#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358702 on 2017/03/22 by Marc.Audy
Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor
#jira UE-42679
Change 3358737 on 2017/03/22 by Mieszko.Zielinski
Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4
Change 3359062 on 2017/03/22 by Michael.Noland
Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package)
#jira UE-30748
Change 3359066 on 2017/03/22 by Michael.Noland
PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl)
#jira UE-42620
Change 3359069 on 2017/03/22 by Michael.Noland
PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna)
#jira UE-42250
Change 3359108 on 2017/03/22 by Michael.Noland
Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer)
#jira UE-36232
Change 3359235 on 2017/03/22 by Marc.Audy
Expose bShouldPerformFullTickWhenPaused to blueprints and details panel
#jira UE-17286
Change 3359324 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance.
(Integrate CL 3249525 from Odin).
Change 3359326 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching.
(Integrate CL 3261262 from Odin).
Change 3359327 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data.
(Integrate CL 3231908 from Odin)
Change 3359328 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace.
(Integrate CL 3259985 from Odin)
Change 3359329 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false.
(Integrate CL 3260001 from Odin)
Change 3359330 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes.
- Added CharacterMovementComponent::ClearAccumulatedForces()
- AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics.
- CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces().
- ClearAccumulatedForces() now also clears pending launch velocity.
- Exposed ClearAccumulatedForces() to blueprints.
- AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick).
- ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch.
- SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement().
- Inlined ActorComponent::IsActive().
(Integrate CLs 3259933, 3266018 from Odin)
Change 3359338 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode.
(Integrate CL 3271928 from Odin)
Change 3359345 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks.
(Integrate CL 3273026 from Odin)
Change 3359381 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game".
(Integrate CLs 3275415, 3276810 from Odin).
Change 3359422 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix build (CollisionProfile included).
Change 3359442 on 2017/03/22 by Michael.Noland
Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position
Change 3359445 on 2017/03/22 by Michael.Noland
PR #2989: Improved BP comment nodes (Contributed by projectgheist)
#jira UE-36788
#jira UE-39118
Change 3359446 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before.
(Integrate CL 3278307 from Odin)
Change 3359494 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation().
(Integrated CL 3280775 from Odin).
Change 3359506 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone).
(Integrate CL 3287026 from Odin).
Change 3359514 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects.
(Integrate CL 3293322 from Odin)
Change 3359553 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice.
(Integrate CL 3299098 from Odin).
Change 3359554 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call.
(Integrate CL 3296254 from Odin).
Change 3359555 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation.
(Integrate CL 3295744 from Odin)
Change 3359561 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found.
(Integrate CL 3299111 from Odin)
Change 3359573 on 2017/03/22 by dan.reynolds
Added BP log to the Passive Mix Modifier test platform BP
Change 3359593 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds).
(Integrate CL 3299118 from Odin)
Change 3359595 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24.
(Integrate CL 3299116 from Odin)
Change 3359602 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization.
(Integrate CL 3340622 from Odin)
Change 3359616 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off.
(Integrate CL 3340635 from Odin)
Change 3359864 on 2017/03/23 by Mieszko.Zielinski
Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4
#jira UE-43120
Change 3360884 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off.
(Integrate CL 3310724 from Odin)
Change 3361045 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: new cvars to help with optimization:
- au.DisableReverbSubmix
- au.DisableEQSubmix
- au.DisableParallelSourceProcessing
- au.SetAudioChannelCount
Also checked in some code to cut down on the amount of parameter setting in EQ
(Integrate of CL 3303165 in Odin by Aaron.Mcleran)
Change 3361172 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: added stat for HRTF.
(Integrate CL 3310728 from Odin)
Change 3361189 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on.
(Integrate CL 3310926 from Odin).
Change 3361914 on 2017/03/23 by Aaron.McLeran
UE-42649 Fixing crash in cleaning up active sound in sound concurrency
-Handling edge case of an active sound not have a sound base ptr, which is possible.
Change 3361924 on 2017/03/23 by Aaron.McLeran
UE-41378 Fixing passive mix modifier bug
Change 3361978 on 2017/03/23 by Aaron.McLeran
UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock
Change 3361989 on 2017/03/23 by Aaron.McLeran
PR #3010: Check for null GEngine on sound processing
Change 3362053 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount.
(Integrate CL 3311120 from Odin)
Change 3362102 on 2017/03/23 by Aaron.McLeran
PR #3182: Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel
Change 3362153 on 2017/03/23 by Aaron.McLeran
UE-43286 Oculus audio plugin not working/available
Change 3362162 on 2017/03/23 by Aaron.McLeran
UE-42252 Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener
Change 3362206 on 2017/03/23 by Aaron.McLeran
UE-43287 Fixing HRTF spatialization in editor viewport
- Steam Audio doesn't support multiple audio devices at the moment
- Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device
Change 3362775 on 2017/03/24 by mason.seay
Replaced deprecated node
Change 3363024 on 2017/03/24 by Ben.Zeigler
Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error
Change 3363030 on 2017/03/24 by Zak.Middleton
#ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate.
Change 3363036 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update.
(Integrate CL 3311158 from Odin)
Change 3363541 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap().
(Integrate CL 3311169 from Odin)
Change 3363642 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers".
- Removed function call overhead to updating channel map. 64,000 function calls...
- Simplified FSourceParam::Update() to reduce branching and have 1 return site.
- Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly.
(Integrate CL 3311235 from Odin)
Change 3364441 on 2017/03/24 by Ben.Zeigler
Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available.
This fixes issue where iterative cooking would fail on plugin config files
Add FindConfigFileWithBaseName to GConfig
Change 3364652 on 2017/03/25 by Phillip.Kavan
#jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations.
Change summary:
- Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change.
Change 3365609 on 2017/03/27 by Richard.Hinckley
#jira UEDOC-4720
Fixed global enums being dropped from documentation after being extracted by Doxygen.
Change 3365737 on 2017/03/27 by Marc.Audy
Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function.
Change 3365795 on 2017/03/27 by Marc.Audy
Fix compile error
Change 3365894 on 2017/03/27 by Phillip.Kavan
#jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph.
Change summary:
- Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context.
Change 3366067 on 2017/03/27 by Marc.Audy
Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred.
#jira UE-40228
Change 3366097 on 2017/03/27 by Marc.Audy
Fixed missed deprecation disable pairing for PostLadMap
Change 3366170 on 2017/03/27 by Aaron.McLeran
Fixing div by zero
Change 3366221 on 2017/03/27 by Aaron.McLeran
UE-43240 Removing dependency on component visualizers in runtime Phonon module.
Change 3366698 on 2017/03/27 by Marc.Audy
Fix Orion compile errors
Change 3366782 on 2017/03/27 by Aaron.McLeran
Bringing over optimizations from Odin to Dev-framework.
Original CL 3311435
Change 3366818 on 2017/03/27 by Aaron.McLeran
Bringing fix from Odin to Dev-Framework from CL 3304533
Fix for rare condition that stomps memory during source recycling.
Change 3366984 on 2017/03/27 by Michael.Noland
Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user.
#jira UE-41638
Change 3367085 on 2017/03/27 by Brent.Pease
- Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up.
- Added time critical thread priority so that audio processing is not starved which would produce clicks and popping
- Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android)
Change 3367434 on 2017/03/28 by Marc.Audy
Fix UT compile error
Change 3368587 on 2017/03/28 by Mike.Beach
Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin).
Change 3368724 on 2017/03/28 by Zak.Middleton
#ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387).
#jira UE-41613, UE-28610
Change 3368748 on 2017/03/28 by Dan.Oconnor
Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references
Change 3368852 on 2017/03/28 by Mike.Beach
Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header.
Change 3368873 on 2017/03/28 by Dan.Oconnor
Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences.
Change 3368998 on 2017/03/28 by Dan.Oconnor
Setting CLASS_Interface early in the compilation process
Change 3369494 on 2017/03/29 by Marc.Audy
Fix UAT compile error
Change 3369924 on 2017/03/29 by Zak.Middleton
#ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates.
#jira UE-36973
Change 3369932 on 2017/03/29 by Ben.Zeigler
#jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor
Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once.
Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini
Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data
Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data
Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally
Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration
Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time
Change 3370028 on 2017/03/29 by Ben.Zeigler
CIS fix
Change 3370360 on 2017/03/29 by Mike.Beach
Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists).
Change 3370363 on 2017/03/29 by Ben.Zeigler
Fix issue where loading out of date editor asset registry cache would throw pointless errors
Change 3370414 on 2017/03/29 by Marc.Audy
Remove autos
Change 3370428 on 2017/03/29 by Ben.Zeigler
Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators
Change 3370453 on 2017/03/29 by Marc.Audy
CIS fix
Change 3370548 on 2017/03/29 by Marc.Audy
#rn Fix issues with seamless travel in PIE and shared sub levels between different parents.
Change 3370564 on 2017/03/29 by Mieszko.Zielinski
PR #3429: fix comment typo (Contributed by kayama-shift)
Change 3370602 on 2017/03/29 by Mieszko.Zielinski
Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4
Change 3370615 on 2017/03/29 by Phillip.Kavan
#jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable.
Change summary:
- Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable).
Change 3370693 on 2017/03/29 by Michael.Noland
Fixing some bad indentation
#rnx
Change 3370740 on 2017/03/29 by Ben.Zeigler
DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious
Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers
Change 3370792 on 2017/03/29 by Michael.Noland
Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE
Change 3370794 on 2017/03/29 by Michael.Noland
PR #3190: Reduce some output logging
- Reduced an Oculus log from Log to Verbose because it spams quite a bit
- Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered
- Treat UInputComponent::GetAxisValue(None) as not a warning
- Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer
#jira UE-41446
Change 3370831 on 2017/03/29 by Dan.Oconnor
Iteration on compilation manager
- Fix Skeleton class compilation order
- Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded
- Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly
Change 3370923 on 2017/03/29 by Michael.Noland
Blueprints: Added an icon to indicate whether or not a macro contains latent actions
- Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed
- This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified
Change 3371039 on 2017/03/29 by Dan.Oconnor
Hacky fix for dropping return params when a function's return node is culled
Change 3371750 on 2017/03/30 by Richard.Hinckley
Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks.
Change 3372513 on 2017/03/30 by Ben.Zeigler
#jira UE-43475 Fix cooker issues with string asset references to null packages.
Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references.
Change 3372565 on 2017/03/30 by Richard.Hinckley
Rolling back stencil change, will be moved to Dev-Rendering.
Change 3372764 on 2017/03/30 by Marc.Audy
Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists.
#jira UE-43328
#rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint.
Change 3372847 on 2017/03/30 by Marc.Audy
Fix missing include
Change 3372994 on 2017/03/30 by Zak.Middleton
#ue4 - Fix build in Debug (checkSlow using incorrect function params).
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3373320 on 2017/03/30 by mason.seay
Basic for TM-Gameplay map (WIP)
Change 3373448 on 2017/03/30 by Ben.Zeigler
Fix recursive size display in audit window
Improve asset manager comments
Change 3373576 on 2017/03/30 by dan.reynolds
AEOverview Update:
Updated Passive Mix Modifier Test based on recent changes in behavior
Also added Initial Delay Time timer to test
Change 3373589 on 2017/03/30 by dan.reynolds
AEOverview Passive Mix Mod Test Map update
Change 3373624 on 2017/03/30 by Zak.Middleton
#ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component.
#jira UE-40420
Change 3374271 on 2017/03/31 by Marc.Audy
Fix deprecation warning in new UT code
Change 3374320 on 2017/03/31 by Marc.Audy
Fix HTML5 compile.
Change 3374413 on 2017/03/31 by Jeff.Farris
Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it.
(Copied CL 3276454 from Robo Recall to Dev-Framework)
Change 3374414 on 2017/03/31 by Jeff.Farris
Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange
(Copied CL 3267903 from RoboRecall to Dev-Framework)
Change 3374616 on 2017/03/31 by Ben.Zeigler
Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this
Change 3374664 on 2017/03/31 by Jeff.Farris
Consted AIController::GetBrainComponent()
(Copied 3239101 from Robo Recall to Dev-Framework)
Change 3374665 on 2017/03/31 by Jeff.Farris
PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components.
(Coped CL 3242355 from Robo Recall to Dev-Framework)
Change 3374779 on 2017/03/31 by Jeff.Farris
Exposed SetAllPhysicsAngularVelocity to blueprints
(Copied CL 3228390 from Robo Recall to Dev-Framework)
Change 3374792 on 2017/03/31 by Ben.Zeigler
#jira UE-42618
PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl)
Change 3374844 on 2017/03/31 by Ben.Zeigler
#jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles
Change 3374925 on 2017/03/31 by Marc.Audy
Don't throw warning about missing world context for inactive worlds.
#jira UE-42679
Change 3374927 on 2017/03/31 by Michael.Noland
Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects
Change 3374995 on 2017/03/31 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components.
Change 3375005 on 2017/03/31 by Michael.Noland
Fixing incremental compilation error due to missing include
#rnx
Change 3375015 on 2017/03/31 by Michael.Noland
Fixing incremental compilation error due to missing include (for real)
#rnx
Change 3375045 on 2017/03/31 by Marc.Audy
Only calculate the streaming levels prefix during seamless travel if it is a PIE world
#jira UE-43485
Change 3375053 on 2017/03/31 by Ben.Zeigler
#jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen
Change 3375057 on 2017/03/31 by Ben.Zeigler
#jira UE-39226 Don't add to DrawDebug list for player controllers with no local player
Change 3375121 on 2017/03/31 by Michael.Noland
Added missing include for FScopedTransaction
#rnx
Change 3375222 on 2017/03/31 by mason.seay
Submitting work done to TM-Gameplay. Still WIP
Change 3375308 on 2017/03/31 by Michael.Noland
Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor. May consider allowing opt-in behavior when we revisit Blutilities
Change 3375321 on 2017/03/31 by Ben.Zeigler
#jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving
Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event
Change 3375372 on 2017/03/31 by Ben.Zeigler
#jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set
Change 3375380 on 2017/03/31 by Marc.Audy
Modify IsMainAudioDevice to deal with the case where no audio device has been created.
Change 3375402 on 2017/03/31 by Marc.Audy
Fix DuplicateWorldForPIE in the case that the OwningWorld is null.
Change 3376037 on 2017/04/02 by Phillip.Kavan
#jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh.
Change summary:
- Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins.
- Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins.
- Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set.
- Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins.
- Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types.
Change 3376364 on 2017/04/03 by Richard.Hinckley
UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count.
Change 3376366 on 2017/04/03 by Richard.Hinckley
UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right.
Change 3376517 on 2017/04/03 by Marc.Audy
PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514)
#jira UE-41499
Change 3376708 on 2017/04/03 by Mike.Beach
Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes.
Summary of changes:
- nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets
- corresponding manifest files get saved inside the module and named to match the platform
- nativized modules now whitelisted only for the platform they were generated for
- cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames)
- extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places).
Change 3376826 on 2017/04/03 by Phillip.Kavan
#jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node.
Change summary:
- Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation).
- Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it.
- Switched 'NULL' to 'nullptr' in a few spots.
Change 3376831 on 2017/04/03 by Ben.Zeigler
#jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package
Change 3376846 on 2017/04/03 by Ben.Zeigler
#jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node
Change 3376850 on 2017/04/03 by Dan.Oconnor
Use authoritative class to mitigate compilation order issues
Change 3376961 on 2017/04/03 by Ben.Zeigler
#jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes
Fix Box2d variable name in NoExportTypes
Change 3376985 on 2017/04/03 by Ben.Zeigler
#jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead
Change 3377009 on 2017/04/03 by Ben.Zeigler
#jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them
Change 3377054 on 2017/04/03 by Zak.Middleton
#ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
#jira UE-40344
#udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html
Change 3377061 on 2017/04/03 by Dan.Oconnor
Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating.
Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables.
Change 3377073 on 2017/04/03 by Mike.Beach
CIS fix - proper initialization ordering.
Change 3377371 on 2017/04/03 by Ben.Zeigler
#jira UE-43144 Disallow creating map of FText, like bool it is not hashable
Change 3377395 on 2017/04/03 by Dan.Oconnor
Build fix - make order in source match initialization order in artifact
Change 3377417 on 2017/04/03 by Dan.Oconnor
Speculative SA fix
Change 3377496 on 2017/04/03 by Aaron.McLeran
#jira UE-43558 Cleaning up shutdown code with audio plugins.
Change 3377608 on 2017/04/03 by Zak.Middleton
#ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games.
#jira UE-38966
Change 3377880 on 2017/04/03 by Aaron.McLeran
Audio bug fixes
#jira UE-43600 Fixing sounds played by playsoundatlocation for audio volume calculations
#jira UE-43601 Fixing listener volume interpolation
#jida UE-43602 Fixing reverb/eq interpolation
Change 3377908 on 2017/04/03 by Phillip.Kavan
#jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link.
Change summary:
- Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType()
- Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links.
Change 3377912 on 2017/04/03 by Dan.Oconnor
Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath
Change 3377946 on 2017/04/03 by Ben.Zeigler
#jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset
Lower some error verbosity now that I believe I have tracked down the issue
Change 3377950 on 2017/04/03 by Michael.Noland
Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history
(May still not work correctly, but it won't crash; full fix covered by UE-43603)
#jira UE-22428
Change 3377981 on 2017/04/03 by Michael.Noland
PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist)
#jira UE-43291
#jira UE-43005
Change 3378039 on 2017/04/04 by Michael.Noland
PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already)
Change 3378041 on 2017/04/04 by Michael.Noland
Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent
Change 3378081 on 2017/04/04 by Dan.Oconnor
Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation
3x because of copy/paste
Change 3378094 on 2017/04/04 by Dan.Oconnor
Add missing preload call for compilation manager
Change 3378917 on 2017/04/04 by Marc.Audy
Fix static analysis (which is very dumb)
Change 3378986 on 2017/04/04 by Dan.Oconnor
Fix bad merge
Change 3379100 on 2017/04/04 by Dan.Oconnor
Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path
#jira UE-43629
Change 3379102 on 2017/04/04 by Ben.Zeigler
Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once
Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over
Change 3379147 on 2017/04/04 by Zak.Middleton
#ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed.
Change 3379254 on 2017/04/04 by Aaron.McLeran
Fixing sounds in audio mixer when no EQ has been set.
Change 3379760 on 2017/04/04 by Ben.Zeigler
#jira UE-43647 Don't delete failed async packages that are rooted
[CL 3380073 by Dan Oconnor in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3284872 on 2017/02/03 by Graeme.Thornton
Seperate pak cache granularity from pak signing chunk size
Change 3285765 on 2017/02/03 by Graeme.Thornton
Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread
#jira UE-41478
Change 3286913 on 2017/02/04 by Ben.Marsh
IncludeTool: Merging fixes.
* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.
Change 3287100 on 2017/02/05 by Ben.Marsh
UBT: Move platform settings into platform-specific TargetRules objects.
Change 3287106 on 2017/02/05 by Ben.Marsh
Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.
Change 3287398 on 2017/02/06 by Steve.Robb
Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.
Change 3287399 on 2017/02/06 by Steve.Robb
Log verbosities made more readable in the debugger.
Change 3287410 on 2017/02/06 by Steve.Robb
Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.
#fyi marc.audy
Change 3288020 on 2017/02/06 by Ben.Marsh
Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.
Change 3291817 on 2017/02/08 by Steve.Robb
New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.
Change 3292090 on 2017/02/08 by Graeme.Thornton
Crash fix - don't update font engine services if it was never created
#jira UE-33953
Change 3292993 on 2017/02/08 by Ben.Marsh
Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)
Change 3293231 on 2017/02/08 by Ben.Marsh
BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.
Change 3294213 on 2017/02/09 by Ben.Marsh
EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.
Change 3294753 on 2017/02/09 by Ben.Zeigler
#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated
Change 3296070 on 2017/02/09 by Ben.Zeigler
Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.
Change 3296420 on 2017/02/10 by Graeme.Thornton
Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
Refactored encryption and signing key access in unrealpak to make it easier to use
Change 3296609 on 2017/02/10 by Ben.Marsh
BuildGraph: Fix error running the <Copy> task with an empty "From" argument.
* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.
Change 3297440 on 2017/02/10 by Ben.Marsh
UBT: Move the FileFilter class into UnrealBuildTool.
Change 3297725 on 2017/02/10 by Ben.Zeigler
#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
Clean up a lot of confusingly named and broken functions on UEnum:
#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
Delete some now redundant enum editor code and pipe everything through UEnum
Change 3297979 on 2017/02/10 by Ben.Zeigler
Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior
Change 3298299 on 2017/02/10 by Steve.Robb
TTuple improvements:
- equality comparable
- serializable
- in the correct folder
2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.
#fyi robert.manuszewski,ben.marsh
Change 3298460 on 2017/02/11 by Ben.Marsh
UGS: Set the correct result from running custom tasks.
Change 3298462 on 2017/02/11 by Ben.Marsh
UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.
Change 3299447 on 2017/02/13 by Graeme.Thornton
Fix AES and pak signing key embedding for content only projects
- Force temp target when any keys are specified by project config
Change 3299649 on 2017/02/13 by Steve.Robb
PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
Other obsolete compiler switches removed.
Change 3299787 on 2017/02/13 by Steve.Robb
IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization.
#fyi robert.manuszewski
Change 3300576 on 2017/02/13 by Ben.Marsh
EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.
Change 3300600 on 2017/02/13 by Ben.Marsh
EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.
Change 3300624 on 2017/02/13 by Ben.Marsh
Switch incremental builds for all streams to start up on the incremental agent.
Change 3302134 on 2017/02/14 by Steve.Robb
UnrealCodeAnalyzer removed.
#fyi ben.marsh,robert.manuszewski
Change 3302639 on 2017/02/14 by Ben.Zeigler
Fix crash cooking odin with default command line
#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified
Change 3303002 on 2017/02/14 by Ben.Zeigler
#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate
Change 3303084 on 2017/02/14 by Ben.Zeigler
Attempt to get Nativization and EDL working without warnings
Change 3305153 on 2017/02/15 by Ben.Zeigler
Fix Fortnite and Orion cook, I don't understand why this passed my local testing
Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning
Change 3305959 on 2017/02/16 by Gil.Gribb
UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.
Change 3306159 on 2017/02/16 by Ben.Marsh
Fix path to target binaries when building non-monolithic in a unique build environment.
Change 3306584 on 2017/02/16 by Steve.Robb
UEnum internal functions renamed from Index to Value.
GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.
#fyi ben.zeigler
Change 3307836 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
Fixes lighting in Infiltrator demo
Change 3307929 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Second half of matinee redirector fix
Change 3308840 on 2017/02/17 by Matthew.Griffin
Reimplementing CL#3305808 from 4.15
Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)
Change 3309115 on 2017/02/17 by Ben.Marsh
Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead.
Change 3309120 on 2017/02/17 by Ben.Marsh
Fix support for creating modular builds which don't use the shared build environment.
Change 3309125 on 2017/02/17 by Ben.Marsh
Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator.
Change 3309128 on 2017/02/17 by Ben.Marsh
Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces.
Change 3309131 on 2017/02/17 by Ben.Marsh
Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.
Change 3309140 on 2017/02/17 by Ben.Marsh
UAT: Fix exception moving a file from one location to another if the target directory does not exist.
Change 3309212 on 2017/02/17 by Ben.Marsh
Fixes/improvements for mod editor and code mods:
* A separate top-level project is generated for each code mod in the Visual Studio solution.
* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
* Plugin browser now includes a separate category for mods.
* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.
Change 3309231 on 2017/02/17 by Steve.Robb
Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<.
#jira UE-42052
Change 3309248 on 2017/02/17 by Ben.Marsh
Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true.
Change 3309257 on 2017/02/17 by Ben.Marsh
Prevent game binaries from being renamed for hot reload when working with installed projects.
Change 3309355 on 2017/02/17 by Steven.Hutton
Changes to make the website compatible with the new database changes.
Change 3309371 on 2017/02/17 by Ben.Marsh
Fix exception on shutdown when running asset registry with threads disabled.
#jira UE-41951
Change 3309389 on 2017/02/17 by Ben.Zeigler
#jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node
Change 3309570 on 2017/02/17 by Gil.Gribb
UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4.
Change 3310039 on 2017/02/17 by Ben.Marsh
BuildGraph: Prevent exception when trying to delete a file that does not exist.
Change 3311484 on 2017/02/20 by Chris.Wood
CrashReportProcess crash add retry logic improvements (CRP v1.2.16)
Change 3311600 on 2017/02/20 by Matthew.Griffin
Updated StripSymbols functions so that all platforms can deal with the source and target file being the same
Change 3311675 on 2017/02/20 by Steve.Robb
FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack.
Change 3311893 on 2017/02/20 by Ben.Marsh
UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines.
Change 3313966 on 2017/02/21 by Ben.Marsh
Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too.
Change 3314398 on 2017/02/21 by Ben.Zeigler
#jira UE-42212 Fix shutdown of AnimGraph module to be safer
[CL 3315211 by Ben Marsh in Main branch]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3207429 on 2016/11/22 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285
Change 3252627 on 2017/01/10 by Lukasz.Furman
removed duplicated entries from visual logger shape rendering
#ue4
Change 3252675 on 2017/01/10 by Ori.Cohen
Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252686 on 2017/01/10 by Ori.Cohen
Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252833 on 2017/01/10 by Ori.Cohen
Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252887 on 2017/01/10 by Dan.Reynolds
Increased modes to include:
Harmonic minor
Melodic minor (going up)
Pentatonic (Major)
Pentatonic (minor)
Whole Tone
Diminished (WH)
and Blues
Change 3252895 on 2017/01/10 by Aaron.McLeran
update to music utilities.
Change 3253060 on 2017/01/10 by Aaron.McLeran
Updates to synthesis plugin and some new features to DSP objects
Change 3253061 on 2017/01/10 by Aaron.McLeran
Updates to music maps
Change 3253078 on 2017/01/10 by Aaron.McLeran
Removing pragma optimization code accidentally checked in
Change 3253110 on 2017/01/10 by Ori.Cohen
First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3253315 on 2017/01/10 by Aaron.McLeran
Fixing a few bugs in DSP objects
- Added a new types file EpicSynth1 and EpicSynth1 component can share enums
Change 3253577 on 2017/01/11 by Aaron.McLeran
Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map
Change 3254052 on 2017/01/11 by Ori.Cohen
Fix build.
Change 3254059 on 2017/01/11 by Ori.Cohen
Turn off html5 trying to build apex.
Change 3254095 on 2017/01/11 by Ori.Cohen
Fix build
Change 3254200 on 2017/01/11 by Jon.Nabozny
Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments.
#JIRA UE-40469
Change 3254334 on 2017/01/11 by Marc.Audy
Put in missing virtual
Change 3254397 on 2017/01/11 by dan.reynolds
Updates to OtonOkeMap
Change 3254410 on 2017/01/11 by Marc.Audy
Cleanup autos
Change 3254420 on 2017/01/11 by Marc.Audy
PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist)
Modified somewhat, but based on what PR indicated as a problem.
#jira UE-40369
Change 3254423 on 2017/01/11 by Marc.Audy
Optimize GetDefaultSubobjectByName and GetDefaultSubobjects
Remove autos
Change 3254826 on 2017/01/11 by Aaron.McLeran
Bringing optimizations to dev-framework
Change 3254831 on 2017/01/11 by dan.reynolds
Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets.
Change 3254833 on 2017/01/11 by dan.reynolds
Updating MidiSynthTestBP's default SynthPreset pan value.
Change 3254851 on 2017/01/11 by dan.reynolds
Updating ES1Bank_Bass
Updating OtonOkeMap
Change 3254854 on 2017/01/11 by Aaron.McLeran
Some fixups for pan modulation
Change 3255682 on 2017/01/12 by aaron.mcleran
Turning the bass down a bit on OtonOkeMap
Change 3255721 on 2017/01/12 by Marc.Audy
Fix spelling error
Change 3255790 on 2017/01/12 by Marc.Audy
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3256263 on 2017/01/12 by Ori.Cohen
Refactor immediate mode api to take PxD6Joint and PxRigidActor instead.
Change 3256288 on 2017/01/12 by Ori.Cohen
Undo constraint refactor as we found a way around it and it made the code much harder to read/debug
Change 3256360 on 2017/01/12 by Ori.Cohen
Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene)
Change 3256846 on 2017/01/13 by Marc.Audy
Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead.
Change 3256954 on 2017/01/13 by Marc.Audy
Fix missed fixup of deprecated constructor use
Change 3257167 on 2017/01/13 by Jon.Nabozny
Fix check in FBodyInstance::SetCollisionEnabled.
Create convenience methods for HasPhysics and HasQuery.
#jira UE-39633
Change 3257181 on 2017/01/13 by Zak.Parrish
Adding input map and some testing content to Xenakis
Change 3257183 on 2017/01/13 by Mieszko.Zielinski
Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4
Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius
#jira UE-40368
Change 3257211 on 2017/01/13 by Jon.Nabozny
Fix CIS issue caused by 3257167.
Change 3257220 on 2017/01/13 by Marc.Audy
Additional FBox constructor deprecation fixups
Change 3257236 on 2017/01/13 by zak.parrish
Fixed error on Xenakis input pawn
Change 3257242 on 2017/01/13 by zak.parrish
Update to InputListener
Change 3257273 on 2017/01/13 by Marc.Audy
No reason to pass simple types by reference
Change 3257418 on 2017/01/13 by Ori.Cohen
Attempt to turn android physx libs back to static libs.
Change 3257445 on 2017/01/13 by Ori.Cohen
Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib
Change 3257903 on 2017/01/14 by Aaron.McLeran
Additions to synth module and updates to dsp objects
- Adding ability to create arbitrary modular patches from modulating sources to modulation destinations
- DSP objects define their default depths but patches can override
- Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets
- Adding a preset bank type so we can store a bank of presets (aka factory presets)
Change 3258179 on 2017/01/15 by Seth.Weedin
Duplicating input test map for some FX work
Change 3258181 on 2017/01/15 by Seth.Weedin
Modify skybox in test map to be dark and spooky
Change 3258183 on 2017/01/15 by aaron.johnson
substituted classes, changed wind speed and adjusted level lighting
Change 3258190 on 2017/01/15 by aaron.johnson
substituted triplet pawn and motion controller classes, enabled grabbing animations
Change 3258191 on 2017/01/15 by Aaron.McLeran
Getting source effects working for GDC demo
- Added new synthesis editor module to create instances of user-created source effects
- Added code to do source effects
- Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings.
- Tweaks and fixes to existing dsp objects to get source effects working
- Modified existing engine code to allow for playing out source effect tails
- Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future.
- Fixed issue of pitching with stereo delay effect on setting first interpolated param
- Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module
- Deleting some cruft files no longer needed
Change 3258201 on 2017/01/15 by Seth.Weedin
C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none
Change 3258206 on 2017/01/15 by aaron.johnson
map push, triplets interface created, debug widget placed in level
Change 3258222 on 2017/01/15 by Aaron.McLeran
Fixing crash when there's a null entry in the source effect chain
Fixed some zippering introduced by applying volume twice.
Change 3258225 on 2017/01/15 by aaron.johnson
Interface changes, pawn output values wip
Change 3258228 on 2017/01/15 by aaron.johnson
Pawn should be outputting all correct values for Tripletsinterface
Change 3258242 on 2017/01/15 by Stanley.Hayes
Edge lights and Spherical Density Materials
Change 3258251 on 2017/01/16 by Seth.Weedin
More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none
Change 3258284 on 2017/01/16 by Aaron.McLeran
Fixing CIS build error
Surprised that MSVC allows that...
Change 3258525 on 2017/01/16 by Mieszko.Zielinski
Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4
Change 3258537 on 2017/01/16 by Lukasz.Furman
fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component
#ue4
Change 3258595 on 2017/01/16 by Marc.Audy
Fix static analysis warning
Change 3259364 on 2017/01/16 by Mieszko.Zielinski
BTTask_RotateToFaceBBEntry comment spelling fix #UE4
#jira UE-40669
Change 3259683 on 2017/01/16 by dan.reynolds
Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started
Change 3260244 on 2017/01/17 by Lina.Halper
#anim
- optimize layer blend node to not create mask weights in run-time but in compile time.
#code review: Martin.Wilson
Change 3260617 on 2017/01/17 by Ori.Cohen
Immediate mode spawns its own actors.
Change 3260701 on 2017/01/17 by Ori.Cohen
Don't bother blending physics with animation when physics is QueryOnly
Change 3260796 on 2017/01/17 by Ori.Cohen
EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll.
Change 3261207 on 2017/01/17 by Ori.Cohen
First iteration of contact enabling/disabling for immediate mode.
Change 3262010 on 2017/01/18 by Marc.Audy
Remove some autos
Change 3262525 on 2017/01/18 by Lina.Halper
Fix crash with required bones index not using property indexing
#jira: UE-40786
Change 3263658 on 2017/01/19 by Martin.Wilson
Add AnimTechDemo to dev-framework (base third person + feng mao)
Change 3263684 on 2017/01/19 by Lina.Halper
#anim : layer node - fix allocation change I made by mistake
Change 3264523 on 2017/01/19 by Ori.Cohen
Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order
Change 3264701 on 2017/01/19 by Ori.Cohen
Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors
Change 3264980 on 2017/01/19 by Ori.Cohen
Make sure physics asset collision disabled works in immediate mode.
Change 3265011 on 2017/01/19 by Ori.Cohen
Added the ability to override physics asset for immediate mode
Change 3265030 on 2017/01/19 by Ori.Cohen
Added override gravity for immediate mode.
Change 3265650 on 2017/01/20 by Benn.Gallagher
NvCloth Source
Change 3265652 on 2017/01/20 by Benn.Gallagher
NvCloth Lib
#rnx
Change 3265653 on 2017/01/20 by Benn.Gallagher
NvCloth Bin
#rnx
Change 3266195 on 2017/01/20 by Danny.Bouimad
Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth)
Change 3266377 on 2017/01/20 by Marc.Audy
Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes.
Change 3267873 on 2017/01/23 by Jon.Nabozny
Fix SceneProxy shadowing in UGeometryCacheComponent.
Change 3268025 on 2017/01/23 by Benn.Gallagher
IWYU change, platform PCH generation seemed to hide this one.
Change 3268026 on 2017/01/23 by Benn.Gallagher
Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block
#rnx
Change 3268630 on 2017/01/23 by Zak.Parrish
Updating to add MIGS shooter content, as well as audio interaction Blueprints
Change 3268663 on 2017/01/23 by Ori.Cohen
Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference.
Change 3268811 on 2017/01/23 by Ori.Cohen
Added component space sim for immediate mode
Change 3269369 on 2017/01/24 by Benn.Gallagher
Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework)
Replaced clothing with new simulation framework
Change 3269417 on 2017/01/24 by danny.bouimad
Minor Update to cloth map for test
Change 3269420 on 2017/01/24 by Benn.Gallagher
Removed APEX simulation from clothing framework (used in testing, not fully complete)
Change 3269421 on 2017/01/24 by danny.bouimad
Small tweaks
Change 3269515 on 2017/01/24 by Lukasz.Furman
enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes
fixed GameplayAbility debugger's category not using IAbilitySystemInterface
#ue4
Change 3269595 on 2017/01/24 by mason.seay
Break apart physics asset for crash bug
Change 3269819 on 2017/01/24 by Ori.Cohen
Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver.
Change 3270364 on 2017/01/24 by Josh.Stoddard
upgrade to the latest version of v-HACD:
https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib
commit: 7a09f9d
NOTE: only updated windows binaries
mac and linux still using old binaries until they can be tested
#jira UE-40124 #rb josh.stoddard
Change 3271188 on 2017/01/25 by Jurre.deBaare
Post-import script support
#jira UEFW-80
Change 3271249 on 2017/01/25 by Thomas.Sarkanen
Move soundwave-internal curve tables to advanced display
Exposing it was confusing to audio people
Change 3271586 on 2017/01/25 by Marc.Audy
Don't rerun construction scripts twice on a level that has been hidden and reshown
#jira UE-40306
Change 3272048 on 2017/01/25 by Ori.Cohen
Fix for immediate mode sim when root body is the same as the root bone.
Change 3272083 on 2017/01/25 by Ori.Cohen
Make sure to warn when component space sim and collision are used together. Also handle it gracefully.
Change 3272300 on 2017/01/25 by Ori.Cohen
Fix incorrect collision generation when a shape's local pose is not identity.
Change 3273195 on 2017/01/26 by Jurre.deBaare
Fix for Anim import script crash in GetBonePosesForTime
Change 3273204 on 2017/01/26 by Ben.Marsh
Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool.
Change 3273378 on 2017/01/26 by James.Golding
In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed
Change 3273381 on 2017/01/26 by James.Golding
Big refactor to PoseDriver
- RBF logic now moved into its own class/file
- Allow editing of transform and radial scaling per-target
- Add support for different falloff functions (not just Gaussian)
- Allow driving curves directly, rather than always poses
- Add details customization for pose driver node
- Edits to PoseDriver settings now take immediate effect, don't need to recompile
Change 3273826 on 2017/01/26 by Josh.Stoddard
modify VHACD to improve quality of hulls generated by convex decomposition
NOTE: mac libs not included - mac editor will use legacy libs for now
Change 3273902 on 2017/01/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433
Change 3274018 on 2017/01/26 by Ori.Cohen
Added immediate physics preview in phat.
Change 3274165 on 2017/01/26 by Ori.Cohen
PhAT now depends on immediate mode plugin. Fix build
#JIRA UE-41179
Change 3275001 on 2017/01/27 by Jurre.deBaare
Fix for crash in Persona with Anim Modifiers
Change 3275297 on 2017/01/27 by Ori.Cohen
Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision)
Change 3275340 on 2017/01/27 by Benn.Gallagher
Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy
#jira UE-41025
#jira UE-41039
Change 3275383 on 2017/01/27 by Benn.Gallagher
Blacklisted double promotion warning on ps4 NvCloth build
#rnx
Change 3275426 on 2017/01/27 by Benn.Gallagher
Removed CUDA dependencies from NvCloth cmake files
Change 3275670 on 2017/01/27 by Ori.Cohen
Fix phat ragdoll in immediate mode updating sketal mesh component transform
Change 3275673 on 2017/01/27 by Ori.Cohen
Add position/velocity iteration to immediate mode
Change 3276001 on 2017/01/27 by Alan.Noon
Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini
none
Change 3276596 on 2017/01/28 by Aaron.McLeran
Removing unused #ifdef
Change 3276597 on 2017/01/28 by Aaron.McLeran
Getting rid of static analysis warning
Change 3277354 on 2017/01/30 by Lukasz.Furman
fixed custom navlink Id collisions
#ue4
Change 3277356 on 2017/01/30 by Lukasz.Furman
fixed comments in GameplayDebugger.h
#jira UE-41103
Change 3277371 on 2017/01/30 by mason.seay
Test map for spawn sound/force feedback bug.
Change 3277445 on 2017/01/30 by Lukasz.Furman
fixed compilation warning
#ue4
Change 3277560 on 2017/01/30 by Danny.Bouimad
Made checkin to Fix Crash that occured due to bad content.
Change 3277567 on 2017/01/30 by Ori.Cohen
Fix immediate mode crashing when joint is empty.
#JIRA UE-41026
Change 3277928 on 2017/01/30 by Ori.Cohen
Turn on immediate mode plugin by default
Change 3278433 on 2017/01/30 by Ori.Cohen
Immediate mode supports heightfield collision.
Change 3278449 on 2017/01/30 by Ori.Cohen
Fix immediate mode cache not being initialized properly.
Change 3278787 on 2017/01/31 by James.Golding
Fix CIS error in ImmediatePhysicsSimulation.cpp
Change 3279303 on 2017/01/31 by mason.seay
Assets for RigidBody node bug
Change 3279352 on 2017/01/31 by Benn.Gallagher
Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before
Change 3279377 on 2017/01/31 by Alan.Noon
GDC AnimTech Demo: adjusted minion physics assets
none
Change 3279425 on 2017/01/31 by james.cobbett
Updating QA-Physics map.
Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now.
Change 3279436 on 2017/01/31 by Benn.Gallagher
Fixed inertia scales on Owen mesh
Change 3279480 on 2017/01/31 by Benn.Gallagher
Fixes for clothing behavior changes
#jira UE-41092
Change 3279495 on 2017/01/31 by Ori.Cohen
Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision.
Change 3279579 on 2017/01/31 by james.cobbett
Added new scenario to QA-Physics map.
Moving platforms (up/down, left/right) with physics objects on them.
Change 3279695 on 2017/01/31 by mason.seay
RigidBody node test asset
Change 3280105 on 2017/01/31 by Ori.Cohen
Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode
Change 3280148 on 2017/01/31 by mason.seay
First round of assets for force feedback testing
Change 3280860 on 2017/02/01 by James.Golding
Merge CL 3280853 to Dev-Framework
Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor
Change 3281172 on 2017/02/01 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156
Change 3281210 on 2017/02/01 by james.cobbett
Updated QA-Physics map
Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube.
