Commit Graph

36 Commits

Author SHA1 Message Date
Lauren Barnes
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]
2022-05-09 13:12:28 -04:00
jamie dale
107f7b0f0c Audited use of FDetailsViewArgs::ObjectsUseNameArea
CL# 15481362 changed the behavior of ObjectsUseNameArea so that the object name was visible, and upon auditing the current use of ObjectsUseNameArea it was found that all but a few cases likely intended to use HideNameArea instead.

Breaking: This change also renames FDetailsViewArgs::bShowActorLabel to FDetailsViewArgs::bShowObjectLabel to reflect what it actually does.

#rb Brooke.Hubert

#ROBOMERGE-SOURCE: CL 15496125 in //UE5/Release-5.0-EarlyAccess/...
#ROBOMERGE-BOT: STARSHIP (Release-5.0-EarlyAccess -> Main) (v771-15082668)

[CL 15496134 by jamie dale in ue5-main branch]
2021-02-22 19:45:57 -04:00
Marc Audy
a7c9001a94 Merging //UE5/Release-Engine-Staging to Main (//UE5/Main) @ 14075166
#rb
#rnx

[CL 14075271 by Marc Audy in ue5-main branch]
2020-08-11 01:36:57 -04:00
ryan durand
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]
2019-12-26 15:33:43 -05:00
Robert Manuszewski
7b6f840f7f Copying //UE4/Dev-Core @ 10708550 to Dev-Main (//UE4/Dev-Main)
#rb none

[CL 10708666 by Robert Manuszewski in Main branch]
2019-12-13 11:07:03 -05:00
Chris Gagnon
2e87118a18 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) Interim 4.24.
#rb none

[CL 8614014 by Chris Gagnon in Main branch]
2019-09-10 11:35:20 -04:00
lauren ridge
b7bc1993be Fix for a warning popping up twice for one user action
#jira UE-63407
#rb trivial
[FYI] Fred.Kimberley

#ROBOMERGE-SOURCE: CL 5289480 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 5308178 by lauren ridge in Main branch]
2019-03-05 18:07:36 -05:00
Chris Gagnon
80918bea22 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 5110714 by Chris Gagnon in Dev-Editor branch]
2019-02-21 13:05:30 -05:00
fred kimberley
7d72a5c539 Added better warning messages for when users try to rename rows with invalid names in the row editor.
Updated the editable text layout to prevent it from calling OnTextCommitted delegates when the text has not been changed. This fixes a bug where committing a text change by pressing enter can call the delegate twice.

#jira UE-63407
#rb Marc.Audy
[FYI] Chris.Gagnon

#ROBOMERGE-SOURCE: CL 4962191 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 4968530 by fred kimberley in Main branch]
2019-02-12 09:40:20 -05:00
Chris Gagnon
8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Marc Audy
af90b7bcd4 Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main) @ 4395008
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4395058 by Marc Audy in Main branch]
2018-09-25 10:11:35 -04:00
Fred Kimberley
95ad7b8d28 Don't allow users to try to rename rows to emtpy strings, whitespace only, or names that have invalid characters.
#jira UE-63058
#rb Marc.Audy

[CL 4318681 by Fred Kimberley in Dev-Framework branch]
2018-08-27 11:57:19 -04:00
Marc Audy
994a524453 Merging //UE4/Release-4.19 to Release-Staging-4.19 (//UE4/Release-Staging-4.19) @ 3833288
#rb none
#jira no
#rnx

[CL 3833418 by Marc Audy in Staging-4.19 branch]
2018-01-11 16:07:16 -05:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Marc Audy
eaccf4135c Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3582324)
#lockdown Nick.Penwarden
#rb none
#rnx

============================
  MAJOR FEATURES & CHANGES
============================

Change 3431439 by Marc.Audy

	Editor only subobjects shouldn't exist in PIE world
	#jira UE-43186

Change 3457323 by Marc.Audy

	Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world

	#jira UE-45087

Change 3499927 by Dan.Oconnor

	UField::Serialize no longer serialize's its next ptr,  UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker

	#jira UE-43458

Change 3502939 by Michael.Noland

	Back out changelist 3499927

Change 3522783 by Zak.Middleton

	#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).

Change 3544641 by Dan.Oconnor

	Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names

	#jira OR-38176

Change 3544645 by Dan.Oconnor

	In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
	#jira UE-45248

Change 3545023 by Marc.Audy

	Properly encapsulate FPinDeletionQueue
	Fix ensure during deletion of split pins when not clearing links
	Fix split pins able to end up in delete queue twice during undo/redo

Change 3545025 by Marc.Audy

	Properly allow changing the pin type from a struct that is split on the node
	#jira UE-47328

Change 3545455 by Ben.Zeigler

	Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
	Copy of CL#3544474

Change 3545456 by Ben.Zeigler

	Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
	Copy of CL #3544374

Change 3545547 by Ben.Zeigler

	CIS Fix

Change 3545568 by Michael.Noland

	PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)

	#jira UE-46845

Change 3545582 by Michael.Noland

	Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
	Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
	[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]

Change 3546528 by Ben.Zeigler

	#jira UE-47548
	Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance

Change 3546544 by Marc.Audy

	Fix split pin restoration logic to deal with wildcards and variations in const/refness

Change 3546551 by Marc.Audy

	Don't crash if the struct type is missing for whatever reason

Change 3547152 by Marc.Audy

	Fix array exporting so you don't end up getting none instead of defaults
	#jira UE-47320

Change 3547438 by Marc.Audy

	Fix split pins on class defaults
	Don't cause a structural change when reapplying a split pin as part of node reconstruction
	#jira UE-46935

Change 3547501 by Ben.Zeigler

	Fix ensure, it's valid to pass a null path for a dynamic asset

Change 3551185 by Ben.Zeigler

	#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated

Change 3551723 by Ben.Zeigler

	Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors

Change 3553216 by Phillip.Kavan

	#jira UE-39303, UE-46268, UE-47519
	- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.

	Change summary:
	- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
	- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
	- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
	- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
	- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
	- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
	- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
	- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
	- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).

Change 3553301 by Ben.Zeigler

	Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead

Change 3553631 by Dan.Oconnor

	UField::Serialize no longer serialize's its next ptr,  UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.

	#jira UE-43458

Change 3553799 by Ben.Zeigler

	Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
	Copy of CL #3553781

Change 3553896 by Michael.Noland

	Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
	#jira UE-31031

Change 3553897 by Michael.Noland

	Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
	#jira UE-37862

Change 3553898 by Michael.Noland

	Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)

Change 3553909 by Michael.Noland

	Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
	#jira UE-19710

Change 3554517 by Michael.Noland

	Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
	#jira UE-21810

Change 3554664 by Michael.Noland

	Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)

	#jira UE-27121

Change 3554831 by Dan.Oconnor

	Non editor build fix

Change 3554834 by Dan.Oconnor

	Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on

	#jira UE-40438

Change 3556157 by Ben.Zeigler

	Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups

Change 3557775 by Michael.Noland

	Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
	#jira UE-36090

Change 3557777 by Michael.Noland

	Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
	PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
	#jira UE-47024

Change 3560510 by Michael.Noland

	Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
	#jira UE-38912

Change 3560563 by Michael.Noland

	Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)

Change 3561443 by Ben.Zeigler

	Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
	Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change

Change 3561658 by Michael.Noland

	Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
	- Added a key binding for Goto Definition (Alt+G)
	- Added a key binding for Find References (Shift+Alt+F)
	- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
	- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
	- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition

Change 3562291 by Ben.Zeigler

	Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case

Change 3562292 by Ben.Zeigler

	#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
	When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
	Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
	Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name

Change 3564814 by Ben.Zeigler

	#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves

Change 3566707 by Dan.Oconnor

	Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)

	#jira None

Change 3566717 by Michael.Noland

	Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)

Change 3566771 by Michael.Noland

	Editor: Fixing deprecation warning

	#jira UE-47922

Change 3567023 by Michael.Noland

	Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
	Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
	#jira UE-46473

Change 3567304 by Ben.Zeigler

	Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
	This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code

Change 3567398 by Ben.Zeigler

	Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance

Change 3567729 by Michael.Noland

	Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"

Change 3567739 by Ben.Zeigler

	Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter

Change 3567741 by Ben.Zeigler

	Disable optimization for a path test that was crashing in VC2015 in a monolithic build

Change 3568332 by Mieszko.Zielinski

	Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4

	#jira UE-47948

Change 3568676 by Michael.Noland

	Blueprints: Allow editing the tooltip of each enum value in a user defined enum

	#jira UE-20036

	Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata

Change 3569128 by Michael.Noland

	Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
	#jira UE-46852

Change 3569207 by Michael.Noland

	Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
	#jira UE-8708

Change 3569208 by Michael.Noland

	Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
	#jira UE-20036

Change 3569209 by Michael.Noland

	Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
	#jira UE-16085

Change 3570177 by Michael.Noland

	Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)

	#jira UE-47962

Change 3570179 by Michael.Noland

	Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited

Change 3570192 by Michael.Noland

	Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
	#jira UE-20709

Change 3571203 by Michael.Noland

	Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
	- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
	- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
	- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
	- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes

Change 3571224 by Michael.Noland

	Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
	Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)

	#jira UE-29848
	#jira UE-34698

Change 3571279 by Michael.Noland

	Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)

Change 3571282 by Michael.Noland

	Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint

Change 3571284 by Michael.Noland

	Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)

Change 3571311 by Ben.Zeigler

	Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
	All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator

Change 3571313 by Ben.Zeigler

	Several fixes to automation framework to allow it to work better with Cooked builds.
	Change it so the automation test list is a single  message. There is no guarantee on order of message packets, so several tests were being missed each time.

Change 3571485 by mason.seay

	Test map for Make Set bug

Change 3571501 by Ben.Zeigler

	Accidentally undid the UHT fixup for TAssetPtr during my bulk rename

Change 3571531 by Ben.Zeigler

	Fix warning messages

Change 3571591 by Michael.Noland

	Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
	#jira UE-48024

Change 3572938 by Michael.Noland

	Blueprints: Fixed a typo in a set function comment

	#jira UE-48036

Change 3572941 by Michael.Noland

	Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
	#jira UE-38624

Change 3574816 by mason.seay

	Renamed asset to better reflect name of object reference

Change 3574985 by mason.seay

	Updated comments and string outputs to list Soft Object Reference

Change 3575740 by Ben.Zeigler

	#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate

Change 3575795 by Ben.Zeigler

	#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds

Change 3576374 by mason.seay

	Forgot to submit the deleting of a redirector

Change 3576966 by Ben.Zeigler

	#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands

Change 3577002 by Marc.Audy

	Prevent wildcard pins from being connected to exec pins
	#jira UE-48148

Change 3577232 by Phillip.Kavan

	#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.

	Change summary:
	- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).

Change 3577710 by Dan.Oconnor

	Mirror of 3576977:
	Fix for crash when loading cooked uassets that reference functions that are not present
	#jira UE-47644

Change 3577723 by Dan.Oconnor

	Prevent deferring of classes that are needed to load subobjects

	#jira UE-47726

Change 3577741 by Dan.Oconnor

	Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17

Change 3578938 by Ben.Zeigler

	#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
	Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems

Change 3578947 by Marc.Audy

	(4.17) Properly expose members of DialogueContext to blueprints
	#jira UE-48175

Change 3578952 by Ben.Zeigler

	Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating

Change 3579315 by mason.seay

	Test map for Make Container nodes

Change 3579600 by Ben.Zeigler

	Disable window test on non-desktop platforms as they cannot be resized post launch

Change 3579601 by Ben.Zeigler

	#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue

Change 3579713 by Dan.Oconnor

	Prevent crashes when bluepints implement an interface that was deleted
	#jira UE-48223

Change 3579719 by Dan.Oconnor

	Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data

	#jira UE-48240

Change 3579745 by Michael.Noland

	Blueprints: Improve categorization and reordering support in 'My Blueprints'
	- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
	- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
	- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
	- Added support for renaming categories using F2

	Known issues (none are regressions):
	- Timelines cannot be moved to other categories or reordered
	- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
	- Some actions do not support undo

	#jira UE-31557

Change 3579795 by Michael.Noland

	PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
	#jira UE-48105

Change 3580463 by Marc.Audy

	(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
	#jira UE-47523

Change 3581073 by Marc.Audy

	Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
	Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes

Change 3581156 by Ben.Zeigler

	#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
	Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins

Change 3581473 by Ben.Zeigler

	Properly turn off optimization for PS4 test

Change 3582094 by Marc.Audy

	Fix anim nodes not navigating to their graph on double click
	#jira UE-48333

Change 3582157 by Marc.Audy

	Fix double-clicking on animation asset nodes not opening the asset editors

Change 3582289 by Marc.Audy

	(4.17) Don't crash when adding a streaming level that's already in the level
	#jira UE-48928

Change 3545435 by Ben.Zeigler

	#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
	FStringAssetReference -> FSoftObjectPath
	FStringClassReference -> FSoftClassPath
	TAssetPtr -> TSoftObjectPtr
	TAssetSubclassOf -> TSoftClassPtr
	The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
	This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
	Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
	Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
	Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
	Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds

Change 3567760 by Ben.Zeigler

	Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
	Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
	Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
	Change actor merging tests to be editor only, this stops them from cooking
	Several individual tests crash on cooked builds, I started threads with the owners of those

Change 3575737 by Ben.Zeigler

	#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
	As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
	Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
	#jira UE-27124 Fix several possible crashes with changing levels while in PIE

Change 3578806 by Marc.Audy

	Fix Construct Object not working correctly with split pins.
	Add Construct Object test cases to functional tests.
	Added split pin expose on spawn test cases.
	#jira UE-33924

[CL 3582334 by Marc Audy in Main branch]
2017-08-11 12:43:42 -04:00
Marc Audy
b8b4a8b2d0 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040)
#lockdown Nick.Penwarden

=====================================
 MAJOR FEATURES + CHANGES
=====================================

Change 3459524 by Marc.Audy

	Get/Set of properties that were previously BPRW/BPRO should error when used
	#jira UE-20993

Change 3460004 by Phillip.Kavan

	#jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value.

