- at the end, no change on the data because this guarantees frame independent.
- Added help and renamed variable to speed, so that it knows it is speed.
Merging
//depot/UE4-Orion/Engine/...
to //depot/UE4-Orion/Engine/...
[CL 2683714 by Lina Halper in Main branch]
Optimization is enabled by default but is an engine setting in case it needs to be disabled (bOptimizeAnimBlueprintMemberVariableAccess).
Expanded FExposedValueHandler to also contain an array of source & dest properties (copy records) to copy between. These are resolved to read/write addresses on init & a simple memcpy at runtime instead of calling the usual generated custom event.
Custom events are not added at all if all properties use copy records. The event may still be added & called however as mixed-mode access is still supported (i.e. a thunk and a memcpy to different pin properties).
Unfortunately this required initialization of all ExposedValueHandlers (as I didnt want to add the branch overhead of lazy init) so all the anim nodes have needed a small change to call their base class Initialize().
[CL 2678504 by Thomas Sarkanen in Main branch]
#UE4 - fixed client beacons not properly using both connection timeout values
- added UseShortConnectTimeout function to dictate when the actor is in the proper state to use a shorter timeout value
- fixed the socket state never being set to Open for beacons on clients
- tweaked some timeout values (don't forget you can always use -NoTimeouts in development)
-- party beacon should be much shorter timeouts
- added some logging to beacon control messages
#codereview ben.zeigler
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2675433 by Josh.Markiewicz on 2015/09/01 10:43:44.
[CL 2676858 by Josh Markiewicz in Main branch]
#UE4 Added a redirector to fix up pins for renamed function parameters for K2_InterpolateMaterialInstanceParams
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2671777 by Bob.Tellez on 2015/08/27 19:27:53.
[CL 2671778 by Bob Tellez in Main branch]
Enabled from the viewmode menu, or using "viewmode lodcoloration" command.
LOD colors are configured in BaseEngine.ini under LODColorationColors.
Unified landscape debug lod colors with the new view mode colors.
#jira UE-17014
[CL 2667544 by Uriel Doyon in Main branch]
#UE4 Asset registry tags are now excluded from builds unless they are added to the CookedTagsWhitelist which can be configured in BaseEngine.ini. For full backward compatability add +CookedTagsWhitelist=(Class=*,Tag=*), but it will bloat your memory usage.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2642971 by Bob.Tellez on 2015/08/03 22:46:20.
[CL 2642973 by Bob Tellez in Main branch]
There is now a "Mesh Vertical Offset" on spline *control points* (to allow it to blend between different values along a spline). The old "Mesh Offest" on the segment mesh entry has been renamed "Center Adjust", as that's what it actually did and that behaviour is still useful.
[CL 2626109 by Gareth Martin in Main branch]
Add SpawnSoundLocation which returns an Audio Component
Add rotation to Play/Spawn Sound/Dialogue functions
Make dialogue gameplay statics play/spawn API consistent with sound and eliminate duplicate code
[CL 2620972 by Marc Audy in Main branch]