Commit Graph

181 Commits

Author SHA1 Message Date
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Marc Audy
ef9dbd59d7 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3198622)
#rb None
#lockdown Nick.Penwarden

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

Change 3182087 on 2016/11/01 by Lina.Halper

	PR #2328: fix morph target weight application order. (Contributed by tmiv)

	- changed order of morphtarget application to be animation and THEN SetMorphTarget
	- made sure you could clear the weight also if SetMorphTarget to be 0.f

	#jira: UE-29999

Change 3182090 on 2016/11/01 by Lina.Halper

	Fix issue where import doesn't display any message when import type hasn't been detected

Change 3182123 on 2016/11/01 by Wes.Hunt

	ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.

Change 3182177 on 2016/11/01 by Lina.Halper

	Fix not being able to modify Joint Target Location in detail panel

	#jira: UE-30900

Change 3182181 on 2016/11/01 by Ben.Zeigler

	Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
	Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
	Some header cleanup

Change 3182876 on 2016/11/02 by Danny.Bouimad

	Moving files

Change 3182912 on 2016/11/02 by Thomas.Sarkanen

	Added access to the viewport client from IPersonaViewport

	Allows systems to hook into the state of the client.

	#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails

Change 3182927 on 2016/11/02 by Thomas.Sarkanen

	Initially select current asset in the asset family shortcut bar dropdown

	#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does

Change 3182970 on 2016/11/02 by Lukasz.Furman

	CIS fix for gameplay debugger
	copy of CL# 3165005

Change 3183123 on 2016/11/02 by Mieszko.Zielinski

	Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4

Change 3183310 on 2016/11/02 by Jurre.deBaare

	Blendspace changes:
	- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
	- Re-ordered blendspace.h/cpp
	- const correctness where possible
	- Removed unused code paths
	- Wrapped non-runtime code paths in WITH_EDITOR

	Blendspace editor refactor:
	- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
	- New Grid Widget class
	- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
	- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)

Change 3183344 on 2016/11/02 by James.Golding

	UEFW-181 : Move PhysX vehicle support to a plugin
	- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
	- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
	- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
	- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs

Change 3183351 on 2016/11/02 by Ben.Zeigler

	Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry

Change 3183354 on 2016/11/02 by Ben.Zeigler

	Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved

Change 3183383 on 2016/11/02 by Thomas.Sarkanen

	Persona camera fixes

	Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
	Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
	Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).

	#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor

Change 3183409 on 2016/11/02 by Jon.Nabozny

	#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.

	#jira UE-35660

Change 3183625 on 2016/11/02 by James.Golding

	Hopeful fix for Mac CIS issue in PhysXVehiclesEditor

Change 3183652 on 2016/11/02 by Ben.Zeigler

	Fix issue where commonly replicated tags didn't work if load from ini was turned off.
	Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.

Change 3183856 on 2016/11/02 by Richard.Hinckley

	#jira UEDOC-4006
	Editing GameMode and GameState documentation (in Framework branch).

Change 3183902 on 2016/11/02 by Mieszko.Zielinski

	Fixed EQS debug drawing not showing item labels #UE4

	Proper implementation of CL#3183899

	#jira UE-38122

Change 3183996 on 2016/11/02 by Jon.Nabozny

	Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.

Change 3184129 on 2016/11/02 by Ben.Zeigler

	#jira UE-38022 Move GameplayAbilities to a plugin.
	Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
	#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
	#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object

Change 3184130 on 2016/11/02 by Ben.Zeigler

	Internal game fixups for moving gameplayabilities to a plugin

Change 3184469 on 2016/11/02 by Ben.Zeigler

	Change abilities plugin to be more obviously unsupported

Change 3184565 on 2016/11/02 by dan.reynolds

	AEOverview update with HRTF test map

Change 3184800 on 2016/11/03 by Thomas.Sarkanen

	Added "Show Selected and Parents" to bone display options

	Also fixed mis-named menu section.

	#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport

Change 3184810 on 2016/11/03 by James.Golding

	Remove WoflPlat PhysX 3.3 and Apex 1.3 files

Change 3184817 on 2016/11/03 by Thomas.Sarkanen

	Added facial animation support

	Added curve table to sound wave (internal or external). Added UI support for manipulating these.

	Improved curve table editor.
	- Editor can now display curves as well as tables.
	- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).

	Added curve source interface.
	Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
	Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.

	Added bulk importer plugin.
	This imports audio & FBX files and builds cuirve data into SoundWave assets.
	- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
	- Added new support for importing curves to a curve table.

	Added preview of audio to Persona.
	- Added display, filtering and playback of sound waves from the anim sequence browser.
	- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
	- Persona now uses an Actor rather than disparate components.
	- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
	- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
	- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.

	#jira UEFW-7 - Routing Sound Curves to AnimBP
	#jira UEFW-5 - Support importing curves
	#jira UE-37950 - Spawn preview actor in animation editor

Change 3184837 on 2016/11/03 by James.Golding

	PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
	#jira UE-37978

Change 3184847 on 2016/11/03 by Thomas.Sarkanen

	Fixed editor shutdown crash

	Dont try to save config when UObjects are all gone.

Change 3184853 on 2016/11/03 by James.Golding

	Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.

Change 3184884 on 2016/11/03 by Thomas.Sarkanen

	Anim Blueprint thread safety is now checked in the compiler

	Added new metadata keys for classes and functions to describe their thread safety.
	Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
	Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
	Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
	CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.

	#doc Added link to new section of AnimGraph page, which may benefit from images etc.

	#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.

Change 3184886 on 2016/11/03 by Thomas.Sarkanen

	Content fixes for anim BP thread safety warnings

	Ocean:
	Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.

	Odin:
	Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.

	Fortnite:
	Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh

Change 3184894 on 2016/11/03 by Thomas.Sarkanen

	Fix Mac CIS

Change 3184951 on 2016/11/03 by Thomas.Sarkanen

	Fix CIS warning on clang platforms

Change 3185176 on 2016/11/03 by James.Golding

	Hopeful fix for building PhysXVehicles plugin for mac

Change 3185289 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:

	-Addition of a tag with comments and a specific INI location
	-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
	-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
	-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
	-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array

Change 3185331 on 2016/11/03 by Marc.Audy

	Remove duplicated condition from if

Change 3185426 on 2016/11/03 by James.Golding

	Another attempt at fixing mac builds of PhysXVehicles plugin

Change 3185487 on 2016/11/03 by James.Golding

	- Remove TireType assets from templates/sample, add TireConfigs instead
	- Make deprecated vehicle vars visible (but not editable), to help converting content
	- Change icon for PhysX vehicle plugin

Change 3185520 on 2016/11/03 by James.Golding

	Trying yet again to fix Mac CIS!

Change 3185542 on 2016/11/03 by Ben.Zeigler

	#jira UE-34086
	Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent

	#jira UE-35652
	Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
	Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate

Change 3185570 on 2016/11/03 by Marc.Audy

	Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
	Remove some autos

Change 3185749 on 2016/11/03 by dan.reynolds

	AEOverview test map addition: testing Virtual Voice

Change 3185946 on 2016/11/03 by dan.reynolds

	AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps

Change 3185972 on 2016/11/03 by Lina.Halper

	Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser

	#jira: UE-31890
	#code review: Thomas.Sarkanen

Change 3186043 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback

	-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
	-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
	-Tags with comments will now display both their name and their comment in tooltips

Change 3186207 on 2016/11/03 by Alex.Delesky

	#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names

Change 3186321 on 2016/11/03 by Dan.Reynolds

	Removed deprecated test asset (BP_ProceduralSoundWaveTest)

Change 3186740 on 2016/11/04 by Thomas.Sarkanen

	Removed FPersona and supporting classes

	Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).

	#jira UEFW-222 - Remove FPersona

Change 3186741 on 2016/11/04 by Thomas.Sarkanen

	Fix non-unity builds

Change 3186755 on 2016/11/04 by Thomas.Sarkanen

	Prevent adding keys to read-only curves in curve tables

	Lock off the shift-LMB shortcut to add keys

	#jira UE-38210 - Crash trying to add a key to a curve table in curve view

Change 3186798 on 2016/11/04 by James.Golding

	UE-37503 - Add FHitResult output to K2_LineTraceComponent

Change 3186800 on 2016/11/04 by James.Golding

	- Remove deprecated collision functions in KismetSystemLibrary
	- Remove _NEW from collision function names, add redirectors
	- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)

Change 3186989 on 2016/11/04 by James.Golding

	Fix CIS fail in Fortnte

Change 3187081 on 2016/11/04 by Wes.Hunt

	EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125

Change 3187135 on 2016/11/04 by Jurre.deBaare

	Fix for incorrect framework version in blendspace serialization code.

Change 3187682 on 2016/11/04 by Ben.Zeigler

	#jira UE-38289 Fix crash when replicated tag array is empty

Change 3188113 on 2016/11/05 by Mieszko.Zielinski

	Removed a bunch of deprecated AI module functions #UE4

	Cut-off point at v4.10

Change 3188119 on 2016/11/05 by Mieszko.Zielinski

	Deprecated AI functionality removal fallout fixes #UE4

Change 3188121 on 2016/11/05 by Mieszko.Zielinski

	PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)

	Did some massaging on change.

	#jira UE-37685

Change 3188122 on 2016/11/05 by Mieszko.Zielinski

	Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4

Change 3188442 on 2016/11/07 by James.Golding

	Check in trace debug draw test map

Change 3188463 on 2016/11/07 by james.cobbett

	Submitting Pose Snapshot test map and asset

Change 3188618 on 2016/11/07 by Thomas.Sarkanen

	Expanded pose snapshot system

	Allows poses to be stored in variables.
	Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
	Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
	Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.

	#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)

Change 3188619 on 2016/11/07 by Thomas.Sarkanen

	Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h

Change 3188642 on 2016/11/07 by Thomas.Sarkanen

	Added new test for pose variables

Change 3188716 on 2016/11/07 by Ben.Zeigler

	#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file

Change 3189020 on 2016/11/07 by dan.reynolds

	Added a test map for Audio Volume Ambient Zone test for Play Sound at Location

	AVOverviewAZPlaySoundAtLocation

Change 3189188 on 2016/11/07 by Jon.Nabozny

	Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.

	#jira UE-36607

Change 3189199 on 2016/11/07 by Jon.Nabozny

	Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
	modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.

	#jira UE-33038

Change 3189271 on 2016/11/07 by Aaron.McLeran

	UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module

	- Fixups for removals
	- Several bug fixes for sound classes

Change 3189450 on 2016/11/07 by Aaron.McLeran

	Fixes for facial animation playback progress

	- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
	- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.

Change 3189507 on 2016/11/07 by Wes.Hunt

	* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
	  * Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
	* Deprecated all platform independent usages of GetMacAddress and related functions.  #jira AN-820  #jira AN-802
	* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
	* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
	* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
	* Removed GetUniqueDeviceId code from LauncherInstaller.
	* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
	* Removed DeviceID from SessionStart analytics event.

	#FYI: justin.sargent, Chris.Wood, Wes.Fudala
	* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
	* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
	* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.

Change 3190032 on 2016/11/08 by Wes.Hunt

	Fix a few places I forgot to deprecate regarding GetMacAddress.

Change 3190107 on 2016/11/08 by Wes.Hunt

	Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.

Change 3190326 on 2016/11/08 by Aaron.McLeran

	Fixing CIS build warning

Change 3190495 on 2016/11/08 by Jon.Nabozny

	Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.

	#jira UE-37512

Change 3190566 on 2016/11/08 by Martin.Wilson

	Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)

	#jira UE-27323

Change 3190631 on 2016/11/08 by Martin.Wilson

	Fix notify validation not triggering when using set time/set frame context menu options

	#jira UE-37857

Change 3190666 on 2016/11/08 by Martin.Wilson

	Add info about anim instance to additive warning

	#jira UE-35930

Change 3191290 on 2016/11/09 by Thomas.Sarkanen

	Fix skeleton tree selection disappearing when filtering changes

	Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)

	Split SSkeletonTree into multiple files
	Items now derive from the common base class ISkeletonTreeItem.
	New skeleton tree item RTTI added modlled on the drag/drop RTTI.
	Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
	Item selection is now preserved on filter change.
	Filtering now (optionally) keeps the hierarchy in place.

	#jira UE-31017 - Skeleton Selection is Lost When Changing Filters

Change 3191325 on 2016/11/09 by Thomas.Sarkanen

	Fix clang CIS

Change 3191344 on 2016/11/09 by Thomas.Sarkanen

	More clang CIS fixes

Change 3191345 on 2016/11/09 by Thomas.Sarkanen

	CIS fix: Missed another enum fwd declaration

Change 3191374 on 2016/11/09 by Thomas.Sarkanen

	Remove 4.11 deprecated functions from animation systems

	Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).

	#jira UE-35748 - Clean up 4.11 Deprecated functions

Change 3191375 on 2016/11/09 by Thomas.Sarkanen

	Fixup Orion hero instance after deprecation

Change 3191739 on 2016/11/09 by Marc.Audy

	PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.

