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636abcceeea416da4706765c94de29eab88e42fe
88 Commits
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0e53056bc6 |
Clang now optimizes away this==nullptr. Calls to IsChildOf from a null UObject pointer will cause undefined behavior. This is a retroactive attempt to pad potentially dangerous calls to IsChildOf with a null check in the following directories:
- Plugins/BlueprintContext - Editor/GlueprintGraph - Editor/GraphEditor - Editor/Kismet - Editor/KismetCompiler - Editor/UnrealEd/Private/Kismet2 note: if you're seeing this CL in the perforce history because you're trying to figure out why there's a null check that doesn't make sense, This is why. The goal of this CL is to preserve the behavior before IsChildOf changed rather than analyze whether that behavior makes sense. Use your best judgement #rb marc.audy #preflight 6299023a6438e3c731307a69 [CL 20474984 by jordan hoffmann in ue5-main branch] |
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6248f8d412 |
Replacing legacy EditorStyle calls with AppStyle
#preflight 6272a74d2f6d177be3c6fdda #rb Matt.Kuhlenschmidt #ROBOMERGE-OWNER: Lauren.Barnes #ROBOMERGE-AUTHOR: lauren.barnes #ROBOMERGE-SOURCE: CL 20057269 via CL 20070159 via CL 20072035 via CL 20072203 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v943-19904690) #ROBOMERGE-CONFLICT from-shelf [CL 20105363 by Lauren Barnes in ue5-main branch] |
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d6a0168c56 |
Favor instance data over sparse data when resolving BP pins to properties
#preflight 6210063353204823ae89dcb1 #rb Fred.Kimberley #rnx #ROBOMERGE-AUTHOR: jamie.dale #ROBOMERGE-SOURCE: CL 19057231 via CL 19057259 via CL 19057314 via CL 19057347 via CL 19059615 #ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v918-19018356) [CL 19066310 by jamie dale in ue5-main branch] |
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4b72e06fd5 |
Disable code navigation when C++ is not allowed in the editor
#rb Rex.Hill #preflight 6202c1f2e85c7a08bbf3987b #ROBOMERGE-OWNER: dave.belanger #ROBOMERGE-AUTHOR: dave.belanger #ROBOMERGE-SOURCE: CL 18918552 via CL 18918618 via CL 18918624 via CL 18918631 via CL 18922663 via CL 18923570 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v916-18915374) [CL 18923679 by dave belanger in ue5-main branch] |
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9d8c9ae050 |
Fix crash when pasting local variable from parent blueprint into child event graph
#jira UE-116043 #rb phillip.kavan #preflight 61df303a9c1e5c90b6127974 #ROBOMERGE-AUTHOR: benjamin.fox #ROBOMERGE-SOURCE: CL 18588428 in //UE5/Release-5.0/... via CL 18588452 via CL 18588494 #ROBOMERGE-BOT: STARSHIP (Release-Engine-Test -> Main) (v899-18417669) [CL 18588505 by benjamin fox in ue5-main branch] |
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0c3be2b6ad |
Merge Release-Engine-Staging to Test @ CL# 18240298
[CL 18241953 by Marc Audy in ue5-release-engine-test branch] |
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a6e741e007 |
Merge from Release-Engine-Staging @ 17915896 to Release-Engine-Test
This represents UE4/Main @17911760, Release-5.0 @17915875 and Dev-PerfTest @17914035 [CL 17918595 by aurel cordonnier in ue5-release-engine-test branch] |
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27cd82d09a |
Allow pasted variable get nodes in function scope to look for parameters
#jira UE-114666 #rb phillip.kavan #ROBOMERGE-AUTHOR: benjamin.fox #ROBOMERGE-SOURCE: CL 17546012 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v870-17433530) [CL 17546017 by benjamin fox in ue5-release-engine-test branch] |
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cdc67d2532 |
Fix issue where a property get/set node fails to refresh after the reference class is re-instanced via Live Coding
#rb marc.audy #rnx #preflight 60c0a4eb1264df00015316a4 #ROBOMERGE-SOURCE: CL 16604100 in //UE5/Main/... #ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v828-16531559) [CL 16604170 by tim smith in ue5-release-engine-test branch] |
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e80ea6b959 |
Merge from Release-Engine-Staging @ 16444985
This represents UE4/Main @ 16445039 and Dev-PerfTest @ 16444526 [CL 16445122 by Marc Audy in ue5-release-engine-test branch] |
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bd61859350 |
#jira 112822
#rb johan.torp Removal of UE4 references in Archive.h [CL 16002350 by mark lintott in ue5-main branch] |
