CL 2651151
Fix GameplayCues being invoked from ActiveGameplayEffectsContainer::NetDeltaSerialize when there are unmapped objects, which can cause GCs to be invoked with incomplete information in their EffectContext.
- Fixes Phase link GC not having SourceObject info to link from volume to caster
CL 2649496
Fix OptionalExternalTarget for WaitGameplayTag* tasks
CL 2644908
AbilityTask_WaitGameplayEvent. Allows abilities to explicitly listen for Gameplay Events (previously could only be activated from them).
CL 2644751
Tracking cases where AGameplayAbilityTargetActor fails to remove delegates from the ASC it applied them to - hoping to track down cause of #OR-5548 crash (that was fixed with nullptr checks)
CL 2643962
Fix occasional crash in AGameplayAbilityTargetActor - added nullptr checks, can't assume we have a valid OwningAbility pointer. #OR-5548
CL 2643797
GameplayEffect GrantedAbilities respect Effect inhibition (ongoing tag requirements) - abilities are applied/removed/cancelled based on whether the ongoing tags are met or not.
Previously, if application tags passed, target would have the granted ability for full duration of effect application, even if the ongoing tags weren't met
Fixes Rampage's E (which applies Juggernaut tag) not granting CC immunity after already being affected by the CC effects #OR-4019
CL 2643360
Fix ensures on exiting PIE - trying to spawn new instanced cue during level cleanup #OR-5521
Level being cleaned up, TravelMode triggering a GC removal that tries to spawn an instanced cue actor to handle the cue
ASC now are marked as unregistered during the unregistration process - previously they would DestroyActiveState() and then mark themselves as unregistered. There was nothing during DestroyActiveState() that allowed any system to know that they were in the process of being unregistered.
GameplayCues are now not handled by OrionChars that are pending kill or have ASCs that are pending kill or unregistered (or do not have ASCs)
CL 2642415
GetModfiedAttributeMagnitude - support for getting amount attribute changes from an applied GE spec
CL 2642414
Add support for periodic effects to WaitGameplayEffectApplied/Self
CL 2642413
Added delegate for periodic effects executing on target/self
Move PruneModifierAttributes to the constructor of FGameplayEffectSpecForRPC. This is to allow server code to look at the modified attribute list even if the GC doesn't need it.
Remove ApplyStackingLogicPostApplyAsSource function since it wasn't doing anything.
CL 2641147
Added DestroyActiveState to ASC so unregistering the component while in-flight abilities are active do not crash.
Added option for reusing player states when they become inactive instead of duplicated them.
Fixed crash for returning players during JIP.
CL 2637792
Temp fix for simulated ability tasks not having valid AbilitySystemComponents and crashing
CL 2637461
Orion game code fixes to go along with Integration from UE4-Stable @ CL 2634937. This includes all 4.9 revisions up to CL 2633546, which includes all UE4 (main) revisions up to CL 2613150. Note: many fixes were spot integrated after CL 2613150.
CL 2637431
Integration from UE4-Stable @ CL 2634937. This includes all 4.9 revisions up to CL 2633546, which includes all UE4 (main) revisions up to CL 2613150. Note: many fixes were spot integrated after CL 2613150.
CL 2635403
Add support for AbilitySystemComponent end debug display to flood to new columns to avoid cases where there's too much info to fit on one screen
CL 2635282
Added title text to AbilitySystemComponent end debug key cycling - contains category of debug information along with avatar and owner info and their respective roles. Saves brain cycles on figuring out what you're looking at (and if you're on local player vs simulated, etc.)
CL 2634858
Ability system debug component draw debug
Added view "Attributes" to only show attributes
Don't draw attributes in "aggregator view" if they have no active aggregators (inhibited still draw)
Show level on GEs with level > 1
[CL 2651831 by David Ratti in Main branch]
from CL2459480: ReflectionEnvironment is no longer a cheat CVAR and is available in shipping builds. If you set the cvar to 2 (debug visualization) then it will be assumed to be the same as 1 in shipping builds.
[CL 2651529 by Martin Mittring in Main branch]
- Allowed for spline mesh painting by overriding the color vertices like static meshes do.
- Fixed improperly placed vertices, used the modified vertices of the splined mesh rather than the vertices of the base static mesh.
- Fixed splined mesh initialization issue.
UE-18511
#codereview Matt.Kuhlenschmidt
[CL 2651504 by Timothy Reynolds in Main branch]
#UE4
- Null guard in SetBrushFromTexture
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Integrated using branch UE4-To-UE4-Orion (reversed) of change#2651458 by Cody.Haskell on 2015/08/11 14:10:25.
[CL 2651460 by Cody Haskell in Main branch]
#codereview matt.kuhlenschmidt
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2651439 by Ben.Zeigler on 2015/08/11 14:04:41.
[CL 2651446 by Ben Zeigler in Main branch]