Commit Graph

43 Commits

Author SHA1 Message Date
Nick Darnell
924baec97b Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3341527)
#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]
2017-03-10 15:37:02 -05:00
Marc Audy
e697b581a9 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3252535)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================

Change 3228282 on 2016/12/08 by Aaron.McLeran

	Adding ability to fix up existing sound classes

	- Utility "soundclassfixup" console command renames sound classes which are packaged inside other sound classes accidentally as new uniquely named packages
	- Also removes code which was allowing "NewSoundClass" behavior in sound class graphs to populate with existing sound classes. Instead, it *always* creates a new sound class and warns if the sound class already exists. Connecting existing sound classes is instead going to be done through dragging them into the graph from the content browser or from the sound class node itself.

Change 3228774 on 2016/12/09 by Ori.Cohen

	Fix multi select being very slow in phat

	#JIRA UE-39559

Change 3229036 on 2016/12/09 by Marc.Audy

	Remove trivial overrides

Change 3229130 on 2016/12/09 by Aaron.McLeran

	Fixing build error.

	Moving new code from CL 3228282 into WITH_EDITOR block since it's an editor-only operation

Change 3229412 on 2016/12/09 by Aaron.McLeran

	Fixing 7.1 surround sound systems on PC by forcing them to load as 5.1.

	- We don't support 7.1 but 7.1 systems should at least behave as good as 5.1

Change 3229782 on 2016/12/09 by Marc.Audy

	Fixed crash when seamless travelling in PIE from levels other than the current editor level with a streaming sublevel shared with the current editor level (4.15)
	#jira UE-39407

Change 3229842 on 2016/12/09 by Marc.Audy

	Missing files for CL# 3229782

Change 3229905 on 2016/12/09 by Marc.Audy

	Check Owner has a valid world before tryign to access Scene (4.14.2)
	#jira UE-39560

Change 3229961 on 2016/12/09 by Aaron.McLeran

	UE-39650 Implementing  CL 3229894 in Dev-Framework

Change 3229964 on 2016/12/09 by Aaron.McLeran

	Removing redundant loop introduced from integration

Change 3230722 on 2016/12/12 by Lukasz.Furman

	fixed vislog macros for recording thick segments
	#ue4

Change 3230864 on 2016/12/12 by Lina.Halper

	Fix crash with deleting pose

	#jira:UE-39584

Change 3230893 on 2016/12/12 by Marc.Audy

	Support more default values in UHT for FVector: ForwardVector, RightVector, and single float FVector constructor

Change 3231189 on 2016/12/12 by Ori.Cohen

	Added bone name to the physics invalid operation warnings.

Change 3231420 on 2016/12/12 by James.Golding

	Support per-component skel mesh weight override
	#jira UEFW-240

Change 3231422 on 2016/12/12 by James.Golding

	Test map for per-component skin weights

Change 3231491 on 2016/12/12 by James.Golding

	Move , FPositionVertexBuffer and FStaticMeshVertexDataInterface into their own headers
	Move FStaticMeshVertexBuffer implementation into its own cpp

Change 3231590 on 2016/12/12 by mason.seay

	Changed to box collision

Change 3231900 on 2016/12/12 by Aaron.McLeran

	Switching to creating new master submixes rather than loading them

Change 3231909 on 2016/12/12 by James.Golding

	Fix Mac CIS in StaticMeshVertexBuffer.h

Change 3232157 on 2016/12/13 by Mieszko.Zielinski

	Fixed a silly bug in FBlackboardKeySelector::InitSelection resulting in the key selector picking first "ok-ish" value, even if it wasn't matching type filter #UE4

Change 3232162 on 2016/12/13 by Mieszko.Zielinski

	Fixed UNavigationSystem::bNavigationAutoUpdateEnabled getting ignored by recent addition to related condition in UNavigationSystem #UE4

Change 3232314 on 2016/12/13 by James.Golding

	Another attempt at fixing Mac CIS

Change 3232322 on 2016/12/13 by Lukasz.Furman

	fixed order of nav area application and low area filter
	#ue4

Change 3232364 on 2016/12/13 by Thomas.Sarkanen

	Spline IK node

	Added new runtime & graph node to deform bones along a spline. Added edit mode to work with in the BP editor.
	Spline is specified within the node using control points. External spline could come later.
	Currently very expensive to evaluate as it regenerates the transformed spline and PWLA each frame.

	#jira UEFW-249 - Add spline IK node

Change 3232589 on 2016/12/13 by Thomas.Sarkanen

	Fixed non-editor builds

Change 3232654 on 2016/12/13 by Marc.Audy

	Don't rerun construction scripts when an actor has seamless traveled from another level (4.15)
	#jira UE-39699

Change 3232690 on 2016/12/13 by Martin.Wilson

	Remove unused member

Change 3232691 on 2016/12/13 by Martin.Wilson

	Virtual bone additions:

	1) Rename support
	2) Ability to chain virtual bones (Have a virtual bone that is a child of another virtual bone)

	#jira UE-39710

Change 3232782 on 2016/12/13 by Danny.Bouimad

	Adding Test Content

Change 3232843 on 2016/12/13 by danny.bouimad

	More Updates

Change 3232981 on 2016/12/13 by Marc.Audy

	Fix CIS issues

Change 3233075 on 2016/12/13 by mason.seay

	SplineIK asset for bug report

Change 3233124 on 2016/12/13 by Ori.Cohen

	Added mass automation tests.

Change 3233265 on 2016/12/13 by Ben.Marsh

	Build: Add support for building Orion and Fortnite precompiled binaries from Dev-Framework.

Change 3233365 on 2016/12/13 by mason.seay

	Resaving with non-empty engine version

Change 3233532 on 2016/12/13 by mason.seay

	Level blueprint clean up

Change 3233571 on 2016/12/13 by Ben.Marsh

	Set up paths for precompiled binaries.

Change 3233601 on 2016/12/13 by Ben.Marsh

	Build: Use the code CL rather than latest CL for precompiled binaries.

Change 3234402 on 2016/12/14 by Ori.Cohen

	Physics: Fixed line traces not working properly in editor worlds when physics substepping was enabled (UE-36408)
	- Substepping relies on interpolating transforms over frames, but only game worlds will be ticked, so we now disallow this feature in non-game worlds.
	#jira UE-36408

Change 3234415 on 2016/12/14 by Ori.Cohen

	Fix CIS

Change 3234574 on 2016/12/14 by Thomas.Sarkanen

	Fix crash when IK chain is inverted

	#jira UE-39720 - Crash compiling animation blueprint with Spline IK node

Change 3234882 on 2016/12/14 by Ori.Cohen

	Fixed teleport not working for physical animation component

Change 3234971 on 2016/12/14 by Aaron.McLeran

	Fix for omni-directional sounds in audio mixer

Change 3235251 on 2016/12/14 by mason.seay

	Assets for proposed functional testing

Change 3235492 on 2016/12/14 by Ori.Cohen

	Undo previous bad normal fix and remove wheel width compensation. This leads to bad normals when thick tires roll over the edge leading to instability.