Change 3281211 on 2017/02/01 by James.Golding
Details customization for editing PoseDriver targets list
Change 3281332 on 2017/02/01 by Marc.Audy
Fix bad merge
Fix file types
Change 3281388 on 2017/02/01 by mason.seay
Updated Force Feedback asset
Change 3281396 on 2017/02/01 by mason.seay
moving asset
Change 3281987 on 2017/02/01 by Benn.Gallagher
Fixed project generation failing after main merge
Change 3282047 on 2017/02/01 by Marc.Audy
Fix up Target and build cs files after changes from Dev-Build
Change 3282214 on 2017/02/01 by Ori.Cohen
Expose radial forces to immediate mode
Change 3282221 on 2017/02/01 by Alan.Noon
Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters
none
Change 3282273 on 2017/02/01 by Ori.Cohen
Fix crash when recompiling animbp of immediate mode due to null pointer.
Change 3282368 on 2017/02/01 by Ori.Cohen
Quick iteration on minion demo
Change 3282824 on 2017/02/02 by James.Golding
Fix for CIS in RBFSolver.h
Change 3282829 on 2017/02/02 by James.Golding
Fix CIS in PoseDriverDetails.cpp
Fix list UI not refreshing after copying targets from PoseAsset
Change 3282834 on 2017/02/02 by Danny.Bouimad
Adding Pose driver additive assets
Change 3282863 on 2017/02/02 by James.Golding
Add Mambo mesh and Skeleton
Change 3282892 on 2017/02/02 by James.Golding
Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework
Change 3283157 on 2017/02/02 by Mieszko.Zielinski
Cook Orion Win64 fix #UE4
Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP
Change 3283159 on 2017/02/02 by Marc.Audy
Additional CIS fixes
Change 3283179 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283197 on 2017/02/02 by Jurre.deBaare
Fix for issues importing Fornite geometry cache assets
#fix Use actual import number of frames instead of total number of frames in the Alembic Cache
Change 3283201 on 2017/02/02 by Marc.Audy
Keep fixing CIS
Change 3283270 on 2017/02/02 by James.Golding
Merging CL 3276013 to Dev-Framework
- fix issue with additive pose preview applying twice
Change 3283499 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283543 on 2017/02/02 by Jon.Nabozny
Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation.
Change 3283663 on 2017/02/02 by Ori.Cohen
Fix potential null dereference in ragdoll node
Change 3283757 on 2017/02/02 by Marc.Audy
May fix remaining CIS issues
Change 3283984 on 2017/02/02 by Marc.Audy
Fix linux CIS
Change 3284039 on 2017/02/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913
Change 3284067 on 2017/02/02 by Marc.Audy
Fixup mistakes in converting redirects
Change 3284187 on 2017/02/02 by Ori.Cohen
Immediate mode works with radial force (not just radial impulse)
Change 3284358 on 2017/02/02 by Ori.Cohen
Update arcblade phys asset for immediate mode
Change 3284667 on 2017/02/02 by Marc.Audy
Arguments is an array not a string now. Fixing commented out code.
Change 3284684 on 2017/02/02 by Marc.Audy
Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro.
Change 3284707 on 2017/02/02 by Marc.Audy
Fix AVIWriter module compilation on Mac
Change 3285012 on 2017/02/03 by Benn.Gallagher
Fixes for Dx NvCloth shader warnings
Change 3285016 on 2017/02/03 by Marc.Audy
Fix missing include
Change 3285048 on 2017/02/03 by Benn.Gallagher
Fixed Persona needing a restart when changing number of clothing assets (import/delete)
#jira UE-41323
Change 3285325 on 2017/02/03 by Marc.Audy
Properly implement AVIWriter module
Change 3285538 on 2017/02/03 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499
Change 3285735 on 2017/02/03 by Jon.Nabozny
Add IsInAir method to UVehicleWheel.
#jira UE-38369
Change 3285862 on 2017/02/03 by Aaron.McLeran
UE-41435 Fixing PIE audio
- Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE.
Change 3285914 on 2017/02/03 by danny.bouimad
RecomputeTangents Test Assets
Change 3286246 on 2017/02/03 by Mieszko.Zielinski
Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4
#jira UE-41527
#jira UE-41518
Change 3286308 on 2017/02/03 by Ori.Cohen
Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin.
#JIRA UE-41529
Change 3286396 on 2017/02/03 by Ori.Cohen
Fix CIS
Change 3286479 on 2017/02/03 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3287421 on 2017/02/06 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819
Change 3287427 on 2017/02/06 by James.Golding
Fix PoseBlendNode to 'pass through' if no poses are activated
Change 3287430 on 2017/02/06 by James.Golding
- Add support to PoseDriver for evaluating source bone in the space of a different bone
- Fix driven bone adding a scale of 1
- Fix posedriver values 'sticking' (reset all weights to zero each frame)
- Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor)
- Tranlsation targets now draw larger when selected
- 'Copy from pose asset' now also auto-sets radius for you
- Remove spammy warnings for missing poses/curves
- Add UPoseAsset::GetNumTracks and ::GetFullPose
- Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose
- Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0)
Change 3287496 on 2017/02/06 by Chad.Garyet
fixing busted quotes around defaultvalues
Change 3287569 on 2017/02/06 by Mieszko.Zielinski
Orion BP fixed after deprecating NavigationSystem's BP API #Orion
Change 3287595 on 2017/02/06 by Benn.Gallagher
BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs.
Built for new NvCloth upgrade
Change 3287598 on 2017/02/06 by Benn.Gallagher
NvCloth Upgrade to 21604115
Added Linux+Mac support
Change 3287710 on 2017/02/06 by Lukasz.Furman
added option to disable navlink polys at the end of generated paths
#ue4
Change 3287857 on 2017/02/06 by Benn.Gallagher
Fixed NvCloth module files to correctly set up linux and mac hopefully
Change 3287894 on 2017/02/06 by Benn.Gallagher
Another fix to NvCloth build files, didn't get picked up in VS for some reason.
Change 3287917 on 2017/02/06 by Lina.Halper
Copy from CharacterRigging to Dev-Framework
#code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham
Change 3287938 on 2017/02/06 by Thomas.Sarkanen
Fix crash opening a media sound wave
#jira UE-41582 - Editor crashes when running Automation test
Change 3287942 on 2017/02/06 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682
Change 3288035 on 2017/02/06 by James.Golding
Remove C++ GameMode and pawn classes (replace with floating BP instead)
Resave anims to remove Orion refs
Add simple AnimBP and map for Mambo testing
Change 3288036 on 2017/02/06 by Benn.Gallagher
Fix to BuildPhysX task to trigger Mac and Linux builds properly
Change 3288125 on 2017/02/06 by Ori.Cohen
Change PhysXCommon back to dylib
Change 3288127 on 2017/02/06 by Benn.Gallagher
Fixed project file identification not working for NvCloth under XCode
Change 3288156 on 2017/02/06 by Benn.Gallagher
Disable "expansion-to-defined" warning in Linux NvCloth builds
Change 3288159 on 2017/02/06 by Lina.Halper
potential compile fix for Ocean Editor
#code review:Thomas.Sarkanen
Change 3288190 on 2017/02/06 by Ori.Cohen
Link against static PhysXCommon for mac
Change 3288200 on 2017/02/06 by Marc.Audy
Fix CIS
Change 3288270 on 2017/02/06 by Lina.Halper
fix compile error
#code review:Thomas.Sarkanen, Marc.Audy
Change 3288302 on 2017/02/06 by Thomas.Sarkanen
Fixed ensure when deselecting bones in anim BP editor
#jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint
Change 3288348 on 2017/02/06 by Lina.Halper
- Enabled control rig
- Changed plugin name to be Control Rig
Change 3288490 on 2017/02/06 by Benn.Gallagher
Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running.
Change 3288511 on 2017/02/06 by Lina.Halper
compile fix
Change 3288513 on 2017/02/06 by Lina.Halper
Check in content to work with
Change 3288615 on 2017/02/06 by Ori.Cohen
Fix skeletal mesh not simulating when using an aggregate.
#JIRA UE-41593
Change 3288791 on 2017/02/06 by thomas.sarkanen
Exposed transforms to cinematics so they can be animated
Change 3288795 on 2017/02/06 by Ori.Cohen
Fix lock warnings for physx
#JIRA UE-41591
Change 3288817 on 2017/02/06 by Charles.Anderson
GDC Arcblade setup tests.
Change 3288825 on 2017/02/06 by Lina.Halper
Fix build issue of shadow variable
Change 3289058 on 2017/02/06 by Ori.Cohen
Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution.
#JIRA UE-41026
Change 3289348 on 2017/02/06 by Lina.Halper
fix compile issue
Change 3289369 on 2017/02/06 by Lina.Halper
Renamed leg control to limb control and will be used for arm/feet.
- changed vars.
- has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman.
#code review:Thomas.Sakanen
Change 3289422 on 2017/02/06 by Lina.Halper
Fixed IK sinking issue - or moving
#code review:Thomas.Sarkanen
Change 3289433 on 2017/02/06 by Lina.Halper
Fixed real shadow error
Change 3289485 on 2017/02/06 by Lina.Halper
fixed build issue
Change 3289657 on 2017/02/07 by thomas.sarkanen
Added rig bone mapping to Ice's skeletal mesh
Change 3289658 on 2017/02/07 by thomas.sarkanen
Added ControlRig map with Ice setup to pose
Change 3289662 on 2017/02/07 by Thomas.Sarkanen
Fixed up static analysis warning
Change 3289663 on 2017/02/07 by Thomas.Sarkanen
Fixed crash when attempting to bind to skeletal mesh with already-set anim BP
Anim instance may not have actually been created when binding, so dont dereference it
Change 3289717 on 2017/02/07 by Benn.Gallagher
Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory
Change 3289718 on 2017/02/07 by Benn.Gallagher
BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs.
Change 3289744 on 2017/02/07 by Benn.Gallagher
Fixed missing masses causing crash initialising clothing actors
#jira UE-41599
Change 3289746 on 2017/02/07 by Danny.Bouimad
Adding Some Content for JamesG he wanted some nicer looking Pose driver test files.
Change 3289756 on 2017/02/07 by danny.bouimad
Changing the asset for JamesG.
Change 3289785 on 2017/02/07 by James.Golding
Replace old PoseDrive test with Danny's new one
Change 3289858 on 2017/02/07 by Lina.Halper
fixed issue with undo transaction buffer
Change 3289860 on 2017/02/07 by Benn.Gallagher
Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg
#jira UE-41655
Change 3289912 on 2017/02/07 by Thomas.Sarkanen
Merging using Raven_To_Dev-Framework
Originally from CLs 3249471, 3258522, 3260271, 3273791:
Sequencer: More work supporting array properties more generically
+ fixes
Change 3289962 on 2017/02/07 by James.Golding
Add thickness option to DrawWireDiamond
Change 3289963 on 2017/02/07 by James.Golding
Add spin option to VectorInputBox
Change 3289966 on 2017/02/07 by James.Golding
Add weight bar chart to PoseDriver details
Stop drawing pose weight text in viewport
Fix position targets not drawing larger when selected
Change 3290094 on 2017/02/07 by Thomas.Sarkanen
Fixed typo in filename (fallout from search and replace)
Change 3290119 on 2017/02/07 by Thomas.Sarkanen
Manipulators can now have their IK/FK space set on them
They are not drawn when the space for the chain that they control is not the same as their setting
Also fixed a crash with invalid objects when reloading maps.
Change 3290145 on 2017/02/07 by Thomas.Sarkanen
CIS fix for fallout from Raven changes
#jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors
Change 3290319 on 2017/02/07 by Marc.Audy
Make sound player nodes hard reference the assets unless they are in a chain below a quality node.
Change 3290484 on 2017/02/07 by Richard.Hinckley
Fixing grammar in popup messages.
Change 3290533 on 2017/02/07 by Marc.Audy
Make GetAIController BlueprintPure
#jira UE-41654
Change 3290624 on 2017/02/07 by Marc.Audy
Reorder header to avoid include tool warnings
Change 3290697 on 2017/02/07 by Lina.Halper
- support FK manipulator being in local space
- fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum
#code review: Thomas.Sarkanen
Change 3290748 on 2017/02/07 by Ori.Cohen
Touch immediate mode file to force physx re-link
Change 3290807 on 2017/02/07 by Richard.Hinckley
#jira UE-39891
Updates to assist in automatic documentation generation.
Change 3290946 on 2017/02/07 by Lina.Halper
Fix issue of notify looping.
#jira: UE-31463
#Code review:Martin.Wilson
Change 3291553 on 2017/02/07 by Lina.Halper
Rename/move file(s)
- modified mesh mapping controller window to be Control Rig
Change 3291571 on 2017/02/07 by Lina.Halper
added set up spine option
#code review:Thomas.Sarkanen
Change 3291581 on 2017/02/07 by Ori.Cohen
Temporarily turn off phat immediate mode preview which crashes.
Change 3291949 on 2017/02/08 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819
Change 3291966 on 2017/02/08 by Lina.Halper
Fix issue with notify looping bug
#jira: UE-31463
Change 3292247 on 2017/02/08 by Marc.Audy
Clean up bad merge caused by Fortnite integration to main
Change 3292326 on 2017/02/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313
Change 3292409 on 2017/02/08 by Marc.Audy
Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong.
Change 3292481 on 2017/02/08 by Ori.Cohen
Fix for convex hull cooking (from Josh.S)
#JIRA UE-41656
Change 3292492 on 2017/02/08 by Mieszko.Zielinski
Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite
Change 3292778 on 2017/02/08 by Ori.Cohen
Touch physx DDC key for new cooking.
#JIRA UE-41656
[CL 3293329 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3228282 on 2016/12/08 by Aaron.McLeran
Adding ability to fix up existing sound classes
- Utility "soundclassfixup" console command renames sound classes which are packaged inside other sound classes accidentally as new uniquely named packages
- Also removes code which was allowing "NewSoundClass" behavior in sound class graphs to populate with existing sound classes. Instead, it *always* creates a new sound class and warns if the sound class already exists. Connecting existing sound classes is instead going to be done through dragging them into the graph from the content browser or from the sound class node itself.
Change 3228774 on 2016/12/09 by Ori.Cohen
Fix multi select being very slow in phat
#JIRA UE-39559
Change 3229036 on 2016/12/09 by Marc.Audy
Remove trivial overrides
Change 3229130 on 2016/12/09 by Aaron.McLeran
Fixing build error.
Moving new code from CL 3228282 into WITH_EDITOR block since it's an editor-only operation
Change 3229412 on 2016/12/09 by Aaron.McLeran
Fixing 7.1 surround sound systems on PC by forcing them to load as 5.1.
- We don't support 7.1 but 7.1 systems should at least behave as good as 5.1
Change 3229782 on 2016/12/09 by Marc.Audy
Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level (4.15)
#jira UE-39407
Change 3229842 on 2016/12/09 by Marc.Audy
Missing files for CL# 3229782
Change 3229905 on 2016/12/09 by Marc.Audy
Check Owner has a valid world before tryign to access Scene (4.14.2)
#jira UE-39560
Change 3229961 on 2016/12/09 by Aaron.McLeran
UE-39650 Implementing CL 3229894 in Dev-Framework
Change 3229964 on 2016/12/09 by Aaron.McLeran
Removing redundant loop introduced from integration
Change 3230722 on 2016/12/12 by Lukasz.Furman
fixed vislog macros for recording thick segments
#ue4
Change 3230864 on 2016/12/12 by Lina.Halper
Fix crash with deleting pose
#jira:UE-39584
Change 3230893 on 2016/12/12 by Marc.Audy
Support more default values in UHT for FVector: ForwardVector, RightVector, and single float FVector constructor
Change 3231189 on 2016/12/12 by Ori.Cohen
Added bone name to the physics invalid operation warnings.
Change 3231420 on 2016/12/12 by James.Golding
Support per-component skel mesh weight override
#jira UEFW-240
Change 3231422 on 2016/12/12 by James.Golding
Test map for per-component skin weights
Change 3231491 on 2016/12/12 by James.Golding
Move , FPositionVertexBuffer and FStaticMeshVertexDataInterface into their own headers
Move FStaticMeshVertexBuffer implementation into its own cpp
Change 3231590 on 2016/12/12 by mason.seay
Changed to box collision
Change 3231900 on 2016/12/12 by Aaron.McLeran
Switching to creating new master submixes rather than loading them
Change 3231909 on 2016/12/12 by James.Golding
Fix Mac CIS in StaticMeshVertexBuffer.h
Change 3232157 on 2016/12/13 by Mieszko.Zielinski
Fixed a silly bug in FBlackboardKeySelector::InitSelection resulting in the key selector picking first "ok-ish" value, even if it wasn't matching type filter #UE4
Change 3232162 on 2016/12/13 by Mieszko.Zielinski
Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4
Change 3232314 on 2016/12/13 by James.Golding
Another attempt at fixing Mac CIS
Change 3232322 on 2016/12/13 by Lukasz.Furman
fixed order of nav area application and low area filter
#ue4
Change 3232364 on 2016/12/13 by Thomas.Sarkanen
Spline IK node
Added new runtime & graph node to deform bones along a spline. Added edit mode to work with in the BP editor.
Spline is specified within the node using control points. External spline could come later.
Currently very expensive to evaluate as it regenerates the transformed spline and PWLA each frame.
#jira UEFW-249 - Add spline IK node
Change 3232589 on 2016/12/13 by Thomas.Sarkanen
Fixed non-editor builds
Change 3232654 on 2016/12/13 by Marc.Audy
Don't rerun construction scripts when an actor has seamless traveled from another level (4.15)
#jira UE-39699
Change 3232690 on 2016/12/13 by Martin.Wilson
Remove unused member
Change 3232691 on 2016/12/13 by Martin.Wilson
Virtual bone additions:
1) Rename support
2) Ability to chain virtual bones (Have a virtual bone that is a child of another virtual bone)
#jira UE-39710
Change 3232782 on 2016/12/13 by Danny.Bouimad
Adding Test Content
Change 3232843 on 2016/12/13 by danny.bouimad
More Updates
Change 3232981 on 2016/12/13 by Marc.Audy
Fix CIS issues
Change 3233075 on 2016/12/13 by mason.seay
SplineIK asset for bug report
Change 3233124 on 2016/12/13 by Ori.Cohen
Added mass automation tests.
Change 3233265 on 2016/12/13 by Ben.Marsh
Build: Add support for building Orion and Fortnite precompiled binaries from Dev-Framework.
Change 3233365 on 2016/12/13 by mason.seay
Resaving with non-empty engine version
Change 3233532 on 2016/12/13 by mason.seay
Level blueprint clean up
Change 3233571 on 2016/12/13 by Ben.Marsh
Set up paths for precompiled binaries.
Change 3233601 on 2016/12/13 by Ben.Marsh
Build: Use the code CL rather than latest CL for precompiled binaries.
Change 3234402 on 2016/12/14 by Ori.Cohen
Physics: Fixed line traces not working properly in editor worlds when physics substepping was enabled (UE-36408)
- Substepping relies on interpolating transforms over frames, but only game worlds will be ticked, so we now disallow this feature in non-game worlds.
#jira UE-36408
Change 3234415 on 2016/12/14 by Ori.Cohen
Fix CIS
Change 3234574 on 2016/12/14 by Thomas.Sarkanen
Fix crash when IK chain is inverted
#jira UE-39720 - Crash compiling animation blueprint with Spline IK node
Change 3234882 on 2016/12/14 by Ori.Cohen
Fixed teleport not working for physical animation component
Change 3234971 on 2016/12/14 by Aaron.McLeran
Fix for omni-directional sounds in audio mixer
Change 3235251 on 2016/12/14 by mason.seay
Assets for proposed functional testing
Change 3235492 on 2016/12/14 by Ori.Cohen
Undo previous bad normal fix and remove wheel width compensation. This leads to bad normals when thick tires roll over the edge leading to instability.
#JIRA UE-38710
Change 3236398 on 2016/12/15 by Marc.Audy
(4.15) Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
Do not allow Modify calls on Objects that have not been initialized
#jira UE-39731
Change 3236413 on 2016/12/15 by Lukasz.Furman
added EQS profiler
#ue4
Change 3236418 on 2016/12/15 by Lukasz.Furman
changed log verbosity in navmesh geometry export function
#jira UE-39809
#3039
Change 3236508 on 2016/12/15 by Ori.Cohen
Allow vehicles to override inertia tensor after any mass properties have changed
#JIRA UE-39566
Change 3236573 on 2016/12/15 by Ori.Cohen
Fix manipulation tool not working properly with welded components
Change 3236577 on 2016/12/15 by Ori.Cohen
Improve physics asset body creation so that it merges small bones and turns off collision between initially overlapping bodies.
Change 3236580 on 2016/12/15 by Ori.Cohen
Improve mass computation for physics shapes (ignore trimesh which introduces error)
Change 3236581 on 2016/12/15 by Ori.Cohen
Fix incorrect inertia tensor computation for cubes (was being doubled by mistake).
Change 3236809 on 2016/12/15 by Lukasz.Furman
compilation fix: missing headers in EnvQueryManager
Change 3237187 on 2016/12/15 by Lukasz.Furman
compilation fix: missing defines in EnvQueryInstance
Change 3237423 on 2016/12/15 by Aaron.McLeran
Audio mixer: Allow center channel panning as a project setting.
- To better support previous audio engine behavior, allow audio mixer to pan audio to center channel via audio settings.
Change 3237639 on 2016/12/15 by Aaron.McLeran
Audio mixer stat tracking
Change 3237646 on 2016/12/15 by dan.reynolds
MIDI Test Assets:
General MIDITestBP
MPKmini2 Child BP
MPKmini2 Wrap Map
Change 3238148 on 2016/12/16 by Lukasz.Furman
fixed crash in EQS profiler
copy of CL# 3238145
Change 3238708 on 2016/12/16 by Marc.Audy
(4.15) Don't unload and then reload streaming levels that are marked to be hidden.
#jira UE-39883
Change 3238799 on 2016/12/16 by Lina.Halper
Potential fix + more info on crash on copying curve for WEX
Change 3239559 on 2016/12/19 by Ori.Cohen
Guard against infinitely thin geometry which fixes some nans
Change 3239728 on 2016/12/19 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3239536
Change 3239735 on 2016/12/19 by Jon.Nabozny
Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
Adjust Bot_RandomLocations default health to 100 from 0. This prevents death by hits from non-projectiles.
4.15
#jira UE-39387
Change 3239765 on 2016/12/19 by Jon.Nabozny
Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
This requires the use of a new bool bTraceWithChannel which is enabled by default.
4.15
#JIRA UE-39726
Change 3239810 on 2016/12/19 by Marc.Audy
Avoid duplicate GetWorldSettings call
Change 3239826 on 2016/12/19 by Lukasz.Furman
fixed crashes in gameplay debugger's draw delegate handling
copy of 3234768, 3239819
#ue4
Change 3239894 on 2016/12/19 by Richard.Hinckley
Improving UInterface template files for "New C++ Class" feature. We now use GENERATED_BODY macros and don't need an empty constructor in the .cpp file.
Change 3239957 on 2016/12/19 by Aaron.McLeran
UE-39924 Fix for crash when duplicating sound cue assets in content browser
Checking for null before casting
Change 3239983 on 2016/12/19 by Mieszko.Zielinski
Fixed injecting dynamic BTs not as expected when there's more than one injection point #UE4
Change 3240177 on 2016/12/19 by Mieszko.Zielinski
Fix for AI agents hand-placed on levels not getting their PathFollowingComponent.MyNavData set properly #UE4
Change 3240488 on 2016/12/19 by Aaron.McLeran
UE-39924 Fix for crash when duplicating sound cue assets in content browser
More fixes!
Change 3240512 on 2016/12/19 by dan.reynolds
AEOverview Update:
- Created support for single level loads (sub-maps now auto generate lights and a staging platform when loaded individually vs. via AEOverviewMain)
This will allow developers to load single levels functionally without adding lights or other assets to make them work.
Change 3240518 on 2016/12/19 by dan.reynolds
AEOverview Update:
- Added test for Multichannel 2D Reverb
Change 3240875 on 2016/12/20 by mason.seay
Gameplay Tag Functional Tests
Change 3240876 on 2016/12/20 by dan.reynolds
AEOverview Fix
- Fixed miss targeted menu items (updated prefixes)
Change 3240923 on 2016/12/20 by Lukasz.Furman
fixed memory corruption in template A* solver
copy of CL# 3240898
#ue4
Change 3241661 on 2016/12/21 by Thomas.Sarkanen
Fix mesh-customized sockets not showing up by default in 'Active' socket filter mode
#jira UE-39938 - Cannot edit mesh sockets
Change 3241964 on 2016/12/21 by Wes.Hunt
Remove QoSReporter from CrashReportClient
#tests editor debug gpf and verify crash is sent.
Change 3241996 on 2016/12/21 by Wes.Hunt
Add @Owner tags to all analytics events in all our games #jira AN-805
* Added default owners to most events. Tracked down authors of some events.
* Added skeleton docs for many missing locations (just added @Name and @Owner so analytics folks can see the name and who to talk to in the doc webpage).
* verified this checkin contains changes to comments ONLY.
#tests compiled Orion and QAGame.
Change 3242825 on 2016/12/22 by Lukasz.Furman
fixed order of behavior tree execution indices for PIE debugging
#jira UE-39922
Change 3242860 on 2016/12/22 by mason.seay
Functional tests for timer
Change 3243188 on 2016/12/22 by dan.reynolds
AEOverview Update
- Created viewport bookmarks on each sub-map for individual testing consistency
- Updated EQ and Reverb effect parameters to work with new Audio Mixer Effects
Change 3243192 on 2016/12/22 by dan.reynolds
AEOverview Lighting Fix
Change 3243507 on 2016/12/23 by dan.reynolds
AEOverview Moved to Maps\Framework\Audio\
+ redirector clean up, resaves, etc.
Change 3243553 on 2016/12/24 by Aaron.McLeran
Bringing fixes to dev-framework from odin
3240517
3240476
3240473
3240412
3240315
3240220
3240194
Change 3243567 on 2016/12/24 by Aaron.McLeran
Fixing build.
Adding #include for FConfigCacheIni
Change 3244466 on 2017/01/01 by Mieszko.Zielinski
Removed FGameplayDebuggerDebugDrawDelegateHelper::InitDelegateHelper implementation that was failing a check without any explanation or comment #UE4
#jira UE-40069
Change 3244471 on 2017/01/01 by Aaron.McLeran
Bringing fixes to dev-framework from odin
3244469
3244467
3243743
Change 3244639 on 2017/01/03 by Jurre.deBaare
CIS error fix
Change 3244748 on 2017/01/03 by Jurre.deBaare
Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
#fix Unify path for both delete cluster options in the outliner UI
#jira UE-40066
Change 3245338 on 2017/01/03 by Aaron.McLeran
Getting rid of shadowed variable.
Change 3245816 on 2017/01/03 by Aaron.McLeran
Synth component and DSP objects
- New synth component wraps an audio component and procedural sound wave to make generating synthesis much much easier
- Bunch of changes and improvements to DSP objects for real-time synthesis.
- New polyphonic virtual analog synthesizer
Change 3246146 on 2017/01/04 by Ben.Marsh
Move precompiled binaries into the Private-Binaries stream.
Change 3246283 on 2017/01/04 by Marc.Audy
Fix CIS warnings
Change 3246457 on 2017/01/04 by Aaron.McLeran
Fixing static analysis warnings
Change 3246519 on 2017/01/04 by Benn.Gallagher
Fix for serialization mismatch on skeletal mesh source model.
Change 3247193 on 2017/01/04 by Dan.Reynolds
Adding new DSP utility
Change 3247769 on 2017/01/05 by Marc.Audy
Remove inaccurate comment
Change 3248068 on 2017/01/05 by dan.reynolds
AEOverview Fix
- Shortening long path name (Multichannel sub-directories) and fixing up redirectors
Change 3248251 on 2017/01/05 by Jon.Nabozny
Fix uninitialized PropertyColor in BillboardComponent.
Change 3249305 on 2017/01/06 by James.Golding
Fix FColorVertexBuffer copy constructor if source buffer is not initialised
#jira UE-40242
Change 3249639 on 2017/01/06 by Jon.Nabozny
Fix K2Node_CallFunction tool tip generation crash.
#JIRA UE-40307
Change 3249716 on 2017/01/06 by Aaron.McLeran
Minor changes to DSP objects
Deciding on a method to pass parameters from BP to synth components.
Change 3249909 on 2017/01/06 by James.Golding
Change USkinnedMeshComponent::GetSkinWeightBuffer to not require a MeshObject to return valid weight buffer
Make VertInfluencedByActiveBoneTyped not crash if weight buffer is null
#jira UE-40289
Change 3249931 on 2017/01/06 by Aaron.McLeran
Bring CL 3244528 from Odin to Dev-Framework
Change 3250012 on 2017/01/06 by Aaron.McLeran
Changing how synth params work
- Removing base-class parameter getters/setters, removing OnParameterChange virtual function
- Added SynthCommand function to help setting synth params on audio render thread from game thread
- Refactored Synth1Component to use new system
Change 3250084 on 2017/01/06 by Aaron.McLeran
Adding preset struct and adding noise to oscillator
Change 3250257 on 2017/01/07 by Aaron.McLeran
Checking in stub for new synthesis plugin to put synthesis instances.
Change 3250264 on 2017/01/07 by Aaron.McLeran
Moving synthesis code to new synthesis plugin
Change 3250313 on 2017/01/07 by Aaron.McLeran
Fixing CIS static analysis warning on include cycle
Change 3250353 on 2017/01/08 by Aaron.McLeran
Various audio mixer/dsp refinements
-Simplying envelope code to just be a straightforward case statement
-Added sample value lerping code for Amp object to avoid zippering when running at control-rate sample rates
-Changed source manager wrapping code to always set NextFrameIndex to -1 in the edge case of the next being out of range, but current not being out of range. It should always be -1.
-Added a console var to toggle enabling sample checks for tracking down sample bugs
-Added data table row subclass to EpicSynth1Component preset struct
Change 3250382 on 2017/01/08 by Aaron.McLeran
Bringing ODIN-3977 fix to dev-framework
Change 3250435 on 2017/01/08 by Aaron.McLeran
Adding ability to set note durations for synth component
Removing OnNoteOn/OnNoteOff events since derived synth components may or may not deal with notes.
Change 3250443 on 2017/01/08 by Aaron.McLeran
Fixing CIS, removing console variable code.
Change 3250445 on 2017/01/08 by Aaron.McLeran
Attempted fix for crash on existing PIE
Change 3250446 on 2017/01/08 by dan.reynolds
Updated MidiSynthTestBP for new Note On Note Off functions
Change 3250447 on 2017/01/08 by dan.reynolds
MidiListener and MidiSynthTestBP Updated to use Duration argument (MidiListener set default value to -1.0f )
Change 3250455 on 2017/01/08 by Aaron.McLeran
Adding critical section so stopping a source voice and processing source voice can't happen at same time.
Change 3250465 on 2017/01/08 by Aaron.McLeran
Fixing NaNs in sine approximations
Change 3250466 on 2017/01/08 by Aaron.McLeran
Adding new music utility.
- Changing scale indicies to be 1-based (music oriented)
- Adding new function to get chord note from a mode
Change 3250467 on 2017/01/08 by Aaron.McLeran
Undoing change to FastSin parabolic sine approximation
- was not dividing by zero!
Change 3250468 on 2017/01/08 by Aaron.McLeran
Adding ability to get a direct virtual function callback for procedural sound waves
-Using the UE4 delegate function was not safe in the audio rendering thread and would sometimes not actually get called. Switched to a more direct and simple override, avoids some buffer copies and is more simple.
-Updated synth component code to use the new method.
Change 3250470 on 2017/01/08 by Aaron.McLeran
Fixing note on duration
Change 3250479 on 2017/01/08 by Aaron.McLeran
Fixing pan in the amp dsp object
Change 3252179 on 2017/01/10 by Mieszko.Zielinski
Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4
Change 3252498 on 2017/01/10 by Marc.Audy
Fix non-unity compile errors
[CL 3252563 by Marc Audy in Main branch]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3198996 on 2016/11/15 by Marc.Audy
BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned
AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead.
#jira UE-21136
Change 3199019 on 2016/11/15 by Marc.Audy
Mark user-facing BeginPlay calls as protected
Change 3200128 on 2016/11/16 by Thomas.Sarkanen
Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks
Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance.
#jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe
Change 3200133 on 2016/11/16 by Martin.Wilson
Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called)
#jira UE-18798
Change 3200167 on 2016/11/16 by Martin.Wilson
Newly added virtual bones are now selected in the skeleton tree
#jira UE-37776
Change 3200255 on 2016/11/16 by James.Golding
Stop SkeletalMeshTypes.h being globally included
Change 3200289 on 2016/11/16 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix Make sure that in PostEditChangeProp we reset the override material arrays
#misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead
#jira UE-38108
Change 3200291 on 2016/11/16 by Jurre.deBaare
Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds
#fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence
#jira UE-37274
Change 3200293 on 2016/11/16 by Jurre.deBaare
Overlapping UV's cause merge actor texture baking issues
#fix Only look for overlapping UVs if vertex data baking is actually expected/enabled
#jira UE-37220
Change 3200294 on 2016/11/16 by Jurre.deBaare
Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive
#fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!)
#jira UE-36679
Change 3200295 on 2016/11/16 by Jurre.deBaare
Merge Actor Specific LOD level can be set to 8
#fix Change clamping value and added UI clamp metadata
#jira UE-37134
Change 3200296 on 2016/11/16 by Jurre.deBaare
In Merge Actors if you select use specific Lod level you have access to all the merge material settings
#fix Added edit condition to non-grayed out material settings
#jira UE-36667
Change 3200303 on 2016/11/16 by Thomas.Sarkanen
Fixed diagonal current scrub value in anim curves
#jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted
Change 3200304 on 2016/11/16 by Thomas.Sarkanen
Rezero is now explicit about what it does (current vs. specified frame)
Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D).
#jira UE-35985 - Rezero doesn't work by frame
Change 3200307 on 2016/11/16 by Thomas.Sarkanen
Add curve panel to anim BP editor
Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.).
#jira UE-35742 - Anim Curve Viewer allowed in Anim BP
Change 3200313 on 2016/11/16 by Jurre.deBaare
Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened
#fix in debug skeletal mesh component just mark the cached parameters dirty every tick
#jira UE-35786
Change 3200316 on 2016/11/16 by Jurre.deBaare
Converted Skeletal To Static Mesh Gets Corrupted When Merged
#fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well)
#misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used
#jira UE-37988
Change 3200321 on 2016/11/16 by Jurre.deBaare
Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down
#fix change the way the layout is constructed
#jira UE-37260
Change 3200323 on 2016/11/16 by Jurre.deBaare
Toggling sky in Persona does not effect reflections
#fix turn of skylight together with the actual environment sphere
#misc found incorrect copy paste in toggling floor/environment visibility with key stroke
#jira UE-26796
Change 3200324 on 2016/11/16 by Jurre.deBaare
Open Merge Actor menu on right clicking two selected actors
#fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport
#jira UE-36892
Change 3200331 on 2016/11/16 by Benn.Gallagher
Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused.
#jira UE-38620
Change 3200334 on 2016/11/16 by Jurre.deBaare
Dynamic light settings in Persona viewport cause edges to appear hardened
#fix Makeing the directional light stationary to ups the shadowing quality
#jira UE-37188
Change 3200356 on 2016/11/16 by Jurre.deBaare
Rate scale option for animation nodes in blend spaces
#added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback
#misc bumped framework object version to update all blendspaces on load
#jira UE-16207
Change 3200380 on 2016/11/16 by Jurre.deBaare
Fix for Mac CIS issues
Change 3200383 on 2016/11/16 by Marc.Audy
Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback
Change 3200385 on 2016/11/16 by James.Golding
Refactor SkeletalMesh to use same color buffer type as StaticMesh
Change 3200407 on 2016/11/16 by James.Golding
Fix CIS error in FbxAutomationTests.cpp
Change 3200417 on 2016/11/16 by Jurre.deBaare
Fix for CIS issues
#fix Rogue }
Change 3200446 on 2016/11/16 by Martin.Wilson
Change fix for Set Anim Instance Class from CL 3200133
#jira UE-18798
Change 3200579 on 2016/11/16 by Martin.Wilson
Fix for serialization crash in Odin
#jir UE-38683
Change 3200659 on 2016/11/16 by Martin.Wilson
Fix build errors
Change 3200801 on 2016/11/16 by Lina.Halper
Fix error message
Change 3200873 on 2016/11/16 by Lina.Halper
Test case for Update Rate Optimization
- LOD_URO_Map.umap - test map
- LODPawn - pawn that contains mesh with URO setting
- You can tweak the value in LODPawn
Change 3201017 on 2016/11/16 by Lina.Halper
- Allow slave component to be removed when setting master pose to nullptr
- licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html
Change 3201765 on 2016/11/17 by Jurre.deBaare
Improved tooltip for FBlendParameter.GridNum
Change 3201817 on 2016/11/17 by Thomas.Sarkanen
Added display/edit of bone transforms in details panel
Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick().
Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene.
Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection).
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3201819 on 2016/11/17 by Thomas.Sarkanen
Fix CIS error
Change 3201901 on 2016/11/17 by Lina.Halper
With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids().
- removed GetCurveNumber from skeleton
- changed curve count to use BoneContainer's curve list.
#code review: Laurent.Delayen
Change 3201999 on 2016/11/17 by Thomas.Sarkanen
Add local/world transform editing to bone editing
Added details customization & support code for world-space editing of bone transforms
#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab
Change 3202111 on 2016/11/17 by mason.seay
Potential test assets for HLOD
Change 3202240 on 2016/11/17 by Thomas.Sarkanen
Fixed extra whitespace not being removed in front of console commands.
GitHub #2843
#jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands.
Change 3202259 on 2016/11/17 by Jurre.deBaare
Readded missing shadows in advanced preview scene
Change 3203180 on 2016/11/17 by mason.seay
Moved and updated URO Map
Change 3203678 on 2016/11/18 by Thomas.Sarkanen
Bug fix for menu extenders in PhAT.
GitHub #2550
#jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT.
Change 3203679 on 2016/11/18 by Thomas.Sarkanen
Fixed LOD hysteresis not being properly converted from the old metric
This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed.
#jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently
Change 3203747 on 2016/11/18 by Jurre.deBaare
Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex
#fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc.
#jira UE-38734
Change 3203748 on 2016/11/18 by Jurre.deBaare
Crash Generating Proxy Meshes after replacing static meshes in the level
#fix just calculate bounds for the used UVs (old behaviour was wrong)
#jira UE-38764
Change 3203751 on 2016/11/18 by james.cobbett
Changes to TM-PoseSnapshot and new test assets
Change 3203799 on 2016/11/18 by Thomas.Sarkanen
Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal
Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method.
Also fixed up the naming of some variables that still referred to screen areas & LOD distances.
#jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result
Change 3203856 on 2016/11/18 by james.cobbett
TM-PoseSnapshot - Rebuild lighting and updated anims
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3203940 on 2016/11/18 by Ori.Cohen
Fix missing newline for ps4
Change 3203960 on 2016/11/18 by Ori.Cohen
Readd fix for linux macro expansion warning
Change 3203975 on 2016/11/18 by Ori.Cohen
Fix for linux toolchain not knowing about no-unused-local-typedef
Change 3203989 on 2016/11/18 by Ori.Cohen
Make sure physx automation doesn't try to build html5 APEX.
Change 3204031 on 2016/11/18 by james.cobbett
Minor update to test level
Change 3204035 on 2016/11/18 by Marc.Audy
Additional Attenuation refactor cleanup
Change 3204044 on 2016/11/18 by Ori.Cohen
Fix typo of NV_SIMD_SSE2
Change 3204049 on 2016/11/18 by Ori.Cohen
Fix missing newline for PS4 compiler
Change 3204463 on 2016/11/18 by mason.seay
Finalized URO test map
Change 3204621 on 2016/11/18 by mason.seay
Small improvements
Change 3204751 on 2016/11/18 by Ori.Cohen
Make PhAT highlight selected bodies and constraints in the tree view
Change 3205868 on 2016/11/21 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744
Change 3205887 on 2016/11/21 by Jurre.deBaare
Fix for similar crash in blendspace editor like UE-38734
Change 3206121 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
#jira UE-38803
#jira UE-38692
Change 3206187 on 2016/11/21 by Marc.Audy
PR #2935: Minor subtitle issues (Contributed by projectgheist)
Additional bits
#jira UE-38519
#jira UE-38803
#jira UE-38692
Change 3206318 on 2016/11/21 by Marc.Audy
Fix Linux compiler whinging
Change 3206379 on 2016/11/21 by Marc.Audy
Fix crash when streaming in a sublevel with a child actor in it (4.14.1)
#jira UE-38906
Change 3206591 on 2016/11/21 by Marc.Audy
Refactor restrictions to allow hidden and clarify disabled
Change 3206776 on 2016/11/21 by Marc.Audy
ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect.
ForceFeedback Attenuation settings can be defined via the content browser or directly on the component.