Change 3191827 on 2016/11/09 by Marc.Audy

	Raw Input plugin allowing support of steering wheels and flightsticks
	#jira UEFW-237

Change 3191828 on 2016/11/09 by Ben.Zeigler

	#jira UE-38384 Comment cleanup for gameplay tag library

Change 3191889 on 2016/11/09 by Ben.Zeigler

	#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
	If a settings file does not yet exist on disk, also try adding to source control after writing it

Change 3191911 on 2016/11/09 by Marc.Audy

	Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
	#jira UEFW-237

Change 3191915 on 2016/11/09 by Marc.Audy

	Provide useful tooltips for raw input setting properties
	#jira UEFW-237

Change 3192039 on 2016/11/09 by dan.reynolds

	AEOverview Update

	- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap

	- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes

Change 3192059 on 2016/11/09 by Martin.Wilson

	Fix montage thumbnail rendering with ref pose

	#jira UE-35578

Change 3192065 on 2016/11/09 by Martin.Wilson

	Widen bone reference widget to give a better view of the name and added full name to tooltip

	#jira UE-36264

Change 3192217 on 2016/11/09 by Martin.Wilson

	Auto selected current bone when opening bone reference tree

	#Jira UE-36264

Change 3192332 on 2016/11/09 by Marc.Audy

	Fix RawInput compiling when WITH_EDITOR is false
	#jira UE-38433

Change 3193061 on 2016/11/10 by Thomas.Sarkanen

	Marked facial animation plugin & component as experimental/beta

Change 3193072 on 2016/11/10 by Martin.Wilson

	Correct reference skeleton fix up order

Change 3193112 on 2016/11/10 by Danny.Bouimad

	Pesudo hair asset usintphat for testing

Change 3193243 on 2016/11/10 by Martin.Wilson

	Fix removal of USkeleton bone tree entries

	#Jira UE-37363

Change 3193249 on 2016/11/10 by Marc.Audy

	Raw input compile fixes:
	Fix additional not with_editor compile issues
	Fix static analysis warnings
	#jira UE-38433

Change 3193558 on 2016/11/10 by Martin.Wilson

	Move "Number of Curves" label creation to attribute so that it updates dynamically

	#jira UE-26767

Change 3193664 on 2016/11/10 by Marc.Audy

	PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
	#jira UE-38436

Change 3193719 on 2016/11/10 by Lukasz.Furman

	fixed vertical jitter in replicated NavWalking movement
	#jira UE-33260

Change 3193802 on 2016/11/10 by Marc.Audy

	Remove some autos, fix NULL to nullptr, call GetWorld just once

Change 3193809 on 2016/11/10 by Marc.Audy

	Fix Mac CIS compile error
	#jira UE-38501

Change 3194053 on 2016/11/10 by Aaron.McLeran

	Fixed crash on shutdown when using audio mixer

	- Switching audio mixer to use a runnable thread rather than async tasks
	- Fixed issue where audio buffers weren't taking ownership of wave data

Change 3194057 on 2016/11/10 by Aaron.McLeran

	Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.

	- Added support for 8 channel source files.

Change 3194070 on 2016/11/10 by Aaron.McLeran

	Fixing stupid compile error

Change 3194779 on 2016/11/11 by Jon.Nabozny

	Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
	Missed the '=true' portion.

Change 3194967 on 2016/11/11 by Mieszko.Zielinski

	PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)

	#jira UE-38443
	#jira UE-30906

Change 3195741 on 2016/11/11 by Ben.Zeigler

	#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures

Change 3196655 on 2016/11/14 by Marc.Audy

	Remove pointless remove/adds from Odin DefaultEngine.ini.
	This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
	#jira UE-38562

Change 3196678 on 2016/11/14 by Lukasz.Furman

	pass on gameplay debugger's EQS category
	copy of CL# 3195071, 3195152, 3196617 with local fixes

Change 3196700 on 2016/11/14 by Ben.Zeigler

	#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows

Change 3196719 on 2016/11/14 by Thomas.Sarkanen

	Added extra output to anim BP compiler when a blueprint function call is used

	This allows us to give more info to users when unsafe things (like blueprint functions) are used.

Change 3196799 on 2016/11/14 by Jurre.deBaare

	Fix for blendspace tooltip crash
	#fix Check before dereferencing animation ptr on samples :)

Change 3196971 on 2016/11/14 by Lukasz.Furman

	replaced hardcoded value for pathfollowing's focal point distance with a parameter
	#ue4

Change 3196994 on 2016/11/14 by Marc.Audy

	Slightly improve performance of boolean check

Change 3197768 on 2016/11/14 by dan.reynolds

	AEOverview Stage 2 WIP

	- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)

	- Added Categorization menu to Main staging map to help sorting maps by category

	- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.

Change 3197782 on 2016/11/14 by dan.reynolds

	AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP

Change 3197801 on 2016/11/14 by dan.reynolds

	AEOverviewMain Stage 2 WIP:

	- Added Select All Buttom to select all loaded menu items

Change 3197988 on 2016/11/15 by Thomas.Sarkanen

	Add the ability to use incompatible meshes with snapshots

	We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
	No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.

	#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies

Change 3198062 on 2016/11/15 by Thomas.Sarkanen

	Disabled threaded update on various anim blueprints to remove cook warnings

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198071 on 2016/11/15 by Thomas.Sarkanen

	Fix default values not being available to change post anim BP compilation

	Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).

	#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected

Change 3198082 on 2016/11/15 by Jurre.deBaare

	CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
	#fix UI and ClampMin to 1
	#jira UE-38587

Change 3198138 on 2016/11/15 by Thomas.Sarkanen

	Expose montage functions to Blueprint

	Made sure to flag appropriate functions as not thread safe.
	Also const-corrected a few functions that should be.

	Github #2918: Blueprint Callable Montage Set/Get Position
	#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position

Change 3198141 on 2016/11/15 by Jurre.deBaare

	Crash from generated Merged Actor with no created lightmap UV
	#fix Always flag UV channel 0 to be occupied
	#jira UE-38520

Change 3198420 on 2016/11/15 by Thomas.Sarkanen

	Move thread-safety check flags to the UAnimBlueprint

	Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
	Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198485 on 2016/11/15 by Thomas.Sarkanen

	Properly fix compile-on-load/cook warnings about anim blueprint thread safety

	Content only re-save.

	#jira UE-38537 - Cooking FortniteGame results in warnings

Change 3198622 on 2016/11/15 by Ben.Zeigler

	#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature

[CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
Matthew Griffin
4136b4f3f8 Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none

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

Change 3167010 on 2016/10/19 by Dmitriy.Dyomin

	Fix for LevelStreaming getting stuck, and World->PersistentLevel null assert
	Contributed by Funcom: https://udn.unrealengine.com/questions/312900/fix-for-levelstreaming-getting-stuck-and-world-per.html
	#jira UE-36397

Change 3166824 on 2016/10/18 by Alexis.Matte

	Fix re-import of mesh material assignment regression
	#jira UE-37479

Change 3166821 on 2016/10/18 by Alexis.Matte

	Make sure the old asset are build correctly
	#jira UE-37461

Change 3166740 on 2016/10/18 by Lina.Halper

	Fix crash with hide name when bone buffer doesn't exist due to slave component
	#jira: UE-37467

Change 3166737 on 2016/10/18 by Jeff.Campeau

	Fix double release in PhysX if there's an exception during shutdown

	#jira UE-37058

Change 3166733 on 2016/10/18 by Chris.Babcock

	Add missing MultiviewOVR functions for Android deferred
	#jira UE-37401
	#ue4
	#android

Change 3166719 on 2016/10/18 by Richard.TalbotWatkin

	Fixed crash when setting a closed loop on a SplineComponent with no spline points defined.
	#jira UE-37449 - Editor Crashes When Enabling Closed Loop on Spline in Blueprint

Change 3166701 on 2016/10/18 by Daniel.Wright

	Call HandleLegacyMapBuildData before saving a cooked package - fixes cases where map packages get loaded in the cooker via FRedirectCollector::ResolveStringAssetReference in Core, where there is no opportunity to do post-load legacy map fixups.
	#jira UE-37317

Change 3166549 on 2016/10/18 by Alexis.Matte

	Make sure the vertex paint circle brush is display when painting
	#jira UE-37462

Change 3166459 on 2016/10/18 by Mitchell.Wilson

	Removed duplicate mapping of Gamepad_RightY for thrust in BP Flying template
	#jira UE-37471

Change 3166435 on 2016/10/18 by Mitchell.Wilson

	Cleared preview mesh on skydome materials used in ShooterGame to resolve UDK_ProceduralSky_4UVChannel warnings
	#jira UE-29718

Change 3166363 on 2016/10/18 by Mitchell.Wilson

	copied EditorPlane to UI folder of ShooterGame and named it MenuPlane. Replaced EditorPlane in ShooterEntry with MenuPlane.
	Rebuilt lighting for shootergame levels and added build data for each level.
	#jira UE-37435

Change 3166342 on 2016/10/18 by Rolando.Caloca

	UE4.14 - Fix for crash on splines with decals
	#jira UE-36864

Change 3166315 on 2016/10/18 by Ori.Cohen

	Implement copy and assignment operator for convexElem struct and aggregate geometry to avoid shallow copy of raw pointers.

	#JIRA UE-21572, UE-37429

Change 3166274 on 2016/10/18 by Peter.Sauerbrei

	deprecate iOS 7 and provide better messaging for the IOS versions we no longer directly support
	#jira UE-37034

Change 3166238 on 2016/10/18 by Max.Preussner

	MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
	Copied from Dev-Sequencer CL# 3166218

	#jira UE-37470

Change 3166209 on 2016/10/18 by Daniel.Lamb

	Fixed issue with launch on marking packages as dirty.
	#test Cook shooter game
	#jira UE-37455

Change 3165901 on 2016/10/18 by Jamie.Dale

	Fixed Clang error caused by missing return type

	#jira UE-37421

Change 3165774 on 2016/10/18 by Steve.Robb

	Fix for FMallocBinned::GetAllocationSize() for aligned allocations.

	Copied from CL# 3165739.

	#jira UE-37249
	#jira UE-37243

Change 3165457 on 2016/10/17 by Max.Chen

	Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.

	#jira UE-37420

Change 3165444 on 2016/10/17 by Max.Chen

	Sequencer: Fix reset view range so that it's a no-op when the range is negative.

	#jira UE-37412

Change 3165257 on 2016/10/17 by Keli.Hlodversson

	Fix crash when exiting using SteamVR if using VR controllers and launched from steam.
	#jira UE-37432

Change 3165225 on 2016/10/17 by Nick.Darnell

	Strategy Game - No longer overrides the engine default iOS build machine to use.
	Shooter Game - Has been upgraded to user the newer location of the DPI scale curve.

	#jira UE-37001

Change 3165110 on 2016/10/17 by Michael.Trepka

	Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script

	#jira UE-36939

Change 3165107 on 2016/10/17 by Mitchell.Wilson

	Resolve CIS content warnings in Shooter Game.
	#jira UE-30791

Change 3165001 on 2016/10/17 by Alexis.Matte

	Bump the static mesh build version to force a rebuild.
	#jira UE-37262

Change 3164928 on 2016/10/17 by Ben.Marsh

	GitHub: Allow files in /Engine/Plugins/.../Binaries/... to be distributed on GitHub. This was a hold over from the days that editor binaries used to be checked in to P4, but it's excluding plugin ThirdParty folders too.

Change 3164914 on 2016/10/17 by Max.Chen

	Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.

	Copy from Dev-Sequencer

	#jira UE-35285

Change 3164896 on 2016/10/17 by Ben.Marsh

	UBT: Include all public headers and libraries when running UBT with -generateexternalfilelist, not just those referenced for external modules. This is a change in behavior, since it will cause public engine headers to be included in the target receipt, but it's reasonable behavior since they are required to build against the precompiled binaries anyway.

Change 3164892 on 2016/10/17 by Jamie.Dale

	Fixed BPs passing a null parent when copying data, as this prevented some fix-up from happening correctly in ImportText

	#jira UE-36977

Change 3164886 on 2016/10/17 by Jamie.Dale

	Fixed issues propagating property changes when editing Blueprints

	- FText property changes that kept the same identity didn't used to propagate due to the CDO and instance sharing the same display string. We now import the previous value into a temporary property and use UProperty::Identical to compare the values, rather than rely on the exported text.
	- TMap/TSet property changes weren't being propagated at all since UI support was added. They needed to be changed to use the parent node like TArray property changes do.
	- TSet property exporting would produce "()" for both an empty set, and a set containing a single empty FString/FName. This confused the property import, and caused the UProperty::Identical to fail. We now make sure that FString/FName properties correctly honor the PPF_Delimited when dealing with empty values.

	#jira UE-36977

Change 3164884 on 2016/10/17 by Jamie.Dale

	We now re-key text when it moves into a new package (with a valid package localization ID) to avoid identity conflicts when instancing in the editor

	#jira UE-36977

Change 3164843 on 2016/10/17 by Ben.Marsh

	UBT: Restore support for generating multiple project file types at once. Move the XML config setting for overwriting the type of project files to generate into a an option specific to Visual Studio, under <VCProjectFileGenerator>/<Version>.

	#jira UE-37386

Change 3164823 on 2016/10/17 by Daniel.Lamb

	Fixed warning about shader compiler stalling.
	#test Cook Shootergame
	#jira UE-37393

Change 3164805 on 2016/10/17 by Alexis.Matte

	Remove the skinxx import workflow for static mesh
	#jira UE-37262

Change 3164803 on 2016/10/17 by Mitchell.Wilson

	Rebuilt lighting on all template projects
	#jira UE-37317

Change 3164775 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed Editing InlineEditConditionToggle variable inside a blueprint  causing the editor to crash

	#jira UE-37029

Change 3164737 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed crash debugging blueprints in a networked game session
	- Eliminated pointless assert that in no way was necessary to crash the users game and moved the disabling of realtime viewports until after routing BeginPlay is complete.  This ensures any debugger windows that appear during BeginPlay have realtime disabled by default.

	#jira UE-37360

Change 3164711 on 2016/10/17 by Chris.Wood

	Added char limit to user description in Crash Report Client
	[UE-37377] - Limit description field size in Crash Report Client

	#jira UE-37377

Change 3164706 on 2016/10/17 by Alexis.Matte

	Fix fbx scene re-import of staticmesh loosing there materials
	#jira UE-37032

Change 3164688 on 2016/10/17 by Matt.Kuhlenschmidt

	Fixed incorrect selection borders appearing if an object was duplicated and then undone and redone

	#jira UE-37300

Change 3164686 on 2016/10/17 by Alexis.Matte

	Remove unwanted re-import setting option in both mesh editor.
	#jira UE-36640

Change 3164622 on 2016/10/17 by Dan.Oconnor

	Duplicating 3153975 and 3155758 in 4.14
	#jira UE-36938

Change 3164620 on 2016/10/17 by Robert.Manuszewski

	UE4 - Critical fix for task graph memory leak.