	#JIRA UE-38710

Change 3236398 on 2016/12/15 by Marc.Audy

	(4.15) Add new object flag RF_NeedInitialization to indicate that ~FObjectInitalizer and PostInitProperties have not been executed for the object
	Do not allow Modify calls on Objects that have not been initialized
	#jira UE-39731

Change 3236413 on 2016/12/15 by Lukasz.Furman

	added EQS profiler
	#ue4

Change 3236418 on 2016/12/15 by Lukasz.Furman

	changed log verbosity in navmesh geometry export function
	#jira UE-39809
	#3039

Change 3236508 on 2016/12/15 by Ori.Cohen

	Allow vehicles to override inertia tensor after any mass properties have changed

	#JIRA UE-39566

Change 3236573 on 2016/12/15 by Ori.Cohen

	Fix manipulation tool not working properly with welded components

Change 3236577 on 2016/12/15 by Ori.Cohen

	Improve physics asset body creation so that it merges small bones and turns off collision between initially overlapping bodies.

Change 3236580 on 2016/12/15 by Ori.Cohen

	Improve mass computation for physics shapes (ignore trimesh which introduces error)

Change 3236581 on 2016/12/15 by Ori.Cohen

	Fix incorrect inertia tensor computation for cubes (was being doubled by mistake).

Change 3236809 on 2016/12/15 by Lukasz.Furman

	compilation fix: missing headers in EnvQueryManager

Change 3237187 on 2016/12/15 by Lukasz.Furman

	compilation fix: missing defines in EnvQueryInstance

Change 3237423 on 2016/12/15 by Aaron.McLeran

	Audio mixer: Allow center channel panning as a project setting.

	- To better support previous audio engine behavior, allow audio mixer to pan audio to center channel via audio settings.

Change 3237639 on 2016/12/15 by Aaron.McLeran

	Audio mixer stat tracking

Change 3237646 on 2016/12/15 by dan.reynolds

	MIDI Test Assets:

	General MIDITestBP

	MPKmini2 Child BP

	MPKmini2 Wrap Map

Change 3238148 on 2016/12/16 by Lukasz.Furman

	fixed crash in EQS profiler
	copy of CL# 3238145

Change 3238708 on 2016/12/16 by Marc.Audy

	(4.15) Don't unload and then reload streaming levels that are marked to be hidden.
	#jira UE-39883

Change 3238799 on 2016/12/16 by Lina.Halper

	Potential fix + more info on crash on copying curve for WEX

Change 3239559 on 2016/12/19 by Ori.Cohen

	Guard against infinitely thin geometry which fixes some nans

Change 3239728 on 2016/12/19 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3239536

Change 3239735 on 2016/12/19 by Jon.Nabozny

	Set 'p.MoveIgnoreFirstBlockingOverlap' to be enabled by default (3158732). This causes collision behavior to remain unchanged unless people opt in to the new behavior.
	Adjust Bot_RandomLocations default health to 100 from 0. This prevents death by hits from non-projectiles.
	4.15

	#jira UE-39387

Change 3239765 on 2016/12/19 by Jon.Nabozny

	Fix FPredictProjectilePathParams to use a valid default value for TraceChannel.
	This requires the use of a new bool bTraceWithChannel which is enabled by default.
	4.15

	#JIRA UE-39726

Change 3239810 on 2016/12/19 by Marc.Audy

	Avoid duplicate GetWorldSettings call

Change 3239826 on 2016/12/19 by Lukasz.Furman

	fixed crashes in gameplay debugger's draw delegate handling
	copy of 3234768, 3239819
	#ue4

Change 3239894 on 2016/12/19 by Richard.Hinckley

	Improving UInterface template files for "New C++ Class" feature. We now use GENERATED_BODY macros and don't need an empty constructor in the .cpp file.

Change 3239957 on 2016/12/19 by Aaron.McLeran

	UE-39924 Fix for crash when duplicating sound cue assets in content browser

	Checking for null before casting

Change 3239983 on 2016/12/19 by Mieszko.Zielinski

	Fixed injecting dynamic BTs not as expected when there's more than one injection point #UE4

Change 3240177 on 2016/12/19 by Mieszko.Zielinski

	Fix for AI agents hand-placed on levels not getting their PathFollowingComponent.MyNavData set properly #UE4

Change 3240488 on 2016/12/19 by Aaron.McLeran

	UE-39924 Fix for crash when duplicating sound cue assets in content browser

	More fixes!

Change 3240512 on 2016/12/19 by dan.reynolds

	AEOverview Update:

	- Created support for single level loads (sub-maps now auto generate lights and a staging platform when loaded individually vs. via AEOverviewMain)

	This will allow developers to load single levels functionally without adding lights or other assets to make them work.

Change 3240518 on 2016/12/19 by dan.reynolds

	AEOverview Update:

	- Added test for Multichannel 2D Reverb

Change 3240875 on 2016/12/20 by mason.seay

	Gameplay Tag Functional Tests

Change 3240876 on 2016/12/20 by dan.reynolds

	AEOverview Fix

	- Fixed miss targeted menu items (updated prefixes)

Change 3240923 on 2016/12/20 by Lukasz.Furman

	fixed memory corruption in template A* solver
	copy of CL# 3240898
	#ue4

Change 3241661 on 2016/12/21 by Thomas.Sarkanen

	Fix mesh-customized sockets not showing up by default in 'Active' socket filter mode

	#jira UE-39938 - Cannot edit mesh sockets

Change 3241964 on 2016/12/21 by Wes.Hunt

	Remove QoSReporter from CrashReportClient
	#tests editor debug gpf and verify crash is sent.

Change 3241996 on 2016/12/21 by Wes.Hunt

	Add @Owner tags to all analytics events in all our games #jira AN-805
	* Added default owners to most events. Tracked down authors of some events.
	* Added skeleton docs for many missing locations (just added @Name and @Owner so analytics folks can see the name and who to talk to in the doc webpage).
	* verified this checkin contains changes to comments ONLY.
	#tests compiled Orion and QAGame.

Change 3242825 on 2016/12/22 by Lukasz.Furman

	fixed order of behavior tree execution indices for PIE debugging
	#jira UE-39922

Change 3242860 on 2016/12/22 by mason.seay

	Functional tests for timer

Change 3243188 on 2016/12/22 by dan.reynolds

	AEOverview Update

	- Created viewport bookmarks on each sub-map for individual testing consistency

	- Updated EQ and Reverb effect parameters to work with new Audio Mixer Effects

Change 3243192 on 2016/12/22 by dan.reynolds

	AEOverview Lighting Fix

Change 3243507 on 2016/12/23 by dan.reynolds

	AEOverview Moved to Maps\Framework\Audio\

	+ redirector clean up, resaves, etc.

Change 3243553 on 2016/12/24 by Aaron.McLeran

	Bringing fixes to dev-framework from odin

	3240517
	3240476
	3240473
	3240412
	3240315
	3240220
	3240194

Change 3243567 on 2016/12/24 by Aaron.McLeran

	Fixing build.
	Adding #include for FConfigCacheIni

Change 3244466 on 2017/01/01 by Mieszko.Zielinski

	Removed FGameplayDebuggerDebugDrawDelegateHelper::InitDelegateHelper implementation that was failing a check without any explanation or comment #UE4

	#jira UE-40069

Change 3244471 on 2017/01/01 by Aaron.McLeran

	Bringing fixes to dev-framework from odin

	3244469
	3244467
	3243743

Change 3244639 on 2017/01/03 by Jurre.deBaare

	CIS error fix

Change 3244748 on 2017/01/03 by Jurre.deBaare

	Crash while using the Delete Button in the HLOD Outliner while a Generated Proxy Mesh is opened in the Static Mesh Editor
	#fix Unify path for both delete cluster options in the outliner UI
	#jira UE-40066

Change 3245338 on 2017/01/03 by Aaron.McLeran

	Getting rid of shadowed variable.