#jira UEFW-244
Change 3206901 on 2016/11/21 by Marc.Audy
Fix compile error in automation tests
Change 3207235 on 2016/11/22 by danny.bouimad
Updated Map
Change 3207264 on 2016/11/22 by Thomas.Sarkanen
Disable bone editing in anim blueprint editor
#jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable
Change 3207303 on 2016/11/22 by Lina.Halper
Clear material curve by setting it directly because the flag might not exist
#jira: UE-36902
Change 3207331 on 2016/11/22 by Jon.Nabozny
Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully.
Change 3207357 on 2016/11/22 by Danny.Bouimad
Updating testcontent for pose drivers
Change 3207425 on 2016/11/22 by Lina.Halper
Fix frame count issue with montage
#jira: UE-30048
Change 3207478 on 2016/11/22 by Lina.Halper
Fix so that curve warning doesn't happen when your name is same.
#jira: UE-34246
Change 3207526 on 2016/11/22 by Marc.Audy
Fix crash when property restriction introduces a hidden entry
Change 3207731 on 2016/11/22 by danny.bouimad
MoreUpdates
Change 3207764 on 2016/11/22 by Lina.Halper
#fix order of morphtarget to first process animation and then BP for slave component
Change 3207842 on 2016/11/22 by Ben.Zeigler
Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work.
Change 3208202 on 2016/11/22 by Ben.Zeigler
#jira UE-38811 Fix regression with gimbal locking in player camera manager.
The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise.
Change 3208510 on 2016/11/23 by Wes.Hunt
Disable UBT Telemetry on internal builds #jira AN-1059
#tests build a few different ways, add more diagnostics to clarify if the provider is being used.
Change 3208734 on 2016/11/23 by Martin.Wilson
Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class
#jira UE-38899
Change 3208782 on 2016/11/23 by Thomas.Sarkanen
Fixed material and vert count issues with skeletal to static mesh conversion
Material remapping was not bein gbuilt, so material indices were overwitten inappropriately.
Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase.
#jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh
Change 3208798 on 2016/11/23 by James.Golding
UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds
Change 3208801 on 2016/11/23 by Jurre.deBaare
Hidden Material References from Mesh Components Fix
#fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something
#jira UE-38108
Change 3208807 on 2016/11/23 by Thomas.Sarkanen
CIS fix
Change 3208824 on 2016/11/23 by danny.bouimad
More content updates for Testing
Change 3208827 on 2016/11/23 by Danny.Bouimad
Removing Old Pose driver Testassets I created awhile ago.
Change 3209026 on 2016/11/23 by Martin.Wilson
CIS Fix for FRichCurve
Change 3209083 on 2016/11/23 by Marc.Audy
Don't crash if after an undo the previously selected object no longer exists (4.14.1)
#jira UE-38991
Change 3209085 on 2016/11/23 by Marc.Audy
Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1)
#jira UE-38992
Change 3209124 on 2016/11/23 by Ben.Zeigler
#jira UE-38867 Fix some game mode log messages
From PR #2955
Change 3209231 on 2016/11/23 by Marc.Audy
Auto removal
Change 3209232 on 2016/11/23 by Marc.Audy
GetComponents now optionally can include components in Child Actors
Change 3209233 on 2016/11/23 by Marc.Audy
ParseIntoArray resets instead of empty
Change 3209235 on 2016/11/23 by Marc.Audy
Allow child actor components to be selected in viewports
Fix selection highlight not working on nested child actors
#jira UE-16688
Change 3209247 on 2016/11/23 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194
Change 3209299 on 2016/11/23 by Marc.Audy
Use MoveTemp to reduce some memory churn in graph schema actions
Change 3209347 on 2016/11/23 by Marc.Audy
Don't dispatch a tick function that had been scheduled but has been disabled before being executed.
#jira UE-37459
Change 3209507 on 2016/11/23 by Ben.Zeigler
#jira UE-38185 Keep player controllers in their same order during a seamless travel
From PR #2908
Change 3209882 on 2016/11/24 by Thomas.Sarkanen
Copy-to-array now works with the fast path
Refactored the copy record generation/validation code to be clearer with better seperation of concerns.
Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen).
Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped.
Added tests for fast path validity to EditorTests project. Assets to follow.
#jira UE-34569 - Fast Path gets turned off if you link to multiple input pins
Change 3209884 on 2016/11/24 by Thomas.Sarkanen
File I missed
Change 3209885 on 2016/11/24 by Thomas.Sarkanen
Support assets for fast path tests
Change 3209939 on 2016/11/24 by Benn.Gallagher
Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list
#jira UE-35557
Change 3209941 on 2016/11/24 by Jurre.deBaare
Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly.
#fix make sure that when we delete a sample point we reset the preview base pose
#misc changed how the preview base pose is determined/updated
#jira UE-38733
Change 3209942 on 2016/11/24 by Thomas.Sarkanen
Fixed transactions being made when setting bone space in details panel
Also added reset to defaults to allow easy removal of bone modifications.
#jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction
Change 3209945 on 2016/11/24 by james.cobbett
Test assets for Pose Snapshot Test Case
Change 3210239 on 2016/11/25 by Mieszko.Zielinski
Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4
#jira UE-29415
Change 3210279 on 2016/11/25 by Benn.Gallagher
Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation
#jira UE-38040
Change 3210288 on 2016/11/25 by danny.bouimad
Cleaned up Pose Driver Anim BP's
Change 3210334 on 2016/11/25 by Benn.Gallagher
Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr
#jira UE-22145
Change 3210349 on 2016/11/25 by James.Golding
UE-35783 Fix scrolling in PoseAsset editor panels
Change 3210356 on 2016/11/25 by James.Golding
UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables)
Change 3210357 on 2016/11/25 by Jurre.deBaare
Numeric textbox value label incorrect for aimoffset/blendspaces in grid
#fix change lambda capture type (was referencing local variable)
Change 3210358 on 2016/11/25 by Jurre.deBaare
Crash Generating Proxy Mesh with Transition Screen Size set to 1
#fix 1.0 was not included within the possible range
#jira UE-38810
Change 3210364 on 2016/11/25 by James.Golding
Improve BuildVertexBuffers to use stride and avoid copying colors
Change 3210371 on 2016/11/25 by Jurre.deBaare
You can no longer enable tooltip display when using anim offset
#fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down
#jira UE-38808
It's not clear that the user has to hold shift to preview in blend spaces
#fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value
#jira UE-38711
#misc refactored out some duplicate code :)
Change 3210387 on 2016/11/25 by james.cobbett
Updating test asset
Change 3210550 on 2016/11/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927
Brings IWYU in and required substantial fixups
Change 3210551 on 2016/11/26 by Marc.Audy
Delete empty cpp files
Change 3211002 on 2016/11/28 by Lukasz.Furman
added navigation update on editting volume's brush
#ue4
Change 3211011 on 2016/11/28 by Marc.Audy
Roll back CL# 3210334 as it is causing deadlocks during GC
Change 3211039 on 2016/11/28 by Jurre.deBaare
Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors.
#fix prevent using the wedge map when propagating spline mesh vertex colours
#jira UE-36011
Change 3211053 on 2016/11/28 by Ori.Cohen
Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide
#JIRA UE-38989
Change 3211101 on 2016/11/28 by mason.seay
Adjusting trigger collision so it can't be triggered by projectiles
Change 3211171 on 2016/11/28 by Jurre.deBaare
Previewing outside of Blendspace Graph points causes unexpected weighting
#jira UE-32775
Second Animation Sample added to AimOffset or Blendspace swaps with the first sample
#jira UE-36755
#fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles
- One: fill grid weights to single sample
- Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line
- Colinear: find two closest samples and apply behaviour above
#misc rename variables to make the code more clear and correct
Change 3211491 on 2016/11/28 by Marc.Audy
Provide proper tooltip for GetParentActor/Component
Expose GetAttachParentActor/SocketName to blueprints
De-virtualize Actor GetAttach... functions
#jira UE-39056
Change 3211570 on 2016/11/28 by Lina.Halper
Title doesn't update when asset is being dropped
#jira: UE-39019
Change 3211766 on 2016/11/28 by Ori.Cohen
Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically.
#JIRA UE-36089
Change 3211938 on 2016/11/28 by Mason.Seay
CSV's for testing gameplay tags
Change 3212090 on 2016/11/28 by Ori.Cohen
Expose angular SLERP drive to blueprints
#JIRA UE-36690
Change 3212102 on 2016/11/28 by Marc.Audy
Fix shadow variable issue
#jira UE-39099
Change 3212182 on 2016/11/28 by Ori.Cohen
PR #2902: Fix last collision preset display (Contributed by max99x)
#JIRA UE-38100
Change 3212196 on 2016/11/28 by dan.reynolds
AEOverview Update:
Minor tweaks and fixes
Added Attenuation Curve Tests
Renamed SC to SCLA for Sound Class prefix
WIP SCON (Sound Concurrency)
Change 3212347 on 2016/11/28 by Ben.Zeigler
#jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor
Fix chained tag redirectors to work properly
Const fixes and removed a bad error message spam, and fix rename message
Change 3212385 on 2016/11/28 by Marc.Audy
Avoid duplicate GetWorld() calls
Change 3212386 on 2016/11/28 by Marc.Audy
auto shoo
Change 3213018 on 2016/11/29 by Marc.Audy
Fix shadow variable for real
Change 3213037 on 2016/11/29 by Ori.Cohen
Fix deprecation warnings
Change 3213039 on 2016/11/29 by Marc.Audy
Generalize logic for when a component prevents an Actor from auto destroying
Add forcefeedback component to the components that will hold up the auto destroy of an actor
Change 3213088 on 2016/11/29 by Marc.Audy
Move significance manager out of experimental
Change 3213187 on 2016/11/29 by Marc.Audy
Add InsertDefaulted to mirror options available when Adding
Change 3213254 on 2016/11/29 by Marc.Audy
add auto-complete for showdebug forcefeedback
Change 3213260 on 2016/11/29 by Marc.Audy
Allow systems to inject auto-complete console entries
Change 3213276 on 2016/11/29 by Marc.Audy
add auto-complete entry for showdebug significancemanager
Change 3213331 on 2016/11/29 by James.Golding
Split SkeletalMesh skin weights into their own stream
Remove unused FGPUSkinVertexColor struct
Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool
Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights
Update friendly name for FColorVertexBuffer now it's used by skel mesh as well
Change 3213349 on 2016/11/29 by Ben.Zeigler
Fix tag rename feedback message
Change 3213355 on 2016/11/29 by Ben.Zeigler
#jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome)
Change 3213406 on 2016/11/29 by Ori.Cohen
Make sure body transforms are not set while the physx simulation is running.
#JIRA UE-37270
Change 3213508 on 2016/11/29 by Jurre.deBaare
When performing a merge actor on an actor merging multiple materials certain maps aren't generated
#fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map
#jira UE-38526
Change 3213557 on 2016/11/29 by Ben.Zeigler
#jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away
Change 3213634 on 2016/11/29 by Ori.Cohen
Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor.
Change 3213639 on 2016/11/29 by Ori.Cohen
Fix from nvidia for vehicle suspension exploding when given a bad normal.
#JIRA UE-38716
Change 3213812 on 2016/11/29 by James.Golding
UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead
Change 3213824 on 2016/11/29 by Ori.Cohen
Fix CIS
Change 3213873 on 2016/11/29 by Ori.Cohen
Fix welded bodies not properly computing mass properties.
#JIRA UE-35184
Change 3213950 on 2016/11/29 by Mieszko.Zielinski
Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion
#jira UE-37221
Change 3213951 on 2016/11/29 by Mieszko.Zielinski
Fixed perception system having issue with registering perception listener spawned in sublevels #UE4
#jira UE-37850
Change 3214005 on 2016/11/29 by Ori.Cohen
Fix mass kg override not propagating to blueprint instances.
Change 3214046 on 2016/11/29 by Marc.Audy
Duplicate all instanced subobjects, not just those that are editinlinenew
Make AABrush.Brush instanced rather than export
#jira UE-39066
Change 3214064 on 2016/11/29 by Marc.Audy
Use GetComponents directly where safe instead of copying in to an array
Change 3214116 on 2016/11/29 by James.Golding
Fix tooltip when dragging anim assets onto players
Change 3214136 on 2016/11/29 by Ori.Cohen
Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data
#JIRA UE-35864
Change 3214162 on 2016/11/29 by Mieszko.Zielinski
Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4
#jira UE-12077
Change 3214177 on 2016/11/29 by Marc.Audy
Use correct SocketName (broken in CL#2695130)
#jira UE-39153
Change 3214427 on 2016/11/29 by dan.reynolds
AEOverview Update
Fixed Attenuation tests when overlapping attenuation ranges between streamed levels
Added Sound Concurrency Far then Prevent New testmap
Removed some Sound Concurrency assets
Change 3214469 on 2016/11/29 by dan.reynolds
AEOverview Update
Added Sound Concurrency Test for Stop Farthest then Oldest
Change 3214842 on 2016/11/30 by Jurre.deBaare
LookAt AimOffset in the Anim Graph causes character to explode
#jira UE-38533
#fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime
Change 3214866 on 2016/11/30 by james.cobbett
Updating Pose Snapshot test assets
Change 3214964 on 2016/11/30 by thomas.sarkanen
Added test data for facial animtion curves
Change 3215015 on 2016/11/30 by Jurre.deBaare
When a Aim Offset axis value is edited drastically the preview mesh will be deformed
#fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range
#misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit)
#jira UE-38880
Change 3215029 on 2016/11/30 by Marc.Audy
Fix CIS
Change 3215033 on 2016/11/30 by Marc.Audy
Add a delegate for when new classes are added via hotreload
Change existing hotload class reinstancing delegates to be multicast
Change 3215048 on 2016/11/30 by Jon.Nabozny
Use getKinematicTarget whenever a body is kinematic.
This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics.
#jira UE-37877
Change 3215052 on 2016/11/30 by Marc.Audy
Generalize the volume actor factory logic
Create volume factories when hotreload adds a new volume class
#jira UE-39064
Change 3215055 on 2016/11/30 by Marc.Audy
Probable fix for IOS CIS failure
Change 3215091 on 2016/11/30 by Lina.Halper
Easy alternative fix for blending two curves per bone. For now we just combine.
To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15.
#jira: UE-39182
Change 3215179 on 2016/11/30 by Jurre.deBaare
Preview viewport should only use rendering features supported in project
#fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity
#jira UE-37252
Change 3215189 on 2016/11/30 by Jurre.deBaare
CIS fix
Change 3215326 on 2016/11/30 by Ben.Zeigler
#jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode.
Regression caused by CL #3104976
Change 3215523 on 2016/11/30 by James.Golding
Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash
Change 3215539 on 2016/11/30 by Marc.Audy
Fix failure to cleanup objects in a hidden always loaded sub-level
#jira UE-39139
Change 3215568 on 2016/11/30 by Aaron.McLeran
UE-39197 Delay node of 0.0 causes crash
Change 3215719 on 2016/11/30 by Aaron.McLeran
UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528
Change 3215773 on 2016/11/30 by Aaron.McLeran
PR #2819 : Fixed typo in SoundWave.h
Change 3215828 on 2016/11/30 by James.Golding
PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus)
Change 3215831 on 2016/11/30 by James.Golding
UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode
Change 3215904 on 2016/11/30 by Marc.Audy
Fix significance calculations
Change 3215955 on 2016/11/30 by James.Golding
UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data.
Change 3215959 on 2016/11/30 by James.Golding
Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass
Change 3216057 on 2016/11/30 by Marc.Audy
Don't reset expose on spawn properties when in a PIE world
#jira UE-36771
Change 3216114 on 2016/11/30 by James.Golding
Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files
Change 3216144 on 2016/11/30 by Jon.Nabozny
Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.
InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with.
This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset.
#jira UE-38434
Change 3216148 on 2016/11/30 by Jon.Nabozny
Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling.
Change 3216160 on 2016/11/30 by Aaron.McLeran
Fixing a memory leak in concurrency management
Change 3216164 on 2016/11/30 by James.Golding
Move SkeletalMeshActor code into its own cpp file
Fix CIS for SkeletalMeshComponent.cpp
Change 3216371 on 2016/11/30 by dan.reynolds
AEOverview Update
Minor tweaks
Completed Sound Concurrency Rule Test Maps
Added additional test files
Change 3216509 on 2016/11/30 by Marc.Audy
Fix missing include
Change 3216510 on 2016/11/30 by Marc.Audy
Code cleanup
Change 3216723 on 2016/12/01 by Jurre.deBaare
When clearing a blend sample animation the animation will try and blend to the ref pose
#fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation
#fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error)
#misc weird whitespace changes
#jira UE-39078
Change 3216745 on 2016/12/01 by Jurre.deBaare
- Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised.
- UDN user was hitting a check within the triangle flipping behaviour
#fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle
#fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check
#misc refactored triangle flipping code to make it smaller (more readible)
Change 3216903 on 2016/12/01 by mason.seay
Imported mesh for quick test
Change 3216904 on 2016/12/01 by Jurre.deBaare
CIS Fix
#fix replaced condition by both non-editor as editor valid one
Change 3216998 on 2016/12/01 by Lukasz.Furman
fixed AI slowing down on ramps due to 3D input vector being constrained by movement component
#jira UE-39233
#2998
Change 3217012 on 2016/12/01 by Lina.Halper
Checking in James' fix on drag/drop to replace assets
#code review: James.Golding
#jira: UE-39150
Change 3217031 on 2016/12/01 by james.cobbett
Updating Pose Snapshot Assets. Again.
Change 3217033 on 2016/12/01 by Martin.Wilson
Update bounds on all skel meshes when physics asset is changed
#jira UE-38572
Change 3217181 on 2016/12/01 by Martin.Wilson
Fix imported animations containing a black thumbnail
#jira UE-36559
Change 3217183 on 2016/12/01 by Martin.Wilson
Add some extra debugging code for future animation compression / ddc issues
Change 3217184 on 2016/12/01 by james.cobbett
Fixing a test asset by checking a check box. Sigh.
Change 3217216 on 2016/12/01 by Martin.Wilson
Undo part of CL 3217183. Will need to add this back differently.
Change 3217274 on 2016/12/01 by Marc.Audy
When serializing in an enum tagged property follow redirects
#jira UE-39215
Change 3217419 on 2016/12/01 by james.cobbett
Changes to test assets for more Pose Snapshot tests
Change 3217449 on 2016/12/01 by Aaron.McLeran
Adding new audio setting to disable EQ and reverb.
Hooked up to XAudio2 (for now).
Change 3217513 on 2016/12/01 by Marc.Audy
Improve bWantsBeginPlay deprecation message
Change 3217620 on 2016/12/01 by mason.seay
Updated test assets for HLOD
Change 3217872 on 2016/12/01 by Aaron.McLeran
UEFW-113 Adding master reverb to audio mixer
- Added new submix editor to create new submixes
- Created new default master submixes for reverb and EQ and master submixes
- Fixed a number of minor issues found in auido mixer while working on feature
Change 3218053 on 2016/12/01 by Ori.Cohen
Added mass debug rendering
#JIRA UE-36608
Change 3218143 on 2016/12/01 by Aaron.McLeran
Fixing up reverb to support multi-channel (5.1 and 7.1) configurations.
- Added default reverb send amount
Change 3218440 on 2016/12/01 by Zak.Middleton
#ue4 - Made some static FNames const.
Change 3218715 on 2016/12/02 by james.cobbett
Fixed bug in test asset.
Change 3218836 on 2016/12/02 by james.cobbett
Fixing up test asset
Change 3218884 on 2016/12/02 by james.cobbett
Moar test asset changes
Change 3218943 on 2016/12/02 by Ori.Cohen
Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space
#JIRA UE-35184
Change 3218955 on 2016/12/02 by Marc.Audy
Fix initialization order issues
Remove monolithic includes
Change signature to pass string by const ref
Change 3219149 on 2016/12/02 by Ori.Cohen
Fix SetCollisionObjectType not working on skeletal mesh components
#JIRA UE-37821
Change 3219162 on 2016/12/02 by Martin.Wilson
Fix compile error when blend space on aim offset nodes is exposed as pin
#jira UE-39285
Change 3219198 on 2016/12/02 by Marc.Audy
UEnum::FindValue/IndexByName will now correctly follow redirects
#jira UE-39215
Change 3219340 on 2016/12/02 by Zak.Middleton
#ue4 - Optimized and cleaned up some Actor methods related to location and rotation.
- Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors.
- Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent().
- Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods.
Change 3219482 on 2016/12/02 by Ori.Cohen
Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent.
#JIRA UE-39172
Change 3219676 on 2016/12/02 by Martin.Wilson
Make clearer that ref pose is from skeleton
Change 3219687 on 2016/12/02 by Aaron.McLeran
Supporting multi-channel reverb with automatic downmixing of input to stereo
Change 3219688 on 2016/12/02 by Martin.Wilson
Fix crash when remapping additive animations after skeleton hierarchy change
#jira UE-39040
Change 3219699 on 2016/12/02 by Zak.Middleton
#ue4 - Fix template's use of old GetActorRotation() function.
Change 3219969 on 2016/12/02 by Ben.Zeigler
#jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication
Modified from shelve Zak.Middleton made of PR #1885, after some more testing
Change 3220010 on 2016/12/02 by Aaron.McLeran
Fixing up sound class editor
Change 3220013 on 2016/12/02 by Aaron.McLeran
Deleting monolithic file
Change 3220249 on 2016/12/02 by Aaron.McLeran
Changing reverb settings parameter thread sync method
- Switching to a simple ring buffer rather than using a crit sect
Change 3220251 on 2016/12/02 by Aaron.McLeran
Removing hard-coded audio mixer module name for the case when using -audiomixer argument,
-added new entry to ini file that allows you to specify the audio mixer module name used for the platform.
Change 3221118 on 2016/12/05 by Jurre.deBaare
Back out changelist 3220249 to fix CIS
Change 3221363 on 2016/12/05 by Martin.Wilson
Change slot node category from Blends to Montage
Change 3221375 on 2016/12/05 by Jon.Nabozny
Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set.
#jira UE-39325
Change 3221402 on 2016/12/05 by Jon.Nabozny
Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path.
#jira UE-33562
Change 3221441 on 2016/12/05 by Thomas.Sarkanen
Fixed crash when reimporting a mesh when a different animation was open
#jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents
Change 3221473 on 2016/12/05 by Marc.Audy
Get rid of auto.
Use GetComponents directly instead of copying in to temporary arrays
Change 3221584 on 2016/12/05 by Jon.Nabozny
Fix CIS for Mac builds from CL-3221375
Change 3221631 on 2016/12/05 by Martin.Wilson
Possible fix for rare marker sync crash on live servers
#jira UE-39235
#test ai match, animation seemed fine, no crashes
Change 3221660 on 2016/12/05 by mason.seay
Resubmitting to add Viewport Bookmark
Change 3221683 on 2016/12/05 by Mieszko.Zielinski
Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4
#jira UE-30355
Change 3221750 on 2016/12/05 by Jon.Nabozny
Real CIS fix.
Change 3221917 on 2016/12/05 by Jon.Nabozny
Fix CIS for real this time.
Change 3222370 on 2016/12/05 by mason.seay
Start of Gameplay Tag testmap
Change 3222396 on 2016/12/05 by Aaron.McLeran
UEFW-44 Implementing EQ master submix effect for audio mixer
- New thread safe param setting temlate class (for setting EQ and Reverb params)
- Hook up reverb submix effect to source voices
- Implementation of FBiquad for biquad filter coefficients and audioprocessing
- Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once
- Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type
Change 3222425 on 2016/12/05 by Aaron.McLeran
Checking in missing files
Change 3222429 on 2016/12/05 by Aaron.McLeran
Last missing file!
Change 3222783 on 2016/12/05 by Jon.Nabozny
Update SkelMeshScaling map.
Change 3223173 on 2016/12/06 by Martin.Wilson
Fix crash in thumbnail rendering when creating a new montage
#jira UE-39352
Change 3223179 on 2016/12/06 by Marc.Audy
auto/NULL cleanup
Change 3223329 on 2016/12/06 by Marc.Audy
Fix (hard to explain) memory corruption
#jira UE-39366
Change 3223334 on 2016/12/06 by Jon.Nabozny
Add HasBeenInitialized check inside AActor::InitializeComponents
Change 3223340 on 2016/12/06 by Jon.Nabozny
Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid.
#jira UE-39238
Change 3223372 on 2016/12/06 by Marc.Audy
Probably fix HTML5 CIS failure
Change 3223511 on 2016/12/06 by Jon.Nabozny
Fix Mac CIS shadow warning
Change 3223541 on 2016/12/06 by Lukasz.Furman
fixed missing NavCollision data in static meshes
#jira UE-39367
Change 3223672 on 2016/12/06 by Ben.Zeigler
#jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button
Remove unnecessary code from both customizations
Change 3223751 on 2016/12/06 by Marc.Audy
Properly remove components from their owner when manipulating through editinlinenew properties
#jira UE-30548
Change 3223831 on 2016/12/06 by Ben.Zeigler
#jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled
#jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children
Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive
Add Tag Source to tooltip in management mode
Fix RequestGameplayTagChildrenInDictionary to work properly
Change 3223862 on 2016/12/06 by Marc.Audy
Hide deprecated attach functions for all games not just Paragon
Change 3224003 on 2016/12/06 by Marc.Audy
Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way.
#jira UE-39207
Change 3224602 on 2016/12/07 by Jurre.deBaare
Crash on creating LODs with Medic
#fix Added clamp for UVs -1024 to 1024
#jira UE-37726
Change 3224604 on 2016/12/07 by Jurre.deBaare
Fix for incorrect normal calculation in certain circumstances
#fix Make sure we propagate the matrices to samples after we (re)calculated normals
#fix Conditionally swap/inverse the vertex data buffers instead of always
#fix Set preview mesh for alembic import animation sequences
#misc removed commented out code and added debug code
Change 3224609 on 2016/12/07 by Jurre.deBaare
Alembic Import Issues (skeletal) w. UVs and smoothing groups
#fix Changed the way we populate smoothing group indices for alembic caches
#misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences
#jira UE-36412
Change 3224783 on 2016/12/07 by James.Golding
Support per-instance skeletal mesh vertex color override
Change 3224784 on 2016/12/07 by James.Golding
Add skelmesh vert color override map. Fix my vert color material to work on skel mesh.
Change 3225131 on 2016/12/07 by Jurre.deBaare
Crash when baking matrix animation when importing an alembic file as skeletal
#fix condition whether or not to apply matrices had not been moved over in previous change
#jira UE-39439
Change 3225491 on 2016/12/07 by Lina.Halper
- Morphtarget fix on the first frame
#jira: UE-37702
Change 3225597 on 2016/12/07 by mason.seay
Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting
Change 3225758 on 2016/12/07 by Aaron.McLeran
UE-39421 Fix for sound class graph bug
Change 3225957 on 2016/12/07 by Ben.Zeigler
#jira UE-39433 Fix crash with mass debug data
Change 3225967 on 2016/12/07 by Lina.Halper
Fix not removing link up cache when removed.
#jira: UE-33738
Change 3225990 on 2016/12/07 by Ben.Zeigler
#jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues
Change 3226123 on 2016/12/07 by Aaron.McLeran
Fix for sound class asset creation from within the sound class graph
Change 3226165 on 2016/12/07 by mason.seay
Replaced skelmesh gun with static mesh cube
Change 3226336 on 2016/12/07 by Aaron.McLeran
Fixing up sound class replacement code.
If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them
Change 3226701 on 2016/12/08 by Thomas.Sarkanen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613
Change 3226710 on 2016/12/08 by Jurre.deBaare
Fix for alembic import crash
#misc update num mesh samples and take into account user set start frame in case of skipping preroll frames
Change 3226834 on 2016/12/08 by Jurre.deBaare
Fix for incorrect matrix samples being applied during Alembic cache importing
#fix Change way we loop through samples and determine correct matrix and mesh sample indices
Change 3227330 on 2016/12/08 by Jurre.deBaare
Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error
#UE-39499
#fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad
#misc corrected socket name output, removed unnecessary nullptr check
Change 3227575 on 2016/12/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387
Change 3227602 on 2016/12/08 by Marc.Audy
Copyright 2016 to 2017 updates for new Framework files
[CL 3227721 by Marc Audy in Main branch]
#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]
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3173153 on 2016/10/25 by Graeme.Thornton
Pak signing changes
- Integrated into EDL loader
- Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup.
Change 3173531 on 2016/10/25 by Steven.Hutton
Removing unused j query packages.
Change 3174743 on 2016/10/26 by Gil.Gribb
UE4 - fixed COTF with EDL
Change 3177896 on 2016/10/28 by Steve.Robb
TSharedPtr and TSharedRef aliasing constructors.
Removal of static_asserts for TSharedPtr<UObject>.
Change 3180343 on 2016/10/31 by Steve.Robb
Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741.
Change 3181382 on 2016/11/01 by Steve.Robb
Visual Studio debugger visualizers for delegates.
Change 3182738 on 2016/11/02 by Graeme.Thornton
Re-enable signed archive reader so non-pakpreacher based reads still get signature checked
Change 3183420 on 2016/11/02 by Steve.Robb
Fix to TIsZeroConstructType for TScriptDelegate.
Change 3184872 on 2016/11/03 by Robert.Manuszewski
Fixing memory stomps in SSL certificate initialization (found with mallocstomp)
Change 3184873 on 2016/11/03 by Robert.Manuszewski
Adding thread safety checks to async loading code
Change 3185535 on 2016/11/03 by Ben.Zeigler
Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components.
Change 3186636 on 2016/11/04 by Graeme.Thornton
AES encryption integrated into EDL system
Pak signing and AES encryption now configurable by ini files rather than magical text files
Change 3186637 on 2016/11/04 by Graeme.Thornton
Configured pak signing and encryption in ShooterGame for reference
Change 3186639 on 2016/11/04 by Graeme.Thornton
Encryption changes for Orion
* Move pak signing keys into new INI format
* Add AES key and enable INI file encryption
Change 3186661 on 2016/11/04 by Graeme.Thornton
Change unrealpak command line params to accept AES key as a separete parameter
Change 3186670 on 2016/11/04 by Robert.Manuszewski
Adding a null check before using a package pointer in Linker code
#jira UE-38237
Change 3186775 on 2016/11/04 by Graeme.Thornton
Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler
- PS4 and Mac fixes. Other platforms might need fixing too!
Change 3186823 on 2016/11/04 by Graeme.Thornton
Fixed an incorrect size check in the EDL pak signing code
Change 3186925 on 2016/11/04 by Graeme.Thornton
Allow UnrealPak to read encryption settings from project ini files
Change 3189885 on 2016/11/08 by Graeme.Thornton
Static analysis warning fix
Change 3190015 on 2016/11/08 by Robert.Manuszewski
Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread
Change 3190253 on 2016/11/08 by Chris.Wood
Improved MDD performance for on the CR server.
[UE-37566] - Improve MDD performance on CR server
Blocked MDD init'ing the crash handling code as it isn't desirable on the server.
Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper.
Change 3192993 on 2016/11/10 by Robert.Manuszewski
Thread Heartbeat will no longer report the same hang multiple times.
Change 3193111 on 2016/11/10 by Robert.Manuszewski
Minor change in the condition that detects the same hangs - allow the same callstacks from different threads
Change 3193168 on 2016/11/10 by Steve.Robb
TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely.
Change 3193171 on 2016/11/10 by Steve.Robb
Easier debugging of FPendingRegistrantInfo map.
Change 3193188 on 2016/11/10 by Steve.Robb
TAutoPointer deprecated.
Change 3193796 on 2016/11/10 by Graeme.Thornton
Fix pak creation failure when no pak signing keys are supplied
Change 3194524 on 2016/11/11 by Graeme.Thornton
Another static analysis warning fix
Change 3195119 on 2016/11/11 by Steve.Robb
TAutoPtr deprecated.
Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]).
Some large headers moved into .cpp files.
Change 3196582 on 2016/11/14 by Gil.Gribb
UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.
Change 3196878 on 2016/11/14 by Steve.Robb
TScopedPointer deprecated.
Change 3198061 on 2016/11/15 by Steve.Robb
Class array is no longer regenerated when saving UClasses.
Change 3198065 on 2016/11/15 by Robert.Manuszewski
Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread.
Change 3198199 on 2016/11/15 by Robert.Manuszewski
Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed.
Change 3199954 on 2016/11/16 by Graeme.Thornton
Removing USING_SIGNED_CONTENT
Change 3200221 on 2016/11/16 by Chris.Wood
CrashReportProcess code cleanup - removing unused using directives
Change 3200232 on 2016/11/16 by Chris.Wood
Multiple CrashReportProcess updates and improvements (CRP v1.2.6)
UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives
InvalidCrashReports now saved to S3 instead of local folder
Removed option tosync MinidumpDiagnostics from Perforce
Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing)
Added improved logging to Slack with option to monitor MDD performance
Added hourly log folders to MDD logs
Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures)
Change 3200382 on 2016/11/16 by Robert.Manuszewski
Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists).
Change 3200562 on 2016/11/16 by Gil.Gribb
UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication.
Change 3201093 on 2016/11/16 by Ben.Zeigler
#UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only.
Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only.
Change 3201736 on 2016/11/17 by Steve.Robb
Strtoi64 platform and TCString functions.
#fyi robert.manuszewski
Change 3201938 on 2016/11/17 by Ben.Woodhouse
Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future.
Commandline:
p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp
#fyi robert.manuszewski
Change 3203757 on 2016/11/18 by Robert.Manuszewski
Removing debug code from async loading code.
Change 3203927 on 2016/11/18 by Robert.Manuszewski
Fixing comments in the async loading code.
Change 3204851 on 2016/11/18 by Steve.Robb
Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value.
Change 3204854 on 2016/11/18 by Steve.Robb
UEnumProperty.
Change 3205027 on 2016/11/18 by Ben.Zeigler
Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr
Add Get() to TSubclassOf so it matches our other wrappers
Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility
Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf
Change 3206334 on 2016/11/21 by Ben.Zeigler
#UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries
#UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient.
Cook finishes but game is still crashing in some cases, so I might adjust this after other testing
Change 3206353 on 2016/11/21 by Ben.Zeigler
Fix EnumProperty to handle EDL preload dependencies properly
Change 3206625 on 2016/11/21 by Ben.Zeigler
Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient
Change 3206937 on 2016/11/21 by Ben.Zeigler
#jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one
Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer
Correctly save enum tag for enum properties, it was being set but not serialized
Change 3207002 on 2016/11/21 by Ben.Zeigler
#jira UE-38799
Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed.
Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future.
If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time.
We should generally outlaw non-transient objects with transient outers, it does not do what people expect.
Change 3207032 on 2016/11/21 by Ben.Zeigler
#jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do
[CL 3208270 by Ben Zeigler in Main branch]
#lockdown Nick.Penwarden
Change 3196499 on 2016/11/14 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3196473
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3195674 on 2016/11/11 by Laurent.Delayen
Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
Fixes https://jira.it.epicgames.net/browse/OR-31509
#rb lina.halper
#tests twinblast ult multiPIE
Change 3195245 on 2016/11/11 by Dan.Hertzka
Card crafting progress
- Device responds to UI actions appropriately and infinitely
- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
- Non-reversible timelines all now play from start (so they work more than once)
Engine-side:
- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget
#rb none
#tests PIE crafting
Change 3194616 on 2016/11/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.3 @ CL 3194604
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3193875 on 2016/11/10 by Andrew.Grant
Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
#jira UE-38496
#tests compiled
#rb none
#c0dereview Marcus.Wassmer
Change 3193368 on 2016/11/10 by Mieszko.Zielinski
Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4
#rb Lukasz.Furman
#test golden path
Change 3193280 on 2016/11/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3193232
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3192376 on 2016/11/09 by Laurent.Delayen
RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490
#rb none
#tests riftmage blackhold multiPIE
Change 3192243 on 2016/11/09 by Laurent.Delayen
UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266
#rb none
#tests Jump pads on Sovereign2 multiPIE
Change 3191985 on 2016/11/09 by Laurent.Delayen
Additional debug info for https://jira.it.epicgames.net/browse/OR-31300
#rb none
#tests compiles
Change 3191565 on 2016/11/09 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3191371
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3190702 on 2016/11/08 by David.Ratti
Fix PIE autologgin mcp problem
#rb JoshM
#tests PIE autologgin
Change 3190591 on 2016/11/08 by Mieszko.Zielinski
Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4
#rb Lukasz.Furman
#test golden path
Change 3190363 on 2016/11/08 by Frank.Gigliotti
Root motion velocity clamping and bug fixes;
* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.
* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks. This ensures the desired velocity is set correctly.
* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.
#RB David.Ratti, Zak.Middleton
#c0dereview Zak.Middleton
#Tests PIE - Multiple heroes with root motion abilities
Change 3190344 on 2016/11/08 by Laurent.Delayen
RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
Minor tweaks:
- Test for ID before TimeStamp
- Changed auto to proper type.
- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.
#rb none
#tests multiPIE
Change 3190217 on 2016/11/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3190009
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188560 on 2016/11/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3187796
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3188012 on 2016/11/05 by Andrew.Grant
Merging using ROBO://Orion/Main->//Orion/Dev-General
#rb #tests na
Change 3187818 on 2016/11/04 by Michael.Noland
Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails
Upgrade notes:
- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again
#rb matt.kuhlenscmidt
#tests Tested various PIE configurations in Paragon
Change 3187756 on 2016/11/04 by Michael.Noland
Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
#rb ben.ziegler
Change 3187258 on 2016/11/04 by Dan.Hertzka
- UTextBlock::SetText is now virtual
- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS
#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
#rb none
#tests PIE
Change 3187157 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Case fix for staged files
#rb Ben.Marsh
#tests preflighted
#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186870 on 2016/11/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3186846
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3186243 on 2016/11/03 by Michael.Noland
Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
#jira OR-23184
#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
#rb ben.ziegler
Change 3185134 on 2016/11/03 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3185065
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3183689 on 2016/11/02 by Aaron.McLeran
OR-31091 Implementing 3175639 in Dev-General
#rb zak.middleton
#tests unplug headphones and observe no log spam or other issues
Change 3183292 on 2016/11/02 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3182926
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3182323 on 2016/11/01 by Dan.Hertzka
Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)
#c0dereview Nick.Darnell
#rb Stephan.Jiang
#tests none
Change 3182295 on 2016/11/01 by Daniel.Lamb
Fixed up routing BeginDestroy.
#rb Andrew.Grant
#jira OR-31043
#test Paragon win64 -game
Change 3181975 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181895 on 2016/11/01 by Daniel.Lamb
Make sure to remove safe zone delegate when canvas is destroyed.
Moved registration of safe zone delegate to constructor.
#rb Michael.Noland
#jira OR-31043
#test Paragon win64 -game
Change 3181892 on 2016/11/01 by Michael.Trepka
Copy of CL 3162466
By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking
#rb Mark.Satterthwaite
#jira UE-37088
#tests Cooked MacNoEditor data on Windows
Change 3181624 on 2016/11/01 by David.Ratti
Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates
#rb none
#tests golden path w/ extra logging to verify final value is what is broadcasted
#c0dereview Billy.Bramer, Fred.Kimberley
Change 3181574 on 2016/11/01 by Jason.Bestimt
#ORION_DG - Fixing up R0B0MERGE issue
#RB:none
#Tests:none
Change 3180859 on 2016/10/31 by Brian.Karis
Removed SSAO from hair
Change 3180320 on 2016/10/31 by Daniel.Lamb
Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
#rb Andrew.Grant
#test Paragon rebuild lighting
#jira OR-30841
Change 3180227 on 2016/10/31 by Laurent.Delayen
Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
Will be turned into a warning message in the BP editor.
#c0dereview benn.gallagher
#rb none
#tests none
Change 3179903 on 2016/10/31 by jason.bestimt
#ORION_MAIN - Merge 34.2 @ CL 3179886
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3177903 on 2016/10/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3177869
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3175548 on 2016/10/26 by Michael.Noland
GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
#rb david.ratti
#c0dereview billy.bramer
#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game
Change 3175544 on 2016/10/26 by Bart.Hawthorne
Draft in replays improvements:
- Marker added to timeline bar that shows when the level change happens
- Added "Skip Draft" button when loading a replay which will bypass the draft
- Only PvP matches will record replays
- Added "Exit Replay" button to hamburger menu while in draft
- No longer load hero data before viewing a replay if not skipping draft
- Enable replay recording in PvP
#rb john.pollard
#c0dereview paul.moore
#tests nomcp golden path up to spawnpoint, created and loaded several replays
Change 3175533 on 2016/10/26 by Michael.Noland
Fix for FMallocBinned::GetAllocationSize() for aligned allocations.
#jira UE-37249
#jira UE-37243
#rb robert.manuszewski
#lockdown robert.manuszewski
[reimplementing CL# 3165739 from Release-4.13]
#tests Compiled
Change 3175311 on 2016/10/26 by Daniel.Lamb
Added support for safe zone change.
Messed up files in last checkin
#test Ps4 paragon
#jira OR-30506
#rb Matt.Kuhlenschmidt
Change 3175298 on 2016/10/26 by Daniel.Lamb
Added support for updating safe area
#rb Matt.Kuhlenschmidt
#c0dereview Andrew.Grant Nick.Darnell
#test Ps4 paragon
#jira OR-30506
Change 3175209 on 2016/10/26 by David.Ratti
Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.
