#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3528776 by Yannick.Lange
Allow thumbnails to be captured from a viewport always.
#jira UE-45392
Change 3564359 by Yannick.Lange
Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785.
#jira UE-47785, UE-47827
Change 3740671 by Matt.Kuhlenschmidt
Make the font editor canvas respect dpi scale
Change 3740810 by Josh.Engebretson
PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist)
#jira UE-51358
Change 3740939 by Cody.Albert
Fixing some #ifdefs that should be #ifs
Change 3741089 by Alexis.Matte
Make sure bImportBoneTracks is set to true when importing into level
#jira UE-51999
Change 3741101 by Alexis.Matte
Fix the import material search
#jira UE-51857
Change 3741690 by Jamie.Dale
Guard against an invalid index in SLocalizationCommandletExecutor::Tick
#jira UE-52067
Change 3741710 by Jamie.Dale
Made a static variable also const
Change 3741724 by Michael.Dupuis
Added missing shader cache
Change 3742037 by Lauren.Ridge
Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values
Change 3742250 by Matt.Kuhlenschmidt
PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed)
Change 3742308 by Lauren.Ridge
Adding axis input to the material editor's viewport client
Change 3742380 by Matt.Kuhlenschmidt
USD importer improvements
- USD now stores source file information for reimports
- Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data
- Prevent a crash if a mesh doesnt have enough valid data to be imported
Change 3742536 by Matt.Kuhlenschmidt
Remove usd wrapper test project
Change 3743564 by Alexis.Matte
Fix skeletal mesh screen size auto set value when importing a LOD
#test none
#jira UE-52100
Change 3743582 by Lauren.Ridge
Fixing non-desktop compiles
Change 3743598 by Lauren.Ridge
Fixing shadowed variable by renaming the global color picker weak ptr variable.
Change 3743636 by Lauren.Ridge
Creating a new parameter immediately allows naming
Change 3743855 by Michael.Dupuis
Added missing shader from cache
Change 3744277 by Lauren.Ridge
Don't show empty Global group if it only contained the material layer param.
Change 3744330 by Lauren.Ridge
Clarifying "no parameter" text
Change 3744529 by Lauren.Ridge
Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel
Change 3744668 by Chris.Bunner
Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs.
Added output for number of unique shaders generated by a particular material instance.
Show instruction counts when working on a material layer.
Relaxed restrictions on material layers, base MA input is now optional.
#jira UETOOL-1271, UETOOL-1278, UETOOL-1279
Change 3744669 by Chris.Bunner
Added automated test for material layers, layer/blend instances and shared inputs.
Change 3744754 by Laz.Matech
Adding localization data to QAGame for the Realtime Preview localization test.
#jira none
Change 3744860 by Michael.Dupuis
#jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data
Change 3744965 by Chris.Bunner
Rebuilt lighting in automated test map and updated reflection capture screenshot.
Change 3746015 by Michael.Dupuis
#jira UE-52090: Added missing shader for forward rendering
Change 3746038 by Michael.Dupuis
#jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes
Change 3746076 by Michael.Dupuis
Removed unused code
Change 3746998 by Tim.Gautier
QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview
- Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests
Change 3747206 by Arciel.Rekman
Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086).
- Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0.
(Edigrating CL 3740942 from Release-4.18 to Dev-Editor)
Change 3747211 by Arciel.Rekman
Make failure to launch SCW more apparent to the user (UE-47263).
- Fixes frequent crash on Linux.
(Merging 3747070 from Release-4.18 to Dev-Editor)
Change 3747726 by Tim.Gautier
QAGame: Resubmitting updated Loc files
Change 3747872 by Tim.Gautier
QAGame: Resubmitting compiled Loc assets
Change 3748118 by Lauren.Ridge
Adding help text to the material layers preview tab
Change 3748398 by Lauren.Ridge
Fixing tooltips for the material layer read-only preview
Change 3748565 by Arciel.Rekman
Linux: fix RHIs settings being wrong when removed via project properties (UE-51203).
- This was a deeper issue with config system than just Linux RHIs.
- This is a better fix than one submitted to 4.18 branch in CL 3747086.
Change 3749441 by Matt.Kuhlenschmidt
PR #4201: Fix a typo in a comment. (Contributed by dneelyep)
Change 3749442 by Matt.Kuhlenschmidt
PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist)
Change 3749496 by Matt.Kuhlenschmidt
Fix static analysis
Change 3749805 by Lauren.Ridge
Fixing reset to default on MaterialLayerParam in base material
Change 3749838 by Lauren.Ridge
Also correctly resetting names and layer states
Change 3750442 by Mieszko.Zielinski
Added a safety check which addresses the crash #UE4
Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework.
#jira UE-52123
Change 3752266 by Arciel.Rekman
OpenGL: remove PLATFORM_WINDOWS exceptions.
- Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility.
- VAB bug should have been fixed long ago (on both platforms).
Change 3752929 by Arciel.Rekman
Linux: avoid crashing on unknown drivers.
- See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html
- Checks in IsDeviceIntel() and such fail if the drivers were not detected.
Change 3753254 by Michael.Dupuis
Added missing shader for shader cache
Change 3753426 by Michael.Dupuis
#jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components
Change 3753440 by Alexis.Matte
Fix fbx scene importer morph target import crash
#jira UE-52255
Change 3753457 by Michael.Dupuis
build fix
Change 3753700 by Chris.Bunner
Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases.
Refactor to remove duplicate code in material translator.
Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack.
Change 3754760 by Chris.Bunner
Tidying up EngineTest/ShaderModels map.
Change 3754765 by Arciel.Rekman
Avoid placing tooltip windows under the cursor (UE-12288).
- Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through).
Change 3754788 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3754933 by Christina.TempelaarL
Fixed typo in heightLerp (transistion->transition).
#jira UE-46736
Change 3754946 by Cody.Albert
Update loading movie code to properly calculate delta time when throttled at 60fps
Change 3755059 by Jamie.Dale
Fixed game preview language not updating in realtime while PIE was enabled
#jira UE-52209
Change 3755130 by Jamie.Dale
Fixed game preview language not updating from native when switching between preview languages
#jira UE-52348
Change 3755664 by Michael.Dupuis
Fixed compile warning
Change 3755714 by Yannick.Lange
Always allow capturing thumbnails from viewport.
This also hides the thumbnail editing UI when a thumbnail was captured from a viewport.
Change 3755944 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3756109 by Christina.TempelaarL
fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text
#jira UE-48389
Change 3756169 by Jamie.Dale
Added plural form pattern to SContentBrowser::GetPathText
Change 3756493 by Laz.Matech
Updating Localization content to further test InEditor Preview Language in UMG
#jira none
Change 3758336 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758947 by Jamie.Dale
Fixed cursor position regression in search boxes
This was caused by a call to SetText that was added in CL# 3627864
This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term.
This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor.
#jira UE-48874
Change 3759000 by Laz.Matech
Submitting the .PO file for CL 3756493
#jira none
Change 3759480 by Matt.Kuhlenschmidt
Safe guard against brush details crash
#jira UE-52278
Change 3759665 by Matt.Kuhlenschmidt
PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist)
Change 3761211 by Matt.Kuhlenschmidt
Remove the restriction that a level must be writable to be locked/unlocked.
Fixed duplicate icons being used by the level browser
Change 3761304 by Chris.Bunner
MaterialAttributeLayers graph node BaseMA input is no longer required.
Note: Requires "Use Preview Value" set to true on inputs.
Change 3761307 by Chris.Bunner
New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit.
Change 3761357 by Chris.Bunner
Renamed material shared input enum.
Change 3761419 by Chris.Bunner
Updating material layers automated test assets after recent changes.
Reverted some naming changes so existing screenshot tests can be reused.