Change 3245816 on 2017/01/03 by Aaron.McLeran

	Synth component and DSP objects

	- New synth component wraps an audio component and procedural sound wave to make generating synthesis much much easier
	- Bunch of changes and improvements to DSP objects for real-time synthesis.
	- New polyphonic virtual analog synthesizer

Change 3246146 on 2017/01/04 by Ben.Marsh

	Move precompiled binaries into the Private-Binaries stream.

Change 3246283 on 2017/01/04 by Marc.Audy

	Fix CIS warnings

Change 3246457 on 2017/01/04 by Aaron.McLeran

	Fixing static analysis warnings

Change 3246519 on 2017/01/04 by Benn.Gallagher

	Fix for serialization mismatch on skeletal mesh source model.

Change 3247193 on 2017/01/04 by Dan.Reynolds

	Adding new DSP utility

Change 3247769 on 2017/01/05 by Marc.Audy

	Remove inaccurate comment

Change 3248068 on 2017/01/05 by dan.reynolds

	AEOverview Fix

	- Shortening long path name (Multichannel sub-directories) and fixing up redirectors

Change 3248251 on 2017/01/05 by Jon.Nabozny

	Fix uninitialized PropertyColor in BillboardComponent.

Change 3249305 on 2017/01/06 by James.Golding

	Fix FColorVertexBuffer copy constructor if source buffer is not initialised
	#jira UE-40242

Change 3249639 on 2017/01/06 by Jon.Nabozny

	Fix K2Node_CallFunction tool tip generation crash.

	#JIRA UE-40307

Change 3249716 on 2017/01/06 by Aaron.McLeran

	Minor changes to DSP objects

	Deciding on a method to pass parameters from BP to synth components.

Change 3249909 on 2017/01/06 by James.Golding

	Change USkinnedMeshComponent::GetSkinWeightBuffer to not require a MeshObject to return valid weight buffer
	Make VertInfluencedByActiveBoneTyped not crash if weight buffer is null
	#jira UE-40289

Change 3249931 on 2017/01/06 by Aaron.McLeran

	Bring CL 3244528 from Odin to Dev-Framework

Change 3250012 on 2017/01/06 by Aaron.McLeran

	Changing how synth params work

	- Removing base-class parameter getters/setters, removing OnParameterChange virtual function
	- Added SynthCommand function to help setting synth params on audio render thread from game thread
	- Refactored Synth1Component to use new system

Change 3250084 on 2017/01/06 by Aaron.McLeran

	Adding preset struct and adding noise to oscillator

Change 3250257 on 2017/01/07 by Aaron.McLeran

	Checking in stub for new synthesis plugin to put synthesis instances.

Change 3250264 on 2017/01/07 by Aaron.McLeran

	Moving synthesis code to new synthesis plugin

Change 3250313 on 2017/01/07 by Aaron.McLeran

	Fixing CIS static analysis warning on include cycle

Change 3250353 on 2017/01/08 by Aaron.McLeran

	Various audio mixer/dsp refinements

	-Simplying envelope code to just be a straightforward case statement
	-Added sample value lerping code for Amp object to avoid zippering when running at control-rate sample rates
	-Changed source manager wrapping code to always set NextFrameIndex to -1 in the edge case of the next being out of range, but current not being out of range. It should always be -1.
	-Added a console var to toggle enabling sample checks for tracking down sample bugs
	-Added data table row subclass to EpicSynth1Component preset struct

Change 3250382 on 2017/01/08 by Aaron.McLeran

	Bringing ODIN-3977 fix to dev-framework

Change 3250435 on 2017/01/08 by Aaron.McLeran

	Adding ability to set note durations for synth component

	Removing OnNoteOn/OnNoteOff events since derived synth components may or may not deal with notes.

Change 3250443 on 2017/01/08 by Aaron.McLeran

	Fixing CIS, removing console variable code.

Change 3250445 on 2017/01/08 by Aaron.McLeran

	Attempted fix for crash on existing PIE

Change 3250446 on 2017/01/08 by dan.reynolds

	Updated MidiSynthTestBP for new Note On Note Off functions

Change 3250447 on 2017/01/08 by dan.reynolds

	MidiListener and MidiSynthTestBP Updated to use Duration argument (MidiListener set default value to -1.0f )

Change 3250455 on 2017/01/08 by Aaron.McLeran

	Adding critical section so stopping a source voice and processing source voice can't happen at same time.

Change 3250465 on 2017/01/08 by Aaron.McLeran

	Fixing NaNs in sine approximations

Change 3250466 on 2017/01/08 by Aaron.McLeran

	Adding new music utility.

	- Changing scale indicies to be 1-based (music oriented)
	- Adding new function to get chord note from a mode

Change 3250467 on 2017/01/08 by Aaron.McLeran

	Undoing change to FastSin parabolic sine approximation

	- was not dividing by zero!

Change 3250468 on 2017/01/08 by Aaron.McLeran

	Adding ability to get a direct virtual function callback for procedural sound waves

	-Using the UE4 delegate function was not safe in the audio rendering thread and would sometimes not actually get called. Switched to a more direct and simple override, avoids some buffer copies and is more simple.

	-Updated synth component code to use the new method.

Change 3250470 on 2017/01/08 by Aaron.McLeran

	Fixing note on duration

Change 3250479 on 2017/01/08 by Aaron.McLeran

	Fixing pan in the amp dsp object

Change 3252179 on 2017/01/10 by Mieszko.Zielinski

	Fallout fix after removal of BlackboardKeyUtils::CalculateComparisonResult declaration from the AIModule #UE4

Change 3252498 on 2017/01/10 by Marc.Audy

	Fix non-unity compile errors

[CL 3252563 by Marc Audy in Main branch]
2017-01-10 14:09:16 -05:00
Matt Kuhlenschmidt
37a47c18d0 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================

Change 3168749 on 2016/10/20 by Richard.TalbotWatkin

	Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry.
	#jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level

Change 3169740 on 2016/10/20 by Nick.Darnell

	Automation - Removing old screenshots, working on new naming convention.

Change 3169796 on 2016/10/20 by Nick.Darnell

	Automation - Adding new screenshots.

Change 3169800 on 2016/10/20 by Nick.Darnell

	Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name.  Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots.

Change 3169901 on 2016/10/20 by Nick.Darnell

	Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots.

Change 3169926 on 2016/10/20 by Cody.Albert

	Added extension point for level editor viewport's Show and Camera menus

Change 3170053 on 2016/10/20 by Cody.Albert

	Back out changelist 3169926

Change 3170067 on 2016/10/20 by Cody.Albert

	Added extension point for level editor viewport's Show and Camera menus

Change 3170382 on 2016/10/21 by Michael.Dupuis

	#jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor

Change 3170520 on 2016/10/21 by Alex.Delesky

	#jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint

Change 3170522 on 2016/10/21 by Alex.Delesky

	#jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button.