#rb none
#tests pie
Change 3174858 on 2016/10/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34/33.2 @ CL 3174784
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3174822 on 2016/10/26 by Marcus.Wassmer
Duplicate 3174187
#jira UE-37020
#rb marc.audy
#test create/destroy effects with HQ lights in editor.
Change 3174344 on 2016/10/25 by Ryan.Gerleve
Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.
#rb john.pollard
#tests golden path
Change 3174270 on 2016/10/25 by Marcus.Wassmer
Add LightingChannel control to High Quality particle lights.
#rb none
#test tested different lighting channels.
Change 3173855 on 2016/10/25 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 34 @ CL 3173292
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3173843 on 2016/10/25 by Michael.Trepka
Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3173783 on 2016/10/25 by Dan.Youhon
Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)
#rb None
#tests MultiPIE
Change 3173734 on 2016/10/25 by Dan.Youhon
Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128
#rb None
#tests MultiPIE
Change 3173714 on 2016/10/25 by David.Ratti
Add Game and Engine Compat versions for replays
#coderview John.Pollard
#rb Lietz
#tests golden path, replays
Change 3173681 on 2016/10/25 by Bart.Hawthorne
Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.
The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.
Also fixed a warning on the dedicated server related to abandoning a draft.
#rb john.pollard
#c0dereview josh.markiewicz, paul.moore
#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing
Change 3173677 on 2016/10/25 by Andrew.Grant
Reenabled audio thread
Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
#tests na
#rb Gil.Gribb
Change 3173588 on 2016/10/25 by Ryan.Gerleve
Added a replication condition to skip replays.
#tests golden path
#rb john.pollard
Change 3172692 on 2016/10/24 by Marcus.Wassmer
Fix OR-30390 caused by missing mutex lock
#rb none
#test compile ps4
Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt
Fix blur widget not respecting clip rects
#rb none
#tests paragon blur widget clipping bugs
Change 3171570 on 2016/10/23 by Mieszko.Zielinski
Moved Bots' enemy selection eqs query triggering to native code #Orion
Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
Also, made couple of tweaks to positioning and tower attacking behavior of melee bots
#rb none
#test golden path
Change 3171100 on 2016/10/21 by Aaron.Eady
FGameplayCueTagDetails;
Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.
#rb David.Ratti (actually wrote the code)
#tests PIE
Change 3171060 on 2016/10/21 by Ryan.Gerleve
Some cleanup and fixes for deathcam:
The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
Added comment to UAbilitySystemComponent::OnComponentDestroyed.
#rb john.pollard
#tests golden path, enabled deathcam
Change 3171041 on 2016/10/21 by Ryan.Gerleve
Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.
#rb john.pollard
#tests golden path
Change 3170917 on 2016/10/21 by Mieszko.Zielinski
Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion
#rb none
#test golden path
Change 3170914 on 2016/10/21 by Mieszko.Zielinski
Fixed EQS scoring bug resulting in some items getting NaN scored #UE4
The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
Removed a bunch of deprecated code while there
#rb Lukasz.Furman
#test golden path
Change 3170912 on 2016/10/21 by Mieszko.Zielinski
Manual merge of crucial BT fixed over from //Fortnite/Main #UE4
Original CL#3159145 , CL#3159892
#rb Lukasz.Furman
#test golden path
Change 3170478 on 2016/10/21 by David.Ratti
fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.
#rb none
#tests editor
Change 3170231 on 2016/10/21 by Ryan.Gerleve
Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.
#tests golden path, PIE
#c0dereview john.pollard
#rb none
Change 3170074 on 2016/10/20 by Ryan.Gerleve
Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.
CL 3169209
#tests golden path, replays
#rb none
Change 3170019 on 2016/10/20 by Ryan.Gerleve
Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.
CLs:
3134499
3134771
3135279
3137140
3138081
3140413
3150142
3142515
3162189
3162194
#tests golden path
#rb none
Change 3169686 on 2016/10/20 by Michael.Trepka
Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.
#rb Jeff.Campeau
#tests Tested in editor build on PC
Change 3169668 on 2016/10/20 by Max.Chen
Sequencer - Don't crash when a bool track or visibility track has a null runtime object.
Copy from Odin
#rb none
#tests opened a recorded sequence
Change 3169657 on 2016/10/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_33 - Fix for localization export of web data
Fixed export of localized formatted text
- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
- Updated the translation picker to use GetHistoricFormatData.
- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.
[c0dereviewed]: jamie.dale
#RB:none
#Tests:Exported game data!
#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3169616 on 2016/10/20 by David.Ratti
missed file
#rb none
#tests none
Change 3169597 on 2016/10/20 by David.Ratti
Missed include
#rb DanH
#tests none
Change 3169393 on 2016/10/20 by David.Ratti
AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks
#rb none
#tests pie
Change 3168287 on 2016/10/19 by Mieszko.Zielinski
Expanded EQS info logged with vlog #UE4
#rb none
#test golden path
Change 3168282 on 2016/10/19 by David.Ratti
Restore warning when multiple GC notifies try to handle the same tag.
#rb none
#tests compile, launch editor, see warnings, cry
Change 3168196 on 2016/10/19 by Jon.Lietz
compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.
#RB none
#tests compiles
Change 3168041 on 2016/10/19 by Michael.Trepka
Don't restore saved resolution on window activation in non-fullscreen modes
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3167859 on 2016/10/19 by Aaron.McLeran
UE-36288 Fixing concurrency resolution stop quietest
Implementing in Dev-General for Joey since he needs the fix ASAP.
#rb Jeff.Campeau
#tests perform tests described in JIRA bug.
Change 3167790 on 2016/10/19 by Andrew.Grant
Duplication of 3167569 from //Odion/Main for Paragon cinematics
#rb none
#tests compiled
Change 3167682 on 2016/10/19 by Laurent.Delayen
Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473
#rb ori.cohen, benn.gallagher
#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.
Change 3167466 on 2016/10/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3167368
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3167312 on 2016/10/19 by Mieszko.Zielinski
Fixed EQS template cache issues with multiple query run modes #UE4
#rb Lukasz.Furman
#test golden path
#jira UE-37496
Change 3166784 on 2016/10/18 by Laurent.Delayen
Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)
#rb none
#c0dereview benn.gallagher
#test Chains in Persona
Change 3166641 on 2016/10/18 by Mieszko.Zielinski
Made the value span used for EQS item score normalization configurable #UE4
#rb Lukasz.Furman
#test golden path
Change 3166632 on 2016/10/18 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Added support for multiple deployment sandboxes on PS4.
BuildCookRun -deploy=SomeDir
ps4.elf -deployedbuild=SomeDir
Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.
#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
#rb none
#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3166494 on 2016/10/18 by Michael.Noland
Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
#jira OR-13877
#rb david.ratti
#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays
Change 3166476 on 2016/10/18 by Michael.Noland
Cooker: Deleting dead GenerateManifestInfo methods
#tests Compiled
#rb none
#c0dereview daniel.lamb
Change 3166471 on 2016/10/18 by Michael.Noland
Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
[reimplementing CL# 3157138 by Mike.Beach]
#jira UE-37107
#rb Dan.OConnor
#tests Tested multiplayer PIE and opening an anim BP
Change 3166460 on 2016/10/18 by Michael.Noland
Particles: Prevent log spam on servers about stripped emitters
#rb graeme.thornton
[reimplementing CL# 3157862 by Simon.Tovey]
#tests Ran an uncooked server and tested golden path
Change 3166339 on 2016/10/18 by Laurent.Delayen
oops, this file got away.
#rb none
#tests none
Change 3166337 on 2016/10/18 by Laurent.Delayen
Fix for AnimDynamics Wind crash.
https://jira.it.epicgames.net/browse/OR-30351
Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.
#rb benn.gallagher
#c0dereview lina.halper, thomas.sarkanen
#tests Vamp
Change 3166207 on 2016/10/18 by Mieszko.Zielinski
Bot perception work #Orion
Added a new sense that makes bots know about enemies visible on the minimap
Made jungle minions do not register as sight sources
Cleaned up bot perception component a bit
#rb none
#test golden path
Change 3166138 on 2016/10/18 by Michael.Noland
Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
#c0dereview dan.oconnor
#rb none
#tests Tested opening an anim BP during multiplayer PIE
Change 3165860 on 2016/10/18 by David.Ratti
remove some debug code that wasn't intended to be checked in
#rb none
#tests compile
Change 3165288 on 2016/10/17 by Ian.Fox
#XMPP - Add correlation id attribute to outgoing stanzas
#RB Rob.Cannaday
#Tests Correlation IDs come back in responses to xmpp messages we send
#JIRA OGS-409
Change 3165096 on 2016/10/17 by David.Ratti
Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.
#rb none
#tests PS4/PC crossplay
Change 3164973 on 2016/10/17 by Dan.Hertzka
Fix link error
#rb #tests compile
Change 3164910 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
copy of CL 3164903
#ue4
#rb Mieszko.Zielinski
#tests none
Change 3164908 on 2016/10/17 by Dan.Hertzka
Exposing the blur widget for use in Paragon
** Use OrionBlurWidget, not the base BackgroundBlurWidget
- Added it to the hero and default tooltips for reference
#rb none
#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
#tests PIE
Change 3164482 on 2016/10/17 by David.Ratti
Editor loadtime improvements
* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.
* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.
* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.
* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.
* -game -nomcp will now properly async load initial set of data
* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally
* Added new log category: LogOrionStartup
#rb none
#c0dereview Dan.Hertzka
#tests pie, golden path, cooked PS4
Change 3163635 on 2016/10/14 by Laurent.Delayen
AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.
#rb none
#c0dereview martin.wilson, thomas.sarkanen
#tests fixes Twinblast's primary fire blend out having a frame a lag.
Change 3163620 on 2016/10/14 by Laurent.Delayen
AnimNode_Slot debug: Show actual slot local weight, instead of always 1.
#rb none
#c0dereview martin.wilson
#tests twinblast debug
Change 3163061 on 2016/10/14 by Andrew.Grant
Pulling test framework changes into seprate CL
#rb #tests na
Change 3162675 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes down early.
#rb #tests na
#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3162062 on 2016/10/13 by Michael.Trepka
Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.
#rb Matt.Kuhlenschmidt
#tests Tested in editor build on PC
Change 3161489 on 2016/10/13 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3161453
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3160664 on 2016/10/12 by Ben.Salem
Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
#rb adric.worley
#tests Ran All Ftests that start with S
Change 3159866 on 2016/10/12 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3159727
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158870 on 2016/10/11 by John.Barrett
Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.
#JIRA OR-29219
#rb none
#tests compiles, client/server
Change 3158336 on 2016/10/11 by Lukasz.Furman
string pulling for local navigation grids
#ue4
#rb Mieszko.Zielinski
#tests PIE
Change 3158203 on 2016/10/11 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3158043
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt
Added a blur widget to umg that applies a blur effect to whatever is behind the widget
- The widget has a content slot that can be used to display unblurred content on top of the blur
- The widget has a low quality mode brush that can be applied instead of the background blur. This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
- This widget is currently expermental and must be subclassed to be used
#tests Tested on PS4, PC, Mac (opengl and metal)
#rb nick.darnell
Change 3157232 on 2016/10/10 by Lukasz.Furman
added local navigation grids: dynamic obstacles on static navmesh
#ue4
#rb Mieszko.Zielinski
#tests none, disabled by default
Change 3157112 on 2016/10/10 by Laurent.Delayen
Removed my layer anim node fix, since Martin did a similar fix.
#rb none
#tests compiles
#c0dereview martin.wilson
Change 3156789 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33.2 @ CL 3156726
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156717 on 2016/10/10 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging 3156681 from //Orion/Release-33 to Main
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3156596 on 2016/10/10 by Martin.Wilson
Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)
#Jira OR-30017
#rb Lina.Halper
#tests Tested affected anim nodes in editor
Change 3156149 on 2016/10/08 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
#rb #tests na
#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3155444 on 2016/10/07 by David.Ratti
-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.
#rb none
#tests golden path
Change 3155228 on 2016/10/07 by Michael.Trepka
Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main
Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left
#rb Dmitry.Rekman
#tests Tested in editor build on PC
Change 3154910 on 2016/10/07 by Lukasz.Furman
added new accessors in TSimpleCellGrid and inlined bunch of functions
#ue4
#rb none
#tests none
Change 3154906 on 2016/10/07 by Lukasz.Furman
adjusted comments for FGraphAStar
#ue4
#rb none
#tests none
Change 3154679 on 2016/10/07 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 33 @ CL 3154662
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153638 on 2016/10/06 by Andrew.Grant
Duplicating fix for UE-36087 from UE4
#rb #tests na
Change 3153325 on 2016/10/06 by David.Ratti
CurveTableSets: support for multiple spread sheets
-Sovereign data located in Sovereign subfolder, cloned from base data.
#rb none
#tests PIE, golden path
Change 3153318 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3152667
#RB:none
#Tests:none
[c0dereviewed]: kerrington.smith, matt.schembari
#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3153268 on 2016/10/06 by David.Ratti
Missed file for engine changes
#rb none
#tests none
Change 3153264 on 2016/10/06 by David.Ratti
Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.
#rb none
#tests paragon editor
Change 3153204 on 2016/10/06 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3152587
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3152699 on 2016/10/05 by Andrew.Grant
I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)
-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
-Split some Orion tests into seprate scripts
-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
-Added controllers for Boot, Soak, and Leak checks
-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
-OrionBot code no longer caches command line since some TestControllers set it at runtime
-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.
#rb none
#tests verified all of the above and much more!
#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland
Change 3152605 on 2016/10/05 by Andrew.Grant
Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
Added Editor ScaleRef stuff to Orion to suppress cooked warning
#rb none
#c0dereview Marcus.Wassmer
#tests Verified warning about ScaleRef being missing is gone
Change 3152596 on 2016/10/05 by Andrew.Grant
Made ASLR an option that can be disabled.
Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon
#c0dereview Luke.Thatcher
#rb none
#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal
Change 3152399 on 2016/10/05 by Josh.Markiewicz
#UE4 - temporary fix for OSS R0B0MERGE issue
#rb david.nikdel
#test compiles
Change 3150916 on 2016/10/04 by Daniel.Lamb
Removed warning when shader compiler is in a bad state.
#rb Andrew.Grant
#jira OR-29580
#test Cook paragon
Change 3150889 on 2016/10/04 by Ben.Salem
Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
#rb adric.worley
#tests Ran several commands to see log output.
Change 3150844 on 2016/10/04 by Lukasz.Furman
compilation fix
#rb none
#tests none
Change 3150759 on 2016/10/04 by Lukasz.Furman
added "hidden" state to gameplay debugger category
#ue4
#rb Mieszko.Zielinski
#tests config changes and PIE
Change 3150758 on 2016/10/04 by Lukasz.Furman
pass on SimpleCellGrid template to make it usable for local navigation grids
#orion
#rb Mieszko.Zielinski
#tests PIE on agora, AI tactics debug on agora
Change 3150567 on 2016/10/04 by Dan.Hertzka
Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
- Not in actual use anywhere yet
#rb none
#tests PIE
Change 3150307 on 2016/10/04 by Laurent.Delayen
Removed check() not considering SimulatedRootMotion for RemoteClients.
#rb none
#tests compiles
Change 3150236 on 2016/10/04 by Josh.Markiewicz
#UE4 - added documentation to FNetworkNotify interface
- fixed bad UE_LOG category while double checking the above
#rb none
#tests compiles
Change 3150206 on 2016/10/04 by Josh.Markiewicz
#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
- removed similar function from UGameInstanceCommon
- more common usage location
#rb none
#c0dereview paul.moore
#tests rejoin vectors and golden path
Change 3150073 on 2016/10/04 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2/33 @ CL 3150010
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3150031 on 2016/10/04 by Mieszko.Zielinski
New AIData provider that generated random numbers #UE4
#rb Lukasz.Furman
#test golden path
Change 3149946 on 2016/10/04 by Ben.Woodhouse
Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()
We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.
#jira OR-26778
#rb luke.thatcher
#tests compile, run Win64 with -game, run editor
Change 3149743 on 2016/10/03 by Ben.Salem
Null check for blank test names when making functional tests to repair crash on server.
#rb nick.darnell
#tests Ran multiple FTests
Change 3149460 on 2016/10/03 by Laurent.Delayen
Refactored TickCharacterPose.
Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().
Fixes human players always calling TickPose regardless of settings on dedicated servers.
Also addresses Jira UE-34720
#rb martin.wilson
#tests networked Vamp x2 + golden path
Change 3149435 on 2016/10/03 by Mieszko.Zielinski
Fixed a bug in EQS item score normalization for the purposes of drawing #UE4
Also, made printed out scores not normalized since seeing original EQS calculated score desirable
#rb Lukasz.Furman
#test golden path
Change 3148550 on 2016/10/03 by John.Barrett
Fixed bad/blocking ensure added in FBitReader. OR-29219
#tests compile
#rb none
Change 3147460 on 2016/09/30 by Laurent.Delayen
Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.
#rb michael.noland
#tests Golden Path
Change 3146677 on 2016/09/30 by Jamie.Dale
Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing
#rb Andrew.Rodham
#tests Ran the gather
Change 3146555 on 2016/09/30 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3146524
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3146129 on 2016/09/29 by Michael.Noland
Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
#c0dereview marc.audy
#rb none
#tests Tested ToggleDebugCamera with slomo 0.00001
Change 3145574 on 2016/09/29 by Adric.Worley
Fix FunctionalTestingManager not compiling when included
#tests compile
#rb mieszko.zielinski
Change 3145224 on 2016/09/29 by Michael.Trepka
Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid
#rb Dmitry.Rekman
#tests Tested editor build on PC
Change 3145132 on 2016/09/29 by Alexis.Matte
Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
#jira OR-29617
#rb matt.kuhlenschmidt
#test none
Change 3144926 on 2016/09/29 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3144835
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3144920 on 2016/09/29 by Benn.Gallagher
Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
#rb James.Golding
#tests Editor + -game vamp RMB abilities using new notify
Change 3144055 on 2016/09/28 by Jason.Bestimt
#R0B0MERGE-AUTHOR: ben.marsh
BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.
#rb none
#tests Compared exported job definition before and after
#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3143801 on 2016/09/28 by Mieszko.Zielinski
Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion
Also, made failing to do so not fails a check
#rb Lukasz.Furman
#test golden path
#c0dereview Aaron.Eady
Change 3142377 on 2016/09/27 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Fix crashes when using GBuffer resources in simpleforward mode.
#rb Daniel.Wright
#test vamp Q on low settings.
#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3141628 on 2016/09/27 by David.Ratti
Guard against recursion in WaitGameplayEffectApplied ability task
#rb none
#tests pie crash case
Change 3141497 on 2016/09/27 by Marcus.Wassmer
Duplicate 3123743
Separate skeletal/static mesh lod interfaces
#rb none
#test created an LOD for vamp locally.
Change 3140832 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Remove dubious non-threadsafe GBuffer reference adjustments.
Possibly fix OR-29506
#rb none
#test PC on all settings
#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3140828 on 2016/09/26 by Uriel.Doyon
Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
#rb marcus.wassmer
#tests running lighting build with command let & loading editor
Change 3140331 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Cloning fix for UE-36253 from //UE4/Dev-Framework/...
#rb #tests na
#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139976 on 2016/09/26 by David.Ratti
balance tweaker + some prep for multiple data tables support
#rb none
#tests pie, golden path
Change 3139904 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Adding code to log name of package that refuses to load...
#rb none
#tests compiled
#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139871 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Fixes for OR-29229 and OR-29413
#rb #tests na
#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139751 on 2016/09/26 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3139692
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3139451 on 2016/09/25 by Uriel.Doyon
Submitted a workaround for the lighting build command let crash.
#rb none
#tests loaded editor, built lighting command let
Change 3138304 on 2016/09/23 by David.Ratti
Fix checkslow in Debug editor
#rb none
#tests debug editor
#c0dereview Martin.Wilson
Change 3138068 on 2016/09/23 by Laurent.Delayen
Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
Fixes Steel's curves all getting matched to 'DistanceCurve'
#rb martin.wilson
#tests Steel's curve are not all 'DistanceCurve'
Change 3137830 on 2016/09/23 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3137699
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3137657 on 2016/09/23 by Ben.Marsh
Fix initialization order warning.
#rb none
#tests none
Change 3137628 on 2016/09/23 by bruce.nesbit
Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster
#rb none
#tests Compiled NU
Change 3137538 on 2016/09/23 by Thomas.Sarkanen
Fix crash rendering sequence with keyframed material parameters
Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:
Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.
#tests Rendered out problematic sequence successfully multiple times
#rb none
#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
#c0dereview Frank.Fella
Change 3136580 on 2016/09/22 by Ben.Marsh
Merging CL 3136158 to fix support for generating project files with Visual Studio Express.
#rb none
#tests none
Change 3136574 on 2016/09/22 by Michael.Trepka
Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode
#rb Marcus.Wassmer
#tests Tested editor build on PC
Change 3136293 on 2016/09/22 by Adric.Worley
Add BlueprintType to EFunctionalTestResult
#tests editor
#rb ben.salem
#c0dereview nick.darnell
Change 3136240 on 2016/09/22 by Andrew.Grant
Merging from //UE4/Main @ 3135156
#rb none
#tests QA pass and local golden path
Change 3136197 on 2016/09/22 by Jamie.Dale
Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes
#rb Gareth.Martin
#tests Loaded the map that was crashing
Change 3135914 on 2016/09/22 by Dan.Youhon
Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)
#rb None
#tests MultiPIE
#R0B0MERGE: MAIN, 32.2, 32.1
Change 3135893 on 2016/09/22 by David.Ratti
GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer
#rb none
#tests gameplaycue editor
Change 3135843 on 2016/09/22 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3135756
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
#c0dereview: jason.bestimt
Change 3134639 on 2016/09/21 by jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3133910
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#c0dereview: jason.bestimt
Change 3134367 on 2016/09/21 by Ben.Woodhouse
More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
#rb daniel.wright
#tests none
Change 3134176 on 2016/09/21 by Jason.Bestimt
#ORION_DG - UnrealPak speed improvements
Moving shelved CL to DG and submitting for DanielL
#RB:none
#Tests:none
#c0dereview: andrew.grant, daniel.lamb
Change 3134129 on 2016/09/21 by Jamie.Dale
Added the "unattended" flag when running the localzation commandlets via UAT
#rb none
#tests Built UAT
Change 3133864 on 2016/09/21 by Ben.Woodhouse
Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.
Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
#c0dereview daniel.wright
#rb luke.thatcher
#jira OR-29262
#tests yes
Change 3133849 on 2016/09/21 by Martin.Wilson
Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1
#rb Jurre.DeBaare
#tests Editor tests with mambo pose asset
#jira UE-36189
Change 3133546 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: marcus.wassmer
Null merge of 3131588. Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
#rb none
#tests none
[c0dereviewed] Jason.Bestimt
#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3133487 on 2016/09/20 by Michael.Noland
Automation: Added Automation to the manual autocomplete list
Change 3133363 on 2016/09/20 by Daniel.Lamb
Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
#rb Trivial
#test Compile automation tool
Change 3132956 on 2016/09/20 by Benn.Gallagher
Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
#tests Editor, apex reimport
#rb none
Change 3132403 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3132254
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3132332 on 2016/09/20 by Andrew.Grant
Replicated UE4/Main fix for missing materials pane
#rb none
#tests verified material pane shows
Change 3132131 on 2016/09/20 by Jason.Bestimt
#R0B0MERGE-AUTHOR: andrew.grant
Merging automation work from //Orion/Release-32.2 to Main
#rb none
#tests verified functionality
#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
Change 3131698 on 2016/09/19 by Andrew.Grant
Qucik fix to unblock build. Will follow up correct way tomorrow
#rb none
#tests blueprint compiles
Change 3131489 on 2016/09/19 by Andrew.Grant
Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
#rb none
#tests QA pass in Orion-Staging, Golden path post merge
Change 3131350 on 2016/09/19 by Adric.Worley
Fix functional test reporting typo
#tests PIE
#rb ben.salem
Change 3130959 on 2016/09/19 by Mieszko.Zielinski
Compilation fix #UE4
#rb none
#test compilation
Change 3130904 on 2016/09/19 by Mieszko.Zielinski
Couple of generic AI perception fixes #UE4
Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call
#rb Lukasz.Furman
#test golden path
Change 3130304 on 2016/09/19 by Jason.Bestimt
#R0B0MERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 32.2 @ CL 3130115
#RB:none
#Tests:none
#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
#R0B0MERGE-BOT: ORION (Main -> Dev-General)
[CL 3205566 by Andrew Grant in Main branch]
#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]
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2825716 on 2016/01/12 by Marc.Audy
Fix GrabDebugSnapshot virtual function definitions in Ocean
Change 2828462 on 2016/01/14 by Marc.Audy
Back out changelist 2825716
Change 3153526 on 2016/10/06 by Zak.Middleton
#ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration.
Related to OR-14528.
Change 3153580 on 2016/10/06 by Benn.Gallagher
Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings.
#jira UE-36588
Change 3154264 on 2016/10/06 by Aaron.McLeran
UE-37004 UE-37005 Fixing stat soundwaves
Change 3154560 on 2016/10/07 by James.Golding
UE-20739 Fix auto box in Morph Target Preview panel
Change 3154776 on 2016/10/07 by Ben.Zeigler
#Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more.
Change 3154954 on 2016/10/07 by Ben.Zeigler
Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set.
Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries
Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly.
Removed the Category map from gameplay tags, games are using other systems to do translateable text.
Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality
Change 3154955 on 2016/10/07 by Ben.Zeigler
Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types
Change 3154995 on 2016/10/07 by Aaron.McLeran
UE-37012 fix compile issue
Change 3155009 on 2016/10/07 by Aaron.McLeran
UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp
- Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere.
Change 3155128 on 2016/10/07 by Ben.Zeigler
Add old location of GameplayTagsEditor to junk manifest
Change 3155268 on 2016/10/07 by Aaron.McLeran
UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions
Change 3155561 on 2016/10/07 by Ben.Zeigler
GameplayTag fixes made based on code review feedback:
Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library
Remove direct access to the tag container internals as it has always been unsafe
Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large
Fix case where comparing two containers with the tags in different orders would fail
Remove deprecated serialization entirely, print error when trying to load very old tags
Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them
Change 3155842 on 2016/10/07 by dan.reynolds
AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets
Change 3156779 on 2016/10/10 by Richard.Hinckley
Fixing/reordering comments for basic types.
Change 3156926 on 2016/10/10 by Ben.Zeigler
Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries
Change 3156998 on 2016/10/10 by Jon.Nabozny
Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue.
Change 3158732 on 2016/10/11 by Zak.Middleton
#ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction.
#jira UE-28610
Change 3159208 on 2016/10/11 by dan.reynolds
Added ancillary SoundClass Passive Mix Modifier Duration Test map
Change 3159211 on 2016/10/11 by Aaron.McLeran
UE-37193 Fixing passive sound mix modifier
Change 3159278 on 2016/10/11 by dan.reynolds
AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes.
Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint
Change 3159596 on 2016/10/12 by danny.bouimad
Updates to TM-Meshbake
Change 3159629 on 2016/10/12 by James.Golding
Add ModifyCurve anim node
Make GetPinAssociatedProperty const correct
Change 3159705 on 2016/10/12 by James.Golding
Add 'ApplyMode' and 'Alpha' options to ModifyCurve node
Change 3159959 on 2016/10/12 by John.Abercrombie
Integrate CL 3159892 from //Fortnite/Main/...
Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing
#ue4
Change 3160014 on 2016/10/12 by Lukasz.Furman
pass on gameplay debugger in Simulate in Editor mode
#jira UE-36123
Change 3160027 on 2016/10/12 by Lukasz.Furman
fixed behavior tree task restart conditions
copy of CL 3159145
#ue4
Change 3160129 on 2016/10/12 by Lukasz.Furman
gameplay debugger refactor: removed deprecated code
#ue4
Change 3160389 on 2016/10/12 by Lukasz.Furman
added missing include path to gameplay debugger module
#ue4
Change 3160408 on 2016/10/12 by Lukasz.Furman
refactored sanity checks in gameplay debugger EdMode to keep static analysis happy
#ue4
Change 3161143 on 2016/10/13 by James.Golding
UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error
Change 3161227 on 2016/10/13 by danny.bouimad
More changes to meshmergemap
Change 3161777 on 2016/10/13 by Ben.Zeigler
API changes for GameplayTag and Container, and fix Redirect loading
Remove Match type and empty count as match bool from common API
In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon
In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed
Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage.
Change 3162095 on 2016/10/13 by Jon.Nabozny
Fix bad default screen resolution in Platformer Game.
#jira UE-34901
Change 3163351 on 2016/10/14 by Marc.Audy
Avoid duplicate accessor calls
Change 3163364 on 2016/10/14 by Marc.Audy
Eliminate auto
Use ForEachObjectWithOuter
Change 3163367 on 2016/10/14 by Marc.Audy
Use ForEachObjectWithOuter instead of GetObjectsWithOuter
Change 3163500 on 2016/10/14 by Marc.Audy
When using SetCullDistance property for static meshes correctly update the cached value
#jira UE-36891
Change 3163674 on 2016/10/14 by Jon.Nabozny
#rn Fix popping in OnRep_ReplicatedAnimMontage.
#jira UE-37056
Change 3164818 on 2016/10/17 by Ori.Cohen
Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll.
Change 3164903 on 2016/10/17 by Lukasz.Furman
fixed bug in merging behavior tree searches
#ue4
Change 3165236 on 2016/10/17 by dan.reynolds
Fixes and tweaks based on feedback:
- Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load
- Fixed Blueprint Control map to stop test when the player leaves the zone
- Fixed Blueprint Contorl map typos
Change 3165323 on 2016/10/17 by Aaron.McLeran
PS4 Audio Streaming
- Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming)
- Wrote an AT9 real-time decoder module (will be used in audio mixer)
- Enabled streaming on PS4 platform
- Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer)
- Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread
- Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack
- Fixed up error handling code in Ngs2 so it actually reports real errors
Change 3165997 on 2016/10/18 by Richard.Hinckley
Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues.
Change 3166220 on 2016/10/18 by Aaron.McLeran
UE-37442 Build Tools Win64 completes with 28 errors
- Changing include of appropriate file to not be in #if WITH_ENGINE block
Change 3166262 on 2016/10/18 by Aaron.McLeran
UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors
Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class.
Change 3166562 on 2016/10/18 by Aaron.McLeran
UE-37441 Fixing compile on Mac
- Renamed FFormatChunk to FRiffFormatChunk
Change 3166653 on 2016/10/18 by Aaron.McLeran
UE-37442 Build Tools Win64 completes with 28 errors
Change 3166917 on 2016/10/18 by Aaron.McLeran
UE-37502 Initializing missed data members in FNgs2SoundSource constructor
Change 3167329 on 2016/10/19 by Benn.Gallagher
Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates.
#jira UE-37500
Change 3167575 on 2016/10/19 by Jon.Nabozny
#rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode.
#jira UE-37082
Change 3168079 on 2016/10/19 by Ori.Cohen
Fix timing issue that causes snapshotpose to t-pose.
#JIRA UE-37476
Change 3168392 on 2016/10/19 by dan.reynolds
Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances.
Change 3169121 on 2016/10/20 by danny.bouimad
Updates to Merge actor assets
Change 3169128 on 2016/10/20 by Danny.Bouimad
files
Change 3169230 on 2016/10/20 by Lina.Halper
#improved log message
Change 3169243 on 2016/10/20 by Ben.Zeigler
#jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup.
Add code to automatically convert from make/break struct nodes to native call function if there is a native override.
This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak.
Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped
Add specific fixups for GameplayTag make/break functions
Change 3169422 on 2016/10/20 by Aaron.McLeran
UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features
Change 3169620 on 2016/10/20 by Ben.Zeigler
Switch GameplayTagTests to use the new Custom test macro and better failure reporting.
Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works.
Change 3169622 on 2016/10/20 by Ben.Zeigler
Fix swapped HasAny logic and bad comments
Change 3169645 on 2016/10/20 by Aaron.McLeran
Re-adding call to Stop source
Change 3169664 on 2016/10/20 by dan.reynolds
AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly. Menu Hit interaction is now much more responsive.
Change 3169997 on 2016/10/20 by Ben.Zeigler
Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger
Change 3170796 on 2016/10/21 by Marc.Audy
PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus)
#jira UE-37632
Change 3170802 on 2016/10/21 by Lina.Halper
#ANIM: curve can link to joints
- this allows to filter certain curves per LOD - when the joint is discarded
-> refactored editor object tracker to allow multiple per class
-> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices
- layer bone support
#jira: UEFW-207
Change 3170857 on 2016/10/21 by Aaron.McLeran
Disabling checking for device change
Change 3171101 on 2016/10/21 by Ben.Zeigler
Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header
Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer
Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag
Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty()
Engine fixups for those changes
Change 3171102 on 2016/10/21 by Ben.Zeigler
Internal game fixups for tag deprecation
Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes
Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them
Some minor changes for Ocean
Change 3171186 on 2016/10/21 by Ben.Zeigler
File got missed in checkin
Change 3171239 on 2016/10/21 by Wes.Hunt
TPSAudit updates.
* Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked.
* Don't skip Content folders
* Don't skip Engine\Documentation\HTML
* Skip any Content\Localization folders instead of only Engine\Content\Localization
* Skip any Content\Internationalization folders
* Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files.
* if a file has no extension (like configure files) then treat the filename as the extension
* configure files are treated like shell files
Change 3171245 on 2016/10/21 by Ben.Zeigler
Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones.
I am not sure why StaticFindObject is unsafe during save.
Change 3171248 on 2016/10/21 by Wes.Hunt
TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging.
Change 3171256 on 2016/10/21 by Wes.Hunt
ModuleManager shutdown fixes.
* ShutdownModule is now called in reverse order to when StartupModule is FINISHED.
* This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule.
* HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback.
* Added comments to Module headers to indicate this new change in behavior.
* Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine.
Change 3171258 on 2016/10/21 by Wes.Hunt
ModuleManager shutdown fixes.
* ShutdownModule is now called in reverse order to when StartupModule is FINISHED.
* This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule.
* HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback.
* Added comments to Module headers to indicate this new change in behavior.
* Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine.
Change 3171946 on 2016/10/24 by Lina.Halper
Fix so that it checks all the joints before removing
Change 3172126 on 2016/10/24 by Lukasz.Furman
added navlink component
#ue4
Change 3172152 on 2016/10/24 by Jon.Nabozny
Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps.
UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti.
#jira UE-36472
Change 3172364 on 2016/10/24 by Ben.Zeigler
Codereview fixes for tag changes.
Make Tag->Container constructor explicit to avoid bugs
Fix some cases that were using exact to allow parents instead
Change 3173442 on 2016/10/25 by Jon.Nabozny
Fixed crash when opening Anim asset after retargetting.
Change 3174123 on 2016/10/25 by Ben.Zeigler
Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI.
Change 3174394 on 2016/10/25 by dan.reynolds
AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long).
Change 3175197 on 2016/10/26 by Wes.Hunt
Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust.
#codereivew: sam.zamani,dmitry.rekman,josh.markiewicz
Change 3175236 on 2016/10/26 by Jon.Nabozny
Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points.
Either segment may be considered a point if it's two points have a distance that's nearly 0.
#jira UE-19251
Change 3175256 on 2016/10/26 by Jon.Nabozny
Fix CIS for SegmentDistToSegmentSafe change.
Change 3175379 on 2016/10/26 by Jon.Nabozny
Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component.
#jira UE-37582
Change 3175408 on 2016/10/26 by Marc.Audy
AudioThreading improvements:
Fix PS4 core 6 issue
Add timeout spam
Radical simplification
Fix suspension CVar
#authors Gil.Gribb/Marc.Audy
#jira OR-30447
Change 3175535 on 2016/10/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266
Change 3175539 on 2016/10/26 by Marc.Audy
Restore affinity for AudioThread and allow it on to 7th (rather than pinning it)
Change 3175631 on 2016/10/26 by Marc.Audy
Fix silly compile error
Change 3175639 on 2016/10/26 by Aaron.McLeran
Fixing audio device removal code
- Flipping active sources to virtual mode
- Handling initializing sources that have become virtual
- Not stopping sounds when device is unplugged
Change 3175665 on 2016/10/26 by dan.reynolds
AEOverview update - Added a Streaming Overview sub test (Streaming Spam)
Change 3175934 on 2016/10/26 by dan.reynolds
AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms
Change 3175941 on 2016/10/26 by Marc.Audy
Fix compiler error after merge from Main
Change 3176378 on 2016/10/27 by Jon.Nabozny
Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation.
Change 3176441 on 2016/10/27 by Jon.Nabozny
Fix another CIS issue with SegmentDistToSegmentSafe change.
Change 3176487 on 2016/10/27 by Jon.Nabozny
Hide DemoRecorder from the scoreboard in ShooterGame.
#jira UE-37492
Change 3176616 on 2016/10/27 by Lukasz.Furman
optimized behavior tree debugger update in subtrees
#jira UE-29029
Change 3176717 on 2016/10/27 by james.cobbett
Test asset for UE-37270
Change 3176731 on 2016/10/27 by dan.reynolds
AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case
Change 3176887 on 2016/10/27 by Aaron.McLeran
UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop
- Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback
#tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix.
Change 3177053 on 2016/10/27 by Marc.Audy
Actually reattach previously attached actors when creating a child actor
#jira UE-37675
Change 3177113 on 2016/10/27 by Aaron.McLeran
UE-37906 Fixing stat sounds when the audio thread is enabled.
Change 3177536 on 2016/10/27 by Aaron.McLeran
Updating QASoundWaveProcedural to support stereo procedural sound wave generation.
Change 3177551 on 2016/10/27 by dan.reynolds
AEOverview update
- Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals
- Added STRMOverviewStreamPriority to test Streaming Voice Priority
Change 3177819 on 2016/10/28 by Thomas.Sarkanen
Consolidated LOD screen size calculations
Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0.
HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes.
Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version.
Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution.
Auto LOD now uses the same functionality to determine what LOD thresholds to use.
#tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets.
#tests Verified that HLOD distance->screen size and inverse functions map correctly
#tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method
Change 3177996 on 2016/10/28 by Marc.Audy
Support play button on SoundCues as well as SoundWaves
Change 3178013 on 2016/10/28 by Marc.Audy
Allow previewing of force feedback effects from content browser
#jira UE-36388
Change 3178020 on 2016/10/28 by Lukasz.Furman
fixed navmesh wall segment calculations for crowds
#jira UE-37893
Change 3178096 on 2016/10/28 by Marc.Audy
Make ALevelSequenceActor::Tick call Super
#jira UE-37932
Change 3178247 on 2016/10/28 by Zak.Middleton
#ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward.
UE-37902
Change 3178256 on 2016/10/28 by Zak.Middleton
#ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server.
Change 3178263 on 2016/10/28 by Ben.Zeigler
Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable.
This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds
Clean up FLinker::Serialize, as it is no longer called except to get memory size
Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles.
Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before
UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default
Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table
Change 3178265 on 2016/10/28 by Ben.Zeigler
Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places.
Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds
Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into
The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments
Migrate QAGame's tag config as a test
Change 3178266 on 2016/10/28 by Lina.Halper
Fix issue with anim editor sound play notify doesn't work with follow option
#jira: UE-37946
Change 3178441 on 2016/10/28 by Ben.Zeigler
Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear
Change 3178443 on 2016/10/28 by Ben.Zeigler
Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches
Change 3178533 on 2016/10/28 by Ben.Zeigler
Build fix
Change 3178655 on 2016/10/28 by Ben.Zeigler
Build fix
Change 3178672 on 2016/10/28 by Lina.Halper
Unshelved from changelist '3164228':
PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma)
#jira: UE-37372
Change 3178675 on 2016/10/28 by Ben.Zeigler
Crash fix if you have no defaultengine.ini redirects section
Change 3178698 on 2016/10/28 by Ben.Zeigler
#jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13
Change 3178743 on 2016/10/28 by Lina.Halper
Fixed so that if no key, it clamps to 0.
#jira: UE-36790
Change 3179121 on 2016/10/28 by dan.reynolds
AEOverview tweaks
- updated Concurrency map to tighten up the audio playback (as in James C's feedback)
- tweaked some timers to be closer to real-time
Change 3179912 on 2016/10/31 by Mieszko.Zielinski
Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4
Change 3179933 on 2016/10/31 by Lukasz.Furman
fixed missing update timers in avoidance manager
#ue4
Change 3180028 on 2016/10/31 by Ben.Zeigler
#jira UE-373993 Fix crash with bad default value for objects
Change 3180503 on 2016/10/31 by mason.seay
Test map for character spawning bug
Change 3180744 on 2016/10/31 by Ben.Zeigler
#jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager
Change 3180914 on 2016/10/31 by Ben.Zeigler
#jira UE-37773 Add hooks for deleting and renaming tags, untested pending UI support
Add handler for editing a gameplaytag asset from asset browser
Change 3181879 on 2016/11/01 by Marc.Audy
Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds
#jira UE-38055
[CL 3182044 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3122543 on 2016/09/13 by Ben.Woodhouse
Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.
#jira UE-35878
Change 3122544 on 2016/09/13 by Ben.Woodhouse
Shadow stencil optimisation with cvar (enabled by default)
Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.
