#rb none
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 4023283 by Michael.Lentine
Fix memory leak.
Change 4024243 by Michael.Lentine
Add debugging output code from github #4533.
#jira ue-55764
Change 4026362 by Michael.Lentine
Merged github #3704.
#jira ue-463394
Change 4026545 by Michael.Lentine
Fix ordering of collision settings changed callback
#jira ue-50475
Change 4026609 by Michael.Lentine
Fix crash in destruction for when world is not valid
#jira ue-53989
Change 4026786 by Michael.Lentine
Merging github #4632 to fix memory leak.
#jira ue-57255
Change 4027293 by Michael.Lentine
Integrate github #4338.
#jira ue-53497
Change 4033517 by Michael.Lentine
Fix collision body creation for spline merging.
#jira ue-53956
Change 4039750 by Michael.Lentine
Add basic error message if cooking fails.
Change 4040210 by Michael.Lentine
Check for nullptr
Change 4098887 by Michael.Lentine
Fix warnings.
Change 4103511 by Michael.Lentine
Prevent crash when BodyInstance is invalid.
Change 4117826 by Michael.Lentine
Fix check for body being fixed.
Change 4122307 by Benn.Gallagher
PS4/clang build fixes
Change 4124479 by Benn.Gallagher
Fix non-portable filename used as an include (Linux editor build CIS error)
Change 4125450 by Benn.Gallagher
Fixup Ocean
Change 4127210 by Michael.Lentine
Update the PreviousBoneTransforms array when setting transforms in DestructibleComponent
#jira ue-58813
Change 4127309 by Benn.Gallagher
Fix Win32 shipping builds
Change 4134570 by Michael.Lentine
Missed fixes for WITH_UEPHYSICS.
Change 4134585 by Michael.Lentine
Missed a few more files.
Change 4134670 by Michael.Lentine
Update formatting.
Change 4134671 by Michael.Lentine
More formatting.
Change 4150615 by Benn.Gallagher
Moved immediate mode into engine, as it is now depended on by the physics engine.
Change 4150680 by Benn.Gallagher
Missed file
Change 4150980 by Benn.Gallagher
Rename kinematic target for immediate mode to avoid ambiguous symbols in engine
Change 4151400 by Brice.Criswell
Apeiron
Levelset initilization issue.
----
Change 4157880 by Benn.Gallagher
More fixing unresolved template specialisations for FN editor.
Change 4159128 by Michael.Lentine
Compile fixes
Change 4159786 by Brice.Criswell
Apeiron
Levelset curvature initialization fix, clamps out of bounds phi values to phi[i].
------
Change 4160382 by Michael.Lentine
Fix node initialization
Change 4160463 by Brice.Criswell
Apeiron
Levelset index fix.
----
Change 4161425 by Benn.Gallagher
Added package, class and struct redirects for moving immediate physics into engine.
Change 4164195 by Brice.Criswell
GeometryCollection : Code review updates
- Removed typedef for GeometryCollection::ManagedArray<T>
- Renamed Enumerations to begin with E prefix, retyped to be uint8.
- Removed EArrayScoipe::FScopeNone, now defautls to FScopeShared
- Formatted type modifiers to follow UE4 coding standard.
- Derived the ManagedArrayBase from FNonCopyable
- Disabled TManagedArrays copy constructor and assignment operator.
- Converted most accessors on GeometryCollection to TSharedRef.
- Added .inl style definitions to simplify the management of the ManagedArrayTypes
-----
Change 4164235 by Brice.Criswell
GeometryCollection : Added New Files
- Added the ManagedArrayTypes files.
----
Change 4164309 by Brice.Criswell
GeometryCollection :
Moved the initialization of the RigidBodyIdArray and CenterOfMassArray into the WITH_APEIRON definition.
-----
Change 4166133 by Brice.Criswell
GeometryCollection
Added GeometryCollectionEdit class to protect access to the rest and dynamic collections.
-----
Change 4171540 by Michael.Lentine
Fix reset
#robomerge destruction
Change 4171912 by Michael.Lentine
Rename BVHParticles
#robomerge destruction
Change 4172445 by Brice.Criswell
Copying //UE4/Dev-Destruction to Dev-Physics (//UE4/Dev-Physics)
----
Change 4172623 by Brice.Criswell
GeometryCollection
Debugging ToString to inspect the GeometryCollection
----
Change 4172711 by Michael.Lentine
Add Immediate Path to Geometry Collection
Change 4172778 by Michael.Lentine
Update LL Interface to use Simulation type.
#robomerge destruction
Change 4172780 by Michael.Lentine
Missed files
#robomerge destruction
Change 4173238 by Benn.Gallagher
Missed file from last checkin
Change 4173554 by Benn.Gallagher
Few extra changes for const correctness and actor counts
Change 4174153 by Benn.Gallagher
Fixed non-unity build issue from Geom Collection.
Change 4175355 by Brice.Criswell
GeometryCollection
Separated the GeometryCollection from USE_APEIRON flag.
-----
Change 4175533 by Brice.Criswell
GeometryCollection
Defaulting Aperion to off.
-----
Change 4175761 by Michael.Lentine
Fix collisions.
Change 4177105 by Benn.Gallagher
Another geom collection CIS fix when running without PCHs
Change 4177796 by Brice.Criswell
GeometryCollection
- Added parenting function to manage the BoneHierarchy Array
- Split collection along yz-plane.
-----
Change 4177989 by Brice.Criswell
GeometryCollection
- Moved Hierarchy and Transform array elements into base class TransformCollection
- Renamed ParticleGroup to TransformGroup.
-----
Change 4178826 by Brice.Criswell
Copying //UE4/Dev-Destruction to Dev-Physics (//UE4/Dev-Physics)
----
Change 4178840 by Brice.Criswell
Geometry Collection
Removed FORCEINLINE from GeometryCollectionEdit.GetRestCollection
----
Change 4179493 by Brice.Criswell
GeometryCollection
New icons.
-----
Change 4182428 by Brice.Criswell
Build Configuration
Apeiron configuration.
- Modified bCompileApeiron to enable the compilation of the Apeiron plugin.
- Added bUseApeiron to enable Apeiron in the physics interfaces.
Changed PhysScene_Apeiron to enable when bCompileApeiron is enabled.
Disabled the GeometryCollection* Plugins in the build.
-------
Change 4185886 by Brice.Criswell
GeometryCollection
Renaming TransformGroup.
---
Change 4186389 by michael.lentine
Don't create in parallel for immediate mode.
Change 4186457 by michael.lentine
Hack to prevent crashing when Visible is nullptr.
Change 4198872 by Brice.Criswell
Apeiron
Clustering changes
- Clustering based on hierarchy's defined within the Geometry Collection
-----
Change 4199861 by Brice.Criswell
GeometryCollection
Disable Apeiron in the Collection.
------
Change 4200089 by Brice.Criswell
GeometryCollection
Updated to enable Apeiron in the GeometryCollection when the bCompileAperion flag is enabled in the UnrealBuildTool.
---
Change 4200333 by Brice.Criswell
Copying //UE4/Dev-Destruction to Dev-Physics (//UE4/Dev-Physics)
-----
Change 4202231 by Michael.Lentine
Disable collisions between adjacent bodies connected by a joint. This typically would be specified by an artist but classic PhysX always does this uncondintionally so our clients are used to this.
Change 4202748 by Michael.Lentine
Fix 2015 compile.
Change 4204528 by Michael.Lentine
Disable Apeiron.
Change 4206396 by Michael.Lentine
Fix 2015 build. Static cast apparently is not an accetible conversion from uint32 to bool.
#robomerge destruction
Change 4206604 by Michael.Lentine
Fix for using ccd and kinematic.
#jira UE-61694
#robomerge destruction
Change 4206711 by mason.seay
Refreshed Set Angular Drive nodes to clear out orphan pins
Change 4207286 by Brice.Criswell
GeometryCollection
Transform hierarchy evaluation within BoneHierarchy of the Collection.
Parenting operations are implemented on an updated morphology using :
ParentTransforms(UGeometryCollection* GeometryCollection, const int32 InsertAtIndex, const TArray<int32>& SelectedBones);
To parent a new transform:
int32 RootIndex << within len( TransformGroup ) or -1 for a non-parented node.
int32 BoneIndex = Collection->AddElements(1, UGeometryCollection::TransformGroup);
GeometryCollectionAlgo::ParentTransform(Collection, RootIndex, BoneIndex);
Transform[BoneIndex] = <some transform within local space of the RootIndex>
Default collections have all geometry not parented. The function EnsureSingleRoot was added to guarantee that the collection has at least one parent node.
FGeometryCollectionCommands::EnsureSinglRoot(UGeometryCollection* RestCollection)
Then matrices relative to the collections root are calculated using:
GlobalMatrices(UGeometryCollection* GeometryCollection, TArray<FTransform> & Transforms);
Added Damage Threshold to GeometryCollectionActor
------
Change 4208039 by Brice.Criswell
GeometryCollection
Fix for static include failure.
---
Change 4208170 by Brice.Criswell
GeometryCache
SplitAlongYZ to support multiple levels and orientations.
---
Change 4208174 by Michael.Lentine
Avoid shadow warnings and switch logs to verbose instead of warnings.
#robomerge destruction
Change 4210255 by Benn.Gallagher
Static analysis fixes
Change 4210394 by Michael.Lentine
Use correct particle type for updateconstraints.
Change 4211153 by Brice.Criswell
Apeiron
Exposing friction and coefficient of restitution to the actor.
-----
Change 4213034 by michael.lentine
Rename bounding volume
Change 4216783 by Michael.Lentine
Committing cooking fix to Dev-Physics in order to get smoke tests running.
Change 4218078 by Benn.Gallagher
Fixed memory and TLS slot leak caused by previous change to physics scene cleanup while cooking
#jira UE-61633
Change 4219206 by Michael.Lentine
Use the adaptor to get the rotation.
#jira ue-61748
Change 4220469 by Benn.Gallagher
Fixed overlaps re-triggering on movement due to bad transform chaining from component to phys actor to shape
#jira UE-61703
Change 4220538 by Benn.Gallagher
Fixed PhysX errors when setting global transforms of kinematic and static objects.
#jira none
Change 4222138 by Michael.Lentine
Update use of Vulkan on android.
Change 4222139 by Michael.Lentine
Update OculusHMD plugin to use correct vulkan search path.
Change 4225740 by Michael.Lentine
Integrate changes to update rotation and mass.
Change 4225928 by michael.lentine
Use more accurate collision point.
Change 4226560 by michael.lentine
Enable contact graph
Change 4227397 by Michael.Lentine
If we don't have a global scene we need to not detect collisions.
#robomerge destruction
Change 4227410 by Michael.Lentine
Missing include
#robomerge destruction
Change 4228107 by Michael.Lentine
Integrate static contact changes.
Change 4228612 by michael.lentine
Use more correct thresholding.
Change 4228734 by Benn.Gallagher
Getting LLImmediate high level stood up and simulating
Implementation is incomplete, only what is required to get simple scenes simulating under immediate mode
Change 4228748 by Benn.Gallagher
Missed file from checkin
Change 4228885 by Ori.Cohen
Added base physics interface class to help provide default behavior and easily chain functionality together
Change 4228992 by Ori.Cohen
Fix cis
Change 4229921 by Benn.Gallagher
Fixed contact pre-filter performance regression
Change 4230825 by Benn.Gallagher
Moved WIP physics interfaces to Experimental/ folders
Change 4230853 by Benn.Gallagher
Fixup includes after moving WIP physics interfaces
Change 4231414 by Michael.Lentine
Use global namespace to avoid mac compile errors.
#jira ue-62137
[CL 4242847 by Michael Lentine in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 4005617 by Danny.Bouimad
Fixing TM-AnimPhys lighting so it works on all platforms
#jira UEENGQA-19924
Change 4014898 by Aaron.McLeran
Adding simple delay feature
Change 4025071 by Lina.Halper
Fix and more potential fix for invalid bone index issue
http://crashreporter/Buggs/Show/2052839http://crashreporter/Crashes/Show/46656562
#jira: UE-51931
Change 4042493 by Lina.Halper
Fix issue with sequence evaluator to handle properly when jumps from end to front or front to end
#jira: UE-58429
Change 4042892 by Lina.Halper
Fix issue with being able to drag/drop montage onto anim track in sequencer
#jira: UE-57863
Change 4043553 by Ethan.Geller
#jira UE-58340 Handle calls to FVoiceCaptureWindows::GetVoiceData outside of existing data calls. #rb none
Change 4043613 by Lina.Halper
Fix issue with incorrect usage of staticclass
#jira: UE-54413
Change 4044069 by James.Golding
PR #4455: Add FAnimNode_StateMachine subclassing support. (Contributed by redfeatherplusplus)
#jira UE-54599
Change 4044070 by James.Golding
PR #4349: Final points on a line test were broken, changed Plane.PlaneDot to FM. (Contributed by DSDambuster)
#jira UE-53554
Change 4044072 by James.Golding
Add ENGINE_API to UPhysicsHandleComponent so it can be subclassed
#jira UE-56397
Change 4044073 by James.Golding
PR #4611: Expose a few API's so it's possible to make custom anim graph nodes using these objects. (Contributed by ill)
#jira UE-57004
Change 4044075 by James.Golding
PR #4618: Bugfix: typo in path for CustomMeshComponent (case error) (Contributed by malavon)
#jira UE-57077
Change 4044077 by James.Golding
Add ClassGroup to some components
#jira UE-57587, UE-57609
Change 4044080 by James.Golding
PR #4515: Adding API export macro to ACableActor (Contributed by maxtunel)
#jira UE-55515
Change 4044082 by James.Golding
Remove unused CopySkinnedModelData function
#jira UE-57623
Change 4044083 by James.Golding
Fix per-poly collision for skel meshes. Make sure to call UpdateKinematicBonesToAnim if bEnablePerPolyCollision is set, even if no bodies
Integration of CL 3971421 from Release-4.19 stream
#jira UE-56405
Change 4044084 by James.Golding
Add option to preview 'fixed bounds' in SkelMesh editors.
Change 4044086 by James.Golding
Remove unused RigidInfluenceIndex from CPU skinning code
Change 4044310 by James.Golding
Roll back changes to make PhysX cool fails a log instead of warning (CL 3995372, UE-56466), now that content is fixed
Change 4044416 by Lina.Halper
Provide BP interface to get curve list of names
#jira: UE-52623
Change 4044419 by Lina.Halper
added notification for updating pose asset
#jira: UE-56233
Change 4046929 by Ethan.Geller
#jira none add my developer folder to QAGame. #fyi dan.reynolds
Change 4047064 by Ethan.Geller
[Dev-AnimPhys] #jira UE-57890 add additional binaries for Steam Audio to LibPhonon.Build.cs. #rb none
Change 4047564 by Lina.Halper
Fix issue of not regenerating when reimport mesh
#jira: UE-58284
Change 4047630 by Ethan.Geller
Fix syntax error in libPhonon. #jira none #rb none
Change 4048050 by Thomas.Sarkanen
Allowed "Follow Bone" to be popped out of the menu into the viewport
This allows for quick re-selection of the bone to follow, avoiding multiple clicks
Tweaks and extends the "pinned command list" system to allow dynamic text in labels and labels to be hidden.
#jira UE-53070 - Follow bone - Follow selected bone
Change 4048064 by Thomas.Sarkanen
Validate any bone references during compilation
Bone references that are set to something other than NAME_None will be verified against the skeleton.
Updated various anim nodes to call the base class ValidateAnimNodeDuringCompilation
#jira UE-55680 - Anim graph nodes that use FBoneReference all need validation in ValidateAnimNodeDuringCompilation
Change 4048468 by James.Golding
PR #4319: Allow UAnimNotify_PlayMontageNotify to be inherited by other dlls (Contributed by DSDambuster)
#jira UE-53390
Change 4048470 by James.Golding
Implement ApplyWorldOffset to CableComponent, to handle origin shifting
#jira UE-53560
Change 4048471 by James.Golding
PR #4396: fix cachebones for subclasses of FAnimNode_SkeletalControlBase (Contributed by tmiv)
#jira UE-53799
Change 4048474 by James.Golding
PR #4423: Rename confusing argument in LineBoxIntersection (Contributed by Hybrid0)
#jira UE-54145
Change 4048485 by James.Golding
Fix compile error display from PoseDriver node
#jira UE-58306
Change 4048489 by James.Golding
Finish support for ProceduralMeshComponent supporting multiple UV channels
#jira UE-54049
Change 4048678 by Thomas.Sarkanen
Allowing blend space samples to be optionally moved off-grid
Grid samples are now each optionally snapped.
#jira UE-56116 - Allow blend spaces to optionally use off-grid sample points
Change 4048773 by Lina.Halper
Support pose factory with name input
#jira: UE-55859
Change 4048844 by David.Hill
Material Proxy Settings
Updating the max on the material proxy texture size - old value could cause int32 overflow.
#jira: UE-55441
Change 4049464 by Lina.Halper
update curve is expensive, and we're doing multiple times with same curve sets. I'm changing it so that it only updates main, and copy from main instance to sub/post.
#jira: UE-58459
Change 4050939 by Aaron.McLeran
PR #4649: Activated reverbs will now take priority when world settings are used (i.e. no volume proxy is in use) (Contributed by Brandon-Wilson)
#jira UE-57546
Change 4050954 by Aaron.McLeran
PR #4594: Added class type to allow inherited versions of UAudioComponents to be created (Contributed by korypostma)
#jira UE-56454
Change 4050960 by Aaron.McLeran
Attempt to fix linux build.
Change 4051247 by James.Golding
Fix ProcMeshComp UpdateSection not copying all UV sets
Add test case for ProcMeshComp with multiple UVs
#jira UE-54049
Change 4051250 by James.Golding
Add bUseHighPrecisionTangentBasis option to SkeletalMesh
Change SkeletalMesh source data to store tangents at higher precision
#jira UE-58525
Change 4051616 by Thomas.Sarkanen
Mass scale is no longer incorrectly clamped
This now allows mass scales below 0.01 and above 100.
#jira UE-49572 - MassScale has some edge cases for skeletal mesh component and small numbers
Change 4051619 by Thomas.Sarkanen
Fixed notify drag/drop on high DPI displays
#jira UE-55690 - Animation Notifies Do Not Move Past the Center of Timeline On a High DPI Display
Change 4051626 by Thomas.Sarkanen
Fix anim dynamics debug rendering
#jira UE-53902 - Anim Dynamics node is missing wireframe simulation box in preview
#jira UE-57983 - GitHub 4674 : UE-57910 Fix the angular limits display issue while selecting the AnimDynamics node
Change 4051628 by Thomas.Sarkanen
Constraints and bodies now rotate in their own local space in the physics asset editor
When local coordinate system is applied
#jira UE-50345 - rotating constraints or bodies in Phat with local axis
Change 4051634 by Thomas.Sarkanen
Automatic rules for state transitions are now shown in tooltips
#jira UE-57689 - Animation State Machine Transitions that use bAutomaticRuleBasedOnSequencePlayerInState, should indicate that in the transition
Change 4051636 by Thomas.Sarkanen
NotifyTriggerChance is now hidden for nodify states as it has no effect
#jira UE-55351 - NotifyTriggerChance should be grayed out for UAnimNotifyState
Change 4051669 by Thomas.Sarkanen
Fixed accidental operation of pinned commands when closing them
#jira UE-54051 - Unpinning settings will toggle the next setting
Change 4051671 by Thomas.Sarkanen
Fix crash importing skeletal mesh with no vertices
Not a fix for the jira, but found while investigating
#jira UE-56330 - FBX Files Do Not Import After Using the Facial Anim Importer Unless Project is Reopened
Change 4051684 by James.Golding
Fix high precision tangents when CPU skinning and mesh merging
Remember bExistingUseHighPrecisionTangentBasis when re-importing SkelMesh
#jira UE-58525
Change 4051686 by James.Golding
PR #4297: Output animation name with ensure() - useful when debugging (Contributed by DSDambuster)
#jira UE-53259
Change 4051801 by Jurre.deBaare
A BlendSpace that puts the same asset on samples can stop its own animation on Switch
#fix Ensure that we don't cause divide-by-zero situations when sampling blendspace data
#jira UE-54030
Change 4051806 by Jurre.deBaare
Fix geometry cache reimport + serialization issues
Change 4051807 by Jurre.deBaare
Currently, it's not possible to assigned a material to a Geometry Cache .uasset
#fix EditAnywhere rather than VisibleAnywhere
#jira UE-58212
Change 4051809 by Jurre.deBaare
GeomCache: Crash/Bug: When importing file
#fix Ensure that we have a valid first frame when trying to import a sequence, if not error-out
#jira UE-58285
Change 4051813 by Jurre.deBaare
GeomCache: Bug: Normals Broken
#jira UE-58287
GeomCache - Normals are Bad on Import
#jira UE-58283
#fix ensure that we triangulate mesh attributes when necessary
#misc per-attribute indices check
Change 4051816 by Jurre.deBaare
Alembic QOL
- Fix issue with reimport object flags not being applied
- Now also store sampling data as part of Alembic asset import data
Change 4051817 by Jurre.deBaare
PR #4550: Fixes bug where "Merge Actors" or HLOD proxies result in too many mesh sections (Contributed by trond)
#fix Integrated pull-request in different form
#jira UE-55976
Change 4051818 by Jurre.deBaare
Emissive isn't baked correctly in TM-MeshbakeMap
#fix ensure that we OR and Max the material flags and emissive scale
#jira UE-54889
Change 4051819 by Jurre.deBaare
Crash on project load when GeometryCache plugin is disabled
#fix No longer force-load the geometry cache module as it was moved to be a plugin
#jira UE-57875
Change 4051820 by Jurre.deBaare
CLONE - Editor crash when Propagating Vertex Colors to Asset's source mesh
#fix IsValidIndex check
#jira UE-57127
Vertex painting
Change 4051828 by Jurre.deBaare
Merging negative-scaled actors breaks materials
#fix Make sure we also reverse the section indices when a static mesh has a mirrored transform
#jira UE-56953
Change 4051834 by Jurre.deBaare
Unclear warnings when generating clusters in persistent level when sublevels have HLOD disabled
#fix improved warning text + added uobject link to level in content browser
#jira UE-55734
Change 4051993 by Jurre.deBaare
Update Alembic automated test ground truth
#jira none
Change 4052937 by James.Golding
Remove now-unused version (merged change to skel source data from Main instead)
Change 4053291 by Aaron.McLeran
Fix for CIS
#jira none
Change 4053375 by Aaron.McLeran
#jira UE-58716 Allow ability to bypass volume-weighting with using sound wave priority
Change 4057170 by Thomas.Sarkanen
Fix shadow variable warning
#jira UE-58806 - Linux: Shadow Variable Warnings building Editor - PhysicsAssetEditorEditMode.cpp
Change 4057653 by Lina.Halper
Fix the issue with showing same item multiple times when opening control rig blueprint many times
#jira: UE-58107
Change 4057701 by Jurre.deBaare
//UE4/Dev-AnimPhys - Step 'Run Automated Tests' has completed with 13 Errors
#fix reupdate alembic ground truths, little bit of a weird state
#jira UE-58818
Change 4057710 by Ethan.Geller
[Dev-AnimPhys] #jira UE-58004 Early exit if finish was called before StartSubmixRecording. #rb Aaron.McLeran
Change 4059295 by Ethan.Geller
#jira UE-58004 Reduce logs from fatal to error, fix serialize crash. #rb aaron.mcleran
Change 4061061 by Aaron.McLeran
Fixing animphys build from recent merge from main.
#jira UE-58909
Change 4053154 by Aaron.McLeran
#jira UE-58708 Fix to mic component to reduce clicks/pops on mic input.
Fix was to simplify the way audio is copied from mic input. This change was used on the GDC demo floor for a number of features.
[CL 4062611 by Aaron McLeran in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3851142 by Robert.Manuszewski
When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it.
Change 3853797 by Ben.Marsh
BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc...
Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option.
Change 3857540 by Graeme.Thornton
Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed
Change 3860062 by Steve.Robb
Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example).
Change 3860138 by Steve.Robb
Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters.
Change 3860273 by Steve.Robb
Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors.
Change 3863203 by Steve.Robb
Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.).
See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html
Change 3864588 by Graeme.Thornton
Crypto Keys Improvements
- Removed UAT command line params for encryption. Centrally configured by the editor settings now.
- UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata
- Minor refactoring of UAT encryption processing to use the new cryptokeys json file
- UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>"
- UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks
Change 3864691 by Robert.Manuszewski
Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever.
Change 3864744 by Robert.Manuszewski
Added the ability to get the actual filename of the log file FOutputDeviceFile writes to.
Change 3864816 by Graeme.Thornton
TBA: Minor formatting improvements to textasset commandlet
Change 3868939 by Graeme.Thornton
TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory
Change 3869031 by Graeme.Thornton
TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log
Change 3871802 by Steve.Robb
Class cast flags and property flags are now visible in the debugger.
Change 3871863 by Robert.Manuszewski
Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.
Change 3874413 by Steve.Robb
Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections.
TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement.
Change 3874457 by Ben.Marsh
When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests.
The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes.
Change 3876435 by Robert.Manuszewski
Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever
Change 3878762 by Robert.Manuszewski
Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed.
Change 3878850 by Robert.Manuszewski
SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance.
Change 3881331 by Graeme.Thornton
TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter
Change 3886983 by Ben.Marsh
UGS: Fix notification window not expanding to fit long captions.
Change 3887006 by Ben.Marsh
UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10.
Change 3887500 by Ben.Marsh
UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names).
Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style.
Change 3887513 by Ben.Marsh
UGS: Fix badge text drawing outside the clipping bounds.
Change 3888010 by Josh.Engebretson
Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path
#jira none
Change 3888418 by Ben.Marsh
UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing.
Change 3889457 by Steve.Robb
GitHub #4457 : Display abbreviations properly when converting FNames to display string
#jira UE-54611
Change 3889547 by Ben.Marsh
UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description.
Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this:
[Badges]
+DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1")
The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked.
Change 3889726 by Ben.Marsh
UGS: Fix description badges that don't have any associated URL.
Change 3889995 by Ben.Marsh
UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead.
Change 3890007 by Ben.Marsh
UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious.
Change 3890057 by Ben.Marsh
UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly.
Change 3891069 by Robert.Manuszewski
Fixing a crash in MallocBinned2 when running with malloc profiler enabled.
Change 3891084 by Steve.Robb
Back out changelist 3881331 because it's causing cook errors.
Change 3891100 by Ben.Marsh
UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows:
[//UE4/Main/Samples/Games/ShooterGame.uproject]
Message=:alert: Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15.
A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert:
Change 3891346 by Steve.Robb
TSharedPtr::operator bool, and some usage of it.
Change 3891787 by Steve.Robb
Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack().
Change 3892379 by Ben.Marsh
UGS: Fix notification window containing the group fix for each build type.
Change 3892400 by Ben.Marsh
UGS: Shrink the size of the alert panel.
Change 3892496 by Ben.Marsh
UGS: Dim badges for changes which aren't eligable for syncing.
Change 3893932 by Steve.Robb
Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205.
Change 3895872 by Ben.Marsh
UGS: Show the stream name in tab labels by default.
Change 3896366 by Ben.Marsh
UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges.
Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show.
Change 3896367 by Ben.Marsh
UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel.
Change 3896425 by Ben.Marsh
UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations.
Change 3896461 by Ben.Marsh
UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file:
[//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject]
StatusPanelColor=#dcdcf0
Change 3899530 by Ben.Marsh
Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section.
Change 3901164 by Ben.Marsh
UGS: Add a class to store all the resources for the status panel.
Change 3901165 by Graeme.Thornton
TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written
Change 3901301 by Ben.Marsh
UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes.
Change 3902454 by Ben.Marsh
UGS: Fix logo not being redrawn in the correct position when starting to sync.
Change 3903416 by Ben.Marsh
UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'.
Change 3904154 by Josh.Engebretson
Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad)
#jira UE-55442
Change 3904648 by Ben.Marsh
UGS: Remove files from the workspace that are excluded by the sync filter.
The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter.
#jira UE-47335
Change 3905442 by Steve.Robb
Change of the ConvertFromType() multi-bool return value to a more descriptive enum.
Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change.
Change 3905629 by Ben.Marsh
UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely.
Change 3906447 by Steve.Robb
Rename EConvertFromTypeResult enumerators.
Change 3906574 by Steve.Robb
Crash fix for container conversion failure during tagged property import.
Change 3909255 by Daniel.Lamb
Fixed issue with DLCpackaging crashing on windows
#jira UE-42880
#test EngineTest windows
Change 3909270 by Steve.Robb
Seek instead of skipping bad properties byte-by-byte.
Change 3909324 by Steve.Robb
Use switch statement instead of repeated if/else.
Change 3909525 by Ben.Marsh
UGS: Use the StudioEditor target when syncing content-only Enterprise projects.
Change 3911754 by Daniel.Lamb
Fix for building pak patches.
#jira UE-55340
Change 3911942 by Robert.Manuszewski
Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one.
Change 3913067 by Ben.Marsh
UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter.
Change 3913209 by Ben.Marsh
UGS: Fix incorrect target name when compiling Enterprise projects.
Change 3917358 by Steve.Robb
Fix for GetLen(FString).
Change 3919610 by Ben.Marsh
Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around.
CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file.
Change 3921002 by Ben.Marsh
UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects).
Change 3921008 by Ben.Marsh
UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line.
Change 3921906 by Steve.Robb
New interpolation functions for quaternions.
https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html
Change 3921978 by Graeme.Thornton
TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it.
Change 3924520 by Graeme.Thornton
UnrealPak: Improve encryption summary log messages
Change 3924522 by Graeme.Thornton
UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames
Change 3924604 by Graeme.Thornton
UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys.
Change 3924638 by Graeme.Thornton
Crypto: Improvements to parsing of old fashioned encryption.ini settings:
- AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings.
- Signing keys will emit an error when they are too long (>64bytes)
- Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues
#jira UE-55080
Change 3924747 by Steve.Robb
Fix for degrees.
Change 3925459 by Chad.Garyet
Adding check to not to attempt to delete autosdk workspace if it doesn't already exist.
Change 3926703 by Ben.Marsh
BuildGraph: Include the path to the XML file when displaying an XML parse error.
Change 3926917 by Ben.Marsh
UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles).
Set the solution name using an entry in BuildConfiguration.xml as follows:
<ProjectFileGenerator>
<MasterProjectName>UE4_Main</MasterProjectName>
</ProjectFileGenerator>
Change 3927683 by Graeme.Thornton
UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file.
Change 3928111 by Ben.Marsh
UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in.
Change 3928926 by Ben.Marsh
BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties.
Change 3931041 by Graeme.Thornton
TBA: Add option to textasset commandlet to also include engine content in a resave
Change 3931043 by Graeme.Thornton
TBA: Redirect some more FArchive members in FArchiveProxy
Change 3931913 by Ben.Marsh
UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync.
#jira UE-47368
Change 3932419 by Ben.Marsh
UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first.
#jira UE-33541
Change 3932483 by Ben.Marsh
PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic)
Change 3932624 by Ben.Marsh
UGS: Add an error dialog when trying to clean the workspace before closing the editor.
#jira UE-42308
Change 3932679 by Ben.Marsh
UGS: Add the date/time to the end of the sync log.
#jira UE-33540
Change 3932705 by Ben.Marsh
UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist.
#jira UE-53182
Change 3933318 by Ben.Marsh
UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary.
#jira UE-33535, UE-53914
Change 3933840 by Graeme.Thornton
TBA: When loading assets, only use structured archive adapters for exports when loading text files.
Change 3936040 by Ben.Marsh
UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update.
Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background.
#jira UE-52870
Change 3940230 by Robert.Manuszewski
Fixes for FilenameToLongPackageName crashes when runnign commandlets
Change 3940240 by Graeme.Thornton
Automated cycling of encryption and signing keys
Change 3940243 by Graeme.Thornton
UAT: CryptoKeys automation script
Change 3940321 by Ben.Marsh
UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range.
Change 3940538 by Ben.Marsh
UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line.
Change 3941285 by Gil.Gribb
UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight.
#jira none
Change 3942404 by Graeme.Thornton
Pak Signing:
- Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter
- Format the signedarchivereader output to match the pak precacher
- When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load.
- Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure
- Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call.
Change 3942825 by Ben.Marsh
UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build.
Change 3942839 by Ben.Marsh
UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number.
Change 3943153 by Ben.Marsh
Use the correct logical processor count in ParallelExecutor.
Change 3943210 by Ben.Marsh
UGS: Add an option to the editor arguments window that allows prompting before launching the editor.
Change 3943329 by Ben.Marsh
UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel.
Change 3944294 by Ben.Marsh
UGS: Prompt for confirmation before removing any files from the workspace.
Change 3945283 by Ben.Marsh
UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring.
Change 3945325 by Ben.Marsh
PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040)
Change 3947359 by Graeme.Thornton
TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file.
Change 3947360 by Graeme.Thornton
TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats.
Change 3949431 by Graeme.Thornton
TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks
Change 3950843 by Ben.Marsh
UBT: Add a better error if an XML config file is corrupt.
Change 3952504 by Steve.Robb
GitHub #4545 : UE-55924: CaseSensitive token recognition
#jira UE-55961
#jira UE-55924
Change 3952707 by Graeme.Thornton
Make RandInit(...) log message verbose
Change 3954694 by Ben.Marsh
BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml.
To define a Macro, use the syntax:
<Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage">
<Log Message="First message" If="$(PrintFirstMessage)"/>
<Log Message="Second message" If="$(PrintSecondMessage)"/>
<Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/>
</Macro>
To expand a macro, use the syntax:
<Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/>
An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified.
Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded.
Change 3954695 by Ben.Marsh
PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib)
#jira UE-56283
Change 3954961 by Ben.Marsh
UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files.
#jira UE-56040
Change 3955785 by Steve.Robb
GitHub #4546 : Don't discard errors from zlib inflate
#jira UE-55969
Change 3955940 by Steve.Robb
Redundant and confusing macro check removed.
Change 3956809 by Ben.Marsh
Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem.
Change 3959590 by Steve.Robb
Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed.
Change 3959864 by Robert.Manuszewski
Increasing the size of permanent object pool to fix warnings in cooked ShooterGame
#jira UE-56001
Change 3960956 by Steve.Robb
New ToCStr function which generically gets a TCHAR* from a 'string-like' argument.
Change 3963628 by Ben.Marsh
UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it.
Change 3964349 by Ben.Marsh
Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows.
Change 3964821 by Ben.Marsh
Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly.
Change 3965269 by Ben.Marsh
Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment.
Change 3966554 by James.Hopkin
#core Removed redundant cast
Change 3966558 by James.Hopkin
#core Removed redundant casts and changed some MakeShareables to MakeShared
#robomerge #fortnite
Change 3966754 by Ben.Marsh
Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe.
Change 3967397 by Ben.Marsh
Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list.
Change 3967664 by Ben.Marsh
Update UGS solution to use Visual Studio 2017.
Change 3967838 by Ben.Marsh
Couple of fixes to conform scripts.
Change 3968767 by Ben.Marsh
Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime.
Change 3968771 by Ben.Marsh
Fix compiled-in engine path being subject to macro expansion.
#jira UE-56504
Change 3968886 by Robert.Manuszewski
Merging 3914301:
Remove any references we had added to the GGCObjectReferencer during Init
Change 3968978 by Steve.Robb
FString->FName fixes for module names in HotReload.
Change 3969019 by Steve.Robb
Minor refactor of property skipping logic in SerializeTaggedProperties().
Change 3969041 by Steve.Robb
Simplification of Build.version filename construction.
Change 3969049 by Steve.Robb
Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable.
This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename().
#jira UE-52405
Change 3969120 by Ben.Marsh
Enable errors for using undefined identifiers in conditional expressions by default.
Change 3969161 by Ben.Marsh
Remove log line that should only be included in the log.
Change 3969216 by Steve.Robb
Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling.
This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed.
#jira UE-52405
Change 3969346 by Steve.Robb
Missed some bad FScript(Map/Set)Helper usage from CL# 3698969.
Change 3969598 by Ben.Marsh
Fix warning from VS2017.
Change 3971101 by Graeme.Thornton
TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves.
Change 3971407 by Ben.Marsh
UBT: Fix exception when enumerating toolchains if the directory does not exist yet.
Change 3971523 by Graeme.Thornton
Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching
Change 3971613 by Ben.Marsh
Fix Lightmass non-unity compile errors.
Change 3971649 by Ben.Marsh
Disable optimization around FTickerObjectBase constructor on Win32 due to ICE.
Change 3971829 by Ben.Marsh
Fix deprecated header warning from PVS Studio.