	(re-implementing CL #3159689 by Gil.Gribb)

	#jira UE-37382
	#fyi Gil.Gribb

Change 3164557 on 2016/10/17 by Mitchell.Wilson

	Rebuilt lighting in code and bp first person template.
	#jira UE-37317

Change 3164370 on 2016/10/17 by Chris.Wood

	Fix broken application path in Crash Report Client app restart code.
	[UE-36429] - Send and Restart from Crash Reporter does nothing

	#jira UE-36429

Change 3164329 on 2016/10/17 by Dmitriy.Dyomin

	Fixed: Shader compile error using Point Lights Nvidia Shield
	#jira UE-25671

Change 3164219 on 2016/10/16 by Max.Chen

	Fix CDO Constructor errors

	Copy from Dev-Sequencer

	#jira UE-36787

Change 3164173 on 2016/10/16 by Zachary.Wilson

	Submitting testing content for Reduced Lightmap Mixing and updating TM-Reflections

	#jira UE-29618

Change 3164171 on 2016/10/16 by Benjamin.Hyder

	Re-Saving TM-Noise to update camera position

	#jira UE-29618

Change 3164169 on 2016/10/16 by Benjamin.Hyder

	Updating TM-Noise map to include VectorVoronoi noise material

	#jira UE-29618

Change 3164022 on 2016/10/15 by zachary.wilson

	Adding testing content for material optimizations, attribute blend node, and preskinned loc pos node

	#jira UE-29618

Change 3163970 on 2016/10/15 by Benjamin.Hyder

	updating shading model for skeletal mesh example in TM-SSS_Fullres

	#jira UE-29618

Change 3163961 on 2016/10/15 by Benjamin.Hyder

	adding animated skeletal mesh example to TM-SSS_Fullres

	#jira UE-29618

Change 3163958 on 2016/10/15 by Benjamin.Hyder

	adding diffuse example to TM-SSS_Fullres

	#jira UE-29618

Change 3163728 on 2016/10/14 by Tyler.Cole

	Prep build scripts for WEX MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163718 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Ocean MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163715 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Fortnite MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163711 on 2016/10/14 by Tyler.Cole

	Prep build scripts for Orion MCP in UE4 Release-4.14 stream.

	#jira NONE-0

Change 3163698 on 2016/10/14 by Michael.Trepka

	Fixed a CoreAudio crash on unpause

	#jira UE-37126

Change 3163534 on 2016/10/14 by Matt.Kuhlenschmidt

	Disable versioning info in project badge by default

	#jira UE-37335

Change 3163485 on 2016/10/14 by Michael.Trepka

	Add one more RPATH entry on Mac to support launching staged builds

	#jira UE-36799

Change 3163479 on 2016/10/14 by Michael.Trepka

	A couple of changes to prevent Mac app bundles from modifying their content for compatibility with the Mac App Store

	#jira UE-25742

Change 3163465 on 2016/10/14 by Daniel.Lamb

	Fix issue with cook command from editor was trying to package also.
	#test Cook command in editor
	#jira UE-36796

Change 3163455 on 2016/10/14 by Matt.Kuhlenschmidt

	Fixed selected section highlight and vertex color view modes not working.

	#jira UE-37308

Change 3163450 on 2016/10/14 by Mike.Beach

	Fixing up more Fortnite CIS warnings that were exposed by recent Dev-BP fixes - removing unnecessary cast operation in Mission_Outpost.

	#jira UE-37055

Change 3163400 on 2016/10/14 by Benjamin.Hyder

	Updating Lighting setttings inTM-SSS_Fullres

	#jira UE-29618

Change 3163392 on 2016/10/14 by Benjamin.Hyder

	Creating TM-SSS_Fullres test map and importing 4k skin diffuse and bump materials

	#jira UE-29618

Change 3163336 on 2016/10/14 by Mike.Beach

	Fixing up more Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.

	#jira UE-37055

Change 3163335 on 2016/10/14 by Max.Chen

	Sequence Recorder: Disable auto possess player for recorded pawns. This fixes a bug where if you record a third person template character, when you open the sequence, the recorded character will possess the viewport.

	Copy from Dev-Sequencer

	#jira UE-35342

Change 3163230 on 2016/10/14 by Richard.TalbotWatkin

	Duplicated from //UE4/Release-4.13, CL 3111897

	When doing a full geometry rebuild, force the level model's poly linkage to be reinitialized, so that coplanar surfaces can be correctly linked. This fixes a regression following the separation of FPoly::iLink and FPoly::iLinkSurface.
	#jira UE-35482 - Selecting a brush surface that is flush with other brush surfaces selects all of them after Building Geometry
	#jira UE-35999 - Additive BSP Selections Acting Grouped after Building Geometry
	#jira UE-37340 - Selecting Geometry objects selects multiple brushes after Building

Change 3163155 on 2016/10/14 by Benn.Gallagher

	Fixed crash when changing scene settings an hitting undo in Persona with complex cloth active
	#jira UE-37332

Change 3163146 on 2016/10/14 by Marc.Audy

	Properly add/remove wind sources when activated/deactivated
	#jira UE-37289

Change 3163135 on 2016/10/14 by Phillip.Kavan

	[UE-35259] Fix AddComponent node-instanced Blueprint components finding the wrong archetype (template basis) in some scenarios.

	Mirrored from CL# 3160052 (//UE4/Dev-Blueprints).

	Additional changes (for release branch):
	- Bumped ReleaseObjectVersion to limit fixup code to only BP assets that existed prior to this change.

	#jira UE-35259

Change 3162999 on 2016/10/14 by Ben.Marsh

	QFE: Fix writing output files if they don't already exist, and bump version number to 4.14.

Change 3162988 on 2016/10/14 by Thomas.Sarkanen

	Fix socket editing on meshes

	Feature was inadvertently removed with the Persona refactor.

	#jira UE-37313 - Create Mesh Socket is missing

Change 3162938 on 2016/10/14 by Ben.Zeigler

	Merging CL 3162934 to //UE4/Release-4.14
	#jira UE-37044 Fix crash when loading map that has null actors in the actor list

Change 3162900 on 2016/10/14 by Dmitriy.Dyomin

	Fixed: Android should use single channel texture for ShadowMaps instead of 4 channel
	#jira UE-37312

Change 3162864 on 2016/10/14 by Yannick.Lange

	VR Editor: - Fix Landscape Undo/Redo functions step-by-step #jira UE-37050
	- Fix Landscape is sculpting twice if both Motioncontrollers are aimed at landscape #jira UE-37272
	#jira UE-37050 #jira UE-37272

Change 3162761 on 2016/10/14 by Jack.Porter

	Fixed landscape Undo crash after using Move-To-Level tool and then selecting a landscape proxy in the sublevel

	#jira UE-36863

Change 3162724 on 2016/10/14 by Max.Chen

	Sequencer: Fix time dilation in level sequence player

	Copy from Dev-Sequencer

	#jira UE-37277

Change 3162617 on 2016/10/13 by Jeff.Campeau

	Fix Windows XP compilation issues.
	- Block Win10 SDK includes
	- Remove unused Win10 SDK path collecting
	- Fix extraneous includes
	- Add 32b atomic option for certain stats

	#jira UE-36909

Change 3162503 on 2016/10/13 by Max.Preussner

	MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
	Merged from Dev-Sequencer CL# 3160995

	#jira UE-37248

Change 3162470 on 2016/10/13 by Mitchell.Wilson

	Rebuilt lighting and saved levels in StrategyGame.
	#jira UE-36913

Change 3162466 on 2016/10/13 by Michael.Trepka

	By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking

	#jira UE-37088

Change 3162458 on 2016/10/13 by Keli.Hlodversson

	When quitting from the SteamVR menu overlay, in addition to shutting down the VR subsystem, also exit the game (and preview when running inside the editor)
	#jira UE-37292 Game does not exit when exited through SteamVR UI

Change 3162421 on 2016/10/13 by Mitchell.Wilson

	Rebuilt lighting and resaved levels in SunTemple, Zen Garden, and Mobile Starter content.
	#jira UE-36913

Change 3162420 on 2016/10/13 by Marc.Audy

	Clear BlueprintCreatedComponents in PostEditUndo since it is non transactional and expected to be empty
	#jira UE-37071

Change 3162406 on 2016/10/13 by Ben.Marsh

	Simplygon: Disable compiling Simplygon for installed builds if the required headers aren't there. Fixes creating installed builds for licensees.

	#jira UE-37269

Change 3162382 on 2016/10/13 by Ben.Marsh

	UAT: Fix accessing uninitialized UBT variable at startup, causing build warnings.

Change 3162314 on 2016/10/13 by Ben.Marsh

	Add PhysX build job to 4.14 branch.

Change 3162311 on 2016/10/13 by Matt.Kuhlenschmidt

	Ensure FBX scene import data object is not garbage collected during import

	#jira UE-35606

Change 3162270 on 2016/10/13 by Ben.Marsh

	UBT/Editor: Improved integration for Visual Studio "15".

	* Added editor source code accessors for specific Visual Studio versions (2013, 2015, "15"), which call through to the default Visual Studio accessor but allow specifying a more specific setting for which IDE to use.
	* UBT reads this setting, and will generate project files for the preferred Visual Studio version if set.
	* Added a BuildConfiguration.xml setting to set which type of project files to generate - under the <ProjectFileGenerator> element, add a <Type> property taking values of Make/CMake/QMake/KDevelop/CodeLite/VisualStudio/VisualStudio2012/VisualStudio2013/VisualStudio2015/VisualStudio2017/XCode.
	* Added an separate editor setting for the Windows target platform controlling which compiler to use, separately from the IDE. This setting can also be set via <WindowsPlatform> <Compiler> element in BuildConfiguration.xml.
	* Removed compiler argument from generated project files (this should now persist via INI files or XML config)
	* Removed compiler argument being appended to UBT when doing hot reload (should pick this up from the build environment instead)
	* Added support for enums in UBT XML configs
	* Fixed a few version checks against exact compiler versions - MS plan is give VS '15' updates version numbers 1911, 1912, etc...

	#jira UE-37176
	#jira UE-36872

Change 3162236 on 2016/10/13 by Mike.Beach

	Fixing a GLEO that could occur after compiling a component Blueprint (preventing you from saving other Blueprints that use that component) - using the authratative class in AddComponent node reconstruction (for the output pin) so that it doesn't end up referencing the REINST class.

	#jira UE-37224

Change 3162225 on 2016/10/13 by Alex.Delesky

	#jira UE-36995 - Precise click should now work correctly with buttons that are children of a scroll list.

	Also addresses #jira UE-37250 and PR #2859 (#git author aarmbruster andrew.armbruster@gmail.com)

Change 3162107 on 2016/10/13 by Matt.Kuhlenschmidt

	Prevent perforce branch stuff from appearing in edtior project badge. This feature was meant for those compiling on perforce builds.

	#jira UE-37278

Change 3162060 on 2016/10/13 by Matt.Kuhlenschmidt

	Fix mac build

	#jira  UE-36885

Change 3162025 on 2016/10/13 by Daniel.Wright

	Compile fix
	#jira UE-37246

Change 3162009 on 2016/10/13 by Daniel.Wright

	[Copy] Fixed movable lights getting assigned a shadowmap channel
	#jira UE-37246

Change 3161963 on 2016/10/13 by Jon.Nabozny

	Enable PrimaryActorTick.bCanEverTick in necessary Samples.

	The seperation of GameMode caused different behavior, since GameModeBase has tick disabled by default (which is set in AInfo).

	#jira UE-36888

Change 3161896 on 2016/10/13 by Matt.Kuhlenschmidt

	Added guard and more logging for crash when reimporting textures

	#jira UE-37263

Change 3161865 on 2016/10/13 by mason.seay

	Making the name more user friendly for test asset

	#jira UE-29618

Change 3161855 on 2016/10/13 by Matt.Kuhlenschmidt

	Fixed keybindings not working with editor settings search and regressions where you could not import,export,or reset keybindings to default
	- Made the keybindings setting a proper developer settings object

	#jira  UE-36885

Change 3161854 on 2016/10/13 by Daniel.Wright

	[Copy] Fixed level getting added to the dirty list twice when legacy lightmaps are present
	#jira UE-37204

Change 3161743 on 2016/10/13 by Lauren.Ridge

	Setting RenderTarget in OculusRiftRender.cpp to fix ensure when entering VR editing mode on Oculus Rift

	#jira UE-37245

Change 3161694 on 2016/10/13 by Michael.Dupuis

	#jira UE-37001 Perform manual migration of UICurve to proper config category

Change 3161689 on 2016/10/13 by Thomas.Sarkanen

	Fixed failing detachment automation test

	The issue was not the attachment itself, but rather the test setup conditions being different to what was expected, give that setting an actor's rotation with a quaternion doesnt always return the same value as the one that is set.

	#jira UE-37160 - Detachment automation tests failing

Change 3161685 on 2016/10/13 by mason.seay

	Test content for retargeting animation

	#jira UE-29618

Change 3161423 on 2016/10/13 by Jamie.Dale

	Split localized package redirection out of FCoreDelegates::PackageNameResolvers

	They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.

	#jira UE-37119

Change 3161394 on 2016/10/13 by Mitchell.Wilson

	Replaced deprecated blueprint node with GrabComponentAtLocation to resolve warnings.
	#jira UE-37256

Change 3161363 on 2016/10/13 by Jamie.Dale

	Fixing mangled English translations

	#jira UE-36128

Change 3161319 on 2016/10/13 by Benn.Gallagher

	Fixed crash when forcing ref pose during anim blueprint initialization when using sub anim instances
	#jira UE-37254

Change 3161310 on 2016/10/13 by Martin.Wilson

	Fix crash retargetting AnimBP with "Allow remapping to existing assets" enabled

	#jira UE-35149

Change 3161303 on 2016/10/13 by Jurre.deBaare

	Crash when using merge actor on static meshes that have been affected by simplygon
	#fix Set whether or not a LOD is eligible for exporting by determining if it contains valid LOD data
	#jira UE-36880

Change 3161166 on 2016/10/13 by Jack.Porter

	Prevent Launch On prompting to save a freshly-opened, non-modified map while still prompting the user to save never-saved maps

	#jira UE-37131

Change 3161161 on 2016/10/13 by Thomas.Sarkanen

	Fixed override materials hanging around when setting skeletal meshes

	#jira UE-37102 - On switching an anim blueprints preview mesh the skeletal mesh is not switched but the materials are

Change 3161160 on 2016/10/13 by Thomas.Sarkanen

	Fix crash changing preview skeletal mesh with bone selected

	Make sure to keep BonesOfInterest and the preview scene selected bone in sync.
	Also make sure to only use one so we wont suffer this again if we inteodiuce any inconsistencies in the future.

