Commit Graph

327 Commits

Author SHA1 Message Date
Maciej Mroz
f698ecbe03 UEBP-40 C++ code generation (WIP):
- Test Pipeline for native classes converted from BP (FReplaceConvertedAssetManager)
- DynamicClass support

[CL 2687964 by Maciej Mroz in Main branch]
2015-09-11 10:56:21 -04:00
Lina Halper
5786808b67 #ANIM: Trail node
- 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]
2015-09-08 16:50:42 -04:00
Thomas Sarkanen
2878a344ae Anim Blueprint compiler can now access member variables directly instead of thunking to the VM
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]
2015-09-03 09:55:41 -04:00
Josh Markiewicz
f7c8721703 [AUTOMERGE]
#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]
2015-09-02 09:11:46 -04:00
Mieszko Zielinski
8bc8aceab0 Fixed wrong OnlineSubsystem property names in BaseEngine.ini #UE4
#codereview Josh.Markiewicz

[CL 2674065 by Mieszko Zielinski in Main branch]
2015-08-31 10:46:33 -04:00
Chris Babcock
a939d907d6 Add launch image support for Android (disabled for GearVR)
#ue4
#android

[CL 2673367 by Chris Babcock in Main branch]
2015-08-28 19:34:42 -04:00
Bob Tellez
d114d6ae95 #UE4 K2_InterpolateMaterialInstanceParams parameter names changed again. Updating redirectors.
[CL 2671780 by Bob Tellez in Main branch]
2015-08-27 19:31:31 -04:00
Bob Tellez
cdbb2dd2d8 [AUTOMERGE]
#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]
2015-08-27 19:29:39 -04:00
Uriel Doyon
c413b12b77 New LOD Coloration viewmode.
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]
2015-08-25 10:43:39 -04:00
Robert Manuszewski
43728870d0 When cooking saving package will now skip creating exports and imports that are editor-only (are instances of an editor class).
[CL 2662441 by Robert Manuszewski in Main branch]
2015-08-20 06:52:43 -04:00
Chris Bunner
97b19bfefe Added pre-tonemap 'HDR Color' to visualization modes and screenshot buffer dump. UE-19262
[CL 2659009 by Chris Bunner in Main branch]
2015-08-18 04:43:49 -04:00
Michael Noland
bef94c279f Engine: Added an era in the comment for a set of redirectors in BaseEngine.ini
[CL 2657146 by Michael Noland in Main branch]
2015-08-14 23:12:45 -04:00
Lina Halper
ab980e8773 Checking in missing line that p4 merge removed
#code review: Zak.Middleton

[CL 2646877 by Lina Halper in Main branch]
2015-08-06 15:43:50 -04:00
Lina Halper
44f5ab55b5 Fix build error
[CL 2646384 by Lina Halper in Main branch]
2015-08-06 09:53:49 -04:00
Josh Markiewicz
81f3c8bfb9 #Integration FN->Main from CL#2642868
Engine Non Content/Source dirs

[CL 2645406 by Josh Markiewicz in Main branch]
2015-08-05 15:56:05 -04:00
Lina Halper
6e53220d96 - Fixed vehicle advanced template crash
- Fixed two way blend node redirects
- Added struct redirects for all classes.

[CL 2643983 by Lina Halper in Main branch]
2015-08-04 16:08:38 -04:00
Bob Tellez
e4af79aa8e [AUTOMERGE]
#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]
2015-08-03 22:47:31 -04:00
Zak Middleton
a095106d4a #ue4 - Fix ConvertTransformToRelative nodes disconnecting the input pins. Params were renamed without an ini redirect.
#jira UE-19564

[CL 2642733 by Zak Middleton in Main branch]
2015-08-03 19:03:04 -04:00
Dan Oconnor
be05748453 #jira UE-19314 CreateEvent nodes now default to self and no longer have an asset picker. Also removing deprecation of Set Timer by Name, which is slower and more error prone than Set Timer by Delegte but otherwise perfectly functional
[CL 2640694 by Dan Oconnor in Main branch]
2015-07-31 14:26:31 -04:00
Nick Whiting
6e16b8efd5 #Oculus Integrating code reorganization in preparation for 0.7.0 merge
[CL 2631750 by Nick Whiting in Main branch]
2015-07-23 21:05:51 -04:00
Lina Halper
bb3cbeb9d2 #ANIM: Moving available animnodes to AnimGraphRuntime module
[CL 2629295 by Lina Halper in Main branch]
2015-07-22 14:37:24 -04:00
Gareth Martin
ed9b433688 Fixed vertical mesh offset on landscape splines being width-dependent and not blendable between different heights.
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]
2015-07-20 13:31:52 -04:00
sebastian kowalczyk
41c138cce6 Fixed UE-18594 "Gameplay Debugger is hijacking the Canvas"
[CL 2625770 by sebastian kowalczyk in Main branch]
2015-07-20 09:32:16 -04:00
James Moran
df424026a3 Enable HTML5 networking plugin by default.
Allow UAT to deploy websocket dedicated servers for HTML5.
UEPLAT-793 & UEPLAT-795

[CL 2621662 by James Moran in Main branch]
2015-07-15 09:24:49 -04:00
Marc Audy
327b84ab03 Rename PlaySoundAttached to SpawnSoundAttached
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]
2015-07-14 17:40:18 -04:00