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bf80889353 |
UE5/Release-Engine-Staging to UE5/Main
This represents UE4/Main up to CL# 14958402 [CL 15028197 by Marc Audy in ue5-main branch] |
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9de60b4f90 |
Set the friendly display name on native variables to be the DisplayName metadata for K2 Variable Nodes
#jira UE-103069 #rb phillip.kavan #rnx [CL 14996791 by ben hoffman in ue5-main branch] |
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3b81cf8201 |
Merging using //UE5/Main_to_//UE5/Release-Engine-Staging @14384769
autoresolved files #rb none [CL 14384911 by Marcus Wassmer in ue5-main branch] |
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b7568cc694 |
Fix for UE-90683: You can no longer delete conflicting variables
Refactored FindField into FindUField and FindFProperty to avoid confusion caused by the fact that FindField<UField> will no longer return FProperties. #jira UE-90683 #rb Steve.Robb #tests Basic editor functionality test, cooked and ran PC client and server, bot soak tests for two hours #ROBOMERGE-OWNER: robert.manuszewski #ROBOMERGE-AUTHOR: robert.manuszewski #ROBOMERGE-SOURCE: CL 12190998 in //UE4/Release-4.25/... via CL 12190999 #ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v661-12148976) [CL 12191300 by robert manuszewski in 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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7b6f840f7f |
Copying //UE4/Dev-Core @ 10708550 to Dev-Main (//UE4/Dev-Main)
#rb none [CL 10708666 by Robert Manuszewski in Main branch] |
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ff831fa808 |
Merging using //UE4/Dev-Framework_to_//UE4/Release-4.24
Member references now store information about the class that owns the reference. Field and variable node spawners now optionally take the class that will own the nodes that they spawn. #jira UE-80887 #rb Michael.Noland #ROBOMERGE-SOURCE: CL 9949141 in //UE4/Release-4.24/... #ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v558-9892490) [CL 9949175 by fred kimberley in Main branch] |
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23619b8516 |
Added a sidecar data structure to hold data that is constant for all members of the same class. This data will now be stored per class instead of being stored per instance. This can result in substantial memory savings for classes that have many instances and constant data. Good candidates for identify this type of data are member variables that are marked as EditDefaultsOnly and BlueprintReadOnly.
#rb Michael.Noland #jira UE-80589 [CL 8899817 by Fred Kimberley in Dev-Framework branch] |
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07478faa82 |
More fixes/improvements to Blueprint graph node deprecation UI.
Change summary: - Added "(deprecated)" to the display bar UI at the top of user-defined Blueprint event and function graphs. - Added FEdGraphNodeDeprecationResponse along with EEdGraphNodeDeprecationType and EEdGraphNodeDeprecationMessageType enums. - Added UEdGraphNode::HasDeprecatedReference() to differentiate between IsDeprecated() (which now means the node itself is deprecated) vs. a reference to a deprecated class member (e.g. variable, function). - Deprecated UEdGraphNode::GetDeprecationMessage() and UEdGraphNode::ShouldWarnOnDeprecation() APIs in favor of UEdGraphNode::GetDeprecationResponse() (new). Node subclasses should override this when they need to override the message type (EEdGraphNodeDeprecationMessageType) and/or the message text based on the type of deprecation that's being reported by the node (EEdGraphNodeDeprecationType). - A default deprecation response is now constructed for both cases by UEdGraphNode. - Added a case for deprecation "notes" to FGraphCompilerContext::ValidateNode(). These are currently used to visually identify deprecated function entry nodes and event nodes in the Blueprint class in which they are deprecated, as these represent the definitions of those functions and not actual usage or call site (which we continue to warn about). - Modified various node subclasses in which it was necessary to convert over to using a GetDeprecationResponse() method override. #rb Dan.OConnor #jira UE-72938, UE-73322 [CL 6676710 by Phillip Kavan in Dev-Framework branch] |
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150c8d6e60 |
Fix various consistency issues with the editor UI response to deprecated member usage in a Blueprint class.
