follow.
Accessed via the context menu of a graph track.
Shows anim graph nodes in a linearized tree similar to ShowDebug ANIMATION.
Select a node to 'pin' all the properties that it traced (multi select supported) to the bottom of the window.
Scrub the timeline to see those properties change over time.
Asset references use clickable hyperlinks to go to the specified asset editor.
#rb Jurre.deBaare
[CL 11041140 by Thomas Sarkanen in Dev-Core branch]
2020-01-17 03:32:34 -05:00
ben hoffman
773f67350a
Allow an interface function graph to be converted in the case where the interface has changed and the functino shuold now be placed as an event.
...
#jira UE-85687
#rb michael.noland
[CL 11036107 by ben hoffman in Dev-Framework branch]
2020-01-16 17:39:23 -05:00
Robert Manuszewski
dcaa39a275
Fixing CleanAndSanitizeStruct not destroying struct properties
...
#rb Dan.OConnor
#jira UE-86916
[CL 11032261 by Robert Manuszewski in Main branch]
2020-01-16 12:49:42 -05:00
JeanMichel Dignard
7130d293f2
Merging main @ cl 11028482
...
#rb none
#rnx
[CL 11029060 by JeanMichel Dignard in Dev-Tools-Staging branch]
2020-01-16 10:24:38 -05:00
Robert Manuszewski
a1f8474e9a
Changed how the engine detects trashed user structs - instead of looking at field lists, it's now going to be using dedicated functions.
...
The old way, even though was effective, was not entirely correct and resulted in fallout after FProperty changes.
#rb Steve.Robb
#jira UE-75095
[CL 10991870 by Robert Manuszewski in Main branch]
2020-01-15 06:11:42 -05:00
Dan Oconnor
1c8e853762
Integrate from main @ 10895611
...
Merged manually:
//UE4/Dev-Framework/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
//UE4/Dev-Framework/Engine/Source/Editor/BlueprintGraph/Private/K2Node_GetClassDefaults.cpp
//UE4/Dev-Framework/Engine/Source/Programs/NotForLicensees/Solaris/uLangServer/uLangServer.Target.cs
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Private/NotForLicensees/QoSReporterConfiguration.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Private/QoSReporter.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Private/QoSReporterModule.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Private/QoSReporterPrivate.h
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Public/QoSReporter.h
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/QoSReporter.Build.cs
Merged manually accepted source:
//UE4/Dev-Framework/FortniteGame/Content/Animation/Marketing/Poses/Pose_Library/HolidayPJ/HolidayPJB_Female_H.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Buildings/5x5/HLOD/Apollo_5x5_LogPyramid_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_A6_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_B1_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_E1_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_F8_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_G1_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_G7_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_G8_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_H4_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_H5_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_H6_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_H8_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Items/EnvironmentalItems/PinkOatmeal/PinkOatmeal_Sepia.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Items/Weapons/WID_Harvest_Pickaxe_GalileoFerry1H.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Playlists/ContextTutorial/Mutator/ContextualTutorial_NearChestMobile.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Anchor_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Heart_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Jaws_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Keg_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Megalodon_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Pizza_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_SkiBoot_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/SharpDresser/PA_SharpDresser_Ready_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Characters/Player/Male/Medium/Bodies/M_MED_GuanYuDragon/Meshes/M_MED_Guan_Yu_Dragon_AnimBP.uasset
//UE4/Dev-Framework/FortniteGame/Content/Characters/Player/Male/Medium/Bodies/M_MED_Ornament_Soldier/Textures/T_M_MED_Ornament_Soldier_Body_N.uasset
//UE4/Dev-Framework/FortniteGame/Content/Creative/Materials/M_Creative_4Layers_Inst.uasset
//UE4/Dev-Framework/FortniteGame/Content/Heroes/Commando/CosmeticCharacterItemDefinitions/CID_Commando_034_ToyTInkerer.uasset
//UE4/Dev-Framework/FortniteGame/Content/UI/Login/SubGameSelect/SubgameSelectScreen.uasset
//UE4/Dev-Framework/FortniteGame/Documents/VO_Script/Hero VO Master.xlsx
//UE4/Dev-Framework/FortniteGame/Documents/VO_Script/STW Questline VO - MASTER SCRIPT.xlsx
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_059_wwiipilot_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.json
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_059_wwiipilot_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.png
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_081_scubamale_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.json
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_081_scubamale_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.png
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_223_orangecamo_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.json
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_223_orangecamo_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.png
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_330_astronautevilupgrade_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.json
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_330_astronautevilupgrade_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.png
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/Materials/TileMirrorAxis.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/Materials/UVEdit.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/Materials/wall3.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/textures/carpet_ao_rough_metal.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/textures/carpetdiff.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/textures/carpetnorm.uasset
Merged automatically:
//UE4/Dev-Framework/Engine/Plugins/NotForLicensees/CommonUI/Source/CommonUI/Public/CommonNumericTextBlock.h
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemComponent.cpp
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemComponent_Abilities.cpp
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayEffectTypes.cpp
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemComponent.h
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayAbilitySpec.h
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectTypes.h
//UE4/Dev-Framework/Engine/Source/Developer/BlueprintNativeCodeGen/Private/NativeCodeGenerationTool.cpp
//UE4/Dev-Framework/Engine/Source/Editor/Kismet/Private/BlueprintEditor.cpp
//UE4/Dev-Framework/Engine/Source/Editor/Kismet/Private/WorkflowOrientedApp/WorkflowTabManager.cpp
//UE4/Dev-Framework/Engine/Source/Editor/Kismet/Public/WorkflowOrientedApp/WorkflowTabManager.h
