#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3297108 on 2017/02/10 by Mieszko.Zielinski
Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4
#jira UE-41114
Change 3299467 on 2017/02/13 by Marc.Audy
Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash
Change 3300692 on 2017/02/13 by Marc.Audy
no auto
Change 3301424 on 2017/02/14 by Marc.Audy
Handle gateway expansion before the node matching loop
#jira UE-41858
Change 3301547 on 2017/02/14 by Marc.Audy
PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
#jira UE-41926
Change 3301557 on 2017/02/14 by Marc.Audy
When passing null to Rename for the new name, maintain the OldName is possible
#jira UE-41937
Change 3301676 on 2017/02/14 by Marc.Audy
Fix pending occlusion async traces from crashing during shutdown
#jira UE-41939
Change 3302705 on 2017/02/14 by Mieszko.Zielinski
Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4
Change 3302898 on 2017/02/14 by Dan.Oconnor
Fix double negative
Change 3302954 on 2017/02/14 by Dan.Oconnor
Make sure we use a good version of the class
Change 3302977 on 2017/02/14 by Dan.Oconnor
Optimization in reinstancer turned back on - 3302898 has fixed the regression
Change 3302984 on 2017/02/14 by Dan.Oconnor
Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.
This fixes issues in Odin when using the compilation manager
Change 3303824 on 2017/02/15 by Richard.Hinckley
Updating URL for FABRIK system information.
Change 3304284 on 2017/02/15 by Dan.Oconnor
Build fix
Change 3304297 on 2017/02/15 by Dan.Oconnor
Shadow variable fix
Change 3304465 on 2017/02/15 by Lukasz.Furman
fixed handling pathfollowing's requests by FloatingPawnMovement
#jira UE-41884
Change 3305031 on 2017/02/15 by Marc.Audy
All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
#jira UE-41708
Change 3305505 on 2017/02/15 by Michael.Noland
Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)
Change 3305506 on 2017/02/15 by Michael.Noland
QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types
Change 3306091 on 2017/02/16 by Marc.Audy
PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
#jira UE-42027
Change 3306574 on 2017/02/16 by Marc.Audy
Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal
Change 3307160 on 2017/02/16 by Marc.Audy
Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.
Change 3307982 on 2017/02/16 by Michael.Noland
QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)
Change 3308097 on 2017/02/16 by Michael.Noland
Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
#jira UE-41789
Change 3308303 on 2017/02/16 by Dan.Oconnor
Make sure we don't call GetDefaultObject while compiling on a non-native class
Change 3308850 on 2017/02/17 by Mieszko.Zielinski
Fully exposed NavModifierVolume as ENGINE_API #UE4
Change 3309624 on 2017/02/17 by Phillip.Kavan
[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.
change summary:
- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.
#jira UE-40443
Change 3310475 on 2017/02/17 by Dan.Oconnor
Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode
Change 3310487 on 2017/02/17 by Dan.Oconnor
Fix build error missed by preflgiht
Change 3310497 on 2017/02/17 by Dan.Oconnor
More build fixes for things missed by preflight...
Change 3310635 on 2017/02/17 by Dan.Oconnor
Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled
Change 3310639 on 2017/02/17 by Dan.Oconnor
Shadow variable fixes, not sure why these are being detected now
Change 3311855 on 2017/02/20 by Marc.Audy
Fix UChildActorComponent::ParentComponent being null on the client
#jira UE-42140
Change 3312444 on 2017/02/20 by Marc.Audy
Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
#jira UE-41267
Change 3312691 on 2017/02/20 by mason.seay
Deleting map now that bug has been fixed
Change 3312709 on 2017/02/20 by Phillip.Kavan
[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.
change summary:
- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).
#jira UE-39705
Change 3313161 on 2017/02/20 by Mieszko.Zielinski
PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)
Change 3314151 on 2017/02/21 by Mieszko.Zielinski
fix to hlods complaining about missing nav collision in cooked builds #UE4
Made sure hlod-generated StaticMeshes are marked as not having navigation data
#jira UE-42034
Change 3314355 on 2017/02/21 by Marc.Audy
Set error message back to be correctly about mobility
#jira UE-42209
Change 3314566 on 2017/02/21 by Phillip.Kavan
[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.
#jira UE-40801
Change 3315459 on 2017/02/21 by Mike.Beach
Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).
#jira UE-16359
Change 3315546 on 2017/02/21 by Mike.Beach
Mirroring CL 3294552
Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.
#jira ODIN-5869
Change 3315554 on 2017/02/21 by Mike.Beach
Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).
#jira ODIN-6211
Change 3317225 on 2017/02/22 by mason.seay
Enable Net Use Owner Frequency on blueprints. This allows the client to use different weapons. Doesn't fix UE-42017 though.
Change 3317495 on 2017/02/22 by Marc.Audy
Expose raw input device configurations to other modules by request
#jira UE-42204
Change 3319966 on 2017/02/23 by Nick.Atamas
Polished up the material reroute node:
- Removed some unnecessary widgets
- Centered the pin node
Change 3320099 on 2017/02/23 by Mike.Beach
Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.
#jira UE-40861
Change 3321227 on 2017/02/24 by Marc.Audy
Just use name rather than going Name -> String -> TCHAR -> Name
Change 3321425 on 2017/02/24 by Marc.Audy
Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName
Change 3321630 on 2017/02/24 by Mike.Beach
Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.
Change 3321845 on 2017/02/24 by Lukasz.Furman
fixed navlink processor trace accepting only components with WorldStatic object type
#ue4
Change 3322474 on 2017/02/24 by Aaron.McLeran
UE-42345 Rewriting thumbnail renderer
Change 3322490 on 2017/02/24 by Aaron.McLeran
UE-42345 Forgot to take abs of sample before averaging
Change 3323562 on 2017/02/27 by Mike.Beach
Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.
Change 3323685 on 2017/02/27 by Mike.Beach
Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).
#jira UE-30816
Change 3323776 on 2017/02/27 by Marc.Audy
Coding standard clean up pass
Change 3324050 on 2017/02/27 by Ben.Zeigler
Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
Port of 3317217, 3315540, and 3314374 from UE4-Fortnite
Change 3324294 on 2017/02/27 by Ben.Zeigler
Engine changes needed to support "Asset Management" UI:
Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
Add Asset Manager code to create and query "Manage" references used for auditing and chunking
Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
Port of CL #3323720 and related fixes from Fortnite
Change 3324295 on 2017/02/27 by Ben.Zeigler
Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
Add struct customizations for PrimaryAssetId and PrimaryAssetType
Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
Port of CL #3323722 and related fixes from Fortnite
Change 3324398 on 2017/02/27 by Ben.Zeigler
CIS fix
Change 3324442 on 2017/02/27 by Ben.Zeigler
Nonunity fix discovered while testing my nonunity fix
Change 3325465 on 2017/02/28 by Marc.Audy
Expand RawInput to support up to 20 buttons
Change 3325468 on 2017/02/28 by Marc.Audy
Fix CIS
Change 3325887 on 2017/02/28 by Phillip.Kavan
[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.
change summary:
- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization
#jira UE-41893
Change 3326713 on 2017/02/28 by Marc.Audy
Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created
Change 3327688 on 2017/03/01 by Marc.Audy
Fix spelling, remove autos
Change 3328139 on 2017/03/01 by Marc.Audy
Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)
#jira UE-42375
Change 3328550 on 2017/03/01 by Mike.Beach
Typo fix in cast node tooltip.
Change 3328575 on 2017/03/01 by Nicholas.Blackford
Submitting Tick Interval Functional Test
Change 3328972 on 2017/03/02 by Jack.Porter
Fix for crash entering Landscape mode
#jira UE-42497
Change 3329224 on 2017/03/02 by Nick.Bullard
Removing Redirector from EngineTest project
Change 3330093 on 2017/03/02 by Mike.Beach
Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.
#jira UE-42166
Change 3330306 on 2017/03/02 by Mike.Beach
Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.
#jira UE-6451
Change 3330626 on 2017/03/02 by samuel.proctor
Functional Test for Blueprint Containers
Change 3330690 on 2017/03/02 by Mike.Beach
Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).
#jira UE-42500
Change 3330704 on 2017/03/02 by Mike.Beach
CIS fix - fallout from CL 3330306
Change 3330875 on 2017/03/02 by Dan.Oconnor
Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)
Change 3330892 on 2017/03/02 by Mike.Beach
CIS fix for linux builds - include filename is case sensitive.
Change 3331585 on 2017/03/03 by Mike.Beach
Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.
Change 3333455 on 2017/03/06 by Ben.Zeigler
Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off
Change 3333484 on 2017/03/06 by Ben.Zeigler
#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name
Change 3333553 on 2017/03/06 by Ben.Zeigler
#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache
Change 3333697 on 2017/03/06 by Mike.Beach
Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).
Change 3334047 on 2017/03/06 by Ben.Zeigler
#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.
Change 3334228 on 2017/03/06 by Ben.Zeigler
#jira UE-42153 Fix several crashes with gameplay tag query structs
#jira UE-39760 Fix it to display tag query description on creation
Change 3335221 on 2017/03/07 by Lukasz.Furman
fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
#ue4
Change 3335733 on 2017/03/07 by dan.reynolds
Fixing Attenuation Shape Material Reference
Change 3335918 on 2017/03/07 by Mike.Beach
More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).
#jira UE-42480
Change 3336053 on 2017/03/07 by zack.letters
Moved and renamed test to meet naming convention and proper location
Change 3336087 on 2017/03/07 by Phillip.Kavan
[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.
change summary:
- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.
#jira UE-18618
Change 3336118 on 2017/03/07 by Phillip.Kavan
Ensure that BP class component templates are included as preload dependencies where appropriate.
Change 3336418 on 2017/03/07 by Marc.Audy
Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
#jira UE-42507
Change 3336529 on 2017/03/07 by dan.reynolds
AEOverview UMG Interface
Change 3336729 on 2017/03/07 by Michael.Noland
Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
#jira UE-42519
Change 3337054 on 2017/03/08 by Mieszko.Zielinski
Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4
Change 3337605 on 2017/03/08 by Mieszko.Zielinski
PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)
Change 3337612 on 2017/03/08 by Lina.Halper
Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
- adding ticket for further investigation
#rb: Martin.Wilson
#jira: UE-42062
Change 3338353 on 2017/03/08 by Mike.Beach
Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.
#jira UE-40861
Change 3340052 on 2017/03/09 by Marc.Audy
Don't mark a blueprint dirty if the default value isn't actually set
#jira UE-42511
Change 3340211 on 2017/03/09 by samuel.proctor
Adding TMap/TSet tests for Containers Functional Test
Change 3340272 on 2017/03/09 by Marc.Audy
auto removals
small optimizations
Change 3340341 on 2017/03/09 by Marc.Audy
Fortnite fixes for blueprint exposed editor only struct members
#jira UE-42430
Change 3340356 on 2017/03/09 by Marc.Audy
Do not allow blueprint exposed editor only struct members
#jira UE-42430
Change 3340369 on 2017/03/09 by Mike.Beach
Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).
#jira UE-42572
Change 3340445 on 2017/03/09 by mason.seay
Renamed and updated test map. Also disabled tests until reviewed
Change 3340627 on 2017/03/09 by Marc.Audy
Remove autos
Change 3340639 on 2017/03/09 by Dan.Oconnor
Avoid CDO creation when asking if an object IsDefaultSubobject
Change 3340642 on 2017/03/09 by Marc.Audy
Correctly maintain removed items from arrays when duplicating actors via T3D
#jira UE-42278
Change 3340689 on 2017/03/09 by Dan.Oconnor
Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph
Change 3340709 on 2017/03/09 by Dan.Oconnor
Remove misplace dClassDefaultObject null check for now
Change 3340710 on 2017/03/09 by Dan.Oconnor
Avoid FindRedirectedPropertyName when performing StaticDuplicateObject
Change 3340728 on 2017/03/09 by Dan.Oconnor
Null checking CDO so that we can duplicate a class with no CDO
Change 3342184 on 2017/03/10 by mason.seay
Nav mesh generation test - not finished
Change 3342930 on 2017/03/13 by Mieszko.Zielinski
Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4
Change 3343739 on 2017/03/13 by Marc.Audy
Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.
Change 3343758 on 2017/03/13 by Marc.Audy
Ensure that when you change visibility, children also get marked dirty as needed.
SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
#jira UE-42240
Change 3343816 on 2017/03/13 by Mike.Beach
Making sure we build CrashReporter for nativized clients.
#jira UE-42056
Change 3343858 on 2017/03/13 by Phillip.Kavan
Back out changelist 3336118 (per discussion) - did not solve the issue.
Change 3344218 on 2017/03/13 by Mike.Beach
Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).
Change 3344388 on 2017/03/13 by Mike.Beach
Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).
#jira UE-37971
Change 3344411 on 2017/03/13 by dan.reynolds
AEOverviewMain update
- Organized Variables
- Added comments on level interface with UI script
Change 3344956 on 2017/03/14 by Marc.Audy
Remove autos
Slight optimization
Change 3345365 on 2017/03/14 by Mike.Beach
In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).
#jira UE-42787
Change 3345565 on 2017/03/14 by Marc.Audy
auto removal
Change 3345654 on 2017/03/14 by Marc.Audy
Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true
Change 3345771 on 2017/03/14 by Zak.Middleton
#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:
ClientNetSendMoveDeltaTime=0.0111f
ClientNetSendMoveDeltaTime=0.0222f
ClientNetSendMoveThrottleAtNetSpeed = 10000
ClientNetSendMoveThrottleOverPlayerCount=10
These are the default values maintained for backwards compat.
Related to OR-36422.
Change 3346314 on 2017/03/14 by Dan.Oconnor
Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.