Change 3170524 on 2016/10/21 by Alex.Delesky

	#jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor.

Change 3170530 on 2016/10/21 by Alex.Delesky

	Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper

	#jira none

Change 3170768 on 2016/10/21 by Cody.Albert

	Back out changelist 3170067

Change 3170795 on 2016/10/21 by Nick.Darnell

	JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties.

Change 3170797 on 2016/10/21 by Nick.Darnell

	Automation - Fixing several warnings dealing with fbx testing.

Change 3170921 on 2016/10/21 by Nick.Darnell

	Automation - Fixing more warnings with FBX tests.

Change 3171109 on 2016/10/21 by Cody.Albert

	Added extension point for level editor viewport Show menu

Change 3171812 on 2016/10/24 by Jamie.Dale

	Back out changelist 3163044

	This broke wrapping for Japanese and Chinese.

Change 3171842 on 2016/10/24 by Michael.Dupuis

	#jira UE-36400
	Name each Parameter uniquely either from copy/paste of any creation menu
	Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1
	Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type
	When editing a color property update the material expression preview

Change 3171958 on 2016/10/24 by Alex.Delesky

	#jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions.

Change 3171969 on 2016/10/24 by Nick.Darnell

	Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions.

Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt

	PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider)

Change 3172035 on 2016/10/24 by Alex.Delesky

	Fix to build warning for 3171970

	#jira none

Change 3172078 on 2016/10/24 by Michael.Dupuis

	#jira UE-37626 Fetch property node from property handle if there is no property editor

Change 3172143 on 2016/10/24 by Jamie.Dale

	Line-break iterators will now avoid breaking words in Hangul

	The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers.

Change 3172418 on 2016/10/24 by Michael.Dupuis

	Fixed Static Analysis error

Change 3173389 on 2016/10/25 by Michael.Dupuis

	#jira UE-9284 Make the UI appear only on hover and change icons size

Change 3173918 on 2016/10/25 by Alex.Delesky

	#jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created.

Change 3173966 on 2016/10/25 by Alex.Delesky

	#jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse.

Change 3174847 on 2016/10/26 by Alex.Delesky

	#jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen.

Change 3174916 on 2016/10/26 by Alexis.Matte

	When re-importing fbx file, always log to the message log.
	#jira UE-37639

Change 3174940 on 2016/10/26 by Alex.Delesky

	Back out changelist 3174847 at request of platforms team. Was fixed on Main.

Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt

	Import commandlet fixes

	- Fixed crash when source control could not be contacted
	- Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import

Change 3175217 on 2016/10/26 by Alexis.Matte

	The FBX reimport animation code now return false if there was an error when importing
	#jira UE-37755

Change 3175728 on 2016/10/26 by Alexis.Matte

	Log a message when importing a skeletal mesh with more bone influence then the maximum supported
	#2875
	#jira UE-37613

Change 3177997 on 2016/10/28 by Nick.Darnell

	Editor - Prevent re-entrant calls when EndPlayMap is called.

Change 3178429 on 2016/10/28 by Nick.Darnell

	Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup.  Tweaking the location of where some importing files go when they're imported.

Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt

	Guard against bad render targets in Slate RHI

	#jira UE-37905

Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt

	Added logging to track https://jira.it.epicgames.net/browse/UE-37900

	#jira UE-37900

Change 3179920 on 2016/10/31 by Alex.Delesky

	Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591.

	#jira none

Change 3179921 on 2016/10/31 by Alex.Delesky

	#jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource

Change 3180119 on 2016/10/31 by Alexis.Matte

	fbx importer avoid asset creation name clash
	#jira UE-35100

Change 3181905 on 2016/11/01 by Alexis.Matte

	Paint tool now allow users to paint on any vertex if they need it.
	#jira UE-8372

Change 3182355 on 2016/11/01 by Alexis.Matte

	We now support FBX LODs export for the asset exporter from the content browser.
	#jira UE-35302

Change 3183286 on 2016/11/02 by Alexis.Matte

	Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options.
	#jira UE-37520

Change 3183567 on 2016/11/02 by Shaun.Kime

	#jira UE-38019
	The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor.

	The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder.

Change 3184002 on 2016/11/02 by Jamie.Dale

	Fixed crash during TSF IME shutdown

	#jira UE-38073

Change 3185126 on 2016/11/03 by Shaun.Kime

	Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins.
	Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well).

	#jira UE-38065
	#jira UE-37645

Change 3185278 on 2016/11/03 by Nick.Darnell

	UMG - Fixing some issues with HDPI mode in the widget designer.

Change 3185355 on 2016/11/03 by Nick.Darnell

	UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace.

Change 3185510 on 2016/11/03 by Nick.Darnell

	UMG - Restoring the ability of the Widget Component to directly recieve hardware input.  The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user.  The kind of situation where you might want to use them as a 3D menu, in a non-VR environment.  By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport.

	Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo.

Change 3185514 on 2016/11/03 by Nick.Darnell

	UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces.

Change 3185652 on 2016/11/03 by Nick.Darnell

	Slate - Exposing a cached version of the widget geometry that comes in during Tick.  Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing.

Change 3185952 on 2016/11/03 by Nick.Darnell

	UMG - Fixing another build error relating to local widget geometry.

Change 3185953 on 2016/11/03 by Nick.Darnell

	UMG - Fixing a mac compiler warning.

Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt

	Fixed collapse all hiding everything in the settings editors

	#jira UE-38151

Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt

	Fixed new assets opening in a minimized window not restoring that window.

Change 3187026 on 2016/11/04 by Shaun.Kime

	UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors  in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds.

	#jira UE-38094

Change 3187073 on 2016/11/04 by Nick.Darnell

	Automation - Changing the code that writes out json to force no BOM as is the json standard.

Change 3187113 on 2016/11/04 by Jamie.Dale

	Removed double look-up in UTextProperty::SerializeItem

Change 3187114 on 2016/11/04 by Jamie.Dale

	Feedback context now uses culture correct percentage formatting

Change 3187273 on 2016/11/04 by Alexis.Matte

	Fbx importer for static mesh, make sure that we order the materials array to follow the section order.
	Add also some fbx automation test
	#jira UE-38242

Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt

	Fix crash when an actor picker shows up in the struct editor.  Structs do not have root property nodes

	#jira UE-38268

Change 3187463 on 2016/11/04 by Nick.Darnell

	Automation - Updating the blessed screenshots, and fixing the BOM issues with the json.

Change 3188638 on 2016/11/07 by Shaun.Kime

	Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background.
	#jira UE-38240

Change 3189056 on 2016/11/07 by Nick.Darnell

	Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient.  Also updating the creation of the transient package to be RF_Transient.  This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser.

Change 3189147 on 2016/11/07 by Jamie.Dale

	Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache

	This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering).

	#jira UE-38309

Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt

	Guard against null object when creating details panel

Change 3190017 on 2016/11/08 by Alexis.Matte

	FrontX support for scene importer
	#jira UETOOL-1061

Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt

	Fixed misaligned button in the new blueprint class dialog

Change 3190086 on 2016/11/08 by Nick.Darnell

	UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained.