	Change summary:
	- Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation.

Change 3461210 by Phillip.Kavan

	#jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry.

	Change summary:
	- Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database.
	- Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached.
	- Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid.
	- Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid.
	- Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals.
	- Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick.

	Notes:
	- Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor.

Change 3461373 by Lukasz.Furman

	fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad
	#jira UE-44231

Change 3461409 by Lukasz.Furman

	fixed reenabling automatic navmesh generation in Editor Preferences
	#ue4

Change 3461550 by Ben.Zeigler

	#jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time
	Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors

Change 3462625 by Zak.Middleton

	#ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come).

	github PR #3620

Change 3462796 by Dan.Oconnor

	Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame

	#jira UE-45434

Change 3462995 by Ben.Zeigler

	#jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin

Change 3463099 by Ben.Zeigler

	#jira UE-45471 Allow abstract base classes for primary assets

Change 3464809 by Marc.Audy

	Expose FVector2D / FVector2D to blueprints
	#jira UE-45427

Change 3467254 by Mieszko.Zielinski

	Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4

Change 3467644 by Dan.Oconnor

	Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing.
	#jira UE-45443, UE-45444

Change 3468176 by Dan.Oconnor

	Fix dependent blueprints being marked dirty when a blueprint is compiled

Change 3468353 by Michael.Noland

	UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game

Change 3470532 by Dan.Oconnor

	Re-enable compilation manager

Change 3470572 by Dan.Oconnor

	Fix for pin paramters resetting when an archetype was reinstanced
	#jira UE-45619

	#rnx

Change 3471949 by Mason.Seay

	Adding Primary Assets for testing

Change 3472074 by Ben.Zeigler

	#jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module
	Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache.
	Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking

Change 3472079 by Ben.Zeigler

	With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here

Change 3473429 by Lukasz.Furman

	changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
	#jira UE-41884

Change 3473476 by Lukasz.Furman

	changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
	#jira UE-41884

Change 3473663 by Ben.Zeigler

	Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added

Change 3473679 by Mason.Seay

	Slight cleanup of test map and added ability to teleport across level for easy navigation

Change 3473712 by Marc.Audy

	Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value

Change 3474055 by Marc.Audy

	When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with.
	#jira UE-41828

Change 3474119 by mason.seay

	Tweaked Force Feedback test

Change 3474156 by Marc.Audy

	Actually enable orphan pin retention

Change 3474382 by Ben.Zeigler

	Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing

Change 3474386 by Ben.Zeigler

	Close popup window when adding asset class to audit window

Change 3474491 by Ben.Zeigler

	Remove ability for Worlds to not be saved as assets, this has been the default since 2014.

Change 3475363 by Marc.Audy

	Alt-click now works with orphaned pins
	#jira UE-45699

Change 3475523 by Marc.Audy

	Fixup Fortnite and Paragon content for orphaned pin errors and warnings

Change 3475623 by Phillip.Kavan

	#jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor.

	Change summary:
	- Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values.
	- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value.

Change 3476008 by Dan.Oconnor

	Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value.

	#jira UE-18765

Change 3476115 by Dan.Oconnor

	Fix missing category information for inherited functions when using compilation manager
	#jira UE-45660

	#rnx

Change 3476577 by Lukasz.Furman

	added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms)
	#ue4

Change 3476587 by Phillip.Kavan

	#jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions.

	Change summary:
	- Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up.
	- Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree).

	Notes:
	- The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398.

	#rnx

Change 3476723 by Dan.Oconnor

	Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager
	#jira UE-45468

	#rnx

Change 3476948 by Michael.Noland

	Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing

Change 3476970 by Ben.Zeigler

	Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly

Change 3477536 by Marc.Audy

	Don't display default value box on linked orphaned input pins

Change 3477835 by Marc.Audy

	Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected
	#jira UE-45754

Change 3478027 by Marc.Audy

	Minor performance optimization

	#rnx

Change 3478198 by Phillip.Kavan

	#jira UE-42431 - Remove an unnecessary ensure() when pasting an event node.

	Change summary:
	- Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node.

Change 3478485 by Marc.Audy

	Eliminate extraneous error messages about orphaned pins on get/set nodes
	#jira UE-45749

	#rnx

Change 3478756 by Marc.Audy

	Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums
	#jira UE-45721

	#rnx

Change 3478926 by Marc.Audy

	Non-blueprint type structs can no longer be made/broken
	Non-blueprint visible properties in structs will no longer have pins created for them
	#jira UE-43122

Change 3478988 by Marc.Audy

	DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function.
	#jira UE-45524

Change 3479818 by Marc.Audy

	Allow ctrl-drag off of orphan pins
	#jira UE-45803

Change 3480214 by Marc.Audy

	Modifications to user defined enumerations are now transacted
	#jira UE-43866

Change 3480579 by Marc.Audy

	Maintain all pin properties through transactions.
	#rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle.

Change 3481043 by Marc.Audy

	Make/Break of structs does not depend on having blueprint exposed properties.
	Splitting of a struct pin still requires blueprint exposed properties.
	#jira UE-45840
	#jira UE-45831

Change 3481271 by Ben.Zeigler

	Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0
	Clean up ChunkDependencyInfo and make it properly public
	Move ShouldSetManager to be WITH_EDITOR
	Ported from WEX branch
	#RB peter.sauerbrei

Change 3481373 by Dan.Oconnor

	Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes

	#jira UE-45704

Change 3481380 by Ben.Zeigler

	Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful

Change 3482362 by Marc.Audy

	Fix properties not exposed to blueprint warnings for input properties on function graphs.
	#jira UE-45824

Change 3482406 by Ben.Zeigler

	#jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map

Change 3482498 by Ben.Zeigler

	Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class

Change 3482517 by Lukasz.Furman

	fixed smart navlink update functions removing important flag
	#jira UE-45875

Change 3482538 by Marc.Audy

	When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float
	#jira UE-45846

Change 3482773 by Marc.Audy

	Don't show default value or pass by reference for exec pins
	#jira UE-45868

Change 3482791 by Ben.Zeigler

	#jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization
	Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function

Change 3483131 by Zak.Middleton

	#ue4 - InterpToMovementComponent:

	- Fix velocity not zeroed when interpolation stops.
	- Various fixes when calculating velocity and time when substepping is enabled.
	- Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact).

	#jira UE-45690

Change 3483146 by Phillip.Kavan

	#jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints.

	Change summary:
	- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP.
	- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling.
	- Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature.

Change 3483340 by Ben.Zeigler

	Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets

Change 3483548 by Michael.Noland

	Epic Friday: Playing around with some prototype traps

Change 3483700 by Phillip.Kavan

	Fix CIS cook crash introduced by last submit.

	#rnx


Change 3485217 by Ben.Zeigler

	#jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function

Change 3485367 by Dan.Oconnor

	Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager

	#jira UE-45756

Change 3485565 by Ben.Zeigler

	#jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable

Change 3485566 by Marc.Audy

	Fix crashes caused by undo/redo of user defined struct changes
	#jira UE-45775
	#jira UE-45781

Change 3485805 by Michael.Noland

	PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev)

	#jira UE-43747

Change 3485807 by Michael.Noland

	PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers)

	#jira UE-44041

Change 3485811 by Michael.Noland

	Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level)

Change 3485829 by Michael.Noland

	Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded

Change 3485830 by Michael.Noland

	PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift)
	#jira UE-45002

Change 3486039 by Michael.Noland

	PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist)
	- Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding
	- Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible
	- Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible

	#jira UE-44014

Change 3486093 by Michael.Noland

	PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040)


	#jira UE-42903

Change 3486139 by Michael.Noland

	Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page
	#rn

Change 3486154 by Michael.Noland

	Framework: Speculative fix for CIS error about FStructOnScope
	#rnx

Change 3486180 by Dan.Oconnor

	Better match old logic for determining when to skip data only compile
	#jira UE-45830

Change 3487276 by Marc.Audy

	Fix crash when using Setter with a locally scoped variable

	#rnx

Change 3487278 by Marc.Audy

	Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected

Change 3487658 by Marc.Audy

	Ensure that child actor template is created for subclasses
	#jira UE-45985

Change 3487699 by Marc.Audy

	Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase

Change 3487813 by Dan.Oconnor

	Asset demonstrating a crash

Change 3488101 by Marc.Audy

	Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins.
	Correctly orphan pins when a node goes to 0 pins.

Change 3488337 by Marc.Audy

	Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job
	#jira UE-46020

Change 3488512 by Dan.Oconnor

	ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it

	#jira UE-45830, UE-45965
	#rnx

Change 3488631 by Michael.Noland

	Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level

	#jira UE-45630

Change 3488665 by Michael.Noland

	Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set
	- The category, raw name, and tooltip of the property are now included as part of the filter text as well
	- The property tooltip is now displayed when hovering over the property name
	- Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate

Change 3489324 by Marc.Audy

	Fix recursion causing stack crash
	#jira UE-46038

	#rnx

Change 3489326 by Marc.Audy

	Fix cooking crash
	#jira UE-46031

	#rnx

Change 3489687 by mason.seay

	Assets for testing orphan pins

Change 3489701 by Marc.Audy

	Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin.
	#jira UE-46051
	#jira UE-46052

	#rnx

Change 3490352 by Dan.Oconnor

	Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint

	#jira UE-46062

Change 3490814 by Marc.Audy

	Make callfunction/macro instances save all pins in orphan state more similar to previous behavior

	#rnx

Change 3491022 by Dan.Oconnor

	Properly clean up 'Key' property when we fail to create a value property
	#jira UE-45279

Change 3491071 by Ben.Zeigler

	#jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory.

Change 3491244 by Michael.Noland

	Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors)

	#jira UE-32948

Change 3491276 by Michael.Noland

	Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable)
	- Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places
	- Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item
	#jira UE-43372

Change 3491562 by Marc.Audy

	Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it
	#jira UE-46020

	#rnx

Change 3491658 by Marc.Audy

	Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert

	#rnx

Change 3491946 by Marc.Audy

	ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented)
	RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible)
	DestroyImpl now prunes out SubPins that had already been trashed

	#rnx

Change 3492040 by Marc.Audy

	Discard exec/then pins from a callfunction that has been converted to a pure node

	#rnx

Change 3492200 by Zak.Middleton

	#ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.

	Fixes possible regression from CL 3359561 that removed the Reset(...) entirely.

	#jira UE-46012

Change 3492290 by Ben.Zeigler

	#jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed

Change 3492311 by Marc.Audy

	Don't clear the pin type if what you're connecting to's pin type is wildcard

	#rnx

Change 3492680 by Dan.Oconnor

	Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset

Change 3492826 by Marc.Audy

	Don't do pin connection list change notifications from DestroyPins while regenerating on load
	#jira UE-46112

	#rnx

Change 3492851 by Michael.Noland

	Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters

Change 3492852 by Michael.Noland

	Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class

Change 3492934 by Marc.Audy

	Fix ensure and crash delete macro containing orphaned pin

	#rnx

Change 3493079 by Dan.Oconnor

	Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..)

	#rnx

Change 3493346 by Phillip.Kavan

	#jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs.

	Change summary:
	- Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values.
	- Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future.

Change 3493938 by Michael.Noland

	Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable)
	#jira UE-45780

Change 3493945 by Michael.Noland

	Blueprints: Fixed GetDelegatePoperty typos
	#rnx

Change 3493997 by Michael.Noland

	Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes
	#jira UE-45760

Change 3493998 by Dan.Oconnor

	Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it
	Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days

Change 3494025 by Michael.Noland

	Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES)

	#rnx

Change 3494026 by Michael.Noland

	Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer
	- Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc...
	- Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed
	#rnx

Change 3496382 by Ben.Zeigler

	Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress

Change 3496688 by Marc.Audy

	Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up
	#jira UE-46073

Change 3496830 by Michael.Noland

	Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata

	#rnx

Change 3496840 by Michael.Noland

	Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work)

Change 3497038 by Michael.Noland

	Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds)
	- You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts)
	- You can also specify a set of items to grant to your local inventory when it is created

Change 3497204 by Marc.Audy

	Fix AbilitySystemComponent not being blueprint readable.

	#rnx

Change 3497668 by Mieszko.Zielinski

	Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4

	#jira UE-43659

Change 3497677 by Mieszko.Zielinski

	Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4

	Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry

	#jira UE-41293

Change 3497678 by Mieszko.Zielinski

	Marked AbstractNavData class as transient #UE4

	We never want to save it to levels

Change 3497679 by Mieszko.Zielinski

	Made NavModifierVolume responsive to editor-time property changes #UE4

	#jira UE-32831

Change 3497900 by Dan.Oconnor

	Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level
	#rnx

Change 3497904 by Dan.Oconnor

	Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct
	#jira UE-46153

	#rnx

Change 3497907 by Dan.Oconnor

	Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class

	#rnx
	#jira UE-46186

Change 3498218 by mason.seay

	Updates to pin testing BP's

Change 3498323 by Mieszko.Zielinski

	Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4

	Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers

	#jira UE-44891

Change 3499007 by Marc.Audy

	Allow systems to hook Pre and PostCompile to do custom behaviors

Change 3499013 by Mieszko.Zielinski

	Made AbstractNavData class non-transient again #UE4

	Implemented AbstractNavData instances' transientness in a different manner.

	#jira UE-46194

Change 3499204 by Mieszko.Zielinski

	Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion

	Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation.

	#jira UE-43799

Change 3499321 by mason.seay

	Updated bp for struct testing

Change 3499388 by Marc.Audy

	Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed).

Change 3499390 by Marc.Audy

	Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted.