This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)
Shadow projection GPU time profiling :
Test map with 35 characters, stationary directional light
- 4ms-2ms on XB1
- 2.5ms to 0.9ms on PC (r9-390X)
- 3ms-2ms on PS4
Paragon PS4 (roughly 20% reduced - from ~0.39ms)
Change 3122687 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES31 crash
Change 3122691 on 2016/09/13 by Rolando.Caloca
DR - vk - Fixes for SDK 1.0.26.0
Change 3122778 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix number of layers on barrier
Change 3122921 on 2016/09/13 by Rolando.Caloca
DR - vk - Fix ES3.1
Change 3122925 on 2016/09/13 by Ben.Woodhouse
Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
#jira UE-35904
Change 3123016 on 2016/09/13 by Chris.Bunner
Fixed adaptive tessellation, broken by CL 3089208 refactor.
#jira UE-35341
Change 3123079 on 2016/09/13 by Rolando.Caloca
DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)
Change 3123503 on 2016/09/13 by David.Hill
#jira UE-25623
converted a check() to checkf() to include better diagnostic information.
Change 3123617 on 2016/09/13 by Guillaume.Abadie
Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.
#jira UE-35128
Change 3123743 on 2016/09/13 by Brian.Karis
Separate mesh reduction interfaces for static and skeletal.
Zero bad tangents from input mesh.
Change 3125378 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.
Change 3125527 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix UT build and mac
Change 3125741 on 2016/09/14 by Rolando.Caloca
DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)
Change 3125763 on 2016/09/14 by Rolando.Caloca
DR - vk - Added new Renderpass cache
- Fix buffer barrier warning
Change 3125769 on 2016/09/14 by Rolando.Caloca
DR - Renamed cvar to r.DumpSCWQueuedJobs
Change 3125771 on 2016/09/14 by Rolando.Caloca
DR - Added support for SV_ClipDistance on GL3 & 4
Change 3125792 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Odin and PS4
Change 3125880 on 2016/09/14 by Arne.Schober
DR - [UE-34481] - Fix Fortnite
Change 3125968 on 2016/09/14 by Brian.Karis
Removed comment
Change 3126315 on 2016/09/15 by Ben.Woodhouse
GPU profiler robustness
- Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
- Simplify gathering logic
- Fix race condition where we could read back queries before they're submitted on the RHI thread.
- Fix for movie player stat gathering - disable gathering outside of the main engine tick
#jira UE-35975
Change 3126792 on 2016/09/15 by Rolando.Caloca
DR - vk - Release render pass cache
Change 3126804 on 2016/09/15 by Rolando.Caloca
DR - vk - Fix UpdateTexture2D()
#jira UE-34151
Change 3126884 on 2016/09/15 by Rolando.Caloca
DR - vk - Compile fix
Change 3126953 on 2016/09/15 by Rolando.Caloca
DR - Enable GPU capture when running OpenGL under RenderDoc
- Will also set the memory mode to non coherent so not to kill performance on RenderDoc
Change 3126966 on 2016/09/15 by Rolando.Caloca
DR - Allow cooking for Vulkan SM4 to help with packaging
Change 3127082 on 2016/09/15 by Guillaume.Abadie
Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.
#jira UE-35367, UE-33602, UE-33603, UE-33604
#review-3125887 @brian.karis
Change 3127130 on 2016/09/15 by Mark.Satterthwaite
Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3127475 on 2016/09/15 by Rolando.Caloca
DR - vk - Debug dump
Change 3128131 on 2016/09/16 by Ben.Woodhouse
(Integrated from //UE4/Private-Partner-NREAL/...)
Alpha output support for postprocess materials (optional via a parameter)
Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)
Change 3128135 on 2016/09/16 by Ben.Woodhouse
GPU profiler (PS4) - remove bubbles between commandlist submissions from query times
Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)
Also fixes some potential precision issues with unit GPU timing
Change 3128247 on 2016/09/16 by Rolando.Caloca
DR - vk - Cache framebuffers
Change 3128593 on 2016/09/16 by Rolando.Caloca
DR - vk - Fix for crash loading map
#jira UE-36072
Change 3128759 on 2016/09/16 by Mark.Satterthwaite
Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.
Change 3130236 on 2016/09/19 by Chris.Bunner
Exposed full SceneCaptureComponent classes instead of select methods.
#jira UE-35996
Change 3130388 on 2016/09/19 by Rolando.Caloca
DR - Avoid crash when adding dynamic primitives
#jira UE-35327
Change 3130393 on 2016/09/19 by Marc.Olano
Improve vector noise tooltips & documentation
Change 3130547 on 2016/09/19 by Ben.Woodhouse
Fix for ensure fail when initializing point light shadowmaps.
This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.
I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
#jira UE-35837
Change 3130578 on 2016/09/19 by Daniel.Wright
Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL
Change 3130682 on 2016/09/19 by Rolando.Caloca
DR - Better fix for UE-35327
#jira UE-35327
Change 3130767 on 2016/09/19 by Uriel.Doyon
Better handling of color array in VisualizeComplexity code to prevent assert.
#jira UE-29332
Change 3130965 on 2016/09/19 by Arne.Schober
DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.
Change 3130967 on 2016/09/19 by Chris.Bunner
Hid redundant texture sampler properties from texture object parameter.
Hid redundant texture property input on texture parameter nodes.
Fixed copy-paste error in expression texture parameter docs.
#jira UE-32724
Change 3131118 on 2016/09/19 by Mark.Satterthwaite
Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
#jira FORT-25869
#jira UE-34263
Change 3131153 on 2016/09/19 by Rolando.Caloca
DR - Fix recompute normals when triangles have a LHS tangent basis
Integrate from 3028634
- Also make meshes that don't have morphs be able to run through the recompute normals path
#jira UE-35472
Change 3131228 on 2016/09/19 by Mark.Satterthwaite
Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
#jira UE-35240
Change 3131246 on 2016/09/19 by Rolando.Caloca
DR - Shrink gpu skinning permutations
Change 3131261 on 2016/09/19 by Mark.Satterthwaite
Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.
Change 3131265 on 2016/09/19 by Mark.Satterthwaite
Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.
Change 3131271 on 2016/09/19 by Mark.Satterthwaite
Use private memory for the Metal stencil SRV workaround needed on El Capitan.
Change 3131273 on 2016/09/19 by Mark.Satterthwaite
Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.
Change 3131280 on 2016/09/19 by Mark.Satterthwaite
For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.
Change 3131283 on 2016/09/19 by Mark.Satterthwaite
Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.
Change 3131402 on 2016/09/19 by Rolando.Caloca
DR - Disambiguate callstack
#jira UE-34415
Change 3131469 on 2016/09/19 by Rolando.Caloca
DR - vk - Check if we can allocate descriptors off a pool
Change 3131482 on 2016/09/19 by Rolando.Caloca
DR - vk - Remove unused var
Change 3131506 on 2016/09/19 by Mark.Satterthwaite
With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.
Change 3131536 on 2016/09/19 by Rolando.Caloca
DR - vk - Compile fix
Change 3131564 on 2016/09/19 by Rolando.Caloca
DR - vk - Submit Hint
- Disable framebuffer recycling as its causing a hang
Change 3131625 on 2016/09/19 by Mark.Satterthwaite
Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.
Change 3131630 on 2016/09/19 by Mark.Satterthwaite
More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.
Change 3131955 on 2016/09/20 by Gil.Gribb
Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3131978 on 2016/09/20 by Gil.Gribb
CIS fix
Change 3132584 on 2016/09/20 by Ben.Woodhouse
Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling
#jira UE-35937
Change 3132696 on 2016/09/20 by Mark.Satterthwaite
Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.
Change 3132772 on 2016/09/20 by Mark.Satterthwaite
Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.
Change 3132870 on 2016/09/20 by Ben.Woodhouse
Fix mac compile error
Change 3133049 on 2016/09/20 by Brian.Karis
Changed light source shapes in reflection captures to use alpha
Change 3133057 on 2016/09/20 by Brian.Karis
Alphaed out on spot light cone as well.
Change 3133263 on 2016/09/20 by Rolando.Caloca
DR - vk - Debug names for objects
Change 3133292 on 2016/09/20 by Rolando.Caloca
DR - vk - Fix SRGB upload/formats
Change 3133395 on 2016/09/20 by Rolando.Caloca
DR - vk - SM5 fixes
Change 3134026 on 2016/09/21 by Gil.Gribb
Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3134663 on 2016/09/21 by Chris.Bunner
Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
#jira UE-34347
Change 3134730 on 2016/09/21 by Arne.Schober
DR - [UE-34481] - Fix minor brokenness found by Gil
Change 3134792 on 2016/09/21 by Chris.Bunner
Fixed compile errors for non-editor builds.
Change 3135214 on 2016/09/21 by Rolando.Caloca
DR - vk - Fix visualize texture
- Dump memory when OOM (to track leaks)
Change 3135225 on 2016/09/21 by Rolando.Caloca
DR - vk - Ensure on exit if mem leak
- Update fences if running wait for idle
Change 3135672 on 2016/09/22 by Gil.Gribb
Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3135793 on 2016/09/22 by Rolando.Caloca
DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer
Change 3135816 on 2016/09/22 by Rolando.Caloca
DR - Add names for d3d on renderdoc
Change 3135894 on 2016/09/22 by Chris.Bunner
Fixed initialization order warning.
Change 3136024 on 2016/09/22 by Rolando.Caloca
DR - vk - Fix stencil faces
Change 3136042 on 2016/09/22 by Marcus.Wassmer
Fix compile error
Change 3136046 on 2016/09/22 by Chris.Bunner
Renamed material for PostTonemapHDRColor visualization to reflect actual usage.
Change 3136308 on 2016/09/22 by Uriel.Doyon
Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
#jira UE-36094
Change 3136798 on 2016/09/22 by Chris.Bunner
Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.
Change 3137092 on 2016/09/22 by Rolando.Caloca
DR - vk - Rename pipeline to gfx pipeline
Change 3137263 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135157:
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3137265 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135169:
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3137266 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3135237:
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3137268 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3136033:
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3137269 on 2016/09/22 by Mark.Satterthwaite
Duplicate CL #3137164:
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3137606 on 2016/09/23 by Gil.Gribb
Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3137936 on 2016/09/23 by Rolando.Caloca
DR - Split RHICmdList clear into color & ds in prep for changes
Change 3138346 on 2016/09/23 by Rolando.Caloca
DR - vk - Some renaming and splitting classes in prep for compute
Change 3138628 on 2016/09/23 by Rolando.Caloca
DR - vk - Fix mem leak on framebuffers
Change 3138721 on 2016/09/23 by Daniel.Wright
Better comment for r.DefaultFeature.AntiAliasing
Change 3138722 on 2016/09/23 by Daniel.Wright
Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface
Change 3138723 on 2016/09/23 by Daniel.Wright
Corrected GC doc
Change 3138892 on 2016/09/23 by Daniel.Wright
Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build
Change 3138905 on 2016/09/23 by Daniel.Wright
"Optimizations" -> "Optimization Viewmodes"
Change 3138939 on 2016/09/23 by Daniel.Wright
Disabled the stationary light overlap viewmode with forward shading
Change 3139710 on 2016/09/26 by Rolando.Caloca
DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture
Change 3139820 on 2016/09/26 by Rolando.Caloca
DR - Remove prefix from shader frequency strings
Change 3139828 on 2016/09/26 by Marcus.Wassmer
Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.
Change 3139840 on 2016/09/26 by Benjamin.Hyder
Adding VectorNoise Examples to TM-Noise map
Change 3139862 on 2016/09/26 by Rolando.Caloca
DR - Better log to track down crash
#jira UE-36271
Change 3140142 on 2016/09/26 by Rolando.Caloca
DR - Fix clang warning
Change 3140145 on 2016/09/26 by Rolando.Caloca
DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters
Change 3140360 on 2016/09/26 by Daniel.Wright
Lighting Scenarios and lightmaps moved to separate package
* Levels can be marked as lighting scenarios (eg Day, Night). Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden. Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
* Most outputs of the lighting build now go into a separate _BuiltData package. This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package. This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both). This also means that lightmaps for a streaming level will not be streamed with it.
* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
* Reflection captures and precomputed visibility were not moved to the separate package. Reflection captures are force updated on load of a lighting scenario level, which can increase load times.
Change 3140361 on 2016/09/26 by Daniel.Wright
Lighting Scenarios UI
Change 3140582 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140166
Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
#jira FORT-30551
Change 3140584 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140131:
Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
#jira FORT-30622
Change 3140586 on 2016/09/26 by Mark.Satterthwaite
Duplicate CL #3140450:
Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
#jira FORT-30649
Change 3140594 on 2016/09/26 by Zabir.Hoque
Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.
Change 3140601 on 2016/09/26 by Marcus.Wassmer
New 'Cinematic' Scalability level. Remove unused 'new' motionblur CVAR
Change 3140602 on 2016/09/26 by Zabir.Hoque
CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.
#Tests: Fix was tested by licensee (GearBox).
Change 3140622 on 2016/09/26 by Rolando.Caloca
DR - vk - More prep for sm5
Change 3140765 on 2016/09/26 by Rolando.Caloca
DR - Fix ensure from bad clear depth surface
Change 3141251 on 2016/09/27 by Rolando.Caloca
DR - vk - Rename & cleanup
Change 3141394 on 2016/09/27 by Rolando.Caloca
DR - vk - Compute pipeline state
Change 3141463 on 2016/09/27 by Mark.Satterthwaite
Fix the include order to avoid compile errors on Mac.
Change 3141529 on 2016/09/27 by Gil.Gribb
Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3141830 on 2016/09/27 by zachary.wilson
Adding testing content for lighting scenarios to collaborate with Ben
Change 3141941 on 2016/09/27 by Olaf.Piesche
Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.
Change 3142035 on 2016/09/27 by Olaf.Piesche
Fix compiler error from silly leftover bit of code.
Change 3142065 on 2016/09/27 by Benjamin.Hyder
Updating Lighting Scenario map
Change 3142262 on 2016/09/27 by Mark.Satterthwaite
Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
#jira UE-35749
Change 3142292 on 2016/09/27 by Rolando.Caloca
DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
#jira UE-31438
Change 3142397 on 2016/09/27 by Mark.Satterthwaite
Update hlslcc for Mac including RCO's changes in CL #3142292.
#jira UE-31438
Change 3142438 on 2016/09/27 by Daniel.Wright
UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking
Change 3142452 on 2016/09/27 by Rolando.Caloca
DR - Proper support for int defines
Change 3142519 on 2016/09/27 by Arne.Schober
DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.
Change 3142537 on 2016/09/27 by Daniel.Wright
Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset
Change 3142691 on 2016/09/27 by Daniel.Wright
Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content
Change 3142711 on 2016/09/27 by Daniel.Wright
GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser
Change 3142712 on 2016/09/27 by Daniel.Wright
Separate category for ParticleCutout properties
Change 3142762 on 2016/09/27 by Uriel.Doyon
Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
The density are computed by the engine but can be overridden by the user in the material tabs.
Texture streaming intermediate component data is now per material instead of per lod-section.
New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
This is currently used to show which UV channel and which texture index is being
shown in the texture streaming accuracy viewmodes.
This replaces r.Streaming.AnalysisIndex
Renamed texture streaming viewmodes:
MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales
Improved UV density computation and viewmode.
LightmapUVDensity is now computed separately from UVChannel Density.
Fixed texture streaming for instanced static mesh component and derived types.
Change 3143464 on 2016/09/28 by Daniel.Wright
Removed 'experimental' from forward shading setting
Change 3143508 on 2016/09/28 by Chris.Bunner
Added component type handling to FoldedMath and Length material expressions.
#jira UE-36304
Change 3143557 on 2016/09/28 by Rolando.Caloca
DR - Back out changelist 3142292
Change 3143563 on 2016/09/28 by Rolando.Caloca
DR - vk - Force hlslcc re-link
Change 3143648 on 2016/09/28 by Daniel.Wright
Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.
Change 3143661 on 2016/09/28 by Chris.Bunner
Warning fix.
Change 3143723 on 2016/09/28 by Daniel.Wright
DumpUnbuiltLightIteractions after lighting build for debugging
Change 3143822 on 2016/09/28 by Arne.Schober
DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.
Change 3143860 on 2016/09/28 by Benjamin.Hyder
Updating TM-Noise map to include 3d noise examples
Change 3143939 on 2016/09/28 by Rolando.Caloca
DR - vk - Better debugging of submissions
- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs
Change 3144006 on 2016/09/28 by Brian.Karis
Fixed PixelError not being set correctly with LOD groups.
Removed unneeded Simplygon references.
Mesh reduction module can now be chosen by name with r.MeshReductionModule
Change 3144026 on 2016/09/28 by Benjamin.Hyder
Updating QA-Effects map to correct numbering issue
Change 3144098 on 2016/09/28 by Arne.Schober
DR - ViewMatrices Refactoring - Fix UT
Change 3144158 on 2016/09/28 by Rolando.Caloca
DR - Undo splitting RHI command context
Change 3144952 on 2016/09/29 by Rolando.Caloca
DR - vk - Missing swapchain flag
Change 3145064 on 2016/09/29 by Olaf.Piesche
#jira UE-36091
Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.
Change 3145354 on 2016/09/29 by Benjamin.Hyder
Updating Tm-ContactShadows
Change 3145485 on 2016/09/29 by Daniel.Wright
Made SeamlessTravelLoadCallback handle legacy lightmaps
Change 3145527 on 2016/09/29 by Daniel.Wright
Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel
Change 3145530 on 2016/09/29 by Simon.Tovey
UE-36188 - Editor crash when updating hierarchical instance static mesh component
Dirtied render state rather than unsafe update of bounds.
Change 3145608 on 2016/09/29 by Gil.Gribb
Attempt to fix a random compiler error under win32
Change 3145749 on 2016/09/29 by Uriel.Doyon
Fix for static analysis warning
Change 3146091 on 2016/09/29 by Zabir.Hoque
RHI Interface changes to support PSO based APIs
Change 3146092 on 2016/09/29 by Zabir.Hoque
D3D12 RHI support for PSO based APIs.
Change 3146590 on 2016/09/30 by Gil.Gribb
Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3146731 on 2016/09/30 by Rolando.Caloca
DR - Fix merge conflicts
Change 3146778 on 2016/09/30 by Rolando.Caloca
DR - More integration compile fixes
Change 3146790 on 2016/09/30 by Rolando.Caloca
DR - Integration fix
Change 3146849 on 2016/09/30 by Rolando.Caloca
DR - Final integration fix
Change 3146899 on 2016/09/30 by Daniel.Wright
Static analysis fix for dereferencing World
Change 3147020 on 2016/09/30 by Rolando.Caloca
DR - vk - Fix depth issue on AMD cards
- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
- Added num color attachments to pipeline key
Change 3147034 on 2016/09/30 by Rolando.Caloca
DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
#jira UE-36277
#jira UE-36500
Change 3147080 on 2016/09/30 by Rolando.Caloca
DR - vk - Disable debug info by default
Change 3147082 on 2016/09/30 by Chris.Bunner
Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
#jira UE-36491
Change 3147388 on 2016/09/30 by Chris.Bunner
Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
#jira UE-35288
Change 3147394 on 2016/09/30 by Chris.Bunner
Additional logging for rare error.
#jira UE-35812
Change 3147459 on 2016/09/30 by Rolando.Caloca
DR - vk - Some more srgb formats
Change 3147537 on 2016/09/30 by Rolando.Caloca
DR - vk - Standarize srgb flag like D3D11
- Minor FVulkanShader cleanup
Change 3147620 on 2016/09/30 by Olaf.Piesche
#jira UE=34486
particle component tick function task can be invalid during pause; add check
Change 3148028 on 2016/10/01 by Daniel.Wright
Renamed RenderingSettings.cpp to match header
Change 3148059 on 2016/10/01 by Daniel.Wright
Disabled reparenting in the profiler which is disorienting
Change 3148067 on 2016/10/01 by Daniel.Wright
Support for ReflectionEnvironment and light type show flags with ForwardShading
Change 3148069 on 2016/10/01 by Daniel.Wright
Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars
Change 3148072 on 2016/10/01 by Daniel.Wright
Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing. r.ReflectionEnvironmentLightmapMixBasedOnRoughness
Change 3148073 on 2016/10/01 by Daniel.Wright
r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream
Change 3148074 on 2016/10/01 by Daniel.Wright
Enabled planar reflection receiving on the material used for the preview of a APlanarReflection
Change 3148084 on 2016/10/01 by Daniel.Wright
Fixed reflections on Surface TranslucencyVolume in deferred
Change 3148085 on 2016/10/01 by Daniel.Wright
Fixed planar reflection composite being done too many times in stereo deferred
Change 3148086 on 2016/10/01 by Daniel.Wright
Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.
Change 3148107 on 2016/10/01 by Daniel.Wright
CIS fix
Change 3148113 on 2016/10/01 by Daniel.Wright
Translucency lighting modes for forward shading
* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway
Change 3148306 on 2016/10/02 by Rolando.Caloca
DR - vk - Fix for some NV drivers on Win10
Change 3148307 on 2016/10/02 by Rolando.Caloca
DR - vk - Compute pipeline
Change 3148358 on 2016/10/02 by Rolando.Caloca
DR - vk - Consolidate and renumber enum for binding types
Change 3148396 on 2016/10/03 by Rolando.Caloca
DR - vk - Warning fix
Change 3148697 on 2016/10/03 by Benjamin.Hyder
Submitting M_Chromebal after enabling planar reflectionsl
Change 3148799 on 2016/10/03 by Rolando.Caloca
DR - vk - static analysis fix
Change 3148934 on 2016/10/03 by Chris.Bunner
Added pre-skinned local position material graph node, vertex shader only.
Change 3148994 on 2016/10/03 by Chris.Bunner
Added missing header file.
Change 3149085 on 2016/10/03 by Daniel.Wright
Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead
Change 3149095 on 2016/10/03 by Rolando.Caloca
DR - vk - Disable new render passes
Change 3149125 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix for multiple memory types
Change 3149181 on 2016/10/03 by Rolando.Caloca
DR - Better message when missing pipelines
Change 3149215 on 2016/10/03 by Rolando.Caloca
DR - RHIClearColor -> RHIClearColorTexture
#tests Orion Editor run match on Agora_P
Change 3149288 on 2016/10/03 by Chris.Bunner
Added PreTonemapHDRColor for buffer visualization and target output.
#jira UE-36333
Change 3149402 on 2016/10/03 by Daniel.Wright
Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)
Change 3149403 on 2016/10/03 by Daniel.Wright
Forward lighting supports lighting channels
Change 3149574 on 2016/10/03 by Marcus.Wassmer
PR #2817: Ansel/Photography system (Contributed by adamnv)
Modified to become a plugin
Change 3149615 on 2016/10/03 by Rolando.Caloca
DR - vk - Fix PF_G16R16 which fixes reflections
Change 3149639 on 2016/10/03 by Olaf.Piesche
Adding more ensures to catch NaNs occasionally appearing in particle locations early
Change 3149745 on 2016/10/03 by Uriel.Doyon
Moved UVDensity computation in the staticmesh DDC.
Change 3149749 on 2016/10/03 by Daniel.Wright
Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility
Change 3149755 on 2016/10/03 by Benjamin.Hyder
Checking in built lighting for QA-postprocessing
Change 3149758 on 2016/10/03 by Benjamin.Hyder
re-submitting built lighting for QA-PostProcessing
Change 3149940 on 2016/10/04 by Gil.Gribb
Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3150098 on 2016/10/04 by Marcus.Wassmer
Fix some clang and win32 errors
Change 3150323 on 2016/10/04 by Rolando.Caloca
DR - vk - Static analysis fix
Change 3150456 on 2016/10/04 by Daniel.Wright
Revert temp logs
Change 3150731 on 2016/10/04 by Daniel.Wright
Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid
Change 3150795 on 2016/10/04 by Marcus.Wassmer
Fix RHIClearUAV and Drawindirect bugs on PS4.
Also fix PS4 compile error from bad merge.
Change 3151065 on 2016/10/04 by Ben.Marsh
Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)
Change 3151134 on 2016/10/04 by Brian.Karis
Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.
Change 3151201 on 2016/10/04 by Marcus.Wassmer
Nvidia approved icon for ansel plugin.
Change 3151240 on 2016/10/04 by Marcus.Wassmer
Fix string concat build error.
Change 3151258 on 2016/10/04 by Ben.Marsh
Fix compile error.
Change 3151290 on 2016/10/04 by Marcus.Wassmer
Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.
Change 3152104 on 2016/10/05 by Chris.Bunner
Workaround for legacy BreakMA material node invalid component masks.
#jira UE-36832
Change 3152130 on 2016/10/05 by Ben.Woodhouse
Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
#jira UE-35890
Change 3152240 on 2016/10/05 by Rolando.Caloca
DR - Fix for missing gizmo colors
#jira UE-36515
Change 3152338 on 2016/10/05 by Daniel.Wright
Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker
Change 3152833 on 2016/10/05 by Brian.Karis
Improved precision of quadrics. Fixes bad triangles on large meshes
Change 3153376 on 2016/10/06 by Rolando.Caloca
DR - Fix for SM4 missing pipelines fallout
Change 3153650 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3153656 on 2016/10/06 by Uriel.Doyon
Fixed main integration compilation issues.
Some of the Mesh UVDensity UI is temporary disabled.
Change 3153725 on 2016/10/06 by Uriel.Doyon
Fixed crash when source data is missing for lightmaps
#jira UE-36157
Change 3153998 on 2016/10/06 by Gil.Gribb
Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)
Change 3154056 on 2016/10/06 by Marcus.Wassmer
Fix compile errors from merge. Also restore some light scencario code
Change 3154176 on 2016/10/06 by Marcus.Wassmer
Fix deprecation warning
Change 3154252 on 2016/10/06 by Marcus.Wassmer
Fix more deprecation warnings
Change 3154632 on 2016/10/07 by Chris.Bunner
Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
#jira UE-37002
[CL 3154728 by Gil Gribb in Main branch]
#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]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3079316 on 2016/08/05 by Ben.Marsh
Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header.
Change 3080579 on 2016/08/08 by Ben.Marsh
Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h.
Change 3080587 on 2016/08/08 by Ben.Marsh
StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h.
Change 3080789 on 2016/08/08 by Ben.Marsh
Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them.
Change 3080815 on 2016/08/08 by Ben.Marsh
BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information.
Change 3081374 on 2016/08/08 by Ben.Marsh
UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment.
Change 3083152 on 2016/08/09 by Ben.Marsh
PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous)
Change 3084039 on 2016/08/10 by Ben.Marsh
BuildGraph: Add additional markup for parameter attributes. Also improve some documation.
Change 3084240 on 2016/08/10 by Ben.Marsh
Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times.
Change 3084337 on 2016/08/10 by Ben.Marsh
UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense.
Change 3085594 on 2016/08/11 by Ben.Marsh
Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now.
Change 3085999 on 2016/08/11 by Ben.Marsh
Add some missing #pragma once directives.
Change 3086146 on 2016/08/11 by Ben.Marsh
Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file.
Change 3086172 on 2016/08/11 by Ben.Marsh
Fixup some C-style header guards to use #pragma once instead.
Change 3087289 on 2016/08/12 by Ben.Marsh
Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files)
Change 3087310 on 2016/08/12 by Ben.Marsh
Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module.
Change 3087341 on 2016/08/12 by Ben.Marsh
UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included.
Change 3087457 on 2016/08/12 by Ben.Marsh
Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h).
Change 3088407 on 2016/08/13 by Ben.Marsh
Replace use of Windows SIZE_T define with the regular C++ size_t.
Change 3088416 on 2016/08/13 by Ben.Marsh
Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything.
Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH.
Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included.
Change 3088544 on 2016/08/14 by Ben.Marsh
Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it.
Change 3088552 on 2016/08/14 by Ben.Marsh
Fix compile errors for some modules that don't already include CoreUObject.h.
Change 3088925 on 2016/08/15 by Ben.Marsh
Remove circular include dependencies from VulkanRHI.
Change 3088926 on 2016/08/15 by Ben.Marsh
Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead.
Change 3088930 on 2016/08/15 by Ben.Marsh
Remove circular include dependency from PhysX.
Change 3088935 on 2016/08/15 by Ben.Marsh
OnlineSubsystemUtils: Move CPP files out of public header directory.
Change 3088965 on 2016/08/15 by Ben.Marsh
Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules.
Change 3088966 on 2016/08/15 by Ben.Marsh
Engine: Move CPP files out of public header directories.
Change 3089520 on 2016/08/15 by Ben.Marsh
BuildGraph: Change documentation command to output markdown.
Change 3090299 on 2016/08/16 by Ben.Marsh
D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation.
Change 3090303 on 2016/08/16 by Ben.Marsh
Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue.
Change 3091861 on 2016/08/17 by Ben.Marsh
Remove circular header dependencies, and fix ambiguous include paths in OSVR.
Change 3092068 on 2016/08/17 by Ben.Marsh
Moving VulkanDynamicRHI into its own header.
Change 3093133 on 2016/08/18 by Ben.Marsh
EC: Include additional context lines for Clang errors.
Change 3093147 on 2016/08/18 by Ben.Marsh
UBT: Add an error message when attempting to do a single-file compile with the wrong target selected.
Change 3093228 on 2016/08/18 by Ben.Marsh
Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config.
[CL 3093264 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026802 on 2016/06/24 by Lina.Halper
#Pose Asset work
# additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it
- Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3
- When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1]
- Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp
# pose asset preview fix
- made sure it adds to curve, so you don't have to use delegate to apply
- PreviewOverride is now added to output curve, so we don't have to apply that curve later
- only reason of anim instance delegate is now for normal anim blueprint.
#pose asset change
- Curve extraction happens with ExtractContext, the output curve is stricly output curve
- Pose Asset supports Shrink now, but only shrink if full pose
- Added PoseHandler to handle most of common stuff between different pose nodes
- Still have to work on how to update pose asset - wip
- todo: clean up single node player to handle pose asset in a function
#code review:Martin.Wilson, James.Golding
Change 3027519 on 2016/06/24 by Lina.Halper
Reverted FTransform name change as that causes compile errors due to lack of deprecated messages
- not worth to keep the old functions and add new one
#code review: Martin.Wilson
Change 3060205 on 2016/07/21 by Zak.Middleton
#ue4 - Don't strip map/package name from shipping on dedicated server in UGameInstance::StartGameInstance(), to allow specifying map name on servers via commandline. Don't ever parse "-replay" on dedicated servers.
#jira UE-29424
github #2273
Change 3061365 on 2016/07/22 by Jon.Nabozny
Fix single frame character flip on death in ShooterGame.
#jira UE-28053
Change 3061370 on 2016/07/22 by Jon.Nabozny
Fix PhysX error where CCD is enabled on a Kinematic body.
#jira UE-33463
Change 3061406 on 2016/07/22 by Lukasz.Furman
deprecated blueprint interface for avoidance groups, added new set of functions working with FNavAvoidanceMask struct instead of packed flags
#jira UE-32625
Change 3061847 on 2016/07/22 by Bob.Tellez
Duplicating CL#3058203 from //Fortnite/Main
#UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package.
Change 3063080 on 2016/07/25 by Benn.Gallagher
Fixes to APEX rendering artefacts, by discarding all incoming render data from the APEX asset and skinning our render data to the simulation mesh.
#jira UEFW-182
Change 3063119 on 2016/07/25 by Ori.Cohen
Fix constraint index not being assigned correctly. Also expose FindConstraintBoneName to blueprints
#JIRA UE-33716
Change 3063956 on 2016/07/25 by Ori.Cohen
Fix SetRootBodyIndex so that it uses world space transform instead of ref skeleton. Fixes a few issues when using ragdolls on skeletal mesh assets that were imported with offset/rotation.
Also fix crash when opening up old physics asset and changing its mesh.
#JIRA UE-33753
#JIRA UE-33754
Change 3064846 on 2016/07/26 by Benn.Gallagher
Fixed crash when loading skeletal meshes with clothing in -game
#jira UE-33771
Change 3065237 on 2016/07/26 by Ori.Cohen
Fix physics handle component not accounting for bone rotation/offset
Change 3065241 on 2016/07/26 by Ori.Cohen
Fix constraint component not using root body when no bone name is provided.
Change 3069508 on 2016/07/28 by Aaron.McLeran
Adding debug exec commands to help with debugging audio
Solos sounds when using the following exec commands:
- AudioSoloSoundWave
Solos sounds with the given wave name
- AudioSoloSoundClass
Solos sounds with the given sound class
- AudioSoloSoundCue
Solos sounds with the given sound cue name
-All solo commands can be active at the same time and will solo sounds that match all their substring name searches.
- Only active in non-shipping builds
Change 3070857 on 2016/07/29 by Ori.Cohen
Expose Grab Rotation for physics handle component. Also brought over changes from Jeff.F where we can now specify hard vs soft physics handle
Change 3072817 on 2016/08/01 by Wes.Hunt
turn off optimizations to speed up build times. ~45s->~5sec apiece.
Change 3073855 on 2016/08/02 by Zak.Middleton
#ue4 - Fix tooltip text for p.NetEnableListenServerSmoothing command.
Change 3074325 on 2016/08/02 by Aaron.McLeran
UE-34081 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3075259 on 2016/08/03 by James.Golding
Fix up my ProcMeshComp test BPs
Change 3076637 on 2016/08/03 by Aaron.McLeran
UE-34081 Adjustments to procedural sound wave implementation
- Cleaned up base class implementation of GeneratePCMData
- Calls bound callback function first if there aren't enough samples available, then pumps the enqueued audio buffers
- Wrote a prototype gameplay C++ class that implements this to test procedural sound wave generation with a sine tone and to test not immediately returning audio when called back (to test the empty buffer copy code).
Change 3077340 on 2016/08/04 by Marc.Audy
Minor header cleanups and readability changes
Change 3079669 on 2016/08/05 by Aaron.McLeran
OR-26580 Implementing 3071258 to Dev-Framework
Change 3080958 on 2016/08/08 by Aaron.McLeran
UE-34325 In process audio resource is corrupted during level change.
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was previous 100% repro)
Change 3081314 on 2016/08/08 by Marc.Audy
Trim DSO components that no longer have an archetype in the class hierarchy
#jira UE-28374
Change 3082356 on 2016/08/09 by Marc.Audy
Always clear lifespan timers on EndPlay
Change 3082680 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082731 on 2016/08/09 by Aaron.McLeran
UE-30629 "FXAudio2SoundSource contains NaN in channel" occur in test ShooterGame build
- Issue was inverse transform was uninitialized in first update tick of the audio device. If a sound is trying to play in the first update tick, it'd generate NaNs as it tries to transform sound positions relative to an unitialized inverse listener transform
- Fix is to update listener transform BEFORE updating sounds.
- Also added an initialization to the inverse listener transform for good measure
Change 3082732 on 2016/08/09 by Aaron.McLeran
Removing log spam on local player node
Change 3083051 on 2016/08/09 by Marc.Audy
FLocalPlayerContext functions no longer check by default
#jira UE-33370
Change 3083271 on 2016/08/09 by Dan.Reynolds
Checking in QA test map for procedural sound waves
-Added code for a UQAProceudralSoundWave that generates a sine tone that can be set by hz or midi note
- Added BP code which uses the procedural sound wave and does some melody generation.
Change 3083947 on 2016/08/10 by Lukasz.Furman
fixed navigation modifier export for capsule components
#ue4
Change 3084594 on 2016/08/10 by Marc.Audy
Enable threaded audio again
Change 3086237 on 2016/08/11 by Marc.Audy
PR #2579: New feature: client-side level streaming (Contributed by slonopotamus)
#jira UE-32896
Change 3086544 on 2016/08/11 by Michael.Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
Change 3087280 on 2016/08/12 by Marc.Audy
Fatal error including the path if a physics module fails to load
Change 3088105 on 2016/08/12 by Marc.Audy
Strip native components that no longer exist from BP CDOs as well.
#jira UE-28374
[CL 3090563 by Marc Audy in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2946506 on 2016/04/18 by Steven.Hutton
Update to Crash Reporter buggs table to add new search fields and inclusion of packages needed for e-mail reports.
Change 3017807 on 2016/06/17 by Chris.Wood
Improved Crash Report Process folder delete code as it could sometimes fail.
[UE-30349] - Crash Report Process is leaving crashes in the landing zone that build up and block the queue
Also added logging to Slack when stop request received instead of just when stop is complete.
Change 3019367 on 2016/06/20 by Chris.Wood
Improve Crash Report Process logging to track bad reads from S3.
Also, better logging when CleanReport fails to delete folders.
Change 3019376 on 2016/06/20 by Steve.Robb
Clarification of assert message and comments which talk about 'null' TFunctions.
Tidy-up of dead code.
Change 3019409 on 2016/06/20 by Steve.Robb
New Find and FindByPredicate algorithms for finding stuff in arbitrary containers.
Change 3022658 on 2016/06/22 by Chris.Wood
Discarding duplicated crash reports earlier in read from Data Router process to avoid clashes in the landing zone (CRP v1.1.11)
[UE-30349] - Crash Report Process is leaving crashes in the landing zone that build up and block the queue
Also improved logging to Slack with better layout, fixed event ordering and counting duplicates.
Change 3022840 on 2016/06/22 by Steve.Robb
Skipped UHT attributes removed.
Change 3022907 on 2016/06/22 by Robert.Manuszewski
Fixing crash when adding a new C++ class to project
#jira UE-32333
Change 3023169 on 2016/06/22 by Steve.Robb
Checks for UTHINGs in skipped preprocessor blocks.
Fixes for skipped UTHINGs and some other parsing accidents.
#jira UE-31627
Change 3023239 on 2016/06/22 by Steve.Robb
Fix for JSON date parsing reported here: https://udn.unrealengine.com/questions/299342/fdatetime-json-serialization-bug.html
Change 3026812 on 2016/06/24 by Mieszko.Zielinski
Marked FEnvQueryInstance::AddItemData UEnvQueryItemType_Point specialization as AIMODULE_API #UE4
Change 3028235 on 2016/06/27 by Robert.Manuszewski
PR #2535: BUGFIX: FPS pop-up updates when loading new stat file (Contributed by projectgheist)
Change 3028282 on 2016/06/27 by Steve.Robb
Fix for missing UFUNCTION check in skipped preprocessor blocks.
#jira UE-31627
Change 3028284 on 2016/06/27 by Steve.Robb
Debuggability improvements and coding standards changes.
Change 3028343 on 2016/06/27 by Steve.Robb
Fix for UHT error in WEX.
#jira UE-32464
Change 3028393 on 2016/06/27 by Steve.Robb
Fix for hot reload of enums finding the old enum.
Fix to stop SPropertyEditorNumeric caching the enum flags.
#jira UE-31658
Change 3030362 on 2016/06/28 by Robert.Manuszewski
Fixing hang when cooking.
Change 3030462 on 2016/06/28 by Steve.Robb
Assert added to PackageTools::GetFilteredPackageList() to help with catching a bug reported in the wild.
#jira UE-32001
Change 3034341 on 2016/06/30 by Robert.Manuszewski
Modified crash handling code (on Windows) to handle two threads crashing at the same time properly. Previously the second crash would force the process to exit before generating the crash report.
Added 'debug twothreadsgpf' command to test the functionality.
Change 3034342 on 2016/06/30 by John.Mahoney
Fix for crash when loading an empty cached asset registry.
#jira UE-32232
Change 3035599 on 2016/07/01 by Chris.Wood
Added support for CrashType string to Crash Report Process. CRP v1.1.12
[UE-30592] - Crash Reporter should determine crash type on client and pass string to server
Also fixes problem with reports falling back on the legacy WER metadata when a crash context exists. They now only read the error message from metadata if available and keep crash context data when possible.
Added in missing crash context parameters that have been added to clients but not known by the server.
Change 3035787 on 2016/07/01 by John.Mahoney
Fix for crash when DuplicateRedirects does not contain the DependentObject when saving dependencies. It will still fall through to the assertion below, but it will now fail with a useful error message instead of a generic 'Pair != nullptr' from Map.h.
#jira UE-30189
Change 3036933 on 2016/07/04 by Steve.Robb
Proper forwarding constructor for FAsyncTask.
Change 3036938 on 2016/07/04 by Steve.Robb
Fix for CDO hot reload corrupting memory when replacing references inside structs.
#jira UE-29335
Change 3036960 on 2016/07/04 by Steve.Robb
Fix for FAnsiAllocator::ResizeAllocation when resizing to zero.
Change 3037423 on 2016/07/05 by Steve.Robb
FModuleManager::UnloadOrAbandonModuleWithCallback split into two instead of switching behavior with a bool.
Change 3037464 on 2016/07/05 by Steve.Robb
HotReload.cpp cleanup:
Deep nesting flattened.
Linear array searches replaced with maps.
FHotReloadModule::GetGameModules made into a non-member function and split into two.
Comment and coding standard fixes.
Change 3037741 on 2016/07/05 by John.Mahoney
Fix for COTF not checking the correct timestamps on startup.
#jira UE-31023
Change 3037846 on 2016/07/05 by Steve.Robb
Fix for compile button disappearing on a bad compile.