Change 3346329 on 2017/03/14 by Dan.Oconnor
Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler
Change 3346436 on 2017/03/14 by Dan.Oconnor
Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag
Change 3346632 on 2017/03/14 by Ben.Zeigler
Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
Add missing Class Property metadata to the metadata list
Change 3347525 on 2017/03/15 by Marc.Audy
PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
#jira UE-42810
Change 3347562 on 2017/03/15 by Phillip.Kavan
[UE-32816] Support for value-based bitfield enum associations in the editor.
notes:
- default mode is still index-based, so there are no backwards-compatibility issues
change summary:
- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation
#jira UE-32816
Change 3348030 on 2017/03/15 by Marc.Audy
Remove experimental blueprintable components setting, they are supported fully
Change 3348034 on 2017/03/15 by Phillip.Kavan
CIS fix.
Change 3348054 on 2017/03/15 by Marc.Audy
Fix shadow error
Change 3348063 on 2017/03/15 by mason.seay
Updateed bp logic to use asserts. Added scenarios to descriptions of tests
Change 3348131 on 2017/03/15 by mason.seay
Updating maps and reorganizing content
Change 3348146 on 2017/03/15 by Mike.Beach
Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.
Change 3348213 on 2017/03/15 by dan.reynolds
AEOverview UMG Update
- Added level selection persistence between categories (so you can pick and choose from multiple categories)
- Added a clear all selections button
- Added comments to the UMG BP
Change 3348344 on 2017/03/15 by Lukasz.Furman
fixed missing path following result flag descriptions
#ue4
Change 3348489 on 2017/03/15 by mason.seay
Moved content and updated test descriptions
Change 3348496 on 2017/03/15 by Mike.Beach
Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.
Change 3348502 on 2017/03/15 by Ben.Zeigler
#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings
Change 3348504 on 2017/03/15 by Ben.Zeigler
#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize
Change 3348512 on 2017/03/15 by Mike.Beach
Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).
Change 3348513 on 2017/03/15 by Phillip.Kavan
[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.
change summary:
- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract
#jira UE-38979
Change 3348651 on 2017/03/15 by Mike.Beach
Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.
Change 3348684 on 2017/03/15 by Michael.Noland
Blueprints: Allow string and text variables to be marked as multi-line
PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)
#jira UE-42275
Change 3348691 on 2017/03/15 by Michael.Noland
Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
#jira UE-33052
Change 3348698 on 2017/03/15 by Michael.Noland
Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)
#jira UE-38484
Change 3348722 on 2017/03/15 by Dan.Oconnor
Fix replacement bug - due to last minute refactor of this reference replacer call
Change 3348736 on 2017/03/15 by Michael.Noland
Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)
Change 3348810 on 2017/03/15 by Michael.Noland
Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)
Change 3348811 on 2017/03/15 by Michael.Noland
PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)
#jira UE-42904
Change 3348969 on 2017/03/15 by Dan.Oconnor
Build fix
Change 3349023 on 2017/03/16 by Aaron.McLeran
Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3349389 on 2017/03/16 by mason.seay
Finished up Navigation map. Improved Navmesh map (still needs some work before review)
Change 3349575 on 2017/03/16 by Marc.Audy
Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers
Change 3349628 on 2017/03/16 by Ben.Zeigler
Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
Various fixes to AssetManagerEditorModule
Convert ShooterGame to use the AssetManager for chunking
Change 3349629 on 2017/03/16 by Ben.Zeigler
Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
Also includes changes made on Fortnite Branch as CL #3323724:
Fortnite changes to take advantage of the Manage dependency in the asset manager
Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook
Change 3350043 on 2017/03/16 by Marc.Audy
Fix Audio compile errors
Change 3350092 on 2017/03/16 by Dan.Oconnor
Fix missing output parameters when the function result node is pruned
Change 3350190 on 2017/03/16 by Ben.Zeigler
CIS fix
Change 3350707 on 2017/03/16 by Dan.Oconnor
Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization
Change 3350820 on 2017/03/16 by Joe.Conley
Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play
Change 3350893 on 2017/03/16 by Dan.Oconnor
Build fix
Change 3351017 on 2017/03/16 by Dan.Oconnor
Using ordered arguments instead of named arguments improves load time in BP heavy projects
Change 3351056 on 2017/03/16 by Dan.Oconnor
Avoiding Copies
Change 3351062 on 2017/03/16 by Dan.Oconnor
Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints
Change 3351770 on 2017/03/17 by Marc.Audy
Fix CIS warnings
Change 3351818 on 2017/03/17 by Mike.Beach
CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.
#jira UE-35970
Change 3351918 on 2017/03/17 by Mike.Beach
CIS fix - renaming local so it doesn't conflict with the one in the outer scope.
Change 3351931 on 2017/03/17 by Ben.Zeigler
Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago
Change 3351956 on 2017/03/17 by Dan.Oconnor
Make sure result element is emptied when calling Intersect, Union, or Difference
#jira UE-42993
Change 3352049 on 2017/03/17 by Ben.Zeigler
#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though
Change 3352065 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- deleting unused files
- removing #pragma once in SSynthKnob.cpp
- Making phonon have win64 whitelist to avoid compiling on other platforms
Change 3352100 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- Moving header file to public folder since it's used outside of module
Change 3352182 on 2017/03/17 by Ben.Zeigler
#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector
Change 3352286 on 2017/03/17 by Ben.Zeigler
#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)
Change 3352299 on 2017/03/17 by Ben.Zeigler
#jira UE-40544
PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)
Change 3352303 on 2017/03/17 by Ben.Zeigler
#jira UE-40856
Commit PR #3147: Remove unnecessary directory separator for GetSaveGamePath (Contributed by projectgheist)
Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile
Change 3352320 on 2017/03/17 by Ben.Zeigler
#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)
Change 3352338 on 2017/03/17 by Ben.Zeigler
#jira UE-42800
PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)
Change 3352352 on 2017/03/17 by Dan.Oconnor
Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
#jira UE-42937
Change 3352581 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352356
#ue4
Change 3352665 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
- Also renamed the class to only include SoundWave once!
- Fixing static analysis warning on null deref.
Change 3352685 on 2017/03/17 by Dan.Oconnor
Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
#jira UE-42547
Change 3352706 on 2017/03/17 by Aaron.McLeran
Fixing build error
Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>
Change 3352708 on 2017/03/17 by Dan.Oconnor
Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor
#jira UE-43023
Change 3352860 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352849
#ue4
Change 3352967 on 2017/03/17 by Dan.Oconnor
Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.
#jira UE-43027
Change 3352979 on 2017/03/17 by Dan.Oconnor
Static analysis driven fixes
#jira UE-43044
Change 3352987 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Removing myo from other platforms, win64 only
Change 3353234 on 2017/03/18 by Marc.Audy
Fix Win32 build
Change 3353344 on 2017/03/19 by Marc.Audy
Fix cyclic includes in new Audio code
Change 3353350 on 2017/03/19 by Marc.Audy
Disable static analysis for myo third party code
Change 3353750 on 2017/03/20 by Marc.Audy
Fix additional cyclic include
Change 3353926 on 2017/03/20 by Mieszko.Zielinski
Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4
This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.
#jira UE-18493
Change 3354249 on 2017/03/20 by Mike.Beach
Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).
#jira UE-42479
Change 3354464 on 2017/03/20 by Dan.Oconnor
Fix missing source path when using compilation manager
Change 3354499 on 2017/03/20 by Dan.Oconnor
Disable compilation manager
Change 3354620 on 2017/03/20 by Ben.Zeigler
#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to
Change 3354714 on 2017/03/20 by Michael.Noland
PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)
#jira UE-42655
Change 3354718 on 2017/03/20 by Michael.Noland
Engine: Change FViewport::IsGameRenderingEnabled to be static
PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)
#jira UE-42471
Change 3354721 on 2017/03/20 by Michael.Noland
PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)
#jira UE-42274
Change 3354907 on 2017/03/20 by Aaron.McLeran
Fixing content in xenakis map
Change 3355223 on 2017/03/20 by Ben.Zeigler
#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up
Change 3355297 on 2017/03/20 by Dan.Oconnor
Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083
Change 3355373 on 2017/03/20 by Michael.Noland
PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)
#jira UE-41640
Change 3355417 on 2017/03/20 by Ben.Zeigler
Fix formatting bug where I forgot some braces
Change 3355462 on 2017/03/20 by Aaron.McLeran
UE-43046 Property type changed with no possible conversion
Resaved asset in question
Change 3355629 on 2017/03/20 by Dan.Oconnor
Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.
Change 3355631 on 2017/03/20 by Dan.Oconnor
Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)
Change 3356127 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Updated an invalid/old URL in a comment to a valid/current URL.
Change 3356193 on 2017/03/21 by Marc.Audy
Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
#jira UE-43420
Change 3356222 on 2017/03/21 by Marc.Audy
Expose new attenuation settings to blueprints to resolve cook warnings.
Change 3356286 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Selected a different URL for the update.
Change 3356339 on 2017/03/21 by Marc.Audy
Delete unconnected return nodes to fix fortnite cook warnings
Change 3356827 on 2017/03/21 by Ben.Zeigler
Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
Add some more ensures to track down possible issues with handle corruption
Change 3356920 on 2017/03/21 by Ben.Zeigler
Fix ensure just checked in to not go off when handles are halfway through being cancelled
Change 3358152 on 2017/03/22 by Phillip.Kavan
#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.
Change summary:
- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.
[CL 3358685 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3280282 on 2017/01/31 by Matt.Kuhlenschmidt
GitHub 3171 : fix 'memoreport -full' causes ensure condition fail on particle object
Change 3281111 on 2017/02/01 by Michael.Dupuis
#jira UE-36318 : was'nt notifying that we changed the current level in the case where you add/create new level in the Level window
Change 3281225 on 2017/02/01 by Jamie.Dale
Several improvements to culture switching and LocRes files
- LocRes files now de-duplicate translations when they're generated, which can result in smaller LocRes files.
- The localization compilation step now produces a LocNat file, which contains meta-data specifying the native culture during compile, and where the native LocRes file can be found.
- Changing cultures now loads the native localization data prior to loading the non-native translations to ensure that translations are always applied to a consistent base.
- The "leet" culture (available when localization testing is enabled) is now always applied against the native translation, and correctly restores non-translated text when switching away from the "leet" culture.
- "-culture=leet" now works correctly on the command line ("-leet" also works).
- LoadLocalizationResourcesForCulture is no longer called multiple times during initialization of the text localization manager.
- General clean-up of localization code to favor using LocKeyFuncs with maps and sets, rather than rolling their own key funcs.
Change 3281291 on 2017/02/01 by Alexis.Matte
Make sure the sections material slot assignation is persist correctly for staticmesh and for skeletal mesh
#jira UE-39639
Change 3281718 on 2017/02/01 by Michael.Dupuis
#jira UE-34186: invert processing order of special character, to take into account that key name could be considered a special character and would cause the assumption done to no longer be valid
Change 3281861 on 2017/02/01 by Alexis.Matte
Fix import of morph target when there is no animation
#jira UE-41383
Change 3282791 on 2017/02/02 by Chris.Wood
Split crash analytics methods to fix comment parsing issues.
[UE-32787] - Document Crash Report Client analytics events in code
Change 3283316 on 2017/02/02 by Alexis.Matte
Make sure we do not import more then the maximum allowed node
#jira UE-41405
Change 3283349 on 2017/02/02 by Jamie.Dale
Updated Portal to stage its .locnat files
Change 3283927 on 2017/02/02 by Matt.Kuhlenschmidt
Fix component/actor selection becoming out of sync after undo/redo
#jira UE-41416
Change 3284061 on 2017/02/02 by Alexis.Matte
Fix the scene importer front x axis import
#jira UE-41318
Change 3284280 on 2017/02/02 by Alex.Delesky
#jira UE-41060 - Placing blocking volumes in the level via the Content Menu's "Place Actor" command will now place a blocking volume in the level and not generate an empty warning in the output log
Change 3285053 on 2017/02/03 by Michael.Dupuis
#jira UE-33777: Handle the global landscape editor ui command list so specified shortcut will be treated
Change 3285444 on 2017/02/03 by Jamie.Dale
Updated FastDecimalFormat to support the correct 0-9 numerals for the current locale
These are typically still Latin, but Middle Eastern languages have some variants.
This addresses an inconsistency between FText formatting of numbers and dates (since numbers always used Latin, but dates used the culture correct numerals).
Change 3287422 on 2017/02/06 by Michael.Dupuis
#jira UE-36580: Improved the whole word algo to take into consideration localisation
Change 3287455 on 2017/02/06 by Alexis.Matte
When swaping the mesh point by the mesh component, we noe clean up the override material instead of empty it.
#jira UE-41397
Change 3287745 on 2017/02/06 by Alexis.Matte
Merge from orion dev-general cl:3286668
Fix a crash when importing a LOD containing different material with less sections
Change 3287996 on 2017/02/06 by Michael.Dupuis
#jira UE-37290: fixed naming to be "move to level" instead of "move level"
Change 3288090 on 2017/02/06 by Jamie.Dale
Fixing missing include breaking the FText natvis
Change 3288105 on 2017/02/06 by Jamie.Dale
FTextStringHelper::ReadFromString_ComplexText now only looks at the start of the buffer when matching the complex text macros
Change 3288150 on 2017/02/06 by Jamie.Dale
Fixing display names for tutorial categories so that they can be localized
They were already FText, but the config wasn't defining them in a localizable way.
#jira UE-37926
Change 3288469 on 2017/02/06 by Alex.Delesky
#jira UE-35464 - Enables the editor to parse SubRip Subtitles files to create subtitle assets.
This also introduces the Subtitles module.