	#rnx

Change 3499420 by Michael.Noland

	Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses

	The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want:
	- ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully
	- LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully
	- Assert: Asserts, the calling code is not expecting to handle a failure gracefully

	- Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern
	- Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert
	- Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked)
	- Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread

	The typical recommended call pattern is to use something like:

	if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
	{
	... Do something with World
	}

	Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr.
	#jira UE-42458

Change 3499429 by Michael.Noland

	Engine: Removed a bogus TODO (the problematic code had already been reworked)
	#rnx

Change 3499470 by Michael.Noland

	Core: Improved and corrected the comment for ensure()
	- It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?)
	- It now only fires once per ensure() by default, added a note about ensureAlways()

	#rnx

Change 3499643 by Marc.Audy

	Use TGuardValue instead of manually managing it

	#rnx

Change 3499874 by Marc.Audy

	Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log

Change 3499875 by Marc.Audy

	When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites)
	#jira UE-46224

Change 3499927 by Dan.Oconnor

	UField::Serialize no longer serialize's its next ptr,  UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker

	#jira UE-43458

Change 3499953 by Michael.Noland

	Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage)
	- These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions

Change 3499957 by Michael.Noland

	Animation: Added runtime errors for nullptr ControlRigs passed into BP methods

	#rnx

Change 3499958 by Michael.Noland

	Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error

	#rnx

Change 3499959 by Michael.Noland

	Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints

Change 3499960 by Michael.Noland

	AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object

Change 3499968 by Michael.Noland

	Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues

	#rnx

Change 3499969 by Michael.Noland

	Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack

	#rnx

Change 3499973 by Michael.Noland

	Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject
	- Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget

Change 3499979 by Michael.Noland

	Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material

Change 3499984 by Michael.Noland

	Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected

Change 3499993 by Michael.Noland

	Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters
	- This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in'
	- These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>)
	- Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS

Change 3500009 by Michael.Noland

	Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM)

	#rnx

Change 3500011 by Michael.Noland

	Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms

Change 3500012 by Michael.Noland

	Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset

Change 3500014 by Michael.Noland

	Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that)

Change 3500019 by Michael.Noland

	Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters
	- It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments

Change 3500020 by Michael.Noland

	Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world)

Change 3501062 by Marc.Audy

	MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function
	Fix inability to undo/redo pin additions to sequence node
	Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used
	#jira UE-46164
	#jira UE-46270

Change 3501330 by Michael.Noland

	AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place)

	#jira UE-46271

Change 3501356 by Marc.Audy

	Fix crash when multi-editing actor blueprints
	#jira UE-46248

Change 3501408 by Michael.Noland

	Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack)

Change 3501457 by Phillip.Kavan

	#jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node.

	Change summary:
	- Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass.
	- Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl).
	- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects.

Change 3502741 by Phillip.Kavan

	#jira UE-45782 - Fix undo for index pin type changes.

	Change summary:
	- Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed.

Change 3502939 by Michael.Noland

	Back out changelist 3499927

Change 3503087 by Marc.Audy

	Re-fixed ocean content as editor had also changed so had to take theirs and redo

	#rnx

Change 3503266 by Ben.Zeigler

	#jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory

Change 3503325 by mason.seay

	updated Anim BP to prep for pin testing

Change 3503445 by Marc.Audy

	Fix crash caused by OldPins being destroyed before rewiring

	#rnx

Change 3505024 by Marc.Audy

	Fix NodeEffectsPanel blueprint as it was using pins that no longer existed

	#rnx

Change 3505254 by Marc.Audy

	Don't include orphan pins when gather source property names
	If a property doesn't exist for a source property name just skip the property rather than crashing
	#jira UE-46345

	#rnx

Change 3506125 by Ben.Zeigler

	#jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place

Change 3506334 by Dan.Oconnor

	Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints
	#jira UE-46411

Change 3506439 by Dan.Oconnor

	Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo

	#jira UE-46308

Change 3506468 by Dan.Oconnor

	Return to pre 3488512 behavior, as it causes bad default values
	#jira UE-46414

	#rnx

Change 3506733 by Marc.Audy

	Use the most up to date class to determine whether a property still exists when adding pins during reconstruction
	#jira UE-45965
	#author Dan.OConnor

	#rnx

Change 3507531 by Ben.Zeigler

	#jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays

Change 3507924 by mason.seay

	Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues

Change 3507962 by Marc.Audy

	Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958

	#rnx

Change 3509131 by Dan.Oconnor

	Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table

	#jira UE-46311

Change 3509345 by Marc.Audy

	CVar to disable orphan pins if necessary

	#rnx


Change 3509959 by Marc.Audy

	Protect against crashing due to large values in Timespan From functions

	#jira UE-43840

Change 3510040 by Marc.Audy

	Remove all the old unneeded ShooterGame test maps

	#rnx

[CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
Matt Kuhlenschmidt
b7723933a6 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3279756)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3229490 on 2016/12/09 by Cody.Albert

	Integrated fix to support named changelists in SVN

Change 3229574 on 2016/12/09 by Simon.Tourangeau

	Fix actor mobility getting changed on scene reimport

	#jira UE-39102

Change 3229692 on 2016/12/09 by Cody.Albert

	Fixing an XML Parser assert when parsing a root tag that completes on the same line.

	#jira UE-30393

Change 3230582 on 2016/12/12 by Matt.Kuhlenschmidt

	PR #3024: Correct the outdated error message instructions for how to fix being unable to launch on an iOS device. (Contributed by CleanCut)

Change 3231470 on 2016/12/12 by Matt.Kuhlenschmidt

	Eliminate editor sounds that play when  you PIE, simulate or possess the player.  They get in the way of game sounds, are annoying to hear when you are constantly starting and stopping pie, and flush async loading that the game might be doing when they load.

Change 3231475 on 2016/12/12 by Alex.Delesky

	#jira UE-39023 - Using the High Resolution screenshot tool with the "custom depth as mask" option checked should no longer crash the editor or a PIE viewport when the screen percentage is not set to 100.

Change 3231476 on 2016/12/12 by Alex.Delesky

	#jira UE-39380 - Thumbnails for static meshes in the foliage paint mode window should now update to show the correct mesh if the thumbnail pool has been exhausted. This also increases the number of foliage thumbnals that can exist onscreen at once.

Change 3231477 on 2016/12/12 by Alex.Delesky

	#jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection.

Change 3231479 on 2016/12/12 by Alex.Delesky

	#jira UE-39376 - Changing the number of players or changing the dedicated server options in PIE settings should now always persist on editor shutdown.

Change 3231480 on 2016/12/12 by Alex.Delesky

	#jira UE-39417 - A texture will now match to update a dropped in file if the source path differs from that of the dropped in file

Change 3231508 on 2016/12/12 by Alex.Delesky

	Removing todo comment

	#jira none

Change 3231603 on 2016/12/12 by Matt.Kuhlenschmidt

	Exposed a 0-1 UV set and the scaled pixel size for Box and Border brushes
	Also added a material function that exposes all of the current UV sets with nice names instead of indexed coordinates

Change 3231618 on 2016/12/12 by Alex.Delesky

	#jira UE-38732 - When editing a spin box with a delta value, committing the value with the Enter key and then clearing the focus from the spin box will no longer change the internal value to match the snapped value.

Change 3231638 on 2016/12/12 by Matt.Kuhlenschmidt

	Add RF_Transactional to the list of default flags for creating or importing new assets.  All should be transactional by default

Change 3231642 on 2016/12/12 by Matt.Kuhlenschmidt

	Brighten up the output log by default

Change 3231648 on 2016/12/12 by Alex.Delesky

	#jira UE-38033 - Selecting a Named Slot that's part of a widget in a Widget Switcher will now show that widget instead of the widget at index 0. This also applies to any content set inside the named slot.

Change 3231666 on 2016/12/12 by Alex.Delesky

	#jira UE-38952 - Widgets that have been copied and pasted into the same hierarchy will now retain the same name in the hierarchy. This does not fix widgets that have been previously copied and pasted from other widgets, nor copies of those widgets.

Change 3231674 on 2016/12/12 by Alex.Delesky

	#jira UE-37106 - When using or simulating touch for Widget Components, the hover/clicked state will now be accurately determined rather than showing hover on initial touch.

Change 3231745 on 2016/12/12 by Alex.Delesky

	Back out changelist 3231477 to fix build error C2259

Change 3232417 on 2016/12/13 by Simon.Tourangeau

	Add the following attributes to the Editor.Usage.FBX.Import EngineAnalytics event
	- FBX Version
	- Filename Hash
	- Import Type

	#jira UE-37453

Change 3232477 on 2016/12/13 by Michael.Dupuis

	#jira UE-39675 : There was an issue when the Neutral Value == the Min or Max value, so we simply prevent using the concept of neutral value if min or max == neutral as it mean you only want a log on one side.

Change 3232571 on 2016/12/13 by Alex.Delesky

	Back out changelist 3231745

	#jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection.

Change 3232675 on 2016/12/13 by Alexis.Matte

	Fix a crash when reordering material with a fbx containing unused materials, add a fbx automation test to prevent similar issue.
	#jira UE-39692

Change 3232975 on 2016/12/13 by Alex.Delesky

	Fix to build error C2259 for the IPluginWizardDefinition API change.

Change 3233146 on 2016/12/13 by Michael.Dupuis

	#jira UE-38766 : Added eye dropper to select flatten height
	Fixed a rounding errors resulting in not flattening to the specified height
	Fixed a rounding error resulting in LandscapeDataAccess::GetTexHeight not always returning the appropriate value

Change 3233153 on 2016/12/13 by Alexis.Matte

	We cannot anymore change the instance override materials array topology, the topology is limited by the mesh materials array
	#jira UE-38827

Change 3234406 on 2016/12/14 by Matt.Kuhlenschmidt

	Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS.  This is an invalid state on linux and using some vr devices.

	#jira UE-7388

Change 3234485 on 2016/12/14 by Michael.Dupuis

	tentative build fix for Mac

Change 3234495 on 2016/12/14 by Matt.Kuhlenschmidt

	Made a setting to control if PIE enter and exit sounds are played.  Off by default

Change 3236709 on 2016/12/15 by Simon.Tourangeau

	Fix camera export rotation offset

	#jira UE-34692
	#jira UE-39740

Change 3236782 on 2016/12/15 by Jamie.Dale

	Fixed EmitTermExpr failing to use the correct package ID

	FBPTerminal::Source used to be set to the pin, however when pins were moved away from being UObjects, FBPTerminal::SourcePin was added and FBPTerminal::Source is typically null.

Change 3236853 on 2016/12/15 by Alexis.Matte

	Fix the serialization of the staticmesh property FMeshSectionInfoMap

Change 3236890 on 2016/12/15 by Matt.Kuhlenschmidt

	Remove old define

Change 3239328 on 2016/12/18 by Richard.TalbotWatkin

	Fixed Focus Viewport action in Static Mesh Viewport. Problem was that the conversion to Orbit Camera for storing the camera position was trashing the desired position during cvamera transitions.  Orbit camera position is now only stored at the end of a transition.
	#jira UE-39825 - Key "F" for Focus acts Sporadically in the Static Mesh Editor Viewport

Change 3239660 on 2016/12/19 by Alex.Delesky

	#jira UE-38968, UE-36826 - Components attached to actors can now be directly scaled to negative values using the transform gizmo for that component.

Change 3239662 on 2016/12/19 by Alex.Delesky

	#jira UE-39007 - The data table row editor now contains a Reset to Default control.

Change 3239663 on 2016/12/19 by Alex.Delesky

	#jira UE-39698 - Importing CSV files will now show the name of the file in the import dialog.

Change 3240696 on 2016/12/20 by Michael.Dupuis

	#jira UETOOL-1009:
	Added paddiing to columns view
	Added auto resize of column when double clicking on splitter handle in the header
	Remove right number alignment after discussion with Matt K.

Change 3240758 on 2016/12/20 by Michael.Dupuis

	added missing non abstract implementation

Change 3240782 on 2016/12/20 by Michael.Dupuis

	Added missing documentation for content browser column auto resizing

Change 3240817 on 2016/12/20 by Alex.Delesky

	#jira UE-38940 - Copying a Material-Custom node with a tab character should now correctly render the tab.

Change 3240834 on 2016/12/20 by Michael.Dupuis

	tentative fix for build error

Change 3240984 on 2016/12/20 by Michael.Dupuis

	Removed unnecessary functions

Change 3241174 on 2016/12/20 by Matt.Kuhlenschmidt

	Fix compile errors

Change 3241966 on 2016/12/21 by Chris.Wood

	Fixed Typo and changed execution order in "ComboBoxString" Component
	[UE-38994] - GitHub 2971 : Fixed Typo and changed execution order in "ComboBoxString" Component

	PR #2971: Fixed Typo and changed execution order in "ComboBoxString" Component (Contributed by eXifreXi)
	#github https://github.com/EpicGames/UnrealEngine/pull/2971

Change 3242126 on 2016/12/21 by Alexis.Matte

	Back out changelist 3236853
	We have to back out this change list because the change was implement in the 4.15 release branch and the EditorObjectVersion.h change is now implement in the ReleaseObjectVersion.h.

Change 3244492 on 2017/01/02 by Jamie.Dale

	Improved error message

Change 3244545 on 2017/01/02 by Nick.Darnell

	Navigation - Making it so we don't attempt to load HotReload during shutdown, we only access it if it's still loaded.

Change 3244549 on 2017/01/02 by Nick.Darnell

	Slate - Implementing custom hardware cursor loading across Windows, Mac and Linux and supports loading cursors from PAK files.  All platforms support loading PNGs through the FHardwareCursor interface.  Some platforms support additional formats, for multiresolution support, but there's a naming convention that can be used on PNGs for the same capability.  All of it is documented in the FHardwareCursor header.  The platform layer for ICursor, now has support for replacing cursor shapes as an override, and can be reset safely.