Change 3190159 on 2016/11/08 by Nick.Darnell

	UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale.  Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user.

Change 3190161 on 2016/11/08 by Nick.Darnell

	UMG - UWidget is now Blueprintable.  Improving some doc.

Change 3190545 on 2016/11/08 by Alexis.Matte

	Support scaling when exporting skeleton (bind pose) to FBX
	#jira UE-36120

Change 3191614 on 2016/11/09 by Simon.Tourangeau

	Fix cooking crash after fbx import of a scene without meshes

	#jira UE-38264

Change 3191659 on 2016/11/09 by Simon.Tourangeau

	Cleanup Persona LOD section button layout

	#jira UE-38339

Change 3191882 on 2016/11/09 by Jamie.Dale

	Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter.

	Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict.

Change 3192092 on 2016/11/09 by Jamie.Dale

	Deleting some test assets that were accidentally checked in, some of which no longer load

Change 3192281 on 2016/11/09 by Alex.Delesky

	#jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints.

Change 3192365 on 2016/11/09 by Shaun.Kime

	Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes.

	#jira UE-19022

Change 3192494 on 2016/11/09 by Alex.Delesky

	#jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly.

Change 3193183 on 2016/11/10 by Alexis.Matte

	When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset.
	#jira UE-38450

Change 3193419 on 2016/11/10 by Alex.Delesky

	Fixing UnrealTournament build error in SUTChatEditBox

	#jira none

Change 3193456 on 2016/11/10 by Alex.Delesky

	Fix to build warning C6011 in SWidgetHierarchyItem

	#jira none

Change 3193704 on 2016/11/10 by Simon.Tourangeau

	Create Cinematic Camera when importing camera from fbx

	#jira UE-37764

Change 3194593 on 2016/11/11 by Nick.Darnell

	Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly).  This appears to fix the problem with popup menus being slightly off in size, creating scrollbars.  This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values.

Change 3194595 on 2016/11/11 by Nick.Darnell

	Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window.  Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area.

Change 3194830 on 2016/11/11 by Richard.TalbotWatkin

	Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added.  This improves performance by a couple of orders of magnitude!
	#jira UE-38524 - Moving many brushes to another level is very slow

Change 3194859 on 2016/11/11 by Alexis.Matte

	Fix fbx skeletal mesh cleanup material crash
	#jira UE-38525

Change 3195199 on 2016/11/11 by Nick.Darnell

	UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom.  This fixes the issue where it wasn't finding widgets inside of named slots.

	#jira UE-38536

Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt

	Guard against rendering crashes when a mesh with no lod resources is opened.

	#jira UE-38520

Change 3196614 on 2016/11/14 by Nick.Darnell

	Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases.  It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time.

Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt

	PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist)

Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt

	Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal)

	#jira UE-38544

Change 3196863 on 2016/11/14 by Nick.Darnell

	Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor.

Change 3196900 on 2016/11/14 by Nick.Darnell

	Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale.

Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt

	Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel.

	#jira UE-36499, UE-38497

Change 3197028 on 2016/11/14 by Alexis.Matte

	Shift Drag is not moving the camera when the user is dragging the 3 axis in same time.
	#jira UE-38382

Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt

	Removed pivot updating code per frame for now.  It changes on selection so I cant see a reason why it is needed every frame

Change 3197227 on 2016/11/14 by Nick.Darnell

	UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses.  Updating all widget blueprints to finally use the WidgetGraphSchema.

Change 3197239 on 2016/11/14 by Nick.Darnell

	UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it.

Change 3197538 on 2016/11/14 by Nick.Darnell

	UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes.  Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late.

Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt

	Guard against reimport factories being deleted while in use

	#jira UE-37577

Change 3198589 on 2016/11/15 by Alex.Delesky

	#jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key.

Change 3198783 on 2016/11/15 by Nick.Darnell

	The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code.

Change 3198933 on 2016/11/15 by Jamie.Dale

	Changing the package localization ID used by a package now marks the package as dirty

Change 3198942 on 2016/11/15 by Jamie.Dale

	Clearing the package localization ID used by a package now marks the package as dirty

Change 3200241 on 2016/11/16 by Shaun.Kime

	Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled.
	By default, internal only classes will be hidden and you will be limited to your own developer folder.

	Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use
	[/Script/ClassViewer.ClassViewerProjectSettings]
	+InternalOnlyPaths=(Path="/Engine/VREditor")
	+InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget

	The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders.
	The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget.

	Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management

	#jira UE-38313

Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt

	Adding missing change needed post merge from main

Change 3200968 on 2016/11/16 by Jamie.Dale

	Fixed localization gather including texts that were instanced or otherwise unchanged

	- It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default.
	- UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances.

Change 3201033 on 2016/11/16 by Cody.Albert

	Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged

Change 3201829 on 2016/11/17 by Shaun.Kime

	Fixing issue where GEngine is null in early game loading, potentially causing a crash.

Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt

	Fix build warning

Change 3201835 on 2016/11/17 by Nick.Darnell

	Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input.

Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt

	Fix streaming pause rendering starting a movie if a movie was already playing

Change 3202089 on 2016/11/17 by Nick.Darnell

	Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name.  There's no problem if two objects have the same name, as long as they have different paths (except for classes).  So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name.

Change 3202139 on 2016/11/17 by Jamie.Dale

	Fix for adjusting text spacing when lines are removed from TextLayouts

Change 3202398 on 2016/11/17 by Cody.Albert

	Updated UMG Sequencer to properly fire events once per loop

Change 3202591 on 2016/11/17 by Shaun.Kime

	Fixing coding standards violations.

Change 3202744 on 2016/11/17 by Shaun.Kime

	StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within  UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior.

	#jira UE-38315

Change 3203009 on 2016/11/17 by Alex.Delesky

	Backing out changelist 3170522 per request

	#jira UE-33031

Change 3204077 on 2016/11/18 by Nick.Darnell

	Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images.

Change 3204086 on 2016/11/18 by Jamie.Dale

	Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set

	Both use FGCObject internally to reference the object and keep it alive.

	FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer.

	You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing).

Change 3204189 on 2016/11/18 by Alex.Delesky

	Removing content from dev folder

Change 3204205 on 2016/11/18 by Jamie.Dale

	Fix for being unable to delete folders that still have sub-folders in the Content Browser

	#jira UE-38752

Change 3204270 on 2016/11/18 by Simon.Tourangeau

	Fix StaticMesh socket reimports
	- socket transforms are now updated correctly on reimport
	- deleted socket from source will be removed on reimport
	- fix SocketManager refresh after import

	#jira UE-38195

Change 3204283 on 2016/11/18 by Alex.Delesky

	#jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself.

Change 3205757 on 2016/11/21 by Jamie.Dale

	PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium)

Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt

	PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist)

Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt

	PR #2956: Add plane to basicshapes (Contributed by tommybear)

Change 3205831 on 2016/11/21 by Jamie.Dale

	Speculative fix for UE-38492

	This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel.

	#jira UE-38492

Change 3205869 on 2016/11/21 by Alex.Delesky

	#jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor

Change 3205873 on 2016/11/21 by Alex.Delesky

	#jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes.

	Should also address the issue mentioned in #jira UE-32965

Change 3205954 on 2016/11/21 by Shaun.Kime

	Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work.