Change summary: - Added FBlueprintEditorUtils::GetDeprecatedMemberUsageNodeWarning() to format a consistent compiler warning message - Modified Variable, CallFunction and Delegate binding nodes to use the shared compiler warning message for deprecation. - Fixed an issue that caused the deprecation compiler warning message to appear twice on overridden event nodes. - Retained backwards-compatibility on Variable nodes for native references that only include 'DeprecationMessage' metadata (these were previously considered by the editor to be deprecated). - Modified FunctionEntry and Event nodes to display a deprecation compiler warning only in the override case. The warning will not appear on the original definition. This includes custom event nodes as well. - Updated the warning message in UK2Node_CreateDelegate::IsValid() for the !UEdGraphSchema_K2::FunctionCanBeUsedInDelegate() case (which also fails if the function has been marked as deprecated). #jira UE-72927, UE-74384 #rb Dan.OConnor [CL 6543083 by Phillip Kavan in Dev-Framework branch] |
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608734e30d |
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 4664414
#rb #rnx [CL 4666113 by Marc Audy in Dev-Framework branch] |
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f6f6f20a10 |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 4058146)
#lockdown Nick.Penwarden #rb ============================ MAJOR FEATURES & CHANGES ============================ Change 4007876 by Ben.Zeigler Add Inventory Level and Count, accessed as ItemData. Changed various places to read/write this, and switched Souls to be a proper inventory item instead of a variable on player controller The player starts with 0 souls, but I hooked up the + on the souls display to grant 50 Change the way the Store items are calculated in game instance, GetStoreItems now returns hard pointers so it only loads them once at startup Add option to reset save data to the options screen, replaced restore purchases as that makes less sense with the current design Change 4008251 by Mieszko.Zielinski PR #4668: UE-57857: Calling incorrect super function (Contributed by projectgheist) Also addresses #jira UE-57869 Change 4008530 by Ben.Zeigler Fix hang on startup when async loading component blueprints from game startup code. The component type registry will now load it's meshes on the next tick instead of on construction, as it caused a recursive load issue Change 4008694 by Ben.Zeigler Add bAllowEngineTick option to FLoadingScreenAttributes. If set, it will run the main engine tick while waiting for a manually disabled loading screen to finish displaying. This allows latent actions such as level streaming to complete before stopping the load movie This option is disabled by default because game-specific tick functions may be doing unsafe slate operations Change 4008698 by Ben.Zeigler Fix loading screen on map transfer to work properly. There are now options to have the screen be up until it is taken down, changed the game instance to use that This depends on engine tick working from the loading movie, a feature I just added Change 4008699 by Ben.Zeigler Add SaveGame flag to gameplay tags so they can be used for native save systems Change 4008941 by Ben.Zeigler Hook up Fireball using new functions that allow applying an effect container spec from a projectile Hook mana cost for player abilities, set to 10 but should be balanced and move to a curvetable. Cooldowns are next Rename some ability functions to make them shorter Change 4008943 by Dan.Oconnor Make sure we don't drop LOAD_DeferDependencyLoads when loading data via import text #jira UE-56478 Change 4010465 by Marc.Audy Make the setting of bWasActive in OnUnregister consistent with SetTemplate. Fixes cases where a deactivated particle system can restart when renaming the owning actor between levels. Change 4010508 by Marc.Audy PR #4660: UE-57775: IsEditorOnly components visible in details panel (Contributed by projectgheist) #jira UE-57775 Change 4010845 by Dan.Oconnor Avoid crashing trying to serialize a subobject that was create outside of a transaction #jira UE-57419 Change 4012148 by Phillip.Kavan PR #4552: Significantly optimized performance when refreshing the components tree in the Actor details panel. #jira UE-55988 Change 4012393 by mason.seay Test BP with 512 components Change 4015966 by mason.seay Updated BP to add split pin debugging Change 4016110 by Marc.Audy (4.19.2) PR #4678: Fix crash that occurs when the player controller's view target is in a sublevel instance that was unloaded (Contributed by hach-que) #jira UE-58009 Change 4016447 by Phillip.Kavan Allow Blueprints that implement a native C++ interface declaring one or more BlueprintNativeEvent methods to be nativized. Change summary: - UHT: Modified FNativeClassHeaderGenerator::ExportNativeFunctionHeader() to emit a PURE_VIRTUAL() expansion in place of "=0" for all BlueprintNativeEvent C++ implementations implicitly declared within a C++ interface class. #jira UE-52372 Change 4016463 by Phillip.Kavan CIS fix - back out changelist 4016447 (temp) Change 4017382 by Dan.Oconnor Prevent LOAD_DeferDependencyLoads from being dropped when we preload an object in another linker Change 4020602 by paulo.souza Lighting improvements and optmizations Change 4020638 by paulo.souza Icons and launch screens on mobile (Android and iOS) Change 4021340 by Ben.Zeigler Fix Map/Set add comments to be accurate, the return value was removed Change 4021392 by Ben.Zeigler #jira UE-58087 Fix data loss issue where maps with a Value type of asset/soft object were broken in the 4.18 upgrade. This fix will only apply to 4.19/4.20 because it rides on top of another 4.19 category fixup Change 4021480 by mason.seay Reorganized comments and nodes Change 4025794 by mason.seay Cleared all watches Change 4026141 by Mieszko.Zielinski Removed redundant NumExistingVerts variable/parameter from multiple places in RecastNavMeshGenerator.cpp #UE4 In rare cases where NumExistingVerts != 0 the code was actually crashing. Found by UDN user: https://udn.unrealengine.com/questions/429286/crash-with-dynamic-navmesh.html #jira none Change 4027427 by Dan.Oconnor Avoid crash when a subboject reference in the component instance data cache is cleared by a reference collector #jira UE-58115 Change 4027434 by Ben.Zeigler Clean up rest of ability headers, added struct initializers and UPROPERTY for several that were missing them Add a constructor for GameplayAbilitySpec that takes an ability class, which makes more sense than forcing the caller to extract a CDO Add explicit warning comment to GameplayAbilityTargetActor about it being not recommended Add macros to AttributeSet to declare accessors, a version of which is used by all of the Epic internal games Change 4028656 by Ben.Zeigler Added comments and cleaned up ActionRPG code, done with primary features Add DefaultSlottedAbilities to Character, I need to update the blueprints to use this Add inventory interface that is used instead of having character explicitly cast to player controller Change 4029079 by paulo.souza Fixes to camera rotation when using the AutoMode + UI changes Change 4030066 by Phillip.Kavan Message (interface) call nodes no longer display the skeleton class name in the node subtitle. Change summary: - Modified UK2Node_Message::GetNodeTitle() to replace outdated title string formatting with the super class implementation for non-menu title queries. #jira nojira Change 4031843 by Jim.Brown Action RPG Game full UI overhaul. Goals: - new layout and art - consolidate view to center of screen - make buttons appear more like interactible objects - update button placement for reach and usability - art pass for consistency of visual language (color, iconography, style) Still to do: - polish on some of the icons (temp art in several places) - audio pass - environment pass - scripting pass for comments/clarity (although everything looks pretty amazing from what I've seen so far, you guys rock) Change 4033889 by Fred.Kimberley Fixed some watches that were incorrectly displayed as not in scope. Blueprint pins on some nodes were incorrectly being displayed as not in scope because they were not directly under the active object being debugged. Change 4033921 by Fred.Kimberley Remove unnecessary cast and unused variable. Change 4034094 by Phillip.Kavan Moved the Blueprint bookmarks feature out from under the experimental settings flag. Change 4035553 by Marc.Audy Remove unneeded UFUNCTION declaration #jira UE-58030 Change 4035588 by Jim.Brown RPG Game: - Fixed a couple weapon icons (from temp art to more final version for review) - Created 1st pass audio for Guardian enemies (attack, death, roar, swing) - added reeeeeeeaally temp environmental audio (WIP) - Started on audio for Spider creature (not in engine yet) Change 4036698 by Phillip.Kavan When blueprint debugging during PIE, step over and out commands no longer cause the mouse pointer to jump back to the game viewport after each step. Change summary: - Modified FKismetDebugUtilities::IsSingleStepping() to include step out/over state checking. - Modified LeaveDebuggingMode() to skip the FocusPIEViewport() call when single-stepping. #jira UE-52853 Change 4038454 by Marc.Audy Remove unneeded validation code for old UC state system Reinstitute proper rejection of UFUNCTION on function in subclass of same name as a ufunction in a parent class. Change 4038487 by Jim.Brown RPG Game: - Icon work (still a couple placeholder, but almost done!) - Audio pass on Guardian creature - started audio on Spider creature (WIP) Change 4040374 by Phillip.Kavan When blueprint debugging during PIE, also keep the mouse pointer from jumping back to the game viewport after choosing to stop play. Change summary: - Modified LeaveDebuggingMode() to include a pending PIE session exit so that clicking Stop in the BP editor also doesn't cause the cursor to jump. - Modified FKismetDebugUtilities::IsSingleStepping() to avoid multiple calls to FKismetDebugUtilitiesData::Get() (per review). #jira UE-52853 Change 4040727 by Ben.Zeigler Ability blueprint fixes Refactored melee execution to use the item slots for both enemies and players, the goblin has his melee placed in weapon slot 0 Added cooldowns for skills and fixed it so melee/hit reacts would not interrupt skills and cause things like infinite slomo Added some comments Change 4040812 by Fred.Kimberley Fix errors and warnings in blueprint editor tests. This came from a UDN thread (https://udn.unrealengine.com/questions/411330/test-systempromotioneditorblueprinteditor-aka-fblu.html). Change 4041001 by Ben.Zeigler Hook up skill cooldown to ui, bump cooldown to 2 seconds Change 4041021 by Marc.Audy PR #4703: UE-46077: Remove warning log about removed class variable (Contributed by projectgheist) #jira UE-46077 #jira UE-58379 Change 4041038 by Fred.Kimberley Remove UFUNCTION macros in overridden functions to fix build errors. Change 4041671 by Fred.Kimberley Added calls to delegates when a periodic