#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]
[at]Ryan.Gerleve, [at]Brian.Bekich
#rb None
#ROBOMERGE-OWNER: jon.nabozny
#ROBOMERGE-AUTHOR: jon.nabozny
#ROBOMERGE-SOURCE: CL 9290108 via CL 9290249
#ROBOMERGE-BOT: (v452-9288972)
[CL 9290520 by jon nabozny in Main branch]
Fixed issue with timeouts not being reported as failures.
#jira UE-78039
#rb na
#ROBOMERGE-SOURCE: CL 7951736 in //UE4/Release-4.23/...
#ROBOMERGE-BOT: RELEASE (Release-4.23 -> Main) (v392-7949540)
[CL 7951741 by andrew grant in Main branch]
FunctionalTest now implements TreatLogErrorsAsErrors and TreatLogWarningsAsErrors. Default is true and false, but projects and individual tests can override these.
#rb CR'd
[at]josh.engebretson [at]clayton.langford [at]ben.salem
#ROBOMERGE-SOURCE: CL 6238394 via CL 6242055
[CL 6242098 by andrew grant in Main branch]
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3582363 by Marc.Audy
Make ComponentToWorld fully private and remove deprecation informing of this
#jira UE-46286
Change 3582885 by Ben.Zeigler
#jira UE-47642 Add ToString for SoftObjectReference/SoftClassReference/PrimaryAssetId/PrimaryAssetType to use for debugging. The other direction is not provided because the type validation cannot be done at runtime
Change 3584468 by Ben.Zeigler
#jira UE-48301 Avoid infinite recursion crash when cooking client/server only component blueprints
Change 3584596 by Marc.Audy
(4.17) Ensure that old user defined structs have their members properly marked as blueprint visible
#jira UE-48346
Change 3586057 by Ben.Zeigler
#jira UE-48413 Fix issue where running a dedicated server with a fixed framerate could cause a time crash because the "last time" was out of sync. Clarified code to indicate which times are real and which are logical. This manifested as a crash in EngineTest but could happen in any game with a fixed framerate
Change 3588211 by Marc.Audy
PR #3889: Added BLUEPRINTGRAPH_API module specifier to the input nodes. (Contributed by karanseqwb)
#jira UE-48318
Change 3588826 by Marc.Audy
Don't ensure when connecting the output pin of a create delegate node to a wildcard input
#jira UE-48157
Change 3588827 by Marc.Audy
Always throw error when unable to validate a link connection instead of allowing totally broken content to compile
Change 3588872 by Ben.Zeigler
#jira UE-48457 Add Export To CSV to content browser/asset audit windows that are in the column view. This is useful for preparing memory/disk usage reports
Change 3589134 by Dan.Oconnor
Mirror 3585244 from Release 4.17
Run actor construction via UBlueprint::BroadcastCompiled after reinstancing, matching non-compilation manager behavior
#jira UE-48189
Change 3589140 by Dan.Oconnor
Mirror 3588406 from Release-4.17
Set "WorldContext" metadata earlier in the compilation process, so that it can be used reliably in other blueprints. This fixes occasionally 'None' WorldContext references
#jira UE-48464
Change 3589141 by Dan.Oconnor
Mirror 3588681 from Release-4.17
Set Default values and CallInEditor meta data for event nodes
#jira UE-48386
Change 3590690 by Ben.Zeigler
#jira UE-48509 Fix crash in incremental cook when a file in the incremental cook was deleted from p4
Change 3590909 by Ben.Zeigler
#jira UE-48509 Fix crash in incremental cooker when DDC data is not built for a package that is skipped for rebuilding. The cached data would not be checked for completness, but would assert becuase it was not complete.
WillNeverCacheCookedPlatformDataAgain no longer does anything other than assert, so remove it.
Change 3591386 by Marc.Audy
Split pins are now correctly handled when expanding macros and functions.
#jira UE-47747
Change 3591939 by Dan.Oconnor
Mirror 3591923 from Release-4.17
Split ReplaceInstancesOfClass_Inner into two passes, one for objects and one for actors because actor reconstruction needs all components to be of final class type (e.g. not REINST_ or HOT_RELOAD_)
#jira UE-48250
Change 3593243 by Marc.Audy
PR #3910: Add FQuat initialization from FString (Contributed by cneumann)
#jira UE-48534
Change 3593407 by Marc.Audy
Properly expose Lex::To/FromString for FName
Change 3593648 by Marc.Audy
Refactor AActor::PostEditUndo to have a single implementation to avoid incosistent fixes
Change 3593917 by Marc.Audy
Improved comment
Change 3594501 by Marc.Audy
Fix biased shuffle algorithm
#jira UE-48432
Change 3594699 by Ben.Zeigler
#jira UE-48555 Fix crash where async loading flush update callback was happening in the async loading thread, it's supposed to be a game delegate
Fix InstancedStaticMesh to not ensure when loaded via the async loading thread
Change 3595327 by Phillip.Kavan
#jira UE-16485 - Add an option to host global Blueprint searches in a dockable tab that's not tied to any Blueprint editor context.
Change summary:
- Added a few additional Slate editor style descriptors specifically for the Find Results tab.
- Added a private dependency on the 'WorkspaceMenuStructure' module to the 'Kismet' editor module.
- Added a new Blueprint Editor settings option to the "Workflow" section to toggle the feature on/off (now set to 'on' by default).
- Added a UBluepriintEditorSettings::PostEditChangeProperty() implementation to reset FiB state upon changing the experimental toggle switch.
- Modified the FFindResultsSummoner ctor to use an alternate tooltip when the feature is turned on. In that case the "local" Find Results tab will always search only the local BP context.
- Modified FBlueprintEditor::OnRequestClose() to additionally find and close the local Find Results tab if the feature is turned on and we're not in a full BP editor context. This ensures that the local Find Results tab context will be reset to hidden if the option is toggled while a defaults-only BP editor context is active.
- Modified FBlueprintEditor::SummonSearchUI() to invoke the global Find Results tab if the feature is turned on and 'bSetFindWithinBlueprint' is true.
- Simplified FBlueprintEditor::FindInBlueprint_Clicked() and FBlueprintEditor::FindInBlueprints_OnClicked() to call SummonSearchUI().
- Moved the FFindInBlueprintsResult declaration into FindInBlueprintManager.h. Also relocated the ExpandAllChildren API out of this class and into the localized FindInBlueprintsHelpers util class.
- Added new FFindInBlueprintSearchManager public APIs - GetGlobalFindResults() and CloseAllGlobalResults(). Also added a delegate for handling cleanup after a global Find Results tab is closed.
- When the feature is turned on, global Find Results tabs will be named "Find in Blueprints" to correlate to the menu command that's bound to CTRL-SHIFT-F. An index will be appended to the tab name if more than one context is active.
- Extended FFindInBlueprintSearchManager to support spawning and maintaining up to 4 global Find Results widget contexts. These are registered and spawned as "nomad" tabs, but they don't currently auto-insert into the menu. Instead, they are invoked internally by the GetGlobalFindResults() API as needed, in response to the BP editor's "Find in Blueprints" command.
- Extended the SFindInBlueprints widget to support a "locked" state and allow users to toggle it via an SButton. This is visible only in the global Find Results context.
- Extended the SFindInBlueprints widget to support an additional "Find in All Blueprints" button on the local Find Results context. Clicking the button will invoke an unlocked global Find Results tab and initiate a global search with the text taken from the local context. This is visible only in the local Find Results context.
- Removed the "Find in Current Blueprint only" checkbox from the local Find Results context when the feature is enabled. Global searches are instead redirected to the global Find Results tab.
Change 3596499 by Marc.Audy
Fix non-editor CIS error
Change 3596653 by Marc.Audy
When a transaction is cancelled the previous redo buffer will now be restored instead of lost
#jira UE-48513
Change 3598187 by Ben.Zeigler
Add ability for automation command line to run as remote session with Automation StartRemoteSession (SessionGuid). In this mode it waits for external clients to be ready
Fix functional tests to work in editor builds with -game by forcing an asset registry scan
Change 3598193 by Ben.Zeigler
Add support for -TcpMessagingListen=IP:port and TcpMessagingConnect=IP:Port command line options to the TCP messaging layer, this is used by automation to connect a specific device to an editor coordinator.
Change 3600168 by Marc.Audy
(4.17.2) Protect against crash when ParentClass has become null for unknown reasons
#jira UE-47467
Change 3600457 by Ben.Zeigler
Fix issue where nonblocking BSD sockets on some platforms may return EINPROGRESS on initial connect, which should not be treated as an error
Change 3600462 by Ben.Zeigler
Remove platform whitelist from TcpMessaging plugin, this was effectively blocking it on all other platforms
Change 3600685 by Marc.Audy
(4.17.2) ParentClass is known to be able to be null if a class has been deleted without redirector. Allow the class to be marked deprecated under this circumstance.
#jira UE-47467
Change 3600859 by Marc.Audy
(4.17.2) Prevent error pop ups about failing to save world due to save on compile of blueprints
#jira UE-48672
Change 3600918 by Marc.Audy
Transient child actor components should create transient child actors.
#jira UE-48605
Change 3601012 by Ben.Zeigler
Fix TCP Messaging system to work better on non desktop by sleeping for some real time during the thread tick.
Add verbose logs and fix warning spam about thread stats being duplicated by renaming the thread per connection.
Change 3602595 by Marc.Audy
(4.17.2) PR #3930: Fix compiler error for PS4 if a nativized blueprint invokes a method of its own through interface (Contributed by hillin)
#jira UE-48684
Change 3602644 by Ben.Zeigler
Add game game thread asserts to streamable manager to track down possible async loading thread issues
Change 3602745 by Ben.Zeigler
Add Tolerance parameters to AssertEqual_Rotator and Transform, Vector and Float already had them
Change 3602807 by Phillip.Kavan
#jira UE-48426
- Fix runtime crash in a nativized child Blueprint that includes a parent function call node in a replicated function implementation.
Change summary:
- Modified FBlueprintCompilerCppBackend::EmitCallStatmentInner() to append the "_Implementation" postfix to parent RPC calls in a child class RPC implementation.
Change 3602856 by Ben.Zeigler
Fix fixed frame rate to be more stable by computing delta time as doubles, to avoid rounding issues
Change 3602903 by Marc.Audy
Allow Scale to be set on an AnimNotify as well as the spawn emitter gameplay statics
#jira UE-39362
Change 3602963 by Marc.Audy
PR #3762: DisableHaptics disables haptics properly (Contributed by projectgheist)
#jira UE-46960
Change 3603249 by Marc.Audy
Prevent compilation of a blueprint containing a child actor component to mark the blueprint the child actor's class dirty
#jira UE-43328
Change 3603311 by Ben.Zeigler
Add -nocodesign option to disable code signing during staging
Change 3603504 by Ben.Zeigler
#jira UE-27124 Fix crash during PIE by ensuring the world package PIE flag is always set, even if it's loaded via redirector
Change 3604790 by Marc.Audy
Fix inability to undo Add Pin via context menu to make container nodes.
#jira UE-48751
Change 3605079 by mason.seay
Renamed component from Cube to Cylinder, because it's actually a Cylinder
Change 3605113 by Mieszko.Zielinski
PR #3927: Fixed issue of behavior if setting InfiniteLoopTimeoutTime variable (Contributed by yhase7)
Change 3605276 by mason.seay
Fixed comment error in level bp
Change 3605706 by Zak.Middleton
#ue4 - Fix redundant GetDefault<>.
#jira none
Change 3605850 by Zak.Middleton
#ue4 - Fix client assert when trying to send RPCs while connection is pending closure due to queued bunches. ChIndex is -1 during this time, though the channel is not actually closed. Added ensure when calling SendBunch() under this condition to catch future cases like this.
(Mirror CL 3602849 in Fortnite)
#jira FORT-51215, UT-6139
Change 3607677 by Dan.Oconnor
Mirror 3597636 from Release-4.17
Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
#jira UE-48524
Change 3607704 by Dan.Oconnor
Back out changelist 3607677 - want to obliterate integration record
Change 3607727 by Dan.Oconnor
Mirror 3597636 from Release-4.17 - now with integrations converted to edits
Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
#jira UE-48524
Change 3607735 by Dan.Oconnor
Mirror 3606248 from Release-4.17
When copying data from old archetypes to new archetypes we want to use delta's from the old instances, but only when reliable (e.g. not CDO)
#jira UE-48697, UE-48465
Change 3607919 by Ben.Zeigler
#jira UE- 48815
Fix issue where StreamableHandle CompletedDelegate wasn't being reset after being called. If this had a payload pointing to the handle the handle would then be kept alive forever due to the reference counting, causing bad memory leaks
Copy of CL #3607743
Change 3608447 by mason.seay
Fixing deprecated node
Change 3608779 by Ben.Zeigler
#jira UE-48762 Do not rename a PIE world in place if it was loaded by redirector, this corrupts the redirector and later crashes if used again
Change 3609860 by Marc.Audy
Allow uint8:1 properties to be used as expose on spawn
#jira FORT-52043
Change 3609877 by Marc.Audy
Reduce size of UProperty and UWidgetBlueprintGeneratedClass by 8 bytes
Reduce size UBlueprintGeneratedClass by 32 bytes
#jira FORT-52043
Change 3609944 by Marc.Audy
Remove unused per instance physics create/destroyed delegates from UActorComponent (reduce size by 224 bytes)
Change 3610009 by mason.seay
Moving assets to another folder for organization
Change 3610840 by Ben.Zeigler
#jira UE-47351 Fix multiple launch ons inside the editor to correctly detect changed source files by refreshing the asset registry each time.
Packages are now always saved to disk before launch on so we just need to load the data off disk and then refresh the registry generators.
Change 3610961 by Ben.Zeigler
Fix it so when a test times out it writes out the full report with a proper error
Fix typo with ErrorCount
Change 3611183 by Marc.Audy
(4.17.2) Don't crash clicking the variable of a deleted component
#jira UE-47678
Change 3611262 by Ben.Zeigler
#jira UE-41412 Fix Delegate ImportText to check the outer chain for owning object before searching all packages, this fixes several issues with copy-pasting actors that have bound delegates
Change 3611667 by Phillip.Kavan
#jira UE-48450
- Fix UHT C++ codegen compile error (regression) after choosing to package with Blueprint nativization enabled if the project includes a converted User-Defined Structure asset.