Change 3288540 on 2017/02/06 by Alex.Delesky
Backing out changelist 3288469 due to build issue with module includes
#jira none
Change 3289074 on 2017/02/06 by Alex.Delesky
Back out changelist 3288540 - reintroducing Subtitles module to parse SubRip Subtitles files
#jira UE-35464
Change 3289753 on 2017/02/07 by Michael.Dupuis
#jira UE-34599: Take into consideration UMaterialExpressionMaterialFunctionCall when getting the GUID
Change 3290097 on 2017/02/07 by Nick.Darnell
Automation - The automation framework no longer buckets errors, warnings and log statements into a seperate set of buckets. There is now only one log, and all entries go into it to provide some context when things fail. Continued working on the styling of the reports.
Change 3290182 on 2017/02/07 by Michael.Trepka
Added missing initialization for SWindow::bIsMirrorWindow
Change 3290472 on 2017/02/07 by Michael.Dupuis
#jira UE-37358: Add reference list in the dialog for all delete type
Change 3290513 on 2017/02/07 by Michael.Dupuis
#jira UE-37958: was testing the trailing number 0 twice and never testing the 1
Change 3290543 on 2017/02/07 by Michael.Dupuis
#jira UE-35931: Refresh detail panel on selection lost
Change 3290581 on 2017/02/07 by Michael.Dupuis
Fixed possible crash if we have no level blueprint specified (was crashing during the delete of an actor)
Change 3290721 on 2017/02/07 by Michael.Dupuis
#jira UE-40360: Pass the custom spawning struct which contain the level override into to the spawn function
Change 3291958 on 2017/02/08 by Alexis.Matte
Back out revision 26 from //UE4/Dev-Editor/Engine/Source/Developer/AssetTools/Private/AssetTools.cpp
Change 3292017 on 2017/02/08 by Alexis.Matte
Add some fbx automation tests to validate material re-import
Change 3292030 on 2017/02/08 by Michael.Dupuis
#jira UE-37958: was testing the trailing number 0 twice and never testing the 1
Change 3293062 on 2017/02/08 by Jamie.Dale
Reduced the number of allocations that happen when rebuilding text
This change removes the wasteful FTextHistory::ToText function and replaces it with two more specialized functions; FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString.
These new functions return an FString (for the display string), rather than an FText (which was simply mined for its display string). Simply avoiding going via an FText saves at least two allocations per-rebuild.
Changes:
- Removed FTextHistory::ToText and replaced it with FTextHistory::BuildLocalizedDisplayString and FTextHistory::BuildInvariantDisplayString.
- Moved the localization aware chronological and transformation implementations into FTextChronoFormatter and FTextTransformer. These return an FString which avoids an FText allocation during rebuild, and is simply passed into an FText during normal FText usage.
- Moved FText::AsDate, FText::AsDateTime, FText::AsTime, FText::ToUpper, and FText::ToLower into Text.cpp, and these now use FTextChronoFormatter and FTextTransformer from the common text implementation.
- Moved FText::AsTimespan into Text.cpp. This had no dependency on ICU, so this is now the common text implementation.
- Added FTextFormatter::FormatStr variants. FTextFormatter::Format calls these FTextFormatter::FormatStr versions internally, and they're also used during text rebuilding (saving not only an FText allocation, but also a container copy).
- Removed FText::CreateNumericalText and FText::CreateChronologicalText as they were mostly superfluous.
- General update from using MakeShareable to MakeShared (saving 1 allocation).
- General clean-up of L10N/I18N class friendship.
#jira UE-41533
Change 3293292 on 2017/02/08 by Alex.Delesky
Performing some cleanup in the Subtitles module, and creating a SubtitlesEditor module for the subtitles asset factories since it causes issue in client builds.
Change 3293477 on 2017/02/08 by Jamie.Dale
Fixed TProperty::InitializeValueInternal and TProperty::DestroyValueInternal mismatch when dealing with fixed size arrays
#jira UE-41007
Change 3293571 on 2017/02/08 by Matt.Kuhlenschmidt
Fix lots of outline data being added to the font cache due to wrongly hashing outline material and color data.
Change 3293572 on 2017/02/08 by Matt.Kuhlenschmidt
Fix details panel categories in the static mesh editor
Change 3294216 on 2017/02/09 by Michael.Dupuis
#jira UE-40609: manually position the window based on it'S max possible size
#3128 GitHub
Change 3294430 on 2017/02/09 by Jamie.Dale
Kerning-only text shaping no longer draws characters to get their metrics
It now goes via the low-level FT caches like HarfBuzz does.
Change 3294588 on 2017/02/09 by Alexis.Matte
If we remove a LODGroup from baseengine.ini, the fbx importer UI will now be able to recover in case the last fbx import was done with the just removed LODGroup
Change 3294847 on 2017/02/09 by Matt.Kuhlenschmidt
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 3295093 on 2017/02/09 by Arciel.Rekman
Linux: fix Setup.sh not working in paths with space (UE-41819).
Change 3295205 on 2017/02/09 by Matt.Kuhlenschmidt
Fix material UV's no longer working om 9 slice elements
Change 3295816 on 2017/02/09 by Arciel.Rekman
Linux: fix starting programs from a path with space.
Change 3296129 on 2017/02/09 by Arciel.Rekman
Linux i686: changes necessary to compile BlankProgram.
- Added new architecture to UBT.
- Fixed system headers.
- Added third party libs for i686:
- jemalloc
- elftoolchain
- zlib
- SDL2
- libc++
Change 3296564 on 2017/02/10 by Jamie.Dale
Cleaned up PO comment preservation
Change 3296694 on 2017/02/10 by Jamie.Dale
AllocateNameEntry now takes TCharType* rather than void* and cast
Change 3296744 on 2017/02/10 by Jamie.Dale
Moved the PO DOM from UnrealEd to Internationalization
Change 3297250 on 2017/02/10 by Jamie.Dale
Split the PO import/export pipeline out of the commandlet
Change 3297420 on 2017/02/10 by Alexis.Matte
Add Isolate and highlight feature for the material panel in the staticmesh and the skeletal editor.
#jira UE-38985
Change 3297594 on 2017/02/10 by Alexis.Matte
When importing from fbx a static mesh with find material anywhere, the next LODs import by the user will create new material entries instead of using the existing one.
Change 3297752 on 2017/02/10 by Arciel.Rekman
i686 support: more third party libs.
- libcurl
- OpenSSL
- libpng
- libvorbis
- libogg
- libopus
Change 3297754 on 2017/02/10 by Arciel.Rekman
i686 support: PhysX
Change 3297922 on 2017/02/10 by Alexis.Matte
When importing a new LOD to a staticmesh, the data source file is not anymore wipe or change to the last fbx import filename.
Change 3298330 on 2017/02/10 by Arciel.Rekman
i686: missing libcurl.
Change 3298620 on 2017/02/11 by Jamie.Dale
FLocTextHelper improvements
- It can now support non-standard target layouts (where the native and foreign cultures are in different locations - see FLocTextTargetPaths).
- The XForeignArchive functions are now more strict, and *only* accept foreign cultures (use the XArchive functions instead if you're using both native and foreign cultures as parameters).
Change 3299293 on 2017/02/13 by Matt.Kuhlenschmidt
PR #3241: UE-41870: Add quotes when passing through the directory path (Contributed by projectgheist)
Change 3299299 on 2017/02/13 by Matt.Kuhlenschmidt
PR #3224: Git plugin: fix git autodetection and add error message (Contributed by SRombauts)
Change 3299391 on 2017/02/13 by Matt.Kuhlenschmidt
Fix material instances being marked dirty when opening
#jira UE-41721, UE-41719
Change 3299441 on 2017/02/13 by Nick.Darnell
PR #3243: Fix bug that UWidget::GetOwningPlayer doesn't return (Contributed by yeonseok-yi)
Change 3299567 on 2017/02/13 by Nick.Darnell
Slate - The Checkbox no longer just passes visibility down to the internal widgets it creates, that prevents future changes to effect it if it starts collapsed.
#jira UE-41904
Change 3299870 on 2017/02/13 by Jamie.Dale
Added cycle counters for font rendering/shaping
Change 3300116 on 2017/02/13 by Michael.Dupuis
#jira UE-41866: Update cache when performing an undo
Change 3300178 on 2017/02/13 by Alexis.Matte
Fix a crash when re-importing a LOD with more sections then the base LOD
Change 3300191 on 2017/02/13 by Alexis.Matte
Make sure we do not loose castshadow and recomputetangents section flags when we re-import a skeletal mesh.
Change 3300351 on 2017/02/13 by Alexis.Matte
Remove the clean up of unused material for the staticmesh editor. Unused material can be delete manually in the UI
#jira UE-39639
Change 3302138 on 2017/02/14 by Nick.Darnell
Automation - Adding support for -DeveloperReportOutputPath and -DeveloperReportUrl to permit local runs of the automation tool to generate reports on the report server, and launch the browser window to view them.
Change 3302139 on 2017/02/14 by Nick.Darnell
UMG - Additional fixes to the way we migrate changes from the preview to the serialized version of the widget tree. This fixes several issues with edit-inline objects on UWidgets.
Change 3302281 on 2017/02/14 by Nick.Darnell
Slate - Bringing over changes to the invalidation panel from one of the game streams. This fixes issues with animations in volatile widgets, as well as some issues with cache relative offset, and offers a method for enabling a different caching method to preserve batching through a commandline, but at the cost of not being able to use GPU buffers, possibly a better option on mobile in some cases.
Change 3302415 on 2017/02/14 by Nick.Darnell
Disabling the open asset editor test.
Change 3302976 on 2017/02/14 by Nick.Darnell
Automation - Updating one of the tests to open 70 different known asset types, and ensure that they open without dirtying the package. AutomationTestSettings are now defaultengine, not sure why they setup to be user specific previously. Most of these settings need to be removed, or split off into the modules that own them, rather than being in Engine. TODO.
Change 3303724 on 2017/02/15 by Matt.Kuhlenschmidt
Removed hard coded list of thumbnails, preventing objects with valid thumbnails from showing up. Thumbnails are now shown by default. Use meta=(DisplayThumbnail=false) to remove
#jira UE-41958
Change 3303729 on 2017/02/15 by Matt.Kuhlenschmidt
PR #3253: UE-34539: (Bugfix) Allow binary files in git stored via git-fat, git-lfs, etc to be diffed (take 2) (Contributed by rpav)
Change 3303733 on 2017/02/15 by Matt.Kuhlenschmidt
PR #3248: Fix for TAssetSubClassOf properties reset on undo. (Contributed by StefanoProsperi)
Change 3303823 on 2017/02/15 by Nick.Darnell
Automation - Continued improvements on screenshots. Added some fixes to turn off the tonemapper when visualizing buffers. Fixed several screenshots due to this change. Adding lightboxes to the reports. Adding some styling to make things sweeter.
Change 3303937 on 2017/02/15 by Matt.Kuhlenschmidt
Fix build error
Change 3303982 on 2017/02/15 by Nick.Darnell
Automation - Making the opening of the image no longer threaded, not really helpful for the IO operation and just makes it harder to follow.
Change 3304058 on 2017/02/15 by Matt.Kuhlenschmidt
Fix build attempt #2 (not reproducible locally)
Change 3304393 on 2017/02/15 by Matt.Barnes
Submitting test content for UEQATC-3548
Change 3304517 on 2017/02/15 by Nick.Darnell
Slate - Making some fixes to the automatic disabling of the pixel snapping code with render transforms. Sometimes it gets confused, we may want to move to a seperate transform stack for layout and render, and make sure the element drawer has access to both.
Change 3304560 on 2017/02/15 by Nick.Darnell
UMG - SA fix.
Change 3304890 on 2017/02/15 by Matt.Kuhlenschmidt
PR #3220: UE-41243: Force resolution in standalone if large than primary workin. (Contributed by projectgheist)
Change 3305360 on 2017/02/15 by Arciel.Rekman
Linux: fix crash on exit (UE-41907).
- It is not safe to dereference UAnimGraphNode_PoseDriver::StaticClass during the final shutdown sequence since the instance has already been destroyed in StaticExit().
Change 3306023 on 2017/02/16 by Nick.Darnell
Paper2D - Adding a method to create SlateBrushes from PaperSprites the same way we can for materials and textures in blueprints.
Change 3306030 on 2017/02/16 by Nick.Darnell
Slate - Making some additional fixes to invalidation panels from a game branch. Adding a RoundToVector function to FVector2D, fixing the 3 places we defined a RoundToInt (which wasn't a great name since the convention wasn't meant to be used that way).
Change 3306031 on 2017/02/16 by Nick.Darnell
Slate - Retainer widgets no longer tick using PreTick on SlateApplication, they now paint during their normal paint.
Change 3306046 on 2017/02/16 by Nick.Darnell
UMG - Adding CanEditChange to WidgetComponent to gray out the CylinderArcAngle property unless you select the right geometry mode.
Change 3308887 on 2017/02/17 by Matt.Kuhlenschmidt
Fix crash if blurs are rotated
#jira UE-42037
Change 3309114 on 2017/02/17 by Jamie.Dale
Unifying non-shaped text to use the same atlas cache as shaped text
Change 3310044 on 2017/02/17 by Matt.Kuhlenschmidt
Outline color on text elements is now inherited properly
#jira UE-40691
Change 3310268 on 2017/02/17 by Matt.Kuhlenschmidt
Guard against rendering MIDs with potentially no parent in slate.
#jira UE-42047
Change 3311531 on 2017/02/20 by Michael.Dupuis
#jira UETOOL-1100:
Add the possibility to have dynamic min/max slider value
Synchonize all Color vector together when changing the min/max slider value
Change 3311534 on 2017/02/20 by Michael.Dupuis
incremental build fix
Change 3311535 on 2017/02/20 by Michael.Dupuis
incremental build fix take 2...
Change 3311743 on 2017/02/20 by Michael.Dupuis
buildfix lunix incremental
Change 3312496 on 2017/02/20 by Arciel.Rekman
Linux: fix PhysX crash in i686.