Change 3972503 by Ben.Marsh
Changes to build failure notifications:
* Only people that submitted between builds with different error messages will be included on emails by default.
* Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line).
* Anyone that starts a build will be included on all failure emails.
Change 3972732 by Ben.Marsh
Changes to ensure notification messages are stable.
Change 3972810 by Ben.Marsh
Write debug information about the digest computed for a change, to assist with debugging it if it's not stable.
Change 3973331 by Ben.Marsh
Fix missing dependency on linker response file. Prevents target being relinked when build environment changes.
Change 3973343 by Ben.Marsh
PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff)
Change 3973820 by Ben.Marsh
Fix incorrect error message when unable to find Visual C++ install directory.
Change 3974295 by Robert.Manuszewski
Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds.
Change 3975336 by Robert.Manuszewski
CIS fix after the last merge from main
Change 3976999 by Ben.Marsh
Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly.
This should cause CIS to better errors for compiling Odin editor.
Change 3977934 by Ben.Marsh
UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object.
Change 3977953 by Ben.Marsh
UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions.
Change 3978544 by Ben.Marsh
UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later.
Change 3978780 by Ben.Marsh
Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs.
Change 3979313 by Ben.Marsh
UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder.
Change 3980499 by Ben.Marsh
UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions.
Change 3980890 by Ben.Marsh
UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files.
Change 3981495 by Ben.Marsh
Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products.
#jira UE-54343
Change 3982157 by Ben.Marsh
Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch.
Change 3982239 by Ben.Marsh
Update tooltip directing users to install Visual Studio 2017 instead of 2015.
Change 3983395 by Graeme.Thornton
Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file
Change 3983523 by Graeme.Thornton
Backwards compatibility for pak files with compressed chunk offsets
Change 3983769 by Ben.Marsh
UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found.
Change 3984529 by Ben.Marsh
BuildGraph: When run with the -Preprocess=... argument, no steps will be executed.
Change 3984557 by Ben.Marsh
BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task.
Change 3986520 by Ben.Marsh
Remove hacks to uniquify response file name on Android and Linux.
Change 3987166 by Steve.Robb
Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures.
Change 3989061 by Graeme.Thornton
TBA: Text asset loading/saving work
- Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports.
- Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives.
- Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely.
Change 3989109 by Graeme.Thornton
TBA: TextAsset commandlet emits a warning when binary package determinism fails
Change 3990823 by Ben.Marsh
UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI.
Change 3990832 by Ben.Marsh
UGS: Make the schedule window resizable.
Change 3991569 by Steve.Robb
GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message
Change 3991970 by Steve.Robb
Fix for 4096 char limit on FParse::Value.
Change 3992222 by Steve.Robb
Advice added to the coding standard for using default member initializers.
Change 3993675 by Ben.Marsh
UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced.
Change 3994199 by Ben.Marsh
UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects.
In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK.
Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx
Change 3994243 by Ben.Marsh
UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered.
Change 3994260 by Ben.Marsh
UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself.
Change 3994350 by Ben.Marsh
UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user.
Change 3995159 by Ben.Marsh
UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters.
Indend to re-introduce this functionality through the manual 'clean workspace' operation.
Change 3995169 by Ben.Marsh
UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls.
Change 3995228 by Ben.Marsh
UGS: Update recently opened projects list when editing project for an existing tab.
Change 3995312 by Ben.Marsh
UGS: Stop showing all dialogs in the taskbar.
Change 3995929 by Robert.Manuszewski
Completely rewritten FReferenceChainSearch class used by 'obj refs' command.
- 3+ times faster
- Uses the same code as GC to track all the references down
- Actually reports all reference chains properly
- Less code that is more readable than the previous version
Change 3995981 by Ben.Marsh
UGS: Clean workspace window will now force-sync files that have been deleted or which are writable.
Change 3996113 by Ben.Marsh
UGS: Fix crash upgrading config files from older versions.
Change 3997990 by Ben.Marsh
UGS: Prevent error when syncing an empty workspace.
Change 3998095 by Ben.Marsh
UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job.
Also forcibly terminate the process on dispose to handle cases where the job object wasn't created.
Change 3998264 by Ben.Marsh
UGS: Fix exception when switching projects in-place.
Change 3998643 by Ben.Marsh
Fix shared DDC not being used for installed engine builds.
#jira UE-57631
Change 4000266 by Ben.Marsh
UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is:
UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options]
The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified.
Change 4000293 by Ben.Marsh
Add a compression flag that allows selecting compressor without using the default platform implementation.
Change 4000315 by Ben.Marsh
Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL.
Change 4000610 by Ben.Marsh
UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts.
Change 4000627 by Ben.Marsh
UBT: Include enabled plugin info in the UBT log.
Change 4000793 by Ben.Marsh
UBT: Remove some member variables from VCEnvironment that don't need to be stored.
Change 4000909 by Ben.Marsh
UBT: Add VS2017 installations to the list of paths checked for MSBuild installations.
Change 4001923 by Ben.Marsh
UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic.
At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist.
Change 4001927 by Ben.Marsh
Fixes for compiling against the Windows 10 SDK.
Change 4002439 by Robert.Manuszewski
Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of TFastReferenceCollector
Change 4003508 by Ben.Marsh
UGS: Fix new workspaces not having the correct owner and host set.
Change 4003622 by Ben.Marsh
UGS: Add support for "skipped" as a build result.
Change 4004049 by Robert.Manuszewski
Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy
Change 4005077 by Ben.Marsh
UGS: Update version number.
Change 4005112 by Ben.Marsh
UBT: Reduce number of times a target has to be constructed while generating project files.
Change 4005513 by Ben.Marsh
UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files.
Change 4005516 by Ben.Marsh
UBT: Add warnings whenever a module adds an include path or library path that doesn't exist
Change 4006168 by Ben.Marsh
CIS fixes.
Change 4006236 by Ben.Marsh
UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control.
Change 4006266 by Ben.Marsh
UGS: Swap around the new workspace/existing file boxes on the open project dialog.
Change 4006552 by Ben.Marsh
If staging fails because a restricted folder name is found, include a list of them in the error message.
Change 4007397 by Steve.Robb
Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container.
Change 4007458 by Ben.Marsh
UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed.
Change 4009343 by Ben.Marsh
UGS: Set the rmdir option on new workspaces by default.
Change 4009501 by Ben.Marsh
UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change.
Change 4009509 by Ben.Marsh
UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler.
Change 4010543 by Ben.Marsh
Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported).
Change 4010553 by Ben.Marsh
UAT: Include platform groups in restricted folder names when staging.
Change 4012030 by Ben.Marsh
UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace.
Change 4012204 by Chad.Garyet
- Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text)
- Create directory for sqlite db if it doesn't exist
#jira none
Change 4014209 by Brandon.Schaefer
New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows
#review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills
Change 4015606 by Brandon.Schaefer
Missed a code project that needed updating for new Breakpad changes for Mac
Change 4017795 by Robert.Manuszewski
GC assumption verification should now be 3-4x faster.
- Refactored Disregard For GC to use TFastReferenceCollector
- Move both Disregard For GC and Cluster verification code to separate source files
Change 4020381 by Ben.Marsh
Add link to the new official doc page for UnrealGameSync.
Change 4020665 by Ben.Marsh
UBT: Prevent plugins being precompiled if they don't support the current target platform.
Change 4021829 by Ben.Marsh
Update message about downloading a new version of Visual Studio.
Change 4022063 by Ben.Marsh
UBT: Suppress toolchain output when generating project files.
Change 4023248 by Ben.Marsh
Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run().
(Also fix an exception within the exception handler, if GError has not been created yet)
Change 4025759 by Ben.Marsh
Fix universal CRT include paths not being added to compile environment for VS2015.
Change 4026002 by Ben.Marsh
UBT: Check the old registry locations for the Windows SDK installation directory.
Change 4026068 by Ben.Marsh
UBT: Use the correct compiler version in the error message for not having the UCRT.
Change 4026181 by Ben.Marsh
Fix DebugGame editor configurations not enumerating modules correctly.
#jira UE-58153
Change 4026285 by Ben.Marsh
UBT: Add additional logging for enumerating Windows SDKs.
Change 4026708 by Ben.Marsh
UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders.
Change 4029404 by Ben.Marsh
Remove incorrect include paths to fix CIS warnings.
Change 4031517 by Steve.Robb
Fix for UHT errors not being clickable in the Message Log.
#jira UE-58173
Change 4031544 by Ben.Marsh
Fix errors building asset catalog for IOS due to modifying shared build environment.
#jira UE-58240
Change 4032227 by Ben.Marsh
BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph.
Change 4032262 by Ben.Marsh
BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml.
Change 4032288 by Ben.Marsh
Remove UFE from the BuildEditorAndTools script.
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3838569 by Steve.Robb
Algo moved up a folder.
Change 3848581 by Robert.Manuszewski
Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems.
#jira UE-49446
Change 3864743 by Steve.Robb
Fix for buffer overrun when copying a context string.
Fix for being unable to link to MallocLeakDetection.
Fix to prefix for FMallocLeakDetection::ContextString.
New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string.
Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations.
#jira UE-54612
Change 3865020 by Graeme.Thornton
TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions
Change 3869550 by Josh.Engebretson
New SymGen and SymUpload tasks (ShooterGame usage example)
Example C# symbolicator (using saved crash and data router formats)
Updates for stack walking and crash runtime xml on Windows/Mac
Change 3905453 by Steve.Robb
USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO.
Change 3910012 by Ben.Marsh
UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails.
Change 3920044 by Graeme.Thornton
TBA: Text asset loading
* Added a structured archive layer to FLinkerLoad
* Wrapped export loading in a ArchiveUObjectFromStructuredArchive
* Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content
* Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename.
* Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading.
* Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives.
Change 3921587 by Steve.Robb
Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings.
Fixes for various misuses.
#jira UE-55681
Change 3942873 by Ben.Marsh
UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not.
Change 3944629 by Graeme.Thornton
Merging back a couple of fixes from Fortnite
- Extra parenthesis around some calculations in the pakprecacher
- Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature()
- Added documentation for build script crypto options
Change 3945381 by Ben.Marsh
Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value.
Change 3968969 by Steve.Robb
Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array.
Change 3969417 by Ben.Marsh
Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs.
Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest".
Change 3972443 by Ben.Marsh
Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything.
Change 3977198 by Ben.Marsh
Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug.
Change 3979632 by Ben.Marsh
Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist.
* Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime.
* The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command).
* The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees.
Change 3981738 by Ben.Marsh
Move utility classes for filtering files and matching wildcards into DotNETUtilities.
Change 3983888 by Steve.Robb
Warning C4868 disabled, about evaluation order of braced initializer lists.
https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html
Change 3984019 by Steve.Robb
FString::Printf formatting argument checking added.
Vararg support for FText::Format.
All remaining usage fixed.
Change 3985502 by Steve.Robb
Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'.
Change 3985999 by Graeme.Thornton
TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT.
- Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA
Change 3986461 by Ben.Marsh
Fixup lots of platforms not adding response files as a prerequisite.
This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts.
Change 3990081 by Ben.Marsh
Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE.
Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases).
Change 3996714 by Chad.Garyet
UGSRestAPI, conversion of UGS to use it.
#jira none
Change 4008287 by Ben.Marsh
UBT: Change the engine to use the Windows 10 SDK by default.
Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file.
The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7).
Change 4008516 by Chad.Garyet
- Adding support for both SQLite and MsSql
- API now reads from only MsSql, but writes to both
- Added support for POST to CIS for badges
- PostBadgeStatus now writes out via API Url rather than a direct connection to the DB
#jira none
Change 4010296 by Chad.Garyet
Moving SQLite db initilization into Application_Start. An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404.
#jira none
Change 4024045 by Ben.Marsh
Set the list of supported target platforms for OnlineSubsystemGameCircle.
#jira UE-57887
Change 4031014 by Ben.Marsh
UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names.
[CL 4034515 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3760710 by Thomas.Sarkanen
Fix crash deleting primitives in PhAT
Crash in tooltip generation for shapes. Tree items still exist in the frame before the tree gets regenerated (as the widget defers their destruction a frame), so they can end up pointing at out of date data.
#jira UE-52404 - Crash deleting bodies
#tests deleted primitives in PhAT
Change 3760798 by Martin.Wilson
Initialize PosesToEvaluate so that we don't get stale data crashes after reinitializing
#Jira UE-52343
Change 3761312 by Martin.Wilson
Fix for infrequent crash on module start up
Change 3761333 by Danny.Bouimad
Fixed the Cable actor test correctly, shouldn't fail on cooked platforms any more!
Change 3761550 by Aaron.McLeran
Engine changes requested by oculus for spatializer interface
Change 3761728 by Martin.Wilson
Fix crash when undoing a change on a skeletal mesh that uses virtual bones
#Jira UE-52475
Change 3762032 by Ethan.Geller
#jira UE-49076 Implement PR for VOIP bug fix on Mac
Change 3762109 by Aaron.McLeran
Enabling bAllowAnyoneToDestroyMe on audio components
Change 3762125 by Aaron.McLeran
Checking in missing file
Change 3762568 by Aaron.McLeran
Fixing ogg vorbis 5.1 channel ordering channel maps in audio mixer
Fix is to create separate 5.1 channel maps for various output channel counts and pull those channel maps if the source file was decoded from vorbis. This pattern is copied from old xaudio2source code which handles 5.1 channel mapping seperately. Alternative solution would be to swizzle vorbis channels during cook, but this would break backward compatibility. We'll consider that solution in the future once we remove the old audio engine code.
Change 3762571 by Aaron.McLeran
Adding multichannel file support.
- Spoofing the multi-channel file importer tool by allowing a single multichannel file to generate data in the same way
- Moved the wave serializer code from audio capture plugin to audio.h/.cpp for general use
Change 3762626 by Aaron.McLeran
Adding ability to automatically tag ambisonics files.
Change 3762627 by Aaron.McLeran
Fixing up source buses to be more useful
- Added pre and post source effect bus sends types.
- Adjusted where in the source generation pipeline distance-based filtering is applied to a source. Source audio is sent to source buses immediately after source effect chain generation and before per-source distance-based filters are applied and distance attenuation.
Change 3762652 by Aaron.McLeran
Fix for device hot swap
Change 3762725 by Ethan.Geller
Fixing multichannel indices so that it matches the multichannel cook
Change 3762738 by Ethan.Geller
Add ambisonics plugin support
Change 3762739 by Ethan.Geller
Updating oculus audio plugin
- Base implementation by Peter Sterling at Oculus
- Ambisonics decoding using Oculus API implemented by Ethan
Change 3763687 by Martin.Wilson
Fix bug in GUID customization that leaves editor in an active transaction + Expose core property set code so other guid customizations can reuse it
#Jira UE-52510
Change 3764412 by Ethan.Geller
Fix the incremental build, pt 2
Change 3764721 by Ethan.Geller
Fix the build, take 3
Change 3764767 by Martin.Wilson
Rebuild array children properties when an item is added. Solves missing item crash if the user immediately tries to set the value of the new item
#Jira UE-52537
Change 3764845 by Aaron.McLeran
Making audio devices call flush after update and before endplay is called to ensure flush is called on audio devices.
Prevents hang on releasing sound wave procedural references in GC.
Change 3766047 by Thomas.Sarkanen
Pinnable command list widget
Added a new "pinnable command list" widget. Shift-clicking a menu option in either the skeleton tree filter or the viewport menus will 'pin' the command outside of the menu. This allows for easier access to commands that are frequently used.
Minor Slate change - added virtual(s) to FUICommandList so commands can be forwarded when executed.
#jira UE-51807 - Add 'quick filter' and visualization toggles UI to PhAT
Change 3766111 by Thomas.Sarkanen
CIS fix
Change 3766273 by Lina.Halper
Rename PostBlendPhysics to FinalizeAnimationUpdate
Change 3768507 by Thomas.Sarkanen
CIS fix
Change 3768637 by James.Golding
Add 'GetSectionFromProceduralMesh' util function
#jira UE-49262
Change 3768649 by Lina.Halper
Moved the automation test to tests folder
#jira:UE-46250
Change 3768675 by Benn.Gallagher
Fixed incorrect deprecated angular velocity accessor.
Change 3768776 by Benn.Gallagher
Fix for skeletal mesh editor crash importing more than 5 LODs
#jira UE-52263
Change 3768804 by Martin.Wilson
Live Link Virtual subjects
Virtuals subjects are created within the client and contain the bones of multiple real subjects
Change 3768874 by Martin.Wilson
UAnimSequenceBase is now entirely exported with ENGINE_API
#Jira UE-48020
Change 3769318 by Lina.Halper
- Animation system owns previous bone transform with revision number, so that it can send to renderer when render recreated.
- Framenumber still exists because clothing system uses it, and I'm planning to talk to Benn about it next week when he comes back
#jira: UEAP-272
Change 3769714 by Lina.Halper
Fix CIS
Change 3770672 by James.Golding
Expose API for changing 'Use CCD' flag at runtime
#jira UE-50332
Change 3770675 by James.Golding
Add test map for 'Set Use CCD' function
Change 3770711 by Thomas.Sarkanen
Multi viewports and bone-locked cameras in animation editor viewports
All animation-related editors now have the ability to open up to 4 seperate viewports onto the same scene, each with their own settings.
Fixed up bounds following to actually work correctly (now follows without lag).
Added the ability to follow (and orbit) a specified bone as well.
#jira UE-47127 - Add the Ability to Open Multiple Viewports on the Same Scene.
#jira UE-49690 - "Camera Follow" in Persona Editor cannot be enabled
Change 3770786 by Lina.Halper
Support curve in copy pose node
#jira: UE-50182
Change 3770943 by James.Golding
Fix 'NODEBUG' option for PVD CONNECT console command (should only send profile data)
Fix from Kier at NVIDIA
#jira UE-52444
Change 3771145 by Benn.Gallagher
Added ability to control whether or not a post process instance runs on a skeletal mesh component. Exposed both to blueprints and anim editor suite
#jira UE-49747
Change 3772262 by Benn.Gallagher
Defaulted the clothing create menu to use the skeletal mesh physics asset
#jira UE-51607
Change 3772389 by Thomas.Sarkanen
Added a keyboard shortcut to toggle between body and constraint selection
Shortcut is Ctrl+T by default.
#jira UE-51804 - Add a quick switch between selected constraints and bodies
Change 3772393 by Thomas.Sarkanen
Constraints are now displayed only once in the physics asset editor tree view
User constraints are still displayed twice, however.
#jira UE-51808 - Constraints in PhAT should only be displayed once in the tree
Change 3772404 by James.Golding
Fix Modify Curve AnimNode not calling CacheBones on source pose
#jira UE-52129
Change 3772418 by Benn.Gallagher
Allowed clothing visualizations to be enabled while clothing paint mode is active.
Fixed crash attempting to visualize backstops when the clothing data has no backstops.
#jira UE-47042
Change 3772964 by Thomas.Sarkanen
Expose sequence recording settings in Persona editors
Added layout extender to Persona module, so external tabs can now be added to all Persona-based editors easily.
Added a structure details view to edit the default animation settings.
Hooked default animation settings up to Persona animation recording.
#jira UE-48416 - Set Frame Rate and Length of Recordings in Persona in Editor
Change 3772967 by Martin.Wilson
Add NativeBeginPlay function to AnimInstance
#jira UE-51351
PR #4135: Add NativeBeginPlay to AnimInstance (Contributed by Vaei)
Change 3772986 by Thomas.Sarkanen
Added "Show Only Selected Constraints" to the physics asset editor
#jira UE-51805 - Add 'show only selected constraints' option to PhAT
Change 3773012 by Benn.Gallagher
Added facility to debug skel mesh component to extend the viewport text seen in skeletal mesh editor and added lines for current cloth value
#jira UE-42354
Change 3773132 by Martin.Wilson
Added Uncheck all unconnected pins for BreakStruct nodes
#jira UE-51136
PR #4110: Uncheck all unconnected pins from BreakStruct node... (Contributed by projectgheist)
Change 3773158 by Benn.Gallagher
Added auto-range feature to cloth view ranges, and a way for tools to extend those ranges when necessary
#jira UE-48109
Change 3773895 by Jurre.deBaare
Move material baking out of experimental
#fix Removed experimental settings gating around Material Baking functionality
#jira UE-52685
Change 3773898 by Jurre.deBaare
Change log message wording when Simplygon fails to initialise to ensure it does not block CIS (error triggers a CIS error and will halt the build)
Change 3773899 by Jurre.deBaare
Add keybind for switching between paint / erase color while mesh painting
#fix Added new command for switching fore and background colors in the mesh painter (defaults to X as shortcut)
#jira UE-52197
Change 3773900 by Jurre.deBaare
Hotkey to enable and disable post processing in the preview scene settings
#fix Added hotkey and command for toggling Post Processing in Preview Scenes
#jira UE-48111
Change 3773933 by Martin.Wilson
Add missing file (for live link monolithic build failure)
Change 3773949 by Jurre.deBaare
Right click add selected to HLOD cluster / create cluster
#fix Partially implemented the request, added context menu to HLOD level nodes in the HLOD outliner treeview to allow creating a new cluster from the current level viewport selection
#jira UE-48334
Change 3773950 by Jurre.deBaare
HLOD cluster drawing should not use AHLODSelectionActor but regular in-viewport drawing
#fix removed old behaviour using a spawned actor to represent a selected HLOD cluster, and replaced it will simple debug drawing (this is a lot less bug prone and much cleaner)
#jira UE-49094
Change 3773964 by James.Golding
Mark FBodyInstance::ResponseToChannels_DEPRECATED as 'WITH_EDITORONLY_DATA'
#jira UE-52545
Change 3773978 by Thomas.Sarkanen
Allow edits to physics sim options to be undone/redone
Added RF_Transactional to the object
#jira UE-48046 - Undo/redo does not work in Physics Asset Editor's Physics/Details menu
Change 3773982 by Martin.Wilson
Add pre and post conversion callbacks to root motion conversion in character movement component
#jira UE-51966
Change 3773988 by Thomas.Sarkanen
Duplicating CL 3773896 from Fortnite:
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira UE-46710 - Animation updates run on the main thread when Evaluation task doesnt run
Change 3773999 by Martin.Wilson
Fix incorrect merge
Change 3774030 by Thomas.Sarkanen
Renamed "Create Joints" to "Create Constraints"
#jira UE-50861 - New Physics Asset window reads "Joints" instead of "Constraint"
Change 3774031 by Thomas.Sarkanen
Fixed typo in comment
#jira UE-50841 - Typo in Vertex Weighting Type setting when creating new Physics Asset
Change 3774200 by Lina.Halper
Fix crash with empty element in the constraint setup
#jira: UE-52686
Change 3774236 by Ori.Cohen
Fix crash when destructible component doesn't mark its killed actors as IgnoreActiveActors
#jira UE-52320
Change 3774284 by James.Golding
Fix constructor order CIS error in AudioMicerSubmix.cpp
Change 3774511 by James.Golding
Fix up removed RevisionNumber param
Change 3774724 by Lina.Halper
Fix of motion blur change of previous bone transform
Change 3775493 by Thomas.Sarkanen
Duplicating CL 3775488 from Fortnite:
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775508 by James.Golding
Fix compilation without PhysX, move DeferredReleaseCallback outside WITH_PHYSX block
Change 3775538 by James.Golding
Fix Mac CIS due to missing virtual destructor in IDeferredReleaseCallback
Change 3775921 by Ori.Cohen
Better fix for destructible crash (also fix CIS)
#jira UE-52762
Change 3776054 by Benn.Gallagher
Fixed crash deleting max distance mask from a clothing data entry.
#jira UE-52723
Change 3776063 by Thomas.Sarkanen
Fix static analysis warning
Change 3776331 by Jurre.deBaare
Hierarchical LOD Outliner scrollbar doesn't appear
#fix removed AutoHeight from parent vertical box around HLOD outliner details view
#jira UE-52756
Change 3776704 by Martin.Wilson
Fix array properties not always refreshing when new items are added
#UE-52760
Change 3776755 by Thomas.Sarkanen
Duplicating CL 3776656 from Fortnite:
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3777385 by Aaron.McLeran
#jira UE-52786 Fix for broken spatialization on xaudio2, old audio engine.
Change 3778233 by Lina.Halper
Removed android from oculus audio platform
Change 3778714 by Ethan.Geller
#jira UE-52818 remove Android from Oculus Audio platforms
Change 3779004 by Lina.Halper
Include "Features/IModularFeatures.h" to cpp
Fix build error
Change 3780324 by Thomas.Sarkanen
Duplicating CL 3778679 from Fortnite-Main:
Fix 100% Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3763999 by Ethan.Geller
remove space from ambisonics mixer name, fix build
Change 3774470 by James.Golding
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ 3774039
[CL 3780967 by Thomas Sarkanen in Main branch]
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3722141 by Aaron.McLeran
#jira UE-51670 Added ability to split multi-channel mic input into separate USoundWave assets in recording manager.
- Will allow for sequencer recorder to record multiple audio streams, one for each actor
Change 3726096 by Ori.Cohen
Fixed welded bodies with negative scale not using the mirrored convex hull
#jira UE-51647
Change 3726233 by Ori.Cohen
Make sure RT doesn't try to create a physics mesh when debug drawing
#jira UE-51721
Change 3726254 by Aaron.McLeran
Fixing typo in GetCustomSpatializationSettingsClass interface
Change 3728295 by Ori.Cohen
Fix incorrect lock upgrading
Change 3728516 by Benn.Gallagher
Fix for crash loading reparented animation blueprints that do not have an animgraph but are no longer child blueprints.
#jira UE-51414
Change 3728522 by Benn.Gallagher
Added mesh paint settings to per-user settings and added preview vertex size so it's configurable by the user for use on differently sized meshes.
#jira UE-50087
Change 3728853 by Benn.Gallagher
[NvCloth] Fix sphere collision detection issue when clothing bounds are (almost) flat.
Change 3729031 by Ethan.Geller
#jira UEAP-316: Improvements to the audio side for our Opus VOIP implementation.
Change 3729910 by Benn.Gallagher
Fix for crashes editing destructible meshes caused by stale render data
Change 3729921 by James.Golding
- Remove 'bDisabled' flag from SkeletalMesh render data sections, use per-component ShowMaterialSection to hide sections instead
- Renamed flag on source data (FSkelMeshSection) to bLegacyClothingSection_DEPRECATED, to fix up old clothing assets
- Expose ShowMaterialSection to BP, added ShowAllMaterialSections and IsMaterialSectionShown as well
- Move SelectedEditorSection and SelectedEditorMaterial from USkeletalMesh to USkinnedMeshComponent, made private, added accessors
- Made SectionIndexPreview and MaterialIndexPreview in SkinnedMeshComponent private, added accessors
- Remove unused ChunkIndexPreview from USkinnedMeshComponent and SelectedClothingSection from USkeletalMesh
- Move SectionsDisplayMode from UDebugSkelMeshComponent to SAnimationEditorViewport
#jira UEAP-167
Change 3730054 by Martin.Wilson
Live Link: Add ability for sources to define their own settings
Change 3730134 by Jurre.deBaare
Editor crashes when opening animcompression setting on an alembic file
#jira UE-51840
#fix ensure that anim sequence actually contains a compression scheme, and set scheme during ABC import
#misc cleaned up comment
Change 3730428 by Thomas.Sarkanen
Fix copy/paste in the physics asset editor
When constraint data was being serialized the default profile was being substituted, however it wasnt being updated for all non-detials panel operations.
Added a UpdateProfileInstance() to propgate the changes correctly for copy/paste, axis cycling and toggling.
Also allow multi-paste of constraints/bodies.
#jira UE-51803 - Copy/paste doesn't work correctly in PhAT
Change 3730464 by Thomas.Sarkanen
Fixed copy/paste not working when the skeleton tree has focus
The skeleton tree was absorbing the command binding because socket copy/paste wasnt not checking whether sockets were selected.
#jira UE-51803 - Copy/paste doesn't work correctly in PhAT
Change 3730511 by Jurre.deBaare
Moving over fix from FN-Staging for [CrashReport] UE4Editor_Engine!FColorVertexBuffer::GetVertexColors() [colorvertexbuffer.cpp:313]
#jira UE-48988
Change 3730685 by Benn.Gallagher
Fix for sequencer crash when toggling spawnable for an actor containing a skeletal mesh component. Caused by CPFUO adding entries into the subinstance array while the component was unregistered.
#jira UE-51508
Change 3731560 by Aaron.McLeran
Removing gaurd on spatialization plugin settings and renaming enumerations
Change 3731714 by Ori.Cohen
Added the ability to profile scene query hitches.
Change 3731725 by Ori.Cohen
Change scene query hitch threshold to 50us by default
Change 3731770 by Ethan.Geller
Fix signed/unsigned comparison.
Change 3731777 by Ethan.Geller
Suppress static analysis warning.
Change 3732145 by Thomas.Sarkanen
[Duplicated from 4.18.1]
Fixed crash when simulating in the physics asset editor, dragging with Ctrl+RMB and then clicking LMB
Also fixed a selection issue that was exposed when this crash was fixed,
#jira UE-51597 - [CrashReport] Crash in PHAT on LeftMouse click while moving ragdoll asset during Simulate
Change 3732176 by Thomas.Sarkanen
Fixed hang when selecting all bodies or constraints in a physics asset
Implements a better fix for CL 3721129
#jira UE-51626 - Very long hang occurs when selecting all bodies in a physics asset
Change 3732177 by Thomas.Sarkanen
Fix crash when pasting properties in Physics Asset Editor
Makes sure that the tree is refreshed when underlying data changes, so we dont access stuff out of range.
#jira UE-51806 - Editor crashes when pasting properties of a body to multiple bodies
Change 3732492 by Martin.Wilson
Fix for ensure when compressing an animation whos skeleton has been switch due to skeletal mesh merging
#Jira UE-51794
Change 3732672 by Thomas.Sarkanen
Refactor view menus in animation editors
Moves show menu and buffer visualizations into a new CommonMenuExtensions module.
Reorders viewport menus in Persona-based editors so the "Show" menu is similar to the level editor's menu of the same name.
All character-specific stuff is now in a "Character" menu.
Original changes by Jonathan.Poncelet
#jira UE-41903 - Add relevant options from Level viewport Show menu to Anim tools viewports
Change 3732860 by Thomas.Sarkanen
Fix CIS errors/warnings
Change 3732877 by Thomas.Sarkanen
Fix missing Physics menu
Merge error on my part
Change 3733113 by Ori.Cohen
Fix CIS
Change 3734859 by Thomas.Sarkanen
Fix crash when opening a physics asset that uses a preview mesh with no skeleton
#jira UE-51916 - [CrashReport] UE4Editor_CoreUObject!FWeakObjectPtr::Get() [weakobjectptr.cpp:81]
Change 3736693 by Ethan.Geller
Added ability for submixes to define their own channel format. Written by aaron.mcleran
Change 3737943 by James.Golding
Fix crash when right-clicking during section selection in skel mesh tools
#jira UE-51873
Change 3738337 by Benn.Gallagher
Fix for crash switching between clothing assets with a gradient tool that has cached start/end indices.
#jira UE-51921
Change 3738404 by Lina.Halper
Add comment for bImportBoneTrack option in FBX importer
Change 3738816 by Benn.Gallagher
Added "Anim Drive" to clothing assets and added runtime interaction for simulations (Merged from Siren)
Change 3738960 by Ethan.Geller
Fix Linux compiler errors for implicit enum casting
Change 3739214 by Lina.Halper
- Removed unnecessary Initialize
- Make sure invalidate the other part if not used (socket->bone or bone->socket)
#jira: UE-51931
Change 3739215 by Lina.Halper
compile error
- added one more ) when pasted to the other line
Change 3739442 by Lina.Halper
pose asset crash when skeleton changes
#jira: UE-52036
Change 3739795 by Ethan.Geller
fix linux build with implicit enum class casts, pt 2
Change 3740553 by James.Golding
Sweeps with an initial overlap now put more useful info (from PhysX) into HitResult::ImpactPoint
#jira UE-47566
Change 3740560 by James.Golding
- Don't rebuild render data on SkeletalMesh interactive property changes
- Remove unnecessary render resource release in SkeletalMesh PreEditChange
#jira UE-51652
Change 3740562 by James.Golding
Extensibility improvements to PhysicsAssets (from NVIDIA)
Change 3740563 by James.Golding
PR #4066: Physical Animation Crash fix - Prevent crashing if the scene has already been removed or index was invalid. (Contributed by DSDambuster)
#jira UE-50546
Change 3740564 by James.Golding
PR #4175: Added functions to SpringArmComponent to get relevant status of the Collision Test (Contributed by alexformosoc)
#jira UE-51761
Change 3740587 by Benn.Gallagher
CIS fixes for non-cloth platforms and initialization order fix
Change 3740658 by Thomas.Sarkanen
Update cloth appropriately in the physics asset editor
When moving primitives, just update the underlying extracted collision - we dont reset the entire simulation.
Reset simulation when making more 'major' potential changes (adding/removing collision etc.)
Optionally reset cloth when simulation starts/stops in the physics asset editor
#jira UE-50949 - Phat Editor with cloth collisions
#jira UE-48779 - Ability to reset clothing during physics simulation
#jira UE-48778 - Moving collision in Physics editor doesn't interact with cloth
Change 3743354 by Benn.Gallagher
CIS Fix
Change 3743419 by Thomas.Sarkanen
Preview buttons are now present where applicable
Preview mesh button reordered to be consistent with other anim editors.
Preview animation re-instated where applicable.
Also fixed skeleton tree icons hiding when bones are not relevant - this was confusing depending on bone layout
#jira UE-50894 - Animation Editors - Include Preview Mesh and Animation Buttons
Change 3743529 by Thomas.Sarkanen
Moved constraint and physical anim profile indicators to the top of the details panel
Indicators now show assignment status.
#jira UE-50895 - Constraint Profiles requests
Change 3743604 by Jurre.deBaare
Duplicating from 4.18.1:
[CrashReport] UE4Editor_Core!FMath::ComputeBaryCentric2D() [unrealmath.cpp:1951]
#fix pre-emptive early out on the collinear test, and found other minor bug with bounds test as well
#jira UE-51917
Change 3743757 by Lina.Halper
Adding more ensure to detect NaN
Change 3743791 by Ori.Cohen
Fix CIS and stack size issues
Change 3744008 by Benn.Gallagher
Gravity override support for clothing interactor.
#jira UE-51014
Change 3744439 by Michael.Karambelas
Updating and investigating CableActor automation tests
Change 3744566 by Martin.Wilson
Possible fix for very rare anim corruption (missing raw data). Moved Super::PostLoad call above track verfiy to make sure skeleton is loaded.
#jira UE-49335
Change 3745963 by Martin.Wilson
Fix ensure being hit because users could turn on both "Use Adaptive Error" and "Use Adaptive Error 2" at the same time
#Jira UE-52044
Change 3748585 by Aaron.McLeran
Fixing crash when loading editor with synth components.
Change 3749071 by Aaron.McLeran
Fixing ambisonics submix format
Change 3749969 by Danny.Bouimad
Updating TM-AnimPhys to be more performant on Switch
Change 3750103 by Danny.Bouimad
Checking in automated test to cover Debug Show Collision, Visibility Collision and Player Collision. (Disabled currently due to active bug causing incorrect ground truths to be generated UE-52052)
Change 3754465 by Ethan.Geller
Fixing panning in audio mixer after submix format feature
Change 3755637 by Lina.Halper
Back out changelist 3739214
- still add back invalidation
#jira: UE-52159
Change 3756385 by Lina.Halper
- Adding ground truth for the cable component test map
- Disabled first test as it has BP none access warning
#jira: UE-52370
Change 3756707 by Ethan.Geller
fix potential mem leak in mixer source
Change 3757148 by Aaron.McLeran
Fixing surround sound bugs due to recent changes to submix format.
Change 3757583 by Aaron.McLeran
Fix cook with synth component
Change 3758477 by Danny.Bouimad
Fixing Disabled cable actor test, checking in screenshots for a disabled test.
Change 3758873 by Ethan.Geller
#jira UE-52389 Remove assert on getting a hash for a unique net id.
[CL 3759284 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
Change 3720210 on 2017/10/25 by Olaf.Piesche
Fixing dynamic material params for ribbons
#!codereview scott.kennedy
#!rb none
#!tests scott's test ribbon
Change 3720073 on 2017/10/25 by robomerge
#!ROBOMERGE-AUTHOR: frank.fella
Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it.
#!Tests Minion automated tests no longer crash randomly.
#!rb SimonT
#!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3719233 on 2017/10/25 by robomerge
#!ROBOMERGE-AUTHOR: philip.buuck
[OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead).
#!rb Matt.Schembari
#!tests PIE
[QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death
#!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3718474 on 2017/10/25 by Yannick.Lange
Niagara: Only show isolate menu items on track context menu if it is a system.