Change 3612641 by Marc.Audy
Private StaticMesh, remove deprecation warning
Change 3612990 by Marc.Audy
Reduce memory footprint of UClass
Change 3613137 by Ben.Zeigler
#jira UE-44570 Fix issue with GUID struct customization where it would generate a post edit after modifying only the first element in the GUID, which caused the property handle to get invalidated
Change 3613161 by Ben.Zeigler
#jira UE-48372 Add InRange (Int) for Blueprints, and cleanup KismetMathLibrary.h comments
PR #3899
Change 3613192 by Ben.Zeigler
#jira UE-48366 PR #3895 Fix missing small icons within the blueprint Merge and diff tools
Change 3613320 by Mason.Seay
Submitting deleted redirectors
Change 3613321 by Marc.Audy
Shrink AActor 32 bytes
Change 3613326 by Marc.Audy
Move Serialize to be editoronly
Change 3613358 by Phillip.Kavan
#jira UE-48525 - Fix non-native script interface property value initialization for nativized Blueprint class default objects.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to special-case interface property values when emitting initialization code for converted class subobjects.
Change 3613827 by Marc.Audy
Combine material parameter caches of UMeshComponent in to a single sorted map instead of 3 independent maps (saves ~224 bytes)
Change 3613841 by Ben.Zeigler
#jira UE-48800 Fix crash with undoing blueprint changes while blueprint differ is open, it now listens for blueprint changes
Change 3614031 by Marc.Audy
Fix initialization order
Change 3614033 by Marc.Audy
Use Reset instead of Empty in get functions
Change 3615211 by Ben.Zeigler
Fix CIS warning
Change 3615386 by Ben.Zeigler
#jira UE-48976 Fix crash compiling user struct when out of date nodes point to it
Change 3615571 by Ben.Zeigler
#jira UE-48974 Fix crash trying to reconnect blueprint pins with null connections
Change 3615844 by Marc.Audy
(4.17.2) Reexpose WeightedBlendables/Post Process Materials to blueprints
#jira UE-48977
Change 3615887 by Marc.Audy
(4.17.2) Don't crash getting context menu actions if the variable get doesn't have a value pin
#jira UE-48970
Change 3615965 by Dan.Oconnor
Make sure that depedent blueprints are bytecode recompiled (e.g. child blueprints that are also dependent must also be bytecode recompiled), also no longer call RefreshNodes on dependent blueprints of interfaces, as this is no longer needed and can result in incoherent skeleton class hierarchies
#jira UE-48429, UE-48433, UE-48437, UE-48445, UE-48692
Change 3616149 by mason.seay
Updated BP for more thorough Find in BP testing
Change 3616261 by Dan.Oconnor
Mirror 3594264 and 3594798 from Release-4.17
Fix crash after compiling a blueprint that has an invalid ParentClass
#jira UE-48430, UE-48903
Change 3616816 by Zak.Middleton
#ue4 - Add GetTargetRotation() to SpringArmComponent, which returns the rotation target based on the combination of various rotation setting flags (bUsePawnControlRotation, bInheritPitch, bInheritYaw, bInheritRoll, absolute rotation flags).
#jira UE-48351
Change 3616934 by Phillip.Kavan
#jira UE-48877 - Close a disabled new-style global find tab if docked after restoring a previously-saved Blueprint editor layout.
Change summary:
- Modified FBlueprintEditor::PostLayoutBlueprintEditorInitialization() to close any active global tabs after restoring from a saved layout if the option is disabled.
Change 3616946 by Phillip.Kavan
#jira UE-48595 - Global FiB Results are now accessible through the main Window menu.
Change 3618007 by Marc.Audy
(4.17.2) Ensure that RootComponent is correct after undo/redo
#jira UE-48995
Change 3618014 by Phillip.Kavan
#jira UE-49025 - Fix global FiB menu item names.
Change 3618206 by Dan.Oconnor
Make sure instances in the same package as a UBlueprintGeneratedClass are properly created after the CDO
#jira UE-47991, UE-47726
Change 3618211 by Dan.Oconnor
Fix 'bad' USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TEST - this is only broken until we get the fix from core that restores CLASS_Intrinsic
Change 3618299 by Zak.Middleton
#ue4 - Fix comment in GetComponents (UActorComponent version)
#jira none
Change 3618409 by Marc.Audy
Make linker placeholder properly support map and set properties
#jira UE-48925
Change 3618436 by Marc.Audy
Fix shadow variable
Change 3618682 by Ben.Zeigler
Fix issue where pressing escape or losing focus while using a SpinBox would leave the UI in a state where the SpinBox could never be used again, caused by CL #3173966. Also fix the initial value to be correct the first time it is dragged
Change 3618783 by Ben.Zeigler
Fix several issues with the Component Transform details UI
#jira UE-48959 Fix it so the world/relative transform type bools are correctly propagated to inherited components when modified via editor customizations
#jira UE-48963 Refactor Transform customization to handle paste and reset to default as atomic operations, allowing them to work properly on blueprint component instances
#jira UE-48960 Correctly notify blueprint system when component transforms are changed
#jira UE-4311 Preserve exact rotation typed into component rotation field in most cases
Fix the "Reset to Defaults" icon to be correct in transform details
Change 3618904 by Ben.Zeigler
#jira UE-489999 Fix blueprint breakpoint crash when breakpoint data is out of date with UI
Change 3618984 by Zak.Middleton
#ue4 - Reduce memory churn/allocations when duplicating for PIE.
#jira none
Change 3619895 by Marc.Audy
Very minor cleanup
Change 3620129 by Marc.Audy
PR #3958: Exposing GetOwningPlayerController and GetOwningPawn as public in AHUD. (Contributed by ill)
#jira UE-49083
Change 3620350 by Lukasz.Furman
restored intended behavior of path following's acceptance radius: additive with goal and agent radii (included when FAIMoveRequest flags allow it)
copy of CL# 3618825, 3618828
#ue4
Change 3620628 by Zak.Middleton
#ue4 - Moved hardcoded limits on FCollisionShape extents to a static value and refactored external code to reference that instead.
Fixed Capsules where axis length (half-height - radius) < 1 were clamped to a new capsule with axis length of 1. Changed the clamp threshold to 1e-4 and changed FPhysXShapeAdaptor to use a Sphere instead when Radius >= HalfHeight.
This would cause sweeps using the capsule params to use a capsule of a different size, up to 1 UU different along the axis.
#jira UE-49035
Change 3620700 by Lukasz.Furman
moved blackboard decortator's version of requesting abort to parent class, so all decorators can use it with external events
#ue4
Change 3620716 by mason.seay
Test map for flow control save issue
Change 3620723 by mason.seay
Minor improvement
Change 3620792 by Ben.Zeigler
Clang doesn't like template specializations in classes, switch to an overload instead to fix CIS
Change 3621084 by Marc.Audy
Fix NegateInt/Float in StandardMacros
#jira UE-36242
#jira UE-36470
Change 3621152 by Marc.Audy
Fix backwards compatibility on FEdGraphPinType for particularly old blueprints.
#jira UE-49111
Change 3621246 by mason.seay
Test BP for UE-48800
Change 3621257 by Michael.Noland
Animation: Corrected a comment on the LegIK node
Change 3621480 by Zak.Middleton
#ue4 - Added FTransform::TransformRotation(FQuat) and FTransform::InverseTransformRotation(FQuat). Added matching Blueprint library functions taking FRotator.
#jira UE-39088
#github PR 2985 (modified)
Change 3621685 by Phillip.Kavan
#jira UE-49024 - Add/remove global FiB menu items from the Main Menu when the global FiB option is enabled/disabled.
Change summary:
- Added FFindInBlueprintSearchManager::EnableGlobalFindResults(). Now using this API to enable/disable both the Main menu items as well as the global FiB workflow change within the BP editor context.
- Renamed FFindInBlueprintSearchManager::CloseAllGlobalResults() to CloseOrphanedGlobalFindResultsTabs(). This is now being called to clean up any orphaned global FiB tabs when opening the BP editor context.
Change 3622629 by Marc.Audy
Reduce memory footprint of UMG/Slate classes: UWidget, UBorder, UImage, UUserWidget, SWidget, SButton, SOverlay, SBoxPanel, SInlineEditableTextBlock, FSlateFontInfo, EVisibility, FSlateBrush, FCheckBoxStyle, FButtonStyle, FComboBoxStyle
Change 3622779 by Zak.Middleton
#ue4 - Rename USceneComponent::bWorldToComponentUpdated to bComponentToWorldUpdated (since the transform is called ComponentToWorld).
#jira none
Change 3623020 by Marc.Audy
Fix initialization order
Change 3623021 by Marc.Audy
Reorganize USceneComponent to improve cache coherency
Change 3623261 by Ben.Zeigler
#jira UE-48555: Fix for corruption of shared pointers by the async loading thread. It is unsafe to copy delegates by value on the async loading threads because they may have shared pointers on them that are being used by the main thread. Instead of copying by value, we now allocate once on the game thread and copy by TUniquePtr.
Change 3623294 by Marc.Audy
Realign UActorComponent to avoid members crossing cache lines
Change 3623383 by Marc.Audy
Compress UParticleSystemComponent and fix up cases of members crossing cache lines
Change 3623492 by Marc.Audy
(4.17.2) Fix pin values on function nodes not correctly carrying the value between reloads/refreshes
#jira UE-49189
#jira UE-49196
Change 3623573 by Ben.Zeigler
#jira UE-49223 Fix crash when undoing changes to actors that have been recompiled. We need to skip most of PostEditUndo when the class is out of date and this got broken in a recent refactor
Change 3623642 by Dan.Oconnor
Make sure we don't attempt to defer exports that rely on CDOs that have been regenerated
#jira UE-49211
Change 3623719 by Marc.Audy
PR #3387: Added new Swap method (blueprint KismetArrayLibrary). (Contributed by RChehowski)
#jira UE-42970
Change 3624191 by Marc.Audy
Cache GetWorld()
Change 3624232 by Marc.Audy
Remove accidentally checked in change
Change 3624688 by Marc.Audy
PR #3491: Client play force feedback can now ignore time dilation. (Contributed by miracle7)
Force feedback component can also ignore time dilation
#jira UE-44155
Change 3624880 by Marc.Audy
PR #3970: SpawnObject not checking for a nullptr causing an editor crash
Change 3625740 by Mason.Seay
Check in the correct file this time...
Change 3625806 by Ben.Zeigler
#jira UE-48555 Code review fix for async loading thread fixes, disable an assert when cancel is called in non-EDL, and add comment + assert if Cancel is re-enabled for EDL in the future
Change 3626128 by Marc.Audy
Fix dragging off component tree in to graph showing an error message
#jira UE-49114
Change 3626655 by Ben.Zeigler
#jira OR-43846 Fix asset import objects to correctly load off disk again. They aren't marked as SubObjects so the special case code to add the NeedsLoad flag wasn't getting hit. Change it so in the editor it marks all unloaded subobjects as needs load, need to talk to Core about rather this fix should be editor specific or not
Change 3626740 by Marc.Audy
Fix compile errors when nativizing when a property references a sub object of a dervied type with modified default properties
#jira UE-49276
Change 3626831 by Marc.Audy
Remove BOM
Change 3627162 by Phillip.Kavan
#jira UE-49239 - Fix an invalid cast emitted to nativized codegen for converted AnimBP types.
- Regression introduced in CL# 3613358.
Change 3628051 by Marc.Audy
Fix spelling of redundant
#jira UE-49343
Change 3596437 by Marc.Audy
Don't copy metadata unnecessarily
Change 3613302 by Marc.Audy
Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 56 bytes exclusive)
Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
Reduce size of USceneComponent by 112 bytes.
Reduce size of FLightingChannels from 3 bytes to 1.
Reduce size of FBodyInstance by 16 bytes.
Change 3620363 by Lukasz.Furman
split UBTTask_MoveTo.bStopOnOverlap flag to separate goal & agent parts to match actual parameters of AI move request, added simple versioning for behavior tree nodes
copy of CL# 3620248
#ue4
Change 3622569 by Marc.Audy
Remove unnecessarily deprecated visibility member and use redirect instead
Change 3624879 by Marc.Audy
Add a deprecated version of ClientPlayForceFeedback for backwards compatibility.
Adjust existing game calls to ClientPlayrForceFeedback to use new API
[CL 3628687 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3537750 by Ori.Cohen
Added RootBone simulation space to RigidBody node. This is useful for cases where we rotate the skeletal mesh component and counter rotate the root bone and do not want to affect simulated bodies' velocities.
Change 3537756 by Ori.Cohen
Added ExternalForce to rigid body node for faking inertia while simulating in component space
Change 3537758 by Ori.Cohen
Made it so that linear and angular velocity are properly computed for kinematic targets in immediate physics and rigid body node.
Change 3538308 by Ethan.Geller
#jira UE-47169: fix for streaming sources not getting properly destroyed in AudioMixer
Change 3538329 by Jon.Nabozny
Fix ForEachBodyBelow to use the proper body index.
Change 3538528 by Ori.Cohen
Fix gravity not being converted into the right simulation space for the RigidBody node
Change 3539741 by James.Golding
Remove unused HACD library. We use V-HACD now.
#jira UE-46618
Change 3539746 by James.Golding
Enable research SoftBody plugin in QAGame
Change 3540115 by Ori.Cohen
Turn joint pre-processing on for immediate mode. This helps with some stability issues.
#tests none
Change 3543166 by Ori.Cohen
Exposed an inertia scale for body instances
Change 3544097 by Ori.Cohen
Fix incorrect bone mapping for rigid body node. (Only matters when first call to init has a different number of bodies, for example a different skin)
Change 3544221 by Ori.Cohen
Fix CIS
Change 3544289 by Ori.Cohen
Fix CIS
Change 3544581 by Ori.Cohen
Fix CIS
Change 3545415 by Ethan.Geller
Changes to AudioMixer's Delay class: Addition of SetDelayInSamples method, fix for delay line not working when being set to maximum delay
Change 3545426 by Ethan.Geller
#jira UEAP-282 Add Flexiverb submix effect to Synthesis plugin.
Change 3545570 by Ethan.Geller
Add Blueprint function library to sound utilities plugin
Change 3548160 by Martin.Wilson
Clean up animation compression logging (change to compression category and downgraded from warning
#Jira UE-47424
Change 3548368 by Danny.Bouimad
Changing an audio test on TM-AnimPhys as it isn't supported on a large number of platforms (Yet)
Change 3548630 by Aaron.McLeran
Don't send or mix built-in reverb submix if there's a plugin reverb enabled.
