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33 Commits
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a7c9001a94 |
Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb #rnx [CL 14075271 by Marc Audy in ue5-main branch] |
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627baf970a |
Updating copyright for Engine Editor.
#rnx #rb none #ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904 #ROBOMERGE-BOT: (v613-10869866) [CL 10870586 by ryan durand in Main branch] |
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7598af0532 |
Update copyright notices to 2019.
#rb none #lockdown Nick.Penwarden [CL 4662404 by Ben Marsh in Main branch] |
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13d012685f |
Merging copyright update from 4.19 branch.
#rb none #rnx #jira [CL 3818977 by Ben Marsh in Staging-4.19 branch] |
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cfc9f4775f |
Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3805092)
#lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3623004 by Ben.Marsh Fix RemoteExecutor not taking the remote machine specs into account. Change 3623172 by Ben.Marsh UGS: Fix "More Info..." button not using P4 server override. Change 3628820 by Ben.Marsh PR #3979: Get working directory from task element, not tool node (Contributed by nullbus) Change 3630424 by Graeme.Thornton Make the AES key parameter const in FAES::EncryptData() Change 3632786 by Steve.Robb FString constructor fixed to not take an ignored void* parameter, which can be misleading. Change 3639534 by Ben.Marsh Remove old P4.NET library. Doesn't seem to be used by anything. Change 3640536 by Steve.Robb GitHub #4007 : Delete unnecessary specialization of MakeArrayView #jira UE-49617 Change 3641155 by Gil.Gribb UE4 - Speculative fix for problem with summary reading in FAsyncArchive2. Change 3643932 by Ben.Marsh Add an example build script for updating the version number, then compiling and staging the editor and tools to an output directory. Optionally submits at the end (requires -Submit argument). Change 3644825 by Ben.Marsh Use VSWHERE to find the location of MsBuild.exe, if available. https://github.com/EpicGames/UnrealEngine/pull/3879#issuecomment-329688645 Change 3647395 by Ben.Marsh Allow compiling of monolithic binaries from BuildEditorAndTools.xml, using the -set:GameTarget=FooGame -set:TargetPlatforms=Win32;Win64 options. Change 3650300 by Ben.Marsh UAT: Remove code that deletes cooked data on a failed cook. The engine should write packages out transactionally now (by writing to a temporary file and moving into place), and deleting the cooked data just prevents post-mortem analysis. Change 3650856 by Robert.Manuszewski Adding checks to prevent FlushAsyncLoading and LoadObject/LoadPackage from being called from any threads other than the game thread Change 3651022 by Gil.Gribb UE4 - Possible fix for mysterious ensure indicating problematic recursion in the pak precacher. Change 3658331 by Steve.Robb Fix for the parsing of large integer values. Change 3661958 by Gil.Gribb UE4 - Fixed rare hang in task graph. Change 3664021 by Robert.Manuszewski Fix for a potential GC crash caused by stale pointer in AnimInstanceProxy See https://udn.unrealengine.com/questions/392432/gc-issue-uaniminstancemontageinstances-empty-but-u.html Change 3664254 by Steve.Robb Use ANSI allocator when thread sanitizer is enabled. This allows the generation of more accurate and meaningful reports. Change 3664436 by Steve.Robb Use TUniquePtr instead of a thread-unsafe TSharedPtr to move data between threads. Change 3666461 by Graeme.Thornton Improvements to signing/encryption key embedding and runtime access - Changed method of embedding key into the executable to make it more secure - Added FAESKey class to wrap a 32 byte key Change 3666462 by Graeme.Thornton Cut ShooterGame AES key down to 32 characters Change 3677560 by Ben.Marsh PR #4074: UBT: Add include and library-related fields to module JSON output (Contributed by adamrehn) Change 3683534 by Steve.Robb Refactoring of enum/struct lookup during hot reload. Change 3683754 by Steve.Robb Alignment fixes to allow int64 on 32-bit platforms Support for integral types in IsAligned. Static asserts so that alignment functions will no longer be called with non-intergal, non-pointer types. Some fixes to existing code. Change 3686670 by Steve.Robb Fix for thread-unsafe modification of static array in FString::ParseIntoArrayWS. Change 3687540 by Ben.Marsh Fix all UBT/UAT output going to stderr rather than stdout. Change 3688931 by Gil.Gribb UE4 - Critical fix for a rare race condition in the pak file async IO layer. Change 3690000 by Graeme.Thornton Manual copy of 4.18 CL 3687869 Make UBT include the destination INI file for a given hierarchy if it exists Renamed VSCode enum value to