Rename "Isolate toggle" to "Isolated".
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3718095 on 2017/10/25 by Yannick.Lange
Niagara: Fix crash when not having dynamic parameter in material.
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3718069 on 2017/10/25 by Yannick.Lange
Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression.
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3717545 on 2017/10/24 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Removed read / write locks from PipelineStateCache.
#!rb Andrew.Grant, Gil.Gribb
#!test paragon ps4.
#!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3716928 on 2017/10/24 by Shaun.Kime
The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime.
#!rb olaf.piesche, simon.tovey
#!fyi olaf.piesche, simon.tovey, frank.fella
#!tests am now able to run Test_minionWave on PS4
Change 3715712 on 2017/10/24 by Yannick.Lange
Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf".
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3715430 on 2017/10/23 by Shaun.Kime
Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it.
#!rb none
#!fyi simon.tovey
#!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime
Change 3715368 on 2017/10/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main)
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3715226 on 2017/10/23 by Shaun.Kime
Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's.
#!rb none
#!fyi simon.tovey, olaf.piesche, frank.fella
#!tests ran in PIE
Change 3714645 on 2017/10/23 by Yannick.Lange
Niagara: Add ability to create particle system from this emitter in content browser.
#!rb Shaun.Kime
#!tests n/a
Change 3714200 on 2017/10/23 by Olaf.Piesche
Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target
#!codereview simon
#!rb none
#!tests Orion Niagara assets
Change 3713341 on 2017/10/23 by Yannick.Lange
Niagara: Fix NiagaraNodeIF output pins cannot be deleted.
Fix NiagaraNodeIF output pins cannot be renamed.
#!jira UE-50193
#!jira UE-50193
#!rb Shaun.Kime
#!tests n/a
Change 3713133 on 2017/10/23 by Yannick.Lange
Niagara: Isolate emitters in sequencer UI.
- Added being able to extend the sequencer track context menu with a delegate.
- Added entry in track context menu to toggle the selected emitters isolation state.
- Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters.
#!rb Shaun.Kime
#!tests n/a
Change 3712445 on 2017/10/22 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
UVScale, UniformAorBFloat, and LinearColorAlongVector added.
#!rb none
#!tests new autotest added
#!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3712420 on 2017/10/21 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1.
#!rb none
[CODEREVIEW] frank.fella
[FYI] simon.tovey, olaf.piesche, wyeth.johnson
#!tests created an emitter, disabled Acceleration Force.. still compiled.
#!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711602 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like:
LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData
#!jira UE-51511
#!rb Simon.Tovey
#!tests n/a
#!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711288 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: eric.ketchum
[Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work
#!rb: None
#!tests: PIE
[CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime
#!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711197 on 2017/10/20 by Olaf.Piesche
Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly
#!rb none
#!tests minion projectile ribbon trail
Change 3710634 on 2017/10/20 by Mic.Rooney
Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing.
#!RB: none
#!Test: tested/built locally ran preflight Editor/Monolithics build.
#!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen
Change 3709686 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Added some more timerguards for slow timer manager tick objects.
Commented out for now.
#!rb Trivial
#!test Paragon Cooked ps4.
#!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3708958 on 2017/10/19 by Shaun.Kime
Back out changelist 3708456 .. this was an unintentional change
#!rb none
#!tests n/a
Change 3708839 on 2017/10/19 by Shaun.Kime
Merging CL 3708835
Fixing Scott's common crash with adding an emitter with autocompile off
#!rb frank.fella
#!tests n/a
Change 3708784 on 2017/10/19 by Shaun.Kime
Merging CL 3708782
//Orion/Main/... to //Orion/DevGeneral/...
#!rb none
#!tests n/a
Change 3708600 on 2017/10/19 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion
#!rb none
#!test golden path
#!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3708473 on 2017/10/19 by Shaun.Kime
Merging Frank's changes for team color support from Main to Dev-General
#!rb Frank.Fella
#!tests test_minionwave worked
Change 3708456 on 2017/10/19 by Shaun.Kime
Particles.Random set to 0.0
#!rb none
#!tests n/a
Change 3708455 on 2017/10/19 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests passed minion fx autotest
Change 3707648 on 2017/10/19 by Shaun.Kime
Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made.
Defer deletion of dataset to RT.
Ensure resets don't mess with data inflight RT commands are using.
Checkin on behalf of Simon Tovey
#!jira OR-45423
#!rb Simon.Tovey
#!tests ran through the LaneMinionFXTests successfully on PC
Change 3707096 on 2017/10/19 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago.
#!rb none
#!tests automated tests pass
#!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3706726 on 2017/10/19 by Rob.Cannaday
Merge XMPP resource version to use version 2 instead of version 3
#!rb trivial
#!tests compile
#!ROBOMERGE: Main, 44, Tencent
Change 3706349 on 2017/10/19 by Josh.Markiewicz
#!UE4 - Cross Voice code review feedback
- fixed up broken stack vs queue
- fixed GetRoomId returning int32 instead of uint64
- fixed switch room logic
- more/better logging
- more comments
#!jira TEN-301
#!review-3681404 @sam.zamani, @rob.cannaday
#!rb none
#!tests local cheat codes
Change 3705453 on 2017/10/18 by robomerge
#!ROBOMERGE-AUTHOR: arne.schober
Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array)
#!RB Daniel.Wright
#!Tests LaunchOnPs4
#!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3705399 on 2017/10/18 by robomerge
#!ROBOMERGE-AUTHOR: scott.kennedy
Default Niagara emitter changed color property to better default value.
Updated basic glow emitter
Added energy bubble base emitter
put a little more polish into siege minion impact FX.
#!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3704426 on 2017/10/18 by Shaun.Kime
Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423
#!rb simon.tovey
#!fyi hunter.kent
#!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure
Change 3703288 on 2017/10/18 by Olaf.Piesche
Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash
#!rb olaf.piesche, simon.tovey
#!tests minion test map PC and PS4
Change 3701373 on 2017/10/17 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader.
#!rb Olaf.Piesche
#!tests test_minionwave runs
#!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3701108 on 2017/10/17 by Hunter.Kent
Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily.
#!RNX
#!Test PS4
#!rb @tim.elek
#!review-3701110 @andrew.grant, @daniel.lamb
Change 3701044 on 2017/10/17 by robomerge
#!ROBOMERGE-AUTHOR: jon.lietz
- white space fixes
- added in more detail to logging
- fixed dragon GC to not hide when the mesh is hidden
#!rb none
#!tests complies and logging is updated
[FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen
#!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3700900 on 2017/10/17 by Shaun.Kime
Integrating possible crash fix from Dev-Niagara to Dev-Gen
#!rb none
#!tests n/a
#!fyi Olaf.Piesche
Change 3700492 on 2017/10/17 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests done in branch
Change 3700217 on 2017/10/17 by Olaf.Piesche
Fix for potential crash in sprite renderer
#!rb none
#!tests minion test map
Change 3700216 on 2017/10/17 by Benn.Gallagher
Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master.
#!rb Lina.Halper
#!jira OR-45226
#!tests PIE + Standalone games hitting Rampage with Ghosts E
Change 3699660 on 2017/10/17 by Jason.Bestimt
#!ORION_DG - Fixes to UnrealHitchParser edge cases
#!RB:none
#!Tests: Ran on Logs from QA
#!CodeReview: ben.salem
Change 3699462 on 2017/10/17 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!tests preflight ok
#!rb none
Change 3699010 on 2017/10/17 by Jeff.Williams
Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920
#!rb none
#!tests none
Change 3698519 on 2017/10/16 by Olaf.Piesche
Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts
#!rb none
#!tests minion wave test map
Change 3698380 on 2017/10/16 by Shaun.Kime
Updating logic to now support the autoattachment
#!rb none
#!tests autotests pass..
Change 3698263 on 2017/10/16 by Olaf.Piesche
Assume degrees for sprite rotation
#!rb none
#!codereview shaun.kime
#!tests test sprite emitter
Change 3697652 on 2017/10/16 by Olaf.Piesche
Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion
#!rb none
#!tests minion test map
Change 3696906 on 2017/10/15 by Shaun.Kime
Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers.
#!rb none
#!tests now no longer generates invalid errors
#!fyi frank.fella, olaf.piesche, simon.tovey
Change 3695456 on 2017/10/13 by Olaf.Piesche
Fix for potential ribbon crash and end-of-ribbon rendering artifacts
#!rb none
#!codereview scott.kennedy
#!tests minion wave test map
Change 3694545 on 2017/10/13 by Andrew.Grant
Fix for low frequency async loading crash (OR-42535)
#!rb gil.gribb
#!tests comppiled
Change 3694176 on 2017/10/13 by Jeff.Williams
Plugin manifest name changed to DLCFile name
#!rb none
#!tests compile, stage
Change 3693582 on 2017/10/12 by Don.Eubanks
Fixing PS4 Compile warning (constructor init order not matching member define order)
#!rb none
#!tests Compile Shipping Client PS4
#!fyi olaf.piesche
Change 3693516 on 2017/10/12 by Olaf.Piesche
Niagara: Remove mesh renderer assert, replace with early out
#!rb none
#!tests niagara mesh test asset
Merging
//Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp
to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp
Change 3693051 on 2017/10/12 by Ben.Salem
Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log.
#!rb Clayton.Langford
#!tests Parsed a 5mb log with dumphitches down to 23k of hitch data.
Change 3692912 on 2017/10/12 by Olaf.Piesche
Merging: Niagara ribbon tiling distance
#!rb none
#!tests ribbon test asset
Change 3692835 on 2017/10/12 by Shaun.Kime
Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags.
#!rb none
#!fyi scott.kennedy, wyeth.johnson
#!tests n/a
Change 3692751 on 2017/10/12 by Shaun.Kime
Removing script that shouldn't have come over.
#!rb none
#!tests n/a
Change 3692746 on 2017/10/12 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests opened test level and created new emitter/system
Change 3692616 on 2017/10/12 by Don.Eubanks
OR-45131
Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking.
#!rb dan.hertzka
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
#!codereview nick.darnell
Change 3691912 on 2017/10/12 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none
#!tests compile, editor
#!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3690944 on 2017/10/11 by Jeff.Williams
Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC.
#!rb Daniel.Lamb
#!tests Compile, build
Change 3688989 on 2017/10/10 by Lina.Halper
LOD sync of attached/parent
#!rb: Laurent.Delayen
#!tests: price with shotgun skin/PIE/editor
Change 3687592 on 2017/10/09 by Ben.Salem
Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test.
#!rb clayton.langford
#!tests Ran sparrow shallow tests.
Change 3686560 on 2017/10/09 by Shaun.Kime
Flipping the min/max values to be standard
#!rb none
#!tests n/a
Change 3686046 on 2017/10/09 by Shaun.Kime
Merging latest from Dev-Niagara in preparation for Effects team work on Monday
#!rb none
#!tests successful preflight
#!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek
Change 3685613 on 2017/10/07 by robomerge
#!ROBOMERGE-AUTHOR: simon.tovey
Implementing vector field matrix inverse fix from CL3675167 to 43.3.
#!rb none
#!tests none
#!lockdown andrew.grant
#!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685603 on 2017/10/07 by robomerge
#!ROBOMERGE-AUTHOR: thomas.ross
RotationalContent Improvements
- Fixed potential bug where tags could be updated when not intended on RotationalContentManager
- Fix for PIE assert
- Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option.
- Removing config tag from RotationalContentOverrides in OrionGlobals.
New Halloween Gauntlet Test
- Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box.
#!rb none
#!tests local builds / editor / PIE
#!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685408 on 2017/10/07 by ben.salem
Fixing robomerge error in DevGen
#!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams
Unresolved conflicts. ben.salem, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml
--------------------------------------
Merging using DevGen->Release43.3
Repairing mailer for nightly Perf tests, fixing email headers.
#!tests run in devgen
#!rb none
#!lockdown andrew.grant
#!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685073 on 2017/10/06 by Andrew.Grant
Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3684717 on 2017/10/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where GT & RT times in profile info were reversed :(
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3684512 on 2017/10/06 by Laurent.Delayen
Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code.
#!rb lina.halper
#!tests minion AnimBP nativization
Change 3684059 on 2017/10/06 by Max.Preussner
Orion: Fixed ability videos not loading on PS4 and/or not looping
#!fyi stephan.jiang
#!jira OR-44682
#!rb none
#!rnx
#!tests none
Change 3683538 on 2017/10/06 by David.Ratti
batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions.
-Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players.
-Fixes case where killing minions with badass was not displaying pops (prediction key issue)
#!rb none
#!tests editor, pie
#!review-3683539 @Matt.Schembari
Change 3683364 on 2017/10/06 by Andrew.Grant
Changed warning to info
#!tests #!rb na
Change 3681999 on 2017/10/05 by Bart.Hawthorne
Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion.
#!rb cody.haskell
#!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore
#!jira OR-44111
#!tests Golden path, live spectated numerous matches.
Change 3681403 on 2017/10/04 by Josh.Markiewicz
#!UE4 - base pass for Tencent Cross SDK
- basic testing done with enter/exit/switch room
- basic testing of ShowUI
- checked in disabled
#!rb duck
#!tests see above
#!jira TEN-301
#!review-3681404 @sam.zamani, @rob.cannaday
Change 3680623 on 2017/10/04 by David.Ratti
Rework for how max movement speed is calculated.
The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow.
Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored.
Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow.
GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc).
Suggested methods for inspection:
AbilitySystem debug hud (Home/End)
p.VisualizeMovement (displays final calculated movement speed)
Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar)
Technical information:
1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool.
2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows.
3. Added a notification for attribute sets when an aggregator is created for one of their attributes.
4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod)
5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension.
#!tests pie
#!rb FrankG
#!codereview Fred.Kimberley, Billy.Bramer
#!fyi colin.fogle
#!QAReview
#!RN
#!designchange
Change 3680580 on 2017/10/04 by Ben.Salem
Repair email titles for various reports.
#!rb none
#!tests Reran tests.
Change 3680438 on 2017/10/04 by Dan.Hertzka
GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect
- Fixes the HUD status effect feed not showing sources for a lot of itemization abilities
Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip
#!rb Dave.Ratti
#!tests OrionEntry PIE - equipped Sand Speeder
#!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on
Change 3680344 on 2017/10/04 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Speculative disable of defragging on volumetric lightmap textures.
#!rb andrew.grant
#!test monolith2 ps4
#!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3680302 on 2017/10/04 by Shaun.Kime
Integration from DevNiagara.
Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array.
#!rb none
#!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek
#!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass.
Change 3679946 on 2017/10/04 by Laurent.Delayen
Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches.
#!rb lina.halper
#!FYI andrew.grant
#!tests monolith2 old minions
Change 3679938 on 2017/10/04 by Daniel.Lamb
Allowed foliage cullall option to be modified by scalability options.
#!rb Trivial
#!test Compile paragon editor
Change 3679563 on 2017/10/04 by Jon.Lietz
OR-43599
- added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it.
#!rb Dave.Ratti
#!review-3679564 @John.Nielson
#!tests added these waits to hot pursuit and they worked as expected
Change 3679006 on 2017/10/03 by Ben.Salem
Try to fix broken nightly mailer issues for FX tests.
#!rb none
#!tests Preflighted a shallow fx pass successfully in EC.
Change 3677845 on 2017/10/03 by Andrew.Grant
Added an ensure to guard against OR-44826 while further investigations occur
#!tests compiled
#!rb none
Change 3677443 on 2017/10/03 by John.Nielson
Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase.
Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify).
#!RB: None
#!Test: Pie, Uncooked
#!review-3677445: @David.Ratti
Change 3676748 on 2017/10/02 by Laurent.Delayen
Minions: split body layer is now done in mesh space, to maintain upper body orientation.
#!FYI ray.arnett, lina.halper
#!rb none
#!test lane minion test map
Change 3675950 on 2017/10/02 by Don.Eubanks
Added several new supported tags / status effects to the Floating Status Effect Text system.
Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player.
Added ScaleOverDistance curve support for floating numbers / text.
Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out.
#!rb matt.schembari
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4
Change 3675186 on 2017/10/02 by Mic.Rooney
Support for other anim curve driving audio types (right now specifically DialogueWave)
#!RB: none
#!Test: compiled editor/monolithics/withoutunity and tested locally.
#!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen
Change 3675167 on 2017/10/02 by Shaun.Kime
Changed unsafe InverseFast() to an Inverse()
#!jira OR-44671
#!rb Simon.Tovey
#!tests n/a
Change 3674888 on 2017/10/02 by David.Ratti
GGP V2
* Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration.
Item System:
* Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords.
* Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup).
Ability System:
* SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE)
#!rb none
#!tests editor pie cooked
#!review-3674889 @Jon.Lietz
Change 3674170 on 2017/09/30 by Mieszko.Zielinski
Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion
Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load.
#!rb none
#!test golden path
#!OR-44738
Change 3672937 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files
#!tests 3compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672867 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Restored previous behaviour of integer numbers being formatted as "1" and not "1.00"
#!tests ran game, checked playlist analytic
#!rb nikdel
#!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672575 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Remove warning that can happens normally with backwards compat replays
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672548 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned.
#!rb Andrew.Grant
#!test Editor building hlods
#!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672542 on 2017/09/29 by Andrew.Grant
Merging
#!rb #!tests na
Change 3672390 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed memreport settings for frontend tests
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672385 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Reworked and pretty much final PipelineState cache code
- various comments incorporated
- namespaced functions
- removed redundant class and replaced with ref pointer
#!tests soaked a lot
[at daniel.lamb,] [at arne.schober] #!rb none
#!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672281 on 2017/09/29 by Rob.Cannaday
Add user ID to OnNetworkCheatDetected
#!jira TEN-272
#!jira TEN-273
#!jira TEN-274
#!rb rob.cannaday
#!tests Win64 AI match, simulate cheat detected by cheat command
#!review-3672282 @ian.fox @sam.zamani
Change 3671688 on 2017/09/29 by Frank.Gigliotti
Added ability to set developer comment when adding native tags.
#!RB David.Ratti
#!Tests None
Change 3670409 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for dump type made while doing cleanup
#!tests compiled Win64, PS4, ran PS4
#!rb none
#!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3670399 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed race condition in pipeline state cache
Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon
(Couple of extra tweaks planned, but this should be GTG for a v43 release)
#!rb codereviewed
#!tests soaked locally, lots
#!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669802 on 2017/09/28 by Andrew.Grant
From Dev-Framework
#!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed
#!rb michael.noland
#!codereview andrew.grant
#!tests na
Change 3669709 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669177 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
#!rb Marcus.Wassmer
#!TESTS Paragon editor Monolith02
#!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669124 on 2017/09/28 by Daniel.Lamb
Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush
to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush
Fix cook in devgeneral
Bumped shader version to invalidate stale uniform buffer name.
#!rb none
#!TESTS none
#!fyi Daniel.Wright
Change 3667906 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
#!rb none
#!TESTS QAGame
#!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667899 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Remove unused SM4 reflection capture cubemap
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667894 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy from Brian] SM4 fallback for reflection captures.
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667859 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy from Brian] Removed old rasterized deferred reflection env path.
Removed reflection compute shader. Replaced with PS. Small perf gain.
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667852 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Fixed missing include
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667807 on 2017/09/27 by Daniel.Lamb
Tencent DLC can now remap the plugin content to the game root directory.
#!rb Ben.Marsh
#!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test
Change 3667753 on 2017/09/27 by Clayton.Langford
Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer.
#!RB Ben.Salem, Adric.Worley
#!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat
Change 3667408 on 2017/09/27 by Jordan.Walker
Optimization to bakedNormal layer blend on Low end material quality
-uses simple multiply and add normal map blend
Change 3667388 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
#!rb none
#!TESTS QAGame on console
#!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667383 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame.
#!rb none
#!TESTS QAGame
#!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667265 on 2017/09/27 by Daniel.Lamb
Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned.
#!rb Uriel.Doyon
#!test Editor building hlods
Change 3667159 on 2017/09/27 by Mieszko.Zielinski
Added simple logging to BT loading allowing us to identify missing BB keys #!Orion
#!test golden path
#!rb Lukasz.Furman
Change 3665944 on 2017/09/26 by Dan.Hertzka
Fix PS4 compile
#!rb none
#!tests compile PS4
Change 3665590 on 2017/09/26 by Daniel.Lamb
Fix for DLC cooking everything when it should only cook the DLC.
#!rb None
#!test None
Change 3665569 on 2017/09/26 by Dan.Hertzka
New status effect feed for the new HUD:
- Now placed in the mid-upper-left side of the HUD
- Biggest difference from before is that there are now names associated with each effect
- If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet.
Cleaning:
- Deleted all of the old buff widget classes & codepaths
- Removed redundant properties from StatusEffectDisplayInfo
- Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData
Also:
- Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events
- Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed)
@todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.)
#!rb Don.Eubanks
#!tests OrionEntry PIE with some cards and hero abilities
#!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial.
#!lockdown Billy.Rivers
Change 3665555 on 2017/09/26 by Daniel.Lamb
AudioStreaming mpsc queue fix up.
#!rb Andrew.Grant
#!test Compile paragon client / editor.
Change 3665517 on 2017/09/26 by Daniel.Lamb
Suspect fix for OR-44619
#!jira OR-44619
#!test Paragon editor compile
#!rb Trivial
Change 3664346 on 2017/09/26 by Jon.Lietz
- making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out.
- Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired.
- Updated all GC's data to use the new decal class
- removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent
#!rb Dave.Ratti
#!reivew Dave.Ratti
#!tests used characters that had decal comps in the GC and they recylce as expected.
#!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed.
Change 3664099 on 2017/09/26 by Jon.Lietz
OR-44510
- bringing over engine fixes for the Enum Redirector from Dev-Framework
#!rb none
#!tests compiles and warnings are gone
Change 3663019 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Gil: fixed race condition in the PipelineStateCache
#!rb Daniel.Lamb
#!test paragon ps4 with higher repro modified build
#!lockdown Andrew.Grant
#!jira OR-44441
#!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3663014 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready.
#!tests ran locally
#!rb [at daniel.lamb] [at arne.schober]
#!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3663004 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed dev check for extra commandline args from /data to /temp0
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3662999 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - Fixed DateTime used for folders not being set
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3662255 on 2017/09/25 by Sam.Zamani
#!tencent
- fix for link error due to missing define of static OnNetworkCheatDetected delegate
#!rb none
#!tests none
Change 3662073 on 2017/09/25 by Sam.Zamani
#!tencent
Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server
Possible options
#!jira TEN-275 TSS detect and expose punish user callbacks
KickClient - User should be booted from the current game session via disconnect
KickMatch - User received info about being punished (eg. ban type etc)
PunishInfo - User received info about being punished (eg. ban type etc)
#!rb rob.cannaday
#!tests none
Change 3659487 on 2017/09/22 by Josh.Markiewicz
#!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin
#!review-3659190 john.barrett, ryan.gerleve
Change 3659485 on 2017/09/22 by Josh.Markiewicz
#!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins
#!fyi john.barrett, ryan.gerleve
Change 3659184 on 2017/09/22 by Josh.Markiewicz
#!UE4 - delete EpicSurvey module
#!fyi justin.sargent, nick.darnell
#!rb none
Change 3658697 on 2017/09/22 by Ryan.Gerleve
Fixes for server-side Tencent anti-cheat library integration:
-Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows
-Add getter for the TssSdkAntiInterf object
-Enable server anti-cheat in editor builds
#!codereview sam.zamani
#!rb none
#!tests enabled Tencent OSS, built & ran server
Change 3658200 on 2017/09/22 by Graeme.Thornton
Manual copy of CL 3587584 from Dev-Core
Logging improvements for pak signature check failures
- Added "PakCorrupt" console command which corrupts the master signature table
- Added some extra log information about which block failed
- Re-hash the master signature table and to make sure that it hasn't changed since startup
- Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
- Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again
#!rb none
#!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General
Change 3657970 on 2017/09/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition.
We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game,
[at marcus.wassmer,] [at arne.schober] #!rb none
#!tests cycled 6-7 levels of Paragon
#!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657914 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing...
#!tests stepped through in non-pkg build
#!rb none
#!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657906 on 2017/09/21 by Andrew.Grant
Improved some logging
#!tests used locally
#!rb none
Change 3657891 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing
Fixed issue with -dev mode on PS4 not updating symbols
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657867 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Re-locked network CL to 3652780
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657857 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444
#!RB:arciel.rekman
#!Tests:Compiled
[CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf
#!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657852 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for case-insensitivity causing title.json not to be staged
#!rb daniel.lamb, bob.tellez
#!tests ran packaging script, verified contents match v42
#!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657831 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors
We can worry about a more permanent solution after we get this live.
#!RB:none
#!Tests: Compiled
[CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer
#!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657824 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe
//ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb
--------------------------------------
Built new UnrealCEFSubprocess client
Changed OrionBuild.xml to build the shipping version of the above.
The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this.
[at justin.sargent,[at benjamin.crocker,[at wes.fudala]]]
#!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657488 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: anton.migulko
LIGHTING AND assets update
#!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3656388 on 2017/09/21 by Laurent.Delayen
Added default GetAxisVector static function to EAxisOption
#!rb none
#!FYI thomas.sarkanen
#!tests lane minions test map
Change 3656387 on 2017/09/21 by Laurent.Delayen
Initialize FAnimInstanceProxy with default constructor.
#!rb none
#!fyi lina.halper, thomas.sarkanen
#!tests lane minion test map
Change 3656003 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked net version to 3650578 for patching
benjamin.crocker
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3654403 on 2017/09/20 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Merge DevCore -> Orion Release-43 CL 3641450
UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers.
#!rb Daniel.Lamb
#!test Compile
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3654356 on 2017/09/20 by Andrew.Grant
Merging 3653658 from Dev-Rendering
#!tests compiled, ran editor
#!rb marcus.wassmer
Change 3653914 on 2017/09/20 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access).
#!rb none
#!tests ran locally
#!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3652495 on 2017/09/19 by Andrew.Grant
Editgration of VR fix in 3643776 from Release-4.17
#!tests #!rb na
Change 3652244 on 2017/09/19 by Sam.Zamani
#!tencent
Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher
Added "-q" to whitelist of command line params for shipping builds
Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher
#!rb rob.cannaday
#!tests none
Change 3651493 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651490 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651489 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651445 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag
#!RB:none
#!Tests:none
[CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant
#!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3651059 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed code to archive load-order during tests
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3651043 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed error parsing from tests to put cause ahead of file info
#!tests ran self-test
#!rb none
#!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649683 on 2017/09/18 by Andrew.Grant
Bulk-merge of oustanding changes in Main to DG
#!tests #!rb na
Change 3649345 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Integrate fix for eidtor crash when switching between low and high scaleability options.
#!rb Olaf.Piesche
#!test Paragon editor
#!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649335 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - OR-44257 - Fix for hair not working
It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion.
#!RB:daniel.lamb
#!Tests:Re-tested in cooked build
[CODEREVIEW] daniel.lamb
#!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649231 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM
#!RB:none
#!Tests:none
[CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy
#!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649211 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix 'lowest' shadow settings (simple forward rendering)
#!rb arne.schober
[FYI] Daniel.Wright
#!tests monolith
#!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649141 on 2017/09/18 by Stephan.Jiang
Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source.
-- These are hacks for ability videos to work before we have the new Sequencer updates
-- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748
#!fyi Andrew.Grant, Max.Preussner
#!rb none
#!test compile
Change 3649087 on 2017/09/18 by Thomas.Ross
Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General
#!rb none
#!tests none
#!fyi Andrew.Grant,Jeff.Williams,dan.oconnor
Change 3649066 on 2017/09/18 by Max.Preussner
WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources
#!rb stephan.jiang
#!rnx
#!tests none
Change 3649049 on 2017/09/18 by Max.Preussner
Media: Changed audio sample rate warning to verbose log
#!fyi stephan.jiang
#!rb none
#!rnx
#!tests none
Change 3648752 on 2017/09/18 by Max.Preussner
WmfMedia: Fixed race condition in media sound wave
#!rb none
#!rnx
#!tests none
Change 3648748 on 2017/09/18 by Max.Preussner
WmfMedia: Hack for preventing flicker between media source switching
Do not merge to Dev-Main!
#!rb stephan.jiang
#!rnx
#!tests none
Change 3648596 on 2017/09/18 by Bart.Hawthorne
More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough.
Change 3648575 on 2017/09/18 by Sam.Zamani
#!tencent
Fix for missing library calls when initializing TSS anti cheat SDK
#!rb none
#!tests compiles win64 server
Change 3648556 on 2017/09/18 by Jeff.Williams
Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084
Clearing up robomerge
#!rb none
#!tests none
Change 3648533 on 2017/09/18 by clayton.langford
Unblocking RM.
#!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams
Unresolved conflicts. clayton.langford, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly.
#!RB Adric.Worley
#!tests none
#!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3648219 on 2017/09/18 by Sam.Zamani
#!tencent
fixed Tencent module thirdparty dll runtime dependency paths
fixed DLLHandle not being set
#!rb none
#!tests none
Change 3647998 on 2017/09/18 by Clayton.Langford
Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763.
#!tests compiled
#!rb Adric.Worley
Change 3647817 on 2017/09/18 by James.Golding
Mirror fix from 4.18 release stream (CL 3647799) to Dev-General
Fix out-of-bounds access of cloth mapping data during CPU skinning
#!rb benn.gallagher
#!jira UE-49628
#!fyi benn.gallagher
#!tests convert RiftMage to static mesh
Change 3647749 on 2017/09/18 by Benn.Gallagher
Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope.
This caused matrix transposition to fail after the data was copied in using memcpy
BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
#!rb none
#!tests Editor reimport of clothing assets
Change 3646242 on 2017/09/15 by Tyler.Cole
Revert shared engine LocalMCP scripts.
Change 3646153 on 2017/09/15 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds
#!RB:daniel.lamb
#!Tests: Ran cooked Client
[CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy
#!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3646125 on 2017/09/15 by robomerge
#!ROBOMERGE-AUTHOR: arne.schober
OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews.
#!RB Marcus.Wassmer
#!tests automated performance tests
#!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3645861 on 2017/09/15 by clayton.langford
#!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams
Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW.
Unresolved conflicts. clayton.langford, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added.
To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards
Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated.
#!tests ran local client/server, preflighted
#!rb Ben.Salem
#!rnx
[FYI] Sean.Tobin, Hunter.Kent, Edward.King
#!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3644062 on 2017/09/14 by Aaron.McLeran
#!jira OR-44171 Some looping sounds are extremely loud
#!rb Ethan.Geller
#!tests run paragon, run near water river, don't observe looping sound being very loud
Change 3643901 on 2017/09/14 by Laurent.Delayen
Integrated CL #!3604725 to fix bug with opening state machines from anim graph.
#!rb none
#!tests fixes bug
#!FYI lina.halper
Change 3643641 on 2017/09/14 by Rob.Cannaday
Fix unreachable code detected
#!rb rob.cannaday
#!tests Win64 compile
Change 3643326 on 2017/09/14 by Sam.Zamani
#!tencent
- temp disabled TerSafe.dll loading until staging issues can be resolved
#!rb none
#!tests none
Change 3643039 on 2017/09/14 by Sam.Zamani
#!tencent
- temp disabled TSS on servers due to linux build issues
#!rb none
#!tests none
Change 3642438 on 2017/09/13 by Rob.Cannaday
Handle new analytics param types (number, string, etc)
Stub implementation of FAnalyticsProviderETTencent DefaultAttrs
#!rb rob.cannaday
#!tests Win64 vs AI match
Change 3641655 on 2017/09/13 by Sam.Zamani
#!tencent
WIP added tss_sdk.dll (server) and TerSafe.dll (client)
JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client
JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers
#!rb none
#!tests PC run with RegionCN.pak enabling tencent mode
Change 3641559 on 2017/09/13 by Bart.Hawthorne
Fix up oodle dictionary generation scripts
#!rb none
#!jira none
Change 3641550 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43
#!rb: none
#!test: Pie
#!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3641393 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev.
Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled
- Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false)
- Added PGOInput option to TargetRules and passed through to compile environment
- Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for
- Updated PS4 toolchain to use both LTO and PGO depending on what was set
#!tests soaked locally, preflighted
#!rb codereviewed
FWIW here are before/after results for LTCG.
Orion Performance report from 3 games and 1441.51 seconds
MVP: 2.83 (Min: 2.05, Max: 3.22)
HPM: 4.29 (Min: 4.24, Max: 4.37)
AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms)
GT: 12.88ms (Min: 12.68ms, Max: 13.25ms)
RT: 13.71ms (Min: 13.48ms, Max: 14.08ms)
GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms)
Orion Performance report from 3 games and 1440.49 seconds
MVP: 1.42 (Min: 1.02, Max: 1.94)
HPM: 3.25 (Min: 2.75, Max: 3.62)
AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms)
GT: 11.93ms (Min: 11.64ms, Max: 12.47ms)
RT: 12.80ms (Min: 12.54ms, Max: 13.24ms)
GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms)
#!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640885 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Limited warning to once every 10 secs.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640875 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed shipping config issue
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640870 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Fixing CIS builds #!Orion
The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors.
[CODEREVIEW] John.Nielson
#!rb none
#!test compilation
#!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640783 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
More temporary logging for finding the missing FX issue.
#!rb: none
#!Test: Pie
#!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639910 on 2017/09/12 by Rob.Cannaday
Build fix for AnalyticsETTencent
#!rb rob.cannaday
#!tests compile Win64 DebugGame Editor
Change 3639565 on 2017/09/12 by Laurent.Delayen
SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0.
#!rb lina.halper
#!FYI lina.halper
#!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime.
Change 3639228 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Tools - Added ability to postmortem a PS4 devkit for last crash
#!rb run locally
#!tests none
#!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639075 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Specifically requesting 'all' configuration, to avoid missing manifest in jar.
#!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639022 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Remove dependency on the editor style set in the WidgetReflector
- Fixes a crash when trying to use the reflector in a client cooked build
- Also updated Focusable column name to shared var
#!rb none
#!tests Widget Reflected in a cooked build
#!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638984 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43
#!rb: none
#!test: Pie
#!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638696 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Swapped problematic ensure to LogError, made draft obey notimeouts.
#!tests compiled
#!rb none
[at daniel.lamb]
#!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638644 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Third time's the charm
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638628 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed ensure in a PS4 friendly way
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638583 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed ensure to get a cook
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638545 on 2017/09/12 by Bart.Hawthorne
Add analytics for oodle compression percentages
#!rb ryan.gerleve, wes.hunt
#!tests ran a 2 person game with dedicated server and verified analytics were reported
#!jira OR-26386
Change 3638172 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Duplicate 3620803
Partial Fix for Dither Opacity Mask
#!rb none
#!tests PC monolith
#!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637643 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Fixing version stream to Main
#!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637524 on 2017/09/11 by Andrew.Grant
Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating
#!tests build Win64 editor, ran tests locally
#!rb none
Change 3637402 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - Restored logging of runoptions when not verbose
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637357 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made 'none' test specify Attended
#!rb Daniel.Lamb
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637305 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added temporary debug logging cmd line option for finding Jira OrionOR-43600
#!RB: none
#!Test: Pie
[at David.Ratti]
#!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636549 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues
#!RB:none
#!Tests:none
[CODEREVIEW] uriel.doyon
#!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636507 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
[OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG.
Also:
- Added distance formatting type for simple ability description values (will automatically append u to the value)
- SimpleAbility description values can now go up to two decimal places
Engine:
- Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName
#!rb Matt.Schembari
#!tests PIE OrionEntry & FrontEndScene - various bug repros
#!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636372 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Implement fast particle pool memory.
Default is 2mb, automatically cleans up oldest used pool slots.
Estimated 1/4 time for STAT_PARTALLOC.
#!rb Jason.Bestimt
#!test paragon ps4 cooked
#!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636319 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue with fatal error message not being shown in reports.
Fixed issue where some cancelled tests reported as succeeded
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636264 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance
#!RB:none
#!Tests: Ran client cooked build
[CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon
[QAREVIEW]
#!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635288 on 2017/09/10 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices
Fixed missing - in SoloSmoke args that were causing trailing params to be lost
#!tests preflighted, ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635145 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to pick up SDK change for patch packages
#!rb none
#!tests none
#!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635097 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added cleardevices option to Gauntlet that removes all devices after running.
Added to Orion build scripts
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634985 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Cleaned up some logging around device failures
Attempt to handle "Too Many Connections" error at a lower level
Added removeall command to PS4DevkitUtil (not yet used)
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634897 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Checking in change to timeouts to test theory
#!tests ran test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634765 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Scrape another .05ms out of GPU particle simulation.
