Changed API functions around force & impulse accumulation to be more in-line with physics-based counterparts.
reviewed by Zak.Middleton
[CL 2072673 by Thomas Sarkanen in Main branch]
User can now select target RHI's for windows under: Edit->Project Preferences->Windows->Targeted RHIs
Split up GetShaderFormats into GetAllPossibleShaderFormats and GetAllTargetedShaderFormats.
D3D11 and D3D10 remain the only two on, by default, for windows.
#ReviewedBy Nick.Penwarden
[CL 2068025 by Terence Burns in Main branch]
* Replaces Destroyed in Blueprints
* Provides an opportunity to respond to any time an Actor is being removed from a world, be it due to destruction, level transition, sublevel streamed out, or ending a PIE session.
[CL 2065783 by Marc Audy in Main branch]
- Added program-only plugin support and made UHT script plugin aware
- Added 3 generic script plugins with experimental Lua integration: ScriptGeneratorPlugin (UHT), ScriptPlugin (Engine), ScriptEditorPlugin (Editor-side)
- Lua integration is disabled by default
[CL 2058611 by Robert Manuszewski in Main branch]
Refactored out some bits as a separate module (IPC).
Old code (mostly) killed.
Still doesn't do much.
#codereview Ivan.Horvath
[CL 2055847 by Dmitry Rekman in Main branch]
Merging //depot/Partners/Zombie/UE4-iOS/... to //depot/UE4/...
Milestone 1 and 2 combined (CL# 2047358 to 2055524)
-Run external tools
-Repeat tests N times
-Visual difference for editor vs game tests
-Static mesh UV test
-Editor window screenshots
-Automation test presets
-Static mesh editor test
[CL 2055603 by kevin hamilton in Main branch]
- Exposed ShowPlatformSpecificAchievementsScreen and ShowPlatformSpecificLeaderboardScreen for use on iOS and Android
[CL 2051356 by Michael Noland in Main branch]
#ttp 330039 EDITOR: Platform-agnostic editor code depends on Windows-only VSAccessor headers
#detail Source code access is now extensible via plugins, so any new editors can be easily added.
#add Added SourceCodeAccess module that routes access via plugins.
#change Moved much of the old VSAccessor code into a new VisualStudioSourceCodeAccess plugin.
#add Added a counterpart XCode plugin & migrated the code from FSourceCodeNavigation (Applescript etc.) into there.
#remove Removed applescript for XCode access (it is now done via code).
#remove Removed source code access functionality from platform layer.
#add Added details customization for source code access settings, so users can choose their own accessor.
#remove Removed dependencies on VSAccessor.
#change Changed API in SWidget to not require building a string to be parsed, instead this acesses and forwards filenames & line numbers.
#extra Tested on Mac by Mark S.
reviewed by Andrew.Brown
[CL 2048697 by Thomas Sarkanen in Main branch]