//UE4/Dev-Framework/Engine/Source/Editor/UnrealEd/Private/PlayLevel.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Services/BTService_BlueprintBase.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_BlueprintBase.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/EnvironmentQuery/EnvQueryInstanceBlueprintWrapper.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Decorators/BTDecorator_BlueprintBase.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Services/BTService_BlueprintBase.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Tasks/BTTask_BlueprintBase.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/Blueprint/AIBlueprintHelperLibrary.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/Navigation/PathFollowingComponent.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/CoreUObject/Public/UObject/ObjectMacros.h
//UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/AI/Navigation/NavigationTypes.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/KismetSystemLibrary.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/NavigationSystem/Private/NavFilters/NavigationQueryFilter.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/NavigationSystem/Private/NavMesh/NavMeshRenderingComponent.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/NavigationSystem/Private/NavMesh/RecastNavMesh.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Slate/Private/Framework/MultiBox/MultiBoxBuilder.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteEditor/Private/FortBuildingInstructionsCommandlet.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortAIController.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortAthenaAIBotController.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortBT/FortBTDecorator_IsTakerAirborne.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortEQS/FortQueryGenerator_InfluenceMapPoints.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortEQS/FortQueryGenerator_PointsFromNavGraph.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortEnemySpawn.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortNavSystem.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortPathFollowingComponent.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortPathFollowingComponentBase.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/HotSpots/FortAIHotSpotSlotGenerator_OnBoundingBox.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/HotSpots/FortAIHotSpot_Building.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/MissionBots/FortBotStructureBuilder.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/NavUtils/NavGraphCellUtils.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/NavUtils/NavLinkProcessor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/Tasks/FortAITask_Move.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Abilities/FortGameplayAbility_AIPortal.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Analytics/FortAnalytics.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Analytics/FortBlueprintAnalytics.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Athena/FortAthenaZipline.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Athena/FortClientBotManagerAthena.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Athena/FortGameModeAthena.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Athena/FortPlayerControllerAthena.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/AthenaLayoutRequirementData.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingActor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingAutoNav.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingContainer.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingCorner.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingDeco.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingFloor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingFoundation.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingPlayerPrimitivePreview.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingProp.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingRift.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingRoof.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingSMActor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingStairs.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingTrap.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingWall.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/DeployableBasePlot.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/DynamicBuildings/FortDynamicBuilder.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/EditMode/BuildingEditModeSupport.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/FortVolume.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/StructuralSupport/BuildingStructuralSupportSystem.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/ClientPilot/FortClientPilot_GameplayBase.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Components/FortControllerComponent_Interaction.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Curie/Managers/FortCurieFirePropagationManager.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Curie/Managers/FortCurieSpatialManager.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Environment/FortProceduralFoliageComponent.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/FortClientBotManager.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/FortGameMode.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/FortGameStateZone.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Input/FortPlayerInput.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/LevelRecordSpawner.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/LevelSaveRecord.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Modifiers/FortGameplayMutator_DestroyMapActors.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/NoRedist/ML/FortDetectionML_BuildingMacro.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Objectives/FortPlacementActor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Pawns/FortAIPawn.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Pawns/FortPawn_Taker.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Player/FortPlayerController.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Replay/Automation/Pegasus/PegasusGameEventCollector.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/STW/FortConstructorBASE.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Track/FortTrack.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/UI/FortUIZone.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Weapons/FortDecoTool.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Weapons/FortProjectileDecoHelper.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Weapons/FortWeap_BuildingTool.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Weapons/FortWeap_BuildingToolBase.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingActor.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingAutoNav.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingPlayerPrimitivePreview.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingProp.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingTrap.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingWall.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/FortAssets.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Player/FortPlayerController.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/STW/FortConstructorBASE.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Track/FortTrack.h
All other files merged 'safely'
#rb none
[CL 10934998 by Dan Oconnor in Dev-Framework branch]
2020-01-09 19:00:27 -05:00