	The FHardwareCursor supports loading cursors from raw pixel buffers as well, the plan is to allow for the option to UTextures to also be used for hardware cursors.

	Now users through C++ can load and replace the hardware cursors with custom ones of their own,

	e.g. FSlateApplication::Get().RegisterCursor(EMouseCursor::Default, MakeShareable(new FHardwareCursor(FPaths::GameContentDir() / "Slate/FancyPointer", FIntPoint(0,0))));

	The next step is to expose a game friendly layer that supports caching cursors, and letting users change them out by name, without a bunch of destruction of OS resources.

Change 3244845 on 2017/01/03 by Jamie.Dale

	Fixing typo

	#jira UE-39920

Change 3244903 on 2017/01/03 by Jamie.Dale

	PR #3044: fix link error when FAssetData::PrintAssetData() is used in project (Contributed by kayama-shift)

Change 3245125 on 2017/01/03 by Alexis.Matte

	Put back the dev-editor version because there was some data create before we back it out

Change 3246106 on 2017/01/04 by Chris.Wood

	Removed broken CrashReportReciever pre-upload phase from CrashReportClient.
	[UE-40153] - CrashReportClient fails when used in legacy mode with a CrashReportReciever

Change 3246251 on 2017/01/04 by Alex.Delesky

	#jira UE-39869 - Moving an asset before saving it and then hitting Save All from the file menu will no longer save the asset in its original location.

Change 3246252 on 2017/01/04 by Alex.Delesky

	#jira UE-39793 - Fixes an issue with the AutoReimporter where specifying a non-existent mount point (a directory in the content browser) would cause a crash when attempting to auto-import an asset from a monitored directory, as well as ensuring that valid mount points will be able to create new assets from auto-import.

	The "Map Directory To" field when setting directories to monitor for auto-reimport has also been changed to use the content browser path picker instead of relying on the user to manually enter a mount point.

Change 3247620 on 2017/01/05 by Nick.Darnell

	Automation - Removing an adjustment to the number of shots we take for high res shots.

Change 3247621 on 2017/01/05 by Nick.Darnell

	Automation - Adding a few more rendering tests to the cornell box.

Change 3247629 on 2017/01/05 by Nick.Darnell

	Automation - Improving the comparison row display for screenshots so it's obvious what each image represents.

Change 3248811 on 2017/01/05 by Matt.Kuhlenschmidt

	PR #3091: Removed unnecessary UPackage casts (Contributed by projectgheist)

Change 3248860 on 2017/01/06 by Matt.Kuhlenschmidt

	Made the plugin browser select the "built in" category by default instead of the 2D category.  There is no reason for a sub-category to be selected first as it makes searching for plugins globally an extra click because you have to click on the base category first

Change 3249264 on 2017/01/06 by Matt.Kuhlenschmidt

	Fixed automation test warnings

	#jira UE-40198

Change 3249481 on 2017/01/06 by Michael.Dupuis

	#jira UE-37875 : Fill empty layers of components on assignation or creation
	Also fill new component added with the tool from neighbours predominance

Change 3249505 on 2017/01/06 by Matt.Kuhlenschmidt

	PR #3093: Include guard cleanup (Contributed by projectgheist)

Change 3249544 on 2017/01/06 by Michael.Dupuis

	#jira UE-40299: validate if UISettings is valid

Change 3250738 on 2017/01/09 by Nick.Darnell

	UMG - The WIC now checks if the Widget is enabled before it claims that it's over an interactable or keyboard focusable widget.

	#jira UE-39845

Change 3250865 on 2017/01/09 by Nick.Darnell

	Slate - Updating EAutoCenter and ESizingRule to use the newer enum class style enums.

Change 3250867 on 2017/01/09 by Nick.Darnell

	Slate - Adding more logging to the hardware cursor code so that it reports more information when it doesn't find an exact match when it comes to cursor size.

Change 3250936 on 2017/01/09 by Nick.Darnell

	Automation - Refactoring the screenshot comparison tool to no longer require one one generated report.  Doing screenshot comparions now generates individual reports for each failed comparison so that they can be evaluated in bits, and as changes occur as the user reviews aspects, we can remove the reports.  There is now async image loading for the comparison view so that it doesn't hitch.

Change 3250937 on 2017/01/09 by Nick.Darnell

	Automation - Adding another example to the CornellBox test.

Change 3250958 on 2017/01/09 by Nick.Darnell

	Slate - Fixing some other cases where people were referring to ESizingRule::Type.

Change 3251162 on 2017/01/09 by Nick.Darnell

	Slate - Fixing some other cases where people were referring to ESizingRule::Type.

Change 3251254 on 2017/01/09 by Matt.Kuhlenschmidt

	Attempt to fix static analysis warnings

Change 3251373 on 2017/01/09 by Nick.Darnell

	Core - Now writing a log warning instead of ensuring if calling LoadModule wouldn't have been safe to do here, depending on load order.

Change 3251525 on 2017/01/09 by Nick.Darnell

	Automation - Fixing a build issue in ImageComparer.

Change 3252321 on 2017/01/10 by Alex.Delesky

	#jira UE-40164 - Importing multiple files to overwrite existing assets such as sounds will now correctly persist the "Yes to All" / "No to All" dialog selections.

Change 3252354 on 2017/01/10 by Nick.Darnell

	Image Compare - Fixing a potential threading hazard in the image comparer.

Change 3252356 on 2017/01/10 by Nick.Darnell

	Automation - The screenshot metadata now captures the commit/CL that the screenshot was taken at and records it in the metadata.

Change 3252601 on 2017/01/10 by Alexis.Matte

	Fbx automation test, reload feature implementation

Change 3252761 on 2017/01/10 by Jamie.Dale

	Fixing some IWYU errors with PCH disabled

Change 3252765 on 2017/01/10 by Jamie.Dale

	Fixing some static analysis warnings

Change 3252793 on 2017/01/10 by Jamie.Dale

	Fixing FText natvis

	The text data visualizers have to be defined before the text visualizer

Change 3253987 on 2017/01/11 by Matt.Kuhlenschmidt

	PR #3108: Git Plugin: use asynchronous "MarkForAdd" and "CheckIn" operations for the initial commit (Contributed by SRombauts)

Change 3254378 on 2017/01/11 by Matt.Kuhlenschmidt

	Refactor scene importing to allow for plugins to make scene importers

Change 3254679 on 2017/01/11 by Matt.Kuhlenschmidt

	Fix calling LoadModule in perforce source control off the main thread

Change 3256472 on 2017/01/12 by Jamie.Dale

	Improved error reporting from IncludeTool

	- The error reporting was using zero-based line indices which was misleading.
	- The error reporting now includes the offending line to remove ambiguity.

Change 3256725 on 2017/01/13 by Jamie.Dale

	IncludeTool can now parse typedef in Fwd headers

Change 3256758 on 2017/01/13 by Jamie.Dale

	Added support for String Tables

	String Tables provide a way to centralize your localized text into one (or several) known locations, and then reference the entries within a string table from other assets or code in a robust way that allows for easy re-use of localized text.

	String Tables can be defined in C++ (using the LOCTABLE family of macros), loaded via CSV file, or created as an asset. They can be referenced in C++ using either the LOCTABLE macro, or the static FText::FromStringTable function. INI files can reference them using the LOCTABLE macro syntax, and FText properties in assets can reference them via the advanced settings combo.

Change 3257018 on 2017/01/13 by Alexis.Matte

	FbxAutomationTest fix the import reload operation, it was calling garbagecollect with no keep flag

Change 3257168 on 2017/01/13 by Jamie.Dale

	Removed code that was writing null into bytecode during save

Change 3257344 on 2017/01/13 by Jamie.Dale

	Backing out changelist 3256725, and excluding my header from the scan instead

Change 3257426 on 2017/01/13 by Nick.Darnell

	Slate - Adding the ability to invert alpha when drawing slate textures.  Going to be used in the future for rendering render targets for the scene which have inverted alpha.

Change 3257572 on 2017/01/13 by Nick.Darnell

	Slate - Fixing a build error.

Change 3257970 on 2017/01/14 by Jamie.Dale

	Fixing exclude path

Change 3258458 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3135: GameViewportClient: FOnCloseRequested is now a multicast delegate (Contributed by Nadrin)

Change 3258472 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3126: Fix to load editor style assets (Contributed by projectgheist)

Change 3258473 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3124: Fix wrong result with Image-DrawAsBox with PaperSprite. (Contributed by valval88)

Change 3258539 on 2017/01/16 by Nick.Darnell

	Slate - Pixel Snapping has been moved to the GPU for the RHI rendering policy.  Additionally, widgets with a render transform of Scale, Rotation or Sheer, and their children are no longer pixel snapped, this should reduce some of jittering seen by users when animations are applied to widgets.  NOTE: This only affects render transforms, any transform in layout space is still subject to pixel snapping.

Change 3258607 on 2017/01/16 by Nick.Darnell

	Fixing the mac build.

Change 3258661 on 2017/01/16 by Matt.Kuhlenschmidt

	Actors with experimental components no longer say
	"Uses experimental class: Actor" when selecting the actor root in the details panel

	#jira UE-40535

Change 3258678 on 2017/01/16 by Nick.Darnell

	Platform - Introducing a way to get the mimetype for a file on Windows.  Other platforms don't yet have an implementation outside of returning application/unknown.

Change 3258924 on 2017/01/16 by Nick.Darnell

	Platform - Implementing a fallback for the generic platform http, that can do some basic mimetype lookups.

Change 3258929 on 2017/01/16 by Nick.Darnell

	UMG - Fixing the animation to finish the evaluation before it notifies that the animation completed.

Change 3259109 on 2017/01/16 by Nick.Darnell

	Platform - The GetMimeType function now only takes in FilePath, since some platforms will require that actually resolve to a file on disk in order to determine the true mimetype.

Change 3259111 on 2017/01/16 by Alexis.Matte

	Avoid to move the camera when we re-import in the static mesh editor
	#jira UE-40613

Change 3259275 on 2017/01/16 by Matt.Kuhlenschmidt

	Fix crash when a slate window is resized and calls into a scene viewport during loading code when the scene viewport is not in a slate hierarchy and thus has no widget

Change 3259300 on 2017/01/16 by Nick.Darnell

	UMG - Introducing PreConstruct and NativePreConstruct to the base UUserWidget.  Users can now visualize non-binding based changes in the designer by evaluating a very limited amount of the blueprint code.  In the event your user widget crashes on load, due to calling something unsafe, you can disable evaluation in the editor preferences under Widget Designer.

Change 3259306 on 2017/01/16 by Nick.Darnell

	Games - Removing the Game Specific implementations of PreConstruct.

Change 3260182 on 2017/01/17 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3261049 on 2017/01/17 by Nick.Darnell

	Slate - Putting in some fixes for the non-gpu pixel snapping mode, and disabling gpu snapping while we dig into why it looks weird.

Change 3261434 on 2017/01/17 by Nick.Darnell

	Fixing the mac build.

Change 3261435 on 2017/01/17 by Nick.Darnell

	Slate - Tweaking some aspects of the slate rounding code on the GPU.  There's still some precision loss somewhere causing subtle differences in where the snap occurs, that's different from previously.

Change 3261460 on 2017/01/17 by Nick.Darnell

	UMG - Tweaking the defintiions of NativePreConstruct, dropping passing in design time since that is readily available in native code.

Change 3261833 on 2017/01/18 by Alexis.Matte

	Fix all warning for fbx automation tests
	#jira UE-40208

Change 3261874 on 2017/01/18 by Matt.Kuhlenschmidt

	PR #3136: Fix Submit to Source Control Window for Git plugin : use CanCheckIn() to filter out unmodified assets files (Contributed by SRombauts)

Change 3262000 on 2017/01/18 by Jamie.Dale

	Updated Slate to allocate widgets using MakeShared

	This saves one allocation per-widget

Change 3262003 on 2017/01/18 by Nick.Darnell

	UMG - Widget Interaction Components now ignore Visible(false) Widget Components when tracing.

	#jira UE-40523

Change 3262052 on 2017/01/18 by Alexis.Matte

	Put back the staticmesh skinxx workflow
	#jira UE-40782

Change 3262775 on 2017/01/18 by Nick.Darnell

	Slate - Ditching moving vertex rounding to the GPU, some precision issues could not be overcome.  Ended up writing a clean way to implement it on the CPU.

Change 3262818 on 2017/01/18 by Alex.Delesky

	#jira UE-40668 - Editor preferences will now save for data pin styles

Change 3263679 on 2017/01/19 by Nick.Darnell

	Slate - Adding some comments to the Slate Vertex Rounder.

Change 3265154 on 2017/01/19 by Nick.Darnell

	Slate/UMG - Putting in some more time into pixel snapping.  I've re-introduced the old constructors, and decided to go with the templated approach, as to not break old code that relied on the FSlateVertex working a certain way.

Change 3265478 on 2017/01/20 by Chris.Wood

	Added config support for hang detection time and switching hang detection on/off in UnrealWatchdog
	[UE-40838] - Make hang time configurable and increase default in UnrealWatchdog

Change 3265600 on 2017/01/20 by Nick.Darnell

	Slate - Making some const local variables const.

Change 3265714 on 2017/01/20 by Alex.Delesky

	#jira UE-40791 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.

Change 3265865 on 2017/01/20 by Alex.Delesky

	#jira UE-40511 - The Content Browser file path will now update when inside a folder that is deleted from the Sources Panel.