#!rb none
#!tests ps4 monolith
#!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634422 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for Gauntlet shutdown issue on builders
Fix for BP editing crash from Dev-Framework
#!tests ran locally
#!rb none!
#!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634139 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running
#!tests ran locally with single and file-based devices
#!rb none
#!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633799 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only.
#!rb none
#!tests monolith02 turrets
[CODEREVIEW] lina.halper
#!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633647 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Possible fix for OR-43926 from Arne
#!tests ran locally, observed no ensures or negative side-effects in UI or HUD
#!rb none
#!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633637 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Upped timeout for editorbased tests
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632565 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed some test code...
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632385 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
More improvements to device handling.
Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems.
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632177 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: thomas.ross
Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43
#!rb none
#!test local commandlet
#!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632131 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix a bug with new local vector-field only project setting
#!rb none
#!tests ps4 monolith
#!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632034 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where problem devices were reset each attempt
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631812 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
More improvements to device management in Gauntlet
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631787 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes.
#!rb none
[CODEREVIEW] martin.wilson
#!test bot game
#!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631251 on 2017/09/07 by Andrew.Grant
Additional device selection improvements
#!tests #!rb na
Change 3630861 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3630620 on 2017/09/07 by Laurent.Delayen
RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions.
#!rb Ori.Cohen
#!codereview benn.gallagher
#!tests lane minions test map
Change 3629990 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fix for gpu hang on ps4.
#!rb Marcus.Wassmer
#!test Paragon cooked ps4
#!jira OR-43835
#!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629980 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Moved some missed code to FDebug::HasAsserted()
#!tests na
#!rb none
#!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629975 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Project optimization to only support local vector fields.
separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost.
#!rb olaf.piesche
#!tests monolith ps4/pc
#!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629917 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix for sizebyspeed on ps4
#!rb Simon.Tovey
#!tests pc
#!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629620 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629554 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Restored screenshot support to gauntlet (now driven externally)
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629495 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: don.eubanks
Stat panel will only show stat changes or improvements that come from Item sources (cards / gems)
#!rb dan.hertzka
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
[RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base!
#!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629468 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring()
Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread.
#!tests ran locally
#!rb none
[at marcus.wassmer]
#!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629410 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs
--------------------------------------
Fix for generating project files
#!tests GPF
#!rb none
#!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629369 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests)
#!rb none
#!tests verified signing is disabled and game gets to main menu with -fileopenlog
[at graeme.thornton]
#!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629254 on 2017/09/06 by Laurent.Delayen
URO: ensure we don't skip more frames than desired when switching LODs.
#!rb lina.halper
#!codereview martin.wilson, benn.gallagher
#!test lane minions test map
Change 3629191 on 2017/09/06 by Laurent.Delayen
Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions.
#!rb lina.halper
#!codereview martin.wilson
#!test lane minions test map
Change 3629130 on 2017/09/06 by Laurent.Delayen
AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug.
#!rb none
#!tests lane minion test map
Change 3628300 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed exception that could occur during tests if all devices were in use
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627915 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Undoing Oodle check for the time being
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627875 on 2017/09/06 by Jason.Bestimt
#!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables)
#!RB:none
#!Tests:none
#!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker
#!ROBOMERGE: MAIN, 43
Change 3627694 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Improved warnings
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627642 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
More logging for OR-43892 and OR-43779
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627247 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed check that turns out to be bogus
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627240 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures
#!tests compiled OrionClient
[at daniel.lamb] #!rb none
#!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627211 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added ensure for OR-43777
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626839 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added wait to PS4DevkitUtil before trying to postmortem crashdump
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626755 on 2017/09/05 by Rob.Cannaday
Merge //Orion/Release-Tencent to //Orion/Dev-General
Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT
TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded
#!rb sam.zamani
#!lockdown andrew.grant
#!tests Win64 vs AI match, QA smoke test
#!fyi sam.zamani
Change 3626285 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed BaseDir argument not being correctly applied in tests
Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626221 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame.
Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement
#!rb none
#!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz
[at Laurent.Delayen] [FYI] [at Andrew.Grant]
#!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3625925 on 2017/09/05 by Laurent.Delayen
If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want.
#!rb benn.gallagher
#!codereview martin.wilson, lina.halper
#!tests lane minion map
Change 3624051 on 2017/09/02 by Andrew.Grant
Fixed issue with test params not being set.
Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability.
#!tests preflighted
#!rb none
#!review-3624052 @ben.salem
Change 3623907 on 2017/09/02 by Andrew.Grant
Fixed usesyncedbuild option being broken in Gauntlet
#!codereview @daniel.lamb
#!tests compiled
#!rb none
Change 3623906 on 2017/09/02 by David.Ratti
Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides
#!rb none
#!test future wukong pie
Change 3623766 on 2017/09/01 by Daniel.Wright
[Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box
#!rb none
#!Tests PC QAGame
Change 3623518 on 2017/09/01 by Don.Eubanks
Fix for Shipping Client PS4
#!rb none
#!tests Compile Shipping Client PS4
#!fyi daniel.lamb andrew.grant
Change 3623515 on 2017/09/01 by Daniel.Wright
[Copy] Volume materials applied to static meshes operate on the object's bounding sphere
#!rb none
#!TESTS QAGame PC
Change 3623503 on 2017/09/01 by Daniel.Wright
[Copy] Fixed ObjectRadius in Volume domain materials
#!rb none
#!TESTS none
Change 3623102 on 2017/09/01 by Marcus.Wassmer
Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand
#!rb none
#!tests monolith on PS4
#!fyi olaf.piesche,tim.elek
Change 3623096 on 2017/09/01 by Marcus.Wassmer
checkslow -> check to find issues with ILC
#!rb none
#!tests ran monolith on ps4
Change 3622744 on 2017/09/01 by Laurent.Delayen
RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now).
Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies.
Take gravity from movement component if present, to inherit custom gravity scaling.
Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used.
If LOD enables new bodies, they are now initialized during simulation.
Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default.
Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change.
Added AnimStats for PreUpdate, Update and Eval.
#!rb ori.cohen
#!codereview ori.cohen, lina.halper, benn.ghallager
#!tests lane minion test map
Change 3622743 on 2017/09/01 by Laurent.Delayen
Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes.
#!rb lina.halper
#!tests lane minion test map
Change 3622742 on 2017/09/01 by Laurent.Delayen
'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings.
Renamed DisplayDebugCustom to DisplayDebugInstance.
#!rb lina.halper
#!tests lane minion test map
Change 3622738 on 2017/09/01 by Laurent.Delayen
Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams
#!rb lina.halper
#!tests lane minion test map
Change 3622666 on 2017/09/01 by Jian.Ru
Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements
#!jira UE-48972, OR-43455
#!rb Chris.Bunner
#!tests editor
Change 3622579 on 2017/09/01 by Andrew.Grant
Fixed shutdown issues with some tests being detected as errors
Simplied and cleanup some things in state management of tests.
#!tests ShortSOloGame test locally
#!rb none
Change 3622322 on 2017/09/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-40366 from v43
#!tests compiled
#!rb Aaron.McLeran
#!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3621054 on 2017/08/31 by Andrew.Grant
Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating
#!tests preflighted
#!rb none
Change 3620755 on 2017/08/31 by Daniel.Lamb
Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations.
#!rb Jason.Bestimt
#!test Cooked paragon ps4
Change 3620541 on 2017/08/31 by Ben.Salem
Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting.
#!rb none
#!tests compiled.
Change 3620443 on 2017/08/31 by Mieszko.Zielinski
Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4
#!rb none
#!test golden path
Change 3620428 on 2017/08/31 by Aaron.McLeran
#!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General
#!rb Ethan.Geller
#!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports.
Change 3620411 on 2017/08/31 by Mieszko.Zielinski
Fix to removal of simuli sources from the AISense_Sight #!UE4
Made sure given source gets removed from ObservedTargets.
#!rb none
#!test golden path
Change 3620343 on 2017/08/31 by Ben.Salem
Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on.
#!rb clayton.langford
#!tests ran shallow and normal FX tests, generated hitches to display.
Change 3620050 on 2017/08/31 by Luke.Thatcher
[ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/...
- USE_DEFRAG_ALLOCATOR was not always defined in all cases.
#!rb Daniel.Lamb
#!tests none
Change 3619836 on 2017/08/31 by Andrew.Grant
Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team)
#!tests preflighted, ran locally
#!rb none
Change 3618597 on 2017/08/30 by Dan.Hertzka
Fixed Additive UI materials not being affected by the widget opacity
- We needed to multiply the sampled color by the alpha of the vertex color
Also added fade in anim for scoreboard when showing after the endgame cinematic
#!rb Nick.Darnell
#!tests Widget alpha affects additive materials
Change 3618441 on 2017/08/30 by Laurent.Delayen
Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display.
#!rb lina.halper
#!tests lane minions
Change 3618404 on 2017/08/30 by Paul.Moore
- Update to new MMS client API from Fortnite.
- Add MMS API plugin.
#!rb none
#!tests matchmaking, v2 MMS matchmaking, draft lobby.
#!lockdown andrew.grant
Change 3618167 on 2017/08/30 by Marcus.Wassmer
Fix fog on PS4, also volume texture clears.
#!rb luke.thatcher
#!fyi Jordan.Walker
#!tests ran monolith on ps4
Change 3617911 on 2017/08/30 by Andrew.Grant
Fix for OR-43401, lighting remaining unbuilt
#!tests ran cook, verified that lighting for bp components is now correctly found.
#!rb marc.audy
Change 3617765 on 2017/08/30 by Andrew.Grant
Fix for lighting always being unbuilt on some blueprints
#!tests cooked data and verified BP components have the correct transform and receive cached lighting data
#!rb marc.audy, bp-team
Change 3617757 on 2017/08/30 by Laurent.Delayen
clang fix
#!rb none
#!tests none
Change 3617700 on 2017/08/30 by Laurent.Delayen
Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated.
#!rb lina.halper
#!tests lane minions map
Change 3617695 on 2017/08/30 by Laurent.Delayen
Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays.
#!rb lina.halper
#!tests test lane minions map
Change 3616757 on 2017/08/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-43459 from Laurent
#!tests na
#!rb Lina.Halper, Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3616745 on 2017/08/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked net version to 3609966 in anticipation of patch
#!rb #!tests na
#!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3616551 on 2017/08/29 by Daniel.Lamb
Fix memory leak in paragon.
#!rb Andrew.Grant
#!test Paragon ps4
Change 3613700 on 2017/08/28 by Andrew.Grant
Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion
Renabled r.Cache.UpdatePrimsTaskEnabled
#!tests ran locally
#!rb none
Change 3613694 on 2017/08/28 by Andrew.Grant
Added -teamsize argument to Orion none test.
#!tests ran None test :)
#!rb none
Change 3613638 on 2017/08/28 by Ben.Salem
Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created.
#!rb clayton.langford
#!tests Ran shallow and deep test for multiple characters.
Change 3612731 on 2017/08/28 by Chris.Bunner
[DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook.
#!rb
#!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb
#!tests Cooking/running simple scene with grass foliage
#!jira UE-48698, OR-42612
Change 3612695 on 2017/08/28 by Andrew.Grant
Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading
Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things.
#!tests ran NoneTest with -nomcp
#!rb none
Change 3612002 on 2017/08/27 by Andrew.Grant
Fix for crash seen during nightly tests
#!tests baseline perf didn't crast 3/3
#!rb none
Change 3611980 on 2017/08/27 by Andrew.Grant
PS4DevkitUtil post-mortem improvements to logging
#!tests run ShortSoloGame
#!rb none
Change 3611758 on 2017/08/26 by Andrew.Grant
Fix for warning
#!tests #!rb na
Change 3611737 on 2017/08/26 by Andrew.Grant
Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering
3517039 -
GitHub #!2655: Optimization for shadow map resolution selection for spot lights
* Use the radius of the inscribed sphere at the cone end as the spot light's screen radius
Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly
3545241 -
Fixed spotlight whole scene shadows using a radius 2x too long
3545347 -
Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame.
#!rb none
#!tests compiled
Change 3611718 on 2017/08/26 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs
--------------------------------------
Improved parsing of callstacks and errors in test logs
Added unit test for error parsing
#!tests ran locally, unit tests
#!rb none
#!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3611704 on 2017/08/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Test fixes - addresses issue with memory report failing
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3611683 on 2017/08/26 by Andrew.Grant
Upgraded PS4 SDK to 4.508.111
#!tests SoloGames locally
#!rb none
Change 3611466 on 2017/08/25 by Andrew.Grant
Changed none test to use monolith02 by default
#!tests compiled
#!rb none
Change 3611167 on 2017/08/25 by Laurent.Delayen
Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated.
#!rb none
#!tests lane minions
#!codereview martin.wilson
Change 3610850 on 2017/08/25 by dan.hertzka
Unclog Robomerge
#!rb none
#!tests none
Change 3610325 on 2017/08/25 by Andrew.Grant
Compile fix for PS4
#!tests compiled
#!rb none
Change 3610018 on 2017/08/25 by Laurent.Delayen
UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later.
#!rb lina.halper
#!tests venus ult on minion lane test map
Change 3609967 on 2017/08/25 by Daniel.Lamb
Merging using //Fortnite/Main/->//Orion/Dev-General/
Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4.
CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping.
- The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out.
- Added an extra flag to reset mip bias values when texture memory budget is increased.
#!rb Uriel.Doyon
#!jira FORT-45385
#!jira FORT-47739
CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4.
- Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled.
- Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted.
- Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps.
#!jira FORT-45229
#!rb Ben.Woodhouse
CL 3564368
LLM Changes
Summary:
LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead.
Changes where LLM hooks into the various allocation functions and pools.
Added more LLM tracking scopes.
Changed the way LLM gets its internal memory.
Writing stats out to csv
Fixed a few bugs with the tracker code
Details:
* re-enabled LLM by default in Dev builds for XB1 and PS4
* Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update)
* track allocations made from the defrag pool (PS4)
* track non-drfrag pool garlic allocations (PS4)
* track allocations made from PS4 malloc
* combined the RHI and Malloc trackers into the Default tracker
* changed stat groups to LLM, LLMPlatform and LLMOverhead
* OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set
* XMemAlloc now uses AllocationType if no LLM scope has been set
* renamed VirtualMap to LLMMap
* added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled.
* support for tracking allocations that move in memory (for the PS4 defrag allocator)
* support for tracking explicit memory without pausing the tracker
* LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg
* fixed check in FNameToTag. It was checking the wrong value when verifying the name index
* show a warning on screen if LLM has been enabled without debug memory enabled (on consoles)
* fixed program size tracking
* fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope.
* optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times)
* fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them.
* fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled
* changed default alloc size for LLMMap to 16K
* Added lots more LLM scopes renamed some of the existing ones
* made FMemBlock::Allocators private and added accessor functions, which include LLM tracking.
* fixed LLM alignment tracking in CustomVirtualAlloc
* implemented LLM on XB1 so that it properly tracks D3D12Allocations
* added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator
* tracking of render targets
* fixed LLM pool total column value.
#!rb luke.thatcher
CL 3565905
[ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/...
3458941 - Initial submission of new PS4 memory allocator.
3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible.
3498440 - Flexible and framebuffer memory fallbacks
3515704 - Add stats to new PS4 memory system.
UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly.
#!rb Ben.Woodhouse
CL 3580934
[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
- Neo has 512 MB more direct memory than a base kit.
- Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.
#!rb Marcus.Wassmer
#!jira FORT-50206
CL 3590180
[FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted.
- Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB.
- Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool.
- Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails.
#!jira FORT-49700
#!rb Aaron.McLeran
CL 3593920
[FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system.
- Incorrect bitmask usage was truncating the available memory value to 32 bits.
- Also includes some minor refactoring to make parts more readable.
- Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile.
#!rb Jonathan.Fitzpatrick
#!jira FORT-50918
CL 3597577
[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
- Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
- With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.
#!rb Stewart.Lynch
#!jira FORT-50825
#!jira FORT-49688
#!jira FORT-49695
#!jira FORT-50054
CL 3601951
[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
- Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
- Added garlic, onion and defrag stats to the platform memory stats struct.
- Added fixed pool sizes to platform memory stats.
- Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.
#!rb Stewart.Lynch
#!jira FORT-52910
#!test preflight with baseline performance memory report tests, local tests on neo
#!rb Luke.Thatcher
Change 3608480 on 2017/08/24 by Uriel.Doyon
Instanced static mesh lightmaps are now updated correctly after lighting scenario changes
#!jira UE-48522
#!tests Build lighting, loaded maps
#!rb michel.dupuis
Change 3608407 on 2017/08/24 by Andrew.Grant
Reintegrated ROlando's cloth optimizations
#!tests #!rb none
Change 3608349 on 2017/08/24 by Rolando.Caloca
O - Cloth vertex buffers no longer generate dummy vertices
#!rb Lina.Halper
#!fyi James.Golding
#!tests Check obj list memory with multiple characters, tested animations
Change 3607815 on 2017/08/24 by Laurent.Delayen
Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha.
https://jira.it.epicgames.net/browse/OR-43186
#!rb none
#!tests Price hand two bone IK
#!codereview lina.halper, thomas.sarkanen
Change 3607770 on 2017/08/24 by Andrew.Grant
Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong
#!tests ran locally, updated parser test
#!rb none
Change 3607546 on 2017/08/24 by Jian.Ru
Add more control to chromatic aberration effect
#!jira UE-47138
#!rb Brian.Karis
#!tests editor
Change 3607270 on 2017/08/24 by Andrew.Grant
Mirroring 3605735 from FN to address bug with MIC deduplication
#!tests compiled
#!rb none
Change 3607082 on 2017/08/24 by Laurent.Delayen
Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands.
List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph).
Current debug Target is highlighted in a green bounding box.
Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player.
Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors.
Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation.
#!rb dave.ratti
#!tests lane minion test map, debugging individual minions
#!codereview jon.lietz
Change 3606772 on 2017/08/24 by David.Ratti
Spot edigrate CL 3606417 for accurate CurveTable memory tracking
#!rb none
#!tests none
[CL 3748735 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3624599 by Thomas.Sarkanen
Added the ability to rename shapes in the Physics Asset Editor
Added "CanRenameItem" to skeleton tree item API so we are not limited to hard-coded bones/sockets
Tweaked physics shape item widget to use editable text in the same vein as virtual bones etc.
#jira UEAP-341 - Ability to name collision shapes
Change 3624765 by Benn.Gallagher
Fixed bad blend profile references
#jira UE-46227
Change 3624773 by Danny.Bouimad
Content fix for #Jira UE-49191
Change 3625007 by Thomas.Sarkanen
Fixed monolithinc game builds
Moved new Name member to WITH_EDITORONLY_DATA, as the generated code still picks it up using WITH_EDITOR
Change 3625659 by Ori.Cohen
Make sure that components being unwelded are always unwelded even if they are about to be deleted. This is needed for fixing dangling pointers.
Change 3625850 by Thomas.Sarkanen
Fix for crash in physics asset editor after garbage collection
Move bone proxies from rooting to FGCObject
Change 3625966 by Lina.Halper
Instead of PinShownByDefault, changed to PinHiddenByDefault
https://github.com/EpicGames/UnrealEngine/pull/3964#3964
#jira: UE-49168
Change 3626020 by Martin.Wilson
Protect against checkSlow when using post process instance without a main instance
#jira UE-49275
Change 3627178 by Aaron.McLeran
#jira UE-49322 Fixing background muting and preview sound
Change 3627179 by Aaron.McLeran
Optimizing active sound by not processing active sounds if they are out of range.
Allowing virtualized sounds to be exempt.
Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.
Change 3627187 by Aaron.McLeran
Allowing overriding the sample rate of synth components in C++.
Useful for cases where synth component is being used to output media auido or VOIP.
Change 3627563 by Thomas.Sarkanen
Tweaked tooltip so it isnt the same as other menus
#jira UE-47817 - Two Viewport tooltips are the same in Physics Asset Editor
Change 3627580 by James.Golding
PR #3974: UE-49200: Fixed typo in Physics Handle (Contributed by carloshellin)
#jira UE-49264
Change 3627581 by James.Golding
Reduce output verbosity during cooking
#jira UE-47126
Change 3627584 by James.Golding
PR #3954: Upgrade to V-HACD version 2.3 (Contributed by jratcliff63367)
Auto-convex generation now exposes more useful 'max hulls' instead of 'accuracy'
Auto-generation of convex collision is now done async in StaticMesh Editor
#jira UE-49027
Change 3627599 by Martin.Wilson
Make sure raw data debug bone rendering in the animation editors actually shows raw data in the case of additive track layers (used to show source instead)
Change 3627605 by James.Golding
Forgot to remove Box2D from TargetRules.cs (see CL 3555437)
Change 3627627 by Martin.Wilson
Change raw data evaluation so that virtual bone positions are built before interpolation is carried out
#jira UE-42659
Change 3627663 by Martin.Wilson
Fix typo
Change 3627730 by Martin.Wilson
Allow notifies to be trigger on follower animations in a sync group
#jira UE-46770
Change 3627852 by Thomas.Sarkanen
Add warning to "Use Async Scene" property when shown in the physics asset editor, if the project doesn't currently use an async scene.
#jira UE-47964 User is not told to Enable Async Scene in Project Settings when enabling it on a physics asset
Change 3627864 by Lina.Halper
Fix issue where "reset to default" on search box for bone doesn't work
#jira: UE-48874
Change 3627946 by Thomas.Sarkanen
Prevent undo/redo breaking when moving both a constraint and a body at the same time
#jira UE-49344 - Physics Asset Editor: Moving both a body and a constraint causes undo.redo to break for the whole editor
Change 3628091 by Thomas.Sarkanen
Fix dangling lines, poor search focus and graph not refreshing when making new constraints
Found by Nick D in Main.
#jira UE-47812 - Physics Asset Graph wires sometimes get stuck to the window not attached to a node
Change 3628107 by Lina.Halper
Fixed issue where Blendspace 1D can't scale due to the property not exposed
https://udn.unrealengine.com/questions/389958/input-interpolationaxis-to-scale-in-1d-blendspace.html
Change 3628108 by Arciel.Rekman
Update Linux VHACD.
- Also removed arm 32-bit version (the library is editor-only).
Change 3628437 by Michael.Trepka
Updated Mac VHACD libraries and Xcode project
Change 3628667 by Lina.Halper
- Fixed issue of showing combo box multiple times
- Fixed issue of inconsistent combo box width
- Fixed text of pick bone to "select" for more general instruction
- Fixed issue with struct displaying children when pin is enabled
#jira: UE-49295, UE-46496, UE-47427
Change 3629744 by Aaron.McLeran
#jira UE-49383 Fix for source bus loading in sound waves and playing without audio mixer
Change 3629846 by Aaron.McLeran
#jira UE-49390 Required API change to spatialization interface for google
Change 3630322 by Thomas.Sarkanen
Fix right-click not displaying context menu for constraints correctly
Selection logic was lightly broken
#jira UE-49399 - Physics Asset Editor: Right-clicking constraints in the viewport does not bring up the context menu
Change 3630463 by Martin.Wilson
Remove accidently submitted debug code
Change 3630523 by Jurre.deBaare
Paint threshold and fill value and can be set to negative numbers
#fix Added metadata and default values for cloth fill tool
#jira UE-48352
Change 3632009 by Aaron.McLeran
#jira UE-49470 Fix for iOS master volume not getting set
Recent changes to master volume resulted in platforms which don't have a headroom value defined will not get their master volume updated. IOS doesn't have a headroom value set so the master volume is never set and the fade in is never triggered.
Change 3632699 by Thomas.Sarkanen
Fix crash undo-ing primitive regeneration while simullation is in progress & stopping simulation
#jira UE-49283 - Editor crashes if you regenerate and manipulate a phys body, simulate, undo and then exit simulation
Change 3633336 by James.Golding
PR #3978: effect is the noun. affect is the verb (Contributed by cdietschrun)
#jira UE-49324
Change 3634665 by Aaron.McLeran
#jira UE-49538 Fixing param interpolation
Change 3634922 by James.Golding
Static analysis fix (PhysXCookHelper.cpp)
Change 3634926 by James.Golding
Fix HTML5 build (which builds with PhysX, but without APEX)
Change 3636005 by Thomas.Sarkanen
Constraint setup shortcuts are now undo-able
Also fixed body-body collision as you couldnt undo this either.
Added transaction and calls to Modify().
#jira UE-49484 - Shortcut for Swing1Motion (2, and 3) do not change physics asset state dirty.
Change 3636018 by Thomas.Sarkanen
Added back constraint shortcut to PhAT toolbar
#jira UE-48859 - Constraint quick set buttons are missing in the new Physics Asset tool
Change 3636086 by Martin.Wilson
Fix for enabling Live Link plugin in Orion
Change 3638367 by Thomas.Sarkanen
Connection reporting is now more user-freindly in the physics asset editor graph view
Expanded UEdGraphSchema API to allow for more specific feedback when dragging over a graph.
Implemented node & pin feedback for physics asset graphs.
Also fixed alignment of icon for drag feedback as it stretches with multi-line text.
#jira UE-47984 - No node created when dragging off of Constraint node in Physics Asset Graph
Change 3640144 by Aaron.McLeran
#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio
Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.
Change 3640276 by Aaron.McLeran
#jira UE-49606 Project does not cook with actors containing ModularSynth component
Change 3640313 by Aaron.McLeran
#jira UE-49675 Fixing shutdown of audio mixer
- Final queued commands aren't getting pumped during audio mixer shutdown, added a new interface to get a final shutdown callback back to audio mixer device. We can do any cleanup or final shutdown tasks in this callback. Added a call to pump the source manager one last time. For cases of audio mixer running without audio plugins, this won't have much of an effect, but is a good thing to do anyway. For the case of audio plugins, who are depending on paired init and release calls, this is valueable to avoid memory leaks between subsequent PIE sessions.
Change 3640941 by Martin.Wilson
Add editor only animation loading debug data in the hope of diagnosing rare loading crash
#jira UE-49335
Change 3641976 by Ethan.Geller
#jira UE-49675 ensure that we pump both command queues
Change 3642613 by James.Golding
Add NoPhysX sample, for CIS testing compilation without PhysX
Change 3644001 by Aaron.McLeran
#jira UE-49805 looping sounds are, in rare cases, extremely loud
Change 3644124 by Aaron.McLeran
#jira UE-49787 [CrashReport] Mac crash - UE4Editor-AudioEditor.dylib!FSoundCueEditor::DeleteInput()
Adding ensure on returned ptr to avoid crash but keep getting some logging.
Change 3644157 by Aaron.McLeran
Fixing build error
Change 3644163 by Aaron.McLeran
Fixing build error (for real)
Change 3650331 by Aaron.McLeran
#jira UE-49994 SoundMix Fade Time not fading audio properly
Making sure we properly set passive mix modifier states.
Change 3652648 by Aaron.McLeran
#jira UE-49994 SoundMix Fade Time not fading audio properly
Change 3652995 by Aaron.McLeran
#jira UE-50053 Reduce log level of audio mixer debug category
Turning down the log spam level of the underrun category by switching to debug category and reducing level of the debug category.
Change 3653461 by James.Golding
V-HACD updates from JohnR @ NVIDIA (adding new functions for future use)
Change 3654056 by Aaron.McLeran
Fixing an issue with caching node states for editor builds and adding optimization to cache if we should apply interior volumes.
Change 3654579 by Aaron.McLeran
Allow sound submixes and sound classes to be a blueprint type
Made all properties of sound classes BlueprintReadOnly.
Change 3662519 by James.Golding
Merge CL 3575543 from //Fortnite/Main to Dev-AnimPhys
Don't call into UpdateKinematicBones if there are no physx bodies
Change 3664976 by Aaron.McLeran
#jira UE-50175 New Tap Delay Submix Pan parameter does not work in Surround Sound
Change 3665751 by Aaron.McLeran
Adding a simple panner effect
Change 3665851 by Aaron.McLeran
Fixing naming convention for new panner source effect
Change 3666894 by Thomas.Sarkanen
Bone modifications via transform type-in can now be undone
Added RF_Transactional & called Modify()
#jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work
Change 3666919 by Lina.Halper
Fixed equal operator for bonereference to work when not initialized
Change 3668850 by Thomas.Sarkanen
Skeleton tree now no longer allows selection of filtered items
This fixes an issue where filtered-out constraints were being deselected after a select all operation because the tree thought it had no selection (all constraints were filtered).
#jira UE-50200 - Constraint Details do not populate in the Details Panel if the Skeleton tree does not include Constraints
Change 3669028 by James.Golding
Fix CIS error after merge-down
Change 3669053 by James.Golding
Fix bad merge in SynthComponent.cpp
Change 3669273 by Lina.Halper
- delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
Change 3671396 by James.Golding
Fix FSkelMeshComponentLODInfo cleaning up all override resources when it should only have been cleaning up one of them
Change 3671701 by Martin.Wilson
Maya Live Link plugin
- Added UI to Maya
- Display currently streamed subjects
- Allow add and removal of streamed subjects
- Display connection status to editor
- Stream active camera as EditorActiveCamera
- Refactored entire plugin so that streaming has a manager and streaming objects / interfaces
- Reworked editor update hook so that streaming is more robust and facial rigs / leaf bones now correctly update.
Change 3672170 by Lina.Halper
Remove track support for Animation Blueprint Library
Change 3675921 by Ethan.Geller
Rollback invalidated check from copy down
Change 3677606 by Martin.Wilson
Add live link driven component - allows an actor to take its rotation and translation from a live link subject
Change 3678594 by Lina.Halper
Changed API name for clarification
Change 3680913 by Ethan.Geller
#jira UE-50750 fix stuttering on AudioMixer on MacOS
Change 3681127 by Ethan.Geller
#jira UE-50720 Fix invalidated audio clock time when audio device is unplugged on legacy audio engine
Change 3682729 by Ethan.Geller
#jira UE-50832 Fix for null concurrency settings when removing active sounds from a concurrency group. [Dev-AnimPhys]
Change 3633185 by James.Golding
Fix engine not compiling when WITH_PHYSX == 0
PR #3691: 4.16_WITH_PHYSX_optional (Contributed by JacobNelsonGames)
PR #3695: 4.16_PhysXVehicles_WITH_PHYSX_optional (Contributed by JacobNelsonGames)
Change 3637031 by Ethan.Geller
#jira UE-49605 Platform Headroom fix for non-float devices.
Change 3642598 by James.Golding
Change bCompileNvCloth to use same pattern as bCompileAPEX (on by default, disabled on some platforms). This allows game projects to disable it.
Change 3645224 by Martin.Wilson
Fix for rare notify crash.
For speed purposes Notify Queue caches a pointer to the notify, this is memory that is owned by the animation and if it gets garbage collected we have a pointer to invalid memory.
This change caches a pointer to the owner of the notify memory to so we can track its validity.
#jira UE-44869
Change 3668926 by James.Golding
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ 3668712
Change 3674824 by James.Golding
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ 3674368
[CL 3683447 by Thomas Sarkanen in Main branch]
#lockdown Nick.Penwarden
#rb none
#rnx
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3343905 by Dan.Oconnor
ResolveMember optimizations and moved into cpp. ResolveMember<UFunction> now checks UClass::FuncMap before doing more expensive searches
Change 3346637 by Ben.Zeigler
Actually fix in non editor builds
Change 3355484 by Dan.Oconnor
Back out FMemberReference Optimization
Change 3425833 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3510091 by Marc.Audy
Expose on Spawn functional test
#rnx
Change 3510100 by Marc.Audy
Fix spelling error
#rnx
Change 3510132 by Marc.Audy
Fix issues with marking a widget blueprint class as abstract
Change 3510133 by Marc.Audy
Minor code cleanup
#rnx
Change 3510178 by Ben.Zeigler
#jira UE-46500 Fix it so editor-only and transient stuct members are not serialized for literal blueprint structs. It's unsafe to serialize them because they may not exist in the cooked build
Change 3510466 by Ben.Zeigler
Start adding basic ability system tests to enginetest, very minimal so far
Change 3511295 by Marc.Audy
Fix wasted work going weak -> object -> weak -> object
#rnx
Change 3511824 by Marc.Audy
Fix spelling error in tooltip
#jira UE-46515
#rnx
Change 3514446 by Ben.Zeigler
Fix ActorBoundEvent and ComponentBoundEvent to always refresh their event signature from the delegate property they are bound to. This is required to correctly deal with delegate signatures being moved or renamed. Both types now do the fixup one time, in ReconstructNode.
Change 3514578 by Marc.Audy
Move clearing of the actor component need end of frame update mark to base class instead of just primitive component
Change 3514583 by Ben.Zeigler
Better fix to last delegate checkin that also handles moving functions between modules but not renaming
Change 3515325 by Dan.Oconnor
Fix for rare orphan pin false positive, rare exposed on spawn false positive
#rnx
Change 3515761 by Marc.Audy
fix shipping configuration
#rnx
Change 3515772 by Marc.Audy
Fix static analysis warnings
#rnx
Change 3516287 by Marc.Audy
Fix references to instanced components not being updated when resetting component to default
#jira UE-44706
#rnx
Change 3516303 by Marc.Audy
Back out CL# 3516287 while an oddity is investigated
#rnx
Change 3516563 by Marc.Audy
(4.17) Fix references to instanced components not being updated when resetting component to default
#jira UE-44706
Change 3516637 by Phillip.Kavan
#jira UE-44661 - Fix potential crash when changing the ChildActorComponent class default value on a Blueprint that also sets the class in the Construction Script.
Change summary:
- Modified UChildActorComponent::DestroyChildActor() to move the check for PendingKill/Unreachable so that we can also rename a defunct ChildActor instance out of the way in order to allow for a new ChildActor instance w/ the cached name.
Change 3517735 by Marc.Audy
Avoid unnecessary string copy
#rnx
Change 3517931 by Marc.Audy
Small optimization to CleanupActors
Change 3518221 by Dan.Oconnor
Fix rare crash when running ConformImplementedEvents when async loading
#jira UE-45348
Change 3518270 by Ben.Zeigler
#jira UE-46574 Add FCollectionReference type and customization to allow setting an FName to an editor collection
Add AssetCollection to PrimaryAssetLabel that derives the bundled assets from an editor collection
Change 3518271 by Marc.Audy
Get rid of unnecessary construction differentiation if custom reset is being used
Change 3518310 by Ben.Marsh
Re-adding IOS files with correct case.
Change 3518423 by Ben.Zeigler
#jira UE-46574 Initial support for chunk installation in Asset Manager.
Refactor AssetManagerSettings so it copies runtime bools into the asset manager for fast access
Add a concept of a stalled streamable manager handle, handles can be created stalled and will not execute their async load until all needed resources have been acquired externally
Change 3518480 by Marc.Audy
Correctly get the variable reference for an input variable get from the member scope rather than a member variable of the same name on the class
#jira UE-46737
Change 3518498 by Ben.Zeigler
Fix bug with AssetManager where requesting the same load twice in a row before the first one finishes caused the complete callback to get called too early for the second load
Update test map to catch this
Change 3518526 by Ben.Zeigler
IOS Fix
Change 3518619 by Ben.Zeigler
#jira UE-46744 Fix issue where refreshing asset manager editor settings would throw away asset label rules overrides, causing the recursive flag to accidentally get set
Change 3518747 by Phillip.Kavan
#jira UE-43154 - Prevent ConstructGenericObject nodes from compiling if the selected type does not include 'BlueprintType' in its inheritance hierarchy.
Change summary:
- Moved UGameplayStatics::CanSpawnObjectOfClass() into UK2Node_GenericCreateObject as a local util method (per JIRA notes). This was not exposed to Blueprints and as such was inconsistent with the rest of the API.
- Modified UGameplayStatics::SpawnObject() to no longer call CanSpawnObjectOfClass(). This seemed redundant as this will already have been called during node validation at Blueprint compile time.
- Refactored CanSpawnObjectOfClass() into FK2Node_GenericCreateObject_Utils. Walking up the inheritance chain no longer starts out w/ the assumption that 'BlueprintType' is set by default, which was previously including a lot of engine-specific classes into the "allowed" set (e.g. UByteProperty). Also unified the 2 loop iterations that were being used to check for 'BlueprintType'/'NotBlueprintType' and 'DontUseGenericSpawnObjectName', as well as the check for whether or not the class is a derivative of AActor/UActorComponent.
- Modified UK2Node_GenericCreateObject::EarlyValidation() to call FK2Node_GenericCreateObject_Utils::CanSpawnObjectOfClass() and emit a slightly more informative error message to the BP compiler message log.