#jira UE-31575
Change 3037994 on 2016/07/05 by Steve.Robb
Static analysis fixes:
warning C6308: 'realloc' might return null pointer: assigning null pointer to 'Data', which is passed as an argument to 'realloc', will cause the original memory block to be leaked.
Change 3039186 on 2016/07/06 by Robert.Manuszewski
Enabling crash callstack logging by default.
Change 3039220 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C28159: Consider using 'InitiateSystemShutdownEx' instead of 'ExitWindowsEx'. Reason: Legacy API. Rearchitect to avoid Reboot
warning C6001: Using uninitialized memory 'UserNameLength'
warning C6001: Using uninitialized memory 'DomainNameLength'
Change 3039230 on 2016/07/06 by Steve.Robb
Fix for VC internal compiler errors.
Change 3039237 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6385: Reading invalid data from 'Path': the readable size is '400' bytes, but 'PathCurrentDepth' bytes may be read.
Change 3039287 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C6509: Invalid annotation: 'return' cannot be referenced in some contexts
warning C6101: Returning uninitialized memory '*lpdwExitCode'. A successful path through the function does not set the named _Out_ parameter.
warning C6387: '_Param_(1)' could be '0': this does not adhere to the specification for the function 'IMoniker::BindToStorage'.
warning C6387: '_Param_(1)' could be '0': this does not adhere to the specification for the function 'IMoniker::BindToObject'.
warning C6031: Return value ignored: 'CoCreateInstance'.
Change 3039359 on 2016/07/06 by Graeme.Thornton
Compile error fix for FAsyncTask, courtesy of SteveR
Change 3039534 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6319: Use of the comma-operator in a tested expression causes the left argument to be ignored when it has no side-effects.
Change 3039545 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6297: Arithmetic overflow: 32-bit value is shifted, then cast to 64-bit value. Results might not be an expected value.
Change 3039578 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6263: Using _alloca in a loop: this can quickly overflow stack.
Change 3039623 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'X'
warning C6308:'realloc' might return null pointer: assigning null pointer to 'X', which is passed as an argument to 'realloc', will cause the original memory block to be leaked.
warning C6385: Reading invalid data from 'X': the readable size is 'Y' bytes, but 'Z' bytes may be read.
warning C6386: Buffer overrun while writing to 'X': the writable size is 'Y' bytes, but 'Z' bytes might be written.
warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.
Change 3039630 on 2016/07/06 by John.Mahoney
Fix for crash when spawning an actor using a template object that has instance components. UActorComponent::PostInitProperties was adding itself to the owner's InstanceComponents array, resulting in a realloc of that array and invalidating the reference that the owner's ObjectInitializer was trying to replace while instantiating that property. The new instance component will be added to the array as part of the owner's initialization anyway, so it is not necessary to do it here.
#jira UE-29123
Change 3039664 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C6386: Buffer overrun while writing to 'NewKeys': the writable size is 'NewIndexSize*4' bytes, but '8' bytes might be written.
warning C6386: Buffer overrun while writing to 'NewHeapIndexes': the writable size is 'NewIndexSize*4' bytes, but '8' bytes might be written.
Change 3039673 on 2016/07/06 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'v'.
Change 3039690 on 2016/07/06 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'X'.
warning C6246: Local declaration of 'X' hides declaration of the same name in outer scope.
warning C6262: Function uses '121180' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap.
warning C6263: Using _alloca in a loop: this can quickly overflow stack.
Change 3040868 on 2016/07/07 by Graeme.Thornton
Config based class stripping for server builds
Change 3040872 on 2016/07/07 by Graeme.Thornton
Remove "return false" NeedsLoadForServer functions from engine code
Change 3040997 on 2016/07/07 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Landscape'.
warning C6011: Dereferencing NULL pointer 'rhs.Allocation.LayerInfo'.
warning C6011: Dereferencing NULL pointer 'lhs.Allocation.LayerInfo'.
Change 3041004 on 2016/07/07 by Steve.Robb
Static analysis fix: warning C6336: Arithmetic operator has precedence over question operator, use parentheses to clarify intent.
Change 3041014 on 2016/07/07 by Steve.Robb
Static analysis fix: warning C6287: Redundant code: the left and right sub-expressions are identical.
Change 3041111 on 2016/07/07 by Steve.Robb
Removal of an obsolete error message about INI file case sensitivity.
Change 3041150 on 2016/07/07 by Steve.Robb
Static analysis fix: warning C6289: Incorrect operator: mutual exclusion over || is always a non-zero constant. Did you intend to use && instead?
Change 3041274 on 2016/07/07 by Steve.Robb
Static analysis fixes: warning C6001: Using uninitialized memory 'X'.
Change 3041294 on 2016/07/07 by Chris.Wood
Fixed protocol buffer and decompression errors in Crash Report Process (v.1.1.14)
[UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack
Size of buffer received from S3 is incorrect for some records. Fixed read problems by using size header value instead of stream length.
Increased buffer size for decompression as this was sometimes too small.
Modified S3 reading code to look for multiple records in each downloaded file.
Change 3041472 on 2016/07/07 by Steve.Robb
Static analysis fixes:
warning C6294: Ill-defined for-loop: initial condition does not satisfy test. Loop body not executed.
warning C6201: Index '1' is out of valid index range '0' to '0' for possibly stack allocated buffer 'NewHistory.Nodes'.
Change 3043074 on 2016/07/08 by John.Mahoney
Fix for COTF incorrectly reconstructing the original asset path based on the sandbox path when the game name differs from the game folder name.
Fix for COTF GetFiles not handling absolute GameDir paths properly.
#jira UE-31023
Change 3044461 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C6386: Buffer overrun while writing to 'Attributes': the writable size is '16384' bytes, but '-8' bytes might be written.
Change 3044470 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Node.Sequence'.
Change 3044476 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C6011: Dereferencing NULL pointer 'Property'.
Change 3044551 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'KeyAreaNode' did.
Change 3044664 on 2016/07/11 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'ToLandscape->SplineComponent'.
warning C28182: Dereferencing NULL pointer. 'SplinesComponent' contains the same NULL value as 'Landscape->SplineComponent' did.
warning C6011: Dereferencing NULL pointer 'Landscape->SplineComponent'.
warning C6385: Reading invalid data from 'out': the readable size is 'sizeof(kiss_fft_cpx)*Dims[0]*Dims[1]' bytes, but '16' bytes may be read.
Change 3044716 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C6385: Reading invalid data from 'this->ScreenSize': the readable size is '32' bytes, but '-4' bytes may be read.
Change 3044717 on 2016/07/11 by Steve.Robb
Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Window' contains the same NULL value as 'ElementType * Window=AllWindows.FindByPredicate((*FStaticMeshEditorTest::RunTest::<lambda_46fd0093f3912289e870263afe1fcb2e>(ExpectedTitle)))' did.
This appears to be a false positive.
Change 3044787 on 2016/07/11 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'FbxObject'.
warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'RigidMeshNode' did.
warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'Result' did.
Change 3045933 on 2016/07/12 by Steve.Robb
Overloading support for TSharedPtr, TSharedRef and TWeakPtr.
Change 3045960 on 2016/07/12 by Robert.Manuszewski
Fixing a crash in Portal (and any other program that uses UObjects and GCs, with the exception of UHT) caused by classes not having their token stream assembled.
Change 3045963 on 2016/07/12 by Steve.Robb
PLATFORM_COMPILER_HAS_EXPLICIT_OPERATORS, FORCEINLINE_EXPLICIT_OPERATOR_BOOL and SAFE_BOOL_OPERATORS macros removed.
THasOperatorEquals and THasOperatorNotEquals traits moved to their own header.
Change 3045967 on 2016/07/12 by Steve.Robb
Initializer list support for TArray and TSet.
Change 3045968 on 2016/07/12 by Robert.Manuszewski
Fixing an ensure after typing 'stat dumphitches' in console.
Change 3045992 on 2016/07/12 by Robert.Manuszewski
Making sure CoreUObject headers are included for programs that don't include the engine (fixing MinidumpDiagnostics CIS failure)
Change 3047870 on 2016/07/13 by Steven.Hutton
Updated CRW to entity framework with repository models. #rb none
Change 3047871 on 2016/07/13 by Steven.Hutton
Add repository models #rb none
Change 3049468 on 2016/07/14 by Steven.Hutton
Fix broken project files. #rb none
#lockdown Nick.Penwarden
[CL 3050320 by Robert Manuszewski in Main branch]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2948322 on 2016/04/19 by Nick.Shin
update libwebsockets to v1.7.4
part 4 of 4 - doing this in stages for tracking purposes
#jira UEPLAT-1246 - Update libWebsockets
#jira UEPLAT-1221 - update websocket library
#jira UEPLAT-1204 - Rebuild libwebsockets with SSL
Change 2970016 on 2016/05/07 by Nick.Shin
undo all of the following upgrades:
- zlib
- openssl
- libcurl
- libwebsockets
and reset webrtc
#jira UE-30298 - Fortnite and Orion crash on login
Change 3020547 on 2016/06/20 by Jeff.Campeau
Support for applocal deployment of binaries
-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.
Change 3020552 on 2016/06/20 by Jeff.Campeau
Add switch to disable debug symbol cache creation
Change 3020567 on 2016/06/20 by Jeff.Campeau
constexpr enabled for Xbox One
Change 3020568 on 2016/06/20 by Jeff.Campeau
Separate setting for debug
#jira UEPLAT-1348
Change 3020628 on 2016/06/20 by Jeff.Campeau
Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).
Change 3020629 on 2016/06/20 by Jeff.Campeau
Use Slate tick to drive message processing during blocking loads (improves PLM).
Change 3020633 on 2016/06/20 by Jeff.Campeau
Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).
Change 3020873 on 2016/06/21 by Lee.Clark
PS4 - Fix missing audio when using A3D.
Change 3021225 on 2016/06/21 by Keith.Judge
Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.
Change 3021286 on 2016/06/21 by Dmitry.Rekman
Linux: symbolication for memory profiler.
- Also repaired/improved finding function name from debug info and overall callstack parsing.
#tests Ran Linux editor and TestPAL, crashed multiple times
Change 3021512 on 2016/06/21 by Mark.Satterthwaite
Compile fixes for new clang version.
Change 3021521 on 2016/06/21 by Mark.Satterthwaite
Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
Change 3021528 on 2016/06/21 by Mark.Satterthwaite
Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.
Change 3021595 on 2016/06/21 by Mark.Satterthwaite
Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
- Implement Metal Depth-16 and stencil-texture-view support where available.
- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
- Add support to Metal for setting UAVs from a uniform buffer.
- Remove unused GlobalUniform header from MetalRHI.
- Remove unnecessary FrameCount delay from Metal resource free lists.
Change 3021702 on 2016/06/21 by Mark.Satterthwaite
Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.
Change 3022152 on 2016/06/21 by Nick.Shin
Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp
forgot to un-do this when the giant revert (CL: #2970016) was done
#jira UE-22166 HTML5 Cook on the fly will launch and then close browser
Change 3022409 on 2016/06/21 by Dmitry.Rekman
Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).
- Contains PR #2258 (contributed by wshearn).
Change 3022541 on 2016/06/22 by Lee.Clark
PS4 - Make sure the render target masks are set correctly for disabled render targets.
Fixes a validation check for shaders expecting to write to NULL render targets.
Change 3022973 on 2016/06/22 by Michael.Trepka
Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.
Change 3023106 on 2016/06/22 by Dmitry.Rekman
Linux: enable code to catch memory stomps during async loading.
- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.
#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.
Change 3023256 on 2016/06/22 by Mark.Satterthwaite
Fix compile errors from latest Metal changes that broke iOS.
Change 3023268 on 2016/06/22 by Mark.Satterthwaite
Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.
Change 3023651 on 2016/06/22 by Mark.Satterthwaite
Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.
Change 3023777 on 2016/06/22 by Brent.Pease
+ Update config for Android and iOS
Change 3023781 on 2016/06/22 by Chris.Babcock
Use mmap/munmap for Android BinnedAllocFromOS
#ue4
#android
Change 3023947 on 2016/06/22 by Mark.Satterthwaite
Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.
Change 3024434 on 2016/06/23 by Lee.Clark
PS4 - Remove Delta Color Compression support
Change 3024735 on 2016/06/23 by Mark.Satterthwaite
Changes to MetalStatistics module initialisation.
Change 3024741 on 2016/06/23 by Mark.Satterthwaite
Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.
Change 3025477 on 2016/06/23 by Brent.Pease
+ Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
+ Change UEDeployAndroid.cs to use UnrealPluginLanguage
Change 3026085 on 2016/06/23 by Jeff.Campeau
Separate Xbox One target settings for editor only values
Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
Clean up cached ini sections for UBT/UAT
Change 3026093 on 2016/06/23 by Jeff.Campeau
Cleanup unused files
Change 3026745 on 2016/06/24 by Mark.Satterthwaite
+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.
- By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.
Change 3026831 on 2016/06/24 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3026940 on 2016/06/24 by Brent.Pease
PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)
Change 3027396 on 2016/06/24 by Brent.Pease
Add BuildGraph.csproj to get Xamarin .sln builds working again
Change 3029211 on 2016/06/27 by Michael.Trepka
Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user
Change 3029518 on 2016/06/27 by Josh.Adams
Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1
Change 3030385 on 2016/06/28 by Keith.Judge
Fix XB1 deployment issues with AppXManifest for Paragon.
Change 3030416 on 2016/06/28 by Lee.Clark
PS4 - Fix Mediaplayer IsPlaying
Change 3030922 on 2016/06/28 by Keith.Judge
XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.
Change 3030948 on 2016/06/28 by Jeff.Campeau
Revert to using constant chunk indexes instead of polling the OS.
(OS API has a bug that will not be fixed.)
Change 3031016 on 2016/06/28 by Brent.Pease
UEPLAT-1244 - Archive dSYM file
UEPLAT-1359 - Support creating dSYM bundle
Changes:
+ Added ios settings flag for dsym bundle
+ Added ios setting for creating xcode archive
+ xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is
Change 3031352 on 2016/06/28 by Bob.Tellez
Added tps file for xcodeunlock
Change 3031604 on 2016/06/28 by Mark.Satterthwaite
Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.
Change 3031879 on 2016/06/28 by Brent.Pease
+ PhysX libraries for bitcode support on tvOS.
Change 3032374 on 2016/06/29 by Keith.Judge
Enable Oodle Handler Component on Xbox One
Change 3032407 on 2016/06/29 by Keith.Judge
Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.
Change 3032432 on 2016/06/29 by Keith.Judge
XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.
Change 3033474 on 2016/06/29 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3033603 on 2016/06/29 by Brent.Pease
+ Support UnrealPluginLanguage for IOS and TVOS builds
+ Allow ios/tvos UPL files an opportunity to modify a package's info.plist file
Change 3034004 on 2016/06/30 by Lee.Clark
PS4 - Use SDK 3.508.101
Change 3034007 on 2016/06/30 by Lee.Clark
PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH
Change 3034173 on 2016/06/30 by Lee.Clark
PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure
Change 3034498 on 2016/06/30 by Jeff.Campeau
Use MSBuild version 14 when generating project files.
Change 3034943 on 2016/06/30 by Mark.Satterthwaite
For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.
Change 3035416 on 2016/07/01 by Lee.Clark
PS4 - Replace export vertex shader check with a CFLAG
Change 3036093 on 2016/07/01 by Brent.Pease
+ Fix dSYM bundle path on Windows ios builds
+ Search for DeltaCopy directory if its not found from the user settings
+ Do not build an XCArchive file when building for ios on non-mac platforms
Change 3036726 on 2016/07/02 by Brent.Pease
+ Add missing tvOS bitcode library
Change 3037455 on 2016/07/05 by Lee.Clark
PS4 - Default SmoothFrameRate to false
Change 3037470 on 2016/07/05 by Keith.Judge
Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.
Change 3038322 on 2016/07/05 by Jeremiah.Waldron
Fix for asset packages with Unicode characters in their name not being loaded on Android.
Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
- Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.
The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.
#jira UE-18643
#android
Change 3038693 on 2016/07/05 by Mark.Satterthwaite
Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.
Change 3039880 on 2016/07/06 by Mark.Satterthwaite
Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.
Change 3040407 on 2016/07/06 by Michael.Trepka
Added View->Enter Full Screen menu item for games on Mac
Change 3040550 on 2016/07/06 by Mark.Satterthwaite
Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.
Change 3041098 on 2016/07/07 by Peter.Sauerbrei
initial changes to get IOS builds from PC in launcher release of engine
Change 3041310 on 2016/07/07 by Keith.Judge
Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.
Change 3041327 on 2016/07/07 by Keith.Judge
Xbox One - Remove pointless memory barrier call in D3D11Query
Change 3041352 on 2016/07/07 by Keith.Judge
Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.
Change 3041419 on 2016/07/07 by Jeff.Campeau
Xbox One toolchain fix for VS2015 Update 3
Change 3041635 on 2016/07/07 by Jeff.Campeau
Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
#jira OR-15578
Change 3041735 on 2016/07/07 by Peter.Sauerbrei
re-enabled the build parameters for launcher release builds in IOS
Change 3041783 on 2016/07/07 by Joe.Graf
Changed bAutpApplyFailed to bAutoApplyFailed (typo)
Change 3041784 on 2016/07/07 by Joe.Graf
Fixed missing %s from a log message in UResavePackagesCommandlet
Change 3042434 on 2016/07/08 by Lee.Clark
PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.
Change 3042658 on 2016/07/08 by Lee.Clark
PS4 - Use SDK 3.508.201
Change 3042970 on 2016/07/08 by Josh.Adams
Redoing CL in 3040890 in Dev-Platform
Change 3043243 on 2016/07/08 by Chris.Babcock
clamped allowed slot range for gameplay debugger's categories
copy of CL# 3040313 from //UE4/Dev-Framework
#jira UE-32866
Change 3043500 on 2016/07/08 by Mark.Satterthwaite
Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.
Change 3044628 on 2016/07/11 by Mark.Satterthwaite
Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
#jira UE-32989
Change 3044948 on 2016/07/11 by Dmitry.Rekman
Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)
- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.
#jira UE-32973
Change 3045322 on 2016/07/11 by Josh.Adams
Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
Change 3046028 on 2016/07/12 by Lee.Clark
PS4 - Check for correct SDK installation
Allow use of 7th core when Morpheus is enabled
Change 3046339 on 2016/07/12 by Peter.Sauerbrei
fix for incorrect error message when iPhone Plus icon is the correct size
[CL 3046645 by Josh Adams in Main branch]
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3021479 on 2016/06/21 by Marc.Audy
Fix child actor properties set in the parent's construction script from being wiped out (4.12)
#jira UE-31956
Change 3021703 on 2016/06/21 by Marc.Audy
Fix crash due to copying properties to registered components and then reregistering them. (4.12)
#jira UE-31973
Change 3022105 on 2016/06/21 by Jeremy.Ernst
-new test assets for James for PSD node
Change 3022621 on 2016/06/22 by James.Golding
Add AnimBP for testing PSD
Change 3022622 on 2016/06/22 by James.Golding
Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes
Change 3022656 on 2016/06/22 by James.Golding
UE-30537 Fix solid collision geom drawing not working when mirrored
Change 3022657 on 2016/06/22 by James.Golding
Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash)
Change 3022663 on 2016/06/22 by James.Golding
UE-31283 Additional extensibility for anim and physics
PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology)
Change 3022683 on 2016/06/22 by James.Golding
- Change OrientationDriver to always use PoseAsset for target poses
- Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead
Change 3022891 on 2016/06/22 by mason.seay
Test asset for component hit
Change 3023203 on 2016/06/22 by mason.seay
Updated map to use more noticeable sound assets
Change 3023335 on 2016/06/22 by Marc.Audy
Use AddReferencedObjects instead of iterating array manuallly
Change 3023351 on 2016/06/22 by Ori.Cohen
Fix the case where physics hit events were passing the wrong component's bone info to the hit event.
#JIRA UE-32376
Change 3023368 on 2016/06/22 by mason.seay
Renamed actors in World Outliner
Change 3023425 on 2016/06/22 by mason.seay
Moved asset to new folder and fixed deprecated node
Change 3023429 on 2016/06/22 by mason.seay
Disabled collision on proc mesh
Change 3023553 on 2016/06/22 by Jon.Nabozny
Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477.
#JIRA UE-31670
Change 3024669 on 2016/06/23 by James.Golding
Update PSD test assets (removing unused)
Change 3024864 on 2016/06/23 by Marc.Audy
Audio Threading!
Change 3024877 on 2016/06/23 by James.Golding
PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro)
Change 3024880 on 2016/06/23 by James.Golding
PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem)
Change 3024939 on 2016/06/23 by James.Golding
- Add SwingOnly options to OrientationDriver
- Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h
- Calculate gaussian radius per pose, not globally
Change 3024940 on 2016/06/23 by James.Golding
PoseAsset editor improvements
- Replace pose edit box with inline-editable style (with validation)
- Add filter highlight
- Show curve values for each pose when selected
- Add different background for curve list
- Filter box only searches pose list, moved location to indicate that
Change 3024949 on 2016/06/23 by James.Golding
Small update to PSD test AnimBP
Change 3025002 on 2016/06/23 by Ori.Cohen
Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate.
#JIRA UE-32219
Change 3025214 on 2016/06/23 by mason.seay
Updated Character Movement Map
Change 3025319 on 2016/06/23 by Ori.Cohen
Make sure changing skeletal mesh updates the bone index on body instances already created.
Change 3025435 on 2016/06/23 by Ori.Cohen
Fix welded bodies not updating their collision profile when calling SetCollisionProfile
#JIRA UE-32394
Change 3025581 on 2016/06/23 by mason.seay
Test asset for slicing procedural mesh
Change 3026483 on 2016/06/24 by Marc.Audy
Don't reschedule multiple times tick functions used as prerequisites
#jira UE-32414
Change 3026498 on 2016/06/24 by mason.seay
Updating blueprint for bug repro
Change 3026547 on 2016/06/24 by Thomas.Sarkanen
Fixed crash in FKismetDebugUtilities::GetWatchText()
Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html
Change 3026598 on 2016/06/24 by James.Golding
Double clicking on poses now toggles them between 1.0 and 0.0 strength
Change 3026768 on 2016/06/24 by Marc.Audy
Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings
#jira UE-32468
Change 3026802 on 2016/06/24 by Lina.Halper
#Pose Asset work
# additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it
- Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3
- When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1]
- Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp
# pose asset preview fix
- made sure it adds to curve, so you don't have to use delegate to apply
- PreviewOverride is now added to output curve, so we don't have to apply that curve later
- only reason of anim instance delegate is now for normal anim blueprint.
#pose asset change
- Curve extraction happens with ExtractContext, the output curve is stricly output curve
- Pose Asset supports Shrink now, but only shrink if full pose
- Added PoseHandler to handle most of common stuff between different pose nodes
- Still have to work on how to update pose asset - wip
- todo: clean up single node player to handle pose asset in a function
#code review:Martin.Wilson, James.Golding
Change 3026978 on 2016/06/24 by Lina.Halper
- Delete DrivePose Curve type
- Renamed TriggerEvent to DriveAttribute for consistency
- Replaced drive pose to drive attribute
- right now it can't have 0 curve type flags, so everything is DriveAttribute
#code review: James.Golding, Martin.Wilson
Change 3027113 on 2016/06/24 by mason.seay
Test Pose Assets
Change 3027454 on 2016/06/24 by Aaron.McLeran
UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize
https://answers.unrealengine.com/questions/441080/audio-crash.htmlhttp://crashreporter/Crashes/Show/5689478
Change 3027519 on 2016/06/24 by Lina.Halper
Reverted FTransform name change as that causes compile errors due to lack of deprecated messages
- not worth to keep the old functions and add new one
#code review: Martin.Wilson
Change 3027887 on 2016/06/25 by Lina.Halper
Fix clang build warning
Change 3028703 on 2016/06/27 by Lukasz.Furman
gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active
#ue4
Change 3028792 on 2016/06/27 by Lukasz.Furman
compilation fix for gameplay debugger
Change 3028950 on 2016/06/27 by Lukasz.Furman
compilation fix for gameplay debugger
Change 3029003 on 2016/06/27 by Ori.Cohen
Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation
Change 3029019 on 2016/06/27 by Lina.Halper
Update pose from source asset
Change 3029094 on 2016/06/27 by Marc.Audy
If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true.
Change 3029308 on 2016/06/27 by Jeremy.Ernst
-adding test animation for PSD node. Has morphs built in to compare against driver result
Change 3029372 on 2016/06/27 by Marc.Audy
Fix compile error after merge
Also just fix the logic to be explicit rather than using suppression for static analysis warning
Change 3029493 on 2016/06/27 by Ori.Cohen
Move PhysicsAsset.h out of public engine header.
Change 3029550 on 2016/06/27 by Lina.Halper
Fix crash with Nan when additive blending of poses\
Change 3029659 on 2016/06/27 by Aaron.McLeran
Adding new minor feature to add new concurrency mode
- stop by lowest priorty but prevent new rather than stop oldest.
Change 3029673 on 2016/06/27 by Aaron.McLeran
#JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found.
Implementation in CL 3024124
Change 3030470 on 2016/06/28 by Ori.Cohen
Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING
#JIRA UE-32561
Change 3030586 on 2016/06/28 by Lina.Halper
Preview curve fix from anim curve viewer
#code review: Martin.Wilson
Change 3031054 on 2016/06/28 by Aaron.McLeran
#jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework
Change 3031535 on 2016/06/28 by mason.seay
Re-saving concurrency asset
Change 3031691 on 2016/06/28 by Marc.Audy
Fix stat sounds not turning on correctly unless a sort was specified
#jira UE-32597
Change 3031883 on 2016/06/28 by Zak.Middleton
#ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments.
Change 3031898 on 2016/06/28 by Zak.Middleton
#ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes).
#udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html
Change 3032539 on 2016/06/29 by Marc.Audy
Don't destroy AudioDevices before draining audio commands and stopping audio thread
#jira UE-32611
Change 3032633 on 2016/06/29 by Marc.Audy
In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic.
#jira UE-32574
Change 3032644 on 2016/06/29 by Lina.Halper
- Fixed issue where pose node evaluator doesn't show up in the menu with asset
- it showed twice of pose node (none) - jira UE-32358
- Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly
- jira UE-32359
- support create pose menu from create asset - UE-32596
- added create pose asset from current pose
- update source should refresh list - UE-32576
- fixed blendspace to be in the blendspaces category
Change 3032847 on 2016/06/29 by Tom.Looman
Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics.
Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison.
#jira UE-32103
Change 3033124 on 2016/06/29 by Jon.Nabozny
Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated.
#JIRA: UE-13673
Change 3033155 on 2016/06/29 by Lina.Halper
- montage is playing and montage is pure
- made montage parameter to be mostly const (except play), and made it consistently pointer
Change 3033157 on 2016/06/29 by Lina.Halper
Check in missing file
Change 3033456 on 2016/06/29 by Lukasz.Furman
fixed path following changes broken by merge
#ue4
Change 3033956 on 2016/06/30 by bruce.nesbit
PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87)
#test PIE
Change 3034019 on 2016/06/30 by Benn.Gallagher
Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance.
Caveats:
- Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance.
#jira UEFW-1
Change 3034085 on 2016/06/30 by Benn.Gallagher
Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together.
Change 3034162 on 2016/06/30 by Martin.Wilson
Refactor bone reference widget so that selection tree can be used seperately
Change 3034205 on 2016/06/30 by Lina.Halper
#ANIM: fix issue with addiitve blending with non-full weight applying wrong scale
#jira: UE-32643, UE-32593
Change 3034339 on 2016/06/30 by James.Golding
Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab
Change 3034426 on 2016/06/30 by Martin.Wilson
CIS Fix
Change 3034629 on 2016/06/30 by Lina.Halper
Support non-zero curves to be stippred out upon importing
Change 3035863 on 2016/07/01 by Marc.Audy
When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0
#jira UE-31344
Change 3035916 on 2016/07/01 by Jon.Nabozny
Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124
Change 3035973 on 2016/07/01 by Lukasz.Furman
fixed hash function for FRecastDebugPathfindingNode
#ue4
Change 3036024 on 2016/07/01 by Zak.Middleton
#ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache().
Change 3036157 on 2016/07/01 by Marc.Audy
Protect against running commands on game thread when the audio device has already been freed
#jira UE-32611
Change 3036178 on 2016/07/01 by Marc.Audy
Don't bitpack the gamethread specific boolean.
Change 3036906 on 2016/07/04 by bruce.nesbit
Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE)
#tests Compiled
Change 3036929 on 2016/07/04 by James.Golding
UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw
Change 3036930 on 2016/07/04 by James.Golding
UE-30414 Move constraint warnings to Message Log
Change 3036931 on 2016/07/04 by James.Golding
PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus)
Change 3037123 on 2016/07/04 by Ori.Cohen
Added physical animation preview in PhAT as well as physical animation profiles.
Change 3037420 on 2016/07/05 by Jurre.deBaare
Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds)
#jira UE-32771
Change 3037702 on 2016/07/05 by Thomas.Sarkanen
Copying change 3037701 from Release-4.12:
Fixed crash when viewing uncompressed animation
Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor.
#jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona
Change 3037837 on 2016/07/05 by Marc.Audy
sound stats will now still be displayed when creating a new audio device
#jira UE-32743
[CL 3038035 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028439 on 2016/06/27 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3028090
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3027952 on 2016/06/26 by Jurre.deBaare
- Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling
- Readded landscape/volume culling for in-engine static mesh merging path
- Fixed issue with r.HLOD force -1 (now stops forcing hlods)
- Marked hlodcullingvolume as experimental
- Added Landscape culling flag + precision level
#codereview Michael.Noland
#rb Michael.Noland
#tests build clusters locally/cloud + landscape culling tests
Change 3027702 on 2016/06/25 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3027698
#RB:none
#Tests:none
Change 3027312 on 2016/06/24 by Daniel.Lamb
Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages.
#rb Peter.Sauerbrei
#test QA game launch on and cook by the book + cook on the fly paragon
Change 3027165 on 2016/06/24 by Daniel.Lamb
Fix compiler warnings from cvars changes.
#rb none
#test cook paragon
Change 3026900 on 2016/06/24 by Daniel.Lamb
Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function.
#rb Marcus.Wasmer
#test Cook on the fly paragon
#codereview Rolando.Caloca
Change 3026874 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
fix distortion in particle macro UVs with camera movement
#rb frank.fella
#tests PC Editor/Game
Change 3026494 on 2016/06/24 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3026460
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3026381 on 2016/06/24 by Graeme.Thornton
Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon
#rb simon.tovey
#codereview dmitry.rekman
#tests pc cooked client/server, golden path
Change 3025760 on 2016/06/23 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3025687
#RB:none
#tests:none
#ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3025661 on 2016/06/23 by Mieszko.Zielinski
Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4
#rb Lukasz.Furman
#test golden path
Change 3025359 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#online,externalui,ps4
- expose access to reset cookies before invoking embedded web browser
- fixed not capturing resulting Url when PS4 browser is closed
#rb none
#tests ps4
#ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3025184 on 2016/06/23 by Lina.Halper
Fix crash with morphtargets
#jira: OR-24257
#rb: Rolando.Caloca
#tests: switching mesh with different morphtargets in editor
Change 3024714 on 2016/06/23 by Lukasz.Furman
added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in games started with -LogBotGame param
#rb Mieszko.Zielinski
#tests server game with and without LogBotGame cmdline
Change 3024709 on 2016/06/23 by Daniel.Lamb
Added support for async save when saving seperate bulk data file.
Added mb saved to cooking package stats.
#rb Andrew.Grant,Wes.Hunt
#test Cook Paragon
Change 3024674 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-28 to Main (//Orion/Main)
#online,identity,ps4
- add psplus flag to online account after privilege check
#rb none
#tests ps4 login flow
#ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3024510 on 2016/06/23 by Graeme.Thornton
Added more info to the dumpparticlesystems exec command output
#rb simon.tovey
#tests cooked pc client, golden path
Change 3024504 on 2016/06/23 by Graeme.Thornton
Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb)
#rb robert.manuszewski
#tests windows cooked client, golden path
Change 3024213 on 2016/06/22 by Ryan.Gerleve
Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it.
Added an ensure before a check that would fail in this case so we'll know if it happens again.
#tests replays
#rb john.pollard
Change 3024127 on 2016/06/22 by John.Pollard
Bulk merge using Dev-Networking_->_Dev-General_(Orion)
3002989
Add ability to skip missing/changed properties in FFastArraySerializer
3003072
Fix crash related to new replay backwards compatibility changes
3008097
Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache
3009684
Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout
* Adds ability to track missing/changed custom delta properties names
* Adds ability to track missing/changed RPC's
3013455
Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility
* We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date
* No longer factor in parameters when building checksum for RPC's
* Save FNetFieldExport handle for FClassNetCache fields
* Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value)
* Lots of cleanup and sanity checking improvements
3018078
Optimize replay checkpoints
* Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties
* When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation
* To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint
3021196
Fix issue with Fast tarray exporting package map info during checkpoints
* Add ability to save and restore package map ack status
* Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint
* No longer queue up reliable bunches on ack list for internal ack connections
3024033
Prune the cached change list before using when saving out checkpoints
* Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist
3024034
Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream
#rb RyanG
#tests Replays
Change 3024021 on 2016/06/22 by Dmitry.Rekman
Fix PS4 build.
#rb Michael.Noland
#tests none
#codereview Michael.Noland, Dan.Youhon, Sammy.James
Change 3023734 on 2016/06/22 by Lukasz.Furman
added replication for input events and tool state for both gameplay debugger categories and extensions
#ue4
#rb Mieszko.Zielinski
#tests PIE, server game
Change 3023708 on 2016/06/22 by Dmitry.Rekman
Add a separate macro for a poison malloc proxy usage.
#rb Michael.Noland
#codereview Michael.Noland, Gil.Gribb
#tests Compiled OrionServer-Linux-Debug, ran it
Change 3023670 on 2016/06/22 by Nick.Darnell
Home screen - Fixing safezones on the homescreen. Adding a scale option to the XP_Fill widget. Adding better animations to the tiles. Showing subtitles again. Hero XP summary widget now takes you to that hero.
#rb none
#tests PIE
Change 3023632 on 2016/06/22 by Dmitry.Rekman
Fix incorrect matching condition in comments.
#rb none
#tests Compiled OrionServer-Linux-Debug
#codereview Michael.Noland
Change 3023475 on 2016/06/22 by Rolando.Caloca
O - Back out changelist 3022847 as it broke SSS on PC
#rb none
#tests re-run editor on PC
Change 3023178 on 2016/06/22 by Michael.Noland
Engine: Added system memory and % of time spent hitching to analytics
#rb bob.tellez
#tests Tested a match in Paragon
Change 3022963 on 2016/06/22 by Mieszko.Zielinski
Fixed a subtle navigation repathing bug #UE4
While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation.
#rb Lukasz.Furman
#test golden path
Change 3022865 on 2016/06/22 by David.Ratti
gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects
#rb none
#tests ability system sample project
Change 3022847 on 2016/06/22 by Rolando.Caloca
O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled
#rb Marcus.Wassmer
#codereview Marcus.Wassmer, Brian.Karis
#tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin
Change 3022804 on 2016/06/22 by Mieszko.Zielinski
Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4
Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT
#rb Lukasz.Furman
#test golden path
Change 3022674 on 2016/06/22 by Robert.Manuszewski
Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz:
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
#jira OR-23997
#rb me
#tests Golden path in editor build, selecting Venus
Change 3022405 on 2016/06/21 by Ryan.Gerleve
Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received.
#rb john.pollard
#tests bug repro
Change 3022387 on 2016/06/21 by Ryan.Gerleve
Added the ability to disable ticking of individual worlds.
#tests golden path
#rb john.pollard
#codereview marc.audy
Change 3022312 on 2016/06/21 by Nick.Darnell
Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases. The XP ovewview panels now have a basic support for account and hero progression. Hero one shows the last hero you played, widget is invisibile until you play your first game. The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy. Weekly quests now show the weekly quests screen when clicked. OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input.
#rb none
#tests PIE
Change 3022207 on 2016/06/21 by Wes.Hunt
Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%.
#rb none
#tests run windows server with one bot connecting and checking analytics version is what is expected.
Change 3021808 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000
#rb none
#tests compile run ps4
#ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021663 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - CancelFindSessions() didn't null out search result
- future FindSession() calls would fail with "search in progress"
#rb joe.wilcox
#tests UT matchmaking
#ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021508 on 2016/06/21 by Marcus.Wassmer
Remove anti-ghosting AA for now.
Causes dithered transparency to be very wrong (Dekker shoulders)
And also a border around all characters of 'noisy fuzz' even when they are not moving
#rb none
#test PC/PS4
#codereview Brian.Karis,Jordan.Walker
Change 3021475 on 2016/06/21 by Marcus.Wassmer
Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664)
unified some code for easier maintainance, fixed missing multiply from former change
#rb none
#test PS4/PC agora
Change 3021468 on 2016/06/21 by Michael.Noland
Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed
#rb ori.cohen
#tests Compiled changes, will provide more information when issue reoccurs in build machine cooks
#jira OR-24082
Change 3021460 on 2016/06/21 by Michael.Noland
Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output
#rb bob.tellez
#tests Tested a match in Paragon
#codereview dmitry.rekman
Change 3021368 on 2016/06/21 by Marcus.Wassmer
Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used.
#rb rolando.caloca
#test agora with/wo new config
#codereview brian.karis
Change 3021119 on 2016/06/21 by David.Ratti
Make -notimeouts work during initial connecting phase
#codereview John.Pollard
#rb none
#tests pie agora
Change 3021048 on 2016/06/21 by David.Ratti
minor tweaks to gameplay cues:
-Descriptions of engine GC notify classes
-Added 'auto attach to owner' flag on actor notify class.
#rb none
#test ability system sample project
Change 3020694 on 2016/06/20 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3020301
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#CodeReview: cody.haskell
Change 3020624 on 2016/06/20 by Michael.Noland
Engine: Pushing more fps chart analytics up to engine level code from Paragon
Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks
#rb Bob.Tellez
#tests Golden path Solo VS AI in Paragon and forced a match
#codereview bob.tellez, peter.knepley
Change 3020181 on 2016/06/20 by Dmitry.Rekman
Re-do allowing allocations in NullRHI (OR-24029).
- Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926.
#rb none
#codereview Marcus.Wassmer, Andrew.Grant
#tests none
Change 3020139 on 2016/06/20 by Ryan.Gerleve
Added ability to pause replay recording while keeping the current replay open.
#rb john.pollard
#tests paused deathcam recording while disabled
Change 3019817 on 2016/06/20 by Dmitry.Rekman
Poison allocated/freed memory in Debug and Development (non-editor) configs.
- With this Paragon client may be more likely to crash on start.
#rb Steve.Robb
#codereview Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb
#tests Built Linux server and Windows client, ran them, also built Windows Orion editor.
Change 3019599 on 2016/06/20 by Rolando.Caloca
O - Fix flickering on heroes with morph targets
#rb Marcus.Wassmer
#tests Load Agora_P
#jira OR-23866
Change 3019581 on 2016/06/20 by Wes.Hunt
Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging)
#rb Chris.Wood
#tests none
Change 3019524 on 2016/06/20 by David.Ratti
call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly
#rb none
#tests golden path
Change 3019406 on 2016/06/20 by Marcus.Wassmer
Duplicate 3014956 from Dev-Rendering
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
#rb none
#test none
#codereview Jordan.Walker
Change 3019371 on 2016/06/20 by Graeme.Thornton
Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon.
#rb robert.manuszewski
#tests tested with cooked pc client + server
Change 3018492 on 2016/06/17 by Laurent.Delayen
FBoneReferenceCustomization: support editing properties in AnimBP defaults.
#rb none
#tests: Sword.
Change 3017974 on 2016/06/17 by Ryan.Gerleve
Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled.
#rb cody.haskell
#tests settings menu, enabled and disabled deathcam
Change 3017913 on 2016/06/17 by Robert.Manuszewski
Fixing leaked log archive.
#rb Steve.Robb
#tests Cooked Win64 client + server
Change 3017873 on 2016/06/17 by Daniel.Lamb
Fix warning in diff cooked build.
#test none
#rb none
Change 3017676 on 2016/06/17 by Sam.Zamani
#online,identity,mcp
fix for uninitialized variable
#rb dmitry.rekman
#tests none
Change 3017671 on 2016/06/17 by Robert.Manuszewski
Fxied and improved log message when cluster assumptions are violated.
#rb Steve.Robb
#tests Win64 client + server (cooked) golden path
Change 3017358 on 2016/06/16 by Nick.Atamas
Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets.
#rb none
#test PIE
Change 3017242 on 2016/06/16 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3017179
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3017237 on 2016/06/16 by Dmitry.Rekman
Fix accessing uninitialized field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant, Ori.Cohen
#tests Compiled and ran Linux server.
Change 3017236 on 2016/06/16 by Dmitry.Rekman
Initialize missed field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant
#tests Compiled and ran Linux server.
Change 3017186 on 2016/06/16 by Dmitry.Rekman
Linux: Add hooks for libcrypto memory functions.
- Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it.
- This change a) redirects these allocations to use UE's malloc b) initializes it with zeros, avoiding valgrind's warnings.