- Changed layout to one that works.
Change 3313127 on 2017/02/20 by Jamie.Dale
Fixed crash when performing a non-async cooked package save
It isn't safe to call TotalSize on the BulkArchive when it's not a FBufferArchive (as used during async save) once the archive has been closed.
Change 3313990 on 2017/02/21 by Nick.Darnell
Automation - Added a summary area at the top of the report.
Change 3314034 on 2017/02/21 by Jamie.Dale
Fixed crash when deleting a streamed font
Change 3314942 on 2017/02/21 by Nick.Darnell
Automation - More templating styling work.
Change 3315080 on 2017/02/21 by Nick.Darnell
Automation - Providing a way for users to remove explict events from the event log when automated tests run. Needed for other systems linked into the automation system like google mock.
Change 3315452 on 2017/02/21 by Nick.Darnell
Json - Adding support for Map and Set properties to the JsonObjectConverter. Can now save out map and sets. No support for loading them yet.
Change 3315614 on 2017/02/21 by Nick.Darnell
Json - Adding support for loading sets and map json data.
Change 3315924 on 2017/02/21 by Arciel.Rekman
Vulkan: edigrating various Linux fixes by Josh.
- This is to make Linux Vulkan work in Dev-Editor easier (for the contractor and myself).
Original descriptions:
CL 3313445
- Various Vulkan fixes:
- Compiles in Linux
- Many cubemap bugs squashed
- Changed the scratch reflection cubemap clear to SetRenderTargestsAndClear, instead of SetRenderTarget() / Clear()
- Added compute fences
CL 3314152
- Fixed compile error on Mac, but I am pretty sure we can just remote VulkanRHI from Mac building entirely, but needs to be tested.
Change 3316741 on 2017/02/22 by Jamie.Dale
Ensure that enums used by BP nodes have been PostLoaded so they have the correct display names
#jira UE-42253
Change 3316800 on 2017/02/22 by Matt.Kuhlenschmidt
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 3317058 on 2017/02/22 by Alexis.Matte
Fix the scene importer to support correctly the obj file format
#jira UE-35606
Change 3318039 on 2017/02/22 by Arciel.Rekman
i686 support: added missing libwebsockets.
Change 3318095 on 2017/02/22 by Arciel.Rekman
i686 support: Oodle.
Change 3319002 on 2017/02/23 by Michael.Dupuis
#jira UE-41794 : Do not exit the landscape mode when doing undo from the creation of the landscape
Change 3319012 on 2017/02/23 by Alexis.Matte
PR #3066: Improve asset import by permitted relative paths and easing editing of mapped mount points. (Contributed by paulevans)
#jira UE-40039
Change 3319035 on 2017/02/23 by Nick.Darnell
UMG - Adding a note about the font sizes in UE4 in Slate, using 96 dpi.
#jira UE-42170
Change 3319040 on 2017/02/23 by Matt.Kuhlenschmidt
PR #3278: Git plugin: fix revision number for blueprint diff menu (Contributed by SRombauts)
#jira UE-42129
Change 3319072 on 2017/02/23 by Michael.Dupuis
#jira UETOOL-1101: Add support for DetailGroup reset to default
Right now it's only enable for the color grading
Change 3319077 on 2017/02/23 by Nick.Darnell
Automation - Moving away from most of the templating being done in C++. Moving to dust.js to just do it in the browser window. The json report file is now the actual source of the information we use to template the resulting report html. Maaay have to move to doing the templating server side in the future to stream it to the client better, but avoiding that so we don't have to ship a server. Disabling several places we were taking editor screenshots, none of that code was actually comparing screenshots, it was a hold-over from earlier days.
PhysX - Fixing a problem with Physx FillInlinePxShapeArray. Deprecating it, adding FillInlinePxShapeArray_AssumesLocked, and locking places we were assuming it was already locked in the landscape component.
Change 3319088 on 2017/02/23 by Nick.Darnell
PR #3245: UE-41707: Re-order includes correctly (Contributed by projectgheist)
#jira UE-41914
Change 3319104 on 2017/02/23 by Michael.Dupuis
fix incremental build
Change 3319146 on 2017/02/23 by Matt.Kuhlenschmidt
PR #3292: Git plugin: fix update status on directories broken since UE4.12 (Contributed by SRombauts)
#jira UE-42272
Change 3319252 on 2017/02/23 by Michael.Dupuis
fix warning with missing #undef LOCTEXT_NAMESPACE
Change 3319298 on 2017/02/23 by Alex.Delesky
Removing the Subtitles and SubtitlesEditor modules (it'll eventually be brought back as the Overlay and OverlayEditor modules)
Change 3319388 on 2017/02/23 by Alexis.Matte
Fbx Importer now find collision model under fbx LOD Group
#jira UE-42141
Change 3319528 on 2017/02/23 by Michael.Dupuis
Fixed Undo/Redo to be consistent with other vector modifcation behavior
Change 3319583 on 2017/02/23 by Alexis.Matte
Fix the sample rate to use the least common multiplier of all keys
#jira UE-42012
Change 3319705 on 2017/02/23 by Nick.Darnell
Static Analysis - Fixing sonobjectconverter.cpp(460) : warning C6011: Dereferencing NULL pointer 'ArrayProperty'.
Change 3319711 on 2017/02/23 by Nick.Darnell
Editor - Adding some checks to make sure the struct we're accessing is still a valid handle.
#jira UE-42262
Change 3319736 on 2017/02/23 by Alex.Delesky
Adding Subtitles and SubtitlesEditor to the JunkManifest file.
Change 3319919 on 2017/02/23 by Nick.Darnell
Automation - Fixing an issue with moving a location that doesn't exist.
Change 3319932 on 2017/02/23 by Alexis.Matte
Fbx importer, do not apply more then one time the transform option to the scene node.
#jira UE-42277
Change 3320105 on 2017/02/23 by Nick.Darnell
Editor - Adding some additional checks to the margin customization.
#jira UE-42262
Change 3321577 on 2017/02/24 by Jamie.Dale
Moving Internationalization module from Runtime to Developer
Change 3321625 on 2017/02/24 by Jamie.Dale
Moving InternationalizationSettings module from Developer to Editor
Change 3321642 on 2017/02/24 by Jamie.Dale
Moving SCulturePicker from the Localization module to the InternationalizationSettings module
Change 3321734 on 2017/02/24 by Alexis.Matte
PR #2979: Fix extra root bone for Blender exported FBX. (Contributed by manmohanbishnoi)
We fix the extra root only when the file creator is from blender and the root node is named armature. We cannot simply remove all dummy node, since this is use by the rigid mesh workflow.
#jira UE-39050
Change 3321912 on 2017/02/24 by Jamie.Dale
Split LocalizationCommandletExecution out of the Localization module to remove some editor dependencies
Change 3322274 on 2017/02/24 by Jamie.Dale
Moving Localization module from Editor to Developer, and merging the Internationalization module into it
Removed hard-dependency between Engine and Localization/Internationalization via an interface.
Change 3322774 on 2017/02/25 by Jamie.Dale
Unifying LocRes and LocNat file format between generation and loading
This lets the code in Core be shared by Localization, and allows some code that was proxying via archives (due to the code being logically identical, but different C++ types) to use these new types directly.
#tests Built Debug, Shipping, and Editor. Verified that LocNat and LocRes generation and loading worked as before.
Change 3322795 on 2017/02/25 by Jamie.Dale
Fixing mismatch between SOURCE_CONTROL_WITH_SLATE and its .Build.cs file
The define was set to disable Slate for Linux program targets only, but the .Build.cs disabled Slate for all Linux targets.
Since the define was touched most recently (CL# 2534983), I updated the .Build.cs file to match its logic, and moved the definition of the define to the .Build.cs file so that they stay in sync with one another.
Change 3322853 on 2017/02/25 by Jamie.Dale
Moved the conflict and word count reporting to FLocTextHelper
Change 3323089 on 2017/02/26 by Jamie.Dale
Added functions to get the target name and path from FLocTextHelper
Change 3323391 on 2017/02/27 by Ben.Cosh
This fixes an issue with blueprint config variables having their value destroyed by CDO serialization
#Jira UE-40586 Blueprint variable defaults set from config files value are overwritten by CDO serialization
#Proj Engine, CoreUObject
Change 3323406 on 2017/02/27 by Ben.Cosh
Fixed a problem that caused UK2Node::ExpandSplitPin to destroy pins it didn't own in when expanding a collapsed graph during compilation.
#jira UE-41211 - Crash when splitting a UDS pin on a collapsed graph
#Proj BlueprintGraph
Change 3323572 on 2017/02/27 by Nick.Darnell
Automation - Continued itteration on the style of the automation reports, now with attentional info, like where the log came from.
Automation - Fixing a bug in the functional actor tests, navigating to the actors sometimes opened other objects in the package, now it only opens the map. Also improved the way we focus the actor so that the level editor is also brought to the foreground.
Automation - Fixing a bug in how the automation system was registering for capturing logging. It was swapping out GWarn for its own version, but GWarn isn't called for anything that isn't an error or warning, meaning that none of the Display/Logging or analytics capture attempts were actually working. Suddenly a flood of informations started being captured during tests. For now - only going to capture 'Display' logs instead of 'Log' level.
Automation - Successful comparisons now print more information so that the automation logs do a better job of tracking the flow of the test.
Automation - The screenshot comparison test now prints more information even during successful comparisons.
Editor - The message log no longer emits a SetSelection, just because the selection is updated the categoriry view model. This was causing things like the automation tool, which sets the selection every time (which may itself be an issue) to completely rebuild the message log every time a new automation message was emited. The message log now checks if the selection would actually change the viewstate before it does it.
Domino Test - Adding an arrow to visualize the state of the up vector the test is looking for; playing with idea for test visualizers that may help with debugging in the future.
Change 3323580 on 2017/02/27 by Michael.Trepka
Fixed some Xcode 8.3 compile errors
Change 3323634 on 2017/02/27 by Nick.Darnell
Build - Fix incremental build.
Change 3323740 on 2017/02/27 by Jamie.Dale
Adding #error if the SOURCE_CONTROL_WITH_SLATE define is missing
Change 3323865 on 2017/02/27 by Nick.Darnell
Automation - Disabling the screenshot from the small editor icons test, until the editor screenshot method starts comparing things, and the screenshots we take are better / more scoped.
Change 3324228 on 2017/02/27 by Jamie.Dale
Can no longer name assets or folders with a leading underscore
#jira UE-40541
Change 3324429 on 2017/02/27 by Jamie.Dale
Removing FLocTextTargetPaths
It was added to support something that I'm now going to do a different way.
Change 3324473 on 2017/02/27 by Jamie.Dale
Moved the GatherText SCC utils into the Localization module
Change 3324481 on 2017/02/27 by Jamie.Dale
Moving the localized asset utils out of GatherText base
Change 3324485 on 2017/02/27 by Jamie.Dale
Cleaning up some includes now that the localization SCC is no longer in GatherText
Change 3324910 on 2017/02/28 by Nick.Darnell
Slate - Moving the SlateRotatedRect into its own file, and removing FSlateRotatedClipRectType, since there's no longer a difference and we only use FSlateRotatedRect.
Change 3325329 on 2017/02/28 by Michael.Dupuis
#jira UE-42083: Removed various Modify(true) that would force user to save the levels even if they did'nt really modified them
Replace TMap<TLazyObjectPtr,...> as it would dirty the level at every Find performed
Change 3325410 on 2017/02/28 by Michael.Dupuis
missing include for incremental build
Change 3325415 on 2017/02/28 by Nick.Darnell
UMG - Adding some setters and getters for RedrawTime to the WidgetComponent.
Change 3325418 on 2017/02/28 by Nick.Darnell
Automation - Fixing the warnings on startup about smoke tests taking longer than 2s. Had to add an option to disable capturing the callstack when running smokes, it adds a bit too much overhead during startup.
Change 3325698 on 2017/02/28 by Alexis.Matte
Put back the code to isolate material versus section in the skeletal mesh. The code was override by a temporary hack done in paragon branch
Change 3325790 on 2017/02/28 by Michael.Trepka
Copy of CL 3319588
Fixed address sanitizer support in MacToolChain (Apple changed the name of the env variable Xcode uses to enable it) and added support for thread sanitizer
Change 3326118 on 2017/02/28 by Alexis.Matte
Add LOD settings LOD distances to fbx import dialog option. The option are not supported yet by the scene importer
#jira UE-41291
Change 3326183 on 2017/02/28 by Alexis.Matte
PR #3298: Import SpecularFactor for Roughness and Shininess for Metallic textures (Contributed by VladimirPobedinskiy)
#jira UE-42301
Change 3326196 on 2017/02/28 by Jamie.Dale
Force the correct package localization ID when duplicating a BP for nativization
Change 3327037 on 2017/03/01 by Michael.Dupuis
fixed fortnite mac non editor build
Change 3327483 on 2017/03/01 by Jamie.Dale
Renaming LocNat to LocMeta
Change 3327486 on 2017/03/01 by Jamie.Dale
Renaming LocNat to LocMeta
Change 3327541 on 2017/03/01 by Michael.Trepka
Removed Mac OpenGL RHI files and disabled building of OpenGL RHI on Mac
Change 3328000 on 2017/03/01 by Nick.Darnell
Automation - Noisy rendering features are now disabled by default when taking screenshots.
Change 3328323 on 2017/03/01 by Michael.Trepka
Copy of CL 3307526
Fixed mouse position issues in fullscreen mode on Mac
Change 3328410 on 2017/03/01 by Alexis.Matte
Remove unwanted option when importing skeletal mesh
Make the FBX tests uptodate with the new ImportUI options
#jira UE-41291
Change 3329586 on 2017/03/02 by Jamie.Dale
Adding missing includes when running with bUseMallocProfiler enabled
Change 3329999 on 2017/03/02 by Nick.Darnell
UMG - Removing a deprecated 4.8 function to get the label on UWidget.