Change 3762058 by tim.gautier
QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction)
Change 3763328 by Matt.Kuhlenschmidt
Fix Slate warning at editor startup
Change 3763354 by Alexis.Matte
Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction
#jira UE-52505
Change 3763501 by Matt.Kuhlenschmidt
Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use. ReleaseResources is now private and only called on destruction of the pool
Change 3763574 by Matt.Kuhlenschmidt
Fix slate material box brushes not being keyed off image size
#jira UE-40219
Change 3763678 by Jamie.Dale
Disable realtime level editor viewport if running under remote desktop
This makes the main editor window much more responsive by default under remote desktop
Change 3763679 by Jamie.Dale
Added asset caching metrics for the loc gather
Change 3763693 by Matt.Kuhlenschmidt
Changed the code that activates the actor details tab when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used
#jira UE-51754
Change 3763826 by Michael.Dupuis
Fixed Fortnite cooking crash
Change 3763864 by Harrison.Moore
Adding New Default 'LayerBlend' assets
Change 3764028 by Christina.TempelaarL
#jira UE-47695 Auto LOD bug
Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie.
Change 3764031 by Christina.TempelaarL
#jira UE-47695 Auto LOD in StaticMeshViewer
moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked.
Change 3764076 by tim.gautier
QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing
Change 3764263 by Matt.Kuhlenschmidt
Fix the floor mesh thumbnail
Change 3764284 by Chris.Bunner
Removing some asserts for cases that can validly fail and are already handled.
Change 3764372 by Matt.Kuhlenschmidt
PR #4196: Show edit icons in editor (Contributed by projectgheist)
Change 3764388 by Chris.Bunner
Fixing logic for material, function and instance updating active materials and instances and their editors.
Change 3764674 by Harrison.Moore
test materials added, Blend updates
Change 3764681 by Harrison.Moore
Adding HMtest map
Change 3766238 by Chris.Bunner
Material layer callers need to let their internal material function calls update their inputs/outputs.
Change 3766556 by Jamie.Dale
Fixed crashes that could happen if some of the data table panels were closed
We now always create the underlying widgets, even if they're currently hidden from view
#jira UE-52552
Change 3767753 by Chris.Bunner
When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet.
Change 3768719 by Michael.Dupuis
#jira UE-52521: Prevent possible crash if a segment have no point or invalid point
Change 3769157 by Jamie.Dale
Fixed incorrect text selection if selecting via double click beyond the bounds of the line
It would previously select the second to last word, rather than the last word
#jira UE-51609
Change 3769159 by Harrison.Moore
Belica Test update, New layer blends updated with texture type fix.
Change 3769205 by Jamie.Dale
Fixed Windows file save dialog not appending the correct extension when there were multiple options available
#jira UE-52180
Change 3769220 by Harrison.Moore
Layer blend tweaks
Change 3769292 by Jamie.Dale
Removing redundant code
Applying the correct package ID, only to then strip it off again is rather pointless
Change 3769479 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows.
Change 3769920 by Arciel.Rekman
Linux: convert yet another initialization crash to a user-friendly message (UE-52457).
#jira UE-52457
Change 3771055 by Alexis.Matte
Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component
Use the morph vertex factory only for section that has active morph target
#jira UE-51483
Change 3771135 by Michael.Dupuis
Fixed fortnite cooking
Change 3773054 by Yannick.Lange
Avoid loading viewport interaction assets when starting the editor.
Change 3774184 by Arciel.Rekman
Linux: disabled some gdb visualizers until the issue is fixed.
- CL 3773942 by CengizT.
Change 3774303 by Matt.Kuhlenschmidt
Pull requests to fix various typos
Change 3774305 by Matt.Kuhlenschmidt
PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed)
#jira UE-51608
Change 3774701 by Arciel.Rekman
OpenGL: fix ARB callback errors when hitting Build Lighting.
- Merged from 4.18 shelf.
Change 3775812 by Matt.Kuhlenschmidt
Fix One-off crash undo-ing while working with Material Params / Material Functions
#jira UE-52680
Change 3775849 by Matt.Kuhlenschmidt
More info for UE-52610
Change 3775850 by Matt.Kuhlenschmidt
Guard against mesh paint crashes
#jira UE-52618
Change 3775904 by Matt.Kuhlenschmidt
Added logging to track down window shutdown issues
Change 3775913 by Matt.Kuhlenschmidt
Pull requests for typos
#jira UE-52751, UE-52748
Change 3776676 by Jamie.Dale
Fixed being able to insert tabs into spin boxes with units
#jira UE-52776
Change 3777006 by Michael.Trepka
Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear.
#jira UE-52145
Change 3777170 by Arciel.Rekman
Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766).
- Change by Brandon.Schaefer.
- Limitation: no per-monitor DPI.
(Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777292 by Arciel.Rekman
Linux: fix symbol collision causing problems with AMD drivers (UE-51843).
- We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO").
- We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers.
- The only possible workaround is to have elf_end() renamed.
(Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3777686 by Joe.Conley
Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips.
Change 3778180 by Jamie.Dale
Avoid a crash if a regex pattern or matcher outlive ICU during shutdown
#jira UE-52770
Change 3778182 by Jamie.Dale
Avoid a crash if a break iterator outlives ICU during shutdown
Change 3778368 by Jamie.Dale
Added missing pragma once
Change 3778560 by Matt.Kuhlenschmidt
Prevent non-shared DDC notification from triggering for epic internal builds
Change 3778709 by Lauren.Ridge
Copying 4.18.2 array reordering propagating to children fix (originally 3778547)
Change 3779205 by Lauren.Ridge
Duplicating 3776649 to fix a crash on compile due to partial GC of a widget.
#jira UE-52260
Change 3779217 by Brandon.Schaefer
GitHub #3678 Fix Setup.sh handling of special characters in PNG path
#jira UE-46103
Change 3779341 by Brandon.Schaefer
GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies
#jira UE-39364
Change 3780274 by Joe.Conley
DataTables: Add documentation tooltips showing type information to header columns
Change 3780840 by Alexis.Matte
Do a re-import when user re-import LOD 0
Prevent importing more then MAX_SKELETAL_MESH_LODS
#jira UE-52373
Change 3781067 by Arciel.Rekman
Linux: fix OSSSteam cross-compilation (and CIS).
- Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")");
Change 3781110 by Christina.TempelaarL
#jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar
Change 3781531 by Christina.TempelaarL
#jira UE-47695 added LOD menu to Static Mesh Editor viewport
Change 3781663 by Alexis.Matte
Fix for cancel export fbx when previewing animation sequence export
#jira UE-49743
Change 3782007 by Jamie.Dale
Improved the ability to lockdown available game languages
In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled).
This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead).
Change 3782122 by Jordan.Walker
test assets for material layers
Change 3782131 by Joe.Graf
Added support for IOS and TVOS targets when generating CMake files on Mac
Change 3782218 by Christina.TempelaarL
fixing include paths and capitalization causing build errors.
Change 3783171 by Michael.Dupuis
Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive
Added the possibility to store Custom data per view for the frame duration
Change 3783172 by Michael.Dupuis
#jira UE-35097 : Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature
Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location
Changed how LOD distribution is done to be in screen size instead of distance.
Give the possibility to have a different distribution for LOD0 vs the other one.
Change 3783174 by Michael.Dupuis
missing file to landscape refactor
Change 3783315 by Lauren.Ridge
Changing a parameter in the Material Parameter Panel now dirties the material correctly.
Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well.
Change 3783374 by Chris.Bunner
Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled.
Change 3783617 by Chris.Bunner
Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter.
Fixed GetSharedInput failing to return the preview texture in the Function Instance editor.
Change 3783676 by Lauren.Ridge
Adding access to a material function instance's parent in the Material Instance Editor
Change 3783751 by Michael.Trepka
PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98)
Change 3783971 by Brandon.Schaefer
Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case.
#jira UE-37631
Change 3783992 by Michael.Dupuis
#jira UE-35097: Remove tessellation on editor tools
Fixed a case where tessellation multiplier at 0 would cause the component to not be visible
Fixed minor tessellation falloff calculation error
Change 3784502 by Chris.Bunner
Restored missing bool setter.