	#jira UE-37081 - If a bone is selected when switching preview skeletons the editor will crash

Change 3160882 on 2016/10/12 by Mike.Beach

	Mirroring CL 3158790 from Dev-BP

	Fixing an issue with ctrl pin dragging, where marco nodes' connections would disappear - the SGraph drag operation now references pins by handles (so it can account for reconstructed nodes during the operation).

	#jira UE-37033

Change 3160863 on 2016/10/12 by Lauren.Ridge

	Changing VR Editor delete function to go through the standard delete pathway so FEdModeMeshPaint has a chance to handle it

	#jira UE-35685

Change 3160855 on 2016/10/12 by Jeff.Campeau

	Fix WinXP compile issues caused by WebSocket, SteamVR, and Oculus changes.

	#jira UE-36909

Change 3160844 on 2016/10/12 by Marcus.Wassmer

	Duplicate PR #2855:  Ansel plugin fixes (Contributed by adamnv)
	#jira UE-37162

Change 3160749 on 2016/10/12 by Daniel.Wright

	[Copy] Legacy lightmaps are renamed with the world that uses them.  Fixes 'graph linked to external object' when renaming a map in the content browser.
	#jira UE-37231

Change 3160748 on 2016/10/12 by Daniel.Wright

	[Copy] Lightmap textures are now outered to UMapBuildDataRegistry so that the UMapBuildDataRegistry can be moved in the content browser
	#jira UE-37231

Change 3160747 on 2016/10/12 by Daniel.Wright

	[Copy] Legacy MapBuildDataRegistry objects are no longer public so they don't get shown in the content browser, prevents users trying to move them.
	#jira UE-37231

Change 3160727 on 2016/10/12 by Mitchell.Wilson

	Updating minimum iOS version to iOS 8 for all samples and templates
	#jira UE-37022

Change 3160655 on 2016/10/12 by Chad.Taylor

	Merging VR loading screen fixes from Dev-VR

	#jira UE-36741

Change 3160643 on 2016/10/12 by Keli.Hlodversson

	Ensure that the DebugConsoleObject's width is reset to the width of the left eye view before rendering the console when doing stereoscopic rendering.

	#jira UE-36440

Change 3160641 on 2016/10/12 by Mike.Beach

	Fixing up Fortnite CIS warnings that we're exposed by a recent change from Dev-BP - replacing deprecated ClearTimerByHandle calls with ClearAndInvalidateTimerByHandle.

	#jira UE-37055

Change 3160572 on 2016/10/12 by Matt.Kuhlenschmidt

	Missed change from CL 3159889

	#jira UE-35503

Change 3160518 on 2016/10/12 by Ryan.Gerleve

	Fix assert when adding a new sublevel.

	#jira UE-37148

Change 3160439 on 2016/10/12 by Ben.Marsh

	Fix support for Visual Studio "15" preview 5.

	#jira UE-37227

Change 3160363 on 2016/10/12 by Daniel.Lamb

	Fix for skip editor content flag being passed throught o UAT.
	#jira UE-37223

Change 3160277 on 2016/10/12 by Mieszko.Zielinski

	Manually recreated CL#3159909 #UE4

	Original comment:
	---
	Added sanity-checkes to access to UNavigationSystem::NavDataSet elements #UE4

	Lack of those test has been reported licencees as source of some crashes

	#jira UE-37209

Change 3160120 on 2016/10/12 by Chris.Babcock

	Fix x86 and x86_64 libpng libraries for Android
	#jira UE-37192
	#ue4
	#android

Change 3160080 on 2016/10/12 by Matthew.Griffin

	PR #2840: UE-36945: Set exe icon properly in packaged Windows games (Contributed by projectgheist)
	#jira UE-36945

Change 3160063 on 2016/10/12 by Gareth.Martin

	Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled
	#jira UE-36933

Change 3160045 on 2016/10/12 by Ryan.Gerleve

	Fix some issues with manipulating sublevels in the editor.

	#jira UE-36901, UE-36932

Change 3160044 on 2016/10/12 by Gareth.Martin

	Fix condition on BuildTree in UHierarchicalInstancedStaticMeshComponent::Serialize
	- This should fix the crash that caused it to be commented out
	#jira UE-37152

Change 3160032 on 2016/10/12 by Matt.Kuhlenschmidt

	Fixed arrays inside structs, inside arrays not refreshing when an element is added or removed refresh

	#jira UE-36985

Change 3159965 on 2016/10/12 by Ben.Zeigler

	#jira UE-37170 Fix crash when spawning PlayerController with a null CheatClass, this now just skips spawning the cheat manager

Change 3159957 on 2016/10/12 by Robert.Manuszewski

	Making FindShaderResourceById and FindShaderById return a raw pointer instead of TRefCountPtr (basically undoing CL #2538774) to prevent creating temporary TRefCountPtrs. It's no longer necessary to use TRefCountPtrs as shader serialization has changed (CL #2989898) and shaders are no longer registered on the async loading thread.

	#jira UE-35570, UE-35511, UE-35570, UE-35924

Change 3159921 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3153485 from Dev-Build
		Removed GUBP from Automation Tool Mono solution

Change 3159919 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3150017 from Dev-Build
		Fixes for PS4 deployment suggested in UDN post: https://udn.unrealengine.com/questions/314055/issues-with-ps4platformautomationcs.html

Change 3159904 on 2016/10/12 by Matt.Kuhlenschmidt

	Fix regression where toggling Play/Pause in PIE would not give the mouse back to the game

	#jira UE-37112

Change 3159903 on 2016/10/12 by Ben.Zeigler

	#jira UE-37163 Activate auto activate components immediately when registering in an editor world, the initialize call will never actually happen

Change 3159890 on 2016/10/12 by Matt.Kuhlenschmidt

	Prevent crashes when a keybinding to start and stop PIE is toggled repeatedly.

	#jira UE-36814

Change 3159889 on 2016/10/12 by Matt.Kuhlenschmidt

	Fixed part of the details panel UI showing up when there is nothing in the  details panel.  This was causing crashes when clicking on those parts of the UI

	#jira UE-35503

Change 3159888 on 2016/10/12 by Ben.Zeigler

	#jira UE-36849 DataTable::LoadStructData allocating wrong size

	Fix cases that were using the PropertiesSize to malloc a UStruct to instead use GetStructureSize(). There is a difference because of alignment, so on some platforms it was corrupting memory

Change 3159887 on 2016/10/12 by Matt.Kuhlenschmidt

	Guard against crash in Fcanvas drawing

	#jira UE-36496

Change 3159886 on 2016/10/12 by Ben.Zeigler

	#jira UE-36884 Stop savepackage from making dependencies on PendingKill objects, because those will not actually be saved
	#jira UE-36876 Fix it so savepackage doesn't try to strip ClientOnly objects when cooking for a client+server config, we only want to strip if both flags are set. Re-enable warning I disabled
	Fix crashes when running EDL cooked builds. This is not a new bug, but fortnite content changes exposed it
	Fix it so pending kill component templates do not end up in import table, they will fail to import
	Fix it so when marking an inheritable component template as unnecessary it also marks it pending kill.
	This fixes it so if GetArchetype will not return an orphaned, non-saving component as the archetype for a grandchild blueprint

Change 3159885 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3149950 from Dev-Build to include .tps files in the installed build
	Including source for additional programs to Installed Build
	#jira UE-36668
	#jira UE-37072

Change 3159853 on 2016/10/12 by Matthew.Griffin

	Duplicating CL#3148611 from Dev-Build
		Added list of Dependant modules to EULA check
		#jira UE-29432

Change 3159385 on 2016/10/11 by Nick.Shin

	make emscripten for physx use gMask like windows and xbox does

	emsdk doesn't like:

	union {
	U32 u;
	F32 f;
	} bla;

	it seems, floats are 64 bits on browsers...

	stream: release-4.14
	#jira  UE-36916  //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings

Change 3159384 on 2016/10/11 by Nick.Shin

	manually submitting HTML5 PhysX libs

	recompiled to fix the NaN warnings

	stream: Release-4.14
	#jira  UE-36916  //UE4/Main: Step 'Compile UE4Game HTML5' - 50 Warnings

Change 3159210 on 2016/10/11 by Ben.Marsh

	Set the default for the BRANCH_NAME macro to the escaped 4.14 branch.

[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
Ori Cohen
368bd22e6b Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none

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

Change 3050254 on 2016/07/14 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614

Change 3136629 on 2016/09/22 by Marc.Audy

	bye bye auto

Change 3136631 on 2016/09/22 by Marc.Audy

	Allow objects to be marked as duplicate transient or non PIE duplicate transient
	ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
	#jira UE-35680

Change 3136636 on 2016/09/22 by Marc.Audy

	ParticleSystem and Audio Components now  route Activate/Deactivate events to blueprints
	Component Activate/Deactivate events now provide component as a property
	#jira UE-35191

Change 3136640 on 2016/09/22 by Marc.Audy

	Expose bReplicates to blueprint component properties
	#jira UE-34433

Change 3136709 on 2016/09/22 by Ori.Cohen

	Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.

	#JIRA UE-36234

Change 3136710 on 2016/09/22 by Ori.Cohen

	Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.

	#JIRA UE-35899

Change 3136770 on 2016/09/22 by Marc.Audy

	Fix compile error

Change 3136854 on 2016/09/22 by Marc.Audy

	Sprite components need to be text export transient
	#jira UE-36064

Change 3136926 on 2016/09/22 by Ori.Cohen

	Fix ensure when skeletal mesh bodies have no collision.

Change 3137054 on 2016/09/22 by Aaron.McLeran

	PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)

Change 3137058 on 2016/09/22 by Aaron.McLeran

	PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)

Change 3137060 on 2016/09/22 by Aaron.McLeran

	UE-36336 Fixing A3D for mono/2D sounds

	- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
	- Fixing A3D mono sources from failing after a time

Change 3137066 on 2016/09/22 by Aaron.McLeran

	Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0

Change 3137098 on 2016/09/22 by dan.reynolds

	AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.

Change 3137132 on 2016/09/22 by Aaron.McLeran

	PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)

Change 3137175 on 2016/09/22 by Aaron.McLeran

	Fixing compile error with PhysXCollision.cpp from CL 3136710

Change 3137540 on 2016/09/23 by Thomas.Sarkanen

	Fixed crash when generating LODs automatically for skeletal meshes

	Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.

	#jira UE-36253 - Crash applying LOD changes in Persona

Change 3137720 on 2016/09/23 by Thomas.Sarkanen

	Changed asset shortcut bar to display asset names & reworked padding

	#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text

Change 3137761 on 2016/09/23 by Martin.Wilson

	Fix typo in root motion from everything accumulation code

Change 3137877 on 2016/09/23 by Thomas.Sarkanen

	Fixed undo/redo forcing skeletal meshes into t-pose

	Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.

	#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function

Change 3137885 on 2016/09/23 by Benn.Gallagher

	Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
	#jira UE-35151

Change 3137888 on 2016/09/23 by Benn.Gallagher

	Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
	#jira UE-24860

Change 3137889 on 2016/09/23 by Benn.Gallagher

	Fixed transform and widget inconsistencies in IK edit mode
	#jira UE-20628

Change 3137890 on 2016/09/23 by Jurre.deBaare

	Alembic Cached Geometry Does Not Display in Stand Alone Game
	#fix required to force load the GeometryCache module during runtime
	#jira UE-36187

Change 3137892 on 2016/09/23 by Jurre.deBaare

	Geometry cache playback should work in sequencer
	#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
	#jira UE-35447

Change 3137893 on 2016/09/23 by Jurre.deBaare

	Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
	#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
	#jira UE-35091

Change 3137894 on 2016/09/23 by Jurre.deBaare

	Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
	#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
	#misc added a new check + message in case this occurs again
	#jira UE-36059

Change 3137938 on 2016/09/23 by Jurre.deBaare

	Alembic Importing with Incorrect UV's
	#fix adding option for flipping UVs on import
	#jira UE-36190

	Alembic import axis not aligned correctly
	#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
	#jira UE-35510

Change 3137949 on 2016/09/23 by Jurre.deBaare

	Frame range importing causes confusion during Alembic importing
	#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
	#misc changed settings UI listview layout (extra columns and resized old ones)
	#jira UE-35498

Change 3137994 on 2016/09/23 by Martin.Wilson

	Fix for creating an empty state when dragging a montage into a state machine graph

	#jira UE-33371

Change 3138103 on 2016/09/23 by Aaron.McLeran

	UE-36312 Fixing sound node distance cross fade for case of looping sounds

Change 3138104 on 2016/09/23 by Aaron.McLeran

	UE-35392 Copy pasting local node into separate project crashes the engine

Change 3138224 on 2016/09/23 by Aaron.McLeran

	UE-36312 Fixing sound node distance cross fade for case of looping sounds

	- Adding a check for wave instance count to account for virtualized sounds (one-shots)

Change 3138666 on 2016/09/23 by Ben.Zeigler

	#UEFW-204 Add more comprehensive gameplay tag tests
	Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon

Change 3138779 on 2016/09/23 by Marc.Audy

	Get rid of pointless casts

Change 3138782 on 2016/09/23 by Marc.Audy

	remove some GWorlds

Change 3139701 on 2016/09/26 by Jurre.deBaare

	Assert failed on GemetryCache for PS4 package
	#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
	#jira UE-36392

Change 3139704 on 2016/09/26 by Jurre.deBaare

	Fix for -1 begin frame
	#fix do the max as an signed int, to make sure we don't wrap around

Change 3139748 on 2016/09/26 by Benn.Gallagher

	PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)

	Moved the definition of the boundary to a FPhysScene class static
	Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary

	#jira UE-35736

Change 3139903 on 2016/09/26 by Benn.Gallagher

	Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
	#jira UE-34366

Change 3140409 on 2016/09/26 by Lukasz.Furman

	fixed uninitialized configs of gameplay debugger
	copy of CL# 3140399

Change 3140516 on 2016/09/26 by dan.reynolds

	AEOverview Map Update - Ambient Zone + Focus Test

Change 3140526 on 2016/09/26 by Jon.Nabozny

	#rn Fixed CanJump inconsistencies with previous versions.

	Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
	jump count and hold time were compared in CanJump.