Change 3548631 by Aaron.McLeran
Adding ability to define default device using macro vs assuming index 0.
Change 3548782 by Aaron.McLeran
SDL backend implementation for windows, linux, and HTML.
- Still need to hook up SDL to HTML5, but should be workable in Linux.
Change 3549034 by Aaron.McLeran
Adding missed file for SDL2.lib
Change 3549102 by Aaron.McLeran
Adding missing include
Change 3550388 by James.Golding
Fix ApexDestructionLib project generation
#jira UE-47637
Change 3550412 by James.Golding
More fixes to ApexDestruction.Build.cs
Change 3550856 by Ori.Cohen
Fix analysis for shared headers.
#jira UE-47593
Change 3551046 by Aaron.McLeran
Fix CIS build
Change 3551056 by Aaron.McLeran
Fixing assert on launch of audio mixer, invalid assert.
Change 3552685 by Thomas.Sarkanen
Fixed Fortnite warnings on editor startup/cook
APEX destruction plugin was accessing the thumbnail manager before UnrealEd (and more pertinently, FortniteGame module) was loaded. Defering registration of the thumbnail rendering until later in the startup sequence means the the appropriate classes can be found.
#jira UE-47595 - //UE4/Dev-AnimPhys: Cook Fortnite Win64 completed with 16 Warnings
Change 3552847 by Ori.Cohen
Fix CIS
Change 3552916 by James.Golding
Fix Win64 SDL2 deployment (path was wrong)
#jira UE-47679
Change 3552919 by James.Golding
Add 'RemapDirectories' entry for SoftBody plugin in QAGame (avoids package error)
Also fix warning to give correct syntax
#jira UE-47682
Change 3553168 by Ori.Cohen
Fix CIS
[CL 3555263 by Thomas Sarkanen in Main branch]
#lockdown Nick.Penwarden
#rb none
#rnx
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3343905 by Dan.Oconnor
ResolveMember optimizations and moved into cpp. ResolveMember<UFunction> now checks UClass::FuncMap before doing more expensive searches
Change 3346637 by Ben.Zeigler
Actually fix in non editor builds
Change 3355484 by Dan.Oconnor
Back out FMemberReference Optimization
Change 3425833 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 3510091 by Marc.Audy
Expose on Spawn functional test
#rnx
Change 3510100 by Marc.Audy
Fix spelling error
#rnx
Change 3510132 by Marc.Audy
Fix issues with marking a widget blueprint class as abstract
Change 3510133 by Marc.Audy
Minor code cleanup
#rnx
Change 3510178 by Ben.Zeigler
#jira UE-46500 Fix it so editor-only and transient stuct members are not serialized for literal blueprint structs. It's unsafe to serialize them because they may not exist in the cooked build
Change 3510466 by Ben.Zeigler
Start adding basic ability system tests to enginetest, very minimal so far
Change 3511295 by Marc.Audy
Fix wasted work going weak -> object -> weak -> object
#rnx
Change 3511824 by Marc.Audy
Fix spelling error in tooltip
#jira UE-46515
#rnx
Change 3514446 by Ben.Zeigler
Fix ActorBoundEvent and ComponentBoundEvent to always refresh their event signature from the delegate property they are bound to. This is required to correctly deal with delegate signatures being moved or renamed. Both types now do the fixup one time, in ReconstructNode.
Change 3514578 by Marc.Audy
Move clearing of the actor component need end of frame update mark to base class instead of just primitive component
Change 3514583 by Ben.Zeigler
Better fix to last delegate checkin that also handles moving functions between modules but not renaming
Change 3515325 by Dan.Oconnor
Fix for rare orphan pin false positive, rare exposed on spawn false positive
#rnx
Change 3515761 by Marc.Audy
fix shipping configuration
#rnx
Change 3515772 by Marc.Audy
Fix static analysis warnings
#rnx
Change 3516287 by Marc.Audy
Fix references to instanced components not being updated when resetting component to default
#jira UE-44706
#rnx
Change 3516303 by Marc.Audy
Back out CL# 3516287 while an oddity is investigated
#rnx
Change 3516563 by Marc.Audy
(4.17) Fix references to instanced components not being updated when resetting component to default
#jira UE-44706
Change 3516637 by Phillip.Kavan
#jira UE-44661 - Fix potential crash when changing the ChildActorComponent class default value on a Blueprint that also sets the class in the Construction Script.
Change summary:
- Modified UChildActorComponent::DestroyChildActor() to move the check for PendingKill/Unreachable so that we can also rename a defunct ChildActor instance out of the way in order to allow for a new ChildActor instance w/ the cached name.
Change 3517735 by Marc.Audy
Avoid unnecessary string copy
#rnx
Change 3517931 by Marc.Audy
Small optimization to CleanupActors
Change 3518221 by Dan.Oconnor
Fix rare crash when running ConformImplementedEvents when async loading
#jira UE-45348
Change 3518270 by Ben.Zeigler
#jira UE-46574 Add FCollectionReference type and customization to allow setting an FName to an editor collection
Add AssetCollection to PrimaryAssetLabel that derives the bundled assets from an editor collection
Change 3518271 by Marc.Audy
Get rid of unnecessary construction differentiation if custom reset is being used
Change 3518310 by Ben.Marsh
Re-adding IOS files with correct case.
Change 3518423 by Ben.Zeigler
#jira UE-46574 Initial support for chunk installation in Asset Manager.
Refactor AssetManagerSettings so it copies runtime bools into the asset manager for fast access
Add a concept of a stalled streamable manager handle, handles can be created stalled and will not execute their async load until all needed resources have been acquired externally
Change 3518480 by Marc.Audy
Correctly get the variable reference for an input variable get from the member scope rather than a member variable of the same name on the class
#jira UE-46737
Change 3518498 by Ben.Zeigler
Fix bug with AssetManager where requesting the same load twice in a row before the first one finishes caused the complete callback to get called too early for the second load
Update test map to catch this
Change 3518526 by Ben.Zeigler
IOS Fix
Change 3518619 by Ben.Zeigler
#jira UE-46744 Fix issue where refreshing asset manager editor settings would throw away asset label rules overrides, causing the recursive flag to accidentally get set
Change 3518747 by Phillip.Kavan
#jira UE-43154 - Prevent ConstructGenericObject nodes from compiling if the selected type does not include 'BlueprintType' in its inheritance hierarchy.
Change summary:
- Moved UGameplayStatics::CanSpawnObjectOfClass() into UK2Node_GenericCreateObject as a local util method (per JIRA notes). This was not exposed to Blueprints and as such was inconsistent with the rest of the API.
- Modified UGameplayStatics::SpawnObject() to no longer call CanSpawnObjectOfClass(). This seemed redundant as this will already have been called during node validation at Blueprint compile time.
- Refactored CanSpawnObjectOfClass() into FK2Node_GenericCreateObject_Utils. Walking up the inheritance chain no longer starts out w/ the assumption that 'BlueprintType' is set by default, which was previously including a lot of engine-specific classes into the "allowed" set (e.g. UByteProperty). Also unified the 2 loop iterations that were being used to check for 'BlueprintType'/'NotBlueprintType' and 'DontUseGenericSpawnObjectName', as well as the check for whether or not the class is a derivative of AActor/UActorComponent.
- Modified UK2Node_GenericCreateObject::EarlyValidation() to call FK2Node_GenericCreateObject_Utils::CanSpawnObjectOfClass() and emit a slightly more informative error message to the BP compiler message log.
Change 3518756 by Michael.Noland
(4.17) Framework: Prevent various asserts when USplineComponent methods are called on a spline with no points
Change 3518760 by Michael.Noland
Core: Changed FRuntimeAssetCache ensures to ensureAsRuntimeWarning
Change 3518771 by Michael.Noland
AI: Prevent an ensure in UBlackboardComponent::ClearValue when called on a component with a null BlackboardAsset
Change 3518818 by Michael.Noland
Rendering: Fixed a whitespace issue in UCanvasRenderTarget2D::RepaintCanvas()
#rnx
Change 3518822 by Michael.Noland
Sequencer: Prevented crashes in some methods of UMovieSceneSequencePlayer when there is no Sequence set
Sequencer: Prevented a crash in FMovieSceneRootEvaluationTemplateInstance::Evaluate when the instance has no template set
Change 3518824 by Michael.Noland
Landscape: Marked ULandscapeComponent and ULandscapeHeightfieldCollisionComponent as Within=LandscapeProxy, since they do CastChecked on their Outer all the time
Change 3519073 by Michael.Noland
QAGame: Fixed a crash in UQASynth::PlaySynth() if called on a directly created instance rather than using the factory method
Change 3519076 by Michael.Noland
Preventing crashes in UAutomationPerformaceHelper (sic) when spawned abnormally for fuzzing (assumes that the outer will have a route to a world)
#rnx
Change 3519079 by Michael.Noland
Sequencer: Fixed a potential crash in UMediaPlaylist::Insert and UMediaPlaylist::RemoveAt when passed an invalid index
Change 3519081 by Michael.Noland
Blueprints: Added support for creating appropriate outers for objects that must be nested within another class during fuzzing (ones that specify Within=, other relationships aren't knowable yet)
Change 3519082 by Michael.Noland
VR: Prevent a crash in UMRMeshComponent::ConnectReconstructor when passed a null reconstructor
Change 3519084 by Michael.Noland
Rendering: Prevent crashes when UNiagaraComponent::GetEffectDataInterface is called on a component with no effect asset set
Change 3521889 by Michael.Noland
Sequencer: Prevented a bogus static analysis warning by reworking the code (FixedFrameInterval could have only been set if the pointer were valid from the line above)
#rnx
Change 3521987 by Michael.Noland
Animation: Prevent a couple of potential asserts in UControlRig::GetOrAllocateSubControlRig
Change 3522101 by Michael.Noland
Physics: Improved the comment on UPhysicalMaterial::Friction
#rn
Change 3522105 by Michael.Noland
Physics: Fixed a few crashes in UVehicleWheel when spawned directly
Change 3522106 by Michael.Noland
Framework: Marked ULevelStreaming as Within=World, since it does CastChecked on the Outer all the time
Change 3522109 by Michael.Noland
Animation: Marked UAnimInstance as Within=SkeletalMeshComponent since it assumes the outer in various places
Change 3522121 by Michael.Noland
Mobile: Prevent UMobileInstalledContent methods from crashing when called on a created instance in an uncooked build (no installed manifest)
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3525477 by Dan.Oconnor
Remove Tooltip, Category, and HideCategories tooltip from the blueprint generated class if source data is cleared
Change 3526538 by Ben.Zeigler
Refresh primary asset labels if their bundles are different at all and not just if they're added or removed. This is required because they now work based on collections or directories. This fixes issue with the onboarding collection changes not correctly modifying chunks
Copy of CL #3526501
Change 3526817 by Ben.Zeigler
#jira UE-46917 Fix issue where maps that do not contain level script blueprints were being counted as unindexed for find in blueprints. The old behavior depended on detecting the existence of empty tags, but the asset registry now filters those out so treat maps with no FiB data as indexed
Change 3526873 by Ben.Zeigler
#jira UE-46627 Change it so blueprint or native subclasses of static mesh actor cannot be added to clusters, as they are not likely to be immutable the way the base class is
Add code to to the ubergraph frame to fall back to hard reference serialization if the reference collector doesn't support weak references, such as the cluster collector
Change 3526958 by Marc.Audy
(4.17) Don't copy and then break pin links when reconstructing. Instead simply move.
#jira UE-46935
Change 3528916 by Marc.Audy
PR #3609: Adds GetKeysForAxis() to complement GetKeysForAction() in UPlayerInput (Contributed by alanedwardes)
#jira UE-45347
Change 3529080 by mason.seay
BP asset for undetermined type bug
Change 3529381 by Marc.Audy
Fix ability to insert duplicates in to a set or map
Change 3529471 by Dan.Oconnor
Fix for clang 4.0 error: definition of builtin function '__rdtsc' inline unsigned long long __rdtsc()
Change 3530876 by Marc.Audy
Based on PR #3457: Add MakeSet BP node (Contributed by projectgheist)
Also refactored MakeArray/Set to share a base MakeContainer class
Cleaned up some dead code from MakeArray
Added icon for MakeSet
Added Functional Test for MakeSet
#jira UE-43717
Change 3531070 by Phillip.Kavan
#jira UE-46866 - Fix crash on load when an external variable member reference's owning type cannot be loaded.
Change summary:
- Modified FBlueprintEditorUtils::GetSkeletonClass() to check for NULL before attempting to check for the generating BP.
Change 3531081 by Marc.Audy
Remove deprecated CustomMapParamValue code
Change 3531094 by Phillip.Kavan
#jira UE-46952 - Fix a packaging code build failure that will occur with a nativized Blueprint class that contains a UInterfaceProperty.
Change summary:
- Modified TScriptInterface::operator=() to cast the given 'SourceObject' instance to the 'InterfaceType' type before assigning to 'SourceInterface'. This was necessary because if the caller (in this case nativized codegen) passes in a UObject* that does not explicitly inherit from 'InterfaceType', then it will need to go through the object's GetInterfaceAddress() API instead and cast the result back to an 'InterfaceType' pointer.
Change 3531186 by Phillip.Kavan
Back out changelist 3531094 (temp CIS fix).
#rnx
Change 3532082 by Marc.Audy
Move garbage collection timers and other management to UEngine instead of UWorld
Fixes CollectGarbage blueprint node not working in shipping
#jira UE-46566
Change 3532134 by Phillip.Kavan
Restored changelist 3531094 w/ fix for non-unity.
- Mirrored from //UE4/Release-4.17 (CL# 3531232).
#rnx
Change 3533009 by Marc.Audy
Fixup missing function and deprecation warnings
Change 3534056 by Marc.Audy
(4.17) Fix expose on spawn of map and sets to work
#jira UE-47140
Change 3534761 by Marc.Audy
(4.17) Apply code review changes to Dev-Framework as well
#rnx
Change 3535147 by Dan.Oconnor
Build fix, already made in 4.17
#rnx
Change 3535530 by mason.seay
Resaving to remove error when opening level blueprint
Change 3535581 by Marc.Audy
Class Properties are only identical if they are literally the same object. Do not consider the deep compare port flags as object property base does.
#jira UE-46533
Change 3535583 by Marc.Audy
When properties are imported in to a child actor component the cached instance data is invalidated, so clear it.