	#jira UE-38315

Change 3205965 on 2016/11/21 by Alex.Delesky

	#jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused

	PR #2942

Change 3207157 on 2016/11/22 by Chris.Wood

	Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking.
	[UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds

Change 3207344 on 2016/11/22 by Matthew.Griffin

	Added UnrealWatchdog to the Binary Release

Change 3207396 on 2016/11/22 by Ben.Marsh

	Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion.

Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt

	Redid blur changes from Paragon Dev-General

	Blur widget updates
	- Renamed to SBackgroundBlur/UBackgroundBlur
	- Split SBackgroundBlur out into its own file
	- Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha
	- Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set
	- Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version)
	- Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image

Change 3207443 on 2016/11/22 by Chris.Wood

	Fix CIS error on Mac from my change CL 3207157

Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt

	Added missing files

Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt

	Guard against crash clearing scenes from the slate RHI renderer during movie loading code.

Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt

	Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check

Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt

	Actually call correct method of checking for a debugger

Change 3209139 on 2016/11/23 by Cody.Albert

	Adding support for "Show Only Modified Properties" filter to DetailWidgetRow

Change 3209206 on 2016/11/23 by Jamie.Dale

	Moving folders now removes the old folder from disk if it's empty

	This had already been done for deleting folders, but moving them was missed.

	#jira UE-11796

Change 3209281 on 2016/11/23 by Jamie.Dale

	PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung)

Change 3210383 on 2016/11/25 by Chris.Wood

	Documented Crash Report Client analytics events
	[UE-32787] - Document Crash Report Client analytics events in code

Change 3210385 on 2016/11/25 by Alexis.Matte

	Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not
	#jira UE-38925

Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt

	Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)

Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt

	Fix build errors

Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt

	PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts)

Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt

	Fix ATSC texture compression quality tooltip

	#jira UE-38996

Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt

	Fix compile errors

Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt

	Fix post process anim blueprints on skeletal meshes not being clearable

	#jira UE-39017

Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt

	Added more logging for jira UE-39000

	#jira UE-39000

Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt

	Redid fix for UE-35822 in dev-editor

Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt

	Fix deprecation warning

Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt

	Disable motion blur in editor views by default

	#jira 38424

Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt

	Fix PS4 compile errors

Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt

	Details panels changes
	- Added the ability to create groups within groups in details panel customizations
	- Added the ability for struct customizations to add categories to the parent

Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt

	Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do.

Change 3213158 on 2016/11/29 by Jamie.Dale

	Updated User Defined Enum display names to use real FText instances so they can have stable keys

	This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues.

	User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking).

	#jira UE-26274

Change 3213172 on 2016/11/29 by Jamie.Dale

	Adding experimental support for content hot-reloading

	The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded).

	The basic workflow for package reloading is as follows:
	 1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects.
	 2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed.
	 3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping).
	 4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found).
	 5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't).

	For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory.

	In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation.

Change 3213428 on 2016/11/29 by Jamie.Dale

	Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing

	#jira UE-37746

Change 3213442 on 2016/11/29 by Jamie.Dale

	Workaround for a bug in TSF based MS IMEs on Windows 8+

	They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted.

	#jira UE-37309

Change 3213603 on 2016/11/29 by Cody.Albert

	Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget

	#jira UE-39106

Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt

	Attempt to fix includetool cis warning

Change 3215159 on 2016/11/30 by Jamie.Dale

	Fixing MakeShared forward declaration

Change 3215220 on 2016/11/30 by Alex.Delesky

	#jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view.

Change 3215390 on 2016/11/30 by Jamie.Dale

	Maps now end a hot-reload batch

Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt

	Updating guard to track down worlds that have no package as an outer

	#jira UE-35712

Change 3215500 on 2016/11/30 by Alexis.Matte

	Color grading widget customization
	#jira UETOOL-1070

Change 3215519 on 2016/11/30 by Jamie.Dale

	Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode

Change 3215556 on 2016/11/30 by Cody.Albert

	Fixed issue where check-out toast would not disappear

	#jira UE-39146

Change 3215585 on 2016/11/30 by Jamie.Dale

	Adding an explicit ESPMode to MakeShared to try and placate Android

Change 3215737 on 2016/11/30 by Alexis.Matte

	Fix build warning

Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt

	Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves

	#jira UE-35935

Change 3215758 on 2016/11/30 by Ben.Marsh

	Add a 'Custom...' build type for Dev-Editor.

Change 3216183 on 2016/11/30 by Alexis.Matte

	Fix win32 build error

Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt

	Fix mac build error.

Change 3216828 on 2016/12/01 by Jamie.Dale

	Fixing MakeShared on Android

	#jira UE-39204

Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt

	PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel)

Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt

	Remove the ensure when pushing absolute transforms onto a canvas matrix stack.  We can handle this properly now by just adding the transform to the stack if the stack is empty

	#jira UE-36496

Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt

	Fix a number of keybindings problems
	- Removed editor keybindings from project settings.  It should not have been in there (already in editor settings)
	- Removed duplicate registration of editor keybindings from editor settings
	- Fixed memory leak regenerating keybinding widgets when ending PIE world.
	- Cleaned up styling a bit to make keybindings widgets clearer.

	#jira UE-39211, UE-38718

Change 3216881 on 2016/12/01 by Shaun.Kime

	Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to.
	Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs.

	Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable.

	Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage.

	Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count.

	In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out.

	#jira UE-6882

Change 3216968 on 2016/12/01 by Jamie.Dale

	Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk

Change 3216970 on 2016/12/01 by Jamie.Dale

	Reverting files now uses hot-reloading (if enabled)

Change 3217233 on 2016/12/01 by Jamie.Dale

	You can now choose to reload dirty packages via content hot-reloading

	This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor.

Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt

	WindowsMoviePlayer:  Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready.  This prevents a white texture from showing up for a frame.

Change 3217466 on 2016/12/01 by Jamie.Dale

	Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date

Change 3217572 on 2016/12/01 by Jamie.Dale

	Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text

Change 3217688 on 2016/12/01 by Jamie.Dale

	Fixed crash reloading the active world package when it was dirty

	#jira UE-39250

Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt

	Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete.  We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up.  This change moves the CleanupScenes code to a location that is called each tick and during map loads

	#jira UE-39243

Change 3218834 on 2016/12/02 by Alexis.Matte

	move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options
	#jira UE-38672

Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt

	Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives

	#jira UE-39246

Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt

	Fixed basic cube shape having a convex hull instead of a box for collision

Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt

	Move static mesh collision properties to the collision category

Change 3219143 on 2016/12/02 by Michael.Dupuis

	#jira UE-39124 We can now place single mesh at a time
	#jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on
	Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection

Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt

	Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it

	#jira UE-37452

Change 3219358 on 2016/12/02 by Alexis.Matte

	Fix fbx automation tests

Change 3219362 on 2016/12/02 by Alexis.Matte

	Support for MAX multisub material
	#jira UE-38467
	#jira UE-38471

Change 3219774 on 2016/12/02 by Jamie.Dale

	PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN)

Change 3219793 on 2016/12/02 by Jamie.Dale

	SWindow now restores focus back to the widget that last had focus when it was deactivated

	#jira UE-38965

Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt

	UI background blur tweaks
	- Adjust the downsample amount for lower kernel sizes
	- Flush post process memory used by the blur when switching levels

Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt

	Added guards against accesing scene caching methods of the slate resource manager on the rendering thread

Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt

	Added basic support for playing safe movies very early in the engine startup sequence.  A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen

	no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early

	Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading

Change 3221831 on 2016/12/05 by Jamie.Dale

	Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name

Change 3221986 on 2016/12/05 by Jamie.Dale

	Added an "Inline" font loading method

	This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front.