Coding standards fix.
Change 3784614 by Arciel.Rekman
Linux: better error message when running out of inotify watches (UE-50459).
#jira UE-50459
Change 3784620 by Chris.Bunner
Updated LayerBlend_TextureMask to use new ChannelMask parameter.
Change 3784725 by Lauren.Ridge
Fixing groups not sorting correctly
Change 3785645 by Chris.Bunner
Non-editor compile fix.
Change 3785666 by Arciel.Rekman
Linux: restore ability to use Wayland instead of X11.
- SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS
- Change by Anthony.Bills.
Change 3785708 by Arciel.Rekman
Linux: implement voice capture using SDL (non-server only) (UE-51298).
- Based on pull request #4131 by mkirzinger.
Change 3785878 by Arciel.Rekman
UBT: add VSCode to default generators on Linux.
Change 3786058 by Arciel.Rekman
Do not add dependencies on other RHIs for servers (UE-48894).
- Pull request #3944 contributed by pfoote.
#jira UE-48894
Change 3786845 by Arciel.Rekman
Code changes to make gcc support easier (UE-51978).
- Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux").
Change 3786871 by Matt.Kuhlenschmidt
Fix static analysis
Change 3786883 by Matt.Kuhlenschmidt
Fix HTML5
Change 3786923 by Matt.Kuhlenschmidt
Fix engine layer blend asset referencing game content. This is not allowed
#jira UE-52888
Change 3786927 by Brandon.Schaefer
Linux: Alembic support
#jira: UE-37631
Change 3786994 by Arciel.Rekman
Remove support for /-prefixed switches (UE-47429).
- They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms.
#jira UE-47429
Change 3787032 by Michael.Trepka
Initial support for building and running Niagara on Mac
Change 3787035 by Brandon.Schaefer
GitHub #4166 Undef GL entrypoint macros after use
#jira UE-51663
Change 3787144 by Lauren.Ridge
Fixing material parameter group association resetting after undo
#jira UE-52514
Change 3787839 by Jordan.Walker
updated engine level layer blends to not include game content
switched them to use Chris B's new mask selection node
Change 3787967 by Lauren.Ridge
Fix for broken layer groups, related crash
Change 3787991 by Lauren.Ridge
Fixing thumbnails for material function instances, resolving not being able to delete new function instances
#jira UE-52967
Change 3788226 by Michael.Trepka
Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006
#jira UE-53002
Change 3788557 by Brandon.Schaefer
Fix shadow compiler warnings around our includes
Change 3789700 by Lauren.Ridge
Experimental setting for turning on Material Layers - off by default.
Change 3789703 by Jamie.Dale
Harden the LocMeta and LocRes loading to prevent loading files that are too new
Change 3789706 by Jamie.Dale
Added localization ID to the package summary
This will allow the localization gatherer to query it without having to load the entire package
Change 3789708 by Jamie.Dale
Added a way to display and reset the package localization ID via the Content Browser
Change 3789709 by Jamie.Dale
Added warning for duplicate package localization IDs when gathering asset localization
Change 3789713 by Jamie.Dale
Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph
Change 3789736 by Christina.TempelaarL
Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category.
Change 3789853 by Chris.Bunner
Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material.
#jira UE-52796
Change 3790185 by Brandon.Schaefer
Add better error handling when using new SDK for linux on windows.
#jira UE-50527
Change 3790195 by Jamie.Dale
Fixed line-ending inconsistency when retrieving rich-text
We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text
Change 3790473 by Chris.Bunner
When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list.
#jira UE-52729
Change 3790650 by Arciel.Rekman
UBT: Linux: print build details first before refusing to build.
- Tweak to the previous feature that we forgot.
Change 3790681 by Arciel.Rekman
UBT: Linux: tweaks to wording (SDK -> toolchain).
Change 3791459 by Brandon.Schaefer
Linux: libcurl rebuild for version 7.57
#jira OGS-870
Change 3791533 by Arciel.Rekman
Better error messaging when UMB is unusable (UE-50658).
- Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19.
(Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor)
Change 3791885 by Matt.Kuhlenschmidt
Fix static analysis
#jira UE-53097
Change 3791910 by Brandon.Schaefer
Fix for not using proper libraries on x86_64 for libcurl
#jira OGS-870
Change 3792017 by Jamie.Dale
Fixed a conflict between the path settings and favorite settings
Change 3792022 by Jamie.Dale
Fixed a crash that could happen when performing ARO on the property chains of a struct
#jira UE-52999
Change 3792025 by Jamie.Dale
Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets
Change 3792066 by Michael.Dupuis
#jira UE-5751: Fixed possible crash when using dynamic matrial instance
Added missing shaders for landscape when using tessellation
Change 3792718 by Arciel.Rekman
OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534).
#jira UE-52534
Change 3793018 by Mike.Erwin
new glTF importer plugin
Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported.
Limitations:
- There is no options UI. All assets from the file are imported.
- The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either.
- Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec.
#jira: UE-50695
Change 3793626 by Matt.Kuhlenschmidt
Logging for HTML5 issue
Change 3794034 by Matt.Kuhlenschmidt
Fix CIS
Change 3794271 by Michael.Dupuis
#jira UE-53133: Fxed shadow calculation when using non whole scene shadow
Change 3794273 by Chris.Bunner
Function call material nodes should be created with no outputs by default.
#jira UE-53127, UE-53128, UE-52616
Change 3794334 by Lina.Halper
- Fix animation reinitializing when just setting new animation with single node
- Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue
#jira: UE-52796
Change 3794338 by Michael.Dupuis
Fixed lod visual popping when texture mip used for landscape is not ready
Change 3794350 by Mike.Erwin
Fix glTF importer header includes.
Build was failing on Linux.
Change 3794357 by Michael.Dupuis
#jira UE-53166: buildfix: removed phase 2 landscape optim leftover...
Change 3794549 by Michael.Dupuis
#jira UE-53166 : fixed compile error
Change 3794755 by Matt.Kuhlenschmidt
Fix automation warning
Change 3794910 by Lina.Halper
Change material default value to be red to keep the behavior same.
- Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default.
Change 3795296 by Mike.Erwin
glTF: fix Linux build errors
A variable was being shadowed.
The other errors are due to an obscure corner of the C++ spec which clang enforces.
https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects
#jira UE-53204
Change 3797313 by Chris.Bunner
Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots.
#jira UE-53198
Change 3803962 by Jamie.Dale
Fixed struct instances not comparing against the correct default values when gathering for localization
Change 3804771 by Michael.Dupuis
Back out changelist 3783171
Change 3804772 by Michael.Dupuis
Back out changelist 3783172
Change 3805258 by Michael.Dupuis
Added missing shader cache for landscape
Change 3806105 by Matt.Kuhlenschmidt
Disable harware benchmarking during automation tests, commandlets, and on the build machine
Change 3806438 by Michael.Dupuis
#jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion)
Change 3806577 by Matt.Kuhlenschmidt
Change plugin uploading to crash reporter to only do so in editor builds
Change 3806588 by Michael.Dupuis
Remove temp test version in landscape version
Change 3806900 by Jamie.Dale
Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7
#jira UE-53353
Change 3807125 by Jamie.Dale
Fixed UBT warning after Dev-Core merge
Change 3807299 by tim.gautier
QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442
[CL 3807911 by Matt Kuhlenschmidt in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix#2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3550452 by Ben.Marsh
UAT: Improve readability of error message when an editor commandlet fails with an error code.
Change 3551179 by Ben.Marsh
Add methods for reading text files into an array of strings.
Change 3551260 by Ben.Marsh
Core: Change FFileHelper routines to use enum classes for flags.
Change 3555697 by Gil.Gribb
Fixed a rare crash when the asset registry scanner found old cooked files with package level compression.
#jira UE-47668
Change 3556464 by Ben.Marsh
UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files.