#jira UE-46533
Change 3535617 by Marc.Audy
PR #3788: UE-39237: Prevent (im-)pure casting during BP debugging (Contributed by projectgheist)
#jira UE-47188
#jira UE-39237
Change 3535671 by Marc.Audy
Change NodeFactory to look at interface to use sequence node instead of each node having to add itself
Change 3535955 by Marc.Audy
Prevent MakeSet from removing split pins
Change 3536114 by Michael.Noland
Paper2D: Removing deprecated code from 4.3/4.4 era
#rnx
Change 3536120 by Michael.Noland
Animation: Removed deprecated FTAlphaBlend class and AlphaBlendType.h header
Change 3536124 by Michael.Noland
Physics: Removed deprecated methods that were replaced by _AssumesLocked variations
Change 3536131 by Michael.Noland
Slate: Converting remaining uses of EKeyboardFocusCause to EFocusCause and properly deprecating it
Change 3536138 by Michael.Noland
Slate: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536167 by Dan.Oconnor
When a client provides a skeleton class as the self scope, make sure we also use a skel class for non-self scopes - but only if using the compilation manager. Skel classes are not reliably up to date when not using the compilation manager
#jira UE-46904
Change 3536221 by Michael.Noland
Editor: Removing deprecated code from 4.9 or earlier
Change 3536240 by Michael.Noland
Blueprints: Removed long-deprecated TypeToString method from the K2 schema
#rnx
Change 3536243 by Michael.Noland
AI: Prevent crashes if UMockTask_Log is created manually rather than via the CreateTask factory method
Change 3536244 by Michael.Noland
Core: Prevent FScopedExternalProfilerBase::StopScopedTimer() from asserting if called an unmatched number of times with StartScopedTimer, as both are exposed to BPs now
Change 3536250 by Michael.Noland
CoreUObject: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536253 by Michael.Noland
Core: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536310 by Michael.Noland
Engine: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536397 by Mieszko.Zielinski
Fixed UCrowdFollowingComponent::UpdateCachedDirections crashing when CharacterMovement is not set #UE4
#jira UE-46860
Change 3536404 by Michael.Noland
Platform: Added a warning for others when they try to remove this 'deprecated' method
Change 3536639 by Michael.Noland
CharacterMovement: Changed the name of a variable introduced in CL# 3536397 to better match intent
#rnx
Change 3536893 by Michael.Noland
Blueprints: Clear the stale value on the value pin when a map find node fails to find an item
#jira UE-47233
Change 3536902 by Michael.Noland
Framework: Killed a couple of more deprecated methods that were not exposed to Blueprints
#rnx
Change 3537038 by Ben.Marsh
Fixing case of iOS directories, pt1
Change 3537039 by Ben.Marsh
Fixing case of iOS directories, pt2
Change 3538246 by Michael.Noland
UnrealTournament: Fixing issues with renamed enum
#rnx
Change 3538618 by Ben.Zeigler
Fix ensure when closing sequencer transform UI
Change 3540213 by Ben.Zeigler
#jira UE-47313 Fix crash serializing a MapProperty where the value type has changed for a type that implements ConvertFromType. The address passed to ConvertFromType needs to be the container root, not the specific value address, keys worked because the offset was 0.
Change 3540253 by Marc.Audy
Only copy default values for input pins as output pins do not have them
#rnx
Change 3540376 by Marc.Audy
Add utility FromPinType for FEdGraphTerminalType
#rnx
Change 3540433 by Marc.Audy
Add MakeMap
#jira UE-47093
Unify IsConnectionDisallowed for containers and fix static analysis warning
#jira UE-47291
Change 3540585 by Phillip.Kavan
#jira UE-47117 - Fix crash on launch of a nativized build that includes an instanced default subobject that's referenced by another instanced default subobject.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to only direct HandleInstancedSubobject() to emit code to create the instanced subobject if it's not a default subobject. This was previously being incorrectly interpreted as an object having the 'RF_ArchetypeObject' flag set; however, default subobjects will also have that flag set in addition to the 'RF_DefaultSubobject' flag.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert in the 'GetDefaultSubobjectByName' case if the given object is not also a default subobject.
Change 3541147 by Dan.Oconnor
Fix for not being able to override custom events when using the compilation manager post 3536167
#jira UE-47292
#rnx
Change 3541177 by Ben.Zeigler
#jira UE-46595, UE-46553 Fix issue where creating a widget template could cause a widget blueprint being cooked to have the wrong package flags, making it appear to be an uncooked package
Copy of CL #3541027
Change 3541325 by Dan.Oconnor
K2node data table data needs to preload data before the compilation queue is flushed
#rnx
#jira UE-47319
Change 3541409 by Michael.Noland
Blueprints: Added code to reapply any active breakpoints after recompilation when using the BP compilation manager
#jira UE-47322
[reimplementing CL# 3541404 in Dev-Framework]
Change 3541418 by Dan.Oconnor
Fix for bad SKEL_ CDO reference in blueprint bytecode
#jira UE-47265
#rnx
Change 3541482 by Dan.Oconnor
Blanket fix up of preload calls that are being done in AllocateDefaultPins. AllocatDefaultPins is not called until compile, meaning if these preload calls load blueprints they will be loaded while the compilation manager is compiling blueprints
#rnx
#jira UE-47319
Change 3541817 by Marc.Audy
Fix static analysis warnings
#rnx
Change 3542299 by Michael.Noland
Blueprints: Speculative fix for static analysis warning
#rnx
Change 3542406 by Marc.Audy
Use a check slow to avoid any cost
#rnx
Change 3542486 by Michael.Noland
Asset Manager: Removing an unnecessary ensure (it's a potentially expected case)
#jira UE-47380
Change 3542659 by Michael.Noland
Blueprints: Clear out null entries in the LastEditedDocuments list during PostLoad() and remove entries when a graph is being deleted to prevent their generation in the first place
#jira UE-47385
Change 3543620 by Dan.Oconnor
Remove overzealous ensure - we may recompile blueprints that are asynchronously loading when a user triggers a synchronous compile
#jira UE-47415
#rnx
Change 3518415 by Ben.Zeigler
#jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure
Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases
Change 3534339 by Michael.Noland
Platforms: Changed DEPRECATED() macro description to use 4.xx rather than a speciifc version in examples, so it doesn't show up when removing deprecated code
[CL 3544050 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3487931 by Adric.Worley
Add Negative test filter
Filter out tests that test negative cases and are expected to fail
#jira UE-45641
#tests ran affected tests in editor, confirmed UI changes
Change 3491768 by Adric.Worley
Add FieldOfView to Screenshot FTest options
#tests used in WIP test map
Change 3492809 by Nick.Darnell
Automation - Fixing some delay screenshot code in the Screenshot Functional Test Actor.
Change 3493557 by Adric.Worley
Add automated postprocessing test map
#jira QAENG-1153
Change 3494836 by Adric.Worley
Fix CurvePlayTest timing out
Time-out tolerances were set too tightly. Extended preparation time limit to 7 seconds.
#tests PIE
Change 3494962 by Adric.Worley
Fix CurveStopTest failure
Added OnTestPrepare event for FTests using LevelBP for logic.
Removed CurveStopTest dependency on CurveStartTest.
Updated ground truth screenshot.
#tests PIE
Change 3495166 by Adric.Worley
Fix empty engine version content warnings
#tests none
Change 3495412 by Adric.Worley
Add Shield asset from ContentExamples project
Change 3495747 by Adric.Worley
Automate static light tests
#jira QAENG-1154
Change 3495914 by Adric.Worley
Adding HDR environment asset
Change 3496341 by Adric.Worley
Fix NotifyTest timing failures
Rewrote tests to use blueprint events to verify notifications instead of fragile screenshots.
#tests UFE
Change 3496613 by Adric.Worley
Add TranslucencyLightingModes test map
Automates test cases from QAGame's TM-TranslucencyLightingModes.
Also resave shield assets to fix empty engine version warnings.
#jira QAENG-1191
#tests UFE
Change 3496703 by Adric.Worley
Fix occasional ClothBallTest failures
Extend screenshot delay to let cloth to fully settle.
Consolidated screenshot delay values and removed redundant Delays.
#jira UE-46066
#tests UFE, 20+ iterations
Change 3498413 by Adric.Worley
Fix occasional CurveTest failures
Merged tests and set to use specific anim positions instead of relying on fragile test timing.
#tests UFE
Change 3498976 by Adric.Worley
Add automated ShaderModels test map
Change 3499079 by Adric.Worley
Delete unused test and related assets
#tests UFE
Change 3500869 by Adric.Worley
Add horizontal scrollbar to automation results view
#tests UFE
[CL 3511418 by Nick Darnell in Main branch]
#lockdown Nick.Penwarden
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3459524 by Marc.Audy
Get/Set of properties that were previously BPRW/BPRO should error when used
#jira UE-20993
Change 3460004 by Phillip.Kavan
#jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value.
Change summary:
- Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation.
Change 3461210 by Phillip.Kavan
#jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry.
Change summary:
- Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database.
- Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached.
- Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid.
- Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid.
- Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals.
- Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick.
Notes:
- Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor.
Change 3461373 by Lukasz.Furman
fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad
#jira UE-44231
Change 3461409 by Lukasz.Furman
fixed reenabling automatic navmesh generation in Editor Preferences
#ue4
Change 3461550 by Ben.Zeigler
#jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time
Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors
Change 3462625 by Zak.Middleton
#ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come).
github PR #3620
Change 3462796 by Dan.Oconnor
Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame
#jira UE-45434
Change 3462995 by Ben.Zeigler
#jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin
Change 3463099 by Ben.Zeigler
#jira UE-45471 Allow abstract base classes for primary assets
Change 3464809 by Marc.Audy
Expose FVector2D / FVector2D to blueprints
#jira UE-45427
Change 3467254 by Mieszko.Zielinski
Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4
Change 3467644 by Dan.Oconnor
Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing.
#jira UE-45443, UE-45444
Change 3468176 by Dan.Oconnor
Fix dependent blueprints being marked dirty when a blueprint is compiled
Change 3468353 by Michael.Noland
UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game
Change 3470532 by Dan.Oconnor
Re-enable compilation manager
Change 3470572 by Dan.Oconnor
Fix for pin paramters resetting when an archetype was reinstanced
#jira UE-45619
#rnx
Change 3471949 by Mason.Seay
Adding Primary Assets for testing
Change 3472074 by Ben.Zeigler
#jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module
Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache.
Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking
Change 3472079 by Ben.Zeigler
With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here
Change 3473429 by Lukasz.Furman
changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
#jira UE-41884
Change 3473476 by Lukasz.Furman
changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
#jira UE-41884
Change 3473663 by Ben.Zeigler
Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added
Change 3473679 by Mason.Seay
Slight cleanup of test map and added ability to teleport across level for easy navigation
Change 3473712 by Marc.Audy
Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value
Change 3474055 by Marc.Audy
When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with.
#jira UE-41828
Change 3474119 by mason.seay
Tweaked Force Feedback test
Change 3474156 by Marc.Audy
Actually enable orphan pin retention
Change 3474382 by Ben.Zeigler
Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing
Change 3474386 by Ben.Zeigler
Close popup window when adding asset class to audit window
Change 3474491 by Ben.Zeigler
Remove ability for Worlds to not be saved as assets, this has been the default since 2014.
Change 3475363 by Marc.Audy
Alt-click now works with orphaned pins
#jira UE-45699
Change 3475523 by Marc.Audy
Fixup Fortnite and Paragon content for orphaned pin errors and warnings
Change 3475623 by Phillip.Kavan
#jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor.
Change summary:
- Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value.
Change 3476008 by Dan.Oconnor
Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value.
#jira UE-18765
Change 3476115 by Dan.Oconnor
Fix missing category information for inherited functions when using compilation manager
#jira UE-45660
#rnx
Change 3476577 by Lukasz.Furman
added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms)
#ue4
Change 3476587 by Phillip.Kavan
#jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions.
Change summary:
- Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up.
- Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree).
Notes:
- The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398.
#rnx
Change 3476723 by Dan.Oconnor
Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager
#jira UE-45468
#rnx
Change 3476948 by Michael.Noland
Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing
Change 3476970 by Ben.Zeigler
Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly
Change 3477536 by Marc.Audy
Don't display default value box on linked orphaned input pins
Change 3477835 by Marc.Audy
Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected
#jira UE-45754
Change 3478027 by Marc.Audy
Minor performance optimization
#rnx
Change 3478198 by Phillip.Kavan
#jira UE-42431 - Remove an unnecessary ensure() when pasting an event node.
Change summary:
- Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node.
Change 3478485 by Marc.Audy
Eliminate extraneous error messages about orphaned pins on get/set nodes
#jira UE-45749
#rnx
Change 3478756 by Marc.Audy
Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums
#jira UE-45721
#rnx
Change 3478926 by Marc.Audy
Non-blueprint type structs can no longer be made/broken
Non-blueprint visible properties in structs will no longer have pins created for them
#jira UE-43122
Change 3478988 by Marc.Audy
DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function.
#jira UE-45524
Change 3479818 by Marc.Audy
Allow ctrl-drag off of orphan pins
#jira UE-45803
Change 3480214 by Marc.Audy
Modifications to user defined enumerations are now transacted
#jira UE-43866
Change 3480579 by Marc.Audy
Maintain all pin properties through transactions.
#rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle.
Change 3481043 by Marc.Audy
Make/Break of structs does not depend on having blueprint exposed properties.
Splitting of a struct pin still requires blueprint exposed properties.
#jira UE-45840
#jira UE-45831
Change 3481271 by Ben.Zeigler
Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0
Clean up ChunkDependencyInfo and make it properly public
Move ShouldSetManager to be WITH_EDITOR
Ported from WEX branch
#RB peter.sauerbrei
Change 3481373 by Dan.Oconnor
Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes
#jira UE-45704
Change 3481380 by Ben.Zeigler
Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful
Change 3482362 by Marc.Audy
Fix properties not exposed to blueprint warnings for input properties on function graphs.
#jira UE-45824
Change 3482406 by Ben.Zeigler
#jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map
Change 3482498 by Ben.Zeigler
Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class
Change 3482517 by Lukasz.Furman
fixed smart navlink update functions removing important flag
#jira UE-45875
Change 3482538 by Marc.Audy
When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float
#jira UE-45846
Change 3482773 by Marc.Audy
Don't show default value or pass by reference for exec pins
#jira UE-45868
Change 3482791 by Ben.Zeigler
#jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization
Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function
Change 3483131 by Zak.Middleton
#ue4 - InterpToMovementComponent:
- Fix velocity not zeroed when interpolation stops.