Change 3267989 on 2017/01/23 by Jamie.Dale

	Exposed String Tables to Blueprints

Change 3268018 on 2017/01/23 by Jamie.Dale

	Small API clean-up for string tables

Change 3268455 on 2017/01/23 by Matt.Kuhlenschmidt

	Fix SaveAs (Which says SaveCurrentAs) not saving the current level and only saving the persistent level and then reloading everything thus causing work to be lost if editing a sub-level

	#jira UE-40930

Change 3269388 on 2017/01/24 by Chris.Wood

	Refactored tick timing in UnrealWatchdog to stop bug where it doesn't close.
	[UE-40839] - UnrealWatchdog running and blocking use of Unreal Game Sync for internal users

	Standalone tool code only - doesn't touch engine

Change 3270205 on 2017/01/24 by Cody.Albert

	Updated FUnrealEdMisc::OnMessageTokenActivated to properly traverse up the outer hierarchy of an object.

Change 3270231 on 2017/01/24 by Cody.Albert

	Renamed and exposed GetFullScreenAlignment and GetViewportAnchors for consistency with the setters

Change 3271734 on 2017/01/25 by Michael.Dupuis

	#jira UE-38631
	Add sorting for landscape target layer, user can now sort alphabetical, material based or custom
	Added a new vertical box SDragNDropVerticalBox to handle drag & drop of FSlot
	Fixed SDropTarget to only consider the drop action if it was started by it
	Added visibility toggle to only show used layers in the currently loaded data

Change 3271797 on 2017/01/25 by Jamie.Dale

	Renamed HasBeenAlreadyMadeSharable to DoesSharedInstanceExist as the old name was nonsense

Change 3271813 on 2017/01/25 by Jamie.Dale

	Fixed bad access of a shared this during widget destruction when a context menu was open

Change 3271988 on 2017/01/25 by Nick.Darnell

	Slate - Removing some old checkbox deprecated code from the 4.3 and 4.6 days.

Change 3271992 on 2017/01/25 by Nick.Darnell

	Blueprints - Making the checked call better to log out more information when dragging and dropping a missing property.

Change 3272134 on 2017/01/25 by Jamie.Dale

	Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs

	This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text).

Change 3272301 on 2017/01/25 by Nick.Darnell

	Slate - More cleanup from the removal of a old legacy enum that people were still using.

Change 3273070 on 2017/01/26 by Chris.Wood

	Fix CIS errors in landscape code from CL 3271734

Change 3273123 on 2017/01/26 by Chris.Wood

	Fix crash during init of CRC when running packaged without access to main engine config hierarchy.

Change 3273194 on 2017/01/26 by Nick.Darnell

	Fixing some build warnings.

Change 3273242 on 2017/01/26 by Michael.Dupuis

	#jira UE-39948 : if we detect there is multiple levels in the current persistent when we add a new foliage asset we ask to save the foliage as an asset to permit paiting over multiple levels

Change 3273279 on 2017/01/26 by Jamie.Dale

	String Table INI redirects are now in the "Core.StringTable" section (rather than "/Script/Engine.Engine")

Change 3273483 on 2017/01/26 by Alex.Delesky

	#jira UE-32047 - Made changes to the FixupRedirects commandlet to ensure that files that are marked for delete are moved from the default changelist to the pending changelist and submitted when using Perforce.

	Also makes a slight change to the ResavePackages commandlet to submit files marked for delete.

Change 3273568 on 2017/01/26 by Alex.Delesky

	Modifying changes made to SPluginWizard to have the plugin loading phase determined by the wizard's definition rather than from the first selected template.

	#jira none

Change 3273855 on 2017/01/26 by Alex.Delesky

	#jira UE-41117 - Updating the tooltip on the "Allow Paint of all LODs" option for mesh paint mode.

Change 3274200 on 2017/01/26 by Alex.Delesky

	For IPluginWizardDefinition, temporarily adding function bodies to two methods instead of having them be pure virtual methods.

Change 3274317 on 2017/01/26 by Jamie.Dale

	Deleting a seemingly corrupted asset that was accidentially submitted

Change 3275072 on 2017/01/27 by Michael.Dupuis

	#jira UE-38631 tweaks
	Fix typo error
	Iterate all components, not only active one
	Force expand the Target Layers widget

Change 3275249 on 2017/01/27 by Alexis.Matte

	Color grading controls: Keep the vector ratio when changing the master slider
	#jira UETOOL-1098

Change 3275282 on 2017/01/27 by Alexis.Matte

	Color grading controls: Cosmetic changes
	#jira UETOOL-1099

Change 3275292 on 2017/01/27 by Alexis.Matte

	Make sure the build is called once when we import a staticmesh.
	#jira UE-40947

Change 3275430 on 2017/01/27 by Alexis.Matte

	Add some fbx automation tests
	- Import a mesh with no material
	- Import corrupted asset with no section in a LOD
	- Import morph targets
	- Materials name clash
	- Max Multimap material ordering

Change 3275683 on 2017/01/27 by Michael.Dupuis

	#jira UE-41215 : when saving an asset do not register the transaction, and make sure that the duplicate wont keep a copy in the transaction buffer as an asset can't be undo

Change 3276237 on 2017/01/27 by Jamie.Dale

	Deleting a seemingly corrupted asset that was accidentially submitted

Change 3276266 on 2017/01/27 by Jamie.Dale

	Fix for accessing a potentially null pointer

Change 3277065 on 2017/01/30 by Chris.Wood

	Move crash report temp files to saved config and cleanup on schedule.
	[UE-39506] - CrashReportClient ini folders are not cleaned when opening the editor

Change 3277236 on 2017/01/30 by Matt.Kuhlenschmidt

	Fix crash when cancelling SaveCurrentLevelAs

	#jira UE-41182

Change 3277409 on 2017/01/30 by Jamie.Dale

	Improved text rendering when the last resort font is missing

	The last resort font is no longer included in shipping builds, so this change makes some improvements to text rendering when it's missing.

	- The legacy font cache no longer tries to use the last resort font if it's not available (preventing warnings).
	- The Slate font renderer no longer tries to use the last resort font if it's not available.
	- Text shaping will use the last resort character if none of the available fonts can render a given character (likely because the last resort font is missing).
	- HarfBuzz shaped text now uses the fallback character correctly.

Change 3277749 on 2017/01/30 by Nick.Darnell

	Slate - Moving ESlateDrawEffect & ESlateBatchDrawFlag over to be enum class, found cases where users were improperly assuming the enum order, and so now it won't be possible to just treat an int32 or a bool as the draw effect value.

	Core - Adding EnumHasAllFlags and EnumHasAnyFlags, templated functions to make it easier to check for the existance of a flag on enum classes.

Change 3277805 on 2017/01/30 by Nick.Darnell

	Rendering - Changing some LoadModuleChecked calls to GetModuleChecked, as these calls are not happening on the main thread and are not safe to make.

Change 3277914 on 2017/01/30 by Matt.Kuhlenschmidt

	Fix Niagara slate style warning on startup

Change 3278058 on 2017/01/30 by Matt.Kuhlenschmidt

	Fixed compile error

Change 3278132 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278133 on 2017/01/30 by Matt.Kuhlenschmidt

	Fixed compile errors

Change 3278186 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278525 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278534 on 2017/01/30 by Nick.Darnell

	Automation - Clearing up several warnings/errors with automation results, trying to get Automation Tests to at least yellow before integration.

Change 3278941 on 2017/01/31 by Nick.Darnell

	Fixing a build warning due to build team refactor.

Change 3278949 on 2017/01/31 by Nick.Darnell

	Fixing incrmenetal build issues.

Change 3278953 on 2017/01/31 by Nick.Darnell

	Fixing some incrmental linux build issues.

Change 3278964 on 2017/01/31 by Nick.Darnell

	FIxing more incremental build issues.

Change 3279256 on 2017/01/31 by Michael.Dupuis

	#jira UE-41319
	#jira UE-41315
	#jira UE-41316
	Instead of getting the Landscape Actor, call GetLandscapeProxy so all case are handled, either proxy or landscape actor

Change 3279270 on 2017/01/31 by Chad.Garyet

	re-updating the automation test pool

[CL 3279775 by Matt Kuhlenschmidt in Main branch]
2017-01-31 15:22:49 -05:00
Ben Marsh
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]
2016-12-08 08:52:44 -05:00
Ben Marsh
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]
2016-11-23 15:48:37 -05:00
Matt Kuhlenschmidt
1da24c4701 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2973846 on 2016/05/11 by Jamie.Dale

	Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue

	These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects).

	The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue.

	This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made).

Change 2973847 on 2016/05/11 by Jamie.Dale

	Changing the loading phase in the localization dashboard now writes to the default config

	#jira UE-30482

Change 2973866 on 2016/05/11 by Jamie.Dale

	Deprecated some functions that were taking an unused position.

	These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version.

	- FViewportFrame::ResizeFrame
	- FSceneViewport::ResizeFrame
	- FSceneViewport::ResizeViewport

Change 2974505 on 2016/05/11 by Nick.Darnell

	PR #2309: Added Combobox styling (Contributed by Chris528)

Change 2975241 on 2016/05/12 by Richard.TalbotWatkin

	Made sRGB Preview the default in the Color Picker.

Change 2975390 on 2016/05/12 by Jamie.Dale

	Made sure that en-US-POSIX is in our list of available cultures

	Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this.

Change 2975411 on 2016/05/12 by Jamie.Dale

	PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz)

Change 2975559 on 2016/05/12 by Jamie.Dale

	Dialogue Wave VO direction can now be localized

	This is gathered as editor-only data.

	#jira UE-28715

Change 2975710 on 2016/05/12 by Jamie.Dale

	Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package

Change 2975728 on 2016/05/12 by Jamie.Dale

	Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue

	#jira UETOOL-794

Change 2975763 on 2016/05/12 by Jamie.Dale

	We no longer warn if asked to check out a UNC path when running the GatherText commandlets

	#jira UE-25833

Change 2975766 on 2016/05/12 by Jamie.Dale

	Resolved some loc key conflicts

	#jira UE-25833

Change 2975774 on 2016/05/12 by Jamie.Dale

	PO files now only contain a single entry in the case of a native translation being exported

	They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used.

	This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file.

Change 2975776 on 2016/05/12 by Jamie.Dale

	Downgraded a PO file import warning that isn't really an issue

	#jira UE-25833

Change 2976675 on 2016/05/13 by Jamie.Dale

	Fixed some more fallout from changes to use the window position when changing the game viewport mode

	- FSceneViewport::ResizeFrame:
	  - Fixed the HMD monitor info setting the wrong variables.
	  - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes.
	  - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning).

	- FWindowsWindow::MoveWindowTo:
	  - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area.

	- FWindowsApplication:
	  - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected.

	#jira UE-30276
	#jira UE-30677

Change 2976804 on 2016/05/13 by Jamie.Dale

	Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to

Change 2976967 on 2016/05/13 by Alexis.Matte

	#jira UE-30687 Cannot import a skeletal mesh scale to zero

Change 2977042 on 2016/05/13 by Alexis.Matte

	#jira UE-29952 log a warning if fbx exceed the maximum number of LOD.

	#2326 Github PR

	#code review matt.kuhlenschmidt

Change 2977074 on 2016/05/13 by Jamie.Dale

	Follow up to CL# 2976804 to avoid a potential change in behavior

Change 2977076 on 2016/05/13 by Jamie.Dale

	Some tidy up and optimization to SCulturePicker

Change 2977327 on 2016/05/13 by Alex.Delesky

	Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser.

	#jira UE-30423

Change 2977499 on 2016/05/13 by Alexis.Matte

	#jira UE-29475
	Enable UStruct child property to be favorite

Change 2978415 on 2016/05/16 by Jamie.Dale

	We now pre-load all the culture data when starting the editor to avoid a UI hitch later

Change 2978517 on 2016/05/16 by Alex.Delesky

	#jira UE-29406

	Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor.

Change 2978518 on 2016/05/16 by Alex.Delesky

	#jira UE-28210

	The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session.

Change 2978556 on 2016/05/16 by Alexis.Matte

	Fbx tests automation
	#jira UE-29635

Change 2978797 on 2016/05/16 by Alexis.Matte

	#jira UE-30774
	- prevent baking the pivot if we transform the vertex with the absolute transform.
	- Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform.

	#code review matt.kuhlenschmidt

Change 2978965 on 2016/05/16 by Alexis.Matte

	FBX importer, fix the socket rotation.
	#jira UE-30094

Change 2980613 on 2016/05/17 by Jamie.Dale

	Moved the XLOC UAT localization provider to be publicly accessible

Change 2980614 on 2016/05/17 by Jamie.Dale

	Reference update for project move

Change 2980633 on 2016/05/17 by Jamie.Dale

	Made the culture mapping used between XLOC and UE4 configurable on a per-project basis

	You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings.

Change 2980836 on 2016/05/17 by Jamie.Dale

	Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command

	You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload

Change 2982700 on 2016/05/18 by Jamie.Dale

	Fixed the loc package gather potentially adding the same source location multiple times

Change 2983906 on 2016/05/19 by Jamie.Dale

	Slight cleanup of the way we register localization gatherer callbacks

Change 2984356 on 2016/05/19 by Chris.Wood

	Removed temporary analytics API change needed for earlier hot fix
	[UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817

Change 2986679 on 2016/05/23 by Alex.Delesky

	#jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad.

Change 2986798 on 2016/05/23 by Alex.Delesky

	#jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus.

Change 2987106 on 2016/05/23 by Alexis.Matte

	Fbx importer, fail import must not create a package in the content browser
	#jira UE-31154

Change 2987563 on 2016/05/23 by Alex.Delesky

	#jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed

Change 2987564 on 2016/05/23 by Alex.Delesky

	#jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor.

Change 2988321 on 2016/05/24 by Jamie.Dale

	Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded

Change 2988708 on 2016/05/24 by Jamie.Dale

	Fix for crash when missing the fallback/last resort font

Change 2988782 on 2016/05/24 by Jamie.Dale

	Added the ability to version each localized string individually when loaded into the localization manager

	The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories.

	Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history.

Change 2988856 on 2016/05/24 by Jamie.Dale

	Added a way to get the package(s) of the object(s) being edited by a property panel

	Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case:
	  - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package.
	  - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors.