Change 3330004 on 2017/03/02 by Nick.Darnell
UMG - Adding TargetPlatform to the dependencies of UMGEditor module.
Change 3330021 on 2017/03/02 by Nick.Darnell
UMG - Adding TargetPlatform to the private include path of the UMG module.
Change 3330041 on 2017/03/02 by Nick.Darnell
Engine - Adding a comment to the PreLoadMap call so people know what the string being passed in is.
Change 3330048 on 2017/03/02 by Nick.Darnell
Editor - Don't allow querying the cursor in the editor viewport while saving packages. Depending upon the code that gets triggered, it may cause packages to load, or things to be initialized while saving is occuring.
Change 3330602 on 2017/03/02 by mason.seay
Map for Functional Screenshot Test Bug
Change 3330632 on 2017/03/02 by Alexis.Matte
Fix fbx crash when there is only one UVChannel but using the naming convention to place it further then the first index
Change 3330862 on 2017/03/02 by Jamie.Dale
Adding FPaths::SetExtension
This is like FPaths::ChangeExtension, but also applies the extension if the file doesn't have one.
Change 3331491 on 2017/03/03 by Nick.Darnell
Automation - Fixing a threading issue in the SAsyncImage, it was accessing potentially bogus memory if the Widget had been deleted before the task ran.
Change 3331498 on 2017/03/03 by Nick.Darnell
Build - Fixing a build warning.
Change 3331807 on 2017/03/03 by Nick.Darnell
Automation - Making the Disable Noisy Rendering Features more robust, disabling a few more markers. Adding a better way of rolling back the changes.
Change 3331999 on 2017/03/03 by Michael.Trepka
Fixed a memory leak on texture creation with BulkData in OpenGLTexture.cpp
Change 3332481 on 2017/03/03 by Arciel.Rekman
Fix building lighting in commandlet (UE-42551).
- Process task graph while running as commandlet.
- Also, if for any reason - like the lack of -messaging - local swarm interface fails to initialize or takes too much time to send the message, bail out.
Change 3332606 on 2017/03/04 by Jamie.Dale
Fixing crash reporting loc word counts when the report is starting empty
Change 3332614 on 2017/03/04 by Jamie.Dale
Fixed text namespaces being treated as case-insensitive when export to JSON manifests and archives
Change 3332619 on 2017/03/04 by Jamie.Dale
Fixing CIS error
Change 3333000 on 2017/03/06 by Matt.Kuhlenschmidt
PR #3295: Non-editable FStringAssetReference using VisibleAnywhere (Contributed by projectgheist)
#jira UE-42284
Change 3333039 on 2017/03/06 by Alexis.Matte
Make custom ui for FbxSceneImportData object
#jira UE-37896
Change 3333047 on 2017/03/06 by Nick.Darnell
UMG - Removing an extra assignment in WidgetSwitcher.
Change 3333056 on 2017/03/06 by Alexis.Matte
Build fix
Change 3333073 on 2017/03/06 by Matt.Kuhlenschmidt
Added more logging for when window creation fails due to too many windows.
#jira UE-42478
Change 3333081 on 2017/03/06 by Matt.Kuhlenschmidt
PR #3327: Git Plugin: fix RunDumpToFile() to check git ReturnCode (Contributed by SRombauts)
#jira UE-42535
Change 3333103 on 2017/03/06 by Matt.Kuhlenschmidt
PR #3336: UE-42407: using GetWindowMode instead of switching on IsFullscreenViewport (Contributed by stefanzimecki)
#jira UE-42407, UE-42565
Change 3333142 on 2017/03/06 by Jamie.Dale
Added a way to view/copy a list references (including those that aren't loaded) to the reference viewer
Change 3333443 on 2017/03/06 by Matt.Kuhlenschmidt
Eliminate the usage of SWebBrowser to show viewport controls in level viewports. There is an non-trivial startup cost initializing CEF and is not worth paying that cost on editor startup for one tiny control. The button now opens a web page on click.
#jira UE-42461
PR #3314: Drop UE4Editor -> CEF dependency to 2x speedup Linux UE4Editor startup (Contributed by slonopotamus)
Change 3333914 on 2017/03/06 by Matt.Kuhlenschmidt
Remove double middle mouse click to change to perspective view
#jira UE-42444
Change 3333936 on 2017/03/06 by Matt.Kuhlenschmidt
Fixed excessive fname initialization in these files
Change 3334063 on 2017/03/06 by Alexis.Matte
fix build linux
Change 3334166 on 2017/03/06 by Jamie.Dale
Adding Data Table export/import support for TMap and TSet
#jira UE-42415
Change 3334459 on 2017/03/06 by Alexis.Matte
PR #3334: Respect bForceFrontXAxis option when exporting to FBX (Contributed by rajkosto)
#jira UE-42563
Change 3335132 on 2017/03/07 by Jamie.Dale
Fixing typo
Change 3335140 on 2017/03/07 by Jamie.Dale
Fixing CSV import warnings in GameplayEffects test
Change 3335164 on 2017/03/07 by Alexis.Matte
Avoid selecting skeletal mesh section in the level when high light them in persona editor
#jira UE-20151
Change 3335186 on 2017/03/07 by Jamie.Dale
Fixed CSV parser missing empty cells at the end of the string
Change 3335218 on 2017/03/07 by Arciel.Rekman
SDL2: delete unused project/build files.
Change 3335222 on 2017/03/07 by Arciel.Rekman
SDL2: delete more unused project/build files.
Change 3335230 on 2017/03/07 by Matt.Kuhlenschmidt
Additional fixes for blur and blur slot not propagating padding to each other
#jira UE-42553
Change 3335896 on 2017/03/07 by Jamie.Dale
ToolTips and Engine were double gathering the same meta-data
#jira UE-36480
Change 3336009 on 2017/03/07 by Matt.Kuhlenschmidt
Fix details panels becoming unusable if "Show only Modified Properties" is enabled and there are no modified properties
Change 3336247 on 2017/03/07 by Jamie.Dale
Selection height is now the max of the line height and text height to account for negative line scaling
#jira UE-40673
Change 3336253 on 2017/03/07 by Jamie.Dale
Added a setting to control whether we should use the font metrics or the bounding box when laying out a font
#jira UE-41074
Change 3336303 on 2017/03/07 by Arciel.Rekman
Refactor of OS memory allocation functions.
- Bring PageSize/OSAllocationGranularity in line with the established definitions.
- PageSize is a hardware mapping granularity that is also used for PageProtect() and any other functions that involve setting virtual memory properties.
- OSAllocationGranularity is a virtual address allocation granularity that on some platforms may be applied on top of that (notably VirtualAlloc in Windows only returns addresses that are 16 page aligned).
- BinnedPageSize and BinnedAllocationGranularity are the values expected by Binned and Binned2 for size and the alignment of OS allocations.
- Disable the logic in CachedOSPageAllocator that allowed buffers larger than the requested size to be returned.
- This caused wrong allocation size to be passed in BinnedFreeToOS() from Binned2.
- Make Binned2 work on Linux
- Addresses returned from BinnedAllocFromOS() need to be BinnedPageSize (minimum 64KB) aligned for Binned2 to work. This results in the need to artificially align mmap()'d addresses, at some performance cost.
- The same function can be used on other systems with mmap()/munmap() (Mac, Android, iOS)
- Switch Linux to Binned2 by default.
- Add ability to sanity-check OS memory allocations.
- Debug and Development build will store a descriptor to check that values passed to BinnedFreeToOS() are the same (mmap-based allocation only).
Change 3337098 on 2017/03/08 by Michael.Dupuis
#jira UE-42589: Added a guard if the mesh component is not attached, this can happen when moving a component out of the screen
Change 3337183 on 2017/03/08 by Matt.Kuhlenschmidt
Hide the preview toolbar button, it is not being used
Change 3337801 on 2017/03/08 by Michael.Trepka
Fixed some module dependencies to make sure we don't build OpenGLDrv on Mac
Change 3338373 on 2017/03/08 by Joe.Graf
Fixed external plugin cooking and deployment by remapping plugin directories upon cook & deployment
Tested directory structures:
D:\SomePluginDir
D:\UE4\AnotherPluginDir
D:\UE4\Engine\Plugins
D:\UE4\MyProject\Plugins
Change 3338482 on 2017/03/08 by Alexis.Matte
Remove "BlueprinReadOnly" flag on "WITH_EDITORONLY_DATA" class variable
Change 3338679 on 2017/03/08 by Matt.Kuhlenschmidt
Fixed arrow keys not working to navigate between elements in the details panel
Change 3339086 on 2017/03/09 by Dmitriy.Dyomin
Added: Mobile friendly slate settings
Change 3339366 on 2017/03/09 by Nick.Darnell
Build - Attempting to fix build.
#jira UE-42675
Change 3339506 on 2017/03/09 by Jamie.Dale
Fixing Linux Server build error
#jira UE-42675
Change 3340450 on 2017/03/09 by Cody.Albert
Ensure that the hittest grid is valid before trying to find a focusable widget
Change 3340492 on 2017/03/09 by Arciel.Rekman
Fix IOS compile error (UE-42695).
Change 3340565 on 2017/03/09 by Arciel.Rekman
Fix another compile error (UE-42695).
Change 3341527 on 2017/03/10 by Alexis.Matte
Fix crash when dragging a re-import scene and there is new asset created
#jira UE-42766
[CL 3341914 by Nick Darnell 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]
#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 3051464 on 2016/07/15 by Nick.Darnell
Regression Testing - Several upgrades to the functional testing system, better tracking of failure cases, some source line failure detection, trying to make it easier to run a specific test on a map. Some UI improvements, easier access to the automation system. Lots more refactoring to come, lots of improvements are still needed in transmitting screenshots and just generally building a automation report we could dump from the build machines.
Change 3051465 on 2016/07/15 by Nick.Darnell
Adding the "Engine Test" project our one stop shope for running automation tests in the engine to try and reduce regressions.
Change 3051847 on 2016/07/15 by Matt.Kuhlenschmidt
Fixed material editor viewport messages being blocked by viewport toolbar
Change 3052025 on 2016/07/15 by Nick.Darnell
Moving the placement mode hooks out of functional testing module, moving them into the editor automation module.
Change 3053508 on 2016/07/18 by Stephan.Jiang
Copy,Cut,Paste tracks, not for mastertracks yet.
#UE-31808
Change 3054723 on 2016/07/18 by Stephan.Jiang
Small fixes for typo & comments
Change 3055996 on 2016/07/19 by Trung.Le
PIE: No longer auto resume game in PIE on focus received
Change 3056106 on 2016/07/19 by Trung.Le
Back out changelist 3055996. Build break.
Change 3056108 on 2016/07/19 by Stephan.Jiang
Updating "SoundConcurrency" asseticon
Change 3056389 on 2016/07/19 by Trung.Le
PIE: No longer auto resume game in PIE on focus received
#jira UE-33339
Change 3056396 on 2016/07/19 by Matt.Kuhlenschmidt
More perf selection improvements:
- Static meshes now go through the static draw path when rendered for selection outline instead of just rendering using the dynamic path
Change 3056758 on 2016/07/19 by Stephan.Jiang
Update SelectedWidgets in WidgetblueprintEditor to match the selected tracks in sequencer.
Change 3057519 on 2016/07/20 by Matt.Kuhlenschmidt
Another fix for selecting lots of objects taking forever. This one is due to repeated Modify calls if there are groups in the selection. Each group actor selected iterates through each object selected during USelection::Modify!
Change 3057635 on 2016/07/20 by Stephan.Jiang
Updating visual logger icon UI
Change 3057645 on 2016/07/20 by Richard.TalbotWatkin
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3057868 on 2016/07/20 by Richard.TalbotWatkin
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3057895 on 2016/07/20 by Richard.TalbotWatkin
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3057966 on 2016/07/20 by Richard.TalbotWatkin
Renamed IsEditingArchetype to IsVisualizingArchetype in the ComponentVisualizer API.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
Change 3058009 on 2016/07/20 by Richard.TalbotWatkin
Fixed build failure due to changes to FComponentVisualizer API, as of CL 3057868.
Change 3058047 on 2016/07/20 by Stephan.Jiang
Fixing error on previous CL: 3056758
(extra qualification)
Change 3058266 on 2016/07/20 by Nick.Darnell
Automation - Work continues on automation integrating some ideas form a licensee. Continuing to work on the usability aspects, I've made it possible for tests to provide custom open commands, as well as have complex subclasses that do different things. The functional tests now have a custom open command they emit that makes it so clicking on a test opens not the C++ location where the functional test macro lives, but instead the map, AND focuses the functional test actor.
Change 3058282 on 2016/07/20 by Matt.Kuhlenschmidt
PR #2611: Fix spurious component diff when properties are in subcategories (Contributed by CA-ADuran)
Change 3059214 on 2016/07/21 by Richard.TalbotWatkin
Further fixes to visualizers following Component Visualizer API change.
Change 3059260 on 2016/07/21 by Richard.TalbotWatkin
Template specialization not allowed in class scope, but Visual Studio allows it anyway. Fixed for clang.
Change 3059543 on 2016/07/21 by Stephan.Jiang
Changeing level details icon
Change 3059732 on 2016/07/21 by Stephan.Jiang
Directional Light icon update
Change 3060095 on 2016/07/21 by Stephan.Jiang
Directional Light editor icon asset changed
Change 3060129 on 2016/07/21 by Nick.Darnell
Automation - The session browser now attempts to select the app instance if no other thing is selected when it refreshes. This is to try and make it easier to use when you first bring it up and nothing is selected when most of the time you're going to use it on your own instance.