Change 3557630 by Ben.Marsh
Allow the network version to be set via Build.version if it's not overriden from Version.h.
Change 3561357 by Gil.Gribb
Fixed crashes related to loading old unversioned files in the editor.
#jira UE-47806
Change 3565711 by Graeme.Thornton
PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx)
Change 3565864 by Robert.Manuszewski
Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object.
Change 3569022 by Ben.Marsh
PR #3849: Update gitignore (Contributed by mhutch)
Change 3569113 by Ben.Marsh
Fix Japanese errors not displaying correctly in the cook output log.
#jira UE-47746
Change 3569486 by Ben.Marsh
UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set.
Change 3570483 by Graeme.Thornton
Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors
Change 3570513 by Robert.Manuszewski
Fix for a race condition with async loading thread enabled.
Change 3570664 by Ben.Marsh
UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core.
Change 3570708 by Robert.Manuszewski
Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running.
Change 3571592 by Ben.Marsh
UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available.
Change 3572215 by Graeme.Thornton
UBT
- Remove some unnecessary using directives
- Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself
Change 3572437 by Robert.Manuszewski
Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects.
#jira UE-44996
Change 3572480 by Robert.Manuszewski
MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long
Change 3573547 by Ben.Marsh
Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line.
Change 3574562 by Robert.Manuszewski
PR #3847: Add GC callbacks for script integrations (Contributed by mhutch)
Change 3575017 by Ben.Marsh
Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core.
Change 3575689 by Ben.Marsh
Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds.
Change 3575934 by Steve.Robb
Fix for nested preprocessor definitions.
Change 3575961 by Steve.Robb
Fix for nested zeros.
Change 3576297 by Robert.Manuszewski
Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread.
#jira FORT-38977
Change 3576366 by Ben.Marsh
Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated.
Change 3578290 by Graeme.Thornton
Changes to Ionic zip library to allow building on dot net core
Change 3578291 by Graeme.Thornton
Ionic zip library binaries built for .NET Core
Change 3578354 by Graeme.Thornton
Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string
Change 3578674 by Robert.Manuszewski
After loading packages flush linker cache on uncooked platforms to free precache memory
Change 3579068 by Steve.Robb
Fix for CLASS_Intrinsic getting stomped.
Fix to EClassFlags so that they are visible in the debugger.
Re-added mysteriously-removed comments.
Change 3579228 by Steve.Robb
BOM removed.
Change 3579297 by Ben.Marsh
Fix exception if a plugin lists the same module twice.
#jira UE-48232
Change 3579898 by Robert.Manuszewski
When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert.
Change 3579983 by Robert.Manuszewski
More fixes for freeing linker cache memory in the editor.
Change 3580012 by Graeme.Thornton
Remove redundant copy of FileReference.cs
Change 3580408 by Ben.Marsh
Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect.
Change 3582104 by Graeme.Thornton
Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path.
Change 3582131 by Graeme.Thornton
#define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway.
Change 3582645 by Ben.Marsh
PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola)
#jira UE-48192
Change 3583955 by Robert.Manuszewski
Support for EDL cooked packages in the editor
Change 3584035 by Graeme.Thornton
Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly.
Change 3584177 by Robert.Manuszewski
Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached)
Change 3584315 by Ben.Marsh
Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class.
Change 3584370 by Ben.Marsh
Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes.
Change 3584498 by Ben.Marsh
Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes.
Change 3585003 by Steve.Robb
Fix for TChunkedArray ranged-for iteration.
#jira UE-48297
Change 3585235 by Ben.Marsh
Remove LogEngine extern from Core; use the platform log channels instead.
Change 3585942 by Ben.Marsh
Move MessageBoxExt() implementation into application layer for platforms that require it.
Change 3587071 by Ben.Marsh
Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL.
Change 3587161 by Ben.Marsh
Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h.
Change 3587579 by Steve.Robb
Fix for Children list not being rebuilt after hot reload.
Change 3587584 by Graeme.Thornton
Logging improvements for pak signature check failures
- Added "PakCorrupt" console command which corrupts the master signature table
- Added some extra log information about which block failed
- Re-hash the master signature table and to make sure that it hasn't changed since startup
- Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
- Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again
Change 3587586 by Graeme.Thornton
Changes to make UBT build and run on .NET Core
- Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups
- VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use
- After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects
Change 3587953 by Steve.Robb
Allow arbitrary UENUM initializers for enumerators.
Editor-only data UENUM support.
Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated.
#jira UE-46274
Change 3589827 by Graeme.Thornton
More fixes for VSCode project generation and for UBT running on .NET Core
- Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts
- UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel
- Added documentation for UEConsoleTraceListener
- All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files
- Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose"
- Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff
Change 3589868 by Graeme.Thornton
Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures.
UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases
Change 3589919 by Robert.Manuszewski
Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor)
Change 3589940 by Graeme.Thornton
Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths.
Change 3590078 by Graeme.Thornton
Fully disable automatic assembly info generation in .NET Core projects
Change 3590534 by Robert.Manuszewski
Marking UObject as intrinsic clas to fix a crash on UFE startup.
Change 3591498 by Gil.Gribb
UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading.
Change 3591605 by Gil.Gribb
UE4 - Follow up to fixing several edge cases in the low level async loading code.
Change 3592577 by Graeme.Thornton
.NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates
Change 3592684 by Steve.Robb
Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush.
Change 3592710 by Steve.Robb
Fix for invalid casts in ListProps command.
Some name changes in command output.
Change 3592715 by Ben.Marsh
Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default.
Change 3592767 by Gil.Gribb
UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules.
Change 3592770 by Gil.Gribb
UE4 - Fixed a race condition with async read completion in the prescence of cancels.
Change 3593090 by Steve.Robb
Better error message when there two clashing type names are found.
Change 3593697 by Steve.Robb
VisitTupleElements function, which calls a functor for each element in the tuple.
Change 3595206 by Ben.Marsh
Include additional diagnostics for missing imports when a module load fails.
Change 3596140 by Graeme.Thornton
Batch file for running MSBuild
Change 3596267 by Steve.Robb
Thread safety fix to FPaths::GetProjectFilePath().
Change 3596271 by Robert.Manuszewski
Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor
#jira UE-47535
Change 3596283 by Steve.Robb
Redundant casts removed from UHT.
Change 3596303 by Ben.Marsh
EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window.
Change 3596337 by Ben.Marsh
UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio.
Change 3596367 by Steve.Robb
Iterator checks in ranged-for on TMap, TSet and TSparseArray.
Change 3596410 by Gil.Gribb
UE4 - Improved some error messages on runtime failures in the EDL.
Change 3596532 by Ben.Marsh
UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013.
#jira UE-48119
Change 3596631 by Steve.Robb
Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder.
Change 3596807 by Ben.Marsh
Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense.
* UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables.
* Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration.
Change 3596957 by Steve.Robb
UBT can be used to write out an .objsrcmap file for use with the MapFileParser.
Renaming of ObjMap to ObjSrcMap in MapFileParser.
Change 3597213 by Ben.Marsh
Remove AutoReporter. We don't support this any more.
Change 3597558 by Ben.Marsh
UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax:
+ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar")
The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable.
Change 3597982 by Ben.Marsh
Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache).
#jira UE-47173
Change 3598045 by Ben.Marsh
UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI).
Change 3599214 by Ben.Marsh
Avoid string duplication when comparing extensions.
Change 3600038 by Steve.Robb
Fix for maps being modified during iteration in cache compaction.
Change 3600136 by Steve.Robb
GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool
Change 3600214 by Steve.Robb
More accurate error message when unsupported template parameters are provided in a TSet property.
Change 3600232 by Ben.Marsh
UBT: Force UHT to run again if the .build.cs file for a module has changed.
#jira UE-46119
Change 3600246 by Steve.Robb
GitHub #3045 : allow multiple interface definition in a file
Change 3600645 by Ben.Marsh
Convert QAGame to Include-What-You-Use.
Change 3600897 by Ben.Marsh
Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes.