	The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does.

	This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded.

Change 3222065 on 2016/12/05 by Jamie.Dale

	Added log warning to detect hitches when lazily loading fonts

Change 3222225 on 2016/12/05 by Jamie.Dale

	Fixing style-set typo

	#jira UE-39333

Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt

	Fix autosaving prompting to check out built data if the built data asset was dirty during autosave

	#jira UE-39295

Change 3223184 on 2016/12/06 by Alexis.Matte

	Support LOD group and combine mesh
	#jira UE-1088

Change 3223212 on 2016/12/06 by Alex.Delesky

	#jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties.

Change 3223215 on 2016/12/06 by Alex.Delesky

	#jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false.

Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt

	Added back in missing code that was lost in a merge

Change 3223271 on 2016/12/06 by Alex.Delesky

	#jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box).

Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt

	Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials

Change 3223276 on 2016/12/06 by Alexis.Matte

	Staticmesh socket fbx import.
	#jira UE-38284

Change 3223363 on 2016/12/06 by Alexis.Matte

	Reimport must ask for missing file when re-importing a old asset that has no source files
	#jira UE-39356

Change 3223423 on 2016/12/06 by Chris.Wood

	Added option to place canvas panel children in same layer using explicit ZOrder setting.
	[UETOOL-935] - Figure out a solution for canvas panel batching

Change 3223551 on 2016/12/06 by Alexis.Matte

	UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change
	#jira UE-39383

Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt

	Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default

Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt

	Update doc links for maps and sets

Change 3224746 on 2016/12/07 by Michael.Dupuis

	#jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras
	#jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras

Change 3224826 on 2016/12/07 by Michael.Dupuis

	#jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior

Change 3224827 on 2016/12/07 by Simon.Tourangeau

	Improve search for material match on fbx mesh import
	- Add option to specify material search locations on mesh import
	- On Import it will now perform a first match material search in the following order	(suppose we are importing into /Game/Content/Assets/Meshes/MyMesh)
	   - Using Local as a search location will provide same behavior as before	(search non recursively in /Game/Content/Assets/Meshes)
	   - If option is UnderParent or more, search recursively in destination folder	(search recursively in /Game/Content/Assets/Meshes)
	   - If option is UnderParent or more, then recursively from parent folder	(search recursively in /Game/Content/Assets)
	   - If option is UnderRoot or more, search recursively from root folder	(search recursively in /Game)
	   - If option is AllAssets, search in every asset folder		(Search recursively everywhere)

	#jira UE-39020

Change 3224989 on 2016/12/07 by Chris.Wood

	Fixed black callstack text in CrashReportClient.
	[UE-38987] - CrashReportClient Callstack text is rendering Black

Change 3225142 on 2016/12/07 by Jamie.Dale

	Added collapsing methods when exporting text for translation

	You can now choose how to collapse your text for translation from three export modes:
	 - ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior).
	 - ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior).
	 - ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior).

	The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior).

	You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource").

Change 3225509 on 2016/12/07 by Simon.Tourangeau

	Static analysis fix, false positive

Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt

	Fix broken physical surface details customization
	- Scrolling now works properly
	- Edit boxes dont change size while editing
	- properly checks out or makes file writable once an edit has been made

	#jira UE-39279

Change 3226840 on 2016/12/08 by Jamie.Dale

	Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself

	#jira OPP-6485

Change 3226940 on 2016/12/08 by Alexis.Matte

	Avoid changing the W value when playing with the color grading wheel.
	#jira UE-39473

Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt

	 Temp disable lazy load font warnings to prevent infinite  recursion crashes at startup

Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt

	Fix for iOS compiling

Change 3228597 on 2016/12/09 by Jamie.Dale

	Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL

	#jira UE-39529

Change 3228607 on 2016/12/09 by Jamie.Dale

	Fixed infinite recursion caused by logging while the output log font was still being loaded

	#jira UE-39523

Change 3228770 on 2016/12/09 by Jamie.Dale

	Fixed UUserDefinedEnum::GetEnumText

	it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail.

	#jira UE-39531

Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt

	Fix static analysis warning

[CL 3229477 by Matt Kuhlenschmidt in Main branch]
2016-12-09 15:05:28 -05:00
Robert Manuszewski
301e5763c2 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3228803)
#lockdown Nick.Penwarden
#rb none

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

Change 3209807 on 2016/11/24 by Chris.Wood

	CRP now has improved handling of lost comms with website/DB (CRP v.1.2.9)
	[UE-38397] - CrashReportProcess should not lose crashes when the website goes down.

Change 3209936 on 2016/11/24 by Steven.Hutton

	Reconciled offline work. Fixed a number of display bugs with the reports page.

Change 3209938 on 2016/11/24 by Steven.Hutton

	Reconciled offline work

	Adding JQuery UI packages

Change 3210736 on 2016/11/28 by Steve.Robb

	Unset() made protected, which is an implementation details of TFunction and not the way to unbind one (may leak memory).
	Fixes to existing calls.

	https://answers.unrealengine.com/questions/494947/proper-way-to-deal-with-destroying-a-tfunction.html

Change 3211181 on 2016/11/28 by Steve.Robb

	Improved error message when binding a delegate to a pending kill object.

	#jira UE-5232

Change 3211214 on 2016/11/28 by Steve.Robb

	PR #2978: fixed typo in FMallocLeakDetection (Contributed by finap)

	#jira UE-39049

Change 3211301 on 2016/11/28 by Steve.Robb

	PR #2892: Copy bCustomVersionsAreReset when creating an Archive from another Ar. (Contributed by surakin)

	#jira UE-37941

Change 3213387 on 2016/11/29 by Steven.Hutton

	Test of a release note parsed from the changelist

Change 3213553 on 2016/11/29 by Gil.Gribb

	UE4 - Rework dependencies and UStruct creation so that we can create UBlueprintGeneratedClass's without needing the parent class serialized.

Change 3214800 on 2016/11/30 by Robert.Manuszewski

	ModuleManager will now use a critical section instead of FMultiReaderSingleWriterGT to make it really thread safe.

	- removed FMultiReaderSingleWriterGT because it was not fully thread safe

Change 3214926 on 2016/11/30 by Robert.Manuszewski

	Merging using Dev-Core_To_Dev-LoadTimes (reversed)

Change 3214981 on 2016/11/30 by Gil.Gribb

	UE4 - Make sure that subobjects of CDOs are exported even if they don't have any direct references; they might be archetypes.

Change 3215392 on 2016/11/30 by Steve.Robb

	Error out on editor builds when reading a non-boolean value in an archive.

Change 3215674 on 2016/11/30 by Steve.Robb

	Replacement of a custom scope-exit setup with our standard macro.

Change 3215720 on 2016/11/30 by Steve.Robb

	Default constructor for TTuple which value-initializes the elements.