Change 3061735 on 2016/07/22 by Stephan.Jiang
Improve UMG replace with in HierarchyView function
#UE-33582
Change 3062059 on 2016/07/22 by Stephan.Jiang
Strip off "b" in propertyname in replace with function for tracks.
Change 3062146 on 2016/07/22 by Stephan.Jiang
checkin with CL: 3061735
Change 3062182 on 2016/07/22 by Stephan.Jiang
Change both animation bindings' widget name when renameing the widget so the slot content is still valid
Change 3062257 on 2016/07/22 by Stephan.Jiang
comments
Change 3062381 on 2016/07/22 by Nick.Darnell
Build - Adding #undef LOCTEXT_NAMESPACE to try and fix the build.
Change 3062924 on 2016/07/25 by Chris.Wood
Fix a crash in CrashReportClient that happens when the CrashReportReceiver is not responding to pings and there are no PendingReportDirectories.
This is a change in the UE4 stream depot based on a fix in the Fortnite stream depot -> JIRA FORT-27570
Change 3063017 on 2016/07/25 by Matt.Kuhlenschmidt
PR #2618: DebuggerCommand not recording PlayLocationString (Contributed by ungalyant)
Change 3063021 on 2016/07/25 by Matt.Kuhlenschmidt
PR #2619: added a search box to ModuleUI (Contributed by straymist)
Change 3063084 on 2016/07/25 by Matt.Kuhlenschmidt
Fix "YesToAll" when deleting referenced actors overriding the "YesToAll" state for other referenced messages.
https://jira.ol.epicgames.net/browse/UE-33651
#jira UE-33651
Change 3063091 on 2016/07/25 by Alex.Delesky
#jira UE-32949 - Truncating the hue inside the theme color block tooltip to only display whole numbers, to match how the color picker displays the hue value inside the hue scrubber.
Change 3063388 on 2016/07/25 by Matt.Kuhlenschmidt
Selection Perf:
- Fix large FName creation time when selecting thousands of objects
Change 3063568 on 2016/07/25 by Matt.Kuhlenschmidt
Selection Perf:
- Modified how USelection stores classes. Classes are now in a TSet and can be accessed efficiently using IsClassSelected. The old unused way of checking if a selection has a class by iterating through them is deprecated
- USelection no longer directly checks if an item is already selected with a costly n^2 search. The check is done by using the already existing UObject selected annotation
- Object property nodes no longer perform an n^2 check for object uniqueness when objects are added to details panels. This is now left up to the caller to avoid
- Eliminated useless work on FObjectPropertyNode::GetReadAddressUncached. If a read address list is not passed in we'll not attempt to the work to populate it
- Removed expensive checking for brush actors when any actor is selected
Change 3063749 on 2016/07/25 by Stephan.Jiang
Disallow naming the widgetanimation to the same name with a override function in uuserwidget, because it will trigger a breakpoint in Rename()
#jira UE-33711
Change 3064585 on 2016/07/26 by Matt.Kuhlenschmidt
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 3064612 on 2016/07/26 by Alex.Delesky
#jira UE-33712 - Deleting many assets at once will now batch SourceControl commands rather than executing one for each asset.
Change 3064647 on 2016/07/26 by Alexis.Matte
#jira UE-33274 dont hash the same file over and over when importing multiple asset from one fbx file.
Change 3064739 on 2016/07/26 by Matt.Kuhlenschmidt
Fixed typo
Change 3064795 on 2016/07/26 by Jamie.Dale
Fixed typo in FLocalizationModule::GetLocalizationTargetByName
#jira UE-32961
Change 3066461 on 2016/07/27 by Jamie.Dale
Enabled stable localization keys
Change 3066463 on 2016/07/27 by Jamie.Dale
Set "Build Engine Localization" to upload all cultures to ensure we don't lose translation due to the archive keying changes
Change 3066467 on 2016/07/27 by Jamie.Dale
Updated internationalization archives to store translations per-identity
This allows translators to translate each instance of a piece of text based upon their context, rather than requiring a content producer to go back and give the entry a unique namespace. It also allows us to optionally compile out-of-date translations, as they are now mapped to their source identity (namespace + key) rather than their source text.
Major changes:
- Added FLocTextHelper. This acts as a high-level API for uncompiled localized text, and replaces all the old ad-hoc loading/saving of manifests and archives, ensuring that everything is consistently using source control, and that older archives can be upgraded correctly to the new format. It also takes care of some of the quirks of our archives, such as native translations. All major localization commandlets have been updated to use FLocTextHelper.
- Moved FTextLocalizationResourceGenerator from Core to Internationalization. This also allows IJsonInternationalizationManifestSerializer and IJsonInternationalizationArchiveSerializer to be removed, and for FJsonInternationalizationManifestSerializer and FJsonInternationalizationArchiveSerializer to have all their functions become static.
- FTextLocalizationResourceGenerator being moved from Core meant that FTextLocalizationManager::LoadFromManifestAndArchives was also removed. This functionality is now handled by FTextLocalizationResourceGenerator::GenerateAndUpdateLiveEntriesFromConfig.
- The RepairLocalizationData commandlet has been removed. This existed to fix a change that pre-dated 4.0 so no such data should exist in the wild, and the commandlet couldn't be updated to work with the new API (we handle format upgrades in-place now).
- Removed FInternationalizationArchive::FindEntryBySource as it is no-longer safe to use. All existing code has been updated to use FInternationalizationArchive::FindEntryByKey instead.
Workflow changes:
- Archive conditioning now only adds new entries if they don't exist in the archive. This allows us to persist any existing translations, even if they're for old source text (caveat: native archives still update existing entries if the source is changed).
- PO export now sets the msgctx for each entry to be "namespace,key", rather than only doing it when the entry had key meta-data.
- PO import will now update both the source and translation stored in the archive to match the current PO data. This is the primary method by which stale source->translation pairs are updated.
- LocRes compilation may now optionally compile stale translations. There's an option controlling this (defaulted to off) that can be changed via the Localization Dashboard (or added to an existing config file).
Format changes:
- The archive version was bumped to 2.
- Archive entries now use the "Key" entry to store the key from the source text. Previously this "Key" entry was used to store the key meta-data, but that now exists within a "MetaData" sub-object. Loading handles this correctly based upon the archive version.
#jira UETOOL-897
#jira UETOOL-898
#jira UE-29481
Change 3066487 on 2016/07/27 by Matt.Kuhlenschmidt
Attempt to fix linux compilation
Change 3066504 on 2016/07/27 by Matt.Kuhlenschmidt
Fixed data tables with structs crashing due to recent editor selection optimizations
Change 3066886 on 2016/07/27 by Jamie.Dale
Added required data to accurately detect TZ (needed for DST)
#jira UE-28511
Change 3067122 on 2016/07/27 by Jamie.Dale
Added AsTime, AsDateTime, and AsDate overrides to BP to let you format a UTC time in a given timezone (default is the local timezone).
Previously you could only format times using the "invariant" timezone, which assumed that the time was already specified in the correct timezone for display.
Change 3067227 on 2016/07/27 by Jamie.Dale
Added a test to verify that the ICU timezone is set correctly to produce local time (including DST)
Change 3067313 on 2016/07/27 by Richard.TalbotWatkin
Fixed SplineComponent constructor so that old assets (prior to the property changes) load correctly if they had properties at default values.
#jira UE-33669 - Crash in Dev-Editor
Change 3067736 on 2016/07/27 by Stephan.Jiang
Border changes for experimental classes warning
Change 3067769 on 2016/07/27 by Stephan.Jiang
HERE BE DRAGONS
for experimental class warning
#UE-33780
Change 3068192 on 2016/07/28 by Alexis.Matte
#jira UE-33586 make sure we remove any false warning when running fbx automation test.
Change 3068264 on 2016/07/28 by Jamie.Dale
Removed some code that was no longer needed and could cause a crash
#jira UE-33342
Change 3068293 on 2016/07/28 by Alex.Delesky
#jira UE-33620 - Comments on constant and parameter nodes in the Material Editor will now persist when converting them.
Change 3068481 on 2016/07/28 by Stephan.Jiang
Adding Options to show/hide soft & hard references & dependencies in References Viewer
#jira UE-33746
Change 3068585 on 2016/07/28 by Richard.TalbotWatkin
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
Change 3068701 on 2016/07/28 by Matt.Kuhlenschmidt
Fixed some issues with the selected classes not updating when objects are deselected
Change 3069335 on 2016/07/28 by Jamie.Dale
Fixed unintended error when trying to load a manifest/archive that didn't exist
Fixed a warning when trying to load a PO file that didn't exist
Change 3069408 on 2016/07/28 by Alex.Delesky
#jira UE-33429 - The editor should no longer hit an ensure if the user attempts to drop a tab into a tab well before the tab well has a chance to acknowledge its been dragged into a tab well.
Change 3069878 on 2016/07/29 by Jamie.Dale
Fixed include casing
#jira UE-33910
Change 3071807 on 2016/08/01 by Matt.Kuhlenschmidt
PR #2654: Fix the spell'ing of "diff'ing" and "diff'd". (Contributed by geary)
Change 3071813 on 2016/08/01 by Jamie.Dale
Fixed include casing
#jira UE-33936
Change 3072043 on 2016/08/01 by Jamie.Dale
Fixed FText formatting of pre-Gregorian dates
We now convert to an ICU UDate via an ICU GregorianCalendar, as UE4 and ICU have a different time scale for pre-Gregorian dates.
#jira UE-14504
Change 3072066 on 2016/08/01 by Jamie.Dale
PR #2590: FEATURE: Collapse/expand folders in the outliner (Contributed by projectgheist)
Change 3072149 on 2016/08/01 by Jamie.Dale
We no longer use the editor culture when running with -game
Change 3072169 on 2016/08/01 by Richard.TalbotWatkin
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3072221 on 2016/08/01 by Jamie.Dale
Fixed "Launch On" not providing the correct cultures to StartCookByTheBookInEditor
#jira UE-33001
Change 3073389 on 2016/08/02 by Matt.Kuhlenschmidt
Added ability to vsync the editor. Disabled by default. Set r.VSyncEditor to 1 to enable it.
Reimplemented this change from the siggraph demo stream
Change 3073396 on 2016/08/02 by Matt.Kuhlenschmidt
Removed unused code as suggested by a pull request
Change 3073750 on 2016/08/02 by Richard.TalbotWatkin
Fixed formatting (broken in CL 3057895) in anticipation of merge from Main.
Change 3073789 on 2016/08/02 by Jamie.Dale
Added a way to mark text in text properties as culture invariant
This allows you to flag properties containing text that doesn't need to be gathered.
#jira UE-33713
Change 3073825 on 2016/08/02 by Stephan.Jiang
Material Editor: Highligh all Nodes connect to an input.
#jira UE-32502
Change 3073947 on 2016/08/02 by Stephan.Jiang
UMG Project settings to show/hide different classes and categories in Palette view.
--under Project Settings ->Editor->UMG Editor
Change 3074012 on 2016/08/02 by Stephan.Jiang
Minor changes and comments for CL: 3073947
Change 3074029 on 2016/08/02 by Jamie.Dale
Deleting folders in the Content Browser now removes the folder from disk
#jira UE-24303
Change 3074054 on 2016/08/02 by Matt.Kuhlenschmidt
Added missing stats to track pooled vertex and index buffer cpu memory
A new slate allocator was added to track memory usage for this case.
Change 3074056 on 2016/08/02 by Matt.Kuhlenschmidt
Renamed a few slate stats for consistency
Change 3074810 on 2016/08/02 by Matt.Kuhlenschmidt
Moved geometry cache asset type to the animation category. It is not a basic asset type
Change 3074826 on 2016/08/02 by Matt.Kuhlenschmidt
Fix a few padding and sizing issues
Change 3075322 on 2016/08/03 by Matt.Kuhlenschmidt
Settings UI improvements
* Added the ability to search through all settings at once
* Settings files which are not checked out are no longer grayed out. The editor now attempts to check out the file automatically if connected to source control and if that fails it marks the settings file writiable so it can save the setting properly
-------
* This change adds a refactor to the details panel to support multiple top level objects existing in the details panel at once instead of combining all passed in objects to a single common base class. This is disabled by default but can be turned on setting bAllowMultipleTopLevelObjects to true in FDetailsViewArgs when creating a details panel.
* Each top level object in a details panel will get their own customization instance. This made it necessary to deprecate a IDetailsView::GetBaseClass since there is no longer guaranteed to be one base class.
*Details panels can have their own customization for each "root object header" in order to customize the look of having multiple top level objects in the details panel.
Change 3075369 on 2016/08/03 by Matt.Kuhlenschmidt
Removed FBX scene as a top level option in asset filter menu in the content browser.
Change 3075556 on 2016/08/03 by Matt.Kuhlenschmidt
Mac warning fix
Change 3075603 on 2016/08/03 by Nick.Darnell
Adding two new plugins to engine, one for editor and one for runtime based testing. Currently the only consumer of these plugins is going to be the EngineTest project.
Change 3075605 on 2016/08/03 by Nick.Darnell
Functional Testing - Continued work on cleanup, reorganization, trying to improve the workflow for using the session browser.
Change 3076084 on 2016/08/03 by Jamie.Dale
Added basic support for localizing plugins
You can now localize plugins! There's no localization dashboard integration for this so it has to be done manually.
You need to define the localization targets your plugin uses in its .uplugin file, eg)
"LocalizationTargets": [
{
"Name": "Paper2D",
"LoadingPolicy": "Always"
}
]
"Name" should match a localization config under the Config/Localization folder for your plugin. These configs are set-up the same as any other localization config.
"LoadingPolicy" may be one of Never, Always, Editor, Game, PropertyNames, or ToolTips. This allows you to control under what conditions your localizations should be loaded (eg, if your plugin has both game and editor data, you can separate the editor data off into its own localization target that's only loaded by the editor).