effect executes a final time as it is being removed. PR #4607: Added missing Call to Delegates (Contributed by Nachtmahr87) Change 4041792 by Dan.Oconnor Execution flow, blueprint call stack, and blueprint watchpoint viewer refactoring into a single Blueprint Debugger tab. Call stack viewer now indicates whether call stack is stale, watch point viewer layout now matches clal stack viewer #jira None Change 4041796 by Dan.Oconnor SubAnim instance nodes can now orphan pins as expected, the actual fix for this issue is 3997164 #jira UE-53734 Change 4041886 by Phillip.Kavan Editable Blueprint events now add 'const' to array type and reference parameter properties when compiled. Change summary: - Added UK2Node_EditablePinBase::ShouldUseConstRefParams() to replace explicit node type checks. - Removed redundant 'const' pin type flag assignment in FBlueprintGraphArgumentLayout::OnRefCheckStateChanged(). - Modified FBlueprintGraphArgumentLayout::PinInfoChanged() to apply 'const' to array and reference pin types for event nodes. - Moved pin type fixup code out of UK2Node_CustomEvent::Serialize() and into UK2Node_EditablePinBase::Serialize(). - Bumped object version so pin type fixup only needs to run for older assets when loaded in the editor. #jira UE-42333 Change 4042215 by Marc.Audy Copy fix for depth of field in to Dev-Framework #author Allan.Bentham Change 4042732 by Marc.Audy Put the default value for bEnableGestureRecognizer in to BaseInput.ini to make it easier to see there is an option that can be set #jira UE-53965 Change 4042796 by Ben.Zeigler #jira UE-57831 Fix it so references inside blueprint function local variables of struct or soft object types are correctly tracked and fixed up when assets are moved. This now works identically to how BP pin default values are handled Change 4042943 by Jim.Brown RPG Game: - replaced all existing audio - set up audio for all animations / matinee - will need some polish when real audio comes in, but placeholder is good reference. :) Change 4043287 by Ben.Zeigler #jira UE-57309 Fix it so drag dropping invalid classes does not set class property to none #jira UE-57224 Fix it so pasting is correctly validated for soft object properties Refactor property handle internals so all object path setting goes through SetValueFromFormattedString and move UseSelected to the property handle instead of the value internal Change 4043396 by Dan.Oconnor Fix crash when mousing over a variable that has been deleted and fix breakpoints on nodes in ForEachLoops being skipped #jira UE-58290 Change 4043708 by paulo.souza Enemy progression intial commit + cleanups Change 4045083 by Phillip.Kavan Don't allow new bookmarks to be added when the name field is empty. #jira UE-58220 Change 4045504 by Phillip.Kavan The search bar is now functional in the Blueprint Bookmarks view. #jira UE-58421 Change 4045516 by Phillip.Kavan Fix incorrect original name display when renaming a bookmark in the Blueprint graph view (popup). #jira UE-55596 Change 4046707 by Jim.Brown Action RPG Game Guardians: - Removed delay before grunts attack (so they don't just stand there anymore) - Replaced idle animation with idle animation (was a scream, which they did every time they were idle) HUD: - Fixed skill meter not animating properly - Added pulsing reminder around skill button when it's ready and hasn't been used Character: (WIP) - Fixed missing anim notify in Attack02 - Added missing notify (and sound) in a couple attacks - reduced forward movement component of first couple attacks in combo move Change 4046868 by Dan.Oconnor Reparent blueprints before replacing references when using the 'delete and replace references' tool #jira UE-57355 Change 4047012 by Jose.Gonzalez Action RPG Game: Added new sounds for the abilities, made tiny adjustments to two anims to compensate. Change 4047018 by Jose.Gonzalez Action RPG Game: Updated pitch and volume on player roll anim to compensate for new assets Change 4047089 by paulo.souza Action RPG Game: Spider boss now uses the Ability System for ranged attacks + Fixes to enemy animations and physics Change 4049741 by Jim.Brown Action RPG Game: - Set up Wave intro/outro screen - Added a some audio stingers (legal approved, no need to replace) - Content (music) file organization Change 4050235 by Jim.Brown Action RPG: - Set up blocking volumes throughout entire map - aligned all volumes on major grid lines - turned off collision on all exterior rock meshes - full rebuild (should improve perf, collision, and pathing) Change 4050440 by paulo.souza Action RPG Game: Fixes to Goblin death and hit animations + Nicer Melee and Skill functions Change 4050910 by paulo.souza Action RPG Game: Changed some collision volumes to ignore camera channel traces to not interfere with the character's camera Change 4050920 by paulo.souza Action RPG Game: Wave start and finish screen animation timing fix/polishing Change 4050921 by paulo.souza Action RPG Game: FIX - Enemies could not follow the player when in auto-play mode Change 4052161 by Jose.Gonzalez Added player character efforts. Adjusted soundcues for VO that plays during slow downs. Added anims to support different sounds for mana/health potions #jira UE-58598 Change 4052932 by Dan.Oconnor Add context menu so that we can restore blueprint debugger tabs that have been closed, moved Blueprint Debugger related code out of BlueprintEditorModule as it is now quite significant #jira UE-58605 Change 4053179 by Jim.Brown Action RPG Game: - New front end (background, logo, buttons, animations) - Updated