Change 3601558 by Graeme.Thornton
Simple first pass VSCode editor integration plugin
Change 3601658 by Graeme.Thornton
Enable intellisense generation for VS Code project files and setup include paths properly
Change 3601762 by Ben.Marsh
UBT: Add support for adaptive non-unity builds when working from a Git repository.
The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged.
Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior:
<SourceFileWorkingSet>
<Provider>Default</Provider> <!-- May be None, Default, Git or Perforce -->
<RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. -->
<GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH -->
</SourceFileWorkingSet>
Change 3604032 by Graeme.Thornton
First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows.
Change 3604038 by Graeme.Thornton
Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor.
Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code.
Change 3604106 by Steve.Robb
GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro
Change 3604192 by Steve.Robb
GitHub #3911 : Improving ToUpper/ToLower efficiency
Change 3604273 by Graeme.Thornton
IWYU build fixes when malloc profiler is enabled
Change 3605457 by Ben.Marsh
Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it.
Change 3606720 by James.Hopkin
Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn.
Change 3606807 by Graeme.Thornton
Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741.
Change 3607026 by James.Hopkin
Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed
Change 3607142 by Graeme.Thornton
UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose.
Change 3607146 by Ben.Marsh
UGS: Fix exception due to formatting string when Perforce throws an error.
Change 3607147 by Steve.Robb
Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time.
Float and double conversion support added to int properties.
NAME_DoubleProperty added.
Fix for converting enum class enumerators > 255 to int properties.
Change 3607516 by Ben.Marsh
PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames)
Change 3610421 by Ben.Marsh
UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help.
Change 3610657 by Ben.Marsh
UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables.
Change 3611000 by Ben.Marsh
UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument.
Change 3612471 by Ben.Marsh
UBT: Move FastJSON into DotNETUtilities.
Change 3613479 by Ben.Marsh
UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator.
Change 3613910 by Ben.Marsh
UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later.
Change 3614075 by Ben.Marsh
UBT: Remove hacks for testing project file attributes by name.
Change 3614090 by Ben.Marsh
UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary.
Change 3614488 by Ben.Marsh
UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled.
Change 3614490 by Ben.Marsh
UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself.
Change 3614962 by Ben.Marsh
UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers.
Change 3615416 by Ben.Marsh
EC: Include an icon showing the overall status of a build in the grid view.
Change 3615713 by Ben.Marsh
UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder.
#jira UE-48987
Change 3616652 by Ben.Marsh
Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project.
#jira UE-49007
Change 3616680 by Ben.Marsh
Add the CodeAPI-HTML.tgz file into the installed engine build.
Change 3616767 by Ben.Marsh
Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible.
Change 3616864 by Ben.Marsh
Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended.
#jira UE-48711
Change 3619964 by Ben.Marsh
UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables.
Change 3548930 by Ben.Marsh
UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction.
Change 3558056 by Ben.Marsh
Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()).
Change 3563309 by Graeme.Thornton
Moved some common C# classes into the DotNETCommon assembly
Change 3570283 by Graeme.Thornton
Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects
Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore
Change 3572811 by Ben.Marsh
UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables).
Change 3573397 by Ben.Marsh
UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS.
Change 3575659 by Ben.Marsh
Remove CHM API documentation.
Change 3582103 by Graeme.Thornton
Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core
Removed reference to System.Windows.Form from UBT.
Change 3584113 by Ben.Marsh
Move key-mapping functionality into the InputCore module.
Change 3584278 by Ben.Marsh
Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc.
Change 3584453 by Ben.Marsh
Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms.
Change 3585301 by Ben.Marsh
Move PlatformPostInit() into an FPlatformApplicationMisc function.
Change 3587050 by Ben.Marsh
Move IsThisApplicationForeground() into FPlatformApplicationMisc.
Change 3587059 by Ben.Marsh
Move RequiresVirtualKeyboard() into FPlatformApplicationMisc.
Change 3587119 by Ben.Marsh
Move GetAbsoluteLogFilename() into FPlatformMisc.
Change 3587800 by Steve.Robb
Fixes to container visualizers for types whose pointer type isn't simply Type*.
Change 3588393 by Ben.Marsh
Move platform output devices into their own headers.
Change 3588868 by Ben.Marsh
Move creation of console, error and warning output devices int PlatformApplicationMisc.
Change 3589879 by Graeme.Thornton
All automation projects now have a reference to DotNETUtilities
Fixed a build error in the WEX automation library
Change 3590034 by Ben.Marsh
Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac).
Change 3593754 by Steve.Robb
Fix for tuple debugger visualization.
Change 3597208 by Ben.Marsh
Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees.
Change 3600163 by Ben.Marsh
UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned.
#jira UE-46725
Change 3604279 by Graeme.Thornton
Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects
Change 3606685 by James.Hopkin
Removed redundant 'Cast's (casting to either the same type or a base).
In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass.
Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp.
Change 3610950 by Ben.Marsh
UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic.
Change 3610991 by Ben.Marsh
UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line.
Change 3612342 by Ben.Marsh
UBT: Change JsonObject.Read() to take a FileReference parameter.
Change 3612362 by Ben.Marsh
UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects.
Change 3619128 by Ben.Marsh
Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures.
[CL 3620189 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3494741 by Steve.Robb
Generated code size savings.
#jira UE-43048
Change 3495484 by Steve.Robb
Fix for generated indices of static arrays when saving configs.
Change 3497926 by Robert.Manuszewski
Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.
Change 3498077 by Robert.Manuszewski
Only use the recursion guard in async loading code when the event driven loader is enabled.
Change 3498112 by Ben.Marsh
UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.
Change 3500239 by Robert.Manuszewski
Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.
Change 3500395 by Steve.Robb
Extra codegen savings when not in hot reload.
Change 3501004 by Steve.Robb
EObjectFlags now have constexpr operators.
Change 3502079 by Ben.Marsh
UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.
Change 3502527 by Steve.Robb
Fix for zero-sized array compile error in generated code when all functions are editor-only.
Change 3502542 by Ben.Marsh
UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.
Change 3502868 by Steve.Robb
Workaround for inefficient generated code with stateless lambdas on Clang.
Change 3503550 by Steve.Robb
Another generated code lambda optimization.
Change 3503582 by Ben.Marsh
BuildGraph: Add support for nullable parameter types.
Change 3504424 by Steve.Robb
New AllOf, AnyOf and NoneOf algorithms.
Change 3504712 by Ben.Marsh
UAT: Less spammy log and error output from UAT.
* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
* Name of the calling function is not included in console output by default, but still included in the log.
Change 3504808 by Ben.Marsh
UAT: Suppress P4 output when running a recursive instance of UAT.
Change 3505044 by Steve.Robb
Code generation improved for TCppClassType code.
Change 3505485 by Ben.Marsh
Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.
Change 3505699 by Ben.Marsh
Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.
Change 3506055 by Ben.Marsh
UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.
Change 3507745 by Robert.Manuszewski
Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).
Change 3507911 by Ben.Marsh
Plugins: Minor changes to plugin descriptors.
* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.
Change 3508669 by Ben.Marsh
EC: Parse multi-line messages from UBT and UAT.
Change 3508691 by Ben.Marsh
Fix double-spacing of cook stats.
Change 3509245 by Steve.Robb
UHT makefiles removed.
Flag audit removed.
Change 3509275 by Steve.Robb
Fix for mismatched stat categories in AudioMixer.
#jira UE-46129
Change 3509289 by Robert.Manuszewski
Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.
Change 3509294 by Robert.Manuszewski
UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.
Change 3509312 by Steve.Robb
GitHub# 3679: Add TArray constructor that takes a raw pointer and a count
Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.
#jira UE-46136
Change 3509396 by Steve.Robb
GitHub# 3676: Fix TUnion operator<< compile error
#jira UE-46099
Change 3509633 by Steve.Robb
Fix for line numbers on multiline macros.
Change 3509938 by Gil.Gribb
UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.