VisualStudioCode, so it matches the source accessor plugin name Change 3690030 by Graeme.Thornton VSCode fixes - Source Code Accessor plugin changes. Add new interface method to open a solution at a given path - GameProjectUtils now uses the source navigation API to open solutions rather than hardcoding which solution file types to look for - Various fixes for vscode project file generation #jira UE-50554 Change 3690885 by Steve.Robb Atomic reads in FReferenceControllerOps<ESPMode::ThreadSafe>. Change 3691052 by Steve.Robb Free stats thread on shutdown. Change 3695138 by Steve.Robb AsConst helper function added. Change 3696627 by James.Hopkin Changed player controller iterator typedefs to use TWeakObjectPtr rather than the deprecated TAutoWeakObjectPtr (review-3606695) Change 3697099 by Steve.Robb GitHub #4105 : Removed redundant class access modifier Change 3697154 by Steve.Robb Removal of deprecated functions in delegates. Mutable lambdas to can now be bound to delegates. Change 3697180 by Steve.Robb GitHub #4115 : Incorrect CPPMacroType used for USoftClassProperty Change 3697239 by Steve.Robb Allow TArray::Insert to take an array with any allocator type. Change 3697269 by Steve.Robb RelocateConstructItems instead of MoveConstructItems. Change 3697558 by Steve.Robb New _GetRef functions for TArray, which return a reference to the newly-added element. Unit tests for these functions. Change |
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20bf0eb6a1 |
Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none #lockdown Nick.Penwarden [CL 3226823 by Ben Marsh in Main branch] |
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4ba423868f |
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#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] |
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700ecf1604 |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3108373)
#lockdown Nick.Penwarden #rb None ========================== MAJOR FEATURES + CHANGES ========================== Change 3090652 on 2016/08/16 by James.Golding UE-33627 When slicing procmesh collision shapes, ensure at least 4 verts in resulting geometry UE-33301 Fix normals on cap sections when slicing proc mesh Change 3093719 on 2016/08/18 by Marc.Audy Remove unused bIsAudible Change 3094646 on 2016/08/19 by Marc.Audy DumpActiveSounds console command to help debugging audio Change 3094667 on 2016/08/19 by Marc.Audy Remove inadvertently checked in lines Change 3094877 on 2016/08/19 by James.Golding Improve warning when creating constraint between different scenes to report components being connected Change 3094881 on 2016/08/19 by James.Golding PR #2609: Fix TimeSecondsToString format so it matches comment #jira UE-33404 Change 3094883 on 2016/08/19 by James.Golding PR #2651: Add GetBoneMass and GetSkeletalCenterOfMass functions for skeletal meshes. #jira UE-33978 Change 3094888 on 2016/08/19 by James.Golding PR #2629 : Fix typo in ESuggestProjVelocityTraceOption::OnlyTraceWhileAsceding to OnlyTraceWhileAscending #jira UE-33789 PR #2580: Fix typo in comment for DeprojectScreenToWorld #jira UE-32898 Change 3094891 on 2016/08/19 by Marc.Audy Allow focusing of Actors with 0 size bounds. #jira UE-34892 Change 3094892 on 2016/08/19 by Marc.Audy Put null bounds of an empty text render component at the correct location. #jira UE-34892 Change 3094893 on 2016/08/19 by Aaron.McLeran UE-34951 - Zero-volume vorbis decoded sounds are too expensive -Adding an audio settings parameter to disable zero-volume playback globally -Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume Change 3094895 on 2016/08/19 by James.Golding Added several new features for collision component - 'Attach End' option - Collision support (inc friction) - Stiffness option - External forces - GetCableParticleLocations function Removed need for CableUpDir setting Added perf stats for cable sim #jira UE-33398 Change 3094980 on 2016/08/19 by Marc.Audy Fix compile error Change 3095035 on 2016/08/19 by Lukasz.Furman increased layer limit for navmesh generation #jira UE-33560 Change 3095036 on 2016/08/19 by Lukasz.Furman fixed navmesh generation getting stuck in infite loop during contour trace step #jira UE-32847 Change 3095148 on 2016/08/19 by Marc.Audy Adjust UT to correct spelling from CL# 3094888 Change 3095228 on 2016/08/19 by Marc.Audy PR #2389 - Expanded exposure of cheat manager (Contributed by EverNewJoy) #jira UE-30548 Change 3095305 on 2016/08/19 by Marc.Audy PR #2692: Set mouse position : PlayerController (Contributed by Vawx) #jira UE-34602 Change 3096570 on 2016/08/22 by Ori.Cohen Move bodies label in PhAT viewport to be easier to read. Change 3096742 on 2016/08/22 by Ori.Cohen Fix constraints being improperly edited (To Hinge, To Prismatic, etc...) when an active constraint profile is