Change 3518756 by Michael.Noland
(4.17) Framework: Prevent various asserts when USplineComponent methods are called on a spline with no points
Change 3518760 by Michael.Noland
Core: Changed FRuntimeAssetCache ensures to ensureAsRuntimeWarning
Change 3518771 by Michael.Noland
AI: Prevent an ensure in UBlackboardComponent::ClearValue when called on a component with a null BlackboardAsset
Change 3518818 by Michael.Noland
Rendering: Fixed a whitespace issue in UCanvasRenderTarget2D::RepaintCanvas()
#rnx
Change 3518822 by Michael.Noland
Sequencer: Prevented crashes in some methods of UMovieSceneSequencePlayer when there is no Sequence set
Sequencer: Prevented a crash in FMovieSceneRootEvaluationTemplateInstance::Evaluate when the instance has no template set
Change 3518824 by Michael.Noland
Landscape: Marked ULandscapeComponent and ULandscapeHeightfieldCollisionComponent as Within=LandscapeProxy, since they do CastChecked on their Outer all the time
Change 3519073 by Michael.Noland
QAGame: Fixed a crash in UQASynth::PlaySynth() if called on a directly created instance rather than using the factory method
Change 3519076 by Michael.Noland
Preventing crashes in UAutomationPerformaceHelper (sic) when spawned abnormally for fuzzing (assumes that the outer will have a route to a world)
#rnx
Change 3519079 by Michael.Noland
Sequencer: Fixed a potential crash in UMediaPlaylist::Insert and UMediaPlaylist::RemoveAt when passed an invalid index
Change 3519081 by Michael.Noland
Blueprints: Added support for creating appropriate outers for objects that must be nested within another class during fuzzing (ones that specify Within=, other relationships aren't knowable yet)
Change 3519082 by Michael.Noland
VR: Prevent a crash in UMRMeshComponent::ConnectReconstructor when passed a null reconstructor
Change 3519084 by Michael.Noland
Rendering: Prevent crashes when UNiagaraComponent::GetEffectDataInterface is called on a component with no effect asset set
Change 3521889 by Michael.Noland
Sequencer: Prevented a bogus static analysis warning by reworking the code (FixedFrameInterval could have only been set if the pointer were valid from the line above)
#rnx
Change 3521987 by Michael.Noland
Animation: Prevent a couple of potential asserts in UControlRig::GetOrAllocateSubControlRig
Change 3522101 by Michael.Noland
Physics: Improved the comment on UPhysicalMaterial::Friction
#rn
Change 3522105 by Michael.Noland
Physics: Fixed a few crashes in UVehicleWheel when spawned directly
Change 3522106 by Michael.Noland
Framework: Marked ULevelStreaming as Within=World, since it does CastChecked on the Outer all the time
Change 3522109 by Michael.Noland
Animation: Marked UAnimInstance as Within=SkeletalMeshComponent since it assumes the outer in various places
Change 3522121 by Michael.Noland
Mobile: Prevent UMobileInstalledContent methods from crashing when called on a created instance in an uncooked build (no installed manifest)
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 3525477 by Dan.Oconnor
Remove Tooltip, Category, and HideCategories tooltip from the blueprint generated class if source data is cleared
Change 3526538 by Ben.Zeigler
Refresh primary asset labels if their bundles are different at all and not just if they're added or removed. This is required because they now work based on collections or directories. This fixes issue with the onboarding collection changes not correctly modifying chunks
Copy of CL #3526501
Change 3526817 by Ben.Zeigler
#jira UE-46917 Fix issue where maps that do not contain level script blueprints were being counted as unindexed for find in blueprints. The old behavior depended on detecting the existence of empty tags, but the asset registry now filters those out so treat maps with no FiB data as indexed
Change 3526873 by Ben.Zeigler
#jira UE-46627 Change it so blueprint or native subclasses of static mesh actor cannot be added to clusters, as they are not likely to be immutable the way the base class is
Add code to to the ubergraph frame to fall back to hard reference serialization if the reference collector doesn't support weak references, such as the cluster collector
Change 3526958 by Marc.Audy
(4.17) Don't copy and then break pin links when reconstructing. Instead simply move.
#jira UE-46935
Change 3528916 by Marc.Audy
PR #3609: Adds GetKeysForAxis() to complement GetKeysForAction() in UPlayerInput (Contributed by alanedwardes)
#jira UE-45347
Change 3529080 by mason.seay
BP asset for undetermined type bug
Change 3529381 by Marc.Audy
Fix ability to insert duplicates in to a set or map
Change 3529471 by Dan.Oconnor
Fix for clang 4.0 error: definition of builtin function '__rdtsc' inline unsigned long long __rdtsc()
Change 3530876 by Marc.Audy
Based on PR #3457: Add MakeSet BP node (Contributed by projectgheist)
Also refactored MakeArray/Set to share a base MakeContainer class
Cleaned up some dead code from MakeArray
Added icon for MakeSet
Added Functional Test for MakeSet
#jira UE-43717
Change 3531070 by Phillip.Kavan
#jira UE-46866 - Fix crash on load when an external variable member reference's owning type cannot be loaded.
Change summary:
- Modified FBlueprintEditorUtils::GetSkeletonClass() to check for NULL before attempting to check for the generating BP.
Change 3531081 by Marc.Audy
Remove deprecated CustomMapParamValue code
Change 3531094 by Phillip.Kavan
#jira UE-46952 - Fix a packaging code build failure that will occur with a nativized Blueprint class that contains a UInterfaceProperty.
Change summary:
- Modified TScriptInterface::operator=() to cast the given 'SourceObject' instance to the 'InterfaceType' type before assigning to 'SourceInterface'. This was necessary because if the caller (in this case nativized codegen) passes in a UObject* that does not explicitly inherit from 'InterfaceType', then it will need to go through the object's GetInterfaceAddress() API instead and cast the result back to an 'InterfaceType' pointer.
Change 3531186 by Phillip.Kavan
Back out changelist 3531094 (temp CIS fix).
#rnx
Change 3532082 by Marc.Audy
Move garbage collection timers and other management to UEngine instead of UWorld
Fixes CollectGarbage blueprint node not working in shipping
#jira UE-46566
Change 3532134 by Phillip.Kavan
Restored changelist 3531094 w/ fix for non-unity.
- Mirrored from //UE4/Release-4.17 (CL# 3531232).
#rnx
Change 3533009 by Marc.Audy
Fixup missing function and deprecation warnings
Change 3534056 by Marc.Audy
(4.17) Fix expose on spawn of map and sets to work
#jira UE-47140
Change 3534761 by Marc.Audy
(4.17) Apply code review changes to Dev-Framework as well
#rnx
Change 3535147 by Dan.Oconnor
Build fix, already made in 4.17
#rnx
Change 3535530 by mason.seay
Resaving to remove error when opening level blueprint
Change 3535581 by Marc.Audy
Class Properties are only identical if they are literally the same object. Do not consider the deep compare port flags as object property base does.
#jira UE-46533
Change 3535583 by Marc.Audy
When properties are imported in to a child actor component the cached instance data is invalidated, so clear it.
#jira UE-46533
Change 3535617 by Marc.Audy
PR #3788: UE-39237: Prevent (im-)pure casting during BP debugging (Contributed by projectgheist)
#jira UE-47188
#jira UE-39237
Change 3535671 by Marc.Audy
Change NodeFactory to look at interface to use sequence node instead of each node having to add itself
Change 3535955 by Marc.Audy
Prevent MakeSet from removing split pins
Change 3536114 by Michael.Noland
Paper2D: Removing deprecated code from 4.3/4.4 era
#rnx
Change 3536120 by Michael.Noland
Animation: Removed deprecated FTAlphaBlend class and AlphaBlendType.h header
Change 3536124 by Michael.Noland
Physics: Removed deprecated methods that were replaced by _AssumesLocked variations
Change 3536131 by Michael.Noland
Slate: Converting remaining uses of EKeyboardFocusCause to EFocusCause and properly deprecating it
Change 3536138 by Michael.Noland
Slate: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536167 by Dan.Oconnor
When a client provides a skeleton class as the self scope, make sure we also use a skel class for non-self scopes - but only if using the compilation manager. Skel classes are not reliably up to date when not using the compilation manager
#jira UE-46904
Change 3536221 by Michael.Noland
Editor: Removing deprecated code from 4.9 or earlier
Change 3536240 by Michael.Noland
Blueprints: Removed long-deprecated TypeToString method from the K2 schema
#rnx
Change 3536243 by Michael.Noland
AI: Prevent crashes if UMockTask_Log is created manually rather than via the CreateTask factory method
Change 3536244 by Michael.Noland
Core: Prevent FScopedExternalProfilerBase::StopScopedTimer() from asserting if called an unmatched number of times with StartScopedTimer, as both are exposed to BPs now
Change 3536250 by Michael.Noland
CoreUObject: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536253 by Michael.Noland
Core: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536310 by Michael.Noland
Engine: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536397 by Mieszko.Zielinski
Fixed UCrowdFollowingComponent::UpdateCachedDirections crashing when CharacterMovement is not set #UE4
#jira UE-46860
Change 3536404 by Michael.Noland
Platform: Added a warning for others when they try to remove this 'deprecated' method
Change 3536639 by Michael.Noland
CharacterMovement: Changed the name of a variable introduced in CL# 3536397 to better match intent
#rnx
Change 3536893 by Michael.Noland
Blueprints: Clear the stale value on the value pin when a map find node fails to find an item
#jira UE-47233
Change 3536902 by Michael.Noland
Framework: Killed a couple of more deprecated methods that were not exposed to Blueprints
#rnx
Change 3537038 by Ben.Marsh
Fixing case of iOS directories, pt1
Change 3537039 by Ben.Marsh
Fixing case of iOS directories, pt2
Change 3538246 by Michael.Noland
UnrealTournament: Fixing issues with renamed enum
#rnx
Change 3538618 by Ben.Zeigler
Fix ensure when closing sequencer transform UI
Change 3540213 by Ben.Zeigler
#jira UE-47313 Fix crash serializing a MapProperty where the value type has changed for a type that implements ConvertFromType. The address passed to ConvertFromType needs to be the container root, not the specific value address, keys worked because the offset was 0.
Change 3540253 by Marc.Audy
Only copy default values for input pins as output pins do not have them
#rnx
Change 3540376 by Marc.Audy
Add utility FromPinType for FEdGraphTerminalType
#rnx
Change 3540433 by Marc.Audy
Add MakeMap
#jira UE-47093
Unify IsConnectionDisallowed for containers and fix static analysis warning
#jira UE-47291
Change 3540585 by Phillip.Kavan
#jira UE-47117 - Fix crash on launch of a nativized build that includes an instanced default subobject that's referenced by another instanced default subobject.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to only direct HandleInstancedSubobject() to emit code to create the instanced subobject if it's not a default subobject. This was previously being incorrectly interpreted as an object having the 'RF_ArchetypeObject' flag set; however, default subobjects will also have that flag set in addition to the 'RF_DefaultSubobject' flag.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert in the 'GetDefaultSubobjectByName' case if the given object is not also a default subobject.
Change 3541147 by Dan.Oconnor
Fix for not being able to override custom events when using the compilation manager post 3536167
#jira UE-47292
#rnx
Change 3541177 by Ben.Zeigler
#jira UE-46595, UE-46553 Fix issue where creating a widget template could cause a widget blueprint being cooked to have the wrong package flags, making it appear to be an uncooked package
Copy of CL #3541027
Change 3541325 by Dan.Oconnor
K2node data table data needs to preload data before the compilation queue is flushed
#rnx
#jira UE-47319
Change 3541409 by Michael.Noland
Blueprints: Added code to reapply any active breakpoints after recompilation when using the BP compilation manager
#jira UE-47322
[reimplementing CL# 3541404 in Dev-Framework]
Change 3541418 by Dan.Oconnor
Fix for bad SKEL_ CDO reference in blueprint bytecode
#jira UE-47265
#rnx
Change 3541482 by Dan.Oconnor
Blanket fix up of preload calls that are being done in AllocateDefaultPins. AllocatDefaultPins is not called until compile, meaning if these preload calls load blueprints they will be loaded while the compilation manager is compiling blueprints
#rnx
#jira UE-47319
Change 3541817 by Marc.Audy
Fix static analysis warnings
#rnx
Change 3542299 by Michael.Noland
Blueprints: Speculative fix for static analysis warning
#rnx
Change 3542406 by Marc.Audy
Use a check slow to avoid any cost
#rnx
Change 3542486 by Michael.Noland
Asset Manager: Removing an unnecessary ensure (it's a potentially expected case)
#jira UE-47380
Change 3542659 by Michael.Noland
Blueprints: Clear out null entries in the LastEditedDocuments list during PostLoad() and remove entries when a graph is being deleted to prevent their generation in the first place
#jira UE-47385
Change 3543620 by Dan.Oconnor
Remove overzealous ensure - we may recompile blueprints that are asynchronously loading when a user triggers a synchronous compile
#jira UE-47415
#rnx
Change 3518415 by Ben.Zeigler
#jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure
Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases
Change 3534339 by Michael.Noland
Platforms: Changed DEPRECATED() macro description to use 4.xx rather than a speciifc version in examples, so it doesn't show up when removing deprecated code
[CL 3544050 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb na
Change 3483207 on 2017/06/09 by Laurent.Delayen
Batch Animation Compression fixes.
- Fixed incorrect 'MemorySavingsFromPrevious' resulting in picking suboptimal compressors.
- Fixed uncompressed size calculation not taking into account scale component.
- Fixed animations with 'bDoNotOverrideCompression' causing crashes because they were not recompressed.
- Animation with 'bDoNotOverrideCompression' that use the automatic compressions are not skipped by the automatic batch compression.
- Added 'CompressCommandletVersion' to DDC key, so we can force recompression on all animations easily.
Repopulated DDC with all animations.
#!codereview martin.wilson
#!rb lina.halper
#!tests loaded editor, ran a quick game.
Change 3483107 on 2017/06/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping changes -
Added GPU health check if we are waiting for > 2 secs on the rendering thread
Changed param for GPU health checking from aftermath to gpucrashdebugging
#!tests compiled
#!rb arne
#!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3483106 on 2017/06/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping changes -
Added GPU health check if we are waiting for > 2 secs on the rendering thread
Changed param for GPU health checking from aftermath to gpucrashdebugging
#!tests compiled
#!rb arne
#!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3483105 on 2017/06/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping changes -
Added GPU health check if we are waiting for > 2 secs on the rendering thread
Changed param for GPU health checking from aftermath to gpucrashdebugging
#!tests compiled
#!rb arne
#!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3483104 on 2017/06/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping changes -
Added GPU health check if we are waiting for > 2 secs on the rendering thread
Changed param for GPU health checking from aftermath to gpucrashdebugging
#!tests compiled
#!rb arne
#!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3483103 on 2017/06/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping changes -
Added GPU health check if we are waiting for > 2 secs on the rendering thread
Changed param for GPU health checking from aftermath to gpucrashdebugging
#!tests compiled
#!rb arne
#!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101
#!ROBOMERGE-BOT: ORION (Release-40.5 -> Main)
Change 3483101 on 2017/06/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping changes -
Added GPU health check if we are waiting for > 2 secs on the rendering thread
Changed param for GPU health checking from aftermath to gpucrashdebugging
#!tests compiled
#!rb arne
#!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/...
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5)
Change 3483100 on 2017/06/09 by Andrew.Grant
Non-shipping changes -
Added GPU health check if we are waiting for > 2 secs on the rendering thread
Changed param for GPU health checking from aftermath to gpucrashdebugging
#!tests compiled
#!rb arne
Change 3482985 on 2017/06/09 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed up the allocated small pool memory stat.
#!rb Andrew.Grant
#!test Paragon startup
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3482984 on 2017/06/09 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed up the allocated small pool memory stat.
#!rb Andrew.Grant
#!test Paragon startup
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3482983 on 2017/06/09 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed up the allocated small pool memory stat.
#!rb Andrew.Grant
#!test Paragon startup
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3482982 on 2017/06/09 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed up the allocated small pool memory stat.
#!rb Andrew.Grant
#!test Paragon startup
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3482981 on 2017/06/09 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed up the allocated small pool memory stat.
#!rb Andrew.Grant
#!test Paragon startup
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3482612 on 2017/06/09 by Frank.Fella
Niagara - Fix various wiring issues.
+ Reverting dynamic inputs no longer leaves the graph disconnected.
+ Reverting dynamic inputs no longer leaves the controls in the stack.
+ Adding multiple dynamic inputs to the same module now wires them correctly.
+ Adding dynamic inputs when there is already an override read now wires correctly.
+ Moving modules with dynamic inputs up and down and removing them now works correctly.
#!tests Everything above.
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3482449 on 2017/06/09 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed up the allocated small pool memory stat.
#!rb Andrew.Grant
#!test Paragon startup
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448
#!ROBOMERGE-BOT: ORION (Release-40.5 -> Main)
Change 3482448 on 2017/06/09 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed up the allocated small pool memory stat.
#!rb Andrew.Grant
#!test Paragon startup
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/...
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5)
Change 3482444 on 2017/06/09 by Daniel.Lamb
Fixed up the allocated small pool memory stat.
#!rb Andrew.Grant
#!test Paragon startup
#!lockdown Andrew.Grant
Change 3482261 on 2017/06/09 by Shaun.Kime
Made Get/Set nodes available at all times.
Tweaked the right-click menu on parameter map base to allow for particle namespaced custom variables and also limiting based on script context.
#!rb none
#!tests n/a
Change 3482147 on 2017/06/09 by Shaun.Kime
Fixing crash when updating the vertex data and the vertex attributes are no longer part of the data set.
#!rb none
#!tests opened existing files
Change 3482076 on 2017/06/09 by Wyeth.Johnson
Resave to prevent the constant recompiling of DefaultParticle
Change 3481302 on 2017/06/08 by Shaun.Kime
Adding a FunctionCall derived node type that allows you to set any namespaced pin by name and type.
#!rb none
#!tests created emitter with values in spawn and update
#!codereview frank.fella
Change 3480830 on 2017/06/08 by Laurent.Delayen
First batch of recompressed animations.
#!codereview jay.hosfelt, dwayne.martin
#!lockdown Andrew.Bains
Change 3480524 on 2017/06/08 by Laurent.Delayen
Fixed CompressAnimations Commandlet to work with new DDC refactor.
#!codereview martin.wilson
#!rb lina.halper
#!tests Paragon full animation recompression.
Change 3480278 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Additional logging for OR-38938
#!rb Ryan.Gerleve
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3480277 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Additional logging for OR-38938
#!rb Ryan.Gerleve
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3480276 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Additional logging for OR-38938
#!rb Ryan.Gerleve
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3480273 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Additional logging for OR-38938
#!rb Ryan.Gerleve
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3480270 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Additional logging for OR-38938
#!rb Ryan.Gerleve
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3480090 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked 40.3 builds to 3472726
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3480089 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked 40.3 builds to 3472726
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3480088 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked 40.3 builds to 3472726
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3480087 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked 40.3 builds to 3472726
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3480086 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked 40.3 builds to 3472726
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3480085 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Added stats to MallocBinned2.
#!rb Andrew.Grant
#!test Paragon PS4
[CODEREVIEW] Gil.Gribb
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3480084 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Added stats to MallocBinned2.
#!rb Andrew.Grant
#!test Paragon PS4
[CODEREVIEW] Gil.Gribb
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3480083 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Added stats to MallocBinned2.
#!rb Andrew.Grant
#!test Paragon PS4
[CODEREVIEW] Gil.Gribb
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3480082 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Added stats to MallocBinned2.
#!rb Andrew.Grant
#!test Paragon PS4
[CODEREVIEW] Gil.Gribb
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3480081 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Added stats to MallocBinned2.
#!rb Andrew.Grant
#!test Paragon PS4
[CODEREVIEW] Gil.Gribb
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3480073 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Removing implicit requirements to display Badges
Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges.
#!rb none
#!tests compile, validated export output
#!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3480072 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Removing implicit requirements to display Badges
Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges.
#!rb none
#!tests compile, validated export output
#!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3480071 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Removing implicit requirements to display Badges
Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges.
#!rb none
#!tests compile, validated export output
#!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3480070 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Removing implicit requirements to display Badges
Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges.
#!rb none
#!tests compile, validated export output
#!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3480069 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Removing implicit requirements to display Badges
Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges.
#!rb none
#!tests compile, validated export output
#!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3479910 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Additional logging for OR-38938
#!rb Ryan.Gerleve
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909
#!ROBOMERGE-BOT: ORION (Release-40.5 -> Main)
Change 3479909 on 2017/06/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Additional logging for OR-38938
#!rb Ryan.Gerleve
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/...
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5)
Change 3479906 on 2017/06/08 by Andrew.Grant
Additional logging for OR-38938
#!rb Ryan.Gerleve
#!tests compiled
Change 3479800 on 2017/06/08 by Dan.Hertzka
EditCondition UProperty metadata works on UStruct properties as well (including data table row structs)
- Submitting on behalf of Jamie Dale (thanks Jamie!)
#!rb Jamie.Dale
#!tests EditCondition works for both UClass and UStruct properties
Change 3479765 on 2017/06/08 by Simon.Tovey
Allow overriding of collections per component from BP and a functional test map for it.
#!rb none
#!tests test map works
#!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime
Change 3479205 on 2017/06/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked 40.3 builds to 3472726
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204
#!ROBOMERGE-BOT: ORION (Release-40.5 -> Main)
Change 3479204 on 2017/06/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked 40.3 builds to 3472726
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5)
Change 3479203 on 2017/06/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked 40.3 builds to 3472726
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/...
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4)
Change 3479202 on 2017/06/07 by Andrew.Grant
Locked 40.3 builds to 3472726
#!ROBOMERGE: !40.4
#!tests #!rb none
Change 3479161 on 2017/06/07 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Added stats to MallocBinned2.
#!rb Andrew.Grant
#!test Paragon PS4
[CODEREVIEW] Gil.Gribb
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160
#!ROBOMERGE-BOT: ORION (Release-40.5 -> Main)
Change 3479160 on 2017/06/07 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Added stats to MallocBinned2.
#!rb Andrew.Grant
#!test Paragon PS4
[CODEREVIEW] Gil.Gribb
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/...
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5)
Change 3479159 on 2017/06/07 by Daniel.Lamb
Added stats to MallocBinned2.
#!rb Andrew.Grant
#!test Paragon PS4
#!codereview Gil.Gribb
#!lockdown Andrew.Grant
Change 3479012 on 2017/06/07 by Jeff.Williams
Removing implicit requirements to display Badges
Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges.
#!rb none
#!tests compile, validated export output
Change 3478991 on 2017/06/07 by Shaun.Kime
Added auto-compile to emitters. It is an emitter-wide value, toggled by the dropdown next to the compile button.
#!rb none
#!tests made multiple edits to an emitter
Change 3478976 on 2017/06/07 by Max.Chen
Sequencer: Fix burnin when there are warmup frames. The current time used for the burnin is offset from the playback range's start time. When using warmup frames, the start time will include the warmup time so it needs to be factored out when setting the actual current time for the frame.
#!jira UE-45737
#!rb none
#!codereview andrew.rodham
#!tests none
Change 3478426 on 2017/06/07 by David.Ratti
Expose some ability system stuff to blueprints:
-Query for AGE Handle based on GE Query
-Methods for accessing AGE start/end/duration values
Test asset for bill for example
#!rb none
#!tests pie
#!review-3478427 Jon.Lietz, @John.Nielson
Change 3478424 on 2017/06/07 by Laurent.Delayen
Prevent creating invalid 'VBCompactPoseData', resulting in crashes in Animation Modifiers.
(Fix for licensee crash).
#!rb lina.halper
#!codereview martin.wilson
#!tests Ice sync marker automator from Athomas.
Change 3478151 on 2017/06/07 by David.Ratti
spot edigrate GameplayTagQuery customization fix for crash when editing query on bp defaults.
#!rb none
#!tests compile
Change 3477983 on 2017/06/07 by robomerge
#!ROBOMERGE-AUTHOR: alexis.matte
[NULL MERGE]
Fix morph target import
#!jira OR-38471
#!rb none
#!tests none
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3477982 on 2017/06/07 by robomerge
#!ROBOMERGE-AUTHOR: alexis.matte
[NULL MERGE]
Fix morph target import
#!jira OR-38471
#!rb none
#!tests none
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3477981 on 2017/06/07 by robomerge
#!ROBOMERGE-AUTHOR: alexis.matte
[NULL MERGE]
Fix morph target import
#!jira OR-38471
#!rb none
#!tests none
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3477980 on 2017/06/07 by robomerge
#!ROBOMERGE-AUTHOR: alexis.matte
[NULL MERGE]
Fix morph target import
#!jira OR-38471
#!rb none
#!tests none
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3477979 on 2017/06/07 by robomerge
#!ROBOMERGE-AUTHOR: alexis.matte
[NULL MERGE]
Fix morph target import
#!jira OR-38471
#!rb none
#!tests none
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3477941 on 2017/06/07 by robomerge
#!ROBOMERGE-AUTHOR: alexis.matte
[NULL MERGE]
Fix morph target import
#!jira OR-38471
#!rb none
#!tests none
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925
#!ROBOMERGE-BOT: ORION (Release-40.5 -> Main)
Change 3477925 on 2017/06/07 by robomerge
#!ROBOMERGE-AUTHOR: alexis.matte
Fix morph target import
#!jira OR-38471
#!rb none
#!tests none
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/...
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5)
#!ROBOMERGE[ORION]: !Main
Change 3477774 on 2017/06/07 by Alexis.Matte
implement a dev-editor cl 3470188
Fix the material isolate for cloth or hair
#!jira UE-38985
#!rb none
#!tests none
Change 3477722 on 2017/06/07 by Don.Eubanks
Re-enabling D-Pad navigation support in card shop.
Exposed OnNavigation to UserWidget in the form of NativeOnNavigation, leveraged this new feature to have the classes I care about (HandEntry / CardShopEquipSlot)
Split out BaseButton_Group's "SelectNextButton" process into "GetButton" and "Select Button" so I could use the GetButton when doing navigation.
#!rb matt.schembari
#!tests Compile DebugGameEditor Win64 / Shipping Client PS4
Change 3477610 on 2017/06/07 by Shaun.Kime
Fixing up emitter nodes in system graph when deleted
#!rb none
#!tests added/removed multiple emitters
Change 3477528 on 2017/06/07 by Simon.Tovey
? Fixed up issue with interface function binding from the removal of variable IDs.
? Fixed issue where system parameters were garbage on the first tick of a system.
? Bypassed issue with component lifetime. When destroying systems in some cases the component is pending kill so it's weak ptr returns null.
We need to investigate this further.
#!rb none
#!tests stuff works
#!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime
Change 3477453 on 2017/06/07 by Alexis.Matte
Fix morph target import
#!jira OR-38471
#!rb none
#!tests none
#!ROBOMERGE: !Main
#!lockdown Andrew.Grant
Change 3477182 on 2017/06/07 by Frank.Fella
Niagara - Rename files from class renames in last check-in.
#!tests Compiled.
#!rb none
Change 3477171 on 2017/06/06 by Frank.Fella
Niagara - Can now add dynamic inputs directly in the stack.
#!tests Added dynamic inputs directly from the stack.
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3477115 on 2017/06/06 by Jeff.Williams
Merging //Orion/Main to Release-40.5 (//Orion/Release-40.5) @3477068
#!rb none
#!tests none
Change 3477098 on 2017/06/06 by Jeff.Williams
Initial branch of files from Release-40.4 (//Orion/Release-40.4) to Release-40.5 (//Orion/Release-40.5)
Change 3476585 on 2017/06/06 by Mieszko.Zielinski
EQS touches to hopefully address the elusive EQS NaN in live build #!Orion
#!test golden path
#!rb none
Change 3476342 on 2017/06/06 by Laurent.Delayen
FCSPose<PoseType>::ConvertToLocalPoses Allow root bone to be modified. Minor optimization: Take out root bone check from loop.
#!rb lina.halper
#!tests Ghost PIE
Change 3476336 on 2017/06/06 by Shaun.Kime
First pass at trying to prevent Wyeth's crash in the EmitterInstance destructor.
#!rb none
#!tests tried iterating with multiple changes between emitters/systems
#!codereview simon.tovey, frank.fella, olaf.piesche
Change 3476160 on 2017/06/06 by Shaun.Kime
Removing ID's from FNiagaraVariables. Reworking existing code to properly handle this.
#!rb none
#!codereview simon.tovey, frank.fella, olaf.piesche
#!tests recompiled and ran existing emitters, created system, iterated between system and emitter
Change 3476157 on 2017/06/06 by Shaun.Kime
Fixing code dependency
#!rb none
#!tests n/a
Change 3476155 on 2017/06/06 by Shaun.Kime
Added ability to get Emitter alias from parameter map
#!tests n/a
#!rb none
Change 3476152 on 2017/06/06 by Shaun.Kime
Fixing comment so that system tooltip was meaningful from creation menu
#!rb none
#!tests n/a
Change 3476148 on 2017/06/06 by Shaun.Kime
Removing gamethread checks as we use a parallel for to update emitter instances, causing this to always fail with multiple emitters in a system.
#!rb none
#!codereview simon.tovey, olaf.piesche
#!tests added multiple emitters and didn't crash
Change 3475898 on 2017/06/06 by Mieszko.Zielinski
Manual recreation of CL#!3465092 #!UE4
By LukaszF: "fixed navigation area modifiers created from shape components: sphere and capsule"
#!test golden path
#!rb none
Change 3475817 on 2017/06/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Now with correctly unshelved CL - made Aftermath a command line option
#!tests compiled, verified initialziation is command line driven
#!rb none
#!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3475816 on 2017/06/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Now with correctly unshelved CL - made Aftermath a command line option
#!tests compiled, verified initialziation is command line driven
#!rb none
#!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3475815 on 2017/06/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Now with correctly unshelved CL - made Aftermath a command line option
#!tests compiled, verified initialziation is command line driven
#!rb none
#!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3475814 on 2017/06/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Now with correctly unshelved CL - made Aftermath a command line option
#!tests compiled, verified initialziation is command line driven
#!rb none
#!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3475813 on 2017/06/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Now with correctly unshelved CL - made Aftermath a command line option
#!tests compiled, verified initialziation is command line driven
#!rb none
#!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3475812 on 2017/06/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Now with correctly unshelved CL - made Aftermath a command line option
#!tests compiled, verified initialziation is command line driven
#!rb none
#!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/...
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)
Change 3475810 on 2017/06/06 by Andrew.Grant
Now with correctly unshelved CL - made Aftermath a command line option
#!tests compiled, verified initialziation is command line driven
#!rb none
Change 3475792 on 2017/06/06 by Jon.Lietz
item cooldowns
- added in native ability class (UOrionSourceItemAbility) that will be repsonsible for item keyword cooldowns and cost.
- Moved Application, trigger and activation/deactivation of itemkeywords out of the deck instance and into UOrionSourceItemAbility.
- added in support for cultivate card trait
- added in to the engine FAbilityEndedData that will pass through delegates what ability ended the spec handle and if it was cancelled or not
- added 2 delegates for when abilities end, one inside UAbilitySystemComponent::NotifyAbilityEnded() the other in UGameplayAbility::EndAbility() they bost pass through a const FAbilityEndedData&
#!rb david.ratti
#!tests buy and play cards
Change 3475760 on 2017/06/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made aftermath iniitialization off by default and controlled by the -aftermath command line option
Logs are now warnings if aftermath is requested but can't be initialized
#!tests verified command line test works
#!rb none
@marcus.wassmer, @arne.schober
#!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3475759 on 2017/06/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made aftermath iniitialization off by default and controlled by the -aftermath command line option
Logs are now warnings if aftermath is requested but can't be initialized
#!tests verified command line test works
#!rb none
@marcus.wassmer, @arne.schober
#!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3475758 on 2017/06/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made aftermath iniitialization off by default and controlled by the -aftermath command line option
Logs are now warnings if aftermath is requested but can't be initialized
#!tests verified command line test works
#!rb none
@marcus.wassmer, @arne.schober
#!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3475757 on 2017/06/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made aftermath iniitialization off by default and controlled by the -aftermath command line option
Logs are now warnings if aftermath is requested but can't be initialized
#!tests verified command line test works
#!rb none
@marcus.wassmer, @arne.schober
#!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3475756 on 2017/06/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made aftermath iniitialization off by default and controlled by the -aftermath command line option
Logs are now warnings if aftermath is requested but can't be initialized
#!tests verified command line test works
#!rb none
@marcus.wassmer, @arne.schober
#!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3475755 on 2017/06/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made aftermath iniitialization off by default and controlled by the -aftermath command line option
Logs are now warnings if aftermath is requested but can't be initialized
#!tests verified command line test works
#!rb none
@marcus.wassmer, @arne.schober
#!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/...
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)
Change 3475753 on 2017/06/06 by Andrew.Grant
Made aftermath iniitialization off by default and controlled by the -aftermath command line option
Logs are now warnings if aftermath is requested but can't be initialized
#!tests verified command line test works
#!rb none
#!review-3475754 @marcus.wassmer, @arne.schober
Change 3475491 on 2017/06/06 by Simon.Tovey
Feeding parameter collection values into simulaitons.
? Setup binding from parameter collections to simulation exec contexts. Data is fed in now.
? Modified names of collection parameter such that they're always uniquely associated with a particular collection. In case two sets use the same name for example.
Required some name conversion between the internals and the UI.
? Modified node to not link to params by ID as they will be removed shortly.
? NiagaraWorldManager now ticking to push parameter data from global collections.
? Added BP function library call to grab the global collection instance for a collection and BP getters and setters for instances.
? Components also can override the global instance though this isn't hooked up to anything as yet. I imagine this will be handy for creating override volumes in the world and having components interpolate between those similar to post process volumes.
Minor/unrelated
? Fixed crash on exit. Changed system instance in component to be Unique ptr and always access via component to more direcly control lifetime.
? Crash fix when getting matrices from parameter map. TypeEditorUtilities was null.
? Fixed bug in GetTypeDefaultValue()
? Fixed property tagging on FNiagaraStatScope
#!tests emitters work. Data is fed in.
#!rb none
#!codereview Olaf.Piesche, Shaun.Kime, Frank.Fella
Change 3474483 on 2017/06/05 by Laurent.Delayen
Added new BlendBoneByChannel AnimNode to blend two poses, per bone, per channel. For example blend only translation from Pelvis.
#!rb none
#!test Ghost
#!codereview lina.halper
Change 3474099 on 2017/06/05 by Alexis.Matte
Copy/paste material should copy paste only the material instance
#!rb none
#!test none
Change 3474073 on 2017/06/05 by Daniel.Lamb
Added estimated timing for reatltime updates.
#!rb Trivial
#!test Launch build paragon.
Change 3474066 on 2017/06/05 by Daniel.Lamb
Increased heartbeat frequency for realtime cooking.
#!rb Trivial
#!test Realtime cooking
Change 3473623 on 2017/06/05 by Daniel.Lamb
Using notimeouts on client and server when running realtime cooking, as the client is slowed down making it timeout.
#!rb Trivial
#!test Realtime cook paragon orion_entry.
Change 3473484 on 2017/06/05 by Frank.Fella
Niagara - Preliminary support for dynamic inputs.
#!tests Dynamic inputs are shown in the stack UI and their inputs are editable.
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3473481 on 2017/06/05 by Frank.Fella
Niagara - Highlight the connecting wire when hovering the wire itself or one of it's connected pins.
#!tests The wire highlights.
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3473480 on 2017/06/05 by Frank.Fella
Niagara - Notify the graph that it has changed when adding and connecting pins on a node with dynamic pins.
#!tests The graph is now shown as modified and needing compiling when connecting or adding pins on a node with dynamic pins.
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3473479 on 2017/06/05 by Frank.Fella
Niagara - Fix an issue where module inputs were not getting aliased correctly when there was more than one of the same node when modifying them from the stack.
#!test The inputs now get aliased correctly.
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3472889 on 2017/06/03 by Andrew.Grant
Fixed merge error
#!tests compiled
#!rb none
Change 3472547 on 2017/06/02 by Olaf.Piesche
Use the correct number of instances after sim step; this makes killing particles work properly in GPU sim
#!codereview simon.tovey
#!rb none
#!tests GPUTest emitter and OrbitalMotion test emitter
Change 3472452 on 2017/06/02 by Olaf.Piesche
More GPU spawn fixes; no more garbage particles in buffers after spawning with GPU simulation
Bit more cleanup
#!rb none
#!tests GPUTest emitter
#!codereview simon.tovey
Change 3472284 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server
@Daniel.Lamb
#!tests ran Gauntlet on build with / without server
#!rb -
#!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3472283 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server
@Daniel.Lamb
#!tests ran Gauntlet on build with / without server
#!rb -
#!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3472282 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server
@Daniel.Lamb
#!tests ran Gauntlet on build with / without server
#!rb -
#!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3472278 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server
@Daniel.Lamb
#!tests ran Gauntlet on build with / without server
#!rb -
#!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3472275 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server
@Daniel.Lamb
#!tests ran Gauntlet on build with / without server
#!rb -
#!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3472213 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server
@Daniel.Lamb
#!tests ran Gauntlet on build with / without server
#!rb -
#!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)
Change 3472202 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server
@Daniel.Lamb
#!tests ran Gauntlet on build with / without server
#!rb -
#!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/...