Change 3510593 by Daniel.Lamb
Fixed up unsoilicited files getting populated with files which aren't finished being created yet.
#test None
Change 3510594 by Daniel.Lamb
Fixed up temp files directory for patching.
Thanks David Yerkess @ Milestone
#review@Ben.Marsh
Change 3511628 by Ben.Marsh
PR #3707: Fixed UBT stack size (Contributed by gildor2)
Change 3511808 by Ben.Marsh
Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)
#jira UE-46540
Change 3512017 by Ben.Marsh
Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.
Change 3513935 by Steve.Robb
Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.
Change 3514142 by Steve.Robb
MemoryProfiler2 added to generated solution.
Change 3516463 by Ben.Marsh
Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.
Change 3517860 by Ben.Marsh
PR #3727: FString Dereference Fixes (Contributed by jovisgCL)
Change 3517967 by Ben.Marsh
Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.
Change 3518070 by Steve.Robb
Disable Binned2 stats in shipping non-editor builds.
Change 3520079 by Steve.Robb
Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.
#jira UE-24034
Change 3520080 by Robert.Manuszewski
Made max package summary size to be configurable with ini setting
Change 3520083 by Steve.Robb
Force a GC after hot reload to clean up reinstanced objects which may still tick.
#jira UE-40421
Change 3520480 by Robert.Manuszewski
Improved assert message when the initial package read request was too small.
Change 3520590 by Graeme.Thornton
SignedArchiveReader optimizations
- Loads more stats
- Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
- Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
- Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries
Change 3521023 by Graeme.Thornton
Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing
Change 3521787 by Ben.Marsh
PR #3736: Small static code analysis fixes (Contributed by jovisgCL)
Change 3521789 by Ben.Marsh
PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)
Change 3524721 by Ben.Marsh
Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.
Change 3524741 by Ben.Marsh
Move PumpMessages() into FPlatformApplicationMisc.
Change 3525399 by Ben.Marsh
UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.
Change 3525743 by Ben.Marsh
UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.
Change 3525746 by Ben.Marsh
EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.
Change 3526453 by Ben.Marsh
UGS: Do not generate project files when syncing precompiled binaries.
Change 3527045 by Ben.Marsh
Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.
Change 3527420 by Ben.Marsh
UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).
Config files are now read from:
Engine/Programs/UnrealGameSync/UnrealGameSync.ini
Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini
If a project is selected:
<ProjectDir>/Build/UnrealGameSync.ini
<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini
If the .uprojectdirs file is selected:
Engine/Programs/UnrealGameSync/DefaultProject.ini
Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini
Change 3528063 by Ben.Marsh
Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.
Change 3528415 by Ben.Marsh
UAT: Remove \r characters from the end of multiline log messages.
Change 3528427 by Ben.Marsh
EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.
Change 3528485 by Ben.Marsh
EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.
Change 3528505 by Steve.Robb
PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)
#jira UE-46819
Change 3528772 by Robert.Manuszewski
Enabling actor and blueprint clustering in ShooterGame
Change 3528786 by Robert.Manuszewski
PR #3760: Fix typo (Contributed by jesseyeh)
Change 3528792 by Steve.Robb
PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)
#jira UE-46962
Change 3528941 by Robert.Manuszewski
Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.
#jira UE-44996
Change 3530241 by Ben.Marsh
UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.
Change 3531377 by Ben.Marsh
Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.
This has several advantages over the per-module platform whitelist/blacklist:
* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
* References to dependent plugins from platform-specific plugins can now be eliminated.
* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
* The editor can load any plugins without having to whitelist supported editor host platforms.
UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.
Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.
Change 3531502 by Jin.Zhang
Add support for GPUCrash #rb
Change 3531664 by Ben.Marsh
UBT: Change output format from C# JSON writer to match output by the engine.
Change 3531848 by Ben.Marsh
UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.
Change 3531869 by Ben.Marsh
UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.
Change 3532474 by Ben.Marsh
UBT: Use the same mechanism as UAT for logging exceptions.
Change 3532734 by Graeme.Thornton
Initial VSCode Support
- Tasks generated for building all game/engine/program targets
- Debugging support for targets on Win64
Change 3532789 by Steve.Robb
FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
Set_Add and Map_Add no longer have a return value.
FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.
Change 3532845 by Steve.Robb
Obsolete UHT settings deleted.
Change 3532875 by Graeme.Thornton
VSCode
- Add debug targets for different target configurations
- Choose between VS debugger (windows) and GDB (mac/linux)
Change 3532906 by Graeme.Thornton
VSCode
- Point all builds directly at UBT rather than the batch files
- Adjust mac build tasks to run through mono
Change 3532924 by Ben.Marsh
UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.
Change 3535234 by Graeme.Thornton
VSCode - Pass intellisense system a list of paths to use for header resolution
Change 3535247 by Graeme.Thornton
UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation
Change 3535376 by Graeme.Thornton
VSCode
- Added build jobs for C# projects
- Linked launch tasks to relevant build task
Change 3537083 by Ben.Marsh
EC: Change P4 swarm links to start at the changelist for a build.
Change 3537368 by Graeme.Thornton
Fix for crash in FSignedArchiveReader when multithreading is disabled
Change 3537550 by Graeme.Thornton
Fixed a crash in the taskgraph when running single threaded
Change 3537922 by Steve.Robb
Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.
Change 3539691 by Graeme.Thornton
VSCode - Various updates to get PC and Mac C++ projects building and debugging.
- Some other changes to C# setup to allow compilation. Debugging doesn't work.
Change 3539775 by Ben.Marsh
Plugins: Various fixes to settings for enabling plugins.
* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.
Change 3540788 by Ben.Marsh
UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
Example usage:
public class UnrealPakTarget : TargetRules
{
public UnrealPakTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "UnrealPak";
if(HostPlatform == UnrealTargetPlatform.Win64)
{
PreBuildSteps.Add("echo Before building:");
PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
PostBuildSteps.Add("echo After building!");
PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
}
}
}
Change 3541664 by Graeme.Thornton
VSCode - Add problemMatcher tag to cpp build targets
Change 3541732 by Graeme.Thornton
VSCode - Change UBT command line switch to "-vscode" for simplicity
Change 3541967 by Graeme.Thornton
VSCode - Fixes for Mac/Linux build steps
Change 3541968 by Ben.Marsh
CRP: Pass through the EnabledPlugins element in crash context XML files.
#jira UE-46912
Change 3542519 by Ben.Marsh
UBT: Add chain of references to error messages when configuring plugins.
Change 3542523 by Ben.Marsh
UBT: Add more useful error message when attempt to parse a JSON object fails.
Change 3542658 by Ben.Marsh
UBT: Include a chain of references when reporting errors instantiating modules.
Change 3543432 by Ben.Marsh
Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.
Change 3543436 by Ben.Marsh
UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.
Change 3543536 by Ben.Marsh
UBT: Downgrade message about redundant plugin references to a warning.
Change 3543871 by Gil.Gribb
UE4 - Fixed a critical crash bug with non-EDL loading from pak files.
Change 3543924 by Robert.Manuszewski
Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
+Small optimization to token stream generation code.
Change 3544469 by Jin.Zhang
Crashes page displays the list of plugins from the crash context #rb
Change 3544608 by Steve.Robb
Fix for nativized generated code.
#jira UE-47452
Change 3544612 by Ben.Marsh
Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().
#jira UE-47449
Change 3545954 by Gil.Gribb
Fixed a critical crash bug relating to a race condition in async package summary reading.
Change 3545968 by Ben.Marsh
UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.
#jira UE-47419
Change 3545976 by Ben.Marsh
EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.
Change 3546185 by Ben.Marsh
Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.
Change 3547084 by Gil.Gribb
Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.
Change 3547968 by Gil.Gribb
Fixed critical race which potentially could cause a crash in the pak precacher.
Change 3504722 by Ben.Marsh
BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.