- Various fixes when calculating velocity and time when substepping is enabled.
- Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact).
#jira UE-45690
Change 3483146 by Phillip.Kavan
#jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints.
Change summary:
- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP.
- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling.
- Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature.
Change 3483340 by Ben.Zeigler
Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets
Change 3483548 by Michael.Noland
Epic Friday: Playing around with some prototype traps
Change 3483700 by Phillip.Kavan
Fix CIS cook crash introduced by last submit.
#rnx
Change 3485217 by Ben.Zeigler
#jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function
Change 3485367 by Dan.Oconnor
Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager
#jira UE-45756
Change 3485565 by Ben.Zeigler
#jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable
Change 3485566 by Marc.Audy
Fix crashes caused by undo/redo of user defined struct changes
#jira UE-45775
#jira UE-45781
Change 3485805 by Michael.Noland
PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev)
#jira UE-43747
Change 3485807 by Michael.Noland
PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers)
#jira UE-44041
Change 3485811 by Michael.Noland
Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level)
Change 3485829 by Michael.Noland
Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded
Change 3485830 by Michael.Noland
PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift)
#jira UE-45002
Change 3486039 by Michael.Noland
PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist)
- Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding
- Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible
- Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible
#jira UE-44014
Change 3486093 by Michael.Noland
PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040)
#jira UE-42903
Change 3486139 by Michael.Noland
Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page
#rn
Change 3486154 by Michael.Noland
Framework: Speculative fix for CIS error about FStructOnScope
#rnx
Change 3486180 by Dan.Oconnor
Better match old logic for determining when to skip data only compile
#jira UE-45830
Change 3487276 by Marc.Audy
Fix crash when using Setter with a locally scoped variable
#rnx
Change 3487278 by Marc.Audy
Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected
Change 3487658 by Marc.Audy
Ensure that child actor template is created for subclasses
#jira UE-45985
Change 3487699 by Marc.Audy
Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase
Change 3487813 by Dan.Oconnor
Asset demonstrating a crash
Change 3488101 by Marc.Audy
Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins.
Correctly orphan pins when a node goes to 0 pins.
Change 3488337 by Marc.Audy
Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job
#jira UE-46020
Change 3488512 by Dan.Oconnor
ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it
#jira UE-45830, UE-45965
#rnx
Change 3488631 by Michael.Noland
Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level
#jira UE-45630
Change 3488665 by Michael.Noland
Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set
- The category, raw name, and tooltip of the property are now included as part of the filter text as well
- The property tooltip is now displayed when hovering over the property name
- Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate
Change 3489324 by Marc.Audy
Fix recursion causing stack crash
#jira UE-46038
#rnx
Change 3489326 by Marc.Audy
Fix cooking crash
#jira UE-46031
#rnx
Change 3489687 by mason.seay
Assets for testing orphan pins
Change 3489701 by Marc.Audy
Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin.
#jira UE-46051
#jira UE-46052
#rnx
Change 3490352 by Dan.Oconnor
Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint
#jira UE-46062
Change 3490814 by Marc.Audy
Make callfunction/macro instances save all pins in orphan state more similar to previous behavior
#rnx
Change 3491022 by Dan.Oconnor
Properly clean up 'Key' property when we fail to create a value property
#jira UE-45279
Change 3491071 by Ben.Zeigler
#jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory.
Change 3491244 by Michael.Noland
Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors)
#jira UE-32948
Change 3491276 by Michael.Noland
Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable)
- Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places
- Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item
#jira UE-43372
Change 3491562 by Marc.Audy
Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it
#jira UE-46020
#rnx
Change 3491658 by Marc.Audy
Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert
#rnx
Change 3491946 by Marc.Audy
ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented)
RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible)
DestroyImpl now prunes out SubPins that had already been trashed
#rnx
Change 3492040 by Marc.Audy
Discard exec/then pins from a callfunction that has been converted to a pure node
#rnx
Change 3492200 by Zak.Middleton
#ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
Fixes possible regression from CL 3359561 that removed the Reset(...) entirely.
#jira UE-46012
Change 3492290 by Ben.Zeigler
#jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed
Change 3492311 by Marc.Audy
Don't clear the pin type if what you're connecting to's pin type is wildcard
#rnx
Change 3492680 by Dan.Oconnor
Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset
Change 3492826 by Marc.Audy
Don't do pin connection list change notifications from DestroyPins while regenerating on load
#jira UE-46112
#rnx
Change 3492851 by Michael.Noland
Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters
Change 3492852 by Michael.Noland
Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class
Change 3492934 by Marc.Audy
Fix ensure and crash delete macro containing orphaned pin
#rnx
Change 3493079 by Dan.Oconnor
Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..)
#rnx
Change 3493346 by Phillip.Kavan
#jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs.
Change summary:
- Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values.
- Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future.
Change 3493938 by Michael.Noland
Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable)
#jira UE-45780
Change 3493945 by Michael.Noland
Blueprints: Fixed GetDelegatePoperty typos
#rnx
Change 3493997 by Michael.Noland
Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes
#jira UE-45760
Change 3493998 by Dan.Oconnor
Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it
Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days
Change 3494025 by Michael.Noland
Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES)
#rnx
Change 3494026 by Michael.Noland
Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer
- Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc...
- Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed
#rnx
Change 3496382 by Ben.Zeigler
Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress
Change 3496688 by Marc.Audy
Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up
#jira UE-46073
Change 3496830 by Michael.Noland
Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata
#rnx
Change 3496840 by Michael.Noland
Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work)
Change 3497038 by Michael.Noland
Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds)
- You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts)
- You can also specify a set of items to grant to your local inventory when it is created
Change 3497204 by Marc.Audy
Fix AbilitySystemComponent not being blueprint readable.
#rnx
Change 3497668 by Mieszko.Zielinski
Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4
#jira UE-43659
Change 3497677 by Mieszko.Zielinski
Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4
Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry
#jira UE-41293
Change 3497678 by Mieszko.Zielinski
Marked AbstractNavData class as transient #UE4
We never want to save it to levels
Change 3497679 by Mieszko.Zielinski
Made NavModifierVolume responsive to editor-time property changes #UE4
#jira UE-32831
Change 3497900 by Dan.Oconnor
Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level
#rnx
Change 3497904 by Dan.Oconnor
Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct
#jira UE-46153
#rnx
Change 3497907 by Dan.Oconnor
Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class
#rnx
#jira UE-46186
Change 3498218 by mason.seay
Updates to pin testing BP's
Change 3498323 by Mieszko.Zielinski
Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4
Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers
#jira UE-44891
Change 3499007 by Marc.Audy
Allow systems to hook Pre and PostCompile to do custom behaviors
Change 3499013 by Mieszko.Zielinski
Made AbstractNavData class non-transient again #UE4
Implemented AbstractNavData instances' transientness in a different manner.
#jira UE-46194
Change 3499204 by Mieszko.Zielinski
Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion
Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation.
#jira UE-43799
Change 3499321 by mason.seay
Updated bp for struct testing
Change 3499388 by Marc.Audy
Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed).
Change 3499390 by Marc.Audy
Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted.
#rnx
Change 3499420 by Michael.Noland
Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses
The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want:
- ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully
- LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully
- Assert: Asserts, the calling code is not expecting to handle a failure gracefully
- Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern
- Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert
- Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked)
- Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread
The typical recommended call pattern is to use something like:
if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
{
... Do something with World
}
Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr.
#jira UE-42458
Change 3499429 by Michael.Noland
Engine: Removed a bogus TODO (the problematic code had already been reworked)
#rnx
Change 3499470 by Michael.Noland
Core: Improved and corrected the comment for ensure()
- It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?)
- It now only fires once per ensure() by default, added a note about ensureAlways()
#rnx
Change 3499643 by Marc.Audy
Use TGuardValue instead of manually managing it
#rnx
Change 3499874 by Marc.Audy
Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log
Change 3499875 by Marc.Audy
When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites)
#jira UE-46224
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3499953 by Michael.Noland
Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage)
- These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions
Change 3499957 by Michael.Noland
Animation: Added runtime errors for nullptr ControlRigs passed into BP methods
#rnx
Change 3499958 by Michael.Noland
Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error
#rnx
Change 3499959 by Michael.Noland
Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints
Change 3499960 by Michael.Noland
AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object
Change 3499968 by Michael.Noland
Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues
#rnx
Change 3499969 by Michael.Noland
Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack
#rnx
Change 3499973 by Michael.Noland
Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject
- Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget
Change 3499979 by Michael.Noland
Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material
Change 3499984 by Michael.Noland
Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected
Change 3499993 by Michael.Noland
Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters
- This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in'
- These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>)
- Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS
Change 3500009 by Michael.Noland
Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM)
#rnx
Change 3500011 by Michael.Noland
Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms
Change 3500012 by Michael.Noland
Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset
Change 3500014 by Michael.Noland
Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that)
Change 3500019 by Michael.Noland
Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters
- It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments
Change 3500020 by Michael.Noland
Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world)
Change 3501062 by Marc.Audy
MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function
Fix inability to undo/redo pin additions to sequence node
Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used
#jira UE-46164
#jira UE-46270
Change 3501330 by Michael.Noland
AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place)
#jira UE-46271
Change 3501356 by Marc.Audy
Fix crash when multi-editing actor blueprints
#jira UE-46248
Change 3501408 by Michael.Noland
Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack)
Change 3501457 by Phillip.Kavan
#jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node.
Change summary:
- Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass.
- Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl).
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects.
Change 3502741 by Phillip.Kavan
#jira UE-45782 - Fix undo for index pin type changes.
Change summary:
- Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed.
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3503087 by Marc.Audy
Re-fixed ocean content as editor had also changed so had to take theirs and redo
#rnx
Change 3503266 by Ben.Zeigler
#jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory
Change 3503325 by mason.seay
updated Anim BP to prep for pin testing
Change 3503445 by Marc.Audy
Fix crash caused by OldPins being destroyed before rewiring
#rnx
Change 3505024 by Marc.Audy
Fix NodeEffectsPanel blueprint as it was using pins that no longer existed
#rnx
Change 3505254 by Marc.Audy
Don't include orphan pins when gather source property names
If a property doesn't exist for a source property name just skip the property rather than crashing
#jira UE-46345
#rnx
Change 3506125 by Ben.Zeigler
#jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place
Change 3506334 by Dan.Oconnor
Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints
#jira UE-46411
Change 3506439 by Dan.Oconnor
Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo
#jira UE-46308
Change 3506468 by Dan.Oconnor
Return to pre 3488512 behavior, as it causes bad default values
#jira UE-46414
#rnx
Change 3506733 by Marc.Audy
Use the most up to date class to determine whether a property still exists when adding pins during reconstruction
#jira UE-45965
#author Dan.OConnor
#rnx
Change 3507531 by Ben.Zeigler
#jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays
Change 3507924 by mason.seay
Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues
Change 3507962 by Marc.Audy
Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958
#rnx
Change 3509131 by Dan.Oconnor
Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table
#jira UE-46311
Change 3509345 by Marc.Audy
CVar to disable orphan pins if necessary
#rnx
Change 3509959 by Marc.Audy
Protect against crashing due to large values in Timespan From functions
#jira UE-43840
Change 3510040 by Marc.Audy
Remove all the old unneeded ShooterGame test maps
#rnx
[CL 3510073 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3388286 on 2017/04/11 by Chris.Bunner
Fix mips in texture GnmUAV creation.
Change 3388287 on 2017/04/11 by Chris.Bunner
Improved PS/CS code sharing for TemporalAA.
Change 3388291 on 2017/04/11 by Chris.Bunner
HLODs now correctly hide their children in shadow maps.
Propagate bCastFarShadow flag on HLOD generation.
#jira UE-42254
Change 3388448 on 2017/04/11 by Brian.Karis
Better handle divide by zero
Change 3388449 on 2017/04/11 by Brian.Karis
Optimizations to shading model math.
PR #3340: Bug fixes related to shader TODOs (Contributed by vgfx)
Change 3388455 on 2017/04/11 by Uriel.Doyon
Changed Remove for RemoveSwap when clearing dynamic component references
Change 3388612 on 2017/04/11 by Simon.Tourangeau
Support shaders in projects and in plugins
When searching for a shader it will
- First look in Engine/Shaders as usual
- Then in project's Shader folder
- Then in all enabled plugin Shader folders
Project or plugin must be loaded in PostConfigInit phase
Tested in PIE, engine (cooked, packaged)
Change 3388819 on 2017/04/11 by Arne.Schober
DR - Faster MorpthTarget implementation. Changed the previous Gather aproach to a scatter based one. Reaching about 110GB/s on PS4 which is up to 4x faster than the previous implementation. On PC DX11 the impact is lower due to unecessary UAV barriers but still 2x faster on AMD and up to 6x faster on Nvidia Hardware.
#RB Lina.Halper, Rolando.Caloca
Change 3388862 on 2017/04/11 by Guillaume.Abadie
Allows Motion Blur and TAA in scene capture 2d.
Change 3388953 on 2017/04/11 by Uriel.Doyon
Fixed issue where lights from hidden levels where affecting the lighting build, by checking if the light is registered before adding it.
#UE-43220
Change 3389138 on 2017/04/11 by Arne.Schober
DR - Fix crash when opening a Level without Contentbrowser open.
#RB Matt.Kuhlenschmidt
Change 3389400 on 2017/04/11 by Uriel.Doyon
- Renamed FMaterialResource::IsSeparateTranslucencyEnabled() to FMaterialResource::IsTranslucencyAfterDOFEnabled()
- Removed different logic to determine if translucency after DOF was enabled, and centralized it into a single function: FSceneViewFamily::AllowTranslucencyAfterDOF()
- FSceneRenderTargets::FinishRenderingSeparateTranslucency() now only resolves a single view, allowing better Begin/Finish scopes.
- Renamed FSceneRenderTargets::SeparateTranslucencyDepthRT into FSceneRenderTargets::DownsampledTranslucencyDepthRT since this one is only allocated when rendering in downsampled mode.
- Standard translucency is now rendered in the same resolution than translucency after DOF. (downsampled or full resolution)
- Removed RenderTranslucencyParallel and merged it's logic into RenderTranslucency. Renamed DrawAllTranslucencyPasses to RenderViewTranslucency and added a parallel version RenderViewTranslucencyParallel.
- Moved all debug draw logic (VisualizeLPV, ViewMeshElements and SimpleElementCollector) to a common place.