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4)
Change 3471976 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: nick.reid
Gauntlet script fixes
#!tests ran locally
#!rb AG
#!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3471975 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: nick.reid
Gauntlet script fixes
#!tests ran locally
#!rb AG
#!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3471974 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: nick.reid
Gauntlet script fixes
#!tests ran locally
#!rb AG
#!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3471973 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: nick.reid
Gauntlet script fixes
#!tests ran locally
#!rb AG
#!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3471972 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: nick.reid
Gauntlet script fixes
#!tests ran locally
#!rb AG
#!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3471966 on 2017/06/02 by Andrew.Grant
Fixed robomerge integration
#!tests #!rb none
Change 3471845 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: nick.reid
AG - made local builds use editor server
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3471844 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: nick.reid
AG - made local builds use editor server
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3471843 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: nick.reid
AG - made local builds use editor server
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3471842 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: nick.reid
AG - made local builds use editor server
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3471835 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: ben.marsh
Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this.
#!rb none
#!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3471834 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: ben.marsh
Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this.
#!rb none
#!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3471833 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: ben.marsh
Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this.
#!rb none
#!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3471832 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: ben.marsh
Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this.
#!rb none
#!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3471831 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: ben.marsh
Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this.
#!rb none
#!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3471809 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: nick.reid
Gauntlet script fixes
#!tests ran locally
#!rb AG
#!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/...
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)
Change 3471806 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: nick.reid
AG - made local builds use editor server
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/...
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)
Change 3471727 on 2017/06/02 by Andrew.Grant
Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server
#!review-3471728 @Daniel.Lamb
#!tests ran Gauntlet on build with / without server
#!rb -
Change 3471689 on 2017/06/02 by Zak.Middleton
#!ue4-orion - Added virtual OnClientCorrectionReceived() to CharacterMovement.
Stubbed implementation for Orion to be replaced/augmented for analytics.
#!codereview Andrew.Grant
#!rb none
#!jira OR-37131
#!tests Multi PIE
Change 3471654 on 2017/06/02 by Andrew.Grant
Merging file cull from //Orion/Main to Dev-Balance (//Orion/Dev-Balance)
#!tests #!rb na
Change 3471627 on 2017/06/02 by Andrew.Grant
Merging file pruning from //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics)
#!tests #!rb na
Change 3471604 on 2017/06/02 by Nick.Reid
Gauntlet script fixes
#!tests ran locally
#!rb AG
Change 3471566 on 2017/06/02 by Nick.Reid
AG - made local builds use editor server
#!tests ran locally
#!rb none
Change 3471379 on 2017/06/02 by Ben.Marsh
Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this.
#!rb none
Change 3471304 on 2017/06/02 by andrew.grant
Removing some unused files to free up space across branches
#!tests compiled locally, preflighted standard build
#!rb none
#!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024 via CL 3471072
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_Clothing_x86.lib
//ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_ClothingCHECKED_x86.lib
//ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_ClothingPROFILE_x86.lib
//ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_Destructible_x86.lib
//ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_DestructibleCHECKED_x86.lib
//ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_DestructiblePROFILE_x86.lib
//ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX...
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Change 3471231 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removing some unused files to free up space across branches
#!tests compiled locally, preflighted standard build
#!rb none
#!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024 via CL 3471072
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3471205 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removing some unused files to free up space across branches
#!tests compiled locally, preflighted standard build
#!rb none
#!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024 via CL 3471072
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3471072 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removing some unused files to free up space across branches
#!tests compiled locally, preflighted standard build
#!rb none
#!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)
Change 3471024 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removing some unused files to free up space across branches
#!tests compiled locally, preflighted standard build
#!rb none
#!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4)
Change 3471002 on 2017/06/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removing some unused files to free up space across branches
#!tests compiled locally, preflighted standard build
#!rb none
#!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/...
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)
Change 3470976 on 2017/06/01 by Andrew.Grant
Removing some unused files to free up space across branches
#!tests compiled locally, preflighted standard build
#!rb none
Change 3470672 on 2017/06/01 by Daniel.Lamb
Added new commandline argument for gauntlet which allows seperate client commands.
Fixed realtime cooking to pass commandline options correctly to the server and client.
#!rb None
#!test Realtime cooking paragon
Change 3470645 on 2017/06/01 by Olaf.Piesche
GPU sim part 2; cleanup, more bug fixing
#!lockdown Andrew.Bains
#!codereview simon.tovey
#!rb none
#!tests the usual
Change 3470636 on 2017/06/01 by Daniel.Lamb
Improved startup time of editor by reducing number of automatic cook platforms for realtime cooking.
#!rb Trivial
#!test Editor paragon.
Change 3470472 on 2017/06/01 by Shaun.Kime
Checkpointing work on compiling system and emitter graph. Very simple graphs of these types work now. No harm has befallen any of the previously working graphs.
Some constants did change and you will MANUALLY NEED TO UPDATE any graphs referencing them.
// Engine parameters are always read-only, no matter what level you are at.
Engine.DeltaTime
Engine.InverseDeltaTime
Engine.ExecutionCount
Engine.Owner.Position
Engine.Owner.Velocity
Engine.Owner.XAxis
Engine.Owner.YAxis
Engine.Owner.ZAxis
Engine.Owner.LocalToWorld
Engine.Owner.WorldToLocal
Engine.Owner.LocalToWorldTransposed
Engine.Owner.WorldToLocalTransposed
// System parameters are writable in System Spawn/Update scripts and read-only otherwise.
System.Age
// Emitter parameters are writable in System Spawn/Update & Emitter Spawn/Update scripts and read-only otherwise.
Emitter.Age
Emitter.SpawnRate
Emitter.SpawnInterval
Emitter.InterpSpawnStartDt
Emitter.PreviousSpawnRemainder
#!rb none
#!tests all existing graphs
#!code.review frank.fella, simon.tovey, olaf.piesche
Change 3469908 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to grab new publishing tools
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3469907 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to grab new publishing tools
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3469906 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to grab new publishing tools
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3469905 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to grab new publishing tools
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3469904 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to grab new publishing tools
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3469903 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to grab new publishing tools
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)
Change 3469902 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to grab new publishing tools
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/...
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4)
Change 3469901 on 2017/06/01 by Andrew.Grant
Bumped script version to grab new publishing tools
#!tests #!rb none
Change 3469459 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
UBT Merge from BenM:
UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies.
#!rb none
#!tests single file compile
#!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3469458 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
UBT Merge from BenM:
UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies.
#!rb none
#!tests single file compile
#!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3469457 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
UBT Merge from BenM:
UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies.
#!rb none
#!tests single file compile
#!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3469455 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
UBT Merge from BenM:
UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies.
#!rb none
#!tests single file compile
#!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3469454 on 2017/06/01 by David.Ratti
UBT Merge from BenM:
UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies.
#!rb none
#!tests single file compile
Change 3469422 on 2017/06/01 by Nick.Darnell
Cursor - We shouldn't try to map the cursor for "None". Also fixing the ensure to use printf formatting.
#!fyi Matt.Schembari
#!rb none
#!tests ran on PS4
Change 3469368 on 2017/06/01 by Daniel.Lamb
Added support for precooked cook on the fly with realtime updates.
Prefly for short.
#!rb Andrew.Grant
#!review-3468486 @Andrew.Grant, @Ben.Zeigler
#!test Cook paragon, prefly paragon, shared cooked builds paragon
Change 3469261 on 2017/06/01 by Simon.Tovey
Main thrust of this CL is to improve parameter handling for both code complexity and performance.
Also paves the way for simple binding of parameter collections.
- Refactored much execution work into FNiagaraScriptExecutionContext and made them persistent objects. This should be usable for system level scripts too.
- Moved paraemter storage to use FNiagaraParameterStore. Done away with all those arrays and searching to build a final temp buffer for execution.
- Same buffer should work for CPU and GPU.
- Now binding directly between parameter stores to push data down into execution contexts that use it.
- Future CL will extend systems to bind to the parameter collections they use so edits to said collection will automatically propagate down into using emtiters.
- Changed parameter collections slightly so their instances will always have the same layout and have a copy of all the collection's data. Will remove a couple of cases where a rebind would be required at runtime.
MISC
- Moved stats id creation to the script itself as this data was being duplicated for every emitter.
- Moved previous frame parameter data for interpolated spawn to the start of the parameter buffer to better fit in with other changes.
- Various minor bug fixes.
#!rb Shaun.Kime
#!tests Test emitters work. Maybe a few issues with GPU sim which I'll work through with Olaf.
#!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche
Change 3469232 on 2017/06/01 by Ben.Marsh
UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies.
#!rb none
#!fyi David.Ratti
#!tests single file compile
Change 3468842 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4
A temp fix for hitches in OR-39101. Looking for a root cause now.
#!rb none
#!test golden path
#!jira OR-39101
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3468841 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4
A temp fix for hitches in OR-39101. Looking for a root cause now.
#!rb none
#!test golden path
#!jira OR-39101
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3468840 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4
A temp fix for hitches in OR-39101. Looking for a root cause now.
#!rb none
#!test golden path
#!jira OR-39101
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3468839 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4
A temp fix for hitches in OR-39101. Looking for a root cause now.
#!rb none
#!test golden path
#!jira OR-39101
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3468838 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4
A temp fix for hitches in OR-39101. Looking for a root cause now.
#!rb none
#!test golden path
#!jira OR-39101
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3468797 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locking Release-40.2 to network CL 3464164
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3468796 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locking Release-40.2 to network CL 3464164
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3468795 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locking Release-40.2 to network CL 3464164
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3468794 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locking Release-40.2 to network CL 3464164
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3468793 on 2017/06/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locking Release-40.2 to network CL 3464164
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3468661 on 2017/05/31 by Andrew.Grant
Merging fix, mostly to get a new CL
#!tests #!rb none
Change 3468321 on 2017/05/31 by Andrew.Grant
Merging //Orion/Dev-General @ 3466840 to Dev-General-Playtest (//Orion/Dev-General-Playtest)
#!tests #!rb none
Change 3468107 on 2017/05/31 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4
A temp fix for hitches in OR-39101. Looking for a root cause now.
#!rb none
#!test golden path
#!jira OR-39101
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)
Change 3468106 on 2017/05/31 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4
A temp fix for hitches in OR-39101. Looking for a root cause now.
#!rb none
#!test golden path
#!jira OR-39101
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/...
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4)
Change 3468105 on 2017/05/31 by Mieszko.Zielinski
Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4
A temp fix for hitches in OR-39101. Looking for a root cause now.
#!rb none
#!test golden path
#!jira OR-39101
#!lockdown Andrew.Grant
Change 3467855 on 2017/05/31 by Andrew.Grant
Removed leftover test-code
#!tests #!rb none
Change 3467840 on 2017/05/31 by Andrew.Grant
"redirected tag still in table" message will only be a warning if the redirected tag is not used as part of other hierarchies.
E.g. Changing Foo to NewFoo will warn if NewFoo is still in the table, and Foo.Bar1 does not exist.
#!review-3467804 @David.Ratti
#!jira OR-39005
#!tests verified warning is skipped
#!rb none
Change 3467829 on 2017/05/31 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locking Release-40.2 to network CL 3464164
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828
#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)
Change 3467828 on 2017/05/31 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locking Release-40.2 to network CL 3464164
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4)
Change 3467827 on 2017/05/31 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locking Release-40.2 to network CL 3464164
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/...
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)
Change 3467826 on 2017/05/31 by Andrew.Grant
Locking Release-40.2 to network CL 3464164
#!tests #!rb na
#!ROBOMERGE: !40.3
Change 3467610 on 2017/05/31 by David.Ratti
Ability System: add non debug methods for getting direct access to attribute mods.
#!rb none
#!tests golden path
#!review-3467611 @Jon.Lietz
Change 3467358 on 2017/05/31 by Andrew.Grant
Better fix for crash loading maps via content browser from TomS
#!tests compiled, verified can still load astrolabe via content browser
#!rb TomS
Change 3466840 on 2017/05/31 by Andrew.Grant
Better implementation of 3466788 workaround - now append old delegates to any new ones that have been added
#!tests opened several maps
#!rb none
Change 3466811 on 2017/05/30 by Jeff.Williams
Merging //Orion/Main to Release-40.4 (//Orion/Release-40.4)
#!rb none
#!tests none
Change 3466796 on 2017/05/30 by Jeff.Williams
Initial branch of files from Release-40.3 (//Orion/Release-40.3) to Release-40.4 (//Orion/Release-40.4)
Change 3466788 on 2017/05/30 by Andrew.Grant
Work-around for crash that can occur when loading a map that contains skeletal meshes via the content browser
#!tests no longer crash loading astrolable via content browser
#!rb none
Change 3466787 on 2017/05/30 by Andrew.Grant
Back out revision 33 from //Orion/Dev-General/Engine/Source/Runtime/Renderer/Private/RendererScene.cpp
#!tests #!rb none
Change 3466773 on 2017/05/30 by Andrew.Grant
Work-around for crash loading levels from the content browser
#!tests double-clicking Astrolobe no longer crashes
#!rb none
Change 3466192 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed engine hitch delegate to provide source of hitch as well as duration.
Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.
OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate
#!tests ran solo game
#!rb none
@jason.bestimt, @daniel.lamb
#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3466191 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed engine hitch delegate to provide source of hitch as well as duration.
Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.
OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate
#!tests ran solo game
#!rb none
@jason.bestimt, @daniel.lamb
#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3466190 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed engine hitch delegate to provide source of hitch as well as duration.
Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.
OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate
#!tests ran solo game
#!rb none
@jason.bestimt, @daniel.lamb
#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3466189 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed engine hitch delegate to provide source of hitch as well as duration.
Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.
OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate
#!tests ran solo game
#!rb none
@jason.bestimt, @daniel.lamb
#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3466188 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed engine hitch delegate to provide source of hitch as well as duration.
Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.
OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate
#!tests ran solo game
#!rb none
@jason.bestimt, @daniel.lamb
#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3466187 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added config setting for amount of time to spend per-frame checkpointing actors.
Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..
#!tests ran local game and verified timeslice value is set and obeyed
#!rb none
@jason.bestimt, @daniel.lamb, @ryan.gerleve
#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3466186 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added config setting for amount of time to spend per-frame checkpointing actors.
Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..
#!tests ran local game and verified timeslice value is set and obeyed
#!rb none
@jason.bestimt, @daniel.lamb, @ryan.gerleve
#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3466185 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added config setting for amount of time to spend per-frame checkpointing actors.
Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..
#!tests ran local game and verified timeslice value is set and obeyed
#!rb none
@jason.bestimt, @daniel.lamb, @ryan.gerleve
#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3466184 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added config setting for amount of time to spend per-frame checkpointing actors.
Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..
#!tests ran local game and verified timeslice value is set and obeyed
#!rb none
@jason.bestimt, @daniel.lamb, @ryan.gerleve
#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3466183 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added config setting for amount of time to spend per-frame checkpointing actors.
Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..
#!tests ran local game and verified timeslice value is set and obeyed
#!rb none
@jason.bestimt, @daniel.lamb, @ryan.gerleve
#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3466182 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
going to guarantee another hitch.
#!tests ran solo game locally
#!rb none
@daniel.lamb, @jason.bestimt
#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3466181 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
going to guarantee another hitch.
#!tests ran solo game locally
#!rb none
@daniel.lamb, @jason.bestimt
#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3466180 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
going to guarantee another hitch.
#!tests ran solo game locally
#!rb none
@daniel.lamb, @jason.bestimt
#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3466177 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
going to guarantee another hitch.
#!tests ran solo game locally
#!rb none
@daniel.lamb, @jason.bestimt
#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3466176 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
going to guarantee another hitch.
#!tests ran solo game locally
#!rb none
@daniel.lamb, @jason.bestimt
#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3466175 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Moved WorldTick timeguard into world tick for clarity.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3466172 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Moved WorldTick timeguard into world tick for clarity.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3466171 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Moved WorldTick timeguard into world tick for clarity.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3466170 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Moved WorldTick timeguard into world tick for clarity.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3466169 on 2017/05/30 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Moved WorldTick timeguard into world tick for clarity.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3465947 on 2017/05/30 by Andrew.Grant
Initial branch of files from Dev-General (//Orion/Dev-General) to Dev-General-Playtest (//Orion/Dev-General-Playtest)
Change 3465650 on 2017/05/30 by Mieszko.Zielinski
Plugged in Playbook-declared initial bot behaviors #!Orion
The first behavior is going down to the jungle and placing wards
Also:
Implemented an Orion AITask for graph-pathfinding
#!test golden path
#!rb none
Change 3465622 on 2017/05/30 by Mieszko.Zielinski
Fixed a bug in PathFollowingComponent's path segment switching that could result in wrong behavior or crashes #!UE4
#!rb Lukasz.Furman
#!test golden path
Change 3465382 on 2017/05/30 by Alexis.Matte
Fix two morph target crash
#!rb jeanmichel.dignard
#!test none
#!jira OR-38471
Change 3464152 on 2017/05/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed engine hitch delegate to provide source of hitch as well as duration.
Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.
OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate
#!tests ran solo game
#!rb none
@jason.bestimt, @daniel.lamb
#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)
Change 3464151 on 2017/05/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed engine hitch delegate to provide source of hitch as well as duration.
Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.
OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate
#!tests ran solo game
#!rb none
@jason.bestimt, @daniel.lamb
#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)
Change 3464150 on 2017/05/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed engine hitch delegate to provide source of hitch as well as duration.
Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.
OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate
#!tests ran solo game
#!rb none
@jason.bestimt, @daniel.lamb
#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3464148 on 2017/05/29 by Andrew.Grant
Changed engine hitch delegate to provide source of hitch as well as duration.
Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.
OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate
#!tests ran solo game
#!rb none
#!review-3464149 @jason.bestimt, @daniel.lamb
Change 3464147 on 2017/05/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added config setting for amount of time to spend per-frame checkpointing actors.
Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..
#!tests ran local game and verified timeslice value is set and obeyed
#!rb none
@jason.bestimt, @daniel.lamb, @ryan.gerleve
#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)
Change 3464146 on 2017/05/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
going to guarantee another hitch.
#!tests ran solo game locally
#!rb none
@daniel.lamb, @jason.bestimt
#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)
Change 3464145 on 2017/05/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added config setting for amount of time to spend per-frame checkpointing actors.
Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..
#!tests ran local game and verified timeslice value is set and obeyed
#!rb none
@jason.bestimt, @daniel.lamb, @ryan.gerleve
#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)
Change 3464144 on 2017/05/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
going to guarantee another hitch.
#!tests ran solo game locally
#!rb none
@daniel.lamb, @jason.bestimt
#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)
Change 3464143 on 2017/05/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added config setting for amount of time to spend per-frame checkpointing actors.
Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..
#!tests ran local game and verified timeslice value is set and obeyed
#!rb none
@jason.bestimt, @daniel.lamb, @ryan.gerleve
#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3464142 on 2017/05/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
going to guarantee another hitch.
#!tests ran solo game locally
#!rb none
@daniel.lamb, @jason.bestimt
#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3464140 on 2017/05/29 by Andrew.Grant
Added config setting for amount of time to spend per-frame checkpointing actors.
Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..
#!tests ran local game and verified timeslice value is set and obeyed
#!rb none
#!review-3464141 @jason.bestimt, @daniel.lamb, @ryan.gerleve
Change 3464138 on 2017/05/29 by Andrew.Grant
Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
going to guarantee another hitch.
#!tests ran solo game locally
#!rb none
#!review-3464139 @daniel.lamb, @jason.bestimt
Change 3464137 on 2017/05/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Moved WorldTick timeguard into world tick for clarity.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)
Change 3464136 on 2017/05/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Moved WorldTick timeguard into world tick for clarity.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)
Change 3464135 on 2017/05/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Moved WorldTick timeguard into world tick for clarity.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3464134 on 2017/05/29 by Andrew.Grant
Moved WorldTick timeguard into world tick for clarity.
#!tests compiled
#!rb none
Change 3463889 on 2017/05/28 by David.Ratti
refactor GE creation menu code to be less nesty
#!rb none
#!tests compiles on my machine
Change 3462711 on 2017/05/26 by David.Ratti
Ensure unique asset name when creating GEs through GE creation menu (currently disabled until builder issue sorted)
#!rb none
#!tests editor
Change 3462619 on 2017/05/26 by Olaf.Piesche
GPU sim work - WARNING: WORK IN PROGRESS
You can get something on screen, but there's cleanup and bug fixing still left to do. Trying to get this checked in to avoid more merging problems in the near future. GPU dispatch execution works, rendering of sprites no longer creates an explicit vertex buffer and should be quite a bit faster for CPU sim as well.
Still working on getting the sim step moved over entirely to the simulation batcher; currently, this has all sorts of problems with GPU sim, so please be advised that switching an emitter to GPU sim will currently not work with anything that uses data interfaces AND MAY CRASH YOUR MACHINE in rare instances. I'm working on finalizing the remaining steps.
tl;dr: CPU simulation should be unaffected. CPU rendering of sprites should be faster. GPU sim may make the universe implode.
#!tests checked test emitters in CPU mode, ran GPUTest in GPU mode (works with known bugs when spawning)
#!lockdown andrew.bains
#!codereview simon.tovey
#!rb none
Change 3462617 on 2017/05/26 by Matt.Kuhlenschmidt
Exposed new methods of adding a struct on scope to a details panel and have it work properly with customizations.
Refactored the niagrata script panel to use a proper details customization instead of custom widgets
#!rb frank.fella
#!tests niagara
Change 3462568 on 2017/05/26 by Andrew.Grant
Disabling UGameplayEffectCreationMenu::AddMenuExtensions to get a build out.
#!tests #!rb none
Change 3462372 on 2017/05/26 by Andrew.Grant
Disable optimizations around this function to see if it prevents internal compiler errors on build machines.
(Could be due to builders not running VS2015 SP3)
#!tests compiled locally
#!rb none
#!review-3462373 @David.Ratti
Change 3462362 on 2017/05/26 by David.Ratti
Fix for periodic damage GEs not properly pushing a GE context when they tick/execute. Was causing warnings / qualifiers to no work on periodic GEs.
#!rb none
#!tests pie
#!review-3462364 @Jon.Lietz
Change 3462161 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: paul.moore
[MatchMaking]
- Merging MMS changes from DevGeneral to Main for v40.5.
#!tests matchmaking, solo match, PS4 #!rb none
#!lockdown andrew.grant
#!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3462160 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: paul.moore
[MatchMaking]
- Merging MMS changes from DevGeneral to Main for v40.5.
#!tests matchmaking, solo match, PS4 #!rb none
#!lockdown andrew.grant
#!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3462159 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: paul.moore
[MatchMaking]
- Merging MMS changes from DevGeneral to Main for v40.5.
#!tests matchmaking, solo match, PS4 #!rb none
#!lockdown andrew.grant
#!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3462158 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: paul.moore
[MatchMaking]
- Merging MMS changes from DevGeneral to Main for v40.5.
#!tests matchmaking, solo match, PS4 #!rb none
#!lockdown andrew.grant
#!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3461941 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where test reports could fail
Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
Only show loaded mcp items during an object report
#!tests ran soak test
#!rb none
#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3461940 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where test reports could fail
Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
Only show loaded mcp items during an object report
#!tests ran soak test
#!rb none
#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3461939 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where test reports could fail
Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
Only show loaded mcp items during an object report
#!tests ran soak test
#!rb none
#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3461938 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where test reports could fail
Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
Only show loaded mcp items during an object report
#!tests ran soak test
#!rb none
#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3461937 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where test reports could fail
Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
Only show loaded mcp items during an object report
#!tests ran soak test
#!rb none
#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3461868 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Physics PreTick timeguard to something that seems more appropriate
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3461867 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Physics PreTick timeguard to something that seems more appropriate
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3461866 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Physics PreTick timeguard to something that seems more appropriate
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3461865 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Physics PreTick timeguard to something that seems more appropriate
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3461861 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Physics PreTick timeguard to something that seems more appropriate
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3461655 on 2017/05/26 by Paul.Moore
[MatchMaking]
- Merging MMS changes from DevGeneral to Main for v40.5.
#!tests matchmaking, solo match, PS4 #!rb none
#!lockdown andrew.grant
Change 3461648 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added TimeGuard's to more points in World Tick
#!tests compiled server, ran locally
#!rb none
@David.Ratti
#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3461645 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added TimeGuard's to more points in World Tick
#!tests compiled server, ran locally
#!rb none
@David.Ratti
#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3461644 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added TimeGuard's to more points in World Tick
#!tests compiled server, ran locally
#!rb none
@David.Ratti
#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3461643 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added TimeGuard's to more points in World Tick
#!tests compiled server, ran locally
#!rb none
@David.Ratti
#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3461642 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added TimeGuard's to more points in World Tick
#!tests compiled server, ran locally
#!rb none
@David.Ratti
#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3461598 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Stability improvements to EnvironmentPerfTest
#!tests ran test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3461597 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Stability improvements to EnvironmentPerfTest
#!tests ran test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3461596 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Stability improvements to EnvironmentPerfTest
#!tests ran test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3461595 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Stability improvements to EnvironmentPerfTest
#!tests ran test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3461594 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Stability improvements to EnvironmentPerfTest
#!tests ran test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3461566 on 2017/05/26 by Andrew.Grant
Merging blocked robomerge change from //Orion/Main to Dev-UI (//Orion/Dev-UI)
#!tests #!rb none
Change 3461507 on 2017/05/26 by andrew.grant
Merging some files from //Orion/Release-40.3 that were left stranded
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/OrionGame/Source/OrionGame/OrionEngine.h
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Change 3461500 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Merging some files from //Orion/Release-40.3 that were left stranded
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3461499 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Merging some files from //Orion/Release-40.3 that were left stranded
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3461498 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Merging some files from //Orion/Release-40.3 that were left stranded
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3461495 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Add better way of getting peak memory for test report
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3461494 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Add better way of getting peak memory for test report
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3461493 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Add better way of getting peak memory for test report
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3461492 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Add better way of getting peak memory for test report
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3461491 on 2017/05/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Add better way of getting peak memory for test report
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3461467 on 2017/05/26 by David.Ratti
GameplayEffectCreationMenu
Data driven way to add heirachial list of common parent GEs that is accessible through content browser's right click menus
Designers can maintain configable list of gameplay effects they want to appear in these menus.
#!rb none
#!tests editor
#!review-3461469 @Billy.Bramer
Change 3461385 on 2017/05/26 by David.Ratti
Change FContentBrowserModule::AssetContextMenuExtenders to use FContentBrowserMenuExtender_SelectedPaths delegate types. This enables extenders to get current path of the content browser.
#!review-3461386 @Jamie.Dale
#!rb none
#!tests editor
Change 3461347 on 2017/05/26 by Andrew.Grant
Restored deprecation mark
#!rb #!tests none
Change 3461343 on 2017/05/26 by Don.Eubanks
Added in some Analog Cursor features from Fortnite.
OrionAnalogCursor now supports an "auto hover" mode, where Navigation events cause the cursor to be teleported to the center of the destination widget. In Orion specifically we support using the left stick to transition out of Auto Hover mode back into regular analog cursor mode.
Not-yet-implemented features:
* Need better resuming when transitioning from stick to d-pad, currently things you hover are not automatically focused, but they should be so that navigation will pick up at the right spot.
* Cursor doesn't properly fully hide on PC in PIE (potentially also in Client), needs more investigation.
Added some better hover coloring / state data in Card Shop / Attribute Row so the d-pad highlighting is more apparent.
#!rb philip.buuck
#!tests Used d-pad to navigate through Card Shop, verified transition to sticks and back. Verified that the feature does not work in the FrontEnd.
Change 3460684 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Unshelved from pending changelist '3456731':
Improved memory test reporting and added support for running against older builds
#!test ran test on old 39.5 build
#!rb none
//ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3460683 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Unshelved from pending changelist '3456731':
Improved memory test reporting and added support for running against older builds
#!test ran test on old 39.5 build
#!rb none
//ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3460682 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Unshelved from pending changelist '3456731':
Improved memory test reporting and added support for running against older builds
#!test ran test on old 39.5 build
#!rb none
//ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3460681 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Unshelved from pending changelist '3456731':
Improved memory test reporting and added support for running against older builds
#!test ran test on old 39.5 build
#!rb none
//ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3460680 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Unshelved from pending changelist '3456731':
Improved memory test reporting and added support for running against older builds
#!test ran test on old 39.5 build
#!rb none
//ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3460654 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Version locked v40.1 to 3452376
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3460653 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Version locked v40.1 to 3452376
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3460652 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Version locked v40.1 to 3452376
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3460651 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Version locked v40.1 to 3452376
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3460650 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Version locked v40.1 to 3452376
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3460649 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Merge support for flat additive attribute channel from CL 3454524
#!rb none
#!test compile
#!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3460648 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Merge support for flat additive attribute channel from CL 3454524
#!rb none
#!test compile
#!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3460647 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Merge support for flat additive attribute channel from CL 3454524
#!rb none
#!test compile
#!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3460645 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Merge support for flat additive attribute channel from CL 3454524
#!rb none
#!test compile
#!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3460428 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
#!tests Local memory testing
#!rb none
#!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3460427 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
#!tests Local memory testing
#!rb none
#!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3460426 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
#!tests Local memory testing
#!rb none
#!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3460425 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
#!tests Local memory testing
#!rb none
#!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3460424 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
#!tests Local memory testing
#!rb none
#!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3460398 on 2017/05/25 by Andrew.Grant
Fix for non-unity issues
#!tests #!rb none
Change 3460178 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where test reports could fail
Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
Only show loaded mcp items during an object report
#!tests ran soak test
#!rb none
#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)
Change 3460177 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where test reports could fail
Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
Only show loaded mcp items during an object report
#!tests ran soak test
#!rb none
#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)
Change 3460176 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where test reports could fail
Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
Only show loaded mcp items during an object report
#!tests ran soak test
#!rb none
#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3460175 on 2017/05/25 by Andrew.Grant
Fixed issue where test reports could fail
Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
Only show loaded mcp items during an object report
#!tests ran soak test
#!rb none
Change 3460120 on 2017/05/25 by Alexis.Matte
Fix Unregistering of SelectLodChanged delegate for staticmesh editor
#!jira UE-45346
#!rb none
#!tests none
Change 3459820 on 2017/05/25 by Shaun.Kime
Compile error fix
#!rb none
#!tests n/a
Change 3459703 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Physics PreTick timeguard to something that seems more appropriate
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)
Change 3459702 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Physics PreTick timeguard to something that seems more appropriate
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)
Change 3459701 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Physics PreTick timeguard to something that seems more appropriate
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3459699 on 2017/05/25 by Andrew.Grant
Changed Physics PreTick timeguard to something that seems more appropriate
#!tests ran locally
#!rb none
Change 3459190 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Tweaked MemoryReport test
- Always dump a memreport on a state change (very useful for comparing two builds)
- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).
#!tests ran MemReport test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3459189 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Tweaked MemoryReport test
- Always dump a memreport on a state change (very useful for comparing two builds)
- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).
#!tests ran MemReport test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3459188 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Tweaked MemoryReport test
- Always dump a memreport on a state change (very useful for comparing two builds)
- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).
#!tests ran MemReport test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3459187 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Tweaked MemoryReport test
- Always dump a memreport on a state change (very useful for comparing two builds)
- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).
#!tests ran MemReport test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3459186 on 2017/05/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Tweaked MemoryReport test
- Always dump a memreport on a state change (very useful for comparing two builds)
- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).
#!tests ran MemReport test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3458973 on 2017/05/25 by Lina.Halper
Slave mesh component not clearing morphtarget
#!rb: Martin.Wilson
#!jira: https://jira.it.epicgames.net/browse/OR-38475
#!tests: PIE with Wukong
Change 3457697 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added TimeGuard's to more points in World Tick
#!tests compiled server, ran locally
#!rb none
@David.Ratti
#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)
Change 3457696 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added TimeGuard's to more points in World Tick
#!tests compiled server, ran locally
#!rb none
@David.Ratti
#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)
Change 3457695 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added TimeGuard's to more points in World Tick
#!tests compiled server, ran locally
#!rb none
@David.Ratti
#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3457691 on 2017/05/24 by Andrew.Grant
Added TimeGuard's to more points in World Tick
#!tests compiled server, ran locally
#!rb none
#!review-3457692 @David.Ratti
Change 3457371 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Stability improvements to EnvironmentPerfTest
#!tests ran test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)
Change 3457370 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Stability improvements to EnvironmentPerfTest
#!tests ran test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)
Change 3457369 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Stability improvements to EnvironmentPerfTest
#!tests ran test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3457367 on 2017/05/24 by Andrew.Grant
Stability improvements to EnvironmentPerfTest
#!tests ran test locally
#!rb none
Change 3457310 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed typo in obj command (non-shipping change
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3457307 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed typo in obj command (non-shipping change
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3457306 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed typo in obj command (non-shipping change
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3457305 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed typo in obj command (non-shipping change
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3457304 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed typo in obj command (non-shipping change
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3457028 on 2017/05/24 by Andrew.Grant
Copying fix for hidden window perf from 4.16 branch
#!tests #!rb none
Change 3456896 on 2017/05/24 by Alexis.Matte
Fix crash when adding LOD in a static mesh
#!jira UE-45346
#!rb none
#!tests none
Change 3456853 on 2017/05/24 by Laurent.Delayen
Fix for crash in FAnimationRuntime::CreateMaskWeights when MaskBoneIndex is not valid.
#!rb none
#!codereview lina.halper
#!tests Medic in Monolith.
Change 3456847 on 2017/05/24 by Andrew.Grant
Merging some files from //Orion/Release-40.3 that were left stranded
#!tests #!rb none
Change 3456829 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Add better way of getting peak memory for test report
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)
Change 3456823 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Add better way of getting peak memory for test report
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)
Change 3456822 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Add better way of getting peak memory for test report
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3456821 on 2017/05/24 by Andrew.Grant
Add better way of getting peak memory for test report
#!tests ran locally
#!rb none
Change 3456811 on 2017/05/24 by Frank.Fella
Niagara - Fix stack overflow when calling GetParameterMaps for a graph.
#!tests No longer has a stack overflow.
#!rb Shaun.Kime
Change 3456756 on 2017/05/24 by Andrew.Grant
Unshelved from pending changelist '3456731':
Improved memory test reporting and added support for running against older builds
#!test ran test on old 39.5 build
#!rb none
#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)
#!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Change 3456730 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Improved memory test reporting and added support for running against older builds
#!test ran test on old 39.5 build
#!rb none
#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)
Change 3456729 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Improved memory test reporting and added support for running against older builds
#!test ran test on old 39.5 build
#!rb none
#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3456726 on 2017/05/24 by Andrew.Grant
Improved memory test reporting and added support for running against older builds
#!test ran test on old 39.5 build
#!rb none
Change 3456650 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Version locked v40.1 to 3452376
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649
#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)
Change 3456649 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Version locked v40.1 to 3452376
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)
Change 3456645 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Version locked v40.1 to 3452376
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3456644 on 2017/05/24 by Andrew.Grant
Version locked v40.1 to 3452376
#!tests #!rb none
#!ROBOMERGE: !40.2
Change 3456609 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Allow branch & CL to be passed into Gauntlet for reporting
Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
#!tests ran editor tests locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3456608 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Allow branch & CL to be passed into Gauntlet for reporting
Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
#!tests ran editor tests locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3456607 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Allow branch & CL to be passed into Gauntlet for reporting
Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
#!tests ran editor tests locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3456606 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Allow branch & CL to be passed into Gauntlet for reporting
Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
#!tests ran editor tests locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3456605 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Allow branch & CL to be passed into Gauntlet for reporting
Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
#!tests ran editor tests locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3456575 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Properly exposing bSingleSampleShadowFromStationaryLights to BP
[CODEREVIEW] Daniel.Wright
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3456574 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Properly exposing bSingleSampleShadowFromStationaryLights to BP
[CODEREVIEW] Daniel.Wright
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3456573 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Properly exposing bSingleSampleShadowFromStationaryLights to BP
[CODEREVIEW] Daniel.Wright
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3456572 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Properly exposing bSingleSampleShadowFromStationaryLights to BP
[CODEREVIEW] Daniel.Wright
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3456571 on 2017/05/24 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Properly exposing bSingleSampleShadowFromStationaryLights to BP
[CODEREVIEW] Daniel.Wright
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3456500 on 2017/05/24 by David.Ratti
Merge support for flat additive attribute channel from CL 3454524
#!rb none
#!test compile
Change 3456463 on 2017/05/24 by Simon.Tovey
Parameter collections phase 3.