	#jira UE-35524, UE-35582

Change 3140745 on 2016/09/26 by dan.reynolds

	AEOverview Test Map Update + Occlusion Test

Change 3140839 on 2016/09/26 by dan.reynolds

	AEOverview - minor updates

Change 3141101 on 2016/09/27 by Thomas.Sarkanen

	Preview scene worlds now render correctly

	Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
	In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
	Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
	Fixed up UT cases where this was being used.
	FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
	Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
	Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.

	#jira UE-22883 - Using FPreviewScenes in-game for scene captures

Change 3141106 on 2016/09/27 by Thomas.Sarkanen

	Column toggling improvements

	Column toggle menu now does not close when items are selected.
	This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
	Also allowed columns to be hidden by default for specific use cases (like the sequence browser).

	#jira UE-35818 - Anim asset browser column picker should stay up

Change 3141131 on 2016/09/27 by Thomas.Sarkanen

	Fix CIS warnings

	Fallout from preview world changes

Change 3141143 on 2016/09/27 by Jurre.deBaare

	Fix for CIS errors

Change 3141235 on 2016/09/27 by Thomas.Sarkanen

	Fix offset of Persona floor mesh when auto-alignment is enabled

	When auto alignment was disabled, the offset wasnt getting taken into account.

	#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled

Change 3141327 on 2016/09/27 by Marc.Audy

	Ensure that the client side AttachChildren array remains accurate
	#jira UE-26025

Change 3141474 on 2016/09/27 by mason.seay

	Updating test map name and moving PlayerStart

Change 3141501 on 2016/09/27 by Benn.Gallagher

	Loading time improvements for destructibles from Nvidia
	Updated to use new framework custom version instead of global object version
	Fixed usage of TArray to enable correct loading and saving of the cached data.
	#jira UE-29680

Change 3141889 on 2016/09/27 by Marc.Audy

	Fix DestructibleMesh when WITH_APEX is 0
	#jira UE-36484

Change 3142034 on 2016/09/27 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971

Change 3142131 on 2016/09/27 by Ori.Cohen

	Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.

	#JIRA UE-36381

Change 3142154 on 2016/09/27 by Ori.Cohen

	Fix build, ModuleCachedData instead of NxApexModuleCachedData

Change 3142159 on 2016/09/27 by mason.seay

	Blueprint for testing Child Actor Templates

Change 3142255 on 2016/09/27 by Jon.Nabozny

	Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.

	#jira UE-35199, UE-35197, UE-35201

Change 3142717 on 2016/09/27 by dan.reynolds

	AEOverview Update + Sound Class Test

Change 3142764 on 2016/09/27 by Marc.Audy

	Fix Ocean deprecation warnings

Change 3142962 on 2016/09/28 by Thomas.Sarkanen

	Fixed bounds calculations for local camera animations

	Correctly calculated bounds as local to the initial transform in the track.
	Implemented suggested fixes from UDN user chhaddon (The Coalition).

	#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true

Change 3143007 on 2016/09/28 by Martin.Wilson

	Added virtual bones to USkeleton

	API Breaking change:
	-Added USkeleton pointer to RemoveBonesByName
	-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead

	#jira UEFW-81

Change 3143040 on 2016/09/28 by James.Golding

	Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
	Fix up game projects to compile in Shipping/Test after this change

	PR #2757: (Contributed by projectgheist)
	#jira UE-35488

Change 3143046 on 2016/09/28 by James.Golding

	Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)

Change 3143047 on 2016/09/28 by James.Golding

	PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
	#jira UE-35142

Change 3143050 on 2016/09/28 by Martin.Wilson

	Update DDC key as some animation have stale data

Change 3143088 on 2016/09/28 by Martin.Wilson

	CIS Fixes for Ocean after FReferenceSkeleton changes

Change 3143090 on 2016/09/28 by Benn.Gallagher

	Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
	#jira UE-36482

Change 3143091 on 2016/09/28 by Thomas.Sarkanen

	Fix play/pause keyboard shortcut toggle in Persona based editors

	Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
	Added the ability for FEdModes to specify whether they can use a widget mode.
	Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).

	#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused

Change 3143100 on 2016/09/28 by James.Golding

	UE-32275  Fix Anim Curve entries losing Auto state when hidden/reshown

Change 3143107 on 2016/09/28 by Martin.Wilson

	Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us

	#jira UE-34431

Change 3143125 on 2016/09/28 by Jurre.deBaare

	PR #2749: Fix blend space triangulation (Contributed by tmiv)

Change 3143225 on 2016/09/28 by Jurre.deBaare

	Mesh/material merging basic test files

Change 3143235 on 2016/09/28 by Martin.Wilson

	Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section

	#jira UE-35929

Change 3143312 on 2016/09/28 by Marc.Audy

	Don't globally reregister components, globally recreate render state instead when force deleting assets
	Fixes crash force deleting a blueprint with a child actor component in it from the content browser

Change 3143340 on 2016/09/28 by Mieszko.Zielinski

	Improved consistency of loudness usage in AISense_Hearing #UE4

Change 3143359 on 2016/09/28 by Marc.Audy

	Fix spelling error in comment

Change 3143372 on 2016/09/28 by Jurre.deBaare

	HLOD meshes are causing degenerate triangles
	#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
	#jira UE-34336

Change 3143420 on 2016/09/28 by Mieszko.Zielinski

	Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4

Change 3143421 on 2016/09/28 by Martin.Wilson

	Allow reading on animation sequence length in blueprints

	#jira UE-34168

Change 3143455 on 2016/09/28 by James.Golding

	Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
	Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions

Change 3143518 on 2016/09/28 by Jurre.deBaare

	Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
	#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
	#misc set texture sampling for HLOD proxy base material to clamp
	#jira UE-35221

Change 3143542 on 2016/09/28 by James.Golding

	Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
	Fix comment
	Enable by default for FN

Change 3143543 on 2016/09/28 by Benn.Gallagher

	Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.

Change 3143556 on 2016/09/28 by Aaron.McLeran

	UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE

Change 3143566 on 2016/09/28 by Benn.Gallagher

	Readded early out alongside new ensure for catching bad preFilter shapes

Change 3143568 on 2016/09/28 by Marc.Audy

	Fix deprecation warnings in UT

Change 3143572 on 2016/09/28 by Jurre.deBaare

	More test content for mesh/material merging

Change 3143581 on 2016/09/28 by Jurre.deBaare

	More content :D

Change 3143585 on 2016/09/28 by Jurre.deBaare

	Geometry cache cleaning
	#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
	#misc cleaning out unecessary code

Change 3143594 on 2016/09/28 by Marc.Audy

	Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
	#jira UE-36511

Change 3143658 on 2016/09/28 by Marc.Audy

	RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
	#jira UE-36553

Change 3143776 on 2016/09/28 by Marc.Audy

	Properly reinstance child actor templates when using the fast reinstancing path
	#jira UE-36516

Change 3143896 on 2016/09/28 by Ori.Cohen

	Remove UPROPERTY on aggregate threshold which is always read from the physics settings.

Change 3144022 on 2016/09/28 by Ben.Zeigler

	Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system

Change 3144252 on 2016/09/28 by mason.seay

	More blueprints for child actor template testing

Change 3144262 on 2016/09/28 by Mason.Seay

	Deleting assets

Change 3144283 on 2016/09/28 by dan.reynolds

	AEOverview update + Sound Priority Test

Change 3144411 on 2016/09/28 by dan.reynolds

	AEOverview end of day update and tweaks

Change 3144679 on 2016/09/29 by Benn.Gallagher

	Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.

Change 3144856 on 2016/09/29 by Jurre.deBaare

	HLOD Outliner scrolls back to the top when generating proxy meshes
	#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
	#jira UE-30384

Change 3144864 on 2016/09/29 by Thomas.Sarkanen

	Preview mesh fixes

	Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
	Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).

	#jira UE-36582 - Cannot set preview mesh per-animation

Change 3144865 on 2016/09/29 by Jurre.deBaare

	More test content

Change 3144885 on 2016/09/29 by James.Golding

	UE-35307  Move 'invalid scale' warning to Message Log to be more visible in editor
	Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)

Change 3144903 on 2016/09/29 by Thomas.Sarkanen

	Deprecating StaticMesh in UStaticMeshComponent

	Added GetStaticMesh to access the value as read-only.
	SetStaticMesh is now called in all locations that used to call "StaticMesh =".
	Lots of fixups.

	#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent

Change 3145020 on 2016/09/29 by Thomas.Sarkanen

	Fix bounds calculations that include bones to respect LOD (and other requried bones)

	Sometimes bones would not be updated if we LOD switched, extending the bounds.

	#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD

Change 3145041 on 2016/09/29 by Jurre.deBaare

	Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
	#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
	#misc ignore the source lightmap uv channels to reduce data
	#jira UE-36595

Change 3145219 on 2016/09/29 by Benn.Gallagher

	Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
	#jira UE-36552

Change 3145222 on 2016/09/29 by Jurre.deBaare

	Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
	#fix on import set _all_ bone influence to 0
	#jira UE-36602

Change 3145267 on 2016/09/29 by Ori.Cohen

	Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.

	#JIRA UE-36483

Change 3145306 on 2016/09/29 by Jon.Nabozny

	Fixed PhAT so multiple constraints can be selected and edited properly at the same time.

	#JIRA: UE-31493

Change 3145342 on 2016/09/29 by Marc.Audy

	Do not update cull distance volumes whenever any property changes
	* Any movement or property change of a cull distance volume still does a global update
	* Any movement of a component belong to any other Actor updates only the components of that Actor
	* Any property change of a primitive component only updates that component
	#jira UE-36399

Change 3145958 on 2016/09/29 by Marc.Audy

	In game worlds don't auto activate components until the actor is ready to process them
	#jira UE-35189

Change 3146110 on 2016/09/29 by dan.reynolds

	AEOverview update + Soundwave Procedural Test Map

Change 3146375 on 2016/09/30 by Benn.Gallagher

	Fixed crash saving newly created destructible mesh after material refactor.
	#jira UE-36619

Change 3146378 on 2016/09/30 by James.Golding

	UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
	Also add stat for FBodyInstance::LineTrace

Change 3146379 on 2016/09/30 by James.Golding

	Add test assets for creating procmesh collision in non-editor builds

Change 3146386 on 2016/09/30 by Thomas.Sarkanen

	Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports

	Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
	This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.

	#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints

Change 3146464 on 2016/09/30 by Thomas.Sarkanen

	Fix layered blend per bone odd/even connection counts alternately working/not working

	Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.

	#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs

Change 3146652 on 2016/09/30 by Benn.Gallagher

	Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
	#jira UE-34141

Change 3146673 on 2016/09/30 by Martin.Wilson

	Make RawAnimationData (and associated anim sequence data) private

	#jira ue-25869

Change 3146680 on 2016/09/30 by Benn.Gallagher

	Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
	#jira UE-29847

Change 3146681 on 2016/09/30 by Benn.Gallagher

	Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
	#jira UE-30885

Change 3146711 on 2016/09/30 by Jon.Nabozny

	Fix PhAT SnapConstraintToBone.

	#jira UE-31491

Change 3146717 on 2016/09/30 by Danny.Bouimad

	Adding Jurres really useful merge actor test assets to somewhere QA can get em.

Change 3146738 on 2016/09/30 by Martin.Wilson

	Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1

	#tests Editor tests with mambo pose asset
	#jira UE-36189

Change 3146750 on 2016/09/30 by Jurre.deBaare

	Material baking issue
	#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
	#misc Replaced incorrect masks with _way_  better approach thanks to Martin

Change 3146755 on 2016/09/30 by Jurre.deBaare

	Need better progress bar for HLOD
	#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
	#jira UE-34334

Change 3147085 on 2016/09/30 by Marc.Audy

	PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
	#jira UE-36632

Change 3147224 on 2016/09/30 by Martin.Wilson

	CIS Fix

Change 3147280 on 2016/09/30 by Marc.Audy

	Mouse smoothing should use application frame rate, not the dilated game frame rate
	#jira UE-31040

Change 3147446 on 2016/09/30 by Aaron.McLeran

	UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly

Change 3147693 on 2016/09/30 by Ben.Zeigler

	#jira UE-36657
	If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location

Change 3147697 on 2016/09/30 by Jon.Nabozny

	Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX

	#jira UE-30486

Change 3147761 on 2016/09/30 by Jon.Nabozny

	Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.

Change 3148533 on 2016/10/03 by Thomas.Sarkanen

	Fix new deprecation warnings introduced by the pull from main

Change 3148567 on 2016/10/03 by Marc.Audy

	Fix crash when exiting PIE while a panoramic screenshot is being taken
	Make stereo panorama tick with the world it is operating on
	#jira UE-36492

Change 3148571 on 2016/10/03 by Marc.Audy

	Allow modification of components that are EditAnywhere but don't exist in the CDO
	#jira UE-36694

Change 3148607 on 2016/10/03 by Martin.Wilson

	Properly end notify states when we clear the anim instance on a skeletal mesh.

	#jira UE-32488

Change 3148711 on 2016/10/03 by Martin.Wilson

	Fix type in virtual bone tooltip

	#jira UE-36703

Change 3148746 on 2016/10/03 by Benn.Gallagher

	Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
	#jira UE-36529

Change 3148807 on 2016/10/03 by Martin.Wilson

	Fix mismatch skeleton error when undoing virtual bone changes

	#jira UE-36705

Change 3148812 on 2016/10/03 by Martin.Wilson

	Add undo support to removing virtual bones

	#jira UE-36706

Change 3148975 on 2016/10/03 by Jurre.deBaare

	Issue with combining meshes both with/without normal maps
	#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
	#misc fixed issue in function to set texture rectangle to a single colour
	#misc spotted comparison error

Change 3148976 on 2016/10/03 by Ori.Cohen

	Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs

	#JIRA UE-36639

Change 3148991 on 2016/10/03 by Jurre.deBaare

	Changing LOD materials on Merged Actors Crashes Editor
	#fix take into account LOD that is using the material when remapping (removing duplicate) materials
	#jira UE-35883

Change 3148997 on 2016/10/03 by Jurre.deBaare

	Make sure we remove matrix samples that fall outside of the import range and remap those that are in range

Change 3149002 on 2016/10/03 by Jurre.deBaare

	Issues with importing Alembic caches using  matrix transformations
	#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from

Change 3149030 on 2016/10/03 by Martin.Wilson

	Dont show save warning on animations when we have curve data

	#jira UE-34145

Change 3149115 on 2016/10/03 by Mieszko.Zielinski

	Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4

	#jira UE-35153

Change 3149186 on 2016/10/03 by Ben.Zeigler

	#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
	There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
	This code is weird but this solution is better than the old version and handles inconsistent results

Change 3149235 on 2016/10/03 by Martin.Wilson

	Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.