UAT has been updated to support gathering from plugins. You can use the "IncludePlugins" flag to have it gather all plugins, or you can specify a whitelist of plugins to gather as an argument to "IncludePlugins", or alternatively, may blacklist certain plugins via "ExcludePlugins". It can now also support out-of-source gathering via the "UEProjectRoot" argument (previously it assumed that everything would be under the UE4 install/checkout directory).
UAT has been updated to support staging plugin LocRes files. It will stage any plugin targets that are enabled for a game/client build, and are also from a plugin that's enabled for your project.
#jira UE-4217
Change 3076123 on 2016/08/03 by Stephan.Jiang
Extend "Select all input nodes" function to general blueprint editor
Change 3077103 on 2016/08/04 by Jamie.Dale
Added support for underlined text rendering (including with drop-shadows)
FTextBlockStyle can now specify a brush to use to draw an underline for text (a suitable default would be "DefaultTextUnderline" from FCoreStyle). When a brush is specified here, we inject FSlateTextUnderlineLineHighlighter highlights into the text layout to draw the underline under the relevant pieces of text, using the correct color, position, and thickness.
FSlateFontCache::GetUnderlineMetrics and FSlateFontRenderer::GetUnderlineMetrics have been added to handle getting the underline metrics (which are slightly different to the baseline).
This change also adds FTextLayout::RemoveRunRenderer and FTextLayout::RemoveLineHighlight to fix some bad assumptions that FSlateEditableTextLayout and FTextBlockLayout were making about ownership of run renderers and line highlighters that could cause them to remove instances they didn't own (such as the new underline highlighter) when updating things like the cursor position or highlight.
Change 3077842 on 2016/08/04 by Jamie.Dale
Fixed fallout from API changes
Change 3077999 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078000 on 2016/08/04 by Trung.Le
Categories VREditor-specific UMG widget assets as "VR Editor"
#jira UE-34134
Change 3078056 on 2016/08/04 by Nick.Darnell
Build - Fixing a mac compiler warning, reodering constructor initializers.
Change 3078813 on 2016/08/05 by Nick.Darnell
Reorganizing editor tests, establishing plugins in the EditorTest project that will house the tests.
Change 3078818 on 2016/08/05 by Nick.Darnell
Additional rename and cleanup associated with test moving.
Change 3078819 on 2016/08/05 by Nick.Darnell
Removing the Oculus performance automation test, not running, and was unclaimed.
Change 3078842 on 2016/08/05 by Nick.Darnell
Continued reorganizing tests.
Change 3078897 on 2016/08/05 by Nick.Darnell
Additional changes to get some moved tests compiling
Change 3079157 on 2016/08/05 by Nick.Darnell
Making it possible to browse provider names thorugh the source control module interface.
Change 3079176 on 2016/08/05 by Stephan.Jiang
Add shortcut Ctrl+Shift+Space to rotate through different viewport options
#jira UE-34140
Change 3079208 on 2016/08/05 by Stephan.Jiang
Fix new animation name check in UMG
Change 3079278 on 2016/08/05 by Nick.Darnell
Fixing the build
Change 3080555 on 2016/08/08 by Matt.Kuhlenschmidt
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 3081155 on 2016/08/08 by Nick.Darnell
Fixing some issues with the editor tests / runtime tests under certain build configs.
Change 3081243 on 2016/08/08 by Stephan.Jiang
Add gesture in LevelViewport to switch between Top/Bottom...etc.
Change 3082226 on 2016/08/09 by Matt.Kuhlenschmidt
Work around animations not playing in paragon due to bsp rebuilds (UE-34391)
Change 3082254 on 2016/08/09 by Stephan.Jiang
DragTool_ViewportChange init changes
[CL 3082411 by Matt Kuhlenschmidt 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
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2937390 on 2016/04/07 by Cody.Albert
#jira UE-29211
Fixed slider to properly bubble unhandled OnKeyDown events
Change 2939672 on 2016/04/11 by Richard.TalbotWatkin
Made a change to how file check out notifications work. Now the dirty package state is processed at the end of every tick, meaning that packages which are dirtied and then cleaned again are not processed. This fixes an issue where a number of child blueprints were flagged as needing checkout when a parent blueprint was compiled. This also allows multiple packages which are dirtied at the same time to be treated as one transaction.
#jira UE-29193 - "Files need check-out" prompt spams Blueprint users
Change 2939686 on 2016/04/11 by Richard.TalbotWatkin
A number of further improvements to mesh vertex color painting:
* Lower LODs are now automatically fixed up for instances which were created in a previous bugged version of the engine.
* Since lower LODs cannot currently have their vertex colors edited, their vertex colors are always derived from LOD0.
* Fixed a bug when building lower LODs so that vertices in neighboring octree nodes are considered when looking for the nearest vertex from LOD0 which corresponds.
* Fixed issue where static meshes with imported LODs would not have the lower LODs' override colors set when "Copy instance vertex colors to source mesh" was used (static meshes with generated LODs were always getting correct override colors).
#jira UE-28563 - Incorrectly displayed LOD VertexColor until paint mode is selected
Change 2939906 on 2016/04/11 by Nick.Darnell
Automation - Adding several enhancements to the automation framework and improving the UI.
* Tests in the UI now have a link to the source and line where they orginate.
* There's now a general purpose latent lambda command you can use to run arbitrary code latently.
* Added Inlined AddCommand for regular and networked commands to the base automation class, to avoid the use of the macro, which prevents breakpoints from working in lambda code.
* Front end now has better column displays offering more room to the test name
* Changed several events to the automation controller to multicast delegates so that many could hook them.
* The UI now refreshes the selection after tests finish so that the output log updates.
Change 2939908 on 2016/04/11 by Nick.Darnell
Automation - The editor import/export tests are now a complex test and actually sperate out all the tests that can be run, some trickiness was required on the filenames so that they didn't expand into more child tests in the UI. (replacing .'s with _'s)
Change 2940028 on 2016/04/11 by Nick.Darnell
Automation - Removing the search box from the toolbar. It's now inlined above the test tree. Tweaking the padding to make it look more other windows and make everything not look so squished. Recursive expansion now works on tests.
Change 2940066 on 2016/04/11 by Nick.Darnell
Automation - Moving the filter group dropdown out of the toolbar and onto the line with the search box above the treeview - additional tweaks to it.
Change 2940092 on 2016/04/11 by Jamie.Dale
PR #2248: Datatable select next row (Contributed by FineRedMist)
Change 2940093 on 2016/04/11 by Jamie.Dale
PR #2248: Datatable select next row (Contributed by FineRedMist)
Change 2940157 on 2016/04/11 by Jamie.Dale
Fixing FTextTest due to some changes made to how currency is formatted
Change 2940694 on 2016/04/12 by Richard.TalbotWatkin
Fixed issue where vertex override colors were not being propagated correctly for generated lower LODs.
#jira UE-29360 - Override Colors not propagated correctly to generated lower LODs
Change 2942379 on 2016/04/13 by Richard.TalbotWatkin
Fixed issue where entering PIE while selecting an actor in Mesh Paint mode could lead to a MeshPaintStaticMeshAdapter holding onto an invalid pointer to an old mesh component, and causing a crash upon leaving the mode. This can happen because, when loading a new streaming level, the proxy actor can be selected when starting PIE, which will subsequently be added to the tool's internal lists. This needs to be added as a GC reference so that it can be NULLed when forcibly destroyed.
#jira UE-29345 - Crash occurs exiting the editor after enabling mesh paint mode and PIEing
Change 2942947 on 2016/04/13 by Richard.TalbotWatkin
Fixed crash when pasting a material function call node from one project to another in which it is not defined.
#jira UE-27087 - Crash when pasting MaterialFunctionCall expressions into the material editor between projects
Change 2943452 on 2016/04/14 by Richard.TalbotWatkin
Updated F4 debug key binding to match what's in ShowFlags.cpp
PR #2197 (contributed by mfortin-bhvr)
Change 2943824 on 2016/04/14 by Alexis.Matte
#jira UE-29090
Make sure we cannot open the color picker when a property is edit const
Change 2943841 on 2016/04/14 by Alexis.Matte
#jira UE-28924
tooltip was add for every hierarchy import option
Change 2943927 on 2016/04/14 by Alexis.Matte
#jira UE-29423
Add Obj support for scene importer
Github PR #2272
Change 2943967 on 2016/04/14 by Richard.TalbotWatkin
Added relevant fields from FBodyInstance to the FoliageType customizations.
#jira UE-20138 - FoliageType has a FBodyInstance but only shows Collision Presets and not other FBodyInstance properties
Change 2948397 on 2016/04/19 by Andrew.Rodham
Moved FSlateIcon definition to SlateCore
It was previously declared as SLATE_API, despite its header residing inside SlateCore. Reviewed by Jamie Dale.
Change 2948805 on 2016/04/19 by Andrew.Rodham
Editor: Deprecated FName UEdGraphNode::GetPaletteIcon(FLinearColor&); in favor of FSlateIcon UEdGraphNode::GetIconAndTint(FLinearColor&); to allow for icons in external style sets to be used.
- Previously, all icons were assumed to reside within FEditorStyle, which is not the case and would create broken icons in the graph editor. All relevant code has been updated to use FSlateIcon structures instead of a simple name.
- This change required a significant overhaul to FClassIconFinder to support FSlateIcons. To keep the API clean, FSlateIconFinder now deals with FSlateIcon class icon finding operations, and FClassIconFinder for the most part just adds actor specific logic.
#jira UE-26502
Change 2950658 on 2016/04/20 by Alexis.Matte
#jira UE-24333
Skinxx workflow, we now output an error if there is mix of material with skinxx and some with no skinxx suffix
Change 2950663 on 2016/04/20 by Alexis.Matte
#jira UE-29582
When exporting to fbx we have to export each material instance as one fbx material
Change 2951240 on 2016/04/21 by Alexis.Matte
#jira UE-28473
Make sure light are render properly after importing a fbx scene
Change 2951421 on 2016/04/21 by Alexis.Matte
#jira UE-29773
fbx skeletalmesh import now support mesh hierarchy
Change 2955873 on 2016/04/26 by Richard.TalbotWatkin
PR #2225: Fix working package directory from the launch profiles (Contributed by projectgheist)
Change 2955965 on 2016/04/26 by Nick.Darnell
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 2956717 on 2016/04/26 by Andrew.Rodham
Editor: World Outliner now correctly calls ProcessEditDelete on editor modes that have asked to process delete operations
#jira UE-26968
Change 2956822 on 2016/04/26 by Andrew.Rodham
Editor: Fixed actors not being removed from the scene outliner when they are added and removed on the same frame
#jira UE-7777
Change 2956931 on 2016/04/26 by Nick.Darnell
New Module - UATHelper - Moving the UAT launching code from the MainFrame module into a reusable module other modules can trigger.
Change 2956932 on 2016/04/26 by Nick.Darnell
Plugins - Now allowing you to package a plugin from the plugin browsing view. Still work in progress.
Change 2957164 on 2016/04/26 by Nick.Darnell
Hot Reload - Fixing hot reload, it no longer creates a temporary copy of the module manager. Making the copy constructor private on the module manager to prevent this in the future.
Change 2957165 on 2016/04/26 by Nick.Darnell
Fixing the Editor Mode plugin sample, it no longer provides a bad starting example for where to create your widgets.
#jira UE-28456
Change 2957510 on 2016/04/27 by Nick.Darnell
PR #2198: Git Plugin implement the Sync operation to update local files using the git pull --rebase command (Contributed by SRombauts)
#jira UE-28763
Change 2957511 on 2016/04/27 by Andrew.Rodham
Editor: Make favorites button on details panel non-focusable
- This was preventing users being able to tab between value fields on the details panel
Change 2957610 on 2016/04/27 by Nick.Darnell
PR #1836: Git plugin: make initial commit when initializing new project (Contributed by SRombauts)
#jira UE-24190
Change 2957667 on 2016/04/27 by Jamie.Dale
Fixed crash that could happen in FTextLayout::GetLineViewIndexForTextLocation if passed a bad location
#jira OR-18634
Change 2958035 on 2016/04/27 by Nick.Darnell
Fixing the DesignerRebuild flag detection so that we can just refresh the slate widget without recreating the preview UObject, which causes the destruction of the details panel, and the slate widget recreation was the only part that was required.
Change 2958272 on 2016/04/27 by Jamie.Dale
Added FAssetData::GetTagValue to handle getting asset tag values in a type-correct way
This allows type-conversion using LexicalConversion, and also has specializations for FString, FText, and FName.
#jira UE-12096
Change 2958348 on 2016/04/27 by Jamie.Dale
PR #2282: Slate font shutdown order fix (Contributed by FineRedMist)
Change 2958352 on 2016/04/27 by Jamie.Dale
Fixed the subtitle manager updating the wrong list of subtitles
#jira UE-29511
Change 2958390 on 2016/04/27 by Jamie.Dale
Removed some old placement-new style array insertions
Change 2959360 on 2016/04/28 by Richard.TalbotWatkin
Fixed potential crash when mesh painting actors whose geometry adapters are no longer registered.