- This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later).
#rb Michael.Noland, Rob.Cannaday (original version)
#codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani
#tests Compiled Linux server and ran it.
Change 3017037 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Merging content fix for driver crash from Release-27
#ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016838 on 2016/06/16 by Alexis.Matte
#jira UE-31901 fix to export all blueprint component to obj
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#test export a blueprint containing multiple staticmesh component to obj
Change 3016629 on 2016/06/16 by Dmitry.Rekman
Make Binned default on Linux non-editor builds.
#codereview Andrew.Grant
#rb none
#tests none
Change 3016615 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Temporarily disabling jemalloc for Linux
#rb #tests none
[CodeReviewed] Dmitry.Rekman
#ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016566 on 2016/06/16 by Michael.Noland
Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge
#codereview andrew.grant
#rb dan.hertzka
#tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared
Change 3016521 on 2016/06/16 by Ryan.Gerleve
Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam.
Includes the following CLs from Dev-Networking:
2997908
2998001
2998832
2999054
2999057
2999749
3000051
3001361
3001365
3004958
3009972
3009973
And this CL from //UE4/Main:
3015528
#tests golden path, replays
#rb john.pollard
Change 3016503 on 2016/06/16 by Brian.Karis
Fixed uninitialized variables on particle lights. Fixes hair shading.
#rb none
#tests editor
Change 3016429 on 2016/06/16 by Max.Chen
Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386.
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3016356 on 2016/06/16 by Lina.Halper
- Fix crash on rampage morphtarget
Merging using //UE4/Dev-Framework_to_//Orion/Dev-General
- this is dupe change from Dev-Framework
#jira: https://jira.ol.epicgames.net/browse/OR-23194
#rb: Ori.Cohen
#tests: editor/pie spawn as rampage's alt skin
Change 3015696 on 2016/06/15 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3015646
This re-unifies our build pipeline. Fingers crossed. (only 6 files are actually different)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3015642 on 2016/06/15 by Mieszko.Zielinski
Fixes to multiple reasons AI bots were getting stuck #Orion
#rb Lukasz.Furman
#test golden path
Change 3015622 on 2016/06/15 by Mieszko.Zielinski
fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4
#rb Lukasz.Furman
#test golden path
Change 3015514 on 2016/06/15 by Uriel.Doyon
Fixed GlobalMipBias not affecting max texture resolution.
This fix is implemented differently in Dev-Rendering in CL 301498.
#jira OR-23511
#rb marcus.wassmer
#test played game with different quality settings
Change 3015258 on 2016/06/15 by Lina.Halper
Fix crash with recursive reference between two assets
#rb: Ori.Cohen
#tests: Sword
Change 3014988 on 2016/06/15 by Wes.Hunt
Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector.
#rb daniel.lamb
#tests compile Orion
Change 3014962 on 2016/06/15 by Olaf.Piesche
Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters.
#rb simon.tovey
#tests PC editor game
Change 3014958 on 2016/06/15 by Laurent.Delayen
Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule.
This ensures that when the capsule is in view, the mesh will remain updated.
#rb Michael.Noland
#test Sword ultimate from another player's view.
Change 3014833 on 2016/06/15 by Laurent.Delayen
Fix for Base Heroes having their locomotion blendspace broken.
#rb Thomas.Sarkanen
#codereview Thomas.Sarkanen
#tests Gadget networked PIE
Change 3014688 on 2016/06/15 by Nick.Darnell
UMG - Fixing IsHovered on UUserWidgets. SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool.
#rb none
#tests PIE
Change 3014325 on 2016/06/15 by Marcus.Wassmer
Duplicate 3012706:
Scalability CVAR for ContactShadows
#rb john.billon
#test flip cvar in editor.
Change 3014230 on 2016/06/15 by Robert.Manuszewski
Fix potentially missing log output when serializing text of length equal to the async log writer buffer size.
#rb Steve.Robb
#tests Tested in editor build (client + server)
Change 3013913 on 2016/06/14 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Updating from DMM (updated from 27.1MM)
#RB:none
#Tests:compiled
#ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3013437 on 2016/06/14 by Simon.Tovey
Speculative fix for OR-23158
Couldnt' repro NANs but did see it reading garbage.
Reinstated the check that direct accesses for particles in a zero size emitter will return null.
Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters.
#tests GoldenPath, No broken fx and no more reading garbage.
#rb Olaf.Piesche
Change 3013063 on 2016/06/14 by Jason.Bestimt
#ORION_DG - Unclog robomerge from DMM Merge
#RB:none
#tests:none
Change 3012936 on 2016/06/14 by Rob.Cannaday
Fix for multiple account login not kicking previous logins
Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith
#jira FORT-25452
#rb sam.zamani
#tests multiple account login, frontend only
Merge from FN CL 3011647, plus fixing one other location expecting "application/json"
Change 3012696 on 2016/06/14 by Max.Chen
Sequencer: Select actors for corresponding selected keys or sections.
Copy from Dev-Sequencer
#jira UE-30727
#tests Load up AnnounceMaster and select keyframes
#rb none
Change 3012691 on 2016/06/14 by Max.Chen
Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip.
Copy from Dev-Sequencer
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3012690 on 2016/06/14 by Andrew.Grant
Removed Linux work-around for memory stomp alignment
#rb none
#tests compiled
Change 3012687 on 2016/06/14 by Max.Chen
Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time.
Copy from Dev-Sequencer
#rb none
#tests Load up AnnounceMaster and played through sequence
Change 3012627 on 2016/06/14 by Mieszko.Zielinski
Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4
#rb none
#test golden path
Change 3012615 on 2016/06/14 by Mieszko.Zielinski
Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4
#rb Lukasz.Furman
#test golden path
Change 3012572 on 2016/06/14 by Dmitry.Rekman
Fix realloc with non-default alignment in jemalloc (OR-23541).
- Removed obsolete check(), the code was already there since CL 1834526.
#rb none
#codereview Andrew.Grant, Robert.Manuszewski
#tests none
Change 3012481 on 2016/06/14 by David.Ratti
ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class
#rb none
#tests ability system sample project
Change 3012457 on 2016/06/14 by Andrew.Grant
Un-fix misaligned memory-stomp fix for Linux
#rb none
#tests compiled
Change 3012320 on 2016/06/14 by Graeme.Thornton
Fixes for MemoryAnalyser2 solution
- Upgraded to VS 2015
- Clean up solution configurations. Only leave "Any CPU"
- Switch project to build with "Any CPU" rather than "x64".
Reimplementation of CL 3012221 from Dev-Core
#rb robert.manuszewski
#tests opened the main window form correctly in visual studio
Change 3012316 on 2016/06/14 by Thomas.Sarkanen
Fix copying non-POD structs in the fast path
Prevents double-deletions of TArrays etc.
#jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path
#tests Played PIE & died as Sword in OrionEntry, Exited PIE.
#rb Martin.Wilson
Change 3012187 on 2016/06/14 by Graeme.Thornton
Corrected error message when not specifying linux server device command line correctly in UAT
#rb Dmitry.Rekman
#tests Checked error message was useful when wrong command line was specified
Change 3012026 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3011936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3011969 on 2016/06/13 by Brian.Karis
Tweaks for hair
Change 3011638 on 2016/06/13 by Andrew.Grant
Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp).
Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor
#codereview Dave.Ratti, John.Pollard
#rb none
#tests Ran with/without memstomp
Change 3011575 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3011414
NOTE - Card data was altered. Shame shame shame. Not authoritative in DUI
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 3011552 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3011462 on 2016/06/13 by Alexis.Matte
#jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add.
#rb nick.darnell
#codereview Robert.Manuszewski
#test export a obj file and verify all object are exported in maya or max
Change 3011424 on 2016/06/13 by Martin.Wilson
Hack out fastpath anim bp code until heap corruption issue can be fixed.
#rb Laurent.Delayen
#tests Persona + PIE
Change 3011191 on 2016/06/13 by Mieszko.Zielinski
Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4
#rb none
#test golden path
Change 3011138 on 2016/06/13 by Mieszko.Zielinski
Switched bots over from travel mode to sprinting #Orion
#rb Lukasz.Furman
#test golden path
Change 3011075 on 2016/06/13 by David.Ratti
Default GameplayAbility instancing policy to InstancePerExecution
#rb BenZ
#tests compile
Change 3011051 on 2016/06/13 by David.Ratti
Add missing include so GameplayAbilitySet.h can be included on its own.
#rb none
#tests compile
Change 3010968 on 2016/06/13 by Mieszko.Zielinski
Fixed console variables crashing on "" string #UE4
#rb Lukasz.Furman
#codereview Martin.Mittring
#test PIE
Change 3010888 on 2016/06/13 by Alexis.Matte
#jira OR-23301 Close the OS handle when closing the FAsyncWriter.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski
#test try to export a obj file
Change 3010239 on 2016/06/11 by Michael.Noland
UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267]
#jira UE-31570
#tests Compiled some blueprints
#rb none
Change 3009870 on 2016/06/10 by Wes.Hunt
Remove logging of analytics payloads from dedicated servers #jira UE-31858
#codereview:dmitry.rekman
#rb none
#tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster.
Change 3009599 on 2016/06/10 by Michael.Noland
Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner)
#tests Verified in the output of the help command
#rb none
#rn
Change 3009559 on 2016/06/10 by Marcus.Wassmer
Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results. Set SceneColorFormat to 2 on PS4 and lowspec PC. All in all saves .3-.5ms on PS4 and improves temporalAA ghosting.
#rb Brian.Karis
#test Agora PS4 / PC
Change 3009525 on 2016/06/10 by David.Ratti
Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path.
#rb none
#tests object libraries in paragon
Change 3009228 on 2016/06/10 by David.Ratti
remove world check. Can be triggered in editor with PIE
#rb none
#tests pie
Change 3009050 on 2016/06/10 by Dmitry.Rekman
Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance.
- Fixes by BenM.
#rb none
#codereview Ben.Marsh
#tests Compiled OrionEditor on Linux.
Change 3008973 on 2016/06/10 by Marcus.Wassmer
Fix Windualshock on VS2015
#rb Rolando.Caloca
#test PS4 controller on VS2015 build
Change 3008970 on 2016/06/10 by David.Ratti
Fix warning about minimal replication tag count
-Made bit count a config setting. Bumped to 5
-Minor optimization to UAbilitySystemGlobals::Get()
#rb none
#tests goldne path, pie
Change 3008478 on 2016/06/09 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3008469
#RB:none
#Tests:none
Change 3008416 on 2016/06/09 by Andrew.Grant
Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun
#review-3008417 Ben.Marsh, Justin.Sargent
#rb none
#tests BuildCookRun with config
Change 3008286 on 2016/06/09 by Dmitry.Rekman
Add LinuxClient target platform.
#rb none
#tests Compile OrionEditor on Linux.
#codereview Brad.Angelcyk, Ben.Marsh
Change 3007978 on 2016/06/09 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3007507
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith
#ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3007771 on 2016/06/09 by Laurent.Delayen
Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node.
#rb martin.wilson
#codereview martin.wilson
#tests Sword Leap.
Change 3007436 on 2016/06/09 by David.Ratti
change designer facing parameter name
#rb none
#test compile
Change 3007408 on 2016/06/09 by David.Ratti
WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events
#rb danY
#tests pie
Change 3007250 on 2016/06/09 by bruce.nesbit
Banner impact location fix. (OR-23179)
#rb none
#tests Game+PIE
Change 3007228 on 2016/06/09 by Ben.Marsh
BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph.
#rb none
#tests none
Change 3007225 on 2016/06/09 by Ben.Marsh
EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job.
Change 3006985 on 2016/06/08 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3006936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3006978 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3006926 on 2016/06/08 by Andrew.Grant
Merging //UE4/Main @ 300872 via //UE4/Orion-Staging
#rb none
#tests engine QA, orion qa smoke
Change 3006444 on 2016/06/08 by Ben.Marsh
BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead.
#rb none
#tests none
Change 3006389 on 2016/06/08 by Daniel.Lamb
Delay the processing of packages which aren't ready till the end of the cook.
This allows other packages to be processed sooner.
#rb Peter.Sauerbrei
#test cook orion.
Change 3006306 on 2016/06/08 by Michael.Noland
Rendering: Added FreezeRendering to the console autocomplete list
#rn
Change 3006305 on 2016/06/08 by Michael.Noland
HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example)
Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values:
-1: No maximum level (default)
0: Prevent ever showing a HLOD cluster instead of individual meshes
1: Allow only the first level of HLOD clusters to be shown
2+: Allow up to the Nth level of HLOD clusters to be shown
Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels
HLOD: Allowed r.HLOD console command to be used in Test configurations
HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger
HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code
#rn
#codereview jurre.debaare
#rb marc.audy
#tests Tested with various settings in Paragon and tried creating some new clusters in the editor
Change 3006304 on 2016/06/08 by Michael.Noland
Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first
#rb marc.audy
#tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon
Change 3006041 on 2016/06/08 by Andrew.Grant
Added buildidoverride to shipping whitelist
#rb none
#tests compiled and used param in shipping
Change 3005678 on 2016/06/08 by Ben.Marsh
Back out changelist 3004395
#rb none
#tests none
Change 3005265 on 2016/06/07 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3005120
#RB: none
#Tests: none
#ROBOMERGE-SOURCE: CL 3005250 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3005081 on 2016/06/07 by Daniel.Lamb
Reworked the way packages which are renamed on load are added to the cooked package list.
Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory).
#rb Andrew.Grant, Marcus.Wasmer
#test cook orion
Change 3004752 on 2016/06/07 by Daniel.Lamb
Requeue packages to the next package on the list instead of to the end of the list.
#rb Andrew.Grant
#test cook orion
Change 3004560 on 2016/06/07 by David.Ratti
Kill timelines, latent actions, timer when recycling gameplay cues
#rb danY
#tests pie
Change 3004559 on 2016/06/07 by David.Ratti
Object Library:
-Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets.
GameplayCue Editor:
-Fix issue with new notifies not showing up after being created through the GC Editor (until restart).
-Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once.
#rb none
#tests editor
Change 3004395 on 2016/06/07 by Ben.Marsh
BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job.
#rb none
#tests none
Change 3004164 on 2016/06/07 by David.Ratti
Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability.
#rb danY
#tests multi pie
Change 3003837 on 2016/06/07 by David.Ratti
Ability system engine work
-Default to /Game as search path for gameplay cues, if no explicit paths are set in the config.
#rb none
#tests ability sample project
Change 3002800 on 2016/06/06 by Marcus.Wassmer
Fix shader crash in PIE
#rb none
#test PIE
Change 3002657 on 2016/06/06 by Dmitry.Rekman
Do not copy to clipboard on crash if headless or on the wrong thread.
- Could result in crash handler crashing itself in some circumstances.
#rb none
#codereveiw Brad.Angelcyk
#tests Compiled Linux dedicated server and CrashReportClient.
Change 3002546 on 2016/06/06 by Daniel.Lamb
Improve cooking performance.
Allow cooker to save other packages opportunistically if main package is compiling shaders.
Allow cooker to load more packages if there aren't many packages to save.
#rb Josh.Adams
#test cook orion
Change 3002369 on 2016/06/06 by Marcus.Wassmer
Project setting for optional rendering features to reduce shader compile times.
# of shaders per material is reduced by ~30-40% depending on material
#rb Daniel.Wright
#test Editor with/without all options, cooked ps4.
Change 3002142 on 2016/06/06 by David.Ratti
Ability system engine level:
-Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified
-Fix crash when GameplayCue tag is not specified
#rb none
#tests sample ability system project, paragon
Change 3002106 on 2016/06/06 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#orion
- add support for code tokens which can be shared/redeemed
- refactor of existing friend founder's pack codes to be displayed in a generic way using code token info
- added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack
- added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code
- No longer differentiation between PC/PS4 friend codes
- "Share Friend Code" button will now process all available codes that can be issued instead of just 1
- updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type
[CodeReviewed]: david.nikdel, jason.bestimt
#rb david.nikdel
#tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes
#ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3001218 on 2016/06/05 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3001162
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3001200 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 2999508 on 2016/06/03 by jason.bestimt
#ORION_MAIN - Merge 27 @ CL 2999463
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 2999465 on 2016/06/03 by Robert.Manuszewski
Whitelisting more DLLs for injection.
#rb none
#tests none
Change 2999455 on 2016/06/03 by Lukasz.Furman
disabled path invalidation events for minions
#orion
#rb Mieszko.Zielinski
#tests PIE with additional debug logging
Change 2998488 on 2016/06/02 by Michael.Noland
Engine: Prevent forced drawing of spline components in Test configuration
#codereview james.golding
#tests Ran a cooked Test build on a map with splines in it
#rb david.ratti
#robomerge: main
Change 2997954 on 2016/06/02 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jon.lietz
OR-22425
no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active.
#RB Dave.Ratti
#Tests golden path
#ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2997750 on 2016/06/02 by Graeme.Thornton
Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption
Added -checkpak option for force a check of every mounted pak file
#rb robert.manuszewski
#tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error.
[CL 3031715 by Andrew Grant in Main branch]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3016173 on 2016/06/16 by Lukasz.Furman
fixed path updates in nested move tasks
#jira FORT-25742
Change 3015722 on 2016/06/15 by Bob.Tellez
#UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence
#JIRA OR-14102
Change 3015626 on 2016/06/15 by Bob.Tellez
#UE4 Experimental fix for hitches involving spinlocks in windows.
#JIRA FORT-25253
Change 3015473 on 2016/06/15 by Bob.Tellez
#UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines.
#JIRA FORT-25748
Change 3014721 on 2016/06/15 by Bob.Tellez
#UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate.
#JIRA FORT-25689
Change 3014323 on 2016/06/15 by Rob.Cannaday
When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party
#jira FORT-25407
#tests front end parties, being kicked from outpost lobby
Change 3013712 on 2016/06/14 by Bob.Tellez
#UE4 Fix DrawNetDriverDebug crash during map transitions
Change 3013418 on 2016/06/14 by Mark.Satterthwaite
Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
#jira FORT-24510
Change 3013394 on 2016/06/14 by Mark.Satterthwaite
Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe.
#jira FORT-24808
Change 3012977 on 2016/06/14 by Fred.Kimberley
Add a blueprint exposed function to evaluate an attribute from a given base value.
Change 3012755 on 2016/06/14 by Bob.Tellez
#UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe
#JIRA FORT-113
Change 3011948 on 2016/06/13 by Mark.Satterthwaite
Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions.
Change 3011659 on 2016/06/13 by Bob.Tellez
#UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag.
Change 3011647 on 2016/06/13 by Rob.Cannaday
Fix for multiple account login not kicking previous logins
Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith
#jira FORT-25452
#tests multiple account login, frontend only
Change 3011436 on 2016/06/13 by Nick.Cooper
#UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation
#jira FORT-23606
Change 3010411 on 2016/06/12 by Bob.Tellez
#UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps.
#jira FORT-113, FORT-22222
Change 3009885 on 2016/06/10 by Billy.Bramer
#jira FORT-25361
[FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses
- Fix some resultant bugs from swapping attributes to be struct-based:
- Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math
- Fix issue where subsequent changes to the aggregator's base value on the client would be lost
Change 3009514 on 2016/06/10 by Bob.Tellez
#UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes.
Change 3009197 on 2016/06/10 by Michael.Trepka
Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway
Change 3008392 on 2016/06/09 by Ben.Zeigler
#jira FORT-25244
Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable.
Change 3008106 on 2016/06/09 by Lukasz.Furman
fixed cutting corners near navmesh obstacles in detour crowd's string pulling
#jira FORT-24981
Change 3008039 on 2016/06/09 by Bob.Tellez
#UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded.
Change 3007864 on 2016/06/09 by Fred.Kimberley
Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects.
Change 3007682 on 2016/06/09 by Michael.Trepka
Re-enabled reverb on Mac
Change 3006971 on 2016/06/08 by Saul.Abreu
#fortnite
#jira FORT-25169
Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event.
Change 3006933 on 2016/06/08 by Chris.Gagnon
Fixed up all the Power levle widget use cases.
#Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924
Change 3006633 on 2016/06/08 by Dmitry.Rekman
Linux: propagate ensure message to the CR (FORT-23030).
- Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA.
#tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message
#jira FORT-23030
Change 3006036 on 2016/06/08 by Rob.Cannaday
Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server.
#jira FORT-18687
Change 3005216 on 2016/06/07 by Bob.Tellez
#UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works.
Change 3004857 on 2016/06/07 by Rob.Cannaday
Fix for incorrect reason displayed for inability to join party
#jira FORT-13517
Change 3004811 on 2016/06/07 by Michael.Trepka
Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures.
Change 3004553 on 2016/06/07 by Lukasz.Furman
fixed AnySpawners activating before navmesh unlock & rebuild
#jira FORT-25067
Change 3004083 on 2016/06/07 by Bob.Tellez
#UE4 Fixing GenerateApplicationPath for monolithic games.
Change 3003457 on 2016/06/06 by Bob.Tellez
#UE4 Add a little info to a warning about failing to load a file for streaming.
Change 3003256 on 2016/06/06 by Bob.Tellez
#UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac
Change 3003146 on 2016/06/06 by jonathan.lindquist
switching from a ceil and lerp technique to an if statement to provide better transform results.
Change 3002048 on 2016/06/06 by Daniel.Broder
Support for setting Scalar and Vector Materials by Index rather than by name on MIDs.
This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step.
#RB Stephan.Delmer
#CodeReview Bob.Tellez
#UE4 #ReleaseNote
Change 3001315 on 2016/06/05 by Daniel.Broder
Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly.
#RB Stephan.Delmer
Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once).
#CodeReview Ori.Cohen
#UE4 #Fortnite #BugFix
Change 3001001 on 2016/06/04 by Fred.Kimberley
Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type.
Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes.
Change 3000613 on 2016/06/03 by Sam.Spiro
#fort online 24747
Take change from SamZ to get connection change delegates firing correctly
Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed)
#RB Ben.Zeigler
Change 3000482 on 2016/06/03 by Rob.Cannaday
Fix problem where newly added friends don't recognize party invitations
#jira FORT-19415
From CL 2953432:
Ignore presence updates for local user with different resources
#jira OR-19929
#tests front end party invites
Change 2998044 on 2016/06/02 by Lukasz.Furman
fixed path box intersection test used to verify if hotspot is still required for updated path
#jira FORT-24422
Change 2997948 on 2016/06/02 by Eric.Newman
Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing
Change 2997660 on 2016/06/02 by Chris.Wood
Changed Linux server crash handler to force CRC log paths to match main engine log.
[UE-30259] - Some server crashes are missing from crashreporter database
Should allow us to have CRC logs uploaded to S3 along with main logs easily.
Change 2996702 on 2016/06/01 by Bob.Tellez
#UE4 You can now use Edit Asset on Level assets in the reference viewer.
Change 2996683 on 2016/06/01 by Tim.Tillotson
#fortnite
Fix analytics comments, changed a few NULL to nullptr, and removed stale code.
#JIRA FORT-23833
Change 2996548 on 2016/06/01 by Bob.Tellez
#Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon.
Change 2996322 on 2016/06/01 by Bob.Tellez
#UE4 Fix for specifying more than one ini override on the command line
Change 2996306 on 2016/06/01 by Bob.Tellez
#UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3.
Change 2995634 on 2016/06/01 by Jonathan.Lindquist
imrpoving the wind magnitude and noise texture
Change 2995249 on 2016/05/31 by Bob.Tellez
#UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook.
Change 2992135 on 2016/05/26 by Bob.Tellez
#UE4 extern for GuardedMain in LaunchLinux to fix nonunity
Change 2991912 on 2016/05/26 by jonathan.lindquist
moved a texture sample into a new grouping
Change 2991738 on 2016/05/26 by Bob.Tellez
#UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified.
Change 2991449 on 2016/05/26 by Lukasz.Furman
AI Ftests will now delay spawning until navmesh is ready
#fortnite
Change 2990705 on 2016/05/25 by Chris.Gagnon
New stats panel, upon stat changes there is a delta pop up.
New Squads Tab.
Navigation from nodes to squad slots working.
Added GetAnimationCurrentTime() to UMG Animation API.
#RB Fred.Kimberley, Saul.Abreu
Change 2990286 on 2016/05/25 by Bob.Tellez
#UE4 Fix logging error regarding max tag container replication size
Change 2990285 on 2016/05/25 by Bob.Tellez
#UE4 Fix for crash when using "ShowDebug Game" client side
Change 2989977 on 2016/05/25 by Lukasz.Furman
auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required
#fortnite
Change 2989174 on 2016/05/24 by Bob.Tellez
#UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet.
Change 2988571 on 2016/05/24 by Jonathan.Lindquist
submitting a fix for grass-like hierarchy layouts
Change 2985428 on 2016/05/20 by Bob.Tellez
Experimenting with making UGS CIS not rebuild UBT when incremental building.
Change 2985319 on 2016/05/20 by Bob.Tellez
#UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate.
Change 2985258 on 2016/05/20 by Billy.Bramer
- Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute
Change 2985157 on 2016/05/20 by Bob.Tellez
Experimenting with non-unity CIS
Change 2984664 on 2016/05/19 by Bob.Tellez
#UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged.
Change 2984663 on 2016/05/19 by Bob.Tellez
#UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable.
Change 2984613 on 2016/05/19 by Bob.Tellez
#UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors.
Change 2984508 on 2016/05/19 by Billy.Bramer
- Add constructors for the new struct based attribute
Change 2983883 on 2016/05/19 by Lukasz.Furman
disabled movement mode in EQS testing pawn to prevent it from falling at PIE start
#ue4
Change 2983770 on 2016/05/19 by Bob.Tellez
#UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool.
#JIRA FORT-24303
Change 2982306 on 2016/05/18 by Bob.Tellez
Also experimenting with not updating version files in UGS CIS.
Change 2982154 on 2016/05/18 by Lukasz.Furman
changed navwalking geometry conforming to use building prop special case
#jira FORT-24215
Change 2982019 on 2016/05/18 by Bob.Tellez
Trying out incremental CIS builds
Change 2981192 on 2016/05/17 by Bob.Tellez
#UE4 No longer staging movie files for dedicated server builds.
Change 2981023 on 2016/05/17 by Lukasz.Furman
added new mode for NavWalking geometry conforming: prefer height closer to current one
this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars
Change 2980578 on 2016/05/17 by Lukasz.Furman
added option for disabling path replan in crowd manager, turned it off in fortnite
this must be handled through path update events and corridor assignment or else hotspot detection will break
#jira FORT-24116
Change 2980364 on 2016/05/17 by Lukasz.Furman
unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings
#jira FORT-24045
Change 2980360 on 2016/05/17 by Lukasz.Furman
more detailed logs for using custom navlinks
#jira FORT-23990
Change 2979880 on 2016/05/16 by Bob.Tellez
#UE4 Raising scalability threshold for high end machines to adjust for modern hardware.
Change 2979522 on 2016/05/16 by Saul.Abreu
#fortnite
Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute.
Change 2977690 on 2016/05/13 by Daniel.Broder
Made most FBox functions FORCEINLINE to improve DebugGame performance.
#Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%.
#CodeReview Bob.Tellez
#UE4 #ReleaseNotes
Change 2977517 on 2016/05/13 by Daniel.Broder
Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%!
#CodeReview Bob.Tellez
#Fortnite Wind perf improvement in DebugGame builds.
#UE4 #ReleaseNote
Change 2974910 on 2016/05/11 by Bob.Tellez
#UE4 More graceful handling of export class names in string asset references.
Change 2974095 on 2016/05/11 by Bob.Tellez
#UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index.
Change 2973663 on 2016/05/11 by John.Abercrombie
[implemented by Ben.Marsh]
UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add:
<BuildConfiguration>
<PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory>
</BuildConfiguration>
Change 2972603 on 2016/05/10 by Saad.Nader
#Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst.
Change 2971741 on 2016/05/09 by Bob.Tellez
#UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook.
Change 2969838 on 2016/05/06 by Bob.Tellez
#Fortnite Added FN PS4 to build scripts
Change 2969542 on 2016/05/06 by Bob.Tellez
#UE4 Fixed a crash that involved renaming SCS nodes during compile on load.
#JIRA FORT-23754
Change 2969520 on 2016/05/06 by Billy.Bramer
- Fix missing virtual destructor now that the initter struct has virtual members
Change 2969467 on 2016/05/06 by Billy.Bramer
- Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game
- Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now)
- Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels
- Fix typos in the initter
- Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate
- Allow attribute init data to come from several curve tables instead of just one
- Remove reimport bindings from attribute metadata and global curve table, as neither was in use
Change 2969279 on 2016/05/06 by John.Abercrombie
Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused
Change 2966311 on 2016/05/04 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
(From //Orion/Dev-General CL 2963555)
Change 2966255 on 2016/05/04 by Bob.Tellez
#UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash.
#JIRA FORT-23604
Change 2966083 on 2016/05/04 by Bob.Tellez
#UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels.
Change 2965669 on 2016/05/04 by Nicholas.Davies
Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat
#OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher
#RB Antony.Carter
Change 2965316 on 2016/05/03 by Ben.Zeigler
#jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail
Manual merge of CL #2907874:
When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates.
This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case.
The fix is to add the request to the list when it is cancelled if we did not find it.
Change 2965164 on 2016/05/03 by Bob.Tellez
#UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP!
Change 2963754 on 2016/05/02 by Billy.Bramer
- Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss
- This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly)
Change 2962922 on 2016/05/02 by Lukasz.Furman
fixed gameplay debugger in "simulate in editor" mode
Change 2959860 on 2016/04/28 by David.Nikdel
#OGF #McpProfile
- Add Profile Write Lock support to client API
NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup
NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet.
#CodeReview: Ben.Zeigler
Change 2959810 on 2016/04/28 by Jonathan.Lindquist
A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question)
Change 2959336 on 2016/04/28 by Bob.Tellez
#UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage)
Change 2958942 on 2016/04/28 by Jonathan.Lindquist
Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes
Change 2958644 on 2016/04/27 by Jonathan.Lindquist
lowering default recursive steps
Change 2956612 on 2016/04/26 by Jonathan.Lindquist
A few new saftey measures
Change 2956197 on 2016/04/26 by Fred.Kimberley
Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator.
Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one.
Change 2955386 on 2016/04/25 by Jonathan.Lindquist
Fixed a ui bug related to the first time path geo generator is run
Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts.
Change 2955230 on 2016/04/25 by Billy.Bramer
- Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes
Change 2954899 on 2016/04/25 by Fred.Kimberley
Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes.
Change 2953511 on 2016/04/22 by Bob.Tellez
#UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec.
Change 2953496 on 2016/04/22 by Chris.Gagnon
When the console closes it now properly restores the viewports input state (both focus and capture).
Change 2952930 on 2016/04/22 by Lukasz.Furman
fixed behavior tree getting stuck on instantly finished gameplay tasks
#jira FORT-23041
Change 2951765 on 2016/04/21 by John.Abercrombie
Removed unused code when initializing attribute sets
Change 2951617 on 2016/04/21 by Jonathan.Lindquist
new elements to the grass shader to include wind influence
also adding a test model
and the latest version of canopy creator
Change 2950861 on 2016/04/21 by Jonathan.Lindquist
Submitting a new material for grass so that it may react to the wind
New wind test maps
Functions to support global wind
a new "fuzzy" mat functions
Adding wind to the rift portals
Change 2950725 on 2016/04/20 by Bob.Tellez
Fixups for non NewEC in GetLastSucceededCL
Change 2950695 on 2016/04/20 by Bob.Tellez
Adding a small helper function to get the last succeeded CL of a given node.
Change 2950616 on 2016/04/20 by Maury.Mountain
hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots
Change 2950207 on 2016/04/20 by Bob.Tellez
#UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map.
Change 2950162 on 2016/04/20 by Lukasz.Furman
fixed processing of repath requests, added infinite loop protection
#jira FORT-23090
Change 2949974 on 2016/04/20 by Lukasz.Furman
another batch of fixes for hotspot tasks getting out of sync:
abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed
Change 2949923 on 2016/04/20 by Rob.Cannaday
FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown
#tests PIE start game / shutdown
Change 2949210 on 2016/04/19 by Bob.Tellez
#UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally.
#JIRA FORT-23024
Change 2947381 on 2016/04/18 by Rob.Cannaday
Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe
#jira FORT-22861
#tests front end partying
Change 2945301 on 2016/04/15 by Michael.Trepka
Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind
Change 2944422 on 2016/04/14 by Michael.Trepka
Fixed Mono compile errors in UAT
Change 2944375 on 2016/04/14 by Fred.Kimberley
Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag.
Change 2944040 on 2016/04/14 by Michael.Trepka
Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick
Change 2943864 on 2016/04/14 by Lukasz.Furman
fixed initialization order of gameplay debugger replicators on client
#jira FORT-22885
Change 2943228 on 2016/04/13 by Bob.Tellez
#UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type.
Change 2942303 on 2016/04/13 by Daniel.Broder
Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything.
#RB Bob.Tellez
#UE4
Change 2941919 on 2016/04/13 by Jonathan.Lindquist
Adding a new maxscript that allows artists to procedurally generate trees.
Change 2941816 on 2016/04/13 by Saul.Abreu
Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs.
Change 2941752 on 2016/04/12 by jonathan.lindquist
adding a new function to optimize trees and fix a few issues
Change 2941519 on 2016/04/12 by Jonathan.Lindquist
submitting a new warning regarding file unit types
Change 2940980 on 2016/04/12 by John.Abercrombie
Turned Graphs off by default in the Visual Logger
Change 2940134 on 2016/04/11 by Billy.Bramer
- Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported
- Change row struct combo box on the data table importer to be sorted alphabetically
Change 2938828 on 2016/04/08 by David.Hunt
#FN || Economy Rebuild
Updating several code references to items and item paths that no longer exist, with Bob's help.
This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed.
#CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello
Change 2938675 on 2016/04/08 by Lukasz.Furman
fixed gameplay debugger displaying paths of killed pawns
#fortnite
Change 2938426 on 2016/04/08 by Rob.Cannaday
Implement new command line party invitation format into Fortnite
#jira FORT-22685
#tests launch with command line party invite
Integrate CLs 2908339 and 2917498 from Orion
Change 2938367 on 2016/04/08 by Billy.Bramer
- Mark the reimport data table factory with UNREALED_API for external use
- Change CSVImportFactory to respect the class of existing data being reimported upon
Change 2937319 on 2016/04/07 by Lukasz.Furman
improved gameplay task info in gameplay debugger tool
Change 2937178 on 2016/04/07 by Lukasz.Furman
fixed aborting undermine tasks when player becomes reachable
#jira FORT-22240, FORT-22077
Change 2937166 on 2016/04/07 by Saul.Abreu
Fixed redundant typename in TPair that was causing clang compilation errors.
Change 2937093 on 2016/04/07 by Saul.Abreu
#fortnite
Made ElementSetType protected again in the Map family.
Change 2937044 on 2016/04/07 by Saul.Abreu
Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types.
Change 2936940 on 2016/04/07 by Bob.Tellez
#UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile.
Change 2936696 on 2016/04/07 by Bob.Tellez
#UE4 Blueprint names are once again part of Blueprint compile log messages.
Change 2936572 on 2016/04/07 by Lukasz.Furman
added more debug logs for tracking rare NaN error in player movement
#jira FORT-19426
Change 2934892 on 2016/04/06 by Lukasz.Furman
fixed updating hotspot information after all tasks instigated by it are finished
#jira FORT-22515
Change 2933664 on 2016/04/05 by Michael.Trepka
Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished
Change 2933554 on 2016/04/05 by Lukasz.Furman
fixed taker's portal move (priorities of gameplay tasks spawned by path following)
#jira FORT-22482
Change 2933343 on 2016/04/05 by John.Abercrombie
Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent
- AnimInstance can be used through an accessor
Change 2933300 on 2016/04/05 by Lukasz.Furman
fixed number of spawned AI in FTests using PreSpawnDelay
#fortnite
Change 2933171 on 2016/04/05 by Lukasz.Furman
added PreSpawnDelay param to function test spawn sets
#fortnite
Change 2931072 on 2016/04/01 by Lukasz.Furman
changed pawn actions to gameplay tasks
#jira FORT-21314
Change 2930987 on 2016/04/01 by Billy.Bramer
- Add method to data table to get all rows as a type
- Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported)
- Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason"
Change 2929651 on 2016/03/31 by Nick.Cooper
#Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress
#jira FORT-21330
#RB ben.zeigler
Change 2929360 on 2016/03/31 by Daniel.Broder
Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load.
Thanks to Bob for what I needed to check to early-out and avoid the crash.
#RB Bob.Tellez
#UE4
Change 2928845 on 2016/03/31 by Nicholas.Davies
Add fix for chat text not clearing
#jira FORT-22049 Textbox does not clear when text is sent through chat
Change 2928574 on 2016/03/30 by Ben.Zeigler
Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect
Change 2928572 on 2016/03/30 by Ben.Zeigler
#Jira FORT-20763
Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load
Change 2928436 on 2016/03/30 by Bob.Tellez
#UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created.
Change 2928372 on 2016/03/30 by Bob.Tellez
#UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton.
Change 2926805 on 2016/03/29 by Bob.Tellez
#UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level.
Change 2926752 on 2016/03/29 by Bob.Tellez
#UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability.
Change 2926189 on 2016/03/29 by Rob.Cannaday
Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
#jira FORT-18947
#jira OR-17695
#tests golden path
Change 2924921 on 2016/03/28 by Lukasz.Furman
removed log message showing as navmesh generation error when it skips over degenerated poly
#fortnite
Change 2924843 on 2016/03/28 by Lukasz.Furman
added more debug logs for navmesh's failed triangulate()
#jira FORT-22186
Change 2924719 on 2016/03/28 by Lukasz.Furman
fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces
#jira FORT-22132
Change 2921698 on 2016/03/24 by Lukasz.Furman
fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication
#fortnite
Change 2920395 on 2016/03/23 by Bob.Tellez
#UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future.
Change 2920343 on 2016/03/23 by Ben.Zeigler
In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow
#RB josh.markiewicz
Change 2920310 on 2016/03/23 by Bob.Tellez
#UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init
Change 2920254 on 2016/03/23 by Aaron.McLeran
FORT-22090 Re-disabling reverb.
Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037
Change 2920249 on 2016/03/23 by Rob.Cannaday
Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember
Don't trigger "member left" type events if we are leaving the party
#jira FORT-20422
#jira FORT-21726
Change 2920178 on 2016/03/23 by Bob.Tellez
#UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack.
Change 2919858 on 2016/03/23 by Bob.Tellez
#UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread.
Change 2919775 on 2016/03/23 by Bob.Tellez
#UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again.
Change 2919233 on 2016/03/22 by Bob.Tellez
#UE4 Removing a warning that is pretty chatty in our cooked logs.
Change 2919125 on 2016/03/22 by Bob.Tellez
#UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines.
Change 2918831 on 2016/03/22 by Bob.Tellez
#UE4 Fixed a bug where WinInet response headers were not properly being trimmed.
#JIRA FORT-22054
Change 2917722 on 2016/03/21 by Ben.Zeigler
Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times
Resave assets that directly referenced FortniteServer
Change 2917588 on 2016/03/21 by Bob.Tellez
#UE4 Fixed shadow variable that I introduced
Change 2914169 on 2016/03/17 by Ben.Zeigler
Disable extra logging that was added to track down Auth issues, they look to be resolved
Change 2912626 on 2016/03/16 by Bob.Tellez
#UE4 Success messages should not be warnings.
Change 2911171 on 2016/03/15 by Bob.Tellez
#UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading
Change 2911170 on 2016/03/15 by Billy.Bramer
#jira [FORT-6139]
Trap models persist after destroying supporting structure in Outpost
- Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer
- Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs
Change 2911009 on 2016/03/15 by Bob.Tellez
#UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances.
#JIRA FORT-21605
Change 2910295 on 2016/03/15 by Bob.Tellez
#UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible.
Change 2909324 on 2016/03/14 by Bob.Tellez
#UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet.
Change 2905920 on 2016/03/11 by Lukasz.Furman
fixed crowd simulation getting stuck with invalid velocity (moonwalking husks)
#fortnite
Change 2905612 on 2016/03/11 by Bob.Tellez
#UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes.
[CL 3027184 by Bob Tellez in Main branch]
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3016321 on 2016/06/16 by Ori.Cohen
Refactor constraint instance so that we can easily swap parameters at runtime using profiles.
Change 3016367 on 2016/06/16 by Marc.Audy
Strip #lockdown from changelists as well
Change 3016380 on 2016/06/16 by Martin.Wilson
Fixes for socket copying in Persona (mode to preserve bone attachment & fix for duplicating same socket multiple times)
Change 3016396 on 2016/06/16 by Zak.Middleton
#ue4 - Fix bad call to RemoveAt() in FFinalPostProcessSettings::UpdateEntry() causing potential infinite loop.