	#jira UE-20005

Change 3149245 on 2016/10/03 by Marc.Audy

	Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.

Change 3149397 on 2016/10/03 by Ori.Cohen

	Fix collision profile writing out response values to channels that don't exist.

	#JIRA UE-36359

Change 3149679 on 2016/10/03 by Zak.Middleton

	#ue4 -  Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.

Change 3149929 on 2016/10/04 by Jurre.deBaare

	Fix for CIS errors
	#fix Mac didn't like undefined struct

Change 3149977 on 2016/10/04 by danny.bouimad

	Massive update to Merge Actor test files

Change 3150014 on 2016/10/04 by James.Golding

	UE-36686 Fix crash when slicing and not creating other section

Change 3150016 on 2016/10/04 by James.Golding

	UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging

Change 3150019 on 2016/10/04 by James.Golding

	UE-36737 Fix LineTraceComponent not returning face index

Change 3150020 on 2016/10/04 by James.Golding

	UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module

Change 3150027 on 2016/10/04 by Ben.Marsh

	Add PhysX build option into Dev-Framework.

Change 3150042 on 2016/10/04 by Benn.Gallagher

	Fixed clothing example 1.3 collision glitches

Change 3150172 on 2016/10/04 by Benn.Gallagher

	Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
	#jira UE-36589

Change 3150319 on 2016/10/04 by Ori.Cohen

	Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.

	#JIRA UE-36535, UE-36504

Change 3150355 on 2016/10/04 by Zak.Middleton

	#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.

Change 3150370 on 2016/10/04 by Ori.Cohen

	Fix deferred actors not getting flushed.

Change 3150386 on 2016/10/04 by Martin.Wilson

	Fix additive animation check failing in cooked builds when using virtual bones

	#jira UE-36743

Change 3150424 on 2016/10/04 by Ori.Cohen

	Exclude kinematic actors from active transforms generation.

Change 3150613 on 2016/10/04 by Zak.Middleton

	#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.

	(Mirror CL 3138304  in Orion-DevGeneral)

	#jira UE-36810
	#tests compiled

Change 3150679 on 2016/10/04 by Ben.Zeigler

	Crash fix with no async scene

Change 3150765 on 2016/10/04 by Ben.Zeigler

	Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
	Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
	This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing

Change 3150796 on 2016/10/04 by Marc.Audy

	Fix LOCTEXT warnings related to blueprint class menu options

Change 3150806 on 2016/10/04 by Ben.Zeigler

	Fix bad text format in import error message, lead to double error

Change 3150891 on 2016/10/04 by Ben.Zeigler

	#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global

Change 3150914 on 2016/10/04 by Marc.Audy

	Don't try to recreate render state if it has already been recreated while the recreate context was active
	#jira UE-36590

Change 3151195 on 2016/10/04 by Dan.Reynolds

	Updates to QASoundWaveProcedural

	QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave.  Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square).  Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.

Change 3151233 on 2016/10/04 by Ben.Zeigler

	#jira UE-36836 Fix variable shadowing warnings

Change 3151328 on 2016/10/04 by dan.reynolds

	AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP

Change 3151461 on 2016/10/05 by Thomas.Sarkanen

	Fix localization warnings

	#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings

Change 3151546 on 2016/10/05 by Martin.Wilson

	Fix pose watch regression due to persona refactor changes.

	#jira UE-36851

Change 3151587 on 2016/10/05 by Jurre.deBaare

	Updating Simplygon to SDK version 8.0
	#misc removed redundant files
	#misc fixed landscape culling in merge actor path
	#misc added support for volume culling using simplygon
	#misc fixed when or not to use mesh data for material baking

	#notes
	Change: 3137650
	Date: 23/09/2016 07:57
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	-Renamed commandline variables for ZipUtils AutomationScript
	-Implemented Execute instead of ExecuteBuild
	-Updated commandline arguments in SimplygonSwarm
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
	//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
	Change: 3137649
	Date: 23/09/2016 07:56
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Moved file hash computation to ImportObject
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
	Change: 3137646
	Date: 23/09/2016 07:55
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Fixes CL3099204
	EditorPerProjectUserSetting
	Removed ConfigRestartRequired attribute from properties where it was not required
	MeshUtilities
	-Added FProxyFailedDelegate
	-Extended IMeshMerging to include FProxyFailed delegate
	-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
	-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
	SimplygonMeshReduction
	-Added check for invalid texture id
	-Updated notes and removed commented code that is not required.
	-Setup failed delegate
	-Fixed issue where image data was never hooked into the texture.
	-Fixed issue where texture table was never passed into casters
	SimplygonSwarm
	-Setup failed delegate
	-Fixed RawMesh pointer usage.
	-Move helper method into SimplygonSwarmHelpers.h.
	-Added SimplygonSwarmHelpers
	-Removed redundant constant path to 7-zip
	-Removed GetSimplygonDirectory instead using inplace.
	-Removed commented code that is currently not required.
	-Fixed Typos
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
	Change: 3099204
	Date: 24/08/2016 07:56
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Simplygon 8.0 Updates
	Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
	EditorPerProjectSettings
	*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
	*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
	*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
	SPL, SimplygonSwarm, RESTClient
	*Bumped up SPL Version to 8
	*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
	*Removed SPL Templates for version 7.0
	*Added conditional logging to REST methods
	*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
	*Updated method to take in texturepath
	SimplygonMeshReduction
	*Removed minimum version requirement.
	*Bumped up minimum version
	*Chagned license file name to refelect 8.0 changes
	*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
	Change: 3099200
	Date: 24/08/2016 07:48
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
	Change: 3099199
	Date: 24/08/2016 07:47
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
	This will remove any dependency on external zip program and should work across platforms
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
	Change: 3099197
	Date: 24/08/2016 07:40
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	*Speed improvements for FBX Scene Importer
	*Added a static method to compute Hash.
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2

Change 3151664 on 2016/10/05 by Richard.Hinckley

	Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.

Change 3151729 on 2016/10/05 by Thomas.Sarkanen

	Audit of remaining NaN checks

	Some checks remain on in shipping (generally those called from blueprint):

	- AActor::TeleportTo
	- AActor::SetActorRelativeScale3D

	#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test

Change 3151742 on 2016/10/05 by Ori.Cohen

	Make sure that if physical animation component doesn't find a body and bone it doesn't crash.

	#JIRA UE-36839

Change 3151756 on 2016/10/05 by Jurre.deBaare

	Fixing d3dcompiler_47.dll missing issue
	#fix added runtime dependency and dll name to build.cs file
	#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL

Change 3151761 on 2016/10/05 by Thomas.Sarkanen

	Fix deprecation warning from last integration

	Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.

	#jira UE-36858 - Compile UE4Editor* completed with 1 warning

Change 3151782 on 2016/10/05 by Jurre.deBaare

	Simplygon patch up
	#misc linker errors popping up from JSONCPP
	#misc incorporated emissive material property fix from other shelve
	#misc static analysis fix

Change 3151804 on 2016/10/05 by Marc.Audy

	Clear need end of frame update when unregistering a component

Change 3151928 on 2016/10/05 by Ori.Cohen

	Fix runtime DLLs not including all delay loaded physx dll files.

	#JIRA UE-36816

Change 3151977 on 2016/10/05 by Martin.Wilson

	Notifies can no longer occupy the same time on the same track.

	#jira UE-30658

Change 3151989 on 2016/10/05 by Jon.Nabozny

	Fix ArchVis character rotation pitch when looking up/down.

	#jira UE-35706

Change 3152083 on 2016/10/05 by Marc.Audy

	Ensure that pending kill components get their marked for end of frame state cleared.

Change 3152086 on 2016/10/05 by Ben.Zeigler

	#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
	Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid

Change 3152093 on 2016/10/05 by Marc.Audy

	Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
	#jira UE-36146
	#jira UE-24647

Change 3152100 on 2016/10/05 by Ben.Zeigler

	Remove pragma optmize

Change 3152112 on 2016/10/05 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072

Change 3152134 on 2016/10/05 by Jurre.deBaare

	Simplygon/Merge actor issues
	#fix for emissive output on meshes that do not have emissive properties
	#fix for texture binning, not removing invalid split area causing overlapped textures

Change 3152136 on 2016/10/05 by James.Golding

	UE-36859 Fix tooltip saying you can click to stop recording

Change 3152169 on 2016/10/05 by James.Golding

	UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
	ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
	Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh

Change 3152202 on 2016/10/05 by Jurre.deBaare

	Mac/Linux fix

Change 3152303 on 2016/10/05 by Marc.Audy

	Fix deprecation warning post merge from main

Change 3152320 on 2016/10/05 by Martin.Wilson

	Fix root motion from everything calculating incorrect root motion when animations haven't been ticking

	#jira UE-35364

Change 3152354 on 2016/10/05 by James.Golding

	PoseDriver should pass through if no poses activated

Change 3152357 on 2016/10/05 by James.Golding

	UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.

Change 3152556 on 2016/10/05 by Marc.Audy

	Remove autos

Change 3152560 on 2016/10/05 by Marc.Audy

	Don't allow child actor references to be dragged from the outliner to a level script
	#jira UE-16700

Change 3152568 on 2016/10/05 by Marc.Audy

	Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
	Remove deprecated bNoCollisionFail
	#jira UE-35928

Change 3152575 on 2016/10/05 by Marc.Audy

	Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move

Change 3153101 on 2016/10/06 by Thomas.Sarkanen

	Fix crash re-opening the viewport in Persona-based editors

	#jira UE-36775 - Editor crashes when re-opening viewport in Persona

Change 3153139 on 2016/10/06 by James.Golding

	UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported

Change 3153160 on 2016/10/06 by Thomas.Sarkanen

	Fix for crash when deleting additive layer track

	Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).

	#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona

Change 3153175 on 2016/10/06 by Benn.Gallagher

	Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
	#jira UE-36900

Change 3153223 on 2016/10/06 by Thomas.Sarkanen

	Fixed crash when opening an asset from the blend space editor

	Code was still trying to open 'old' Persona when it was disabled.
	Also fix other call sites where this was being done outside of asset type actions.

	#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona

Change 3153324 on 2016/10/06 by Thomas.Sarkanen

	Prevented invalid GUIDs from being saved into smart name containers

	AddOrFindName now checks to see if existing GUIDs are valid before using them.
	AddName now requires a valid GUID to be passed in.
	Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without  this the skeleton might not get saved.
	Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).

	#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset

Change 3153348 on 2016/10/06 by Martin.Wilson

	Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)

	#jira UE-36751

Change 3153426 on 2016/10/06 by Mieszko.Zielinski

	Added missing elements of block comments support in BT editor #UE4

Change 3153454 on 2016/10/06 by Benn.Gallagher

	Fixed crash using anim debug with subinstances that are preceded by branching nodes.
	#jira UE-36935

[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
Marc Audy
43eedbeffe Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None

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

Change 3108929 on 2016/08/31 by Jon.Nabozny

	PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)

	#jira UE-35260

Change 3108930 on 2016/08/31 by Jon.Nabozny

	Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.

	#jira UE-33880

Change 3108934 on 2016/08/31 by Jon.Nabozny

	Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.

	#jira UE-33051

Change 3108971 on 2016/08/31 by Jon.Nabozny

	Add missing URadialForceComponent.h changes from CR 3108930

Change 3109557 on 2016/09/01 by Thomas.Sarkanen

	Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)

	Persona Upgrade

	Summary of changes:

	- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
	- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
	- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
	- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
	- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
	- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
	- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
	- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
	- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
	- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
	- Added asset family shortcut bar (and IAssetFamily to support this).
	- Const corrected some engine functions.
	- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
	- Padding, layouts and appearance of all editors have been polished.
	- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
	- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
	- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
	- Removed sequence recorder from non-level editor windows.

Change 3109628 on 2016/09/01 by Thomas.Sarkanen

	Fix non-unity build

Change 3109639 on 2016/09/01 by Thomas.Sarkanen

	CIS fix: Monolithic non-editor builds

Change 3109648 on 2016/09/01 by Thomas.Sarkanen

	Properly fix monolithic CIS this time

Change 3109683 on 2016/09/01 by Thomas.Sarkanen

	Fix Mac editor CIS

Change 3109689 on 2016/09/01 by Benn.Gallagher

	Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
	#jira UE-35353

Change 3109699 on 2016/09/01 by Thomas.Sarkanen

	More Mac Editor CIS fixes.

Change 3109727 on 2016/09/01 by Danny.Bouimad

	Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.

Change 3109758 on 2016/09/01 by Thomas.Sarkanen

	More Mac editor CIS fixes

	Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.

Change 3109829 on 2016/09/01 by Thomas.Sarkanen

	Fix crash when attaching slave components with differing bone counts

Change 3111672 on 2016/09/02 by Thomas.Sarkanen

	Populated UV channels correctly

	Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.

Change 3111924 on 2016/09/02 by Martin.Wilson

	Clean up references to GetBoneTree and deprecate

	#jira UE-35525

Change 3112086 on 2016/09/02 by Martin.Wilson

	Fix pose flickering on LOD change when using Layered Blend by Bone node

	#Jira UE-35471

Change 3112097 on 2016/09/02 by Aaron.McLeran

	UE-35533 StopQuietest concurrency not resulting in sounds returning to play

	- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
	- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.

Change 3112467 on 2016/09/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269

Change 3112604 on 2016/09/02 by Lina.Halper

	Fixed merge compile error

Change 3113524 on 2016/09/05 by Thomas.Sarkanen

	Prevent invalid assets from causing crashes with asset families

	Store asset references as weak object ptrs as assets can go away underneath us.
	Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.