HUD/UI with new art to match updated front end. Change 4053187 by Marc.Audy Add method to invoke dynamic force feedback effects from native code without misusing the latent action mechanism. Fix latent dynamic force feedback effects not updating their values when instructed to. #jira UE-55921 Change 4053423 by Jose.Gonzalez Added Guardian footsteps and concurrency rules for them. Added new spawn sound and variant for Guardian, with concurrency rules to keep them in check. Added sword swings, adjusted volume per anim. Added power up for Firewave. Added Player Character footsteps. Added whoosh for slo-mo meteors. #jira UE-58598 Change 4053769 by Phillip.Kavan Remove associated local bookmarks when Blueprint assets are deleted. Change summary: - Added a UBlueprint::BeginDestroy() override (WITH_EDITOR only). - Added FBlueprintEditorUtils::RemoveAllLocalBookmarks(). #jira UE-55606 Change 4053771 by Phillip.Kavan CIS fix (failed P4 resolve) Change 4053849 by Jose.Gonzalez Spider large steps added, adjusted all anims and added them in the anims they weren't in. Character collapse added. Began work on Intro audio (creature sounds and timing) #jira UE-58598 Change 4054042 by Jose.Gonzalez Added Health and Mana cues, they now have seperate anims per item. Added all Guardian VO, setup sequences and anims with matching audio. Hammer and Axe swings added. Level up cue added, adjusted anim. Guardian swings and impacts added #jira UE-58598 Change 4054375 by Marc.Audy Ensure only that instanced IsEditorOnly components are displayed in the IWCE window #jira UE-57954 Change 4054518 by Phillip.Kavan For now, ignore older bookmark nodes that don't have a corresponding map entry during BP asset deletion. #jira UE-58738 Change 4054777 by Ben.Zeigler #jira UE-58750 Fix setting actor references in details panel, we need to pass in null as the owner object as it there may be multiple owner objects and we don't know what they are yet, and passing in the owning class is wrong Change 4054796 by Fred.Kimberley Improved watch window. - shows watches from multiple blueprints. - better indication of instances being debugged vs watches that aren't currently valid Change 4055112 by Fred.Kimberley PR #4273: Expose AIController public properties to BP (Contributed by Allar) #jira UE-53007 Change 4055126 by Dan.Oconnor Fix shadow variable #jira UE-58763 Change 4055253 by paulo.souza Action RPG Game - Fixes: Player can die properly; Should not be able to buy Souls; Margins for the iPhoneX notch; Change 4055279 by Fred.Kimberley Added a helper function to make it easier to query containers for the presence of a single tag. PR #4620: FGameplayTagQuery match single tag shortcut (Contributed by Acren) #jira UE-57128 Change 4055511 by Ben.Zeigler Fix it so the Primary Asset load BP nodes can be safely called from a loop like path Async Load nodes. They now take WorldContextObjects, which should automatically convert Add UBlueprintAsyncActionBase::RegisterWithGameInstance, when called the action will not be garbage collected until the GameInstance goes away or it is unregistered Change 4055981 by Jose.Gonzalez Spider completed #jira UE-58598 Change 4056011 by Jim.Brown RPG Game: - Fixed textures that weren't power of 2 for mobile - Updated main menu screens with better lighting/resolution - lighting tweaks to main level - Gameplay balance tweaks (should be a bit more difficult now) - more enemies per wave - tighter distribution of enemy levels - Differentiated enemies: - Lvl 1 enemies are smaller w/ red effects - Lvl 2 enemies are same size with yellow effects - Lvl 3 enemies are larger with purplish effects - Added effects to lvl 3 enemy's weapon (torch) - Fixed color distrubution and transparency across buttons on the HUD - Fixed button text eating input from buttons - maybe some other stuff I forgot. :P Change 4056192 by Dan.Oconnor Fix failure to propagate LOAD_DeferDependencyLoads when loading via FindImportedObject or StaticLoadObjectInternal #jira None Change 4056224 by Fred.Kimberley Revert CL 4040812 for this file only. This change was not meant to be checked in. #jira UE-58785 Change 4056239 by Marc.Audy Components correctly display again. Sprite components of Instanced components do appear. Can't solve that for now. #jira UE-58747 Change 4056390 by Fred.Kimberley Call UGameUserSettings::SetToDefaults() after we've created the instance. This makes sure that classes that overrode this function will have the correct version called. #jira UE-56986 Change 4056397 by Fred.Kimberley Fix several minor issues with the watch window. - Switched to more user friendly names for the instances being debugged - Support copy and paste of multiple lines in the watch window - Deselect whatever was currently selected when we use the hyperlink to jump to the object being debugged. #jira UE-55707, UE-58273, UE-58703 Change 4056410 by Michael.Noland Core: Added FUNC_Const to FUNC_FuncInherit Change |
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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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b397e74709 |
Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3794640)
#lockdown Nick.Penwarden
#rb no.one
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MAJOR FEATURES & CHANGES
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Change 3543285 by Nick.Atamas
Merging using //UE4/Release-4.17/... -> //UE4/Dev-VR/... :
Fixed UEVR-852:
Adjusted Google Tango Plugins copyright to Copyright Google 2017.