- New option "r.AllowDownsampledStandardTranslucency" to control the downsampling of standard translucency. Affect blend module materials
#jira UE-39505
Change 3389860 on 2017/04/12 by Richard.Wallis
UE-41407 Cable actor does not render correctly in viewport on Mac.
Build the mesh at creation time - call into exisiting mesh create function.
Change 3390933 on 2017/04/12 by Arne.Schober
DR - potential fix for UE-43125 where the this pointer might get invalidated in the middle of the function
#RB Marcus.Wassmer
Change 3391010 on 2017/04/12 by Ben.Marsh
Compile UE4Game non-unity for Mac as part of nightly builds in //UE4/Dev-Rendering.
Change 3391412 on 2017/04/12 by Uriel.Doyon
Mesh Decals are now sorted according to the component TranslucencySortPriority.
#jira UE-43053
Change 3392117 on 2017/04/13 by Guillaume.Abadie
Integrates Raven's experimental PCSS for cascaded shadow map hidden behind a CVar.
Change 3392179 on 2017/04/13 by Guillaume.Abadie
Attempts to fix linux compilation by removing mistakenly submitted dead code.
Change 3392231 on 2017/04/13 by Guillaume.Abadie
Fixes a wrong enum value real quick in FRenderingObjectVersion I introduced after main integration... Oups...
Change 3393879 on 2017/04/14 by Guillaume.Abadie
Attempts to fix linux compilation warning.
Change 3393881 on 2017/04/14 by Guillaume.Abadie
Back out changelist 3393879
Change 3393882 on 2017/04/14 by Guillaume.Abadie
Attempts #2 to fix linux compilation error.
Change 3394100 on 2017/04/14 by Chris.Bunner
Corrected material shared sampler usage with mip-biasing.
Change 3394174 on 2017/04/14 by Rolando.Caloca
DR - Change ensure to warning
Change 3394221 on 2017/04/14 by Marcus.Wassmer
Fix poseable mesh bounds calculation.
Change 3396238 on 2017/04/17 by David.Hill
Fix Bloom with LensFlare
Duplicating fix - will also fix directly in 4.16
#jira 44050
Change 3397055 on 2017/04/17 by Joe.Graf
Fixed Windows specific assumptions in Slate File Dialog Window's file filtering that lead to crashes
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3397921 on 2017/04/18 by Joe.Graf
Rewrote SlateFileDlgWindow's file filtering to allow for extensionless file selection and to remove the O(n^2) file filtering
#CodeReview: arciel.rekman, matt.kuhlenschmidt
#rb: n/a
Change 3398406 on 2017/04/18 by Rolando.Caloca
DR - Fix shaders in plugins on Mac
Change 3399546 on 2017/04/19 by Benjamin.Hyder
Updating content for test levels (HDR, Bloom_FFT, DistanceFields_IndirectShadows)
Change 3399725 on 2017/04/19 by Guillaume.Abadie
Avoids compiling PCSS shaders for SM4.
Change 3400295 on 2017/04/19 by Michael.Trepka
Fixed metal shader compile errors in MorphTargets.usf
Change 3400457 on 2017/04/19 by Michael.Trepka
Merged Rolando's shader fixes
Change 3400473 on 2017/04/19 by Arne.Schober
DR - provide Aftermath Reason when init failed.
#RB none
Change 3400699 on 2017/04/19 by Arne.Schober
DR - Fixed Text macro
#RB none
Change 3402280 on 2017/04/20 by Simon.Tovey
Minor cascade fix
#tests no crash
#jira UE-41560
Change 3402517 on 2017/04/20 by Arne.Schober
DR - Fix static analysis warning
#RB none
Change 3403897 on 2017/04/21 by Arne.Schober
DR - [UE-43898] - Someone missed a shaderversion bump which poisoned the DCC
#RB None
#jira UE-43898
Change 3404591 on 2017/04/21 by Olaf.Piesche
#jira UE-41979
Should never be crashing there, unless the mesh is changed after Init of the effect instance; this change safeguards against the number of mesh sections (and hence materials) changing after creation of the dynamic data to avoid the crash.
Change 3407451 on 2017/04/25 by Daniel.Wright
Fixed Indirect Lighting Cache updates caused by capsule indirect shadows forcing point samples, breaking primitives using ILCQ_Volume
Change 3407452 on 2017/04/25 by Daniel.Wright
Added r.AOJitterConeDirections, although disabled by default because it requires the temporal filter to be much stronger
Change 3408397 on 2017/04/25 by Daniel.Wright
ViewFamily.bRealtimeUpdate is set to false if Slate is throttling (like when toggling show flags). Volumetric fog discards the temporal history when not realtime, so you can see changes immediately.
Change 3408428 on 2017/04/25 by Daniel.Wright
Changed 'r.AOMaxObjectsPerCullTile' default back to 512 as 256 causes artifacts with RTDF shadows
Change 3409764 on 2017/04/26 by Daniel.Wright
Force dumping shader debug info for Global shaders when r.ShaderDevelopmentMode is enabled. Most of the shaders you want to look at in a GPU capture are global shaders, and global shaders create few debug files. 'recompileshaders global' time 35s -> 38s for SM5.
Change 3411659 on 2017/04/27 by Daniel.Wright
[Copy] Set Xbox One engine default screen percentage to 83.33 (1600x900), as ESRAM choices are dependent on this
Change 3411660 on 2017/04/27 by Daniel.Wright
[Copy] Global distance field composite shader has a version for each flattened axis, which improves efficiency when updating a slab which is what camera movement typically causes
Change 3411667 on 2017/04/27 by Daniel.Wright
[Copy] Discard distance field AO history buffer if it doesn't match the new buffer size. This prevents reading uinitialized data after a scene render target resize.
Change 3411668 on 2017/04/27 by Daniel.Wright
[Copy] Better indirect capsule shadow draw event info
Change 3411669 on 2017/04/27 by Daniel.Wright
[Copy] Pass down FeatureLevel to AddSubjectPrimitive and GatherShadowsForPrimitiveInner instead of calling the scene's virtual function. Showed up prominently in a sampling profile.
Change 3411755 on 2017/04/27 by Daniel.Wright
[Copy] Occlusion queries are now always done before the base pass if a nearly full prepass is being used(DDM_AllOccluders or DDM_AllOpaque)
* Removed r.OcclusionQueryLocation
Change 3411827 on 2017/04/27 by Daniel.Wright
[Copy] Much cheaper implementation of IsForwardShadingEnabled which showed up prominently in sampling profiles - inlined function and no more unnecessary thread safety overhead
Change 3411829 on 2017/04/27 by Daniel.Wright
Added an ensure to console manager when doing FindTConsoleVariableData* on a FAutoConsoleVariableRef
Change 3411837 on 2017/04/27 by Daniel.Wright
[Copy] Worked around slow memcpy's being used to sort FSortedLightSceneInfo
Change 3411838 on 2017/04/27 by Daniel.Wright
[Copy] Skip tracking MaterialRenderProxyMap on cooked platforms
Change 3411843 on 2017/04/27 by Daniel.Wright
[Copy] Fixed r.ParallelShadows on PS4 and enabled by default engine-wide (saves 5ms RT with CSM)
* Gnm was not tracking DepthClearValue when a depth target was set but not cleared
* Gnm has a bug where TargetsNeedingEliminateFastClear does not persist across commandlist breaks. Moved FinishRenderingGBuffer before RenderShadowDepthMaps to workaround (accidentally not in this changelist)
* Shadow depth rendering was not using BindClearMRTValues to populate GNM parallel commandlist TargetsNeedingEliminateFastClear values
Change 3411873 on 2017/04/27 by Daniel.Wright
[Copy] Deferred uniform expression caching. Setting multiple parameters on a material only causes its uniform expressions to be recached once.
* 280 calls to CacheUniformExpressions -> 120 during Fortnite combat (6.5ms -> 3.4ms)
Change 3411891 on 2017/04/27 by Daniel.Wright
[Copy] GatherShadowPrimitives optimizations
* Total GatherShadowPrimivies went from 2.3ms -> 1.3ms on PS4 with these changes in GPUPerfTest (duplicated 3x)
* Much flatter primitive octree (16 -> 256 max primitives)
* Primitives are culled against the shadow frustum before FPrimitiveSceneInfo or FPrimitiveSceneProxy are dereferenced in FilterPrimitiveForShadows
* FilterPrimitiveForShadows work is done in a ParallelFor. Primitive octree nodes are processed in different jobs.
* StaticMeshWholeSceneShadowBatchVisibility now only stores entries for meshes with bRequiresPerElementVisibility (landscape). Previously it was allocating and zeroing 500Kb 3x per frame (main view + 2 cascades) which cost ~.8ms on PS4.
Change 3412192 on 2017/04/27 by Michael.Trepka
Fixed Clang compile errors in FortniteGame, partial copy of CL 3313426
Change 3412547 on 2017/04/27 by Daniel.Wright
Fixed leak of FShadowMapAllocation and FLightMapAllocation's found by licensee
Change 3414239 on 2017/04/28 by Arne.Schober
DR - UE-44500 - Removed use of Structured Buffer from MorphTargets due to HLSLCC not supporting it.
#RB none
#jira UE-44500
Change 3414754 on 2017/04/28 by Daniel.Wright
Added VolumetricFogEmissive to ExponentialHeightFogComponent
* Volumetric fog does not yet support precomputed lighting, so this is the only way to get an ambient lighting term
Change 3416859 on 2017/05/01 by Arne.Schober
DR - Remove FeatureLevel from the Clear Functions to reduce area of error
#RB Rolando.Caloca
Change 3420750 on 2017/05/03 by Arne.Schober
DR - [UE-44497] - Fix several PS4 validation layer issues
#RB Marcus.Wassmer
Change 3422869 on 2017/05/04 by Benjamin.Hyder
Fix compile error from merge.
Change 3423938 on 2017/05/04 by Marc.Olano
[UE-44453] Fix bloom problems by moving saturate after vector math
Change 3424494 on 2017/05/04 by Olaf.Piesche
#jira UE-44589
When using FindTCosoleVariableData, the CVar can not be an FAutoConsoleVariable.
#tests as described in jira ticket
Change 3424754 on 2017/05/04 by Uriel.Doyon
Fixed call to get texture compressor module outside the main thread.
#jira UE-42168
Change 3425447 on 2017/05/05 by Uriel.Doyon
#buildfix
Change 3427042 on 2017/05/05 by Arne.Schober
DR - Fix one of my typos
#RB none
Change 3428119 on 2017/05/08 by Marcus.Wassmer
Fix UE-44733
static analysis warning.
Change 3428222 on 2017/05/08 by Uriel.Doyon
Fixed bad condition in translucency rendering
#jira UE-44452
Change 3429794 on 2017/05/08 by Uriel.Doyon
Fixed issues with lightshafts and low res translucency.
#jira UE-44452
Change 3430921 on 2017/05/09 by Rolando.Caloca
DR - Get additional function pointers for D3DReflect, Compile and Disassemble instructions from the same DLL when compiling D3D11 shaders.
- Also fixes using the correct fxc.exe path to match the DLL we distribute.
Change 3431156 on 2017/05/09 by Rolando.Caloca
DR - Remove unused code
Change 3431396 on 2017/05/09 by David.Hill
Copy of changes made directly in 4.16 ( CL 341037 )
to be submitted to dev-rendering
#jira UE-44641
Change 3431400 on 2017/05/09 by Rolando.Caloca
DR - Fix typo
Change 3431527 on 2017/05/09 by David.Hill
#rb: none
Oops.
comment out r.ShaderDevelopmentMode =1
Change 3431590 on 2017/05/09 by Daniel.Wright
Removed early return landmine in USceneCaptureComponent2D::Serialize
Change 3431591 on 2017/05/09 by Daniel.Wright
Disallow map building while in PIE, or PIE while buildling lighting
Change 3431594 on 2017/05/09 by Daniel.Wright
Added RenderTargetFormat to UTextureRenderTarget2D, with choices of 8 bit, 16fp, 32fp and 1, 2 or 4 channels.
Change 3431667 on 2017/05/09 by Daniel.Wright
Volumetric fog now supersamples lighting when the history is not available, reducing noise on areas that just came on-screen or after a camera cut.
* The number of samples is controlled by r.VolumetricFog.HistoryMissSupersampleCount, defaults to 4, cinematic scalability uses 16
* Under fast camera movement, volumetric fog cost went from 1.79ms -> 1.97ms with 4 samples, on a 970GTX
Change 3432366 on 2017/05/10 by Richard.Wallis
Fix for MetalRHI Asserts When Using "Profile GPU" With RHI-Thread/Parallel-Execution. Don't insert events when not in RHIThread or the actual single-threaded-render thread.
#jira UE-36006
Change 3432367 on 2017/05/10 by Richard.Wallis
Fix for Metal ReStartRenderPass assert with profiling. macOS metal asserts when using "profileGPU" even with -norhithread argument set.
Added no action to the allowed render pass restart store actions for the depth buffer avoiding the assert. Interested to know the details if this is not a valid assumption to make - throwing away the depth buffer after a render pass I think would be a common case.
#jira UE-44322
Change 3432409 on 2017/05/10 by Richard.Wallis
Merged across CL 3415890 from Release-4.16 fix for (jira UE-43895)
Fix for deferred store actions getting cleared when we don't have a valid render target.
Change 3432833 on 2017/05/10 by Daniel.Wright
Fixed Ocean compile error
Change 3432874 on 2017/05/10 by Marc.Olano
Improved captions for Noise and VectorNoise material nodes
Change 3432947 on 2017/05/10 by Richard.Wallis
Fix for shared Material Native Shader Libraries Don't Function With Iterative Cooking. Keep latest versions of shader byte code in native shared material packaged build in an intermediate directory than can be reused on a later iterative cook.
- Doesn't handle deletion of the intermediate directory contents. Assumed to be a higher level requirement on non iterative cook flag.
#jira UE-44657
Change 3433484 on 2017/05/10 by Arne.Schober
DR - UE-44393 - Move ShaderPlatform into TShaderMap for extra debuginformation when it fails to find a proper shader. Also log when Gobalshaders are verified and recompiled.
#jira UE-44393
#RB Daniel.Wright
Change 3433515 on 2017/05/10 by Arne.Schober
DR - Fix a bug where recompileshaders changed while compiling causes a crash where the chached local vertex factories are mutated while been used.
#RB Daniel.Wright
Change 3433606 on 2017/05/10 by Daniel.Wright
Fixed static shadowing of volumetric fog and translucency causing shadowing past the lightmass importance volume.