Change 2988955 on 2016/05/24 by Alex.Delesky

	#jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules.

	Git Request #2376

Change 2989418 on 2016/05/25 by Jamie.Dale

	Added a way to count text references within a package that match the given search criteria

	This can be used to detect whether a localization ID is unique within its package.

	The following search modes are available:
	  - MatchId: Detect a reference if it matches the given ID (ignoring the source text)
	  - MatchSource: Detect a reference if it matches the given ID and source string
	  - MismatchSource: Detect a reference if it matches the given ID but has a different source string

Change 2989436 on 2016/05/25 by Jamie.Dale

	Added "root-level" meta-data (meta-data associated with the package rather than an object within it)

Change 2989471 on 2016/05/25 by Alexis.Matte

	Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk

Change 2989639 on 2016/05/25 by Jamie.Dale

	Added static version of FName::IsValidXName

	This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table)

Change 2989716 on 2016/05/25 by Alex.Delesky

	#jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks.

Change 2990100 on 2016/05/25 by Alexis.Matte

	Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD

	#jira UE-30907

Change 2991442 on 2016/05/26 by Bob.Tellez

	#UE4 Fix components in world not rendering when saved without a physics scene.

Change 2991736 on 2016/05/26 by Bob.Tellez

	#UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser.

Change 2991942 on 2016/05/26 by Alex.Delesky

	#jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup.

Change 2991994 on 2016/05/26 by Alex.Delesky

	#jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor.

Change 2994037 on 2016/05/30 by Alexis.Matte

	Add Fbx Automation Tests
	- static mesh import reimport (sections and materials)
	- skeletal mesh import and reimport (sections and materials also bone position)
	- static/skeletal mesh LODs (import, add, reimport)
	- rigid mesh (import, reimport)

Change 2994253 on 2016/05/31 by Alexis.Matte

	Mikkt crash when computing the normals if there is more vertex then the number of wedge

	#jira UE-29143

Change 2994260 on 2016/05/31 by Alexis.Matte

	Make sure we cannot modify fbx test plan when json file is read only

Change 2994431 on 2016/05/31 by Alex.Delesky

	#jira UE-21900 - The scale widget should now render all axes when using an orthographic camera.

Change 2994432 on 2016/05/31 by Alex.Delesky

	#jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled.

Change 2994537 on 2016/05/31 by Richard.TalbotWatkin

	Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo.
	#jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>()

Change 2994983 on 2016/05/31 by Richard.TalbotWatkin

	Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information.
	#jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693

Change 2995022 on 2016/05/31 by Jamie.Dale

	PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH)

Change 2995027 on 2016/05/31 by Jamie.Dale

	PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH)

Change 2995963 on 2016/06/01 by Alex.Delesky

	#jira UE-31317 -  The transform gizmo will no longer block the placement of a material onto a mesh.

Change 2997002 on 2016/06/01 by Cody.Albert

	Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed

	#jira UE-31448

Change 2998013 on 2016/06/02 by Alexis.Matte

	Prevent static mesh materials array to grow when using the reset button in the staticmesh editor.

	#jira UE-12931

Change 2998370 on 2016/06/02 by Alexis.Matte

	Fbx Automation, add some import LOD test in case the options are not ok

Change 2999709 on 2016/06/03 by Jamie.Dale

	Fixed some issues with gathering text from BP bytecode

	Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load).

Change 2999755 on 2016/06/03 by Richard.TalbotWatkin

	Fixes to Spline Mesh collision generation.
	- Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry.
	- Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh.
	- Optimized physics rebuilding.  A new BodySetup object is now only created when needed, otherwise it is reused.

	#jira UE-31361 - Splines handle box collision and collision from other shapes differently

Change 2999973 on 2016/06/03 by Jamie.Dale

	We now skip bulk data when detecting text references

	#jira UE-31596

Change 3000159 on 2016/06/03 by Alex.Delesky

	#jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level.

Change 3001814 on 2016/06/06 by Alexis.Matte

	Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh.
	Add a fbx test to make sure the problem is flag by automation test

	#jira UE-1394

Change 3001820 on 2016/06/06 by Alex.Delesky

	#jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint.

Change 3001915 on 2016/06/06 by Alexis.Matte

	Make sure we check attribute type before checking attribute unique ID in case of unique id clash.

	#jira UE-31214

Change 3002026 on 2016/06/06 by Alexis.Matte

	Importing morph target should not import textures like materials since the base mesh already import thoses.

	UDN Question:
	https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html

Change 3002623 on 2016/06/06 by Jamie.Dale

	Fixing more loc conflicts

Change 3002883 on 2016/06/06 by Jamie.Dale

	Adding retry when dealing with OneSky

	This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413

Change 3003004 on 2016/06/06 by Trung.Le

	#jira UE-13101 - Make "Description" field for a BluePrint Function multiline

Change 3003859 on 2016/06/07 by Alexis.Matte

	#jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite

Change 3004132 on 2016/06/07 by Jamie.Dale

	Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical

	This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket.

	This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly.

Change 3004286 on 2016/06/07 by Jamie.Dale

	Ensured that assignments that publish new names to the bucket are atomic

Change 3004310 on 2016/06/07 by Jamie.Dale

	Ensured FName internal hashes are returned as uint16

Change 3004381 on 2016/06/07 by Jamie.Dale

	FAsyncPackage now creates the meta-data before processing the remaining exports

	This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them.

Change 3004765 on 2016/06/07 by Alex.Delesky

	#jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material.

Change 3005754 on 2016/06/08 by Trung.Le

	Allow whitespace for meta class names
	#jira UE-31668

Change 3005755 on 2016/06/08 by Stephan.Jiang

	UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid

	#jira UE-31299

Change 3006512 on 2016/06/08 by Alex.Delesky

	#jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first.

Change 3006760 on 2016/06/08 by Jamie.Dale

	Added support for stable localization keys

	This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict.

	In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict.

	In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages.

	If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package.

	Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this:
	  MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC

	This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game.

	Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date.

	#jira UETOOL-796

Change 3007501 on 2016/06/09 by Trung.Le

	#jira UE-31722
	Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction.

Change 3007524 on 2016/06/09 by Jamie.Dale

	Added some additional checks to avoid re-keying text when duplicating for PIE

Change 3007564 on 2016/06/09 by Jamie.Dale

	PR #2401: DataTable import/export improvements (Contributed by bozaro)

Change 3007653 on 2016/06/09 by Jamie.Dale

	PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt)

Change 3008019 on 2016/06/09 by Jamie.Dale

	Updated structs to export as JSON when displaying them in the Data Table editor

	This produces much cleaner results than using the text export method (which will use the internal names for user defined structs).

	This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it.

	#jira UE-29958

Change 3008052 on 2016/06/09 by Jamie.Dale

	Fixed bug importing an array inside a JSON Data Table

	This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing.

Change 3008875 on 2016/06/10 by Jamie.Dale

	PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts)

Change 3008879 on 2016/06/10 by Jamie.Dale

	PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts)

Change 3008990 on 2016/06/10 by Alex.Delesky

	#jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source.

Change 3008991 on 2016/06/10 by Alex.Delesky

	#jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window.

Change 3010856 on 2016/06/13 by Alexis.Matte

	#jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth.

Change 3011736 on 2016/06/13 by Jamie.Dale

	Adding missing plurals.res file

	This is needed to get plural form information from ICU.

	#jira UETOOL-875

Change 3012387 on 2016/06/14 by Richard.TalbotWatkin

	Disabled the Paste context menu action if the property is marked as EditConst.
	#jira UE-27469 - User is able to paste values into a read-only setting

Change 3012971 on 2016/06/14 by Stephan.Jiang

	Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder.

	By default, visibility for engine content is off and developers is on

	#jira UE-31657

Change 3013111 on 2016/06/14 by Jamie.Dale

	Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations

	Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format.

Change 3015438 on 2016/06/15 by Cody.Albert

	Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation)

	#jira UE-32082

Change 3016782 on 2016/06/16 by Richard.TalbotWatkin

	Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array.

Change 3016949 on 2016/06/16 by Jamie.Dale

	Added FastDecimalFormat overloads to write into an existing string

	This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format).

Change 3016952 on 2016/06/16 by Jamie.Dale

	Changed an Add for an Emplace to avoid moving a temporary

Change 3016954 on 2016/06/16 by Jamie.Dale

	Updated some FText code to avoid creating temporary objects just to move data through a hierarchy

	There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data.

	This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit).

	In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful.

Change 3019021 on 2016/06/19 by Richard.TalbotWatkin

	When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear.
	#jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted

Change 3019022 on 2016/06/19 by Richard.TalbotWatkin

	Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed.
	#jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode
	#jira UE-31915 - Selecting BSP face does not show Surface Properties in Details

Change 3019025 on 2016/06/19 by Richard.TalbotWatkin

	Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops.
	#jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive

Change 3020050 on 2016/06/20 by Cody.Albert

	Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor.

	#jira UE-32173

Change 3021145 on 2016/06/21 by Jamie.Dale

	Added support for text format argument modifiers

	These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)".

	We provide a few of these by default:
	 - |plural(key=val,...)
	 - |ordinal(key=val,...)
	   Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string.
	 - |gender(masculine,feminine,[neuter])
	   Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string.
	 - |hpp(consonant,vowel)
	   Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string.

	Major changes:
	 - Exposed the ICU plural form handling via FCulture::GetPluralForm.
	 - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers).
	 - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat).
	 - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText).
	 - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText).

	Breaking changes:
	 - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text:
	   - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F".
	   - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug.

Change 3021156 on 2016/06/21 by Jamie.Dale

	Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling

	This avoids the compile and link actions being split into different batches.

Change 3021280 on 2016/06/21 by Richard.TalbotWatkin

	Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier).
	#jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug

Change 3022949 on 2016/06/22 by Alex.Delesky

	#jira UE-31944 - Upgrading Subversion binaries to version 1.9.4.

Change 3023092 on 2016/06/22 by Jamie.Dale

	Downgraded some checks to ensures and added an early out

	#jira UE-32009

Change 3023154 on 2016/06/22 by Jamie.Dale

	Ported over CL# 3018771 to the UE automation

	This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated).

Change 3023579 on 2016/06/22 by Jamie.Dale

	Expanded the Blueprint FormatText node to support numeric and gender types

	These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text.

	Major changes:
	 - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text.
	   - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin.
	 - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue.
	 - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead.

Change 3023915 on 2016/06/22 by Jamie.Dale

	Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals

Change 3024813 on 2016/06/23 by Jamie.Dale

	Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code

Change 3024852 on 2016/06/23 by Nick.Darnell

	FBX - Updating automation tests with the changes to chunk  and chunk index removal and them being merged with sections.

Change 3024994 on 2016/06/23 by Nick.Darnell

	UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview.  This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using.  Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget.  This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint.

	#jira UE-31155

Change 3025194 on 2016/06/23 by Alex.Delesky

	#jira UE-31155 - Compilation error fix.

Change 3025255 on 2016/06/23 by Alex.Delesky

	#jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports.

Change 3025460 on 2016/06/23 by Cody.Albert

	Fixed issue where widget components would misalign when aspect ratio was being constrained

	#jira UE-29637

Change 3025508 on 2016/06/23 by Cody.Albert

	Adding support for adjusting animation playback speed

	#jira UE-32222

Change 3026444 on 2016/06/24 by Jamie.Dale

	Fixed crash caused by bad access of shared this when closing an active IME context

	This was only needed to get the owner window, which we now cache when the IME context is created.

	#jira UE-32240

Change 3028358 on 2016/06/27 by Jamie.Dale

	Fixed IMEs not working due to no window being cached

	#jira UE-32240

Change 3028464 on 2016/06/27 by Alex.Delesky

	#jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out.

Change 3028524 on 2016/06/27 by Chris.Wood

	Switched off uploads to legacy Crash Report Receiver.
	[UE-31252] - Switch off deprecated CRR upload in Crash Report Client

	Also added CRC version string, added to crash context from CRC config

Change 3028840 on 2016/06/27 by Alexis.Matte

	#jira UE-32306 replace material bad name character by an underscore when doing a scen import.

Change 3028924 on 2016/06/27 by Alexis.Matte

	#jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder

Change 3029044 on 2016/06/27 by Alex.Delesky

	#jira UE-31944  - Updating SVN binaries for Mac to 1.9.4

Change 3029276 on 2016/06/27 by Alex.Delesky

	#jira UE-31531 - A user can now select the base class when creating a new physical material.

	PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside)

Change 3029459 on 2016/06/27 by Alexis.Matte

	#jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options.

Change 3030577 on 2016/06/28 by Nick.Darnell

	PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts)

Change 3030587 on 2016/06/28 by Alexis.Matte

	#jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh

Change 3030946 on 2016/06/28 by Alexis.Matte

	#jira UE-32515 prevent crash when re-import staticmesh userdata

Change 3031115 on 2016/06/28 by Jamie.Dale

	The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass

	This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed.

Change 3031146 on 2016/06/28 by Jamie.Dale

	Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject

Change 3031357 on 2016/06/28 by Nick.Darnell

	PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz)

Change 3031515 on 2016/06/28 by Jamie.Dale

	Fixed game targets not being able to depend on other game targets

Change 3031520 on 2016/06/28 by Jamie.Dale

	Localization compilation now specifies an ArchiveName to use

Change 3031671 on 2016/06/28 by Nick.Darnell

	Editor - Checking to see if a weak variable is valid before using it in the editor build window.

Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt

	Added ability to invert the Y axis in editor viewports for mouse look and orbit

Change 3032495 on 2016/06/29 by Jamie.Dale

	Fixed some measuring issues with bi-directional text within a right-flowed document

	There were three main issues:
	  1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering).
	  2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights).
	  3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights).