For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:
ERROR: Unable to write to foo.txt
while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
at Engine\Build\InstalledEngineBuild.xml(91)
(see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
Change 3512255 by Ben.Marsh
Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.
Change 3512332 by Ben.Marsh
Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.
Change 3512393 by Ben.Marsh
Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().
Change 3513452 by Ben.Marsh
Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.
Change 3516262 by Ben.Marsh
Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.
* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).
Change 3517565 by Ben.Marsh
Remove fixed engine version numbers from OSS plugins.
Change 3518005 by Ben.Marsh
UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.
Change 3518054 by Ben.Marsh
UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.
Change 3524496 by Ben.Marsh
Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.
Change 3524641 by Ben.Marsh
Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.
Change 3528723 by Steve.Robb
MoveTemp now static asserts if passed a const reference or rvalue.
MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
Fixes to violations of these new rules.
Change 3528876 by Ben.Marsh
Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.
Change 3529073 by Ben.Marsh
Add script to package ShooterGame for any platforms.
Change 3531493 by Ben.Marsh
Update platform-specific plugins to declare the target platforms they support.
Change 3531611 by Ben.Marsh
UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.
Change 3531868 by Ben.Marsh
Resaving project descriptors to remove invalid fields.
Change 3531983 by Ben.Marsh
UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.
* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
* An error is output if any restricted folder names other than the output platform are in the staged output.
Change 3540315 by Ben.Marsh
UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.
Change 3542410 by Ben.Marsh
UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.
Change 3543018 by Ben.Marsh
UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.
Change 3544371 by Steve.Robb
Fixes to TSet_Add and TMap_Add BPs.
#jira UE-47441
[CL 3548391 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3121996 on 2016/09/12 by Ben.Marsh
Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).
* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
* Visual Studio source code accessor can talk to VS 2017 instances.
* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.
Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.
Change 3189363 on 2016/11/07 by Ben.Marsh
Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.
Change 3210598 on 2016/11/27 by Ben.Marsh
UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.
Change 3210601 on 2016/11/27 by Ben.Marsh
PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)
Change 3210602 on 2016/11/27 by Ben.Marsh
PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)
Change 3210605 on 2016/11/27 by Ben.Marsh
UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.
Change 3211656 on 2016/11/28 by Ben.Marsh
UBT: Move ModuleRules and TargetRules into their own file.
Change 3211797 on 2016/11/28 by Ben.Marsh
UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.
Change 3211833 on 2016/11/28 by Ben.Marsh
UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.
Change 3211859 on 2016/11/28 by Ben.Marsh
UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.
Change 3211942 on 2016/11/28 by Ben.Marsh
UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.
Change 3215333 on 2016/11/30 by Ben.Marsh
UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.
Change 3215482 on 2016/11/30 by Ben.Marsh
UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.
Change 3215743 on 2016/11/30 by Ben.Marsh
UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.
Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.
Change 3215778 on 2016/11/30 by Ben.Marsh
UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.
Change 3217681 on 2016/12/01 by Ben.Marsh
UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.
Change 3217723 on 2016/12/01 by Ben.Marsh
UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.
Change 3217930 on 2016/12/01 by Ben.Marsh
UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.
Change 3218762 on 2016/12/02 by Ben.Marsh
Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.
Change 3219161 on 2016/12/02 by Ben.Marsh
Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.
Change 3219197 on 2016/12/02 by Ben.Marsh
Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.
Change 3219209 on 2016/12/02 by Ben.Marsh
Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.
Change 3219610 on 2016/12/02 by Ben.Marsh
Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.
Change 3219731 on 2016/12/02 by Ben.Marsh
UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.
Change 3220796 on 2016/12/04 by Ben.Marsh
Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.
Change 3220825 on 2016/12/04 by Ben.Marsh
UBT: Change all executors to derive from a common base class (ActionExecutor).
Change 3220834 on 2016/12/04 by Ben.Marsh
UBT: Remove the global CommandLineContains() function.
Change 3222706 on 2016/12/05 by Ben.Marsh
Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.
Change 3222712 on 2016/12/05 by Ben.Marsh
Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat
Change 3223628 on 2016/12/06 by Ben.Marsh
Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe
Change 3223817 on 2016/12/06 by Ben.Marsh
Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.
Change 3224046 on 2016/12/06 by Ben.Marsh
Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.
Change 3224792 on 2016/12/07 by Ben.Marsh
UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.
Change 3225212 on 2016/12/07 by Ben.Marsh
UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.
Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.
The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.
Change 3226310 on 2016/12/07 by Ben.Marsh
PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)
Change 3228273 on 2016/12/08 by Ben.Marsh
Update copyright notices for QAGame.
Change 3229166 on 2016/12/09 by Ben.Marsh
UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.
Change 3230601 on 2016/12/12 by Ben.Marsh
Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.
Change 3230737 on 2016/12/12 by Ben.Marsh
UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.
Change 3230751 on 2016/12/12 by Ben.Marsh
UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.
Change 3230804 on 2016/12/12 by Ben.Marsh
UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.
Change 3230831 on 2016/12/12 by Ben.Marsh
UGS: Warn when trying to switch streams if files are checked out.
Change 3231281 on 2016/12/12 by Chad.Garyet
Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one
Change 3231496 on 2016/12/12 by Ben.Marsh
Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.
Change 3231979 on 2016/12/12 by Ben.Marsh
UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.
Change 3232619 on 2016/12/13 by Ben.Marsh
Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.
[CL 3232653 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3129636 on 2016/09/17 by Ben.Marsh
UBT: Add a "-nolink" option which allows compiling object files without linking them into an executable. Useful for non-unity builds, which take a very long time to link or fail on some platforms due to command lines being too long, PDB file having too many records, etc...
Change 3129825 on 2016/09/18 by Ben.Marsh
UBT: Don't force Linux to build in unity; it seems to build fine without.
Change 3129965 on 2016/09/19 by Matthew.Griffin
Duplicating CL#3129960 from Release-4.13
Exclude NetworkProfiler when building CS tools for Linux
Change 3130653 on 2016/09/19 by Ben.Marsh
UHT: Fix missing "Error:" prefix in output log, causing messages to be ignored for failure emails.
Change 3130662 on 2016/09/19 by Ben.Marsh
EC: Prevent UHT failures from being reported twice, and remove the need for special case to show UHT summary output.
Change 3131956 on 2016/09/20 by Matthew.Griffin
Addtional fixes for compiling Editor as a monolithic executable
Change so monolithic editor is output to Project Binaries directory
Removed duplicated ReturnContainerIndexFromChannelName function
Only check for out of date modules for non monolithic editor
Don't define GIsGameAgnosticExe or PER_MODULE_BOILERPLATE for monolithic editor, done elsewhere
Correct IMPLEMENT_MODULE for QuadricMeshReduction and AudioCapture modules
Change 3132112 on 2016/09/20 by Ben.Marsh
Docs: Remove reference to UBT environment variables from configuration docs.
Change 3132815 on 2016/09/20 by Ben.Marsh
AutomationTool: Delete GUBP. Everything now uses BuildGraph!
Change 3132871 on 2016/09/20 by Ben.Marsh
UBT: Remove GUBP callbacks from TargetRules instances.
Change 3132987 on 2016/09/20 by Ben.Marsh
Allow public distribution of the compiled SimplygonMeshUtilities binaries.
Change 3133974 on 2016/09/21 by Ben.Marsh
Allow public distribution of the SimplygonSwarm module. Requires a separate Simplygon DLL (still in a NotForLicensees folder) to function correctly.
Change 3137228 on 2016/09/22 by Ben.Marsh
UAT: Merging fix to parallel executor on Linux from 4.13 branch.
Change 3139783 on 2016/09/26 by Matthew.Griffin
Fixed Xbox support for Installed Builds
Corrected typo in Xbox+PS4 filter creation and added XboxOnePackageNameUtil.exe
Added Xbox versions of ThirdParty libs that hadn't been specified until now
Change 3141721 on 2016/09/27 by Ben.Marsh
Remove declaration of circular references between FbxAutomationTestBuilder and LevelEditor; causes LevelEditor to be built differently if plugin is enabled, which results in shared build products being invalidated by switching between games.