selected. Fix undo redo not working with constraint profile instances. #JIRA UE-34305, UE-34495 Change 3096883 on 2016/08/22 by Lukasz.Furman fixed landscape's geometry export for navigation: sliced version and mirroring for holes Change 3096941 on 2016/08/22 by Ori.Cohen Fix phat incorrectly simulating using the wrong physics asset. (was missing virtual) #JIRA UE-34559 Change 3098107 on 2016/08/23 by Ori.Cohen Move skeletal mesh component physics updating into EndPhysics so that other components can use it safely in PostPhysics #JIRA UE-29459 Change 3098365 on 2016/08/23 by Lina.Halper Make sure to search guid before searching by name. - Was waiting for change from main to come through before making this change. #jira: related UE-33772, UE-33454 Change 3098468 on 2016/08/23 by Ori.Cohen Fix CIS. Was going to make registration functions for cloth private, but I guess some games are relying on this directly. #JIRA UE-35118 Change 3098668 on 2016/08/23 by Ori.Cohen Expose the ability to separate reverse and brake given from PR#1418 #JIRA UE-1418 Change 3099270 on 2016/08/24 by Ori.Cohen Remove WheeledVehicle and related headers from Engine.h Change 3099358 on 2016/08/24 by Ori.Cohen Fix non-unity build for removing wheeledvehicle out of engine.h Change 3099434 on 2016/08/24 by Ori.Cohen Fix vehicle suspension force offset to work from the spring location (in the z-axis) instead of the vehicle COM. Change 3099534 on 2016/08/24 by Ori.Cohen Update vehicle template to use the new suspension mode. #JIRA UE-35157 Change 3100097 on 2016/08/24 by Lina.Halper Morphtarget viewer support PR #2327: Morph target viewer (Contributed by tmiv) #code review: Martin.Wilson #jira: UE-29998 Change 3101285 on 2016/08/25 by Jon.Nabozny Adds a simple test case for the FSkeletalMeshMerge tool to QA game. #JIRA UE-29279 Change 3101356 on 2016/08/25 by Jon.Nabozny Fix invalid bound calculation in CalculateLodCount. #jira UE-35105 Change 3101981 on 2016/08/25 by Mieszko.Zielinski Fixed BTDecorator_CompareBBEntries not working as expected if first value pulled from BB is '<' then the other #UE4 It's an alternative fix to the one suggested as PR#2736 #jira UE-35196 Change 3103399 on 2016/08/26 by Ori.Cohen Added SimpleWheeledVehicleMovementComponent which allows for n wheels with no motor simulation. Exposed WheeledVehicleMovementComponent4W so that it can be added to any blueprint. Change 3103414 on 2016/08/26 by Mieszko.Zielinski fixed UBTDecorator_CompareBBEntries::CalculateRawConditionValue condition calue calculation #UE4 Change 3104345 on 2016/08/29 by Ori.Cohen Fix typo (reverseAsBrake instead of reverseAsBreak) Change 3104412 on 2016/08/29 by Ori.Cohen Fix crash when using Don't Create Shape for vehicle wheel #JIRA UE-35249 Change 3104423 on 2016/08/29 by Ori.Cohen Expose SimpleWheeledVehicleMovementComponent torque and brake Change 3104798 on 2016/08/29 by Mieszko.Zielinski Even better phrasing of the condition in UBTDecorator_CompareBBEntries::CalculateRawConditionValue #UE4 Change 3105781 on 2016/08/30 by Lukasz.Furman added log warnings when opening AIGraphs (behavior tree, EQS query) with missing node instance classes #jira UE-34981 #2721 Change 3106161 on 2016/08/30 by Richard.Hinckley Fixing a comment that's being pulled into documentation inappropriately. Change 3106394 on 2016/08/30 by Marc.Audy Don't crash trying to browse to the CAC actor template Change 3106638 on 2016/08/30 by Jon.Nabozny Fixed UK2Node_GetInputAxisValue using default bOverrideParent value on the created binding, causing previous bindings to be squashed. #jira UE-34812 Change 3106788 on 2016/08/30 by Jon.Nabozny Fix CIS warning resulting from 3106638 Change 3106946 on 2016/08/30 by Aaron.McLeran #jira UE-35141 Audio no longer plays once window loses focus Fix is to not include application volume changes (tabbing or application volume) when evaluating sound waves for inclusion in wave instance list, etc. Only use the "actual" volume when setting the volume on playing sound sources. #tests tab out of game when running, audio returns to normal like it should (including 1-shot sounds) Change 3106980 on 2016/08/30 by Lina.Halper #Fix transform of poseablemeshcomponent not applying child transform and when set transform by bone name in editor #code review: Benn.Gallahger rushing this for Ryan Change 3108285 on 2016/08/31 by Lukasz.Furman removed deprecated nodes from troll and werewolf behavior trees (both unused) #jira UE-35371 [CL 3108419 by Marc Audy in Main branch] |
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bb70b349ce |
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden [CL 2819020 by Matthew Griffin in Main branch] |
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91061b9d85 |
Fixed uses of FindFunctionByName that did not use GET_FUNCTION_NAME_CHECKED.