Removed Apache 2.0 license.
Change 3767306 by Mike.Beach
Adopting a set of video capture fixes from Darren Pegg:
"Windows 7 : fix capture problems by reinitializing tracks, only active on windows < 8.0."
+ mirroring CL 3741444 ("Add windows 10 support to the application manifest"), which was needed for this
#jira UE-49870, UE-50217, UE-50227, UE-50224
Change 3767317 by Mike.Beach
[MR] Fixing up the mixed reality framework's async BP nodes (handling MediaPlayer assets set to not play-on-open - preventing a crash and keeping the stream playing), so they work with the changes to the WMF media player introduced in CL 3767306.
#jira UEVR-910
Change 3767484 by Mike.Beach
Correcting user facing messages/tooltips to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3767489 by Mike.Beach
Correcting source comment to use the proper trademarked "Gear VR" name (not "GearVR" without a space).
Change 3768155 by Ryan.Vance
#jira UE-52089
Fixing cardboard only rendering in one eye.
Change 3769011 by Douglas.Copeland
Removing Clipping Planes from TM-HMDNodes (Level and LevelBP. Feature removed). Rebuilding Map.
Change 3769195 by Douglas.Copeland
Removing AA PostProcessing Volumes in TM-VRSmoke. AA does not change via PP Volumes since 4.14
Change 3769256 by Douglas.Copeland
Removing TM-VRLandscapeFoliage Map. Never used in suite/bloat.
Change 3769453 by Douglas.Copeland
Resaving content to resolve engine content warning
Change 3771076 by Keli.Hlodversson
Add missing const to a ref parameter.
Change 3771141 by Keli.Hlodversson
Fix world locked stereo layer positions on SteamVR when there is a camera component representing the HMD.
#jira UE-52353
Change 3771602 by Mike.Beach
Replacing temp Rift controller models with official ones from Oculus.
#jira UEVR-830
Change 3774877 by Mike.Beach
Refining MR calibration (WIP)...
- New alignment process [WIP]
- More modular calibration steps (for easier refactoring)
- Stubbed in phase for lens calibration
- Centralized interface for debug (dev) settings
Change 3774880 by Mike.Beach
Adopted changes from Oculus (SI1.21); stubbing in functionality for:
- Lens matched shading
- Dynamic screen refresh rate switching
- Added BP API calls: GetGPUUtilization, GetTiledMultiresLevel , SetTiledMultiresLevel, GetDeviceName, GetAvailableDisplayFrequencies, GetCurrentDisplayFrequency, SetDisplayFrequency
Change 3774922 by Mike.Beach
Attempting CIS fix.
Change 3774972 by Mike.Beach
Making it so you can override the material on model components from the various XR systems (via MotionController component).
Change 3774974 by Mike.Beach
Missing assets from CL 3774877.
Change 3775128 by Nick.Atamas
Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)
Change 3776135 by Mike.Beach
MR [WIP] - Updating the calibration save process .
- Now save after each calibration step
- Stubbed in save data for lens distortion
- Track progress and load you to the first incomplete calibration step
Change 3777110 by Mike.Beach
[WIP] MR - Adding ability to easily mirror monitor screen.
Change 3777146 by Mike.Beach
Removing superflous ensure that some of us were hitting.
Change 3777417 by Mike.Beach
[WIP] MR - Fixing alignment adjustment controls to match mirrored monitor.
Change 3777436 by Nick.Atamas
Initial check in of AugmentedReality module and ARKit support for it.
Also adding QAARApp to test the use of these systems.
Change 3778009 by Nick.Atamas
Missing file
Change 3778067 by Nick.Atamas
Fixing CIS
Change 3778155 by Nick.Atamas
Spot merging CL 3777463 //UE4/Partner-Google-VR to //UE4/Dev-VR
Change 3778209 by Nick.Atamas
More CIS fixing.
Change 3778821 by Mike.Beach
[WIP] MR - Moving the alignment point system to pull from an easily modifiable DataTable (so we can change easily).
Change 3779431 by Joe.Graf
Merging using //UE4/Dev-Editor/_to_//UE4/Dev-VR/
Change 3780822 by Keli.Hlodversson
Adding OpenCV binaries plus build script to automatically fetch and rebuild it
#jira UE-52725
Change 3781037 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781046 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781049 by Joe.Graf
Merging hlslcc changes using //UE4/Dev-Rendering/__to__//UE4/Dev-VR/
Change 3781129 by Joe.Graf
Fixed the warning generated by OpenCV.Build.cs
Change 3783476 by Mike.Beach
Attempt at fixing Win32 CIS errors.