	#jira UE-32526

Change 3032533 on 2016/06/29 by Nick.Darnell

	UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer.  Users who use this option are encouraged to start with the widget components default material and work from there.  The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big.

Change 3032855 on 2016/06/29 by Alexis.Matte

	#jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated

	#test please re-test also UE-32240

Change 3033145 on 2016/06/29 by Alex.Delesky

	#jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized.

Change 3033147 on 2016/06/29 by Alex.Delesky

	#jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly.

	This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed.

Change 3033162 on 2016/06/29 by Alex.Delesky

	#jira UE-31827 - Undo/redo now works in the Material function editor.

Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt

	Fix post process settings blendable picker not being readable in the details panel

Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt

	Fixed huge number of redundant calls to CanEditChange and
	DiffersFromDefault that were causing massive performance loss when
	thousands of objects are selected. CanEditChange and DiffersFromDefault
	are now cached each time a property value changes.

	Fixed redundant calls for getting visualizers for each selected
	object.  This is now cached on selection

Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt

	Fix Mass customization on the body instance not working with undo/redo or reset to default

Change 3034357 on 2016/06/30 by Alex.Delesky

	#jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent.

Change 3035915 on 2016/07/01 by Richard.TalbotWatkin

	Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry.  This fixes the case where an STileView is contained within an SScrollBox.
	#jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox

Change 3035951 on 2016/07/01 by Richard.TalbotWatkin

	Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars.
	#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume

Change 3036991 on 2016/07/04 by Alexis.Matte

	#jira UETOOL-901 Scene importer now support the rigid mesh animation

Change 3037037 on 2016/07/04 by Jamie.Dale

	Fixed regression in editable text box alignment

	Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead.

Change 3037057 on 2016/07/04 by Richard.TalbotWatkin

	Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received.
	#jira UE-29815 - In-game screenshot isn't working under certain circumstances

Change 3037082 on 2016/07/04 by Chris.Wood

	Added detection of asserts and passing assert flag and crash type string to crash reports.
	[UE-30592] - Crash Reporter should determine crash type on client and pass string to server

	Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point.

Change 3037095 on 2016/07/04 by Alexis.Matte

	Fix the bone name when duplicating a socket.

Change 3037453 on 2016/07/05 by Stephan.Jiang

	Adding ability to animate the root wigdet #2
	FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint
	the properties are then migrated back to the CDO

	#UE 31810

Change 3037487 on 2016/07/05 by Jamie.Dale

	Fixed crash caused by stale BP pointer

	#jira UE-32325

Change 3037488 on 2016/07/05 by Jamie.Dale

	Fixed a crash that could occur when a class and a folder had the same name

Change 3037526 on 2016/07/05 by Jamie.Dale

	Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress

	The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown.

	#jira UE-17688

Change 3037557 on 2016/07/05 by Alex.Delesky

	#jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location.

	The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns.

Change 3037558 on 2016/07/05 by Alex.Delesky

	#jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened.

Change 3037559 on 2016/07/05 by Alex.Delesky

	#jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level.

Change 3037593 on 2016/07/05 by Stephan.Jiang

	GitHub #2549: Add function for setting the playback rate of UMG animations
	original code shelved in CL 3033449

	#UE-32653

Change 3037605 on 2016/07/05 by Jamie.Dale

	Fixed infinite recursion that could happen when gather loc from an object with a custom callback

	#jira UE-32670

Change 3037649 on 2016/07/05 by Nick.Darnell

	PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,   Rama (Contributed by EverNewJoy)

Change 3037652 on 2016/07/05 by Nick.Darnell

	Clean - Removing commented out code.

Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt

	Fix initial hitch when dragging around in a color picker opened from a material expression node.

Change 3037679 on 2016/07/05 by Nick.Darnell

	Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures.

Change 3037757 on 2016/07/05 by Nick.Darnell

	PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok)

Change 3037840 on 2016/07/05 by Nick.Darnell

	UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite.  There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand.

Change 3037924 on 2016/07/05 by Jamie.Dale

	Re-ordered variable initialization to appease a warning on Mac

Change 3037981 on 2016/07/05 by Jamie.Dale

	Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array

	#jira UE-32639

Change 3038075 on 2016/07/05 by Cody.Albert

	Removed misleading error message in HandleCECommand

	#jira 28007

Change 3038231 on 2016/07/05 by Alexis.Matte

	#jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag.

Change 3038275 on 2016/07/05 by Alex.Delesky

	#jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself).

Change 3039310 on 2016/07/06 by Trung.Le

	#jira UE-25005 Change PIE Key Bindings
	- Removed Shift+F1 and Esc from BaseInput.ini
	- Created new customizable key binding for
	   + Shift+F1: same functionality.
	   + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session.
	   + Shift+Esc: now will stop the play session

Change 3039458 on 2016/07/06 by Trung.Le

	Removed unused code in StaticMeshLight.cpp

Change 3039827 on 2016/07/06 by Frank.Fella

	FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.

	#jira UE-31959

Change 3041094 on 2016/07/07 by Nick.Darnell

	WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault.

	#jira UE-32694

Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt

	Fix visualizers on blueprint actors not working when the internal components are trashed and replaced

Change 3041302 on 2016/07/07 by Chris.Wood

	Increased buffer size for crash uploads.
	[UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack

	Trivial change in dev branch - no code review

Change 3041969 on 2016/07/07 by Nick.Darnell

	UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel.

Change 3041971 on 2016/07/07 by Nick.Darnell

	UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser.

Change 3042612 on 2016/07/08 by Trung.Le

	#jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit

Change 3042732 on 2016/07/08 by mitchell.wilson

	Adding test content for UMG Paper 2d Atlas test

Change 3042780 on 2016/07/08 by mitchell.wilson

	Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing

Change 3042870 on 2016/07/08 by mitchell.wilson

	Renaming UMG_Paper2d to UMG_Sprite

Change 3044104 on 2016/07/10 by Nick.Darnell

	PR #2104: Improved widget input support (Contributed by projectgheist)

Change 3044107 on 2016/07/10 by Nick.Darnell

	Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off.

	#jira UE-25750

Change 3044377 on 2016/07/11 by Chris.Wood

	Add Slack messaging module - Epic Friday

Change 3044536 on 2016/07/11 by Alex.Delesky

	#jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features.

Change 3044922 on 2016/07/11 by Nick.Darnell

	Slate/UMG - Working on better support for VR interactions with Slate widgets.  This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world.  Breakages, direct mouse interaction with widgets in the virtual world is no longer supported.  Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction.  However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported.  Menu anchors now properly function inside of widgets in the virtual world.  Performance improvements - the viewport no longer arranges all 3d widgets every frame.  Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh.  This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of.  Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported.

Change 3045157 on 2016/07/11 by Nick.Darnell

	Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat.

Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt

	Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe

Change 3045358 on 2016/07/11 by Alex.Delesky

	#jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break.

Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt

	Enable the widget reflector from the editor console by typing "widgetreflector"

Change 3045387 on 2016/07/11 by Stephan.Jiang

	Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly.

	#UE-31874

Change 3046093 on 2016/07/12 by Nick.Darnell

	UMG - The Slider now exposes the IsFocusable option from Slate.

	#jira UE-32960

Change 3046094 on 2016/07/12 by Alexis.Matte

	#jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value.

Change 3046104 on 2016/07/12 by Stephan.Jiang

	typo "Syc" causing the "Sync" button doesn't show Slateicon

	#UE-31409

Change 3046142 on 2016/07/12 by Nick.Darnell

	Orion - Upgrading more code to use the new input mode functions and not the deprecated ones.

Change 3046165 on 2016/07/12 by Nick.Darnell

	UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data.

	#jira UE-32844

Change 3046255 on 2016/07/12 by Nick.Darnell

	UT - More build warning fixes for the new Input Mode methods.

Change 3046604 on 2016/07/12 by Richard.Hinckley

	Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard.

Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt

	Better way of summoning the widget reflector from the console

Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt

	Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only

Change 3048754 on 2016/07/13 by Trung.Le

	#jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands

Change 3048756 on 2016/07/13 by Trung.Le

	Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable

Change 3048865 on 2016/07/13 by Trung.Le

	#jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly

Change 3048892 on 2016/07/13 by Nick.Darnell

	UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components.  So it's easier to attach it to things that might be inside of a say a player collision capsule.  Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance.

	#jira UE-33250

Change 3049096 on 2016/07/13 by Trung.Le

	Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game.
	#jira UE-33259

Change 3049177 on 2016/07/13 by Stephan.Jiang

	Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer.

	#UE-33016

Change 3049726 on 2016/07/14 by Stephan.Jiang

	Adding icons for terrain mirror tool

	#UE-20588

Change 3049957 on 2016/07/14 by Nick.Darnell

	Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created.  Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content.  Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like.

Change 3049994 on 2016/07/14 by Stephan.Jiang

	Set viewed animtion to current animtion after switching from Graph to Designer
	(This is for "No Animation Selected" showing up when switching)

	#UE-33016

Change 3050194 on 2016/07/14 by Stephan.Jiang

	Added ability to replace the widget the track is currently bound to
	Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer

	#UE-31809

[CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
Nick Darnell
1258799218 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 2973866)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2937390 on 2016/04/07 by Cody.Albert

	#jira UE-29211
	Fixed slider to properly bubble unhandled OnKeyDown events

Change 2939672 on 2016/04/11 by Richard.TalbotWatkin

	Made a change to how file check out notifications work. Now the dirty package state is processed at the end of every tick, meaning that packages which are dirtied and then cleaned again are not processed. This fixes an issue where a number of child blueprints were flagged as needing checkout when a parent blueprint was compiled.  This also allows multiple packages which are dirtied at the same time to be treated as one transaction.
	#jira UE-29193 - "Files need check-out" prompt spams Blueprint users

Change 2939686 on 2016/04/11 by Richard.TalbotWatkin

	A number of further improvements to mesh vertex color painting:
	* Lower LODs are now automatically fixed up for instances which were created in a previous bugged version of the engine.
	* Since lower LODs cannot currently have their vertex colors edited, their vertex colors are always derived from LOD0.
	* Fixed a bug when building lower LODs so that vertices in neighboring octree nodes are considered when looking for the nearest vertex from LOD0 which corresponds.
	* Fixed issue where static meshes with imported LODs would not have the lower LODs' override colors set when "Copy instance vertex colors to source mesh" was used (static meshes with generated LODs were always getting correct override colors).
	#jira UE-28563 - Incorrectly displayed LOD VertexColor until paint mode is selected

Change 2939906 on 2016/04/11 by Nick.Darnell

	Automation - Adding several enhancements to the automation framework and improving the UI.
	* Tests in the UI now have a link to the source and line where they orginate.
	* There's now a general purpose latent lambda command you can use to run arbitrary code latently.
	* Added Inlined AddCommand for regular and networked commands to the base automation class, to avoid the use of the macro, which prevents breakpoints from working in lambda code.
	* Front end now has better column displays offering more room to the test name
	* Changed several events to the automation controller to multicast delegates so that many could hook them.
	* The UI now refreshes the selection after tests finish so that the output log updates.

Change 2939908 on 2016/04/11 by Nick.Darnell

	Automation - The editor import/export tests are now a complex test and actually sperate out all the tests that can be run, some trickiness was required on the filenames so that they didn't expand into more child tests in the UI. (replacing .'s with _'s)

Change 2940028 on 2016/04/11 by Nick.Darnell

	Automation - Removing the search box from the toolbar.  It's now inlined above the test tree.  Tweaking the padding to make it look more other windows and make everything not look so squished.  Recursive expansion now works on tests.

Change 2940066 on 2016/04/11 by Nick.Darnell

	Automation - Moving the filter group dropdown out of the toolbar and onto the line with the search box above the treeview - additional tweaks to it.

Change 2940092 on 2016/04/11 by Jamie.Dale

	PR #2248: Datatable select next row (Contributed by FineRedMist)

Change 2940093 on 2016/04/11 by Jamie.Dale

	PR #2248: Datatable select next row (Contributed by FineRedMist)

Change 2940157 on 2016/04/11 by Jamie.Dale

	Fixing FTextTest due to some changes made to how currency is formatted

Change 2940694 on 2016/04/12 by Richard.TalbotWatkin

	Fixed issue where vertex override colors were not being propagated correctly for generated lower LODs.
	#jira UE-29360 - Override Colors not propagated correctly to generated lower LODs

Change 2942379 on 2016/04/13 by Richard.TalbotWatkin

	Fixed issue where entering PIE while selecting an actor in Mesh Paint mode could lead to a MeshPaintStaticMeshAdapter holding onto an invalid pointer to an old mesh component, and causing a crash upon leaving the mode.  This can happen because, when loading a new streaming level, the proxy actor can be selected when starting PIE, which will subsequently be added to the tool's internal lists.  This needs to be added as a GC reference so that it can be NULLed when forcibly destroyed.
	#jira UE-29345 - Crash occurs exiting the editor after enabling mesh paint mode and PIEing

Change 2942947 on 2016/04/13 by Richard.TalbotWatkin

	Fixed crash when pasting a material function call node from one project to another in which it is not defined.
	#jira UE-27087 - Crash when pasting MaterialFunctionCall expressions into the material editor between projects

Change 2943452 on 2016/04/14 by Richard.TalbotWatkin

	Updated F4 debug key binding to match what's in ShowFlags.cpp
	PR #2197 (contributed by mfortin-bhvr)

Change 2943824 on 2016/04/14 by Alexis.Matte

	#jira UE-29090
	Make sure we cannot open the color picker when a property is edit const

Change 2943841 on 2016/04/14 by Alexis.Matte

	#jira UE-28924
	tooltip was add for every hierarchy import option

Change 2943927 on 2016/04/14 by Alexis.Matte

	#jira UE-29423
	Add Obj support for scene importer

	Github PR #2272

Change 2943967 on 2016/04/14 by Richard.TalbotWatkin

	Added relevant fields from FBodyInstance to the FoliageType customizations.
	#jira UE-20138 - FoliageType has a FBodyInstance but only shows Collision Presets and not other FBodyInstance properties

Change 2948397 on 2016/04/19 by Andrew.Rodham

	Moved FSlateIcon definition to SlateCore

	It was previously declared as SLATE_API, despite its header residing inside SlateCore. Reviewed by Jamie Dale.