Instances and beginnings of improved storage for all parameters.
#!codereview Frank.Fella, Shaun.Kime
#!rb Frank.Fella, Shaun.Kime
#!tests Asset and editor appear to be working. Few rough edges and bugs I'm sure.
Change 3456212 on 2017/05/24 by Jeff.Williams
Merging //Orion/Main to Release-40.3 (//Orion/Release-40.3) @3456007
#!rb none
#!tests none
Change 3456197 on 2017/05/24 by Jeff.Williams
Initial branch of files from Release-40.2 (//Orion/Release-40.2) to Release-40.3 (//Orion/Release-40.3)
Change 3456182 on 2017/05/24 by Andrew.Grant
Merging 3456174 from 40.1 due to Robomerge being down.
Added memory reporting at certain stages of engine lifecycle
Updated BaselinePerformance report to save memory values to new spreadsheet
#!tests ran BaselinePerformance locally
#!rb none
Change 3456174 on 2017/05/24 by Andrew.Grant
Added memory reporting at certain stages of engine lifecycle
Updated BaselinePerformance report to save memory values to new spreadsheet
#!tests ran BaselinePerformance locally
#!rb none
#!review-3456175 @Daniel.Lamb
Change 3456005 on 2017/05/23 by Matt.Schembari
Invisible PS4 Cursor Bug -- we're getting louder
- Added ensures for all the failure cases in GameViewportClient to help capture this.
- Added tracing logs for the different cases that can cause values to change in OrionGameViewportClient.
#!review-3456006 @nick.darnell, @andrew.grant
#!rb none
#!tests PIE and standalone, making sure we don't hit the ensures and that the logs are working
#!QAReview This is to help with bug OR-36760. If anybody hits this OR sees and invisible cursor, capture logs and immediately reach out to me.
Change 3455797 on 2017/05/23 by Frank.Fella
Niagara - Maintain the desired age of an effect instance when paused and resetting directly, or when seeking backwards.
#!tests When resetting or seeking backward on an effect which is paused in the editor, the viewport no longer goes black, and the effect simulates to the correct time.
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3455697 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
#!tests Local memory testing
#!rb none
#!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)
Change 3455642 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
#!tests Local memory testing
#!rb none
#!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3455640 on 2017/05/23 by Andrew.Grant
Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
#!tests Local memory testing
#!rb none
Change 3455634 on 2017/05/23 by Frank.Fella
Niagara - Stack - Usability/style pass
+ Move colors and brushes to the style class.
+ Add a single expander to the bottom of module items which hides/shows the unpinned input/output collections.
+ Adjust padding, background colors, and fonts to increase readability.
+ Change the function call node title to format the name for display.
#!tests The ui is more readable.
#!rb none
Change 3455580 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m
#!rb none
@Daniel.Lamb
#!tests deployed locally staged and network builds
#!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3455579 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m
#!rb none
@Daniel.Lamb
#!tests deployed locally staged and network builds
#!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3455578 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m
#!rb none
@Daniel.Lamb
#!tests deployed locally staged and network builds
#!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3455577 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m
#!rb none
@Daniel.Lamb
#!tests deployed locally staged and network builds
#!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3455576 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m
#!rb none
@Daniel.Lamb
#!tests deployed locally staged and network builds
#!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3455560 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).
#!rb none
@Andrew.Grant
#!tests PS4 + Dedicated server (verified tag indices match again)
#!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3455559 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).
#!rb none
@Andrew.Grant
#!tests PS4 + Dedicated server (verified tag indices match again)
#!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3455558 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).
#!rb none
@Andrew.Grant
#!tests PS4 + Dedicated server (verified tag indices match again)
#!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3455555 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).
#!rb none
@Andrew.Grant
#!tests PS4 + Dedicated server (verified tag indices match again)
#!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3455554 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).
#!rb none
@Andrew.Grant
#!tests PS4 + Dedicated server (verified tag indices match again)
#!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3455543 on 2017/05/23 by andrew.grant
Switch obj list forget and obj list remember to use FObjectKey for comparisons
#!rb David.Ratti
#!tests ran forget / remember commands in frontend
#!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Change 3455281 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Switch obj list forget and obj list remember to use FObjectKey for comparisons
#!rb David.Ratti
#!tests ran forget / remember commands in frontend
#!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3455280 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Switch obj list forget and obj list remember to use FObjectKey for comparisons
#!rb David.Ratti
#!tests ran forget / remember commands in frontend
#!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3455279 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Switch obj list forget and obj list remember to use FObjectKey for comparisons
#!rb David.Ratti
#!tests ran forget / remember commands in frontend
#!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3455278 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Switch obj list forget and obj list remember to use FObjectKey for comparisons
#!rb David.Ratti
#!tests ran forget / remember commands in frontend
#!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3455256 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - display duration stats at the end of a test
#!rb none
#!tests - ran tests
#!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3455255 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - display duration stats at the end of a test
#!rb none
#!tests - ran tests
#!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3455254 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - display duration stats at the end of a test
#!rb none
#!tests - ran tests
#!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3455253 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - display duration stats at the end of a test
#!rb none
#!tests - ran tests
#!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3455252 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - display duration stats at the end of a test
#!rb none
#!tests - ran tests
#!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3455246 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)
#!tests ran soak locally
#!rb none
@David.Ratti, @Daniel.Lamb
#!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3455245 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)
#!tests ran soak locally
#!rb none
@David.Ratti, @Daniel.Lamb
#!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3455244 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)
#!tests ran soak locally
#!rb none
@David.Ratti, @Daniel.Lamb
#!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3455243 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)
#!tests ran soak locally
#!rb none
@David.Ratti, @Daniel.Lamb
#!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3455242 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)
#!tests ran soak locally
#!rb none
@David.Ratti, @Daniel.Lamb
#!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3455227 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.
"obj list remember" resets that list
#!rb none
#!tests verified after "obj list forget" only new objects are reported
@David.Ratti, @Michael.Noland
#!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3455223 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.
"obj list remember" resets that list
#!rb none
#!tests verified after "obj list forget" only new objects are reported
@David.Ratti, @Michael.Noland
#!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3455222 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.
"obj list remember" resets that list
#!rb none
#!tests verified after "obj list forget" only new objects are reported
@David.Ratti, @Michael.Noland
#!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3455221 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.
"obj list remember" resets that list
#!rb none
#!tests verified after "obj list forget" only new objects are reported
@David.Ratti, @Michael.Noland
#!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3455218 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.
"obj list remember" resets that list
#!rb none
#!tests verified after "obj list forget" only new objects are reported
@David.Ratti, @Michael.Noland
#!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3455141 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan
#!rb none
#!tests compile
[CODEREVIEW] Daniel.Wright
#!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3455138 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan
#!rb none
#!tests compile
[CODEREVIEW] Daniel.Wright
#!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3455137 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan
#!rb none
#!tests compile
[CODEREVIEW] Daniel.Wright
#!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3455136 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan
#!rb none
#!tests compile
[CODEREVIEW] Daniel.Wright
#!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3455135 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan
#!rb none
#!tests compile
[CODEREVIEW] Daniel.Wright
#!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3454889 on 2017/05/23 by Laurent.Delayen
Added missing checks from CL #!1885745, to ensure parents are before children in RefSkeleton.
#!rb lina.halper
#!codereview martin.wilson
#!tests Ghost PIE
Change 3454884 on 2017/05/23 by Laurent.Delayen
Minor optimization to FAnimationRuntime::CreateMaskWeights. Since Parents are before Children, use that to speed up Mask Weight creation.
#!rb lina.halper
#!codereview thomas.sarkanen
#!tests Ghost PIE
Change 3454882 on 2017/05/23 by Laurent.Delayen
Minor refactor to AnimNode_LayeredBoneBlend.
#!rb lina.halper
#!tests Ghost PIE
Change 3454876 on 2017/05/23 by Don.Eubanks
Added "Focusable?" column to Widget Reflector, to help provide a jumping off point for tracking down potential issues with Slate focusability. Hopefully this can help cut down on the arduous "WHY ISN'T THIS BEING FOCUSED" investigations that require Debug Editor and breakpoint voodoo.
#!rb dan.hertzka
#!review-3454877 @nick.darnell
#!test Verified that Widget Reflector shows correct data in Focused? category, and that the data is correctly preserved when taking snapshots and saving/loading snapshots from disk across separate editor sessions.
Change 3454865 on 2017/05/23 by Shaun.Kime
Catchall secondary integration from Orion\Dev-General to Dev-Niagara
#!rb none
#!tests ran normal tests
#!lockdown Andrew.Grant
Change 3454822 on 2017/05/23 by Shaun.Kime
Integrating from Orion\Dev-General to Dev-Niagara
#!rb none
#!tests opened all existing niagara assets and made sure that they still ran
#!lockdown Andrew.Grant
Change 3454733 on 2017/05/23 by David.Ratti
Orion: PIP attribute custom calculation classes
Ability system: added FinalCurveLookup property to FCustomCalculationBasedFloat. This allows the output of the custom calc class (and pre/post adds) to be a lookup in a table rather than a raw value. Similiar to the table lookup that attribute based calculations support.
#!rb lietz
#!tests pie
#!review-3454734 @Billy.Bramer, @Fred.Kimberley
Change 3454524 on 2017/05/23 by David.Ratti
Support for generic FlatAdditive attribute channel: this is an extra channel that only allows additive mods on it. For doing things like "Flat Mana regen".
#!rb Lietz
#!tests PIE
#!review-3454525 @Billy.Bramer
Change 3454462 on 2017/05/23 by Daniel.Lamb
Potential fix for asset registry deterministic hash generation.
#!rb Ben.Zeigler
#!test Compile run editor
Change 3454042 on 2017/05/23 by Don.Eubanks
Added accessor for FSlateApplication::NavigationConfig as I need to dynamically swap it in and out for this specific screen.
#!rb phil.buuck
#!review-3454043 @nick.darnell @nick.atamas
#!tests Compiled Win64 / PS4
Change 3454019 on 2017/05/23 by Shaun.Kime
Changed the signature of BuildParameterMapHistory so that we can build parameter maps even when there is no parameter map on the output pin. This was needed for Frank's DynamicInputs.
Modified NiagaraNodeEmitter to allow you to override pins.
#!rb none
#!codereview frank.fella
#!tests checked against all known example assets
Change 3453915 on 2017/05/23 by David.Ratti
remove some logspam that was added to track down linux server issue
#!rb none
#!tests compile
Change 3453846 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Attempting to fix https://jira.it.epicgames.net/browse/OR-38702
Added fallback in case we were not able to successfully CacheData, which could leave us with bad data.
Added checks to make sure we're not getting bad data into core functions.
[CODEREVIEW] lina.halper
#!rb none
#!tests Phase, Ice 2 client network game.
#!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3453845 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Attempting to fix https://jira.it.epicgames.net/browse/OR-38702
Added fallback in case we were not able to successfully CacheData, which could leave us with bad data.
Added checks to make sure we're not getting bad data into core functions.
[CODEREVIEW] lina.halper
#!rb none
#!tests Phase, Ice 2 client network game.
#!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3453842 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Attempting to fix https://jira.it.epicgames.net/browse/OR-38702
Added fallback in case we were not able to successfully CacheData, which could leave us with bad data.
Added checks to make sure we're not getting bad data into core functions.
[CODEREVIEW] lina.halper
#!rb none
#!tests Phase, Ice 2 client network game.
#!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3453841 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Attempting to fix https://jira.it.epicgames.net/browse/OR-38702
Added fallback in case we were not able to successfully CacheData, which could leave us with bad data.
Added checks to make sure we're not getting bad data into core functions.
[CODEREVIEW] lina.halper
#!rb none
#!tests Phase, Ice 2 client network game.
#!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3453840 on 2017/05/23 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Attempting to fix https://jira.it.epicgames.net/browse/OR-38702
Added fallback in case we were not able to successfully CacheData, which could leave us with bad data.
Added checks to make sure we're not getting bad data into core functions.
[CODEREVIEW] lina.halper
#!rb none
#!tests Phase, Ice 2 client network game.
#!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3453819 on 2017/05/23 by Mieszko.Zielinski
Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion
Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing.
Related to jira OR-38537
Manually resolved conflicts robomerge was complaining about
#!rb none
#!test golden path
#!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170
ORION (Main -> Dev-General)
#!CodeReview: jason.bestimt, andrew.grant, jeff.williams
Change 3453150 on 2017/05/22 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion
Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing.
Related to jira OR-38537
#!rb none
#!test golden path
#!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3453149 on 2017/05/22 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion
Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing.
Related to jira OR-38537
#!rb none
#!test golden path
#!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3453147 on 2017/05/22 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion
Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing.
Related to jira OR-38537
#!rb none
#!test golden path
#!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3453144 on 2017/05/22 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion
Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing.
Related to jira OR-38537
#!rb none
#!test golden path
#!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3452484 on 2017/05/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Tweaked MemoryReport test
- Always dump a memreport on a state change (very useful for comparing two builds)
- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).
#!tests ran MemReport test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)
Change 3452461 on 2017/05/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Tweaked MemoryReport test
- Always dump a memreport on a state change (very useful for comparing two builds)
- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).
#!tests ran MemReport test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3452458 on 2017/05/22 by Andrew.Grant
Tweaked MemoryReport test
- Always dump a memreport on a state change (very useful for comparing two builds)
- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).
#!tests ran MemReport test locally
#!rb none
Change 3452042 on 2017/05/22 by Matt.Kuhlenschmidt
Exposing more niagara types to details panel
#!codereview frank.fella
#!rb shaun.kime
#!tests none
Change 3451912 on 2017/05/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed typo in obj command (non-shipping change
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)
Change 3451908 on 2017/05/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed typo in obj command (non-shipping change
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3451906 on 2017/05/22 by Andrew.Grant
Fixed typo in obj command (non-shipping change
#!tests #!rb none
Change 3451835 on 2017/05/22 by Philip.Buuck
Potential fix for fonts not loading in cooked, prevent font cache from constantly reloading font.
#!rb none (shelved by Jamie.Dale)
#!tests PIE
#!review-3451837 Matt.Schembari, Dan.Hertzka, Don.Eubanks
Change 3451832 on 2017/05/22 by Daniel.Lamb
Fixed issue with reflection captures not refreshing correctly in resavepackages commandlet.
#!rb Daniel.Wright
#!test Resave packages commandlet with allow commandlet rendering.
Change 3449936 on 2017/05/19 by Andrew.Grant
Removing super-spammy post-merge warning.
#!tests compiled
#!rb none
Change 3449829 on 2017/05/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Allow branch & CL to be passed into Gauntlet for reporting
Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
#!tests ran editor tests locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)
Change 3449828 on 2017/05/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Allow branch & CL to be passed into Gauntlet for reporting
Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
#!tests ran editor tests locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3449827 on 2017/05/19 by Andrew.Grant
Allow branch & CL to be passed into Gauntlet for reporting
Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
#!tests ran editor tests locally
#!rb none
Change 3449759 on 2017/05/19 by Andrew.Grant
Merging //UE4/Main @ 3441199 through //UE4/Orion-Staging
#!tests QA pass
#!rb none
Change 3449606 on 2017/05/19 by Dan.Hertzka
Properly exposing bSingleSampleShadowFromStationaryLights to BP
#!codereview Daniel.Wright
#!rb none
#!tests compile
Change 3449518 on 2017/05/19 by Frank.Fella
Niagara - Stack - Fixes
+ StackScriptItemGroup - Fix the code which traverses the graph so that it only returns actual modules instead of every function call. This prevents trying to generate module items for dynamic input function calls.
+ StackEntry - Don't force generating children when initializing the colors.
#!Tests no longer ensures and crashes when opening an emitter with test dynamic inputs.
#!rb none
Change 3449474 on 2017/05/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m
#!rb none
@Daniel.Lamb
#!tests deployed locally staged and network builds
#!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)
Change 3449372 on 2017/05/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m
#!rb none
@Daniel.Lamb
#!tests deployed locally staged and network builds
#!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3449370 on 2017/05/19 by Andrew.Grant
Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m
#!rb none
#!review-3449371 @Daniel.Lamb
#!tests deployed locally staged and network builds
Change 3449348 on 2017/05/19 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).
#!rb none
@Andrew.Grant
#!tests PS4 + Dedicated server (verified tag indices match again)
#!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)
Change 3449345 on 2017/05/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Switch obj list forget and obj list remember to use FObjectKey for comparisons
#!rb David.Ratti
#!tests ran forget / remember commands in frontend
#!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)
Change 3449340 on 2017/05/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - display duration stats at the end of a test
#!rb none
#!tests - ran tests
#!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)
Change 3449338 on 2017/05/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)
#!tests ran soak locally
#!rb none
@David.Ratti, @Daniel.Lamb
#!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)
Change 3449335 on 2017/05/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.
"obj list remember" resets that list
#!rb none
#!tests verified after "obj list forget" only new objects are reported
@David.Ratti, @Michael.Noland
#!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)
Change 3449332 on 2017/05/19 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).
#!rb none
@Andrew.Grant
#!tests PS4 + Dedicated server (verified tag indices match again)
#!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3449329 on 2017/05/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Switch obj list forget and obj list remember to use FObjectKey for comparisons
#!rb David.Ratti
#!tests ran forget / remember commands in frontend
#!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3449323 on 2017/05/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - display duration stats at the end of a test
#!rb none
#!tests - ran tests
#!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3449321 on 2017/05/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)
#!tests ran soak locally
#!rb none
@David.Ratti, @Daniel.Lamb
#!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3449317 on 2017/05/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.
"obj list remember" resets that list
#!rb none
#!tests verified after "obj list forget" only new objects are reported
@David.Ratti, @Michael.Noland
#!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3449152 on 2017/05/19 by Andrew.Grant
3440740 from DG
#!tests #!rb none
Change 3449051 on 2017/05/19 by David.Ratti
Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).
#!rb none
#!review-3449052 @Andrew.Grant
#!tests PS4 + Dedicated server (verified tag indices match again)
Change 3449046 on 2017/05/19 by Dan.Hertzka
Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan
#!rb none
#!tests compile
#!codereview Daniel.Wright
Change 3449009 on 2017/05/19 by Shaun.Kime
Now using the Instance.Alive parameter to decide whether or not we kill the particle rather than doing it entirely on the CPU in PostProcessParticles.
Created KillOnCollision and GenerateEventOnDeath modules.
Currently the VM crashes writing to an int32 in the spawn script if you add a KillOnCollision module to the end of BouncableFountain.uasset.
#!rb none
#!tests recompiled all the known emitters
#!code.review olaf.piesche
Change 3448662 on 2017/05/19 by Andrew.Grant
Switch obj list forget and obj list remember to use FObjectKey for comparisons
#!rb David.Ratti
#!tests ran forget / remember commands in frontend
Change 3447866 on 2017/05/18 by Andrew.Grant
Gauntlet - display duration stats at the end of a test
#!rb none
#!tests - ran tests
Change 3447863 on 2017/05/18 by Andrew.Grant
- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)
#!tests ran soak locally
#!rb none
#!review-3447864 @David.Ratti, @Daniel.Lamb
Change 3447574 on 2017/05/18 by Andrew.Grant
Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.
"obj list remember" resets that list
#!rb none
#!tests verified after "obj list forget" only new objects are reported
#!review-3447575 @David.Ratti, @Michael.Noland
Change 3447281 on 2017/05/18 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Attempting to fix https://jira.it.epicgames.net/browse/OR-38702
Added fallback in case we were not able to successfully CacheData, which could leave us with bad data.
Added checks to make sure we're not getting bad data into core functions.
[CODEREVIEW] lina.halper
#!rb none
#!tests Phase, Ice 2 client network game.
#!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/...
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)
Change 3447278 on 2017/05/18 by Laurent.Delayen
Attempting to fix https://jira.it.epicgames.net/browse/OR-38702
Added fallback in case we were not able to successfully CacheData, which could leave us with bad data.
Added checks to make sure we're not getting bad data into core functions.
#!codereview lina.halper
#!rb none
#!tests Phase, Ice 2 client network game.
Change 3447170 on 2017/05/18 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion
Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing.
Related to jira OR-38537
#!rb none
#!test golden path
#!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/...
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)
Change 3447169 on 2017/05/18 by Mieszko.Zielinski
Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion
Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing.
Related to jira OR-38537
#!rb none
#!test golden path
Change 3447072 on 2017/05/18 by Frank.Fella
Niagara - Spacebar now resets the simulation as long as you don't have the sequencer timeline focused, also starting and stopping the simulation with sequencer no longer resets the system 50% of the time.
#!tests Verified the issues above were fixed.
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3446668 on 2017/05/18 by Shaun.Kime
Removed the previous way of setting module defaults and instead moved to a method where the get node is allowed to specify the defaults all on its own.
Tested adding a default curve to AnimatedDynamicMaterialParameter and it properly animates until the user overrides it, see FunctionalTests/DefaultCurve
#!rb none
#!codereview simon.tovey, frank.fella, olaf.piesche
#!tests re-saved all of our existing modules and reviewed sample emitters.
Change 3446043 on 2017/05/18 by Jurre.deBaare
Issue with hitches when vertex painting
#!fix FStaticMeshComponentRecreateRenderStateContext was incorrectly scoped/used
#!misc add preventive check for invalid vertex buffer
#!codereview Andrew.Grant
#!rb none
#!tests painted pointed out meshes by PatJ in Astrolabe
Change 3444712 on 2017/05/17 by Frank.Fella
Niagara - Stack - Add module outputs
#!tests Module stack items now have a read-only section for their outputs
#!rb none
#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime
Change 3444672 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero.
Fixes Wukong double jump sometimes looking like it's hitting a wall.
[CODEREVIEW] frank.gigliotti
#!rb none
#!tests wukong double jump
#!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3444671 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero.
Fixes Wukong double jump sometimes looking like it's hitting a wall.
[CODEREVIEW] frank.gigliotti
#!rb none
#!tests wukong double jump
#!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3444670 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero.
Fixes Wukong double jump sometimes looking like it's hitting a wall.
[CODEREVIEW] frank.gigliotti
#!rb none
#!tests wukong double jump
#!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3444669 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero.
Fixes Wukong double jump sometimes looking like it's hitting a wall.
[CODEREVIEW] frank.gigliotti
#!rb none
#!tests wukong double jump
#!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3444668 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero.
Fixes Wukong double jump sometimes looking like it's hitting a wall.
[CODEREVIEW] frank.gigliotti
#!rb none
#!tests wukong double jump
#!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3444666 on 2017/05/17 by Laurent.Delayen
Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero.
Fixes Wukong double jump sometimes looking like it's hitting a wall.
#!codereview frank.gigliotti
#!rb none
#!tests wukong double jump
Change 3444525 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-38662 (Invalid Table warning)
#!rb David.Ratti
#!tests verified warning is gone
#!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3444524 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-38662 (Invalid Table warning)
#!rb David.Ratti
#!tests verified warning is gone
#!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3444523 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-38662 (Invalid Table warning)
#!rb David.Ratti
#!tests verified warning is gone
#!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3444522 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-38662 (Invalid Table warning)
#!rb David.Ratti
#!tests verified warning is gone
#!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3444521 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-38662 (Invalid Table warning)
#!rb David.Ratti
#!tests verified warning is gone
#!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3443073 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug.
#!rb none
#!tests wukong RMB
#!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3443072 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug.
#!rb none
#!tests wukong RMB
#!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3443071 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug.
#!rb none
#!tests wukong RMB
#!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3443070 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug.
#!rb none
#!tests wukong RMB
#!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3443068 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug.
#!rb none
#!tests wukong RMB
#!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3443025 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-38662 (Invalid Table warning)
#!rb David.Ratti
#!tests verified warning is gone
#!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024
#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)
Change 3443024 on 2017/05/17 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-38662 (Invalid Table warning)
#!rb David.Ratti
#!tests verified warning is gone
#!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/...
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)
Change 3443023 on 2017/05/17 by Andrew.Grant
Fix for OR-38662 (Invalid Table warning)
#!rb David.Ratti
#!tests verified warning is gone
Change 3442508 on 2017/05/16 by Jeff.Williams
Merging //Orion/Main to Release-40.2 (//Orion/Release-40.2) @3442434
#!rb none
#!tests none
Change 3442172 on 2017/05/16 by Jeff.Williams
Initial branch of files from Release-40.1 (//Orion/Release-40.1) to Release-40.2 (//Orion/Release-40.2)
Change 3441928 on 2017/05/16 by Alexis.Matte
rephrase fbx re-import preview skeleton warning
#!rb none
#!tests none
Change 3441882 on 2017/05/16 by Andrew.Grant
Integrating UE-44837 from Dev-Editor
#!tests #!rb none
Change 3441848 on 2017/05/16 by Jeff.Williams
Initial branch of files from Dev-UI (//Orion/Dev-UI) to Dev-UI-Playtest (//Orion/Dev-UI-Playtest)
Change 3441628 on 2017/05/16 by Laurent.Delayen
Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug.
#!rb none
#!tests wukong RMB
Change 3441486 on 2017/05/16 by Simon.Tovey
Fixed spelling error
#!rb none
#!tests none
Change 3441425 on 2017/05/16 by Simon.Tovey
Second phase of parameter collections.
Graph node linking to collection and compiling into a script.
#!codereview Shaun.Kime, Olaf.Piesche, Frank.Fella
#!tests basics work
#!rb none
Change 3441422 on 2017/05/16 by Simon.Tovey
First step of NiagaraParameterCollections
Asset and editor.
Currently not used anywhere.
#!tests Basics work.
#!rb Shaun.Kime
#!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche
Change 3441246 on 2017/05/16 by Alexis.Matte
Remove the alternate color feature in the Detail panel
#!rb matt.kuhlenschmidt
#!tests none
Change 3440999 on 2017/05/16 by Andrew.Grant
Address editor perf by disabling code that was creating temp widget rows.
#!tests compiled
#!rb MattK
#!review-3441000 @alexis.matte
Change 3440874 on 2017/05/16 by Shaun.Kime
Added ability to create emitter stacks as well as display the event stack in the stack list. We will need to auto-collapse and do some more work to make this manageable in the long run. Added tooltips to each section to help make it clear what it does.
#!rb none
#!tests n/a
#!codereview simon.tovey, frank.fella, olaf.piesce
Change 3440771 on 2017/05/16 by Benn.Gallagher
Fix for subinstance ensures during re-register operation. We were incorrectly stopping reinitialization after unregister.
#!rb Martin.Wilson
#!tests Wukong test level for ensure in PIE + -game
Change 3440740 on 2017/05/16 by David.Ratti
Fix crash editing tag queries in blueprint defaults
#!rb none
#!tests editor
Change 3440308 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug.
#!rb none
#!tests wukong
#!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3440307 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug.
#!rb none
#!tests wukong
#!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3440306 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug.
#!rb none
#!tests wukong
#!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3440305 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug.
#!rb none
#!tests wukong
#!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3440304 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug.
#!rb none
#!tests wukong
#!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3440255 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?)
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3439864 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3440254 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?)
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3439864 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3440253 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?)
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3439864 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3440110 on 2017/05/15 by Laurent.Delayen
Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug.
#!rb none
#!tests wukong
Change 3439885 on 2017/05/15 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb none
Change 3439864 on 2017/05/15 by Andrew.Grant
Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?)
#!tests #!rb none
Change 3439767 on 2017/05/15 by Andrew.Grant
Defaulting Aftermath to off
#!tests #!rb none
Change 3439766 on 2017/05/15 by Jon.Lietz
fixing issue where the OnLastChanceToAddNativeTags() static function was returning a copy of the delegate letting who ever wanted to bind to it only bind to a copy that fell out of scope. fixing it so the function returns a ref to the delegate.
#!rb none
#!tests native tags are added and loaded
#!codereivew david.ratti
Change 3439471 on 2017/05/15 by Shaun.Kime
Added the ability for each script to specify what other script types can use it, its description, and category. These are all available from the asset registry, making it possible to filter addition of modules in the stack. Necessitated changing this UI to look closer to the graph-based UI for adding modules.
Changed Spawn and Update scripts to Particle Spawn Script and Particle Update Script. Redirects have been put in place for enum values. Additional enum values were added for emitter and system spawn/update.
Updated all known modules to have this info now.
#!rb none
#!codereview frank.fella, simon.tovey, olaf.piesche
#!tests opened several existing emitters and made sure that they recompiled successfully
Change 3439217 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked v40 builds to net-cl 3435991
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3439216 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked v40 builds to net-cl 3435991
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3439215 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked v40 builds to net-cl 3435991
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3439212 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked v40 builds to net-cl 3435991
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3439211 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked v40 builds to net-cl 3435991
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3439210 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked v40 builds to net-cl 3435991
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Main)
Change 3439209 on 2017/05/15 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked v40 builds to net-cl 3435991
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/...
#!ROBOMERGE-BOT: ORION (Release-40 -> Release-40.1)
Change 3439208 on 2017/05/15 by Andrew.Grant
Locked v40 builds to net-cl 3435991
#!tests #!rb none
#!ROBOMERGE: !40.1
Change 3438941 on 2017/05/15 by Alexis.Matte
Import Preview windows
Meshes editor UI refactor
Fbx import options Reset to default
#!jira UE-42755
#!jira UE-44149
#!jira UE-44463
#!jira UE-38985
#!rb matt.kuhlenschmidt
#!tests run fbx automation tests
Change 3437669 on 2017/05/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made warning an info
#!rb none
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614
#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)
Change 3437668 on 2017/05/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made warning an info
#!rb none
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614
#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)
Change 3437667 on 2017/05/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made warning an info
#!rb none
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614
#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)
Change 3437666 on 2017/05/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made warning an info
#!rb none
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614
#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)
Change 3437665 on 2017/05/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made warning an info
#!rb none
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3437614 on 2017/05/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made warning an info
#!rb none
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613
#!ROBOMERGE-BOT: ORION (Release-40.1 -> Main)
Change 3437613 on 2017/05/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made warning an info
#!rb none
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/...
#!ROBOMERGE-BOT: ORION (Release-40 -> Release-40.1)
Change 3437612 on 2017/05/12 by Andrew.Grant
Made warning an info
#!rb none
#!tests compiled
[CL 3489016 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3381178 on 2017/04/05 by Dan.Oconnor
Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
#jira UE-43616
Change 3381532 on 2017/04/05 by Marc.Audy
(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
#jira UE-43553
Change 3381586 on 2017/04/05 by Mike.Beach
Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).
#jira UE-42676, UE-43257
Change 3381682 on 2017/04/05 by mason.seay
Some more changes to test map
Change 3381844 on 2017/04/05 by Dan.Oconnor
Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager
Change 3382054 on 2017/04/05 by Zak.Middleton
#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#jira UE-30998
Change 3382703 on 2017/04/06 by Lukasz.Furman
fixed missing links between navmesh polys when there are more than 4 neighbor connections
#jira UE-43524
Change 3383357 on 2017/04/06 by Marc.Audy
(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
#jira UE-43709
Change 3383359 on 2017/04/06 by Dan.Oconnor
Fix last errant SKEL reference when cooking Odin
Change 3383591 on 2017/04/06 by Mike.Beach
Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.
#jira UE-42085
Change 3384762 on 2017/04/07 by Zak.Middleton
#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.
Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.
#jira UE-24850
Change 3384948 on 2017/04/07 by Dan.Oconnor
Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad
Change 3385267 on 2017/04/07 by Michael.Noland
Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)
#jira UE-21724
Change 3385473 on 2017/04/07 by Phillip.Kavan
#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.
Change summary:
- Fixed to use correct string for "Expand Node" transaction name.
- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.
Change 3385583 on 2017/04/07 by Dan.Oconnor
Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)
#jira UE-43746
Change 3386581 on 2017/04/10 by Michael.Noland
Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
#jira UE-43824
Change 3386615 on 2017/04/10 by Marc.Audy
Instanced properties can now properly be set on a per-instance basis in blueprint added components.
#jira UE-42066
Change 3387000 on 2017/04/10 by Marc.Audy
Fix includes for CIS
Change 3387229 on 2017/04/10 by mason.seay
More changes to TM-Gameplay
Added Save Game test (with blueprint)
Tick Interval test (with blueprint)
BP logic cleanup
Level organization
Change 3388437 on 2017/04/11 by Mike.Beach
Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).
#jira UE-42617
Change 3388532 on 2017/04/11 by mason.seay
Submitting latest changes for crash repro
Change 3389026 on 2017/04/11 by Ben.Zeigler
Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created
Change 3389163 on 2017/04/11 by Ben.Zeigler
#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883
Change 3389205 on 2017/04/11 by Marc.Audy
Protect against a handful of GEditor usages that can now be hit in standalone
Change 3389220 on 2017/04/11 by Marc.Audy
Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately
Change 3389222 on 2017/04/11 by Michael.Noland
Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors
This CVar will be removed in a future version, defaulting to on
#jira UE-43661
Change 3389276 on 2017/04/11 by Marc.Audy
Spelling fix and NULL to nullptr
Change 3389303 on 2017/04/11 by Mieszko.Zielinski
Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4
#jira UE-43873
Change 3390215 on 2017/04/12 by mason.seay
Removed some tests, will need further review
Change 3390638 on 2017/04/12 by Mike.Beach
Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.
NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').
#jira UE-42747
Change 3390774 on 2017/04/12 by Ben.Zeigler
#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags
Change 3390778 on 2017/04/12 by Ben.Zeigler
Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package
Change 3390782 on 2017/04/12 by Ben.Zeigler
Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=
Change 3390859 on 2017/04/12 by Mike.Beach
T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.
#jira UE-28048
Change 3390914 on 2017/04/12 by Lukasz.Furman
fixed missing navlink component's transform in exported navigation data
#jira UE-43688
Change 3391122 on 2017/04/12 by Ben.Zeigler
Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
Fix crash calling GetAssetDataForPath with null path
Change 3391494 on 2017/04/12 by Dan.Oconnor
Fix bad references in deep object (widget) hierarchies
#jira UE-43802
Change 3391529 on 2017/04/12 by Dan.Oconnor
Fix log spam, accidently submitted
#rnx
Change 3391756 on 2017/04/12 by Dan.Oconnor
LinkExternalDependencies needs to be performed before we RefreshVariables
#jira UE-43843
Change 3392542 on 2017/04/13 by Marc.Audy
Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
#jira UE-43879
Change 3392746 on 2017/04/13 by Marc.Audy
(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
#jira UE-40218
#jira UE-42086
Change 3393253 on 2017/04/13 by Dan.Oconnor
Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)
#jira UE-43883
Change 3393509 on 2017/04/13 by Mike.Beach
Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.
#jira UE-37284
Change 3394350 on 2017/04/14 by Michael.Noland
Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
#jira UE-39921
Change 3395985 on 2017/04/17 by Phillip.Kavan
#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.
Change summary:
- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.
Change 3396152 on 2017/04/17 by Marc.Audy
TickableGameObjects that have IsTickableInEditor false should not tick in the editor
#jira UE-40421
Change 3396279 on 2017/04/17 by Phillip.Kavan
#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.
Change 3396299 on 2017/04/17 by Dan.Oconnor
Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.
#jira UE-43859
Change 3396712 on 2017/04/17 by Marc.Audy
Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
#jira UE-38234
Change 3396718 on 2017/04/17 by Mike.Beach
Adding a search bar to the components tree for Blueprints.
#epicfriday
#jira UE-17620
Change 3396999 on 2017/04/17 by Mike.Beach
In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).
#jira UE-44018
Change 3397700 on 2017/04/18 by Marc.Audy
UT struct BlueprintType fixups
Change 3397701 on 2017/04/18 by Marc.Audy
Odin struct BlueprintType fixups
Change 3397703 on 2017/04/18 by Marc.Audy
Ocean struct BlueprintType fixups
Change 3397704 on 2017/04/18 by Marc.Audy
WEX struct BlueprintType fixups
Change 3397705 on 2017/04/18 by Marc.Audy
Additional UT blueprint type struct fixups
Change 3397706 on 2017/04/18 by Marc.Audy
Fortnite struct BlueprintType fixups
Change 3397708 on 2017/04/18 by Marc.Audy
Fixup Engine BlueprintType markup of structs
Change 3397709 on 2017/04/18 by Marc.Audy
Sample Game struct BlueprintType fixups
Change 3397711 on 2017/04/18 by Marc.Audy
Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly
Change 3397712 on 2017/04/18 by Marc.Audy
Paragon struct BlueprintType fixups
Change 3397735 on 2017/04/18 by Marc.Audy
Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it
Change 3397912 on 2017/04/18 by Mike.Beach
Fix for CIS warnings about shadowed variables (fallout from CL 3396718).