Change 3141789 on 2016/09/27 by Ben.Marsh
UBT: Retain the ".suppressed" part of output file names when building import libraries for circularly referenced modules.
Change 3141805 on 2016/09/27 by Ben.Marsh
UBT: Allow reusing build ids in version manifests as long as we aren't modifying any engine binaries (building more or fewer is permitted), and merge manifests together if possible. Allows building the entire solution through Visual Studio, when some projects may build more modules than another.
Change 3141980 on 2016/09/27 by Ben.Marsh
EC: Include a "Steps to Reproduce" section in failure emails, which gives the command line to run to execute the step.
Change 3143996 on 2016/09/28 by Ben.Marsh
BuildGraph: Fix exported job steps having dependencies on nodes behind triggers, causing jobs to never terminate.
Change 3144696 on 2016/09/29 by Matthew.Griffin
Adding -NoSharedPCH to NonUnity build steps and split them into separate nodes for UE4Editor and UE4Game
Fixed redefinition of __WINDOWS_DS__
Change 3144931 on 2016/09/29 by Ben.Marsh
Core: Changes to search paths for DLL loading.
* The default binaries directory is now added to the list of search paths. Normally LoadLibrary finds these without needing to preload them, but plugins can change the global search paths by calling SetDefaultDllDirectories().
* Only the top entry of the DLL directory stack is searched. There is typically only one directory here anyway, but the intent is more consistent with the operation of SetDllDirectory().
* Resolved import paths are converted to absolute, so the resulting calls to LoadLibrary will not be influenced by calls to SetDefaultDllDirectories() changing the base directory.
* Search paths aren't de-duplicated any more. They don't overlap in practice, and it's not expensive even if they do.
Change 3144932 on 2016/09/29 by Ben.Marsh
Vulkan: Only add vulkan-1.dll as a delay load dependency from the VulkanRHI module, otherwise it can be added to the linker command-line 20 or more times.
Change 3145011 on 2016/09/29 by Ben.Marsh
Core: Include the compatible changelist in version manifests, so local builds after syncing with UGS will have the correct compatible changelist numbers post-hotfix.
[CL 3146509 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski
Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4
This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.
Change 2828384 on 2016/01/14 by Mieszko.Zielinski
Back out of visual log refactor done as part of CL#2821607 #UE4
Change 2965743 on 2016/05/04 by Tom.Looman
Added check to PostActorConstruction to avoid BeginPlay call on pendingkill actor. UE-27528 #rb MarcA
Change 2965744 on 2016/05/04 by Marc.Audy
VS2015 Shadow Variable fixes
Change 2965813 on 2016/05/04 by Tom.Looman
Moved UninitializeComponents outside (bActorInitialized) to always uninit components when actors gets destroyed early.
UE-27529 #rb MarcA
Change 2966564 on 2016/05/04 by Marc.Audy
VS2015 shadow variable fixes
Change 2967244 on 2016/05/05 by Jon.Nabozny
Remove UPROPERTY from members that don't require serialization and aren't user editable.
#JIRA UE-30155
Change 2967377 on 2016/05/05 by Lukasz.Furman
fixed processing of AIMessages when new message appears during notify loop
#ue4
Change 2967437 on 2016/05/05 by Marc.Audy
Add a static One to TBigInt
Remove numerous local statics and TEncryptionInt specific version in KeyGenerator.cpp
Part of fixing shadow variables for VS2015
Change 2967465 on 2016/05/05 by Marc.Audy
Fix VS2015 shadow variables fixes
Change 2967552 on 2016/05/05 by Marc.Audy
Fix compile error in DocumentationCode
Change 2967556 on 2016/05/05 by Marc.Audy
Enable shadow variable warnings in 2015
Change 2967836 on 2016/05/05 by Marc.Audy
Another DocumentationCode project fix
Change 2967941 on 2016/05/05 by Marc.Audy
Make bShowHUD not config
Expose HUD properties to blueprints
Cleanup stale entries in BaseGame.ini
Deprecate unnecessary colors in AHUD in favor of using FColor statics
#jira UE-30045
Change 2969008 on 2016/05/06 by Marc.Audy
VS2015 Shadow Variable fixes found by CIS
Change 2969315 on 2016/05/06 by John.Abercrombie
Duplicating CL 2969279 from //Fortnite/Main/
Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused
--------
Integrated using branch //Fortnite/Main/_to_//UE4/Dev-Framework of change#2969279 by John.Abercrombie on 2016/05/06 14:21:40.
Change 2969611 on 2016/05/06 by Marc.Audy
Default bShowHUD to true
Change 2971041 on 2016/05/09 by Marc.Audy
Add Get/Set Actor/Component TickInterval functions and expose to blueprints
Change 2971072 on 2016/05/09 by Marc.Audy
Fix VS2015 shadow variables warnings
Change 2971629 on 2016/05/09 by Marc.Audy
PR#1981 (contributed by EverNewJoy)
CheatManager is blueprintable (though very basic exposure at this time) and can be set from PlayerController
DebugCameraController is now visible and can be subclassed and specified via CheatManager blueprint
#jira UE-25901
Change 2971632 on 2016/05/09 by Marc.Audy
Missed file from CL# 2971629
[CL 2972828 by Marc Audy in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2828332 on 2016/01/14 by Matthew.Griffin
Ensure that warnings from Dynamic Compilation of build.cs files are propagated up to user when compiling in Visual Studio etc.
Change 2828335 on 2016/01/14 by Matthew.Griffin
Renaming AddThirdParty... functions to AddEngineThirdParty... so it's clear we're talking about third party libraries within the engine directory. This removes another couple of RunningRocket checks and uses the IsMonolithic property now.
Change 2831365 on 2016/01/16 by Ben.Marsh
Add a UAT command to remove any temp storage directories older than a specified length of time, and disable the GUBP node to do so when running with -NewEC. Better to set this up as a separate scheduled task for each temp storage folder we have, rather than run it as part of GUBP builds above a certain size.
Change 2832166 on 2016/01/18 by Ben.Marsh
Make INI file parsing much more tolerant to errors, because it prevents the build system from starting up. Now outputs warnings rather than throwing exceptions.
Change 2835725 on 2016/01/20 by Matthew.Griffin
Removed more uses of RunningRocket functions
Switch Linux staging check to see if required files exist until switched to using receipts
Always stage CrashReporter for Linux
Mac and Linux will not use Compile Lean And Mean when generating project files
Allow normal DynamicCompilation check to occur in binary builds
Allow XMPP dependency on WebRTC now that it's publically distributed
Change 2835864 on 2016/01/20 by Matthew.Griffin
Made sure -rocket is passed when generating project files as this has to work from UnrealVersionSelector with every version of the Engine we've released.
Also tidied up some arguments that are set in UVS and never used.
Change 2839932 on 2016/01/22 by Matthew.Griffin
Removed last uses of RunningRocket from UnrealBuildTool
Changed Mac Build.sh so that it doesn't try to build UBT so that it can be used in installed builds the same way as windows.
Combined code doing very similar things for single games and rocket projects.
Removed check on whether to add client and server targets in Rocket as we don't distribute the .target.cs files.
Removed RunningRocket function and the code checking for -rocket on the command line
Change 2846971 on 2016/01/28 by Matthew.Griffin
Replaced RunningRocket with IsEngineInstalled for all Engine programs that won't need to be built.
Change 2853879 on 2016/02/03 by Matthew.Griffin
Added UnrealLightmass to list of programs to build when Build Solution is used and Editor configuration is selected
#jira UE-25666
#lockdown Nick.Penwarden
[CL 2854567 by Ben Marsh in Main branch]
#UE4 Reducing dependencies on Version.h
#platformnotify Josh.Adams
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2585810 by Bob.Tellez on 2015/06/12 11:30:33.
[CL 2585846 by Bob Tellez in Main branch]