	#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset

Change 3114118 on 2016/09/06 by Marc.Audy

	Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
	#jira UE-32852

Change 3114201 on 2016/09/06 by Lina.Halper

	#ANMI: Moving animation curves from asset to skeleton

	- Backward compatibility
	- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
	- Morphtarget curves are automatically set on loading
	- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game

	- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
	- TODO: Linking curve to joint
	- TODO: Allow Layer blending to use this data to blend curves

	#Code review:Martin.Wilson, James.Golding
	#jira: UEFW-179

Change 3114391 on 2016/09/06 by Lina.Halper

	Build warning fix

Change 3114399 on 2016/09/06 by Lina.Halper

	Fix build error.

Change 3114403 on 2016/09/06 by Lina.Halper

	Attempt to fix build error

Change 3114591 on 2016/09/06 by Lina.Halper

	Fix compile error

Change 3114963 on 2016/09/06 by Lina.Halper

	Fixed crash on deleting skeleton when placed in the level

	#jira: UE-35601

Change 3114985 on 2016/09/06 by Lina.Halper

	Fix crash with copy pose mesh node not checking registered or not.

	#jira: UE-35602

Change 3115933 on 2016/09/07 by James.Golding

	UE-33251 - add 'restart required' to bSupportUVFromHitResults option

Change 3116021 on 2016/09/07 by Marc.Audy

	Fix spelling
	de-auto
	NULL to nullptr
	minor optimization

Change 3116046 on 2016/09/07 by James.Golding

	Move AnimNode_LegIK.h to Public and .cpp for Private

Change 3116048 on 2016/09/07 by James.Golding

	UE-34640 Fix bogus tooltips for collision channels

Change 3116050 on 2016/09/07 by James.Golding

	PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)

Change 3116060 on 2016/09/07 by Lina.Halper

	#ANIM:

	- Fix crash of setting multiple times in the same menu
	- Make sure you can set to original animation, and not break

	#jira: UE-35580

Change 3116064 on 2016/09/07 by James.Golding

	Fix missing change for LegIK file move

Change 3116291 on 2016/09/07 by Marc.Audy

	FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed

Change 3116590 on 2016/09/07 by Dan.Reynolds

	Audio Test Map Content WIP

Change 3116649 on 2016/09/07 by mason.seay

	Updated map to test flying

Change 3116712 on 2016/09/07 by dan.reynolds

	Test Content Update EQTest Map WIP

Change 3117257 on 2016/09/08 by Benn.Gallagher

	Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).

Change 3117348 on 2016/09/08 by Benn.Gallagher

	Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
	#jira UEFW-180

Change 3117393 on 2016/09/08 by Benn.Gallagher

	Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
	#jira UE-34508

Change 3117507 on 2016/09/08 by Jurre.deBaare

	Streamline Persona Asset Browser
	#added ability to set whether or not a column should generate widgets in STableViews
	#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
	#added an ini path for saving the column filter state in SAnimationSequenceBrowser
	#jira UEFW-148

Change 3118003 on 2016/09/08 by mason.seay

	Updating meshes to use complex collision

Change 3118020 on 2016/09/08 by Zak.Middleton

	#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.

Change 3118437 on 2016/09/08 by Lina.Halper

	Fix grammar error

	#jira: UE-35729, UE-35730, UE-35729

Change 3118456 on 2016/09/08 by Lina.Halper

	Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.

Change 3118492 on 2016/09/08 by Aaron.McLeran

	Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)

Change 3118517 on 2016/09/08 by Lina.Halper

	Went back to original without spaces

Change 3118711 on 2016/09/08 by Aaron.McLeran

	Fixing build errors with CL 3118492

Change 3118712 on 2016/09/08 by Aaron.McLeran

	Fixing a build warning with CL 3118492

Change 3118745 on 2016/09/08 by Aaron.McLeran

	Fixing a build warning with CL 3118492

	- Fixed init order in FSoundSource

Change 3119201 on 2016/09/09 by Benn.Gallagher

	Fix static analysis warnings (Accessing nullptr), added check on the pointer
	#jira UE-35755

Change 3119338 on 2016/09/09 by Benn.Gallagher

	Fixed destructible import throwing out meshes where 1 or more submeshes are empty

Change 3119371 on 2016/09/09 by Lina.Halper

	fix texts

Change 3119453 on 2016/09/09 by Lina.Halper

	Change text style of the child montage instruction.

	#jira: UE-35144

Change 3119454 on 2016/09/09 by Lina.Halper

	Add option to open asset from context menu of the segment

	#jira: UE-35632

Change 3119457 on 2016/09/09 by mason.seay

	Updated maps and rebuilt lighting

Change 3119584 on 2016/09/09 by Marc.Audy

	Support for new metadata ShowInnerProperties (written by Matt K)

Change 3119667 on 2016/09/09 by Aaron.McLeran

	Fixing compile errors on Mac.

	- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there

Change 3119732 on 2016/09/09 by Aaron.McLeran

	Fixing clang compile error

	- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.

Change 3119734 on 2016/09/09 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702

Change 3119787 on 2016/09/09 by Lina.Halper

	Move cached UID to required bone

	- removed skeleton cached UID list
	- removed skeletalmeshcomponent cached UID list
	- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
	- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent

	#code review:Benn.Gallagher, Martin.Wilson

Change 3119800 on 2016/09/09 by Aaron.McLeran

	Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.

Change 3120260 on 2016/09/09 by Marc.Audy

	Fix if statement

Change 3120790 on 2016/09/12 by Thomas.Sarkanen

	Reordered skeletal mesh and animations in asset shortcut bar

	#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP

Change 3120793 on 2016/09/12 by Thomas.Sarkanen

	Improved fix for missing mesh details customization

	Improves on CL 3117257.
	Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
	Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
	Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.

Change 3120867 on 2016/09/12 by Marc.Audy

	Fix incorrect condition in for causing static analysis warning

Change 3120900 on 2016/09/12 by mason.seay

	Actually build lighting this time

Change 3120904 on 2016/09/12 by Thomas.Sarkanen

	Skeletons can now be deleted once opened (once more)

	Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
	Added logic to compact if weak ptrs are invalid.

	#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor

Change 3120927 on 2016/09/12 by Thomas.Sarkanen

	Details panel now shows selected items when re-opened

	Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.

	#jira UE-35445 - Details tab in persona dosn't populate with information when first opened

Change 3120979 on 2016/09/12 by Thomas.Sarkanen

	Re-added the ability to create pose assets

	This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.

	#jira UE-35740 - Create Pose asset missing from create animation dropdown

Change 3121208 on 2016/09/12 by Benn.Gallagher

	Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
	#jira UE-33216

Change 3121274 on 2016/09/12 by James.Golding

	PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
	#jira UE-29346

Change 3121276 on 2016/09/12 by James.Golding

	UE-33242 : Add option to copy morph target names to clipboard

Change 3121278 on 2016/09/12 by James.Golding

	UE-33004 : Add proper commands for Curve Viewer

Change 3121472 on 2016/09/12 by Zak.Middleton

	#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().

	#jira UE-34482

Change 3121829 on 2016/09/12 by dan.reynolds

	Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.

Change 3122218 on 2016/09/12 by Aaron.McLeran

	Minor cleanup in XAudio2Source.cpp

Change 3122823 on 2016/09/13 by Thomas.Sarkanen

	Fix incorrect camera offset when opening some skeletal meshes

	Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.

	#jira UE-35550 - Persona camera is far away from some skeletal meshes

Change 3122857 on 2016/09/13 by Lina.Halper

	Importing frame count issue with blendshapes
	- with this change when calculating sample rate, it checks blendshape curves.

	#jira: UE-27706

Change 3122992 on 2016/09/13 by Marc.Audy

	Child Actor Component now have an editable template
	* Template is stored as a child inside the child actor template
	* When gathering components for an actor, need to stop searching beyond any nested AActor
	#jira UEFW-125, UE-16474

Change 3123087 on 2016/09/13 by Marc.Audy

	Fix Child Actor Template being nulled out on template

Change 3123170 on 2016/09/13 by mason.seay

	Updated test map to test SpawnEmitterAttached SnapToTarget settings

	UEENGQA-9268

Change 3123203 on 2016/09/13 by Marc.Audy

	Multi-select of child actor components allows editing of template properties

Change 3123205 on 2016/09/13 by Marc.Audy

	Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
	#author Matt.Kuhlenschmidt

Change 3123422 on 2016/09/13 by Aaron.McLeran

	UE-35950 Fixing XboxOne spatialization

	- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.

Change 3123484 on 2016/09/13 by Lina.Halper

	Fix animation frame UI issue
	- This now displays from [0, numframes -1]

	#jira: UE-33437

Change 3123500 on 2016/09/13 by Marc.Audy

	Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
	#jira UE-35885

Change 3123549 on 2016/09/13 by Marc.Audy

	Fix warning message

Change 3123581 on 2016/09/13 by Marc.Audy

	PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
	#jira UE-35424

Change 3123688 on 2016/09/13 by Ben.Zeigler

	Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly

Change 3123768 on 2016/09/13 by Marc.Audy

	Go away auto
	NULL to nullptr
	Use ranged for instead of iterators

Change 3123906 on 2016/09/13 by Aaron.McLeran

	UE-34615 Supporting Pausing Sounds on Audio Components

Change 3123949 on 2016/09/13 by Aaron.McLeran

	UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0

Change 3124109 on 2016/09/13 by Aaron.McLeran

	UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite

Change 3124137 on 2016/09/13 by Aaron.McLeran

	PR #2601: made looping sound waves searchable by the asset registry

Change 3124396 on 2016/09/14 by James.Golding

	Allow anim node edit modes to work on all nodes, not just skel controls

Change 3124498 on 2016/09/14 by Benn.Gallagher

	Added method to get swing and twist quaternions from FQuat
	#jira UE-34054

Change 3124504 on 2016/09/14 by James.Golding

	Missed a few references to SkeletalControlEditMode

Change 3124508 on 2016/09/14 by James.Golding

	Fix function groupings in animnode editmode headers

Change 3124625 on 2016/09/14 by james.cobbett

	Rebuilding lighting.

Change 3124632 on 2016/09/14 by James.Golding

	UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
	- Converted PoseDriver from SkelControl to AnimNode
	- Added PoseDriverEditMode
	- Added debug drawing to show target poses and current ref position
	- Aded support for PoseDriver using translation instead of rotation
	- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler

Change 3124636 on 2016/09/14 by James.Golding

	Missed file

Change 3124652 on 2016/09/14 by Marc.Audy

	Fix initialization order warning
	#jira UE-35980

Change 3124658 on 2016/09/14 by Marc.Audy

	Fix if statement
	#jira UE-35976

Change 3124685 on 2016/09/14 by James.Golding

	Move PoseDriver files from BoneControllers to AnimNodes folder
	Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
	Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private

Change 3124690 on 2016/09/14 by James.Golding

	Missing header edit after file move

Change 3124707 on 2016/09/14 by Danny.Bouimad

	Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
	Somehow this was undone.

Change 3124954 on 2016/09/14 by Jurre.deBaare

	Import Alembic file gets editor crash
	#fix double check if Alembic isn't lying and there are no actual normals
	#misc fixed type in function signature
	#jira UE-35702

Change 3124980 on 2016/09/14 by Lina.Halper

	Tweak UI of child anim montage
	- removed padding, changed font size

Change 3124981 on 2016/09/14 by Lina.Halper

	Changed text of keys to Frames

Change 3124998 on 2016/09/14 by Lina.Halper

	Fix curve issue when evaluting with # of frames.

	#jira: UE-35782

Change 3125034 on 2016/09/14 by Aaron.McLeran

	Changes to 3123906 based on feedback from Marc Audy

Change 3125109 on 2016/09/14 by Aaron.McLeran

	PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)

Change 3125184 on 2016/09/14 by Lukasz.Furman

	vehicle RVO fixes
	#ue4

Change 3125191 on 2016/09/14 by Lukasz.Furman

	added blueprint interface for component's navigation influence control
	#ue4

Change 3125348 on 2016/09/14 by Mason.Seay

	Added GamepadFaceButtonRight as an input mapping for Crouch

Change 3125352 on 2016/09/14 by Lina.Halper

	#ANIM: Pose Asset - Insert pose support

	- made sure pose asset editor updates if the new pose is inserted.

	#jira: UE-32608

Change 3125413 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
	Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
	World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
	World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
	GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
	Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
	The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee

Change 3125414 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Convert all internal templates to use GameModeBase
	Convert most sample games, ShooterGame and several legacy projects are still using GameMode

Change 3125415 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Internal game compile fixes needed to support GameMode refactor
	Fixed a few places that overrode StartNewPlayer to override new functions instead

Change 3125438 on 2016/09/14 by Ben.Zeigler

	Log compile fix

Change 3125460 on 2016/09/14 by Ben.Zeigler

	Another try at log compile issues

Change 3125685 on 2016/09/14 by Aaron.McLeran

	Attempt to fix compile error

Change 3125700 on 2016/09/14 by Aaron.McLeran

	UE-35958 Undo in sound cue editor does not undo looping changes.

	Issue was sound cues were not being flagged as transactional and ignoring undo transactions

Change 3125857 on 2016/09/14 by Aaron.McLeran

	-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
	-Changed to setting flag directly in NewObject line instead of calling SetFlags

Change 3125888 on 2016/09/14 by Aaron.McLeran

	Adding call to super post load in USoundNode::PostLoad()

Change 3125964 on 2016/09/14 by Aaron.McLeran

	Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).

Change 3125974 on 2016/09/14 by Aaron.McLeran

	UE-35892 Not loading audio data when in -nosound mode

Change 3125983 on 2016/09/14 by Ben.Zeigler

	Better Nogore fix for lens effect

Change 3125985 on 2016/09/14 by Ben.Zeigler

	Fix fortnite compile failure on mac, it was inside non instantiated template

Change 3126409 on 2016/09/15 by Benn.Gallagher

	Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
	#jira UE-35657

Change 3126507 on 2016/09/15 by Thomas.Sarkanen

	Prevent crash when calling SetAnimationMode on a component with no skeletal mesh

	Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.

	#jira UE-36003 - Crash playing Ocean

Change 3126539 on 2016/09/15 by Marc.Audy

	Fix Win32 compilation error
	#jira UE-36018

Change 3126575 on 2016/09/15 by Marc.Audy

	Properly fix compile

Change 3126635 on 2016/09/15 by Benn.Gallagher

	Fix for crash when setting collision responses on destructible components after they have been fractured.
	#jira UE-35604

Change 3126649 on 2016/09/15 by Lina.Halper

	- Fixed issue with updating cache UID List, so certain curves did not work.
	- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.