#jira UE-13949 - Fix various uses of FindFunction that use string literals instead of GET_FUNCTION_NAME_CHECKED [CL 2578531 by Michael Schoell in Main branch] |
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abb8124662 |
Keywords metadata is now localized.
Blueprint node searching now leverages localized keyword metadata for searching, so searches can now be done in the current langauge and English to find the same nodes. #jira UE-12049 - Using translated editor, Blueprint node search returns differ for English search terms compared to search terms in the current language #codereview justin.sargent [CL 2517785 by Michael Schoell in Main branch] |
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75200e5a0d |
Cached node titles can now be forced to refresh without iteration over every node.
This will occur with every structural modification to any BP, node titles refresh only when visible. [CL 2499923 by Michael Schoell in Main branch] |
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f2bda7c975 |
Fix shadowed variables
[CL 2468158 by Marc Audy in Main branch] |
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37feb6899d |
Add 'Get' as keyword for get input axis value blueprint nodes
[CL 2383385 by Marc Audy in Main branch] |
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149375b14b |
Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch] |
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b37c1ef50f |
When adding/removing/renaming action or axis mappings in the input properties, the Blueprint database will refresh required actions.
Added an Editor Delegate to handle callback into the BlueprintActionDatabase when Action and Axis mappings are changed. #jira UE-4388 - REGRESSION: Newly added Action Axis events cannot be placed in Blueprint [CL 2342301 by Michael Schoell in Main branch] |
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7c41927cf4 |
Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer. UECORE-7 [CL 2328384 by Jaroslaw Palczynski in Main branch] |
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b7fff8eb54 |
(WIP) Fixing it so input nodes can be favorited in the new menu system (setting it up so that nodes can provide their own node signature; so we don't have to create a spawner for every kind).
[CL 2301619 by Mike Beach in Main branch] |
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b9e9535fdc |
Added a new MenuTitle option for nodes to reduce issues with using ListView in a variety of circumstances. Fixes issues with some nodes being displayed by their palette action name in other menu lists.
[CL 2299888 by Michael Schoell in Main branch] |
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27b65e9cab |
Keeping nodes from spawning unessecery menu actions (was causing a big memory spike for the new menu system).
[CL 2292953 by Mike Beach in Main branch] |
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a3de7b243d |
Optimizing the new BP menu system. Caching menu categories where we can.
[CL 2284723 by Mike Beach in Main branch] |
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42a36b542a |
Caching tooltips that use FText::Format() (optimizing for the new BP menu system).
[CL 2283623 by Mike Beach in Main branch] |
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1b87f7d3ee |
Deprecating EdGraphNode's GetTooltip() (in exchange for one that returns FText over FString).
[CL 2283396 by Mike Beach in Main branch] |
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1dfbb2d829 |
Optimizing BP node titles (caching any that use FText::Format(), which is slow).
[CL 2282225 by Mike Beach in Main branch] |
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1cfc231519 |
Handling enum/struct assets (so that the can be added into the blueprint menu database as they're created/updated).
Lots o' files!(changing UK2Node's GetMenuActions() function signature). [CL 2269082 by Mike Beach in Main branch] |