Change 3783845 by Martin.Wilson
Allow deprecated properties to still be accessed in blueprints so long as they have Blueprint Getters and Setters. Allows us to have a clean deprecation path for blueprint accessed properties
Change 3784397 by Jeff.Fisher
UE-51390 GitHub 4141 : Allow VR plugins to have multiple viewports and rotated eye orientations
PR #4141: Allow VR plugins to have multiple viewports and rotated eye orientations (Contributed by AustinPuk-Conffx)
-This loosens some assumptions in the api about how many stereo render passes there are to allow plugins to implement more than we currently use for any of our plugins.
-It also starts to replace some comparison test logic with the stereo pass enum values with IStereoRendering helper functions, do avoid duplicating the expressions all over.
#jira UE-51390
#review-3779148
Change 3784545 by Jeff.Fisher
Build fix for cl 3784397, made a local variable name unique.
Change 3784553 by Chance.Ivey
Stubbing Mobile AR Template files. Needs logic, icons and copy.
Change 3784570 by Jeff.Fisher
fix for cl 3784397
-Reverted monoscopicfarfield default change, accidentaly submit
Change 3785134 by Mike.Beach
[WIP] MR - Correcting some of the alignment algorithms & adding a preview key for the new alignment.
Change 3787180 by Mike.Beach
Fixing up CIS
#jira UE-52998, UE-52996
Change 3787272 by Mike.Beach
Adopted changes from the anim team - Followup to CL 3787240.
The LiveLink framework is now implementing the new IMotionController interface, and supplying tracking+ data through the engine's MotionController components.
#jira UE-52783
Change 3787454 by Jeff.Fisher
Adding brackets after if as specific in code review.
Change 3787591 by Keli.Hlodversson
Add tps files for OpenCV
Change 3788478 by Mike.Beach
Switching over the MR calibration process to use the new MotionController source ID (rather than the deprecated Hand enum). Also, adding device attachment selection to the first calibration step and switching it to use the new modular interface system.
#jira UEVR-1042, UEVR-1045, UEVR-1046
Change 3789836 by Jeff.Fisher
UE-53069 Editor crashes on open without SteamVR attached
-needed to check we are in stereo and device exists.
-Note just having the morpheus plugin enabled creates a device, so you need to have that disabled to reproduce this bug
#jira UE-53069
Change 3789841 by Mike.Beach
CIS fix - fallout from CL 3787272.
Change 3790102 by Jeff.Fisher
UE-53079 Packaging for android results in a critical error referencing global shader FHdrCustomResolveFMask4xPS
-Android shader compiler is a bit pickier on parameter matching, fixed the parameter.
#jira UE-53079
Change 3790174 by Jeff.Fisher
UE-53084 Mac editor crashes on open, Failed to compile global shader FWideCustomResolve8_2x_truePS
-Another shader parameter match.
#jira UE-53084
Change 3791727 by Mike.Beach
Fallout from CL 3787272 - missed use of now deprecated Hand property on MotionController components.
#jira UE-53080
Change 3766717 by Mike.Beach
Adding a TrackingToWorld transform to IXRTrackingSystem - default impl updates the cached transform once per frame (at the begining) and determines it from the project's camera setup (making the assumption the camera's root is the XR origin).
Change 3771327 by Ryan.Vance
#jira UE-52513
Fixing console rendering. The ortho projections were taking screen percentage of the panel into account for size instead of pixeldensity * ideal size.
Change 3773348 by Mike.Beach
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Change 3787240 by Mike.Beach
Adopting IMotionController changes from anim team (in support of LiveLink)...
- MotionControllerComponent EControllerHand Hand is deprecated, replaced by FName MotionSource
- Blueprint get set nodes for the Hand property will still function but will warn as deprecated, this is achieved via using deprecated BlueprintGetter and BlueprintSetter on the property (plus a change to UHT to allow that to compile)
- MotionSource Setter node has pin customization to show choice box instead of standard FName text box.
- New base class for motion controllers XRMotionControllerBase.h/cpp
- Provides default implementations for new functions (Enumerate Source, Custom Parameter etc)
- Provides wrapper functions that take EControllerHand so that the controllers themselves dont have to change.
- Motion Source custom choice box. Polls MotionControllers for sources via EnumerateSources interface. Also allows custom text type in. Is Exposed to details panel and setter pin (as above).
- Added a Dev-VR custom version for reading the Hand property and moving it to MotionSource
#jira UE-52783
Change 3787975 by Ryan.Vance
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
[CL 3794679 by Mike Beach in Main branch]
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