Change 2948805 on 2016/04/19 by Andrew.Rodham

	Editor: Deprecated FName UEdGraphNode::GetPaletteIcon(FLinearColor&); in favor of FSlateIcon UEdGraphNode::GetIconAndTint(FLinearColor&); to allow for icons in external style sets to be used.

	  - Previously, all icons were assumed to reside within FEditorStyle, which is not the case and would create broken icons in the graph editor. All relevant code has been updated to use FSlateIcon structures instead of a simple name.
	  - This change required a significant overhaul to FClassIconFinder to support FSlateIcons. To keep the API clean, FSlateIconFinder now deals with FSlateIcon class icon finding operations, and FClassIconFinder for the most part just adds actor specific logic.

	#jira UE-26502

Change 2950658 on 2016/04/20 by Alexis.Matte

	#jira UE-24333
	Skinxx workflow, we now output an error if there is mix of material with skinxx and some with no skinxx suffix

Change 2950663 on 2016/04/20 by Alexis.Matte

	#jira UE-29582
	When exporting to fbx we have to export each material instance as one fbx material

Change 2951240 on 2016/04/21 by Alexis.Matte

	#jira UE-28473
	Make sure light are render properly after importing a fbx scene

Change 2951421 on 2016/04/21 by Alexis.Matte

	#jira UE-29773
	fbx skeletalmesh import now support mesh hierarchy

Change 2955873 on 2016/04/26 by Richard.TalbotWatkin

	PR #2225: Fix working package directory from the launch profiles (Contributed by projectgheist)

Change 2955965 on 2016/04/26 by Nick.Darnell

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 2956717 on 2016/04/26 by Andrew.Rodham

	Editor: World Outliner now correctly calls ProcessEditDelete on editor modes that have asked to process delete operations

	#jira UE-26968

Change 2956822 on 2016/04/26 by Andrew.Rodham

	Editor: Fixed actors not being removed from the scene outliner when they are added and removed on the same frame

	#jira UE-7777

Change 2956931 on 2016/04/26 by Nick.Darnell

	New Module - UATHelper - Moving the UAT launching code from the MainFrame module into a reusable module other modules can trigger.

Change 2956932 on 2016/04/26 by Nick.Darnell

	Plugins - Now allowing you to package a plugin from the plugin browsing view.  Still work in progress.

Change 2957164 on 2016/04/26 by Nick.Darnell

	Hot Reload - Fixing hot reload, it no longer creates a temporary copy of the module manager.  Making the copy constructor private on the module manager to prevent this in the future.

Change 2957165 on 2016/04/26 by Nick.Darnell

	Fixing the Editor Mode plugin sample, it no longer provides a bad starting example for where to create your widgets.

	#jira UE-28456

Change 2957510 on 2016/04/27 by Nick.Darnell

	PR #2198: Git Plugin implement the Sync operation to update local files using the git pull --rebase command (Contributed by SRombauts)

	#jira UE-28763

Change 2957511 on 2016/04/27 by Andrew.Rodham

	Editor: Make favorites button on details panel non-focusable
	  - This was preventing users being able to tab between value fields on the details panel

Change 2957610 on 2016/04/27 by Nick.Darnell

	PR #1836: Git plugin: make initial commit when initializing new project (Contributed by SRombauts)

	#jira UE-24190

Change 2957667 on 2016/04/27 by Jamie.Dale

	Fixed crash that could happen in FTextLayout::GetLineViewIndexForTextLocation if passed a bad location

	#jira OR-18634

Change 2958035 on 2016/04/27 by Nick.Darnell

	Fixing the DesignerRebuild flag detection so that we can just refresh the slate widget without recreating the preview UObject, which causes the destruction of the details panel, and the slate widget recreation was the only part that was required.

Change 2958272 on 2016/04/27 by Jamie.Dale

	Added FAssetData::GetTagValue to handle getting asset tag values in a type-correct way

	This allows type-conversion using LexicalConversion, and also has specializations for FString, FText, and FName.

	#jira UE-12096

Change 2958348 on 2016/04/27 by Jamie.Dale

	PR #2282: Slate font shutdown order fix (Contributed by FineRedMist)

Change 2958352 on 2016/04/27 by Jamie.Dale

	Fixed the subtitle manager updating the wrong list of subtitles

	#jira UE-29511

Change 2958390 on 2016/04/27 by Jamie.Dale

	Removed some old placement-new style array insertions

Change 2959360 on 2016/04/28 by Richard.TalbotWatkin

	Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered.
	#jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127]

Change 2959724 on 2016/04/28 by Cody.Albert

	Merging hardware survey gating logic from 4.10

	#jira UE-28666

Change 2959807 on 2016/04/28 by Cody.Albert

	Removed deprecated function call

	#jira UE-28666

Change 2959894 on 2016/04/28 by Cody.Albert

	Fix for scroll offset being clamped by content size, not scroll max

	#jira UE-20676

Change 2960048 on 2016/04/28 by Jamie.Dale

	Added FAssetData::GetTagValueRef to go along with FAssetData::GetTagValue

	#jira UE-12096

Change 2960782 on 2016/04/29 by Jamie.Dale

	Updating code to use the new FText aware asset registry tag functions

	#jira UE-12096

Change 2960885 on 2016/04/29 by Jamie.Dale

	Updating code to use the new FText aware asset registry tag functions

	#jira UE-12096

Change 2961170 on 2016/04/29 by Jamie.Dale

	Updating code to use the new FText aware asset registry tag functions

	#jira UE-12096

Change 2961171 on 2016/04/29 by Jamie.Dale

	Updating code to use the new FText aware asset registry tag functions

	#jira UE-12096

Change 2961173 on 2016/04/29 by Jamie.Dale

	Removed some inline duplication on the specialized template functions

	#jira UE-12096

Change 2963124 on 2016/05/02 by Jamie.Dale

	FExternalDragOperation can now contain both text and file data at the same time

	This better mirrors what the OS level drag-and-drop operations are capable of, and some applications will actually give you both bits of data at the same time.

	#jira UE-26585

Change 2963175 on 2016/05/02 by Jamie.Dale

	Updated some font editor tooltips to be more descriptive

	#jira UE-17429

Change 2963290 on 2016/05/02 by Jamie.Dale

	The Localise UAT command can now be run with a null localisation provider

Change 2963305 on 2016/05/02 by Jamie.Dale

	Fixed minor typo

Change 2963402 on 2016/05/02 by Jamie.Dale

	Cleaned up all the current localization key conflicts and warnings from gathering Engine code

	#jira UE-25833

Change 2963415 on 2016/05/02 by Jamie.Dale

	Rephrased a message that could generate a CIS warning

	#jira UE-25833

Change 2964184 on 2016/05/03 by Jamie.Dale

	Fixed duplicate "Font" entry in asset picker menu

	This was caused by PropertyCustomizationHelpers::GetNewAssetFactoriesForClasses using CanCreateNew rather than ShouldShowInNewMenu, as UFont has two factories, but one is supposed to be hidden from the UI.

	We also now make sure the factories are sorted by display name before being shown in the UI.

	#jira UE-24903

Change 2966108 on 2016/05/04 by Nick.Darnell

	Engine - Rearranging the order of ELoadingPhase's enums so that they match the loading order of modules.

Change 2966113 on 2016/05/04 by Nick.Darnell

	[Engine Loop Change] UEngine now defines a Start() function, that subclasses can use to start game related things after initialization of the engine.  This is done so that after the Init() call on UEngine, we can then perform a module load for the ELoadingPhase::PostEngineInit phase of loading, then inform the UEngine that it's time to start the game.  Therefore, UGameEngine now tells the GameInstance to Start during this phase now.

Change 2966121 on 2016/05/04 by Jamie.Dale

	Config writing improvements when dealing with property values

	This updates FConfigFile::ShouldExportQuotedString to make sure that a property value containing any characters that FParse::LineExtended will consume when parsing back in the config file (such as { and }, or a trailing \) cause the string to be quoted.

	This also adds FConfigFile::GenerateExportedPropertyLine to generate the INI key->value lines in a consistent and correctly escaped way, and makes sure that everything that writes out lines to a config file uses it.

	FConfigCacheIni::SetString and FConfigCacheIni::SetText have been updated to update the value even if it only differs by case.

	UObject::SaveConfig and UObject::LoadConfig have had some code whitespace fix-up (from a bad merge).

Change 2966122 on 2016/05/04 by Jamie.Dale

	Added a setting to control dialogue wave audio filenames

Change 2966481 on 2016/05/04 by Jamie.Dale

	PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist)

Change 2966887 on 2016/05/04 by Jamie.Dale

	PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist)

Change 2967488 on 2016/05/05 by Ben.Marsh

	Changes to support packaging plugins from the editor.

	* UBT now has an option to explicitly disable hot-reloading in any circumstances.
	* When running with -module arguments for a monolithic target, UBT will no longer try to relink the executable in source builds (so it's possible to compile plugin libs outside of an installed engine build without having already built UE4Game).
	* When packaging, a temporary host project is always generated in the output directory to avoid invalidating intermediates in the source directory.
	* An empty Config\FilterPlugin.ini file is written out with instructions on how to list additional files to package if it is not already present.

Change 2967947 on 2016/05/05 by Nick.Darnell

	PR #2358: Properly display Mip Level Count and Format for UTexture2DDynamic Textures (Contributed by Allegorithmic)

	#jira UE-30371

Change 2968333 on 2016/05/05 by Jamie.Dale

	Fixed MultiLine not working with arrays of string or text properties

	- The detail customizations for FString and FText properties now read the meta-data off the correct property.
	- The UDS editor now lets you set the "MultiLine" meta-data on arrays of FString and FText properties.
	- Fixed changing the "MultiLine" flag on a UDS property not rebuilding the default value editor.
	- Fixed the default values panel in the UDS editor having a title area.

	#jira UE-30392

Change 2968999 on 2016/05/06 by Jamie.Dale

	Fixed infinite loop in the editor if a directory that is being watched is deleted

	#jira UE-30172

Change 2969105 on 2016/05/06 by Richard.TalbotWatkin

	Fixed issue where opening a submenu while the parent menu had a text box focused would lead to a crash. The graph node comment text widget now only dismisses all menus if the text commit info implies that it was committed by some user action.
	#jira UE-29086 - Crash When Typing a Node Comment and Hovering Over the Alignment Option

Change 2969440 on 2016/05/06 by Jamie.Dale

	Significant performance improvements when pasting a large amount of text

	#jira UE-19712

Change 2969619 on 2016/05/06 by Andrew.Rodham

	Auto-reimport is now disabled inside an editor running in unattended mode

Change 2969621 on 2016/05/06 by Jamie.Dale

	Added the ability to override the subtitle used on a dialogue wave

	This is useful for effort sounds, plus some other cases, such as characters speaking in a foreign language not known to the player.

	#jira UETOOL-795

Change 2970588 on 2016/05/09 by Chris.Wood

	Fix typo in operator expression in UEndUserSettings::SetSendAnonymousUsageDataToEpic()
	[UE-26958] - GitHub 2056 : Fixing typo in the operator
	#2056

Change 2971151 on 2016/05/09 by Chris.Wood

	Logging ensure fails as errors. Automated tests with ensure fails will be unsuccessful.
	[UE-19579] - If an ensure() fails within an automated test, the test can still show a positive result.
	[UE-26575] - GitHub 2030 : Add error-severity message to log on ensure.

	PR #2030

Change 2971267 on 2016/05/09 by Alexis.Matte

	Wrong parameter when calling GetImportOptions

	#jira UE-30299

Change 2972073 on 2016/05/10 by Richard.TalbotWatkin

	Fixed UModel methods which make surfaces as modified.
	#jira UE-28831 - Unable to undo material placement on BSP

Change 2972329 on 2016/05/10 by Nick.Darnell

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 2972887 on 2016/05/10 by Alexis.Matte

	#jira UE-30167
	We now import the geometric transform also when we uncheck the absolute transform in the vertex.

Change 2973664 on 2016/05/11 by Nick.Darnell

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 2973717 on 2016/05/11 by Nick.Darnell

	Fixing compiler issues from main merge.

	#jira UE-30590

Change 2973846 on 2016/05/11 by Jamie.Dale

	Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue

	These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects).

	The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue.

	This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made).

Change 2973847 on 2016/05/11 by Jamie.Dale

	Changing the loading phase in the localization dashboard now writes to the default config

	#jira UE-30482

Change 2973866 on 2016/05/11 by Jamie.Dale

	Deprecated some functions that were taking an unused position.

	These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version.

	- FViewportFrame::ResizeFrame
	- FSceneViewport::ResizeFrame
	- FSceneViewport::ResizeViewport

[CL 2973886 by Nick Darnell in Main branch]
2016-05-11 11:05:13 -04:00
Matthew Griffin
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]
2016-01-07 08:17:16 -05:00
Dmitry Rekman
a9221dfcb5 Matching LOCTEXT_NAMESPACE #def/#undef
- Also changed some #undef's to be more uniform

[CL 2665419 by Dmitry Rekman in Main branch]
2015-08-23 00:57:30 -04:00
Jamie Dale
4e1c779078 Improved the property filtering options when creating a structure detail view
Previously you could only control whether you saw object properties or not, you can now control whether you see object, asset, class, and interface properties.

[CL 2520833 by Jamie Dale in Main branch]
2015-04-22 07:29:04 -04:00