Change 3398455 on 2017/04/18 by Marc.Audy
Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile
Change 3398491 on 2017/04/18 by Marc.Audy
BPRW/BPRO in a non-BlueprintType is now a UHT error
Change 3398539 on 2017/04/18 by Marc.Audy
Fixup live link struct markups
Change 3399412 on 2017/04/19 by Marc.Audy
Fix Match3 blueprint type struct markups
Change 3399509 on 2017/04/19 by Phillip.Kavan
#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.
Change summary:
- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.
Change 3399749 on 2017/04/19 by Mike.Beach
Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).
Change 3399774 on 2017/04/19 by Marc.Audy
ConditionalPostLoad is already called on StaticMesh earlier in the function
#rnx
Change 3400313 on 2017/04/19 by Mike.Beach
Mirroring CL 3398673 from 4.16
Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).
#jira UE-44124
Change 3400328 on 2017/04/19 by Mike.Beach
Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)
#jira UE-44124
Change 3400415 on 2017/04/19 by Chad.Garyet
adding physx switch build to framework
Change 3400514 on 2017/04/19 by Mike.Beach
Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.
Change 3400552 on 2017/04/19 by Marc.Audy
Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
#jira UE-44150
Change 3400815 on 2017/04/19 by Marc.Audy
Spelling fix (part of PR #3490)
#rnx
Change 3400918 on 2017/04/19 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings in the exposure of the bindings to blueprint
#jira UE-44122
Change 3401550 on 2017/04/20 by Marc.Audy
fix kitedemo blueprint type markup
#rnx
Change 3401702 on 2017/04/20 by Mike.Beach
Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).
Change 3401720 on 2017/04/20 by Mike.Beach
Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.
Change 3401725 on 2017/04/20 by Mike.Beach
Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).
Change 3401800 on 2017/04/20 by Ben.Zeigler
Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
Add RemoveCurrent and SetToEnd to ArrayIterator
Change 3401849 on 2017/04/20 by Marc.Audy
Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
#jira UE-44122
Change 3402088 on 2017/04/20 by Marc.Audy
Focus the search box when expanding the map value type
#jira UE-44211
Change 3402251 on 2017/04/20 by Ben.Zeigler
Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out
Change 3402335 on 2017/04/20 by Ben.Zeigler
Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
Add AssetRegistry::GetAllocatedSize and add to MemReport output
Change 3402457 on 2017/04/20 by Ben.Zeigler
Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test
Change 3402498 on 2017/04/20 by Ben.Zeigler
CIS fix. Why did this compile locally?
Change 3402537 on 2017/04/20 by Ben.Zeigler
Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases
Change 3402600 on 2017/04/20 by Ben.Zeigler
Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
Add Primary Name to asset audit window by default
Change 3403556 on 2017/04/21 by Marc.Audy
Fix Orion input key selector override class
#rnx
Change 3404090 on 2017/04/21 by mason.seay
Applying Forcefeedback to test map
Change 3404093 on 2017/04/21 by mason.seay
Changing text in level
Change 3404139 on 2017/04/21 by mason.seay
Added Force Feedback test and made some tweaks.
Change 3404146 on 2017/04/21 by mason.seay
Added source reference to Instanced Variable test
Change 3404154 on 2017/04/21 by mason.seay
More minor tweaks
Change 3404155 on 2017/04/21 by Marc.Audy
Remove auto
#rnx
Change 3404188 on 2017/04/21 by Marc.Audy
Fixed crash changing variable type when any type other than map
#jira UE-44249
#rnx
Change 3404463 on 2017/04/21 by Ben.Zeigler
Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened
Change 3404465 on 2017/04/21 by Ben.Zeigler
Fix issue with trying to load editor-only asset classes in a cooked build
Fix issues with renaming or changing template Ids of assets from the editor
Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once
Change 3404481 on 2017/04/21 by Dan.Oconnor
Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children
Change 3404510 on 2017/04/21 by Phillip.Kavan
#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.
Change 3404590 on 2017/04/21 by Michael.Noland
Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)
Change 3404593 on 2017/04/21 by Marc.Audy
Fixed another crash to do with input pin secondary combo box
#jira UE-44269
#rnx
Change 3404600 on 2017/04/21 by Michael.Noland
Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
#rnx
Change 3404602 on 2017/04/21 by Michael.Noland
Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
#rnx
Change 3404608 on 2017/04/21 by Michael.Noland
Core: Marked TNumericLimits as constexpr so they can be used in static asserts
Change 3404659 on 2017/04/21 by Michael.Noland
Engine: Adding includes back to two UDeveloperSettings subclasses
Change 3405289 on 2017/04/24 by Marc.Audy
Remove auto
#rnx
Change 3405446 on 2017/04/24 by Marc.Audy
Fix Win32 unsigned compile issue
Change 3405512 on 2017/04/24 by Mike.Beach
Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).
Change 3406080 on 2017/04/24 by Ben.Zeigler
Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this
Change 3406381 on 2017/04/24 by Ben.Zeigler
#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over
Change 3406438 on 2017/04/24 by Ben.Zeigler
Fix deprecation warning
Change 3406519 on 2017/04/24 by Phillip.Kavan
#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.
Change summary:
- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.
Change 3406565 on 2017/04/24 by Dan.Oconnor
Make sure all interface functions are added to skeleton
#jira UE-44152
Change 3407489 on 2017/04/25 by Ben.Zeigler
#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE
Change 3407558 on 2017/04/25 by Ben.Zeigler
Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
Fix issue with renaming a BP primary asset not finding the old name
Change 3407701 on 2017/04/25 by Dan.Oconnor
Remove unneeded null check, static analysis doen't like the inconsistency
Change 3407995 on 2017/04/25 by Marc.Audy
Fixed maps and sets not working correctly with split pin.
#jira UE-43857
Change 3408124 on 2017/04/25 by Ben.Zeigler
#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions
Change 3408134 on 2017/04/25 by Marc.Audy
Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively
Change 3408256 on 2017/04/25 by Michael.Noland
Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety
Change 3408282 on 2017/04/25 by Marc.Audy
(4.16) Fix incorrect positioning of instance components after duplication
#jira UE-44314
Change 3408404 on 2017/04/25 by Mike.Beach
Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).
Change 3408445 on 2017/04/25 by Marc.Audy
Fix up missed deprecation cases
#rnx
Change 3409354 on 2017/04/26 by Marc.Audy
Fix Linux CIS failure
#rnx
Change 3409487 on 2017/04/26 by Marc.Audy
When dragging assets in to the SCS create them as siblings, not nested
#jira UE-43041
Change 3409776 on 2017/04/26 by Ben.Zeigler
#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well
Change 3410168 on 2017/04/26 by Dan.Oconnor
Avoid calling virtual functions in the middle of compile
#jira UE-44243
Change 3410252 on 2017/04/26 by Lukasz.Furman
adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
#ue4
Change 3410385 on 2017/04/26 by Marc.Audy
ChildActorComponent SetClass no longer fails when setting at runtime.
#jira UE-43356
Change 3410466 on 2017/04/26 by Michael.Noland
Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
#rnx
Change 3410476 on 2017/04/26 by Michael.Noland
Automation: Deleting some commented out methods
#rnx
Change 3411070 on 2017/04/27 by Marc.Audy
Properly complete deprecation of old attachment API
Change 3411338 on 2017/04/27 by mason.seay
Map for Latent Action Tick Bug
Change 3411637 on 2017/04/27 by Ben.Zeigler
Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to
Change 3412052 on 2017/04/27 by mason.seay
Updated jump test map and pawn
Change 3412231 on 2017/04/27 by Ben.Zeigler
Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
Duplicate of CL #3411860
Change 3412233 on 2017/04/27 by Ben.Zeigler
Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
Duplicate of CL #3411778
Change 3412235 on 2017/04/27 by Ben.Zeigler
Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
Make RedirectCollector threadsafe to avoid issues with async loading asset references
Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
Duplicate of CL #3412080
Change 3412352 on 2017/04/27 by Marc.Audy
Refix lighting getting wrong position when getting component instance data
Change 3412426 on 2017/04/27 by Marc.Audy
Take first steps to making ComponentToWorld private and force use of accessor
Make bWorldToComponentUpdated private
Make ComponentToWorld and bWorldToComponentUpdated mutable
Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.
Change 3412468 on 2017/04/27 by Marc.Audy
Remove last remnants of deprecated (4.11) custom location system
Change 3413398 on 2017/04/28 by Marc.Audy
Fix up missed deprecated attachment API uses
Change 3413403 on 2017/04/28 by Marc.Audy
Fix Orion compile error
#rnx
Change 3413448 on 2017/04/28 by Marc.Audy
Fix up kite demo component to world privataization warnings
#rnx
Change 3413792 on 2017/04/28 by Ben.Zeigler
Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes
Change 3413839 on 2017/04/28 by samuel.proctor
Added some Blueprint focused tests for TM-Gameplay
Change 3414030 on 2017/04/28 by Ben.Zeigler
Enable use of AssetPtr variables with Config, for native and blueprint
This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch
Change 3414229 on 2017/04/28 by Marc.Audy
Fixup virtuals not calling their Super
Remove some autos
#rnx
Change 3414451 on 2017/04/28 by Lukasz.Furman
static analysis fix for gameplay debugger
Change 3414482 on 2017/04/28 by Ben.Zeigler
Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it
Change 3414609 on 2017/04/28 by Ben.Zeigler
#jira UE-18146 Refresh graph when disconnecting a resolve asset id node
Change 3415852 on 2017/05/01 by Marc.Audy
Remove unused code
#rnx
Change 3415856 on 2017/05/01 by Marc.Audy
auto removal
#rnx
Change 3415858 on 2017/05/01 by Marc.Audy
Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking
#rnx
Change 3415946 on 2017/05/01 by Marc.Audy
Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)
#rnx
Change 3415988 on 2017/05/01 by Lukasz.Furman
renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
#jira UE-44544
Change 3416030 on 2017/05/01 by Ben.Zeigler
Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.
Change 3416230 on 2017/05/01 by Marc.Audy
Fix spelling error
#rnx
Change 3416419 on 2017/05/01 by Phillip.Kavan
#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.
Change summary:
- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.
Change 3416425 on 2017/05/01 by Phillip.Kavan
#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.
- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.
Notes:
- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.
Change 3416570 on 2017/05/01 by mason.seay
Added UMG test to map. Tweaked force feedback test
Change 3416580 on 2017/05/01 by mason.seay
Resubmitting sub levels
Change 3416597 on 2017/05/01 by Dan.Oconnor
Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code
Change 3416636 on 2017/05/01 by Phillip.Kavan
#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.
Change summary:
- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.
Change 3416960 on 2017/05/01 by Dan.Oconnor
Use compilation manager when clicking the compile button, PIE'ing, etc
Change 3417207 on 2017/05/01 by Ben.Zeigler
Fix issue with None strings causing default value parsing failures
Add SetPinDefaultValueAtConstruction needed by some other changes
Change 3417519 on 2017/05/01 by Ben.Zeigler
Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.
Change 3418659 on 2017/05/02 by Ben.Zeigler
#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin
Change 3418700 on 2017/05/02 by Ben.Zeigler
Actually fix None object paths for real this time. I did not test sufficiently before
Change 3418811 on 2017/05/02 by Ben.Zeigler
Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games
Change 3419165 on 2017/05/02 by Dan.Oconnor
Add misc. functionality from FKismetEditorUtilities::CompileBlueprint
Change 3419202 on 2017/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825
#rnx
Change 3419236 on 2017/05/02 by mason.seay
Removed OnPressed event from Widget BP
Change 3419314 on 2017/05/02 by Marc.Audy
Fix bad auto-resolve
#rnx
Change 3419524 on 2017/05/02 by Marc.Audy
PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
#jira UE-44587
#rn Improved Input BP library node display names
Change 3419570 on 2017/05/02 by Zak.Middleton
#ue4 - Fix typo in TFunctionRef comment/example.
Change 3419709 on 2017/05/02 by Dan.Oconnor
Fix missing category metadata on SkeletonGeneratedClass when using compilation manager
Change 3419756 on 2017/05/02 by Dan.Oconnor
Remove unintentional verbosity increase
Change 3420875 on 2017/05/03 by Marc.Audy
Make IsExecPin static
Minor optimization to IsMetaPin
#rnx
Change 3420981 on 2017/05/03 by Marc.Audy
Change tagging temporarily until other changes are done so that we don't have warnings in the meantime
#rnx
Change 3421367 on 2017/05/03 by Marc.Audy
Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.
#rnx
Change 3421685 on 2017/05/03 by Ben.Zeigler
#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9
Change 3421728 on 2017/05/03 by Phillip.Kavan
Mirror CL 3408285 from //UE4/Release-4.16.
#jira UE-44124
#rnx
Change 3422370 on 2017/05/03 by Dan.Oconnor
Mirror 3422359
Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.
This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.
#jira UE-44659
Change 3423192 on 2017/05/04 by Ben.Zeigler
CIS Fix
Change 3423305 on 2017/05/04 by Ben.Zeigler
Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform
Change 3423358 on 2017/05/04 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809
#rnx
Change 3423766 on 2017/05/04 by Ben.Zeigler
#jira UE-44680 Delete some corrupted redirectors that are no longer in use
Change 3423804 on 2017/05/04 by Dan.Oconnor
Honor SaveIntermediateCompilerResults when using compilation manager
Change 3424010 on 2017/05/04 by Marc.Audy
Validate that switch string cases are unique
Change 3424011 on 2017/05/04 by Marc.Audy
Re-fix switch node default pin not appearing as an exec output
Remove unused boolean
Change 3424071 on 2017/05/04 by Ben.Zeigler
Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
Removed some hacky bits in Core that only existed to support FixupRedirects
Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does
Change 3424313 on 2017/05/04 by Dan.Oconnor
Address missing property flags on SkeletonGeneratedClass when using compilation manager
#jira UE-44705
Change 3424325 on 2017/05/04 by Phillip.Kavan
#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.
Change summary:
- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.
Change 3424359 on 2017/05/04 by Ben.Zeigler
Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
Port of CL #3424159
Change 3424367 on 2017/05/04 by Ben.Zeigler
Fix some asset manager warnings to not go off in invalid cases
Change 3425270 on 2017/05/05 by Marc.Audy
Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty
#rnx
Change 3425696 on 2017/05/05 by Ben.Zeigler
#jira UE-44672 Fix it so select node option pins get populated with default values properly
#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index
Change 3425833 on 2017/05/05 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3425890 on 2017/05/05 by Marc.Audy
Fix Copy/Paste of child actor components losing the template
#jira UE-44566
Change 3425947 on 2017/05/05 by Ben.Zeigler
This was meant to be part of last checkin
Change 3425959 on 2017/05/05 by Ben.Zeigler
#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one
Change 3425979 on 2017/05/05 by Dan.Oconnor
PVS fix
Change 3425985 on 2017/05/05 by Phillip.Kavan
Fix an uninitialized variable.
#rnx
Change 3426043 on 2017/05/05 by Ben.Zeigler
#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard
Change 3426174 on 2017/05/05 by Zak.Middleton
#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
Change 3426621 on 2017/05/05 by Phillip.Kavan
#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.
Change summary:
- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.
#rnx
Change 3426906 on 2017/05/05 by Ben.Zeigler
#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
Types that don't have a customization (most structs) will now show any more, they did not work before either
#jira UE-21754 Hide function default values if pass by reference is set
Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables
Change 3426941 on 2017/05/05 by Dan.Oconnor
Fix determinstic cooking of LoadAssetClass nodes in macros
Change 3427021 on 2017/05/05 by Dan.Oconnor
Build fix, make initialization order in source match artifact
#rnx
Change 3427135 on 2017/05/05 by Phillip.Kavan
#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.
Change summary:
- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.
#rnx
Change 3427144 on 2017/05/06 by Marc.Audy
Fix init order
#rnx
Change 3427146 on 2017/05/06 by Marc.Audy
remove stray semicolon
#rnx
Change 3427242 on 2017/05/06 by Phillip.Kavan
#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.
Change summary:
- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.
#rnx
Change 3427720 on 2017/05/08 by Dan.Oconnor
Backing out 3419202
#rnx
Change 3427725 on 2017/05/08 by Dan.Oconnor
SA fix
#rnx
Change 3427734 on 2017/05/08 by Dan.Oconnor
More exhaustive GEditor null checks, to appease SA
#rnx
Change 3427882 on 2017/05/08 by Marc.Audy
Properly order all booleans in intialization
#rnx
Change 3428049 on 2017/05/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804
#rnx
Change 3428523 on 2017/05/08 by Ben.Zeigler
#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away
Change 3428563 on 2017/05/08 by Ben.Zeigler
#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.
Change 3428595 on 2017/05/08 by Dan.Oconnor
Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)
#jira UE-44777
Change 3428599 on 2017/05/08 by Ben.Zeigler
#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag
Change 3428609 on 2017/05/08 by Dan.Oconnor
Improved fix for UE-44777
#jira UE-44777
#rnx
Change 3429176 on 2017/05/08 by Phillip.Kavan
#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.
- Mirrored from //UE4/Release-4.16 (CL# 3429030).
#rnx
Change 3429198 on 2017/05/08 by Phillip.Kavan
CIS fix.
#rnx
Change 3429583 on 2017/05/08 by Ben.Zeigler
Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background
Change 3429640 on 2017/05/08 by Marc.Audy
Fix issues with select nodes in macros connected to wildcard pins.
#jira UE-44799
#rnx
Change 3429890 on 2017/05/08 by Ben.Zeigler
Fix function/macro defaults to properly propagate when changed using the new edit UI
Refactor some code out of the details customization into the k2 schema
Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler
Change 3429947 on 2017/05/08 by Michael.Noland
Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
#jira UE-44418
#reimplementing 3411681 from Release 4.16
Change 3429987 on 2017/05/08 by Ben.Zeigler
#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
At load time clear invalid default value for local variables
Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject
Change 3430392 on 2017/05/09 by Marc.Audy
Fix SA CIS error
#rnx
Change 3430747 on 2017/05/09 by Ben.Zeigler
#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed
Change 3431027 on 2017/05/09 by Marc.Audy
Fix BPRW mark up causing Ocean warnings
#rnx
Change 3431353 on 2017/05/09 by Marc.Audy
Fix UHT error due to exposing FJsonObjectWrapper to blueprints
#rnx
[CL 3431398 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
#lockdown Nick.Penwarden
Change 3358916 on 2017/03/22 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3357395 on 2017/03/21 by Daniel.Lamb
Added some more custom stats to the cooker.
Only cook the english cook culture when we are running local builds.
#!rb Trivial
#!test Iterative shared cooked builds paragon
Change 3357377 on 2017/03/21 by Daniel.Lamb
Added support for packages which fail to load to the package dependency info module
#!rb Trivial
#!test Cook paragon
Change 3356838 on 2017/03/21 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!3rb #!tests na
Change 3355306 on 2017/03/20 by Daniel.Lamb
Switched PackageDependencyInfo to using Guid instead of entire package hash when generating dependency info.
Stopped cooker from collecting garbage while in the editor.
Iterative cooks don't resolve string asset references for startup packages.
#!rb Trivial
#!test Shared precooked build paragon
Change 3354527 on 2017/03/20 by Wes.Hunt
AnalyticsProvider::SetUserID will now flush any pending events before changing the ID. #!jira AN-1660
#!fyi josh.markiewicz,david.nikdel
#!rb josh.markiewicz
#!tests ran client connected to Solo vs. AI server
Change 3353852 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#!jira OR-36843, UE-42975
#!rb Martin.Wilson
#!tests Editor PIE, -game hero gallery
Change 3353048 on 2017/03/18 by Jeff.Williams
#!ORION_DG - Merge MAIN @CL 3353033
Change 3352845 on 2017/03/17 by Daniel.Lamb
Renamed the ConvertRenderTargetToTexture2D function so that it's obvious it's a editor only feature.
#!rb Daniel.Wright
#!test Editor paragon
Change 3352544 on 2017/03/17 by Daniel.Lamb
ADded support for ignoring ini settings incompatbilities when using shared cooked builds.
#!rb Trivial
#!test Shared cooked build paragon
Change 3352285 on 2017/03/17 by Daniel.Lamb
Fix client side compilation error to do with render texture conversion function
#!rb Trivial
#!test Compile Paragon
Change 3352141 on 2017/03/17 by Daniel.Lamb
Added support for blueprint function to convert a rendertexture to a texture.
#!rb Daniel.Wright
#!test Run in the editor
Change 3351612 on 2017/03/17 by Andrew.Grant
Expand EngineDir and ProjectDir variables during AppLocal deployment
#!tests Jamie verified packaging Orion via the editor works now
#!rb Jamie.Dale
Change 3350470 on 2017/03/16 by Laurent.Delayen
Fix for PS4 compile.
#!rb none
#!tests PS4 + non unity
Change 3350237 on 2017/03/16 by Andrew.Grant
Pak-mounting fix from Dev-Core for OR-36896
#!tests na
#!rb GIl.Gribb
Change 3350079 on 2017/03/16 by Laurent.Delayen
Added 'AnimNotify_PlayMontageNotify' and 'AnimNotify_PlayMontageNotifyWindow' to forward notifies Begin/End to 'PlayMontage' AsyncTask.
#!rb lina.halper
#!tests Yin's BP
Change 3349694 on 2017/03/16 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Exposing copy/paste actions for properties embedded within IDetailGroup header rows
#!rb Matt.Kuhlenschmidt
#!tests Copy/paste on skin variant primary override rows
#!ROBOMERGE-SOURCE: CL 3349513 in //Orion/Dev-REGS/... via CL 3349675
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3349560 on 2017/03/16 by David.Ratti
Update GameplayTagReferenceHelper to pass in raw data for owner struct (Rather than having caller pass raw 'this' to delegate). Fixes crashes with resizing lists while making calling code less crappy (avoid having to implement copy cstor and operator to fixup delegate).
Added GameplayTagReferenceHelper to gameplay cue classes.
#!rb none
#!tests editor
Change 3349305 on 2017/03/16 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests compiled
#!rb na
Change 3349189 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#!rb Martin.Wilson
#!jira OR-36680
#!tests PS4 cooked OrionEntry with Shinbi
Change 3348659 on 2017/03/15 by Daniel.Lamb
Fix compilation errors.
#!rb None
Change 3348646 on 2017/03/15 by Andrew.Grant
Unshelved from pending changelist '3347778':
<description: restricted, no permission to view>
Change 3348636 on 2017/03/15 by Daniel.Lamb
Fixed issue with rebuildlighting commandlet not checking out separate lighting files.
#!rb None
#!test ResavePackages commandlet
Change 3348559 on 2017/03/15 by Daniel.Lamb
Fixed up some iterative ini settings blacklist configs.
#!rb Trivial
#!test Iterative Cook paragon
Change 3348379 on 2017/03/15 by Laurent.Delayen
Added simple Async Node 'Play Montage' to use outside of gameplay abilities.
#!rb none
#!tests none
Change 3348035 on 2017/03/15 by Ben.Salem
Switch automationcheckpoint to being a .log file. Unblocks running on packaged builds in paragon.
#!rb none
#!tests ran oh so very many tests with the changes.
Change 3345982 on 2017/03/14 by Zak.Middleton
#!orion - OR-36422: Clamp client net send rate for character movement to 60Hz (down from 90). Integrates CL 3345771 from Dev-Framework which adds engine support for specifying the rate parameters, and sets them in Orion DefaultGame.ini to 1/60 second.
#!jira OR-36422
#!tests multi-PIE dedicated server, various framerates, net lag, etc.
#!rb Laurent.Delayen
#!codereview Laurent.Delayen
Change 3345134 on 2017/03/14 by Jordan.Walker
mono work
Change 3344857 on 2017/03/14 by Martin.Wilson
Missing includes for transactor header
#!rb none
Change 3341860 on 2017/03/10 by Chris.Bunner
Partial revert of CL 3339904. Fixed material translation error with multiple connections from custom interpolator nodes.
#!rb None
#!tests Editor, Known trouble materials with interpolator nodes, With/without material functions
Change 3341759 on 2017/03/10 by Daniel.Lamb
Fixed up NetworkCompatible version so that it works with UGS.
#!rb Trivial
#!test Cook ps4 paragon.
Change 3341616 on 2017/03/10 by Josh.Markiewicz
#!UE4 - added define for OGS feature
#!rb none
#!codereview sam.zamani
#!tests compiles
Change 3341612 on 2017/03/10 by Josh.Markiewicz
#!UE4 - removed old define
#!tests compiles
Change 3340180 on 2017/03/09 by Daniel.Lamb
Integrate fix for sync loading from main to Dev General.
#!rb Ben.Zeigler
Change 3339904 on 2017/03/09 by Chris.Bunner
Fixed material translation error when custom interpolator node hooked to multiple function outputs.
#!rb None
#!tests Editor
Change 3339280 on 2017/03/09 by Josh.Markiewicz
#!UE4 - removed WebBrowser moduel dependency on OnlineSubsystem
- added 2 functions to online engine interface
#!codereview sam.zamani, ben.marsh
Change 3338654 on 2017/03/08 by Daniel.Lamb
Fixed up some issues with iterative ini settings.
Added support for target platforms exposing which audio formats they use so they can match up supported formats with different machines.
#!rb None
#!test Cook paragon iteratively
Change 3336989 on 2017/03/08 by Ben.Marsh
Merging CL 3336693 from Dev-Core: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs.
#!rb none
Change 3336135 on 2017/03/07 by Michael.Trepka
Hide GameLayerManager's title bar on exiting PIE
#!rb Dan.Hertzka
#!tests Tested in the editor on Windows
Change 3335324 on 2017/03/07 by Aaron.Eady
Chat;
Adding AddedItem, CompletedItem, and DiscardedItem to the chat message type enum so we can control the color for each. Set the colors in the Social asset.
Creating client record settings for turning on/off the added item, completed item, and discarded item in chat. Put these in the gameplay settings menu.
Added horizontal boxes to the gameplay settings menu because we are running out of space.
Added a vertical scroll bar to the gameplay settings menu but it doesn't seem to show. Also fixed the horizontal scroll bar at the bottom to be horizontal instead of vertical.
#!rb Matt.Schembari
#!tests MCP, PIE
#!lockdown Nicholas.Davies
#!RN
Change 3333541 on 2017/03/06 by Jason.Bestimt
#!ORION_DG - Merge MAIN @ CL 3333512
#!RB:none
#!Tests:none
#!codeReview: cameron.winston
Change 3332578 on 2017/03/04 by Andrew.Grant
Temp Disabled wrong-looking warning
#!tests #!rb na
#!ROBOMERGE: Main
Change 3332555 on 2017/03/04 by Andrew.Grant
Proper fix for Tencent DLL issue
#!tests #!rb na
#!ROBOMERGE: Main
Change 3332552 on 2017/03/04 by Andrew.Grant
Fix for Tencent DLL issue while staging
#!tests none
#!rb none
#!ROBOMERGE: Main
Change 3332216 on 2017/03/03 by Jason.Bestimt
#!ORION_DG - Merge MAIN @ CL 3332168
#!RB:none
#!Tests:none
Change 3332060 on 2017/03/03 by Daniel.Lamb
Fixed issue with AsyncLoading code eventually flushing async loading while in async loading...
This causes all kinds of cool stuff like objects on the stack corruption and also deleted memory accesses.
#!rb Gil.Gribb.
#!test Editor and -game
Change 3331680 on 2017/03/03 by Jason.Bestimt
#!ORION_MAIN - Merge MAIN @ CL 3331636
#!RB:none
#!Tests:none
#!codeReview: andrew.grant
Change 3331412 on 2017/03/03 by James.Hopkin
#!orion Rebuilt OpenSSL libs for PS4 to fix process termination due to SIGPIPE on closing websockets
Source change committed in CL#!3331380
#!jira OR-36274
#!fyi Paul.Moore
Change 3331375 on 2017/03/03 by Sam.Zamani
fix dll path for tenproxy
#!rb none
#!tests none
Change 3330953 on 2017/03/02 by Jason.Bestimt
#!ORION_DG - Merge MAIN @ CL 3330924
[STOMPED ChestOpeningScreen.uasset]
#!RB:none
#!Tests:none
#!codeReview: bryan.rathman, phil.buuck, matt.schembari, andrew.grant
Change 3330646 on 2017/03/02 by Andrew.Grant
Warning and non-unity fix
#!tests compiled
#!rb none
Change 3330388 on 2017/03/02 by Andrew.Grant
Merging //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3329982 on 2017/03/02 by Sam.Zamani
fixed updated module rules
#!rb none
#!tests regen projects
Change 3329964 on 2017/03/02 by Sam.Zamani
Copying //Tasks/Orion/Dev-Online-Tencent to Dev-General (//Orion/Dev-General)
3245325 Adding new OSS for Tencent online platform
3245448 tencent third party SDK
TCLS proxy functionality
#!rb none
3245474 missing include
#!rb none
3249585 TCLS tenproxy.dll in thirdparty bin folder
#!rb none
3249726 Load TenProxy.dll for TCLS integration
New OSS Tencent
#!rb none
3255571 tencent configs
#!rb none
3255826 Tencent TCLS paragon launcher
#!rb none
3256168 TCLS launch batch update cmd line options
#!rb none
3256170 Added "TencentLive,TencentDev" MCP config entries
#!rb none
3256504 xmpp config update
#!rb none
3273168 skip login steps for tencent
config update
#!rb none
3279427 #!xmpp
add option to use plain text auth
3279428 disable ssl and use plain text auth for XMPP connection
temporary until we have a valid cert setup on Tigase deployment
3281566 enabled OSS tencent
this will also be the toggle for detecting when to enable tencent functionality at runtime
3283103 differentiate between tencent dev/live environments
disable QoS region selection for tencentdev
3283106 lower http verbosity
3283734 config updates
3285066 disable replays and mtx for tencent build
3291005 #!online,mcp
service config bEnabled flag to toggle individual services as needed
3291006 explicitly mark unneeded Mcp services as disabled
3291108 allow replay tab to be disabled via UOrionRuntimeOptions.bEnableReplays=false
3291492 disable recording of replays for tencent mode
3292750 disable replay tab based on bEnableReplays=false
3292753 new orion runtime option bDisallowCoinPurchases
if true, prevents coins from being available for purchase
3292755 diable mtx coin offers if bDisallowCoinPurchases=true
3292759 missing header
3293246 disable query for available friend codes if bEnableFriendCodes=false
3293250 temp usage of NULL analytics provider
3298025 Adding optional RegionTencent plugin for overriding config files
3298027 ability to override config cache values via plugin config files
3311016 default to TencentDev backend when running in tencent mode
3311017 CMS tencent config
3311022 Rename RegionTencent to RegionCN
3312470 disable links for tencent build
3313014 move tenproxy.dll to \OrionGame\Binaries\ThirdParty\Tencent
3314861 tenproxy 2.0.2.7 update
3314878 default RegionCN plugin to disabled
this will only be enabled once the RegionCN.pak is loaded
3314879 TCLS launcher pointing at UE4Editor.exe for development
3315257 missing file
3323573 remove TCLS launcher
3326006 Tencent TLOG SDK
3326277 wrapper singleton class for tenproxy connection
3329180 Tencent support for login flow
3329181 WIP tenproxy connection usage in identity
3329624 wip tcls proxy
#!rb none
#!tests none
Change 3329651 on 2017/03/02 by Andrew.Grant
Merging from //UE4/Main @ 3322856 through Orion-Staging
#!tests QA
#!rb na
Change 3329411 on 2017/03/02 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Duplicating CL 3303733 from Dev-Editor (simple fix for a massive issue)
- This will prevent any TAssetPtr property from getting stomped by undo/redo (you know those ridiculous store and card art issues? Fixed!)
#!lockdown Jason.Bestimt
#!rb none
#!tests Undo on an item definition asset
#!ROBOMERGE-SOURCE: CL 3329404 in //Orion/Release-38.3/... via CL 3329405
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3328858 on 2017/03/01 by Lina.Halper
Fixed crash on importing animation that was edited before
#!rb: none
#!tests: reimport
Change 3328459 on 2017/03/01 by Daniel.Lamb
When adding new ddc back ends to the hierarchcial ddc make sure to update the async backends lists.
#!codereview Gil.Gribb
#!test None
#!rb Trivial
Change 3328182 on 2017/03/01 by Daniel.Lamb
Unshelved from pending changelist '3318009':
Adding support for shared cooked builds to be downloaded from the network.
Included CookedAssetRegistry in the p:\ published builds.
#!rb Ben.Marsh
Change 3327856 on 2017/03/01 by Frank.Gigliotti
Added velocity overrides to FRK4SpringInterpolator;
#!RB None
#!codeReview Laurent.Delayen
#!Tests PIE
Change 3327096 on 2017/03/01 by David.Ratti
Added generic reference viewer details customization for gameplay tags. Added it to GameplayStatsMetaData.
#!rb none
#!tests editor
Change 3326177 on 2017/02/28 by Daniel.Lamb
Added some more debugging information to help track down live issue.
#!rb Chris.Bunner
#!test Ran editor.
Change 3324951 on 2017/02/28 by David.Ratti
UDataTable: added AddRow/RemoveRow native functions.
#!rb JB
#!tests na
Change 3323852 on 2017/02/27 by David.Ratti
Fix ::RequestAllGameplayTags OnlyIncludeDictionaryTags option
#!codereview Ben.Zeigler
#!rb #!tests na
Change 3323706 on 2017/02/27 by Jason.Bestimt
#!ORION_DG - Merge MAIN @ CL 3323694
#!RB:none
#!Tests:none
Change 3321945 on 2017/02/24 by Jon.Lietz
OR-36258
- fixing an issue where gameplay effects that are set to not refresh the period should not allow the execution of a period effect on application.
#!RB David.Ratti
#!tests golden path
#!codeReview: Billy.Bramer, Fred.Kimberley
#!RNX
Change 3321876 on 2017/02/24 by Daniel.Lamb
Fixed erroronEngineContentUse flag not being set properly.
#!rb Trivial
#!test Cook Paragon.
Change 3321591 on 2017/02/24 by Jason.Bestimt
#!ORION_DG - MAIN @ CL 3321563
#!RB:none
#!Tests:none
Change 3321260 on 2017/02/24 by Andrew.Grant
Fixed issue that was causing missing string references to not show their referencer
#!rb none
Change 3321040 on 2017/02/24 by Robert.Manuszewski
Merging changes 3316253 and 3319134 from Dev-Core: fixes to file log hangs and crashes.
#!rb none
#!tests Cooked Win64 server and client, played cooked Win64 build
Change 3319413 on 2017/02/23 by Jason.Bestimt
#!ORION_DG - Merge MAIN @ CL 3319394
#!RB:none
#!Tests:none
Change 3317905 on 2017/02/22 by Daniel.Lamb
Integrate CL 3238291 from Odin
Add Plugin content to the asset registry
Change the location of AssetRegistry.bin when cooking a plugin as DLC
Include AssetRegistry.bin in the cooked plugin staging process
Add function to PluginManager to keep list of any plugins that loaded a pak file
Use list of plugins with pak files to merge their AssetRegistry.bin files into the main AssetRegistry when it's created
#!rb Ben.Marsh
#!codereview Chance.Ivey, Daniel.Lamb
Change 3317648 on 2017/02/22 by Cody.Haskell
Instead of popping an external web browser, we use the SWebBrowser widget on GFN.
#!rb DanH
#!codereview Andrew.Grant, Dan.Hertzka, Matt.Schembari
#!tests PIE
Change 3317289 on 2017/02/22 by Jason.Bestimt
#!ORION_DG - Merge MAIN @ CL 3317254
#!RB:none
#!Tests:none
Change 3317186 on 2017/02/22 by Mieszko.Zielinski
Fixed items that have been force-scored by an EQS test as 'failed' getting discarted even if the test is being run in scoring-only mode #!UE4
#!test golden path
#!rb Lukasz.Furman
#!codereview Daniel.Broder, John.Abercrombie
Change 3317005 on 2017/02/22 by Daniel.Lamb
Submitted wrong version of my file.
#!rb Trivial
#!test Compile
Change 3316958 on 2017/02/22 by Daniel.Lamb
Added support in buildcookrun for shared cooked builds.
#!rb Trivial
#!test BuildCookRun iterative script
Change 3316942 on 2017/02/22 by Daniel.Lamb
DLC cooking optimization.
Optimization to determining package dependency tree, now is async.
Fixes for iterate shared cooked build. Added fallback when using shared cooked build to local build if local build is newer.
Added DLC cooking warning if you are overriding output directories.
Removed previous release packages names from DLC asset registry.
Only generate manifest for additional assets instead of all assets.
Minor optimization to worst case resolving of string asset references. Only resolve those that haven't been resolved before (only happens when GC thrashing happens).
#!rb Andrew.Grant
#!test Cook paragon
[CL 3365166 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]