Change 3126816 on 2016/09/15 by Lukasz.Furman

	Back out changelist 3125191

Change 3126903 on 2016/09/15 by Marc.Audy

	Fix !WITH_APEX compile errors from CL# 3126635

Change 3126908 on 2016/09/15 by Mieszko.Zielinski

	Added initialization of FBlackboardEntry properties #UE4

Change 3127081 on 2016/09/15 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
	Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
	GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
	Fixed internal game ini files and added example to BaseEngine.ini
	Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL

Change 3127102 on 2016/09/15 by Ben.Zeigler

	Crash fix if there is no deprecated config section

Change 3127103 on 2016/09/15 by Aaron.McLeran

	UE-34100 audio playback of an individual source

Change 3127109 on 2016/09/15 by Marc.Audy

	Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead

Change 3127143 on 2016/09/15 by Aaron.McLeran

	Missing file in CL 3127103

Change 3127218 on 2016/09/15 by Ori.Cohen

	PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)

	#JIRA UE-35564

Change 3127264 on 2016/09/15 by Aaron.McLeran

	Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent

Change 3127285 on 2016/09/15 by Marc.Audy

	Make it easier to create an audio component that will exist across level transitions
	Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
	UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
	#jira UE-16451

Change 3127360 on 2016/09/15 by Marc.Audy

	Consolidate a few GetWorld()s

Change 3127931 on 2016/09/16 by Benn.Gallagher

	Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
	#jira UE-36054

Change 3128001 on 2016/09/16 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918

Change 3128005 on 2016/09/16 by James.Cobbett

	#jira UE-29618 Submitting test assets

Change 3128022 on 2016/09/16 by Lina.Halper

	Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch

	#jira: UE-27256

Change 3128044 on 2016/09/16 by James.Cobbett

	Submitting gamemode test asset

Change 3128169 on 2016/09/16 by Mieszko.Zielinski

	Fixed couple of static analysis warnings in AI code #UE4

Change 3128430 on 2016/09/16 by Marc.Audy

	Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
	#jira UE-36096

Change 3128558 on 2016/09/16 by Mieszko.Zielinski

	Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4

	#jira UE-33036

Change 3128678 on 2016/09/16 by Jon.Nabozny

	#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
	#rn This can be used to prevent the game from being exited.

	#jira UE-34123

Change 3128693 on 2016/09/16 by Marc.Audy

	Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused

Change 3128753 on 2016/09/16 by Mieszko.Zielinski

	Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4

	#jira UE-35852

Change 3128791 on 2016/09/16 by Marc.Audy

	PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
	Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
	#jira UE-35719

Change 3128974 on 2016/09/16 by Mieszko.Zielinski

	Fixes to BB key synchronization #UE4

	syncing between two BBs associated by a common parent now works

Change 3128984 on 2016/09/16 by Jon.Nabozny

	Fix FConstraintBaseParams ContactDistance clamping.
	The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.

Change 3129010 on 2016/09/16 by Dan.Reynolds

	Updating developer folder content for external referencing

Change 3129093 on 2016/09/16 by Ben.Zeigler

	#jira UE-35424
	Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
	Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones

Change 3129103 on 2016/09/16 by Marc.Audy

	Fix initialization order CIS warning

Change 3129361 on 2016/09/16 by Dan.Reynolds

	Fixes to QASoundWaveProcedural.h

Change 3129994 on 2016/09/19 by Thomas.Sarkanen

	Skeletal mesh to Static mesh conversion

	Added feature to convert selected actors' meshes into static meshes.
	Supports static and skeletal meshes.
	Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
	Added IHasPersonaToolkit interface that all of these editors implement.
	Added toolbar button to each Persona-based editor.
	Added level editor right-click menu option.

	Added CPU skinning path for cloth sections (non-SIMD for now).
	Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
	Moved a few structures around so CPU skinned renderdata is more readily exposed.

	#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh

Change 3130008 on 2016/09/19 by Benn.Gallagher

	Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
	#jira UE-3687

Change 3130009 on 2016/09/19 by Thomas.Sarkanen

	Fixed static analysis warnings in Persona and AnimationBlueprintEditor

	Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).

Change 3130012 on 2016/09/19 by Thomas.Sarkanen

	CIS fix (implcit use of copy constructor)

Change 3130016 on 2016/09/19 by Thomas.Sarkanen

	Mac CIS fix - forward declare some classes.

Change 3130027 on 2016/09/19 by Thomas.Sarkanen

	Fix shadow variables found with Clang

Change 3130044 on 2016/09/19 by Jurre.deBaare

	Improved Texture Merging using the Merge Actors Tool
	#feature added simple binning algorithm to be used with texture importance values
	#misc small array indexing copy-paste error
	#jira UE-33823

Change 3130068 on 2016/09/19 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803

Change 3130181 on 2016/09/19 by Jurre.deBaare

	G++ compile errors
	#fix array enum size requires cast to be valid

Change 3130182 on 2016/09/19 by Jurre.deBaare

	Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently

Change 3130250 on 2016/09/19 by Marc.Audy

	Fix flag check indicated by static analysis

Change 3130256 on 2016/09/19 by Benn.Gallagher

	Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
	#jira UE-34796

Change 3130267 on 2016/09/19 by Marc.Audy

	Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes

Change 3130551 on 2016/09/19 by Ben.Zeigler

	Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier

Change 3130564 on 2016/09/19 by Jurre.deBaare

	More CIS fixes

Change 3130572 on 2016/09/19 by Ben.Zeigler

	#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes

Change 3130586 on 2016/09/19 by Ben.Zeigler

	#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different

Change 3130587 on 2016/09/19 by Martin.Wilson

	Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage

	#jira UE-34798

Change 3130694 on 2016/09/19 by Ben.Zeigler

	#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components

Change 3130700 on 2016/09/19 by Ben.Zeigler

	#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally

Change 3130778 on 2016/09/19 by Dan.Reynolds

	WIP Content update for external referencing

Change 3130812 on 2016/09/19 by Marc.Audy

	No longer use inconsistently applied bWantsBeginPlay
	#jira UE-21048

Change 3130876 on 2016/09/19 by Richard.Hinckley

	Fixing comments for documentation purposes.

Change 3131076 on 2016/09/19 by Marc.Audy

	PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
	#jira UE-35625

Change 3131102 on 2016/09/19 by Richard.Hinckley

	Fixing typo that slipped through.

Change 3131254 on 2016/09/19 by Ben.Zeigler

	#jira UE-36162 Remove bad game mode reference

Change 3131396 on 2016/09/19 by Marc.Audy

	Undo CL# 3125974 to fix Fortnite crash until investigation can be done
	#jira -UE-36164

Change 3131846 on 2016/09/20 by Thomas.Sarkanen

	Recording now functional again in blendspace editor

	Blendspaces now use the anim editor base.
	Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
	Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
	Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.

	#jira UE-35843 - Missing record option for Blendspaces

Change 3131921 on 2016/09/20 by Thomas.Sarkanen

	Re-added anim slot manager tab

	Anim slot manager was not added back into the standalone editors when they were split up.

	#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab

Change 3131922 on 2016/09/20 by Thomas.Sarkanen

	Added 'dirty' indicator to asset shortcut bar

	#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar

Change 3131950 on 2016/09/20 by Thomas.Sarkanen

	Animation stepping now functions as it did previously

	Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.

	#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently

Change 3131953 on 2016/09/20 by james.cobbett

	Updating test assets.

Change 3132241 on 2016/09/20 by Martin.Wilson

	Fix crash when importing a pose to pose asset.

	#jira UE-36122

Change 3132417 on 2016/09/20 by Thomas.Sarkanen

	Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)

	A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.

	#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()

Change 3132790 on 2016/09/20 by Ori.Cohen

	Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component

	#JIRA UE-35257

Change 3132795 on 2016/09/20 by Ori.Cohen

	Fix typo where enable swing drive was used for both swing and twist.

	#JIRA UE-35634

Change 3132838 on 2016/09/20 by Ori.Cohen

	Move flush deferred actor to EndPhysics

	#JIRA UE-35899

Change 3133088 on 2016/09/20 by Ori.Cohen

	Back out defer flush change. This requires more thought.

Change 3133185 on 2016/09/20 by Wes.Hunt

	QoS Analytics providers now use the real final Data Router URL #jira UE-30655

Change 3133262 on 2016/09/20 by Wes.Hunt

	HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.

Change 3133266 on 2016/09/20 by Wes.Hunt

	Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.

Change 3133277 on 2016/09/20 by Chris.Evans

	!N Pose asset test

Change 3133504 on 2016/09/20 by dan.reynolds

	Updating WIP Test Content

Change 3133761 on 2016/09/21 by Thomas.Sarkanen

	Fixed 100% crash when killing a husk

	Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.

	#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards

Change 3133766 on 2016/09/21 by Thomas.Sarkanen

	Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected

	The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.

	#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint

Change 3133774 on 2016/09/21 by Danny.Bouimad

	Translation Pose  Driver test assets content/animation/posedrivertests

Change 3133796 on 2016/09/21 by Thomas.Sarkanen

	Added metadata to remove "reset to default" button for certain properties

	Allows removal of the reset button without a cumbersome details customization.
	Fixes crash where a parent struct of an editfixedsize array was reset.

	#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT

Change 3133831 on 2016/09/21 by Jurre.deBaare

	Vert Color Background not contained to Asset's Viewport
	#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
	#jira UE-35052

Change 3133832 on 2016/09/21 by Jurre.deBaare

	Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
	#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
	#jira UE-34629

Change 3133833 on 2016/09/21 by Jurre.deBaare

	Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
	#fix do not wrap around for non-looping negative sampling times :)
	#jira UE-34630

Change 3133834 on 2016/09/21 by Jurre.deBaare

	Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
	#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
	#jira UE-34303

	Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
	#fix recursively add child actor components to include all static meshes
	#jira UE-25187

Change 3133835 on 2016/09/21 by Jurre.deBaare

	Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
	#fix new mesh with removed bottom quad, allowing for see-through from below
	#jira UE-35022

Change 3133836 on 2016/09/21 by Jurre.deBaare

	It isn't clear when a profile is added to the Preview Scene Settings
	#fix selected profile now changes to newly added one
	#jira UE-33848

	Change preview scene profile naming to validate name input in UI instead of PostEditChange
	#fix added ui feedback for duplicate naming
	#misc extra checks for having a correct profile name when adding a new profile
	#jira UE-34078

	Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
	#fix determine correct name by checking existing ones
	#jira UE-33898

Change 3133838 on 2016/09/21 by Jurre.deBaare

	Prevent preview scene assets being loaded in game (proper fix)
	#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
	#jira UE-36082

Change 3133839 on 2016/09/21 by Jurre.deBaare

	Moving over UE-35254 from 4.13.1

Change 3133840 on 2016/09/21 by Jurre.deBaare

	Moving over UE-35639 from 4.13.1

Change 3133844 on 2016/09/21 by Jurre.deBaare

	Alembic import causing a crash

	#jira UE-35551
	#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix

	#jira UE-35451
	#fix handle case where we imported an empty object in the Geometry cache path

	#misc alembic importer signature change
	#misc typo in function signature

Change 3133951 on 2016/09/21 by Mieszko.Zielinski

	Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4

Change 3134014 on 2016/09/21 by Jon.Nabozny

	#rn Ensure the runaway loop counter gets reset when processing parallel animation.

	#jira UE-33946

Change 3134032 on 2016/09/21 by Jurre.deBaare

	Remove comments

Change 3134100 on 2016/09/21 by James.Golding

	UE-35300 Support UV traces for UV on BSP

Change 3134103 on 2016/09/21 by Lukasz.Furman

	fixed NavLinkProxy not working correctly in PIE
	#jira UE-36194

Change 3134104 on 2016/09/21 by James.Golding

	UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts

Change 3134106 on 2016/09/21 by James.Golding

	UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts

Change 3134109 on 2016/09/21 by James.Golding

	UE-35813 Don't do srgb conversion for proc mesh vertex colors
	UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting

Change 3134145 on 2016/09/21 by Mieszko.Zielinski

	Fixed persistent BB key changes not getting propagated to child BB assets #UE4

Change 3134296 on 2016/09/21 by Lukasz.Furman

	fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
	copy of CL# 3133219

Change 3134390 on 2016/09/21 by mason.seay

	Blueprint for collision bug repro

Change 3134517 on 2016/09/21 by Mieszko.Zielinski

	CIS fix #UE4

Change 3134746 on 2016/09/21 by Ben.Zeigler

	Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
	Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe

Change 3134850 on 2016/09/21 by Ben.Zeigler

	Fix PlatformShowcase warnings

Change 3134852 on 2016/09/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107

Change 3134853 on 2016/09/21 by Marc.Audy

	Resolve of reimport portions

Change 3134857 on 2016/09/21 by Marc.Audy

	Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework

Change 3135002 on 2016/09/21 by Ori.Cohen

	Fix compiler errors

Change 3135147 on 2016/09/21 by dan.reynolds

	AEOverview Test WIP Update

Change 3135168 on 2016/09/21 by Wes.Hunt

	Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
	#jira UE-36211

Change 3135216 on 2016/09/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156

Change 3135238 on 2016/09/21 by Aaron.McLeran

	UE-36288 Fixing concurrency resolution stop quietest

Change 3135257 on 2016/09/21 by Ben.Zeigler

	Fix Orion version of OnlineGameFramework plugin

Change 3135258 on 2016/09/21 by Ben.Zeigler

	Other Orion GameMode fixes

Change 3135290 on 2016/09/21 by dan.reynolds

	AEOverview test map skeleton complete with comments per Nick BB request

Change 3135323 on 2016/09/21 by dan.reynolds

	Update to AEOverview test maps

Change 3135385 on 2016/09/21 by Marc.Audy

	Fix static analysis warnings in automation tests

Change 3135634 on 2016/09/22 by Thomas.Sarkanen

	Remove duplicated details customization

	Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.

Change 3135660 on 2016/09/22 by Thomas.Sarkanen

	CIS fix: Fixed deleted file still being included.

Change 3135949 on 2016/09/22 by Thomas.Sarkanen

	Fixed (another) crash with invalid curve data when an anim instance is GCed

	Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.

	#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()

[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00