#jira UE-32036
Github #2504
Merging using //UE4/Dev-Framework_to_//UE4/Release-4.12 (reversed)
Change 3016477 on 2016/06/16 by Marc.Audy
Fix initialization order compile warning
Actually initialize LastKnownScale
Change 3017624 on 2016/06/17 by James.Golding
- Remove DestructibleActor.h from Engine.h
- Remove SkeletalMesh.h from EnginePrivate.h
Change 3017657 on 2016/06/17 by Benn.Gallagher
PR #2253: Fix UDestructibleComponent::AddImpulseAtLocation (Contributed by mik14a)
#jira UE-29280
Change 3017658 on 2016/06/17 by Benn.Gallagher
PR #1840 fixed generating patch with DestructibleMesh assets (Contributed by Pierdek)
#jira UE-24231
Change 3017661 on 2016/06/17 by Benn.Gallagher
Dynamic space switching for anim dynamics, also exposed a bunch of properties as optional pins.
#jira UEFW-163
Change 3017914 on 2016/06/17 by James.Golding
- Add WITH_EDITORONLY_DATA around ProgressiveDrawingFraction
- Add number of morph targets to SkelMesh asset registry tags
Change 3017915 on 2016/06/17 by James.Golding
Move util to find debugged node from FAnimationViewportClient to UAnimGraphNode_SkeletalControlBase
Change 3017916 on 2016/06/17 by James.Golding
Remove unused FMorphTargetMap struct
Change 3018038 on 2016/06/17 by Aaron.McLeran
UE-32124 Crash when Deleting Concatenator Node while Playing Sound Cue
Change 3018048 on 2016/06/17 by Mieszko.Zielinski
Made GameplayDebugger's HUD toggling persist over tool toggling #UE4
Change 3018068 on 2016/06/17 by Mieszko.Zielinski
Improved navigaiton-related condition in USceneComponent::PostUpdateNavigationData to avoid doing unnecessary work #Orion
Thich change also fixes USceneComponent not working in client-side dynamic navmesh generation
Change 3018529 on 2016/06/17 by Aaron.McLeran
Passing in sendlist on CreateSource for xaudio2 in effort to avoid lag on AMD with CreateSourceVoice
As per this thread:
https://udn.unrealengine.com/questions/298497/xaudio2-setoutputvoices-lag.html
Change 3018907 on 2016/06/18 by James.Golding
UE-32004 Add EngineDefines.h to CameraTypes.h for WORLD_MAX
Change 3019372 on 2016/06/20 by James.Golding
- Initial add of OrientationDriver node
- UI for importing poses from PoseAset not yet working
- Add FQuat::AngularDistance
Change 3019373 on 2016/06/20 by James.Golding
PSD test assets
Change 3019444 on 2016/06/20 by Jurre.deBaare
Added advanced preview scene, this allows specific profiles to be set altering the Persona and Static mesh editor scene
Change 3019565 on 2016/06/20 by Lina.Halper
#anim : prioritize socket name over bone name
#jira : UE-24847
Change 3019712 on 2016/06/20 by Jurre.deBaare
Changed the way the advanced preview tab is spawned for Persona (otherwise would cause a crash in anim graph editor)
Change 3020010 on 2016/06/20 by Aaron.McLeran
Implementing CL 3019996 in Dev-Framework
Proper default LPF values to avoid situation when going to area with no reverb volume
Change 3020067 on 2016/06/20 by Ori.Cohen
Add constraint profiles to physics assets.
Change 3020110 on 2016/06/20 by Lina.Halper
Github PR: mesh merge crash fix
#jira : UE-19569
Change 3020167 on 2016/06/20 by Ori.Cohen
Added the ability to add forces and impulses to all bodies in a skeletal mesh component. Refactored iteration of bodies below in skeletal mesh component.
Change 3020324 on 2016/06/20 by Ori.Cohen
Bring back cone constraint visualization, but with some improvements like colors and free vs locked.
Turn on constraint visualization when drawing a skeletal mesh with constraint show flags.
Change 3020342 on 2016/06/20 by Ori.Cohen
Fix constraint crash when trying to wake up an actor that hasn't been added into the scene yet.
#JIRA UE-32248
Change 3020349 on 2016/06/20 by mason.seay
Resaving material assets
Change 3020400 on 2016/06/20 by Lina.Halper
Disable check single influence on LOD check
- this doesn't seem to appropriate anymore
#code review:Alexis.Matte
Change 3020928 on 2016/06/21 by James.Golding
- Move PSD test assets out of Developer folder
- Add PSD test AnimBP
Change 3021000 on 2016/06/21 by Ori.Cohen
Remove ensure from body instance customization. This is a legit case where owner becomes stale (bp recompile for example)
#JIRA UE-31445
Change 3021017 on 2016/06/21 by Ori.Cohen
Help static analysis
Change 3021045 on 2016/06/21 by Marc.Audy
Fix regression with detachment in AActor::OnRep_AttachmentReplication
#jira UE-32276
[CL 3021299 by Marc Audy in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2992821 on 2016/05/27 by Max.Chen
Subway Sequencer: Add "Assets" and "Character" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992761 on 2016/05/27 by Max.Chen
Add assets from "Directories to Always Cook".
#jira UE-31279
#lockdown Cristina.Riveron
Change 2992371 on 2016/05/26 by Dmitry.Rekman
Fix GUBP Tools node (UE-31378).
#jira UE-31378
#lockdown Josh.Adams
Change 2992279 on 2016/05/26 by Dmitry.Rekman
One more fix for UAT compilation failure (UE-31312).
- Make EnvVarsToXML target framework v4.5.
#lockdown Josh.Adams
#jira UE-31312
Change 2992060 on 2016/05/26 by Josh.Adams
- Reset PVRTC compression quality to default, so cooks don't take forever for IOS. We shipped with PVRTC Quality 4 for the App Store version. This is set in the Cooker Settings in the Project Settings window.
#lockdown cristina.riveron
#jira UE-31373
Change 2992009 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- System.Xml was spelled as System.XML.
#jira UE-31312
#lockdown Josh.Adams
Change 2991784 on 2016/05/26 by Martin.Wilson
Fix for RecalcRequiredBones crashing when there is no lod data
#jira UE-30028
#lockdown cristina.riveron
Change 2991744 on 2016/05/26 by Dmitry.Rekman
Fix Linux code project generation (UE-31322).
- Also fixes UE-31318 (not reopening when creating BP project).
- Apparently, we cannot reset all signals to default, this makes posix_spawn() fail after fork (child exits with 127).
- Added logging of child's return code.
#lockdown Josh.Adams
#jira UE-31322
#jira UE-31318
Change 2991448 on 2016/05/26 by Nick.Darnell
Disabling the logging in the git module that was added from the previous commit.
#jira UE-30781
#lockdown cristina.riveron
Change 2991352 on 2016/05/26 by Max.Chen
Subway Sequencer: Add "Sequencer" to the list of additional directories to cook.
#jira UE-31279
#lockdown Cristina.Riveron
Change 2991121 on 2016/05/26 by Ben.Marsh
Fix ShooterGame warnings on XboxOne.
#lockdown cristina.riveron
Change 2991097 on 2016/05/26 by Nick.Darnell
PR #2386: Git Plugin: fix initialization of a new repository broken by new "migrate" support 4.12 (Contributed by SRombauts)
#jira UE-30781
#lockdown cristina.riveron
Change 2991095 on 2016/05/26 by Dmitry.Rekman
Fix packaging on Linux (UE-31312).
- Excludes UAT modules unsupported on the platform (e.g. TVOS).
#jira UE-31312
#lockdown Josh.Adams
Change 2990806 on 2016/05/25 by Michael.Gay
Last minute adjustments to SubwaySequencer shots.
Fixed Fade track on master and moved Event tracks to shots.
#jira UE-30804
#lockdown Cristina.Riveron
Change 2990739 on 2016/05/25 by Dan.Oconnor
Fix for transaction buffer failing to restore preview widget trees, these are regenerated post undo/redo and should not be tagged as transactional
#jira UE-31155
#lockdown cristina.riveron
Change 2990657 on 2016/05/25 by Dmitry.Rekman
Fix crash in mono when invoked by the engine (UE-31312).
- Reset signal mask on spawning a subprocess. We mask out all signals except explicitly handled, which does not play well with mono.
- See also https://answers.unrealengine.com/questions/420161/mono-process-crash.html
#jira UE-31312
#lockdown Josh.Adams
Change 2990564 on 2016/05/25 by Marc.Audy
Undo 4.12 change to DetachFromParent when AttachTo is called with a null parent.
#jira UE-00000
#lockdown Cristina.Riveron
Change 2990429 on 2016/05/25 by Max.Chen
Movie Capture: Fix initialization order warning. Follow up to CL #2990314
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990338 on 2016/05/25 by Zabir.Hoque
TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.
#jira UE-28838
#lockdown cristina.riveron
Change 2990314 on 2016/05/25 by Max.Chen
Movie Capture: Flush the viewport when grabbing frames. This fixes more frame accuracy issues.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990249 on 2016/05/25 by Max.Chen
Sequencer: Fix tick prerequisites getting removed on stop and not re-set on play. This fixes frame accuracies when rendering in a separate process.
#jira UE-31285
#lockdown Nick.Penwarden
Change 2990243 on 2016/05/25 by Lukasz.Furman
Fixed behavior tree observers not being applied correctly
#jira UE-31307
#lockdown Cristina.Riveron
Change 2990206 on 2016/05/25 by Daniel.Lamb
Make sure min number of threads in the large thread pool is at least 2.
#jira UE-31253
#lockdown Cristina.Riveron
Change 2990182 on 2016/05/25 by Max.Chen
Sequencer: Fix null ptr crash on trying to record from current player. This is a regression from the off by one frame fixes.
#jira UE-31304
#lockdown Nick.Penwarden
Change 2990124 on 2016/05/25 by Chris.Bunner
Avoid creating additional inline code fragment casting matching uniform types.
#lockdown cristina.riveron
#jira UE-29089
Change 2989978 on 2016/05/25 by Uriel.Doyon
Merged fix for issue with resolution scale in PostProcessVisualizeComplexity
#jira UE-29473
#lockdown cristina.riveron
Change 2989970 on 2016/05/25 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-31293 Added TestMaps Folder and moved all Non-Relevant Maps into it.
Change 2989911 on 2016/05/25 by Chris.Babcock
Remove warning about Android debugging since CodeWorks for Android Nsight supports VS2015
#jira UE-31292
#ue4
#android
#lockdown cristina.riveron
Change 2989898 on 2016/05/25 by Robert.Manuszewski
Splitting inline shader registration from serialization. Serialization can happen on the async loading thread but registration should only happen on the game thread. Removed a lot of critical section locks.
Reimplementing CL #2952596
#jira UE-29245
#lockdown Nick.Penwarden
Change 2989849 on 2016/05/25 by Max.Preussner
Sequencer: Fixed Crash when playing UMG sequence with audio tracks (UE-31289)
#jira UE-31289
#lockdown nick.penwarden
Change 2989793 on 2016/05/25 by Max.Chen
Sequencer: Change automated capture so it captures in response to a sequence update to fix off by one frames.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989792 on 2016/05/25 by Max.Chen
Sequencer: Put back setting MaxFPS when forcing fixed frame interval playback to fix motion blur in editor.
#jira UE-30755
#lockdown Nick.Penwarden
Change 2989774 on 2016/05/25 by Mike.Beach
Mirroring CL 2946932
Guarding against invalid EdGraphPins (ones that have been moved to the transient package) when constructing the widget - prevents a crash that we've been unable to repro or determine the cause of (turns it instead into an ensure, so we can collect more contextual information on the issue).
#lockdown cristina.riveron
#jira UE-26998
Change 2989765 on 2016/05/25 by Olaf.Piesche
Moivng CL 2967970 from Dev-Rendering - fix for
#jira UE-27297
#lockdown nick.penwarden
Change 2989481 on 2016/05/25 by Marc.Audy
Properly route AttachToComponent to SetupAttachment if called from the constructor
#jira UE-31055
#lockdown Cristina.Riveron
Change 2989369 on 2016/05/25 by Robert.Manuszewski
Don't create asset import data for archetype TileMap. Propagate component flags to TileMap if the component is an archetype.
#jira UE-31033
#lockdown Nick.Penwarden
Change 2988975 on 2016/05/24 by Max.Preussner
Sequencer: Fixed Cinematic Camera look at tool crashes on auto save (UE-31195)
#jira UE-31195
#lockdown nick.penwarden
Change 2988834 on 2016/05/24 by Max.Chen
Movie Capture: Crash fix - Protect against null encoding filter.
#jira UE-31233
#lockdown Nick.Penwarden
Change 2988764 on 2016/05/24 by Peter.Sauerbrei
fix for exception when deploying to tvOS from PC
#jira UE-30318
#lockdown cristina.riveron
Change 2988540 on 2016/05/24 by Jeff.Campeau
Disable incompatible OpenVR for Windows XP builds.
Gut SteamVR and SteamVRController for Windows XP builds (rely on OpenVR).
#lockdown Nick.Penwarden
#jira UE-30823
Change 2988491 on 2016/05/24 by Zak.Middleton
#ue4 - (4.12) Remove version check from serialization logic that fixes up stale transient properties. They would still loaded for archetypes and we always want to prevent that in the future.
#lockdown cristina.riveron
#jira UE-30625
Change 2988427 on 2016/05/24 by Aaron.McLeran
#jira UE-31028 Stop Quietest Concurrency does not remove the quietest sound
Fix is to not re-add the sound once its stopped due to max concurrency.
#tests ran the QA test map that demonstrated the problem
#lockdown cristina.riveron
Change 2988391 on 2016/05/24 by Taizyd.Korambayil
#lockdown cristina.riveron
#jira UE-30301 Rebuilt Ligthing for all Content Example Maps
Change 2988315 on 2016/05/24 by Allan.Bentham
Re-enabled FLUTBlenderPS on vulkan devices. (it's required for protostar)
#jira UE-31079
Change 2988227 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
Change missed in first checkin.
#Jira UE-30755
Change 2988200 on 2016/05/24 by Robert.Manuszewski
Assert if MaxObjectsInEditor or MaxObjectsInGame are too big and collide with EInternalObjectFlags
#jira UE-31218
Change 2988181 on 2016/05/24 by Peter.Sauerbrei
revert out the last fix and add more logging as I can't reproduce this bug
#jira UE-30813
Change 2988140 on 2016/05/24 by Frank.Fella
Sequencer - Add support for forcing editor and runtime evaluation to happen on exact fixed frame intervals. Updated the subway sequencer sample to work with these changes.
#Jira UE-30755
Change 2988081 on 2016/05/24 by Jamie.Dale
Better fix for UE-29651 that will also work with packages saved from a build without an engine version
There was no version bump for the change to FFormatArgumentData, but VER_UE4_K2NODE_VAR_REFERENCEGUIDS was added at almost the same time so testing that should handle the vast majority of packages that we have internally, and will handle all external packages.
#jira UE-29651
Change 2987964 on 2016/05/24 by Lee.Clark
Fix empty ENV path when compiling PS4 targets.
#jira UE-31210
Change 2987721 on 2016/05/23 by Dan.Oconnor
Reworking node validation change done in 2910382 so that nodes that are going to spawn other nodes in the expansion step are still validated.
#jira UE-31099
Change 2987696 on 2016/05/23 by Chris.Babcock
Update AndroidWorks 1R1 to CodeWorks for Android 1R4
#jira UEPLAT-1312
#ue4
#android
Change 2987624 on 2016/05/23 by Jeff.Campeau
Fix a define protection for WinXP stack walking support.
#jira UE-30823
Change 2987607 on 2016/05/23 by Jeff.Campeau
Windows Stack Walk fixed to work with Windows XP.
Use the ASCII calls where needed.
Symbol server is unsupported and is disabled when building for Windows XP.
#jira UE-30823
Change 2987593 on 2016/05/23 by Zak.Middleton
#ue4 - (4.12) Reject old serialized values of UMovementComponent::UpdatedComponent and UpdatedPrimitive that were saved before those were marked transient. Mark UPawnMovementComponent::PawnOwner and UCharacterMovementComponent::CharacterOwner as transient, and similarly reject old saved values.
#jira UE-30625
Change 2987548 on 2016/05/23 by Lukasz.Furman
Moved newly added gameplay debugger's code out of perception component
#jira UE-31090
Change 2987510 on 2016/05/23 by Lukasz.Furman
Restored perception category in old gameplay debugger tool
#jira UE-31090
Change 2987278 on 2016/05/23 by Ben.Marsh
Rocket: Add Mac GenerateProjectFiles.sh script into installed engine distro.
#jira UE-31109
Change 2987156 on 2016/05/23 by Chris.Babcock
Added GoogleVR to InstalledEngineFilters.ini
#jira UE-31186
#ue4
#android
Change 2987129 on 2016/05/23 by Mieszko.Zielinski
Fixed FNavigationFilterArea not zeroing its properties in default constuctor #UE4
#jira UE-31185
Change 2987100 on 2016/05/23 by Peter.Sauerbrei
fix for crash in DeploymentServer when attempting to copy a file with a space in the path or name
#jira UE-30813
Change 2987064 on 2016/05/23 by Dmitry.Rekman
PR #2164: [Linux] Fix clang '&&' within '||' error (Contributed by slonopotamus)
#jira UE-28537
Change 2987002 on 2016/05/23 by Aaron.McLeran
#jira UE-31036 Sound volume does not change when moving past the Non Focus Azimuth range if set to greater than 90 degrees
Fix was to remove the clamp on the dot-product
#tests ran test map with focus factors greater than 90 degrees
Change 2986880 on 2016/05/23 by Mark.Satterthwaite
Fix UE-31124 due to bad array iteration logic - amazing that this hadn't been seen earlier.
#jira UE-31124
Change 2986873 on 2016/05/23 by Lina.Halper
#fix issue with morphtarget importings for LODs
- this was caused by option not being set correctly
#jira: UE-30955
#code review: Alexis.Matte
Change 2986804 on 2016/05/23 by Taizyd.Korambayil
#jira UE-31132 Added Missing Function to Blueprint.
Change 2986801 on 2016/05/23 by Jamie.Dale
SSearchBox will now only delay text changes while it has focus
A text changed event when it doesn't have focus is usually triggered by code (rather than the user typing), so we need to process it immediately to avoid other operational ordering issues.
#jira UE-31101
Change 2986793 on 2016/05/23 by Martin.Wilson
Fix for morph curves not getting applied to meshes in cooked builds (smart names were not being corrected). (brought from dev-rendering 2983747)
#Jira UE-31166
Change 2986772 on 2016/05/23 by Benn.Gallagher
Fixed montage single node instances with negative rate scales only repeating the final section when looping
#jira UE-31164
Change 2986766 on 2016/05/23 by Martin.Wilson
Fix for preview not updating when tranform curve flags are changed.
#Jira UE-31119
Change 2986569 on 2016/05/23 by Robert.Manuszewski
Making hang detection disabled bu default and an opt-in for games.
#jira UE-31151
Change 2986564 on 2016/05/23 by Martin.Wilson
Fix for being able to set montages on an anim track segment.
#jira UE-31039
Change 2986205 on 2016/05/21 by Zabir.Hoque
Add new instrumentation to bucketize why we are seeing device lost so often.
#jira UE-20434
Change 2986071 on 2016/05/20 by Dan.Oconnor
Fix for TRASHCLASS sneaking into property list when recompiling a blueprint that has a dependency that is dirty and requires bytecode recompilation of its dependencies. Make sure that the dirty blueprint itself is part of the bytecode recompilation process and make sure that blueprints compiled in this way are compiled after their parent classes
#jira UE-30411
Change 2986068 on 2016/05/20 by Dan.Oconnor
Fix for blueprint change/compile delegates leaking
#jira UE-31118
Change 2986044 on 2016/05/20 by Zabir.Hoque
Make OpenGL VB allocation support alignment (16 by default). Future work should expose this up through the RHI layers.
#CodeReview: Olaf.Piesche, Simon.Tovey
#jira UE-29231
Change 2985934 on 2016/05/20 by Mark.Satterthwaite
Further changes to ensure that UE-30710 really is fixed while also not live-leaking memory in MetalRHI.
#jira UE-30710
Change 2985852 on 2016/05/20 by Max.Chen
Subway Sequencer: Remove level sequence editor from plugin list since it's on by default.
#jira UE-31106
Change 2985821 on 2016/05/20 by Phillip.Kavan
[UE-22874] Fix UObject duplication to preserve default subobjects created by the native class ctor when the root object is duplicated.
change summary:
- added FObjectDuplicationHelperMethods::GatherDefaultSubobjectsForDuplication()
- modified StaticDuplicateObjectEx() to map default subobjects created in the duplicated root object's ctor before entering the serialization pass. this preserves those instances instead of causing StaticConstructObject to destroy/recreate them during serialization as part of the UObject reference duplication logic.
#jira UE-22874
Change 2985750 on 2016/05/20 by Michael.Gay
Default Game map set to SubwaySequencer_P
#jira UE-31108
Change 2985660 on 2016/05/20 by Michael.Gay
Removing unused track animation
#jira UE-30804
Change 2985349 on 2016/05/20 by Dan.Oconnor
Fix for crash that occurs when repeatedly pasting and undoing an object with subobjects. We were not clearing the internal flags when recycling an object
#jira UE-30954
Change 2985346 on 2016/05/20 by Leslie.Nivison
Updating 4.12 credit
#jira UEPROD-820
Change 2985297 on 2016/05/20 by Jamie.Dale
Fixed VS version detection
It was checking the file version (which is 12), rather than the VS version (which is 12 for 2013, and 14 for 2015).
#jira UE-30977
Change 2985233 on 2016/05/20 by Gareth.Martin
Fixed crash when building lighting when using "Use Landscape Lightmap" on landscape grass
#jira UE-30975
Change 2985184 on 2016/05/20 by Chris.Babcock
Move audio warning to show proper error result code
#jira UE-31085
#ue4
#android
Change 2985183 on 2016/05/20 by Chad.Taylor
GoogleVR disabled by default
#jira UE-30921
Change 2985145 on 2016/05/20 by Jack.Porter
Fix for precision issue causing blocky landscape LOD on iPad Pro and several other iOS devices
#jira UE-24792
Change 2985124 on 2016/05/20 by Alex.Delesky
#jira UE-29794
If the editor cannot find the SSL DLLs when enabling the Perforce source control plugin, it will now display a warning in the Source Control log instead of crashing.
Change 2985066 on 2016/05/20 by Lee.Clark
Fix r.SelectiveBasePassOutputs so that it defaults to off
#jira UE-30133
Change 2985063 on 2016/05/20 by Allan.Bentham
Fix for modulated shadow precision issues on low end android hardware.
#jira UE-29083
Change 2985061 on 2016/05/20 by Max.Chen
Viewport: Fix crash when the viewport widget is null.
#jira UE-31050
Change 2985059 on 2016/05/20 by Rolando.Caloca
UE4.12 - Workaround for crash trying to track down other crash
#jira UE-30875
Change 2984876 on 2016/05/20 by Richard.TalbotWatkin
Made SceneOutliner visibility code safer, to avoid a potential crash.
#jira UE-30831 - [CrashReport] UE4Editor_SceneOutliner!SceneOutliner::FGetVisibilityVisitor::RecurseChildren() [sceneoutlinergutter.cpp:24]
Change 2984873 on 2016/05/20 by Richard.TalbotWatkin
Clipped selection box bounds in Matinee viewport to prevent crash when reading outside of the viewport area.
#jira UE-30968 - Ctrl+Alt selection drag inside to outside of Matinee window will crash the editor
Change 2984844 on 2016/05/20 by Matthew.Griffin
Fixing compile error in mono games
Change 2984825 on 2016/05/20 by Robert.Manuszewski
When the application crashes becaused the GPU driver was disabled, make sure the CrashReporterClient window gets the updated screen metrics after the driver is restored.
#jira UE-30556
Change 2984693 on 2016/05/20 by Phillip.Kavan
[UE-30495] Fix BP editor crash on component rename following undo of component add action.
change summary:
- modified USimpleConstructionScript::CreateNode() to create the initial component template object in the transient package, so that subsequent undo actions restore to that state rather than to a valid BPGC-owned state.
- modified StaticConstructObject_Internal() to restore the inclusion of RF_ArchetypeObject-flagged objects in the logic that sets new objects to 'PendingKill' state before recording them into the transaction buffer. this ensures that they can be GC'd when construction is undone in the editor. Tested against sample/repro steps in UE-21240 to ensure that it no longer crashes even with the original change from CL# 2832225 reverted (that fix has since been superceded).
#jira UE-30495
Change 2984684 on 2016/05/20 by Phillip.Kavan
[UE-30852] Fix BPGC custom property list delta generation & post-construct initialization/serialization to properly handle array values that differ from default in length but not inner element values.
change summary:
- modified UBlueprintGeneratedClass::BuildCustomPropertyListForPostConstruction()/BuildCustomArrayPropertyListForPostConstruction() to return a boolean value indicating whether or not a delta value was detected.
- modified UBlueprintGeneratedClass::BuildCustomArrayPropertyListForPostConstruction() and FBlueprintEditorUtils::BuildComponentInstancingData() to ensure that array properties are emitted to delta property lists if the size differs from default, even if none of the elements actually differ from the default value
- removed the ensure() for the array property case in FObjectInitializer::InitPropertiesFromCustomList(), as it is now a valid case to encounter an array property delta value without any actual delta element value overrides following it in the custom property stream
- restored the bCanUsePostConstructLink optimization for non-native class types in FObjectInitializer::InitProperties()
- modified UArrayProperty::SerializeItem() for the ArUseCustomPropertyList case to not empty the array when a resize is needed on load (read) - this fixes an edge case in the cooked BP component data stream when array size differed from default but only one or more of the inner values actually differed, in which case all the array slots were being reset (constructed/zeroed) but only the overridden value was being serialized (loaded) from the template data stream
#jira UE-30852
Change 2984651 on 2016/05/19 by Zabir.Hoque
Forcing GoogleVR plugin to disabled by default since its causing even non HDM machines to render split foveated viewports.
#CodeReview: Chad.Taylor, Nick.Whiting
#jira UE-30921
Change 2984636 on 2016/05/19 by Zabir.Hoque
Explicitly store the cubemap resolution in encoded reflection data.
#CodeReview Daniel.Wright, Marcus.Wassmer
#jira UE-30341
Change 2984454 on 2016/05/19 by Rolando.Caloca
UE4.12 - Fix for vulkan failing to load shader
Integration mirroring changelist 2984432
#jira UE-28140
Change 2984452 on 2016/05/19 by Marcus.Wassmer
#jira UE-31054
Remove autocompletion for ToggleRHIThread and ShowMaterialDrawEvents as they no longer do anything
Change 2984415 on 2016/05/19 by Dan.Oconnor
Fix for crash when we fail to spawn the preview actor because the desired class is deprecated
#jira UE-31027
Change 2984376 on 2016/05/19 by Dan.Oconnor
Fix for regression in GetClassDefaults - we were not handling the 'None' case
#jira UE-31034
Change 2984316 on 2016/05/19 by Aaron.McLeran
#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02
#tests Ran updated SDK in several test maps, confirmed HRTF spatialization is working.
Change 2984315 on 2016/05/19 by Lina.Halper
Fix issue with importing morphtarget LOD when it's missing between
#jira: UE-30949
Change 2984237 on 2016/05/19 by Dan.Oconnor
Fix for ensure/possible stale memory access in UpdateOverlaps
#jira UE-30919
Change 2984170 on 2016/05/19 by Max.Chen
Movie Capture: Another pass at texture streaming fix for movie capture.
#jira UE-30986
Change 2984134 on 2016/05/19 by Chad.Taylor
Mac compiler warning fix
#jira UE-30921
Change 2983903 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30562 Replaced cube With BSP for Floor
Change 2983840 on 2016/05/19 by Taizyd.Korambayil
#jira UE-30979 Fixed Typo in one of the Stands
Change 2983662 on 2016/05/19 by Ben.Marsh
GitHub: Add an exception to allow GoogleVR files to be mirrored to GitHub
Change 2983653 on 2016/05/19 by Chris.Bunner
Modifed previous change to fixup incorrect ensures.
#jira UE-30877
Change 2983599 on 2016/05/19 by Chris.Bunner
Added ensure and null ptr check to canvas flush.
#jira UE-30877
Change 2983596 on 2016/05/19 by Chad.Taylor
FluffyBunny
#jira UE-30921
Change 2983534 on 2016/05/19 by Brian.Karis
4.12 fix per pixel translucency
#jira UE-30902
Change 2983530 on 2016/05/19 by Chris.Babcock
Broadcast EMediaEvent::MediaOpened when media opened successfully
#jira UE-31006
#ue4
#android
Change 2983427 on 2016/05/19 by Richard.TalbotWatkin
Conflated "Import" and "Import Scene" in the File menu; the new action is called "Import Into Level". Limited the allowed file types to .t3d and .fbx.
#jira UE-30891 - CRASH: Editor crashes when Importing Actors via File > Import
Change 2983386 on 2016/05/19 by Michael.Gay
minor last tweaks
#jira UE-30804
Change 2983280 on 2016/05/19 by Gil.Gribb
UE4 - Fixed crash in FHierarchicalStaticMeshSceneProxy related to reflection captures and foliage.
#jira UE-30837
Change 2983079 on 2016/05/18 by Max.Chen
Movie Capture: Fix so that texture streaming option for movie capture is set when capturing in editor.
#jira UE-30986
Change 2983078 on 2016/05/18 by Dmitriy.Dyomin
Added more logging to track UE-30878
#jira UE-30878
Change 2983067 on 2016/05/18 by Dmitriy.Dyomin
Fixed: Mobile HDR Path doesn't work on GearVR
#jira UE-11846
Change 2983049 on 2016/05/18 by Max.Chen
Movie Capture: Fix crash on movie rendering when in HDR mode.
#jira UE-30978
Change 2982825 on 2016/05/18 by Mark.Satterthwaite
Correctly wait for the dispatch semaphore when clearing the Metal resource free lists.
#jira UE-30710
Change 2982697 on 2016/05/18 by Marc.Audy
Fix Orion DataProvider use of AddReferencedObjects in light of CL# 2982607
#jira UE-00000
Change 2982546 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30862 resaved A bunc hof assets to Fix to attempt to fix Build Warnings
Change 2982533 on 2016/05/18 by Daniel.Lamb
When you package if you haven't saved the changes will not be reflected in the game.
#jira UE-30904
Change 2982415 on 2016/05/18 by Marc.Audy
Bring forgotten 4.11 CL# 2928377 to 4.12
Ensure that the compiler will throw an error when passing a non-UObject* TArray to AddReferencedObjects
#jira UE-28933
Change 2982358 on 2016/05/18 by Taizyd.Korambayil
#jira UE-30546 Updated TP_VehicleAdvPawn Chase Camera Location
Change 2982280 on 2016/05/18 by Martin.Mittring
UE-26409 Crash when Light Propagation Volume Plugin is disabled on a Project
#jira:UE-26409
Change 2982229 on 2016/05/18 by Max.Chen
Sequencer: Add tick prerequisites so that the level sequence actor ticks before all of the actors that it controls. This fixes some inconsistencies in the movie rendered frames not matching what's in editor.
#jira UE-30755
Change 2982080 on 2016/05/18 by Max.Chen
Sequence Recorder: Fix crash when component class to record is null.
#jira UE-30944
Change 2982041 on 2016/05/18 by Marcus.Wassmer
Protect against crashes reading from a null texture.
#jira UE-30834
Change 2981915 on 2016/05/18 by Allan.Bentham
Do not mosaic encode for modulate blend operations.
Fixes dark 'halos' around mod shadows.
#jira UE-29083
Change 2981911 on 2016/05/18 by michael.gay
Set framing in sequencer, set start to 200
#jira UE-30633
Change 2981904 on 2016/05/18 by Chase.McAllister
#jira UE-30943 Removing unused asset to fix DDC compiling bug
Change 2981894 on 2016/05/18 by Michael.Gay
removed old cameras, changed start frame to remove black at head of sequence
#jira UE-30633
Change 2981827 on 2016/05/18 by Gareth.Martin
Fixed crash when entering landscape mode while a landscape is selected while simulating
- Landscape infos no longer get created for PIE/Simulate landscapes (they were empty anyway)
#jira UE-30917
Change 2981725 on 2016/05/18 by Keith.Judge
Xbox One - Fix issues with DFAO/DF Shadowing. Problems were in RHIUpdateTexture3D(). Needed to ensure temp texture had the correct bind flags, etc, and also use the graphics context rather than the DMA context to do the copying, as for some reason the DMA engine corrupts some pixels of the distance field atlas texture.
#jira UE-27591
Change 2981466 on 2016/05/17 by Max.Chen
Merge from Chris Bunner from Dev-SequencerGDC - Frame state fixes when Sequencer is paused; No velocity in AA, Clamp motion blur scale, Clamp to scatter blur method.
#jira UE-30576
Change 2981403 on 2016/05/17 by Dan.Oconnor
Fix for overzealous filtering of classes with Within markup
#jira UE-29878
Change 2981342 on 2016/05/17 by Dan.Oconnor
Removing overzealous check. In Dev-BP this has already been downgraded to an ensure, but no reason to ensure now that we understand why it happens.
#jira UE-30792
Change 2981318 on 2016/05/17 by Max.Preussner
Sequencer: Fixed crash when scrubbing attached audio tracks; reduced nesting (UE-30923)
#jira: UE-30923
Change 2981221 on 2016/05/17 by Dan.Oconnor
Preventing spawning components with 'Within' markup specified, it is unsupported by the SCSEditor and Core UObject logic at this time. Likely logic is CoreUObject needs to avoid type checking for RF_ArchetypeObject instances and the SCSEditor needs to be more consistent about using that flag on its template objects
#jira UE-29878
Change 2981169 on 2016/05/17 by Marc.Audy
Gracefully handle invalid GameSingleton class name in ini file
Remove unused DefaultPreviewPawnClass and ClassName from Engine
#jira UE-30829
Change 2981104 on 2016/05/17 by Mieszko.Zielinski
Made AISenses not send information to listeners that are not registered for given sense #UE4
#jira UE-29939
Change 2981086 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30568 Added a check to make sure index being accessed was valid (BP_DemoRoom)
Change 2980755 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30706 Set material to use Translucent Blend
Change 2980753 on 2016/05/17 by Jon.Nabozny
Initialize FBox used to store result for CalculateQuatACF96Bounds (bump from //UE4/Dev-Framework).
#JIRA UE-30846
Change 2980682 on 2016/05/17 by Taizyd.Korambayil
#jira UE-30570, UE-30575 Corrected Some Spellings
Change 2980559 on 2016/05/17 by Mieszko.Zielinski
Changed UNavigationSystem.AgentToNavDataMap to store weak object pointers rather than raw painters #UE4
This should make it immune to navigation data beging destroyed and not removed from AgentToNavDataMap.
#jira UE-30836
Change 2980504 on 2016/05/17 by Daniel.Wright
Integrate - Movable skylight now matches stationary for subsurface shading models
* Two sided was broken in 4.11, Subsurface had never been handled
#jira UE-30855
Change 2980467 on 2016/05/17 by Jamie.Dale
Added some checks to avoid temporary worlds being added as favorites
#jira UE-30613
Change 2980379 on 2016/05/17 by Jurre.deBaare
Fix for static mesh merging, little too eager with changes.
#jira UE-30808
Change 2980373 on 2016/05/17 by Gareth.Martin
Fixed shader compile errors when applying a speedtree material to a landscape spline
#jira UE-25820
Change 2980318 on 2016/05/17 by Gareth.Martin
Fixed crash when calling EditorApplySpline with a null spline component
Also stopped it doing anything in PIE (it's for blutilities, not runtime)
#jira UE-30830
Change 2980300 on 2016/05/17 by Marc.Audy
Treat Unreachable components the same as BeginDestroyed for endplay/cleanup purposes
#jira UE-30839
Change 2980298 on 2016/05/17 by Gareth.Martin
Fixed crash when loading landscape projects that used tessellation
#jira UE-30742
Change 2980296 on 2016/05/17 by Martin.Wilson
Fix crash accessing sync names from a child anim bp
#jira UE-30811
Change 2980289 on 2016/05/17 by Jurre.deBaare
Fix for regression with merge actor tab
#jira UE-30809
Change 2980272 on 2016/05/17 by Ori.Cohen
Make sure that root components do not get attached to non root components in the same actor. Fixes crash in scene outliner and other weird issues.
#JIRA UE-30876
Change 2980206 on 2016/05/17 by Keith.Judge
Xbox One - Bit the bullet and rewrote the occlusion query buffer handling so that we're not reliant on a finite ring buffer. Instead, each query has a small buffer of its own. removing the dependency of ordering when reading back the results. This should save memory on smaller maps too!
#jira UE-30581
#jira UEPLAT-623
Change 2980094 on 2016/05/17 by Matthew.Griffin
Added OSVR dlls to InstalledEngineFilters.ini so that they are included in Launcher build even though the plugin is disabled by default
#jira UE-30611
Change 2979935 on 2016/05/17 by Aaron.Herzog
#jira UE-30619 updating owen sk mesh with proper morph
Change 2979816 on 2016/05/16 by Chad.Taylor
Fix to address a crash related to multiple player VR Preview
#jira UE-20109
Change 2979744 on 2016/05/16 by Mike.Beach
Disabling Blueprint spawning, InitProperties() optimization until we can figure out why it is not filling out array properties properly.
#jira UE-30745
Change 2979743 on 2016/05/16 by Mike.Beach
Mirroring CL 2977497
Clearing property nodes and cached read-addresses when changing the details view object (so any queued actions will not operate on invalid properties).
#jira UE-26392
Change 2979544 on 2016/05/16 by Daniel.Wright
Fixed crash with RTDF shadows when r.DistanceFieldAO was disabled
#jira UE-26319
Change 2979477 on 2016/05/16 by michael.gay
Remove errant Play Rate track.
#jira UE-30633
Change 2979464 on 2016/05/16 by Mark.Satterthwaite
Duplicate CL #2945444: Cache the Metal fallback depth-stencil surface for the canvas tile rendering so that we only ever keep one spare depth-stencil surface around. This costs us a little more permanent memory but reduces churn.
#jira UE-30849
Change 2979441 on 2016/05/16 by Rolando.Caloca
UE4.12 - vk - Fix quitting taking a long time
#jira UE-28239
Change 2979315 on 2016/05/16 by Michael.Trepka
Rollback //UE4/Release-4.12/Engine/Source/Programs/UnrealBuildTool/System/XcodeProject.cs to revision 1
#jira UE-28016
Change 2979304 on 2016/05/16 by Jamie.Dale
Backing out some changes from CL# 2976673
These caused an issue with Slate hit-testing. The more correct fix here is to make the Slate Windows OS layer treat window positions as relative to the top-left of the window client area, rather than relative to the top-left of the window itself (which includes the OS border). This now matches what other platforms do.
To this end, FWindowsWindow::Initialize, FWindowsWindow::MoveWindowTo, and FWindowsWindow::ReshapeWindow all now consider the given window position to be relative to the window client area, and will consistently adjust it to relative to the window before moving/creating the OS window. This only impacts windows with OS borders (aka, non-fullscreen and non-Slate drawn windows).
#jira UE-30276
#jira UE-30677
#jira UE-30771
Change 2979077 on 2016/05/16 by Maciej.Mroz
#jira UE-28536 Attached Project Crashes on Attempting to Play in Standalone
merged from 2979069
Change 2979052 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving Maps to fix project warning
Change 2978984 on 2016/05/16 by Chase.McAllister
#jira UE-30789 Resaving start video assests that contained empty engine version
Change 2978806 on 2016/05/16 by Mieszko.Zielinski
Fixed EQS tests' scoring equation value getting reset on load #UE4
#jira UE-30470
Change 2978670 on 2016/05/16 by Max.Preussner
Media: Workaround for changing Media asset path can cause crash (UE-22691)
#jira: UE-22691
Change 2978638 on 2016/05/16 by Michael.Gay
Cleanup of old maps in SubwaySequencer project
#jira UE-30633
Change 2978636 on 2016/05/16 by Jamie.Dale
Added guard against a crash navigating through a menu
#jira UE-30698
Change 2978611 on 2016/05/16 by Lee.Clark
PS4 - Fix RenderTargetOutputFormat using the wrong output index for velocity rendering when using r.BasePassOutputsVelocity=True
#jira UE-30133
Change 2978596 on 2016/05/16 by Allan.Bentham
Extend iOS metal Z bias offset to all iOS (metal+gles) depth only shaders.
#jira UE-27530
Change 2978566 on 2016/05/16 by Jamie.Dale
Downgraded some checks to ensures and added more logging
#jira UE-30613
Change 2978399 on 2016/05/16 by Keith.Judge
Xbox One - Fix check() firing when we run out of occlusion buffer space. Also added occlusion query result caching (perf gain!).
#jira UE-30581
Change 2978323 on 2016/05/16 by Jurre.deBaare
Merge actor panel crashes when selecting a mesh component without static mesh
#fix display 'No Static Mesh' when none is available
#jira UE-30809
Change 2978322 on 2016/05/16 by Jurre.deBaare
Issue with merging meshes resulting data saved across different LOD levels
#fix use correct target LOD index for all source LODs
#jira UE-30808
#lockdown Nick.Penwarden
[CL 2999693 by Ben Marsh in Main branch]