Change 3433619 on 2017/05/10 by Daniel.Wright
Skip recapturing reflection captures when PropagateLightingScenarioChange is being called for a level unload. This leaves stale results in reflection captures around when hiding a level in the editor, but avoids the double recapture that happens when swapping lighting scenarios in game, and the unnecessary reflection capture update when exiting PIE.
Change 3433795 on 2017/05/10 by Arne.Schober
DR - add cmdline to select a GPU vendor when multiple GPUs from differnt Vendors are installed into the same Machine
#RB marcus.Wassmer
Change 3433941 on 2017/05/10 by Daniel.Wright
Cone vs tile bounding sphere intersection tests for Light Grid culling of spotlights, which provides much tighter culling than just View space tile AABB vs light bounding sphere.
* Forward shading BasePass 3.7ms -> 2.4ms in a scene with 24 spotlights on 970GTX
* Volumetric fog 2.87ms -> 2.09ms in the same scene
Change 3435139 on 2017/05/11 by Daniel.Wright
Restored GTextureRenderTarget2DMaxSizeX which is used by Ocean
Change 3435297 on 2017/05/11 by Arne.Schober
DR - Remove manual AlignOf and use C++11 keyword instead
#RB Steve.Robb
Change 3435367 on 2017/05/11 by Daniel.Wright
Circle vertex buffer for slightly tighter voxelization of volumetric fog shadowed lights
* 1.5ms -> 1.38ms on 970 GTX with 24 spotlights
Change 3435522 on 2017/05/11 by Brian.Karis
Dither opacity mask now stacks properly for non parallel polys. Dither is randomized by triangle normal.
Change 3436063 on 2017/05/11 by Daniel.Wright
Disabled CLB_AggressiveBatching for PC d3d12 as it causes flickering artifacts in lighting
Change 3436269 on 2017/05/11 by Uriel.Doyon
Fixed UVChannel data possibly not up-to-date depending on user manips.
Change 3436611 on 2017/05/12 by Simon.Tovey
Improved name and tooltip for static mesh property controlling generation of alias tables for uniform sampling.
Change 3436676 on 2017/05/12 by Simon.Tovey
Fix for fixed bounds being "invalid" unless set via the toolbar option.
Change 3436700 on 2017/05/12 by Simon.Tovey
Crash fix.
Issue found in https://udn.unrealengine.com/questions/355944/crash-in-fdynamicspriteemitterdatagetdynamicmeshel.html
Particle proxies would have stale material resource pointers if the material is changed while the system was invisible.
If the old material is freed during this time, the next time the system renders it will crash.
Change 3437367 on 2017/05/12 by Brian.Karis
Fixed bug with small UV charts not packing.
Change 3437860 on 2017/05/12 by Arne.Schober
DR - Fix alignment compile error in win32 where according to ABI alignment is 4 for int64
#RB none
Change 3437972 on 2017/05/12 by Arne.Schober
DR - Fix alignment compile error in win32 where according to ABI function calls cannot take alingned structures. In all of the cases the copy was completely unnecessary.
#RB none
Change 3437975 on 2017/05/12 by Chris.Bunner
Added calculation for MaterialParamsEx to MeshDecals.usf.
#jira UE-43052
Change 3438109 on 2017/05/12 by Rolando.Caloca
DR - Support for -nomcpp on SCW
Change 3438889 on 2017/05/15 by Chris.Bunner
Nullptr check in a few material uniform expressions.
Change 3439351 on 2017/05/15 by Chris.Bunner
Added tooltip to Power material expression.
Change 3439763 on 2017/05/15 by Daniel.Wright
Apply passed in DistanceBiasSqr to line lights - allows volumetric fog to reduce aliasing on line lights
Change 3439764 on 2017/05/15 by Daniel.Wright
Fixed order of operations with bTreatMaxDepthUnshadowed - manifested as unfiltered static shadow depth lookups
Change 3440722 on 2017/05/16 by Guillaume.Abadie
Exposes Scene capture's FOV to blueprints
Change 3441680 on 2017/05/16 by Uriel.Doyon
Added units to point light intensity, to allow the user to specify the value in candelas or lumens.
New point light actors now configure the intensity in candelas by default.
Replaced viewport exposure settings by an EV100 slider.
Hidding the tone mapper in the show flag now still applies the exposure.
Added a new AutoExposure method called EV100 which allows to specify :
- MinEV100, MaxEV100
- Calibration Constnat
- Exposure Compensation
#jira UE-42783
Change 3441884 on 2017/05/16 by Uriel.Doyon
Fixed StreamingDistanceMultiplier not being applied to the texture streaming data.
Change 3442800 on 2017/05/17 by Gil.Gribb
Fixed botched merge.
Change 3442896 on 2017/05/17 by Gil.Gribb
UE4 - Allowed the possibility of running the RHI "thread" on task threads instead and cleaned up and unified the conditionals involved. By default we still have a dedicated RHI thread because it tested slightly faster.
Change 3443951 on 2017/05/17 by Richard.Wallis
Added Apple override allocator macro - each command encoder type needs it's own allocator queue.
Change 3444787 on 2017/05/17 by Daniel.Wright
Fixed DBuffer decal default normal (used when DBuffer decals enabled, but not decals rendered) not reconstructing zero properly, adding -.008 to WorldNormal which then caused artifacts with forward lighting specular on materials with roughness near 0.
Change 3444882 on 2017/05/17 by Daniel.Wright
Added comment to FClearValueBinding::DefaultNormal8Bit to make the dependency on shader decode clear
Change 3444883 on 2017/05/17 by Brian.Karis
Improved contact shadows
Change 3445048 on 2017/05/17 by Daniel.Wright
Fixed particle lights in forward shading, they were not setting the lighting channel mask properly
Change 3445107 on 2017/05/17 by Michael.Trepka
Changed the order of operations in FMetalStateCache::SetRenderState to work around an issue with some Intel drivers where they would not recalculate the raster state in some edge cases.
#jira UE-43725
Change 3445212 on 2017/05/17 by Uriel.Doyon
Added a -CSV option to ListTextures command
Change 3445947 on 2017/05/18 by Richard.Wallis
Clone of Release-4.16 Stream CL 3437181 and CL 3442450 - fix(s) for black rendering on macOS El Cap with Nvidia GPU. Move sampling of EyeAdaption texture to pixel shader for Mac Metal using shader language version <= 1 only.
Change 3446545 on 2017/05/18 by Chris.Bunner
Removed hardcoded (and unused) MRT write from Decal shaders.
#jira UE-45095
Change 3446568 on 2017/05/18 by Marc.Olano
Sobol and image-based importance sampling C++ functions and blueprint nodes
Change 3446988 on 2017/05/18 by Marc.Olano
Fix build error: missing include
Change 3446990 on 2017/05/18 by Marc.Olano
Cell-indexed Sobol sampling for shaders (in MonteCarlo.usf) and materials (Sobol and TemporalSobol nodes)
Change 3447142 on 2017/05/18 by Rolando.Caloca
DR - RWLock instead of mutex for PSO cache
Change 3447144 on 2017/05/18 by Uriel.Doyon
Moved shading model code to SetGBufferFromShadingModel(). This allows the code to be reused in other shader files.
Change 3447794 on 2017/05/18 by Brian.Karis
Virtual texturing foundation code
Change 3448944 on 2017/05/19 by Arciel.Rekman
Fix non-unity Linux (and Mac, etc) builds.
- Mac fix is tentative, did not try.
Change 3449183 on 2017/05/19 by Marcus.Wassmer
Duplicate fix for reflection captures to happen after sequencer updates.
Change 3449196 on 2017/05/19 by Uriel.Doyon
Handling RCM_MinMax when reading FloatRGBA textures.
This fixes pixel inspector always reading 1 for scene color values greater than one.
Change 3451652 on 2017/05/22 by Rolando.Caloca
DR - Compile fix
#jira UE-45245
Change 3451660 on 2017/05/22 by Chris.Bunner
Additional compile fix.
#jira UE-45245
Change 3451897 on 2017/05/22 by Daniel.Wright
Moved RTDF shadow project back after the base pass, since it samples the GBuffer for subsurface shadowing. Removed r.DFShadowAsyncCompute which was relying on the previous ordering.
Change 3452055 on 2017/05/22 by Rolando.Caloca
DR - Switch compile fix
#jira UE-45265
Change 3452089 on 2017/05/22 by Rolando.Caloca
DR - Compile fix
#jira UE-45246
Change 3452108 on 2017/05/22 by Rolando.Caloca
DR - Compile fix
#jira UE-45246
Change 3452179 on 2017/05/22 by Brian.Karis
Exposed dimensions. Fixed static analysis.
Change 3452734 on 2017/05/22 by Daniel.Wright
When post processing is disabled, TPT_TranslucencyAfterDOF translucency gets forced into the standard translucency pass.
Change 3452770 on 2017/05/22 by Daniel.Wright
Static light source shapes drawn into reflection captures handle SourceLength via scaled sphere
Change 3452861 on 2017/05/22 by Rolando.Caloca
DR - Switch compile fix
Change 3452952 on 2017/05/22 by Brian.Karis
Small VT fixes
Change 3453647 on 2017/05/23 by Richard.Wallis
Fix for tessellation shaders on Mac (Metal v1.2) failing to compile.
#jira UE-45227
Change 3454844 on 2017/05/23 by Uriel.Doyon
Fixed extra X16 on some point lights
#jira UE-45250
Change 3454934 on 2017/05/23 by Chris.Bunner
Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability.
Change 3457131 on 2017/05/24 by Arne.Schober
DR - [UE-45317] - Fix Depthbuffer not available for resolve in Forward mode
#jira UE-45317
#RB Chris.Bunner
Change 3457141 on 2017/05/24 by Marc.Olano
Sobol bug fixes
Change 3457953 on 2017/05/24 by Brian.Karis
Fix static analysis
#jira UE-45315
#jira UE-45314
#jira UE-45313
Change 3459064 on 2017/05/25 by Chris.Bunner
Fix for out of bounds material translation crash.
#jira UE-45406
Change 3459700 on 2017/05/25 by Brian.Karis
Revert using sprite index buffer because the vert order is different.
Change 3459847 on 2017/05/25 by Chris.Bunner
Fixing ensure in RenderTestMap.
[CL 3461201 by Chris Bunner in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3383163 on 2017/04/06 by james.fox
Enabling Overlap automation tests.
Change 3387240 on 2017/04/10 by James.Fox
Enabling ProcMesh automation tests. Made minor changes to in-level object names.
Change 3397994 on 2017/04/18 by Nick.Darnell
Automation - Adding some areas for future extension to allow transmission of data, and performance information between controller and client. The next step is to expose a way in blueprints, or via C++ to hook these events and send these messages.
Change 3401903 on 2017/04/20 by samuel.proctor
Test map for blueprint bitwise operators
Change 3405592 on 2017/04/24 by Benjamin.Hyder
Updated Roughness only example to be more visible in Decals test map
Change 3405625 on 2017/04/24 by Benjamin.Hyder
Re-Saving material in decals map to remove log spam
Change 3406256 on 2017/04/24 by Mason.Seay
Show Collision tests, with Ground Truth Screenshots
Change 3410179 on 2017/04/26 by mason.seay
Beginning of Math test map
Change 3412646 on 2017/04/27 by mason.seay
More math tests
Change 3413556 on 2017/04/28 by Adric.Worley
Add support for expected errors in automation tests
Automation tests can now define expected errors/warnings that will not prevent
the test from succeeding. If expected messages are not encountered, the test
will fail. The intent is to allow unit tests to verify negative or error cases
while keeping the test pass report green. It is not intended as an error
suppression system.
#tests new automation tests
Change 3414217 on 2017/04/28 by mason.seay
Wake Event functional test map
Disabled Collision tests that still need review.
Change 3414605 on 2017/04/28 by mason.seay
Added more tests to Math map
Change 3415806 on 2017/05/01 by Adric.Worley
Suspend log parsing during tests with expected errors
Electric Commander was failing successful test passes that have expected errors
because of its log parsing. BenM added markers to temporarily disable error
parsing in CL 3414237, which this implements usage of.
#tests preflight
Change 3416022 on 2017/05/01 by Mason.Seay
Physics/ChildTransform tests
Change 3420820 on 2017/05/03 by Nick.Darnell
Automation - Allowing users to control the delay from the quick getter functions for Default Game/Rendering settings for screenshots. Avoids needing to add more delay nodes to your graph.
Improving the Box Drop example to use the new delay options.
The FunctionalTest actor now ticks even when the game is paused.
Change 3422013 on 2017/05/03 by Nick.Darnell
Automation - Adding an initial version of a ground truth storge mechanism that will only run in the editor. Users can use special runs of their tests to store the ground truth, then rewire things to then in the future read that ground truth. Added an example map showing the usage.
Change 3422802 on 2017/05/04 by Nick.Darnell
Automation - Fixing a crash in the curve asset actions that assumes there will always be import data.
Change 3422803 on 2017/05/04 by Nick.Darnell
Automation - Adding some comments to the ground truth function.
Change 3423739 on 2017/05/04 by Nick.Darnell
Automation - Introducing a way for people to provide Ground Truth for their tests.
Change 3423768 on 2017/05/04 by Nick.Darnell
Automation - GTD can no longer be modified on the build machine. Unchecking modifiable on the example GTD.
Change 3425226 on 2017/05/05 by Nick.Darnell
Automation - Fixing the FinishLoading code to only force shader compilation on platforms that don't require cooking.
#jira UE-44669
Change 3428140 on 2017/05/08 by Ori.Cohen
Added ground truth for scene query testing.
Change 3441024 on 2017/05/16 by Nick.Darnell
Automation - Ground truth pass, improving system based on feedback. Ditching the bCanModify, there's now a way to reset the data, and if it's been filled, you've got to reset it to save over it.
Change 3443894 on 2017/05/17 by Nick.Darnell
Automation - Automation tweaking some logging.
Change 3446426 on 2017/05/18 by Nick.Darnell
Automation - Adding additional logging and attempting to fix the warning on the build machine.
Change 3447617 on 2017/05/18 by Nick.Darnell
Automation - Found an issue with the automation system keeping an old map around if the names were similar enough, and one contained the entirety of the other map's name. This should fix the overlap warnings on the build machine. Also cleaned up several places in the functional test manager that looked like they could cause confusion and problems with cleaning them up.