#jira UE-29615 - [CrashReport] UE4Editor_MeshPaint!FEdModeMeshPaint::DoPaint() [meshpaintedmode.cpp:1127]
Change 2959724 on 2016/04/28 by Cody.Albert
Merging hardware survey gating logic from 4.10
#jira UE-28666
Change 2959807 on 2016/04/28 by Cody.Albert
Removed deprecated function call
#jira UE-28666
Change 2959894 on 2016/04/28 by Cody.Albert
Fix for scroll offset being clamped by content size, not scroll max
#jira UE-20676
Change 2960048 on 2016/04/28 by Jamie.Dale
Added FAssetData::GetTagValueRef to go along with FAssetData::GetTagValue
#jira UE-12096
Change 2960782 on 2016/04/29 by Jamie.Dale
Updating code to use the new FText aware asset registry tag functions
#jira UE-12096
Change 2960885 on 2016/04/29 by Jamie.Dale
Updating code to use the new FText aware asset registry tag functions
#jira UE-12096
Change 2961170 on 2016/04/29 by Jamie.Dale
Updating code to use the new FText aware asset registry tag functions
#jira UE-12096
Change 2961171 on 2016/04/29 by Jamie.Dale
Updating code to use the new FText aware asset registry tag functions
#jira UE-12096
Change 2961173 on 2016/04/29 by Jamie.Dale
Removed some inline duplication on the specialized template functions
#jira UE-12096
Change 2963124 on 2016/05/02 by Jamie.Dale
FExternalDragOperation can now contain both text and file data at the same time
This better mirrors what the OS level drag-and-drop operations are capable of, and some applications will actually give you both bits of data at the same time.
#jira UE-26585
Change 2963175 on 2016/05/02 by Jamie.Dale
Updated some font editor tooltips to be more descriptive
#jira UE-17429
Change 2963290 on 2016/05/02 by Jamie.Dale
The Localise UAT command can now be run with a null localisation provider
Change 2963305 on 2016/05/02 by Jamie.Dale
Fixed minor typo
Change 2963402 on 2016/05/02 by Jamie.Dale
Cleaned up all the current localization key conflicts and warnings from gathering Engine code
#jira UE-25833
Change 2963415 on 2016/05/02 by Jamie.Dale
Rephrased a message that could generate a CIS warning
#jira UE-25833
Change 2964184 on 2016/05/03 by Jamie.Dale
Fixed duplicate "Font" entry in asset picker menu
This was caused by PropertyCustomizationHelpers::GetNewAssetFactoriesForClasses using CanCreateNew rather than ShouldShowInNewMenu, as UFont has two factories, but one is supposed to be hidden from the UI.
We also now make sure the factories are sorted by display name before being shown in the UI.
#jira UE-24903
Change 2966108 on 2016/05/04 by Nick.Darnell
Engine - Rearranging the order of ELoadingPhase's enums so that they match the loading order of modules.
Change 2966113 on 2016/05/04 by Nick.Darnell
[Engine Loop Change] UEngine now defines a Start() function, that subclasses can use to start game related things after initialization of the engine. This is done so that after the Init() call on UEngine, we can then perform a module load for the ELoadingPhase::PostEngineInit phase of loading, then inform the UEngine that it's time to start the game. Therefore, UGameEngine now tells the GameInstance to Start during this phase now.
Change 2966121 on 2016/05/04 by Jamie.Dale
Config writing improvements when dealing with property values
This updates FConfigFile::ShouldExportQuotedString to make sure that a property value containing any characters that FParse::LineExtended will consume when parsing back in the config file (such as { and }, or a trailing \) cause the string to be quoted.
This also adds FConfigFile::GenerateExportedPropertyLine to generate the INI key->value lines in a consistent and correctly escaped way, and makes sure that everything that writes out lines to a config file uses it.
FConfigCacheIni::SetString and FConfigCacheIni::SetText have been updated to update the value even if it only differs by case.
UObject::SaveConfig and UObject::LoadConfig have had some code whitespace fix-up (from a bad merge).
Change 2966122 on 2016/05/04 by Jamie.Dale
Added a setting to control dialogue wave audio filenames
Change 2966481 on 2016/05/04 by Jamie.Dale
PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist)
Change 2966887 on 2016/05/04 by Jamie.Dale
PR #2336: BUGFIX: Selection of objects in the Content browser from WorldSettings (Contributed by projectgheist)
Change 2967488 on 2016/05/05 by Ben.Marsh
Changes to support packaging plugins from the editor.
* UBT now has an option to explicitly disable hot-reloading in any circumstances.
* When running with -module arguments for a monolithic target, UBT will no longer try to relink the executable in source builds (so it's possible to compile plugin libs outside of an installed engine build without having already built UE4Game).
* When packaging, a temporary host project is always generated in the output directory to avoid invalidating intermediates in the source directory.
* An empty Config\FilterPlugin.ini file is written out with instructions on how to list additional files to package if it is not already present.
Change 2967947 on 2016/05/05 by Nick.Darnell
PR #2358: Properly display Mip Level Count and Format for UTexture2DDynamic Textures (Contributed by Allegorithmic)
#jira UE-30371
Change 2968333 on 2016/05/05 by Jamie.Dale
Fixed MultiLine not working with arrays of string or text properties
- The detail customizations for FString and FText properties now read the meta-data off the correct property.
- The UDS editor now lets you set the "MultiLine" meta-data on arrays of FString and FText properties.
- Fixed changing the "MultiLine" flag on a UDS property not rebuilding the default value editor.
- Fixed the default values panel in the UDS editor having a title area.
#jira UE-30392
Change 2968999 on 2016/05/06 by Jamie.Dale
Fixed infinite loop in the editor if a directory that is being watched is deleted
#jira UE-30172
Change 2969105 on 2016/05/06 by Richard.TalbotWatkin
Fixed issue where opening a submenu while the parent menu had a text box focused would lead to a crash. The graph node comment text widget now only dismisses all menus if the text commit info implies that it was committed by some user action.
#jira UE-29086 - Crash When Typing a Node Comment and Hovering Over the Alignment Option
Change 2969440 on 2016/05/06 by Jamie.Dale
Significant performance improvements when pasting a large amount of text
#jira UE-19712
Change 2969619 on 2016/05/06 by Andrew.Rodham
Auto-reimport is now disabled inside an editor running in unattended mode
Change 2969621 on 2016/05/06 by Jamie.Dale
Added the ability to override the subtitle used on a dialogue wave
This is useful for effort sounds, plus some other cases, such as characters speaking in a foreign language not known to the player.
#jira UETOOL-795
Change 2970588 on 2016/05/09 by Chris.Wood
Fix typo in operator expression in UEndUserSettings::SetSendAnonymousUsageDataToEpic()
[UE-26958] - GitHub 2056 : Fixing typo in the operator
#2056
Change 2971151 on 2016/05/09 by Chris.Wood
Logging ensure fails as errors. Automated tests with ensure fails will be unsuccessful.
[UE-19579] - If an ensure() fails within an automated test, the test can still show a positive result.
[UE-26575] - GitHub 2030 : Add error-severity message to log on ensure.
PR #2030
Change 2971267 on 2016/05/09 by Alexis.Matte
Wrong parameter when calling GetImportOptions
#jira UE-30299
Change 2972073 on 2016/05/10 by Richard.TalbotWatkin
Fixed UModel methods which make surfaces as modified.
#jira UE-28831 - Unable to undo material placement on BSP
Change 2972329 on 2016/05/10 by Nick.Darnell
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 2972887 on 2016/05/10 by Alexis.Matte
#jira UE-30167
We now import the geometric transform also when we uncheck the absolute transform in the vertex.
Change 2973664 on 2016/05/11 by Nick.Darnell
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 2973717 on 2016/05/11 by Nick.Darnell
Fixing compiler issues from main merge.
#jira UE-30590
Change 2973846 on 2016/05/11 by Jamie.Dale
Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue
These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects).
The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue.
This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made).
Change 2973847 on 2016/05/11 by Jamie.Dale
Changing the loading phase in the localization dashboard now writes to the default config
#jira UE-30482
Change 2973866 on 2016/05/11 by Jamie.Dale
Deprecated some functions that were taking an unused position.
These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version.
- FViewportFrame::ResizeFrame
- FSceneViewport::ResizeFrame
- FSceneViewport::ResizeViewport
[CL 2973886 by Nick Darnell in Main branch]
This is CL#2904759 from //Fortnite/Main
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2904398 on 2016/03/10 by Bob.Tellez
#UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons.
#rb Josh.Markiewicz
#codreview Josh.Markiewicz
#JIRA FORT-20703
Change 2904339 on 2016/03/10 by Daniel.Broder
Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes).
One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs).
Change made after discussion with Bob.
#CodeReview Bob.Tellez
#UE4
Change 2903020 on 2016/03/10 by John.Abercrombie
Added blueprint function to set named params for use when running an EQS query from BP
- Phil is going to test this out for me.
#rb me (Mieszko wrote this)
#codereview Phil.Cole, Mieszko.Zielinski
Change 2902440 on 2016/03/09 by Ben.Zeigler
#Jira FORT-20149
Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized.
#codereview john.pollard
#RB bob.tellez
Change 2900138 on 2016/03/08 by Bob.Tellez
#UE4 Updated the following Parameter value functions to respect the bOverride flag
GetStaticSwitchParameterValue
GetStaticComponentMaskParameterValue
GetTerrainLayerWeightParameterValue
#rb Nick.Penwarden
Change 2899839 on 2016/03/08 by Lukasz.Furman
fixed navmesh projection on actors with overlap response to world channels
#rb Mieszko.Zielinski
#codereview Zak.Middleton
Change 2899743 on 2016/03/08 by Lukasz.Furman
fixed handling multiple blocking hits in navwalking's geometry conforming
blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response
#fortnite FORT-21546
#rb Mieszko.Zielinski
#codereview Zak.Middleton
Change 2898194 on 2016/03/07 by Chris.Gagnon
Added the ability to filter DataTable Assets by their row using the metadata.
meta = (RowType=MyRowName)
#RB Saad.Nader
#codereview Saad.Nader, Jamie.Dale
Change 2895102 on 2016/03/04 by Ben.Zeigler
#JIRA FORT-20290
Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out
Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main
#codereview josh.markiewicz
Change 2891302 on 2016/03/02 by Bob.Tellez
#UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason.
#rb Ben.Zeigler
#codereview Lukasz.Furman
Change 2887908 on 2016/03/01 by Chris.Gagnon
Added Event Track to UMG Sequencer.
Added PlayTo functionality for targeting the end point of a played animation.
#RB Frank.Fella
#codereview Frank.Fella, Nick.Darnell
Change 2887686 on 2016/03/01 by Joel.Crabbe
Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value.
#codereview Ben.Zeigler
Change 2886847 on 2016/02/29 by Bob.Tellez
#UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms.
#codereview Richard.TalbotWatkin
Change 2886414 on 2016/02/29 by Lukasz.Furman
fixed start point of composite path's update
#fortnite FORT-21380
#rb Mieszko.Zielinski
Change 2886250 on 2016/02/29 by Bob.Tellez
#UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup.
#codereview Robert.Manuszewski
Change 2885942 on 2016/02/29 by Bob.Tellez
#UE4 Disabling per-instance mesh painting on instanced static mesh components.
#rb Jack.Porter
[CL 2909292 by Bob Tellez in Main branch]
- This checkin eliminates use of all <Module>Classes.h files in Engine, with the exception of UnrealEdClasses.h
- Compilation speed-ups for all of the modules affected, now that they are including what they use
- No effective changes other than C++ includes
[CL 2686054 by Mike Fricker in Main branch]
UE-18971 - ReferenceViewer_Make Collection with Referenced Asset Local Broken
This had fallen foul of the new naming restrictions for collections, and has been changed to use the leaf-name of the asset, rather than its full path.
This also adds the collection type icons to the sub-menu in the Reference Viewer.
[CL 2628794 by Jamie Dale in Main branch]
- Fixed Size Map displaying "unknown" when viewing a size map for a selected class in Reference Viewer (UE-14488)
[CL 2530305 by Mike Fricker in Main branch]
- New "Size Map" feature that shows the resource size for selected assets in Content Browser
- Select assets in Content Browser, right click and choose "Size Map..." to show sizes for those assets
- Select actors and press Alt+Shift+M to show sizes of assets used by those actors
- Select assets in Reference Viewer, right click and choose "Size Map..." to show sizes for those assets
- Also added a new "Tree Map" general purpose Slate widget (STreeMap)
[CL 2521609 by Mike Fricker in Main branch]
#jira UE-13407 - Right clicking in Reference Viewer brings up context menu with non-functional search
[CL 2506581 by Richard TalbotWatkin in Main branch]
#UE-13446 - Reference viewer comments allow the user to edit the comment.
#Branch UE4
#Proj GraphEditor, ReferenceViewer
[CL 2505569 by Ben Cosh in Main branch]
I have reviewed each change carefully, but it is a large change and I could have missed something! Here is a summary of the types of changes in this CL:
* Made nullptr checks consistent (the plurality of the changes are of this type)
* Completed switch statements (IE, switch did not explicitly handle default case, but had unhandled enum entries - this is the second most popular type of fix)
* Removed unused variables
* Removed redundant initializations
* WidgetNavigationCustomization.cpp was fixed by the owner
* integers converted to floats where result was stored in a float
* Removed redundent null checks (e.g. before delete statements)
* Renamed variables to prevent non-obvious shadowing
* Fixed use of bitwise & when checking for equality to an enum entry (which is often 0)
* Fixes for some copy paste errors (e.g. FoliageEdMode.cpp)
[CL 2498053 by Dan Oconnor in Main branch]
Added the ability for asset type actions to provide an extra overlay layer for their asset thumbnails
UE-7970 - Add small 'play' button to EditorTutorial asset thumbnail
Also cleaned up FAssetThumbnail::MakeThumbnailWidget so that it took a config struct (FAssetThumbnailConfig) rather than 7 or 8 defaulted parameters.
[CL 2419655 by Ben Marsh in Main branch]
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)
This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.
[CL 2401019 by Jamie Dale in Main branch]
#UE4 The reference viewer no longer loads assets that you right click on. It never needed to.
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2391935 by Bob.Tellez on 2014/12/17 18:19:24.
[CL 2391937 by Bob Tellez in Main branch]