sebastian kowalczyk
41c138cce6
Fixed UE-18594 "Gameplay Debugger is hijacking the Canvas"
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[CL 2625770 by sebastian kowalczyk in Main branch]
2015-07-20 09:32:16 -04:00
Mieszko Zielinski
a83aa1721d
Fixed GameplayDebugger-related crashes if a PlayerController happens to be saved along with a level #UE4
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UE-17154
#lockdown Nick.Penwarden
[CL 2623106 by Mieszko Zielinski in Main branch]
2015-07-16 09:03:00 -04:00
Jeff Farris
9f93bca6f0
Refactored colliison handling when spawning an actor. Users have 4 options, choosable in the actor class and overrideable at spawn time. Old content should upgrade cleanly to new system.
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#docs
[CL 2621989 by Jeff Farris in Main branch]
2015-07-15 13:13:35 -04:00
Mieszko Zielinski
fb69a2c1c3
Agged GameplayTasks information to GameplayDebugger #UE4
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[CL 2605455 by Mieszko Zielinski in Main branch]
2015-06-30 07:11:55 -04:00
Fred Kimberley
21ff67e268
Merging using UE4-Fortnite-To-UE4
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Integration from CL 2589598.
[CL 2596395 by Fred Kimberley in Main branch]
2015-06-22 20:28:51 -04:00
Marc Audy
a916b98145
Put back the bAutoActivates = true. While most are unnecessary, working out the fallout from a fairly cosmetic change isn't worth it.
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[CL 2584181 by Marc Audy in Main branch]
2015-06-11 10:20:48 -04:00
Matthew Griffin
e2ec181088
Fixed crash on early shutdown of the editor
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#codereview Sebastian.Kowalczyk
[CL 2581079 by Matthew Griffin in Main branch]
2015-06-09 06:57:31 -04:00
Marc Audy
0f4127872b
Clean up cases where bAutoActivate was simply being used to ensure ticking didn't get disabled
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[CL 2580373 by Marc Audy in Main branch]
2015-06-08 16:09:27 -04:00
sebastian kowalczyk
5c4369e462
Fixed monolitics build issue.
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[CL 2579819 by sebastian kowalczyk in Main branch]
2015-06-08 06:50:23 -04:00
sebastian kowalczyk
902fe360c1
Small cleanup for Gameplay Debugger, removed leftovers from old changes.
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[CL 2579781 by sebastian kowalczyk in Main branch]
2015-06-08 05:35:32 -04:00
sebastian kowalczyk
cd85d513fd
Fixed Gameplay Debugger for configuration with dedicated server (client-server environment).
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[CL 2575569 by sebastian kowalczyk in Main branch]
2015-06-03 10:16:55 -04:00
Eric Newman
f3569dae41
Fortnite dev to main merge up to cl # 2564489
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Merging using UE4-Fortnite-To-UE4
[CL 2573959 by Eric Newman in Main branch]
2015-06-02 11:44:27 -04:00
sebastian kowalczyk
4f781ac7d1
Fixed broken Gameplay Debugger's debug camera binding after debug camera usage.
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[CL 2568230 by sebastian kowalczyk in Main branch]
2015-05-28 05:12:10 -04:00
sebastian kowalczyk
3b356f2fe2
Fixed issue UE-14330 "Opening Gameplay Debugger while in PIE removes print string output from screen in subsequent PIE modes"
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Fixed issues with Gameplay Debugger's input - it was breaking project related inputs sometimes.
[CL 2566844 by sebastian kowalczyk in Main branch]
2015-05-27 12:43:28 -04:00
Martin Mittring
3918e2b509
fixed UE-15921 Skeletal Meshes with Multiple Translucent Batches will render Both
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[CL 2560964 by Martin Mittring in Main branch]
2015-05-21 12:32:13 -04:00
Jeff Farris
663288bf57
GameplayAbilities module is no longer loaded by default [UE-14860] in all games. Can be optionally loaded by games that need it.
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[CL 2547979 by Jeff Farris in Main branch]
2015-05-12 17:23:03 -04:00
Laurent Delayen
f635d52081
Fortnite Dev > Main Integration from CL #2535376
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UE4-Fortnite-CL-2535376
CL# 2535376
MCP CL# 2532705
Linux Dedicated Server
Backend: Testing
"app" : "fortnite",
"moduleName" : "Fortnite-PublicService",
"branch" : "TRUNK",
"buildDate" : "2015-05-01T13:57:06.985Z",
"serverDate" : "2015-05-04T13:50:47.828Z",
"build" : "1306",
"cln" : "2532705",
"overridePropertiesVersion" : "unknown",
"version" : "UNKNOWN"
[CL 2539301 by Laurent Delayen in Main branch]
2015-05-06 11:05:00 -04:00
Daniel Broder
8ea8f8d7ad
Merging using UE4-Fortnite-To-UE4 using 2517024
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Weekly Fortnite Dev -> Main integration.
#CodeReview Paul.Moore, Bob.Tellez
[CL 2524683 by Daniel Broder in Main branch]
2015-04-24 14:07:47 -04:00
Andrew Rodham
8ff0d8b98b
Added config migration path for newer versions of the engine.
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Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).
EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.
Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)
GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.
This addresses UETOOL-270 (Most editor preferences should be project-agnostic)
[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
Mike Beach
a9b886fb36
Fixing local compiler error.
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[CL 2510851 by Mike Beach in Main branch]
2015-04-13 17:42:03 -04:00
Marcus Wassmer
6978a9aae8
Fix PS4 mono compile.
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[CL 2510738 by Marcus Wassmer in Main branch]
2015-04-13 16:40:30 -04:00
Marc Audy
a523efb225
Fix shadowed variables
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[CL 2510461 by Marc Audy in Main branch]
2015-04-13 12:42:09 -04:00
sebastian kowalczyk
e37a80c8a0
Fix for osx compilation issues.
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[CL 2510242 by sebastian kowalczyk in Main branch]
2015-04-13 09:15:50 -04:00
sebastian kowalczyk
163b331c3b
Fixed monolithic build issues for maxos.
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[CL 2510237 by sebastian kowalczyk in Main branch]
2015-04-13 09:08:59 -04:00
sebastian kowalczyk
f2dc1112a2
Added debug camera to gameplay debugger, to have a way to fly around (Tab key to switch between cameras).
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Added alternate keyboard bindings to gameplay debugger, for keyboards without numpad (can be enabled in gameplay debugger settings). It uses Alt + [regular number] shortcuts.
[CL 2510117 by sebastian kowalczyk in Main branch]
2015-04-13 06:23:53 -04:00