[CL 3449079 by Nick Darnell in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3385512 on 2017/04/07 by Aaron.McLeran
Bringing changes over from FN that fix audio streaming on PC/Mac/XboxOne/PS4
CL#3318457 - Fix crash when recycling PS4 sound sources.
CL#3313213 - Allowing XboxOne to cook streaming audio
CL#3313719 - GetWaveFormat now returns OPUS for streaming audio waves
CL#3320066 - Added libopus for XboxOne
CL#3320070 - libopus is now properly linked in XboxOne
CL#3313219 - Allowing Mac to cook streaming audio
CL#3315332 - Fixed audio streaming on Mac
CL#3315335 - (additional file missed in previous CL)
CL#3313207 - Sounds now register themselves with the audio streaming manager even if they are loaded before the audio device manager is created.
CL#3313294 - Removed some accidental debugging code that was mistakenly added in CL#3313207
CL#3318530 - Fix threading issues in FAudioStreamingManager
CL#3340718 - Fix for crash with audio streaming
CL#3340844 - Fix for more thread safety in audio streaming manager
CL#3343794 - Added a check in destructor of loaded chunk
CL#3343794 - Removing check in stopping a source
CL#3355393 - Moving audio streaming callbacks to use indices rather than ptrs to elements in dynamic array
CL#3369020 - bumping up size of compressed chunks for AT9 files when doing stream chunk compression
CL#3369131 - bumping up AT9 version number to get new AT9 cooks for larger chunks
CL#3373626 - Fixing ps4 streaming
CL#3375110 - Reverting some changes from 3373626
CL#3382078 - Making audio streaming decoding async to audio thread for xaudio2
CL#3383214 - Fixing buffer order issue for audio streaming
Change 3386321 on 2017/04/10 by Lina.Halper
#ANIM : preview
- Attache preview mesh to use copy mesh pose
#jira: UE-43114, UEAP-186
#rb: Thomas.Sarkanen
Change 3386415 on 2017/04/10 by Ori.Cohen
Improve the cost of UpdateKinematicBodies - added the ability to defer non simulating bodies.
#JIRA UEAP-79
Change 3386418 on 2017/04/10 by Ori.Cohen
Fix physx memory leak when a commandlet loads many assets without ticking scene
#JIRA UE-43378
Change 3386569 on 2017/04/10 by dan.reynolds
Updated dummy platform generated by standalone AEOverview tests to distinguish floor materials between the platform and the test zone.
Change 3386714 on 2017/04/10 by Ori.Cohen
Improve stats extensibility and expose it to the automation framework.
Change 3386805 on 2017/04/10 by Lina.Halper
Fix build error for editor
#rb: none
Change 3386854 on 2017/04/10 by Lina.Halper
build fix for clang
#rb:none
Change 3387198 on 2017/04/10 by Aaron.McLeran
#jira UE-43699 Deleting unused velocity variable.
OpenAL's velocity is not supported in WebAudio.
Removing dead code in AndroidAudioSource.cpp
Change 3387346 on 2017/04/10 by Ori.Cohen
Added performance regression map for physics (update kinematic bones and postBroadPhase)
#JIRA UEAP-79
Change 3387409 on 2017/04/10 by Ori.Cohen
Fix build, forgot to update this code
Change 3387536 on 2017/04/10 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- fix preview mesh selection/animation
#code review: Thomas.Sarkanen
#rb: none
#i_need_autocorrect
Change 3387995 on 2017/04/11 by Martin.Wilson
Live link updates
- Refactor of provider api (separate update of hierarchy and transforms)
- multi connection streaming from provider
- provider maintains internal state so that new connections can be updated without interaction with streaming source.
- Lifetime changes (connection timeout)
Change 3388241 on 2017/04/11 by Lina.Halper
Merging using AnimPhys-Fortnite-Main
- merge CL of 3388238
#rb: Thomas.Sarkanen
Change 3388294 on 2017/04/11 by Lina.Halper
build fix
#rb: none
Change 3388341 on 2017/04/11 by Ori.Cohen
Turn off vs2013 for physx
Change 3389115 on 2017/04/11 by Ori.Cohen
Forgot missing blueprint for perf test
Change 3389224 on 2017/04/11 by Ori.Cohen
Added sweep multi tests to perf regression
#JIRA UEAP-79
Change 3389984 on 2017/04/12 by Martin.Wilson
CIS Fix
Change 3390315 on 2017/04/12 by Lina.Halper
- fix on crash of component array when shutting down anim blueprint
#jira: UE-43868
#rb: Thomas.Sarkanen
Change 3390402 on 2017/04/12 by Martin.Wilson
Fix update not being called on post process instances when the main anim instance does not do a parallel update
#jira UE-43906
Change 3390772 on 2017/04/12 by Lina.Halper
Fix crash on importing LOD with lesser # of joints
#rb: Benn.Gallagher
Change 3394850 on 2017/04/14 by Aaron.McLeran
Adjusting how wavetable generation works for custom wavetables.
- Changed wavetable creation to use a TSharedPtr vs a raw ptr.
Change 3394853 on 2017/04/14 by Aaron.McLeran
Bringing from Odin the ability to set the lowpass filter frequency on an audio component from BP
Change 3395684 on 2017/04/17 by Ori.Cohen
Make debugdraw for line traces const correct.
Change 3396680 on 2017/04/17 by Ori.Cohen
Added a total scene query stat and the ability to trace all scene queries
Change 3397564 on 2017/04/18 by Benn.Gallagher
Added clothing functional and performance test map + assets.
Change 3397769 on 2017/04/18 by Thomas.Sarkanen
CIS fix
Fixup incorrect AudioStreaming.cpp merge when bringing Main into Dev-AnimPhys
Change 3398518 on 2017/04/18 by Lina.Halper
Mirroring fix on set world rotation
#rb: Zak.Middleton
#jira: UE-43830
Change 3400400 on 2017/04/19 by Chad.Garyet
adding switch physx build to anim-phys
Change 3400416 on 2017/04/19 by Chad.Garyet
updated email targets to include switch
Change 3402005 on 2017/04/20 by Ori.Cohen
Pass stats into scene queries. Not all call sites are updated yet, waiting on Jon for uber search/replace script.
Change 3402264 on 2017/04/20 by Ori.Cohen
CIS fix
Change 3402344 on 2017/04/20 by Ori.Cohen
Turn off find unknown (was on by mistake)
Change 3403311 on 2017/04/21 by Benn.Gallagher
Clothing changes from Dev-General. Fixed LOD pops, mesh swap crashes and convex collision locations
Change 3403399 on 2017/04/21 by Benn.Gallagher
Lighting build, content cleanup and reorganization for clothing test map
Change 3403401 on 2017/04/21 by Benn.Gallagher
Clothing test ground truth updates after lighting build.
Change 3403813 on 2017/04/21 by danny.bouimad
Adding everything needed for our multiplat map TM-AnimPhys
Change 3403900 on 2017/04/21 by mason.seay
Added WIP text to tests that need fixup
Change 3405383 on 2017/04/24 by Ori.Cohen
Fix typo where complex flag was not being passed in to constructor.
#JIRA UE-44278, UE-44279
Change 3405389 on 2017/04/24 by Martin.Wilson
Live link:
- Added support for sending curve data across live link and applying it via the Live Link node
- Added pose snapshots which are built in the live link clients tick and read by the rest of the engine, save reading live data.
Change 3405569 on 2017/04/24 by Martin.Wilson
Missed file from CL 3405389
Change 3405810 on 2017/04/24 by Chad.Garyet
fixing busted target for dev-animphys stream
Change 3406566 on 2017/04/24 by Aaron.McLeran
#jira UE-44272 Fixing granular synth with packaged builds
- Changed the way granular synth component and wave table component get PCM data from USoundWave assets. No duplication, just precache directly.
Change 3406694 on 2017/04/24 by Aaron.McLeran
Update to phonon/steam audio plugin from valve
Change 3407794 on 2017/04/25 by Aaron.McLeran
#jira UE-44357 Fix for attenuation settings in sequencer
Change 3407848 on 2017/04/25 by Jon.Nabozny
Add stats to FCollisionQueryParams (continued from CL-3402005).
Change 3407857 on 2017/04/25 by Jon.Nabozny
Disable FIND_UNKNOWN_SCENE_QUERIES.
Change 3407915 on 2017/04/25 by Lina.Halper
Animation Automation Test for curve and simple notify
Change 3408164 on 2017/04/25 by Ori.Cohen
Expose the physx tree rebuild rate.
Change 3408174 on 2017/04/25 by Lina.Halper
- Changed 1, 2, 3, 4 for ordering of timing
- Made sure the notify test takes more time between shots.
Change 3408359 on 2017/04/25 by Jon.Nabozny
Fix FConfigFile::Write for arrays of different sizes.
(Looks like it is still broke for arrays of the same same, with different values).
Change 3408633 on 2017/04/25 by Aaron.McLeran
#jira UE-44297 Fix for animating sound cue graph when editor "non-realtime" button is checked
- Fix is to explicitely register an active timer lambda that queries the preview audio component while the sound cue is playing
Change 3408768 on 2017/04/25 by Aaron.McLeran
Fixing UHT crash
Change 3409225 on 2017/04/26 by Lina.Halper
Increase tolerance for the shot test. It's very sensitive otherwise.
Change 3409313 on 2017/04/26 by Benn.Gallagher
Refactor of clothing paint tool framework to create a more extensible editor and get rid of some GDC techdebt
Change 3409478 on 2017/04/26 by danny.bouimad
Moved Text Actor forwards as it was causing zFighting
Change 3409572 on 2017/04/26 by Benn.Gallagher
CIS fix after cloth painter changes
Change 3409585 on 2017/04/26 by danny.bouimad
Updated Tm-AnimPhys to utilize the AEOverview maps, also found a crash with viewing shader complexity that only occurs on this map.
Change 3410948 on 2017/04/27 by Martin.Wilson
Live Link:
- Add subject clearing support to client / message bus protocol
- Update ref skeleton when subject changes.
- Remove old classes
Change 3413305 on 2017/04/28 by Danny.Bouimad
Disabled audio tests on AnimPhys Testmap to hopefuly stop the lighting crashes during launch on (content problem)
Change 3413408 on 2017/04/28 by mason.seay
Resaving to clear empty engine version warnings
Change 3413418 on 2017/04/28 by Benn.Gallagher
CIS fix, #pragma once in wrong place (after an include)
Change 3413737 on 2017/04/28 by Martin.Wilson
Rename Live Link Message Bus messages to contain the word message to avoid future name clashes
Change 3414121 on 2017/04/28 by Ori.Cohen
Added task batching for physx tasks. Set fortnite to 8 as we already have a lot of thread contention during that time and it's best to just do it all in a single task.
Change 3417833 on 2017/05/02 by Thomas.Sarkanen
Fix bad merge in SynthComponentGranulator.cpp
Change 3418174 on 2017/05/02 by Jon.Nabozny
Fix memory leak in UDestructibleComponent::SetSkeletalMesh
Change 3418907 on 2017/05/02 by Aaron.McLeran
#jira UE-44599 Fixing active sound un-pause issue.
- While paused, active sounds were updating their active playbacktime.
Change 3419001 on 2017/05/02 by Ori.Cohen
Added GetNumSimulatedAndAwake so that we can easily test for jitter.
Change 3419079 on 2017/05/02 by Ori.Cohen
Added a jitter automated test.
Change 3419213 on 2017/05/02 by mason.seay
Reaving content to remove empty engine version warnings
Change 3419351 on 2017/05/02 by Ori.Cohen
Added automated test for raycasting against landscape from underneath (JIRA UE-39819)
It looks like this is currently broken
Change 3419356 on 2017/05/02 by Ori.Cohen
Updated test with associated JIRA where we first saw this
Change 3419478 on 2017/05/02 by Ori.Cohen
Added automated test for origin shift regression crash when using aggregates.
Change 3420736 on 2017/05/03 by Ori.Cohen
Added automated test for moving objects during an overlap callback for UE-41450
#rnx
Change 3420803 on 2017/05/03 by Ori.Cohen
Added automated test for JIRA UE-18019
#rnx
Change 3420835 on 2017/05/03 by Jurre.deBaare
Anim modifier BP for release notes
Change 3421185 on 2017/05/03 by Ori.Cohen
Missing file
Change 3422673 on 2017/05/04 by danny.bouimad
Fixed the cooked/uncooked lighting issue with AEO_StageFloor. The lights should no longer repeatidly spawn when loading in as sub levels.
Change 3422898 on 2017/05/04 by Danny.Bouimad
Updating QA Audio Content
Change 3422908 on 2017/05/04 by Danny.Bouimad
Fixing Automation CIS error 'Can't find file for asset. /Game/Tests/Physics/ISMCStaticSweep_BuiltData'
Change 3423508 on 2017/05/04 by Danny.Bouimad
Replacing ground truth and adding build data for nonissue Automation CIS failure OverlapCallback
Change 3423634 on 2017/05/04 by danny.bouimad
Made updates to TM-AnimPhys testmap
Change 3423870 on 2017/05/04 by Ori.Cohen
Fix wheels separating from vehicle due to world kinematic refactor. Added temp variable for now
#jira UE-44624
Change 3423917 on 2017/05/04 by Ori.Cohen
Assert_Equal for int returns a bool
Change 3425267 on 2017/05/05 by Martin.Wilson
Live Link
- Add interpolation to subjects
- Add connection settings that can be modified in client panel. All subjects modified by a connection use its connection settings
- Give live link sources their client Guid so that they can send it with subject data
Change 3425303 on 2017/05/05 by Martin.Wilson
Missed file from CL 3425267
Change 3430351 on 2017/05/09 by Martin.Wilson
Crash fix for live link interpolation
Change 3430601 on 2017/05/09 by Benn.Gallagher
Disabled clothing perf test temporarily due to stats issues
Change 3432669 on 2017/05/10 by Ori.Cohen
Temporarily turn off line trace under heightfield test. This is a known bug which won't be fixed until 4.17
Change 3432679 on 2017/05/10 by Ori.Cohen
Temporarily turn off check during TLS release on Switch.
Change 3434960 on 2017/05/11 by danny.bouimad
Disabled content on TM-AnimPhys that was casuing a out of memory when drawing debug lines on switch.
Change 3436639 on 2017/05/12 by Danny.Bouimad
Updating ground truths and map for OverlapCallBack to fix CIS error.
[CL 3437043 by Thomas Sarkanen in Main branch]