Change 3216777 on 2016/12/01 by Graeme.Thornton

	Add NoRedist and NotForLicensees folders in the game folder to the C# version of config file hierarchy.

Change 3216858 on 2016/12/01 by Graeme.Thornton

	Improvements to pak signing and encryption
	 - Remove compile time defines for encryption key and signing keys
	 - Embed keys in executable by including in the UBT generated UELinkerFixups.cpp file
	 - Add key access core delegate for passing these keys through to pak platform file

Change 3216860 on 2016/12/01 by Graeme.Thornton

	Re-enable pak signing and encryption in ShooterGame

Change 3216861 on 2016/12/01 by Graeme.Thornton

	Re-enable pak signing and encryption in Paragon

Change 3217076 on 2016/12/01 by Gil.Gribb

	UE4 - replaced !GIsIntialLoad with EVENT_DRIVEN_ASYNC_LOAD_ACTIVE_AT_RUNTIME as a first step toward boot time EDL

Change 3221139 on 2016/12/05 by Ben.Woodhouse

	Dummy integrate of CL 3221131 (versioning workarounds) from Dev-LoadTimes4.14 with accept target to prevent those workarounds being merged out of dev-loadtimes4.14.

	Command:
	p4 integrate //UE4/Dev-LoadTimes4.14/...@3221131,3221131

	w/ resolve/accept-target

Change 3221410 on 2016/12/05 by Steve.Robb

	Allow Algo::IsSorted to work on C arrays and initializer_lists.

Change 3221673 on 2016/12/05 by Gil.Gribb

	set up an intentional merge conflict so we can do the right thing when dev-BP and dev-core come together

Change 3223182 on 2016/12/06 by Chris.Wood

	Add EngineModeEx to CrashReportCommon
	[UE-39258] - Update CrashReporter to include whether Engine crashes are from vanilla build or not

Change 3224646 on 2016/12/07 by Robert.Manuszewski

	It's no longer necessary to rebuild the cooked exe to enable the event driven loader. EDL and the new async IO are now controlled with ini settings only.

Change 3224647 on 2016/12/07 by Robert.Manuszewski

	Event Driven Loader is now enabled by default.

Change 3224669 on 2016/12/07 by Chris.Wood

	Compressing some crash files output from CRP to S3 (CRP v1.2.11)
	[UE-37564] - Add compression support for CRP crash files in S3

	Add EngineModeEx to support to CRP (CRP v1.2.10)
	[UE-39258] - Update CrashReporter to include whether Engine crashes are from vanilla build or not

Change 3224873 on 2016/12/07 by Robert.Manuszewski

	A few fixes to the EDL macro refactor.

Change 3224933 on 2016/12/07 by Robert.Manuszewski

	Async Loading settings will now be logged on startup in cooked games

Change 3224984 on 2016/12/07 by Robert.Manuszewski

	Small fix to EDL and new async IO global var init.

Change 3225027 on 2016/12/07 by Robert.Manuszewski

	Re-enabling EDL in ShooterGame since it no longer requires the cooked exe to be re-compiled (and EDL is on by default anyway).

Change 3226702 on 2016/12/08 by Steve.Robb

	UHT can now skip over macro-like identifiers while parsing.
	Correctly handles FTypefaceEntry::Name parsing, which was broken by the workaround in CL# 3219332.
	Syntax workaround reverted in FTypefaceEntry.

	#jira UE-38231

Change 3226756 on 2016/12/08 by Steve.Robb

	LexicalConversion renamed to Lex after #core discussion.
	Lex::ToString overloads added for FString itself.

Change 3226766 on 2016/12/08 by Steve.Robb

	FCookStatsManager::ToString replaced with Lex::ToString, as it now supports the required functionality.

Change 3226949 on 2016/12/08 by Robert.Manuszewski

	Fixing static analysis warnings

Change 3228566 on 2016/12/09 by Robert.Manuszewski

	Making UBT not think it needs to use separate temporary target for non source code projects when EDL settings don't match default.

Change 3228601 on 2016/12/09 by Steve.Robb

	Fix for TSparseArray visualization of types smaller than 8 bytes.

Change 3228654 on 2016/12/09 by Gil.Gribb

	UE4 - Fix very old bug with lock free lists, probably not relevant to anything we currently use.

Change 3228697 on 2016/12/09 by Graeme.Thornton

	Rebuilt UnrealPak

[CL 3228932 by Robert Manuszewski in Main branch]
2016-12-09 11:36:14 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

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

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

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

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

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

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

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

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

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

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

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

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

	#jira: UE-29999

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

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

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

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

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

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

	#jira: UE-30900

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

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

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

	Moving files

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

	Added access to the viewport client from IPersonaViewport

	Allows systems to hook into the state of the client.

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

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

	Initially select current asset in the asset family shortcut bar dropdown

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

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

	CIS fix for gameplay debugger
	copy of CL# 3165005

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

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

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

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

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

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

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

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

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

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

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

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

	Persona camera fixes

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

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

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

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

	#jira UE-35660

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

	Hopeful fix for Mac CIS issue in PhysXVehiclesEditor

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

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

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

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

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

	Fixed EQS debug drawing not showing item labels #UE4

	Proper implementation of CL#3183899

	#jira UE-38122

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

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

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

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

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

	Internal game fixups for moving gameplayabilities to a plugin

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

	Change abilities plugin to be more obviously unsupported

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

	AEOverview update with HRTF test map

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

	Added "Show Selected and Parents" to bone display options

	Also fixed mis-named menu section.

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

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

	Remove WoflPlat PhysX 3.3 and Apex 1.3 files

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

	Added facial animation support

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

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

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

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

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

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

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

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

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

	Fixed editor shutdown crash

	Dont try to save config when UObjects are all gone.

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

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

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

	Anim Blueprint thread safety is now checked in the compiler

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

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

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

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

	Content fixes for anim BP thread safety warnings

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

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

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

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

	Fix Mac CIS

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

	Fix CIS warning on clang platforms

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

	Hopeful fix for building PhysXVehicles plugin for mac

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

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

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

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

	Remove duplicated condition from if

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

	Another attempt at fixing mac builds of PhysXVehicles plugin

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

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

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

	Trying yet again to fix Mac CIS!

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

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

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

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

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

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

	AEOverview test map addition: testing Virtual Voice

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

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

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

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

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

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

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

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

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

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

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

	Removed deprecated test asset (BP_ProceduralSoundWaveTest)

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

	Removed FPersona and supporting classes

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

	#jira UEFW-222 - Remove FPersona

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

	Fix non-unity builds

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

	Prevent adding keys to read-only curves in curve tables

	Lock off the shift-LMB shortcut to add keys

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

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

	UE-37503 - Add FHitResult output to K2_LineTraceComponent

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

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

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

	Fix CIS fail in Fortnte

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

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

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

	Fix for incorrect framework version in blendspace serialization code.

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

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

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

	Removed a bunch of deprecated AI module functions #UE4

	Cut-off point at v4.10

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

	Deprecated AI functionality removal fallout fixes #UE4

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

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

	Did some massaging on change.

	#jira UE-37685

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

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

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

	Check in trace debug draw test map

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

	Submitting Pose Snapshot test map and asset

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

	Expanded pose snapshot system

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

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

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

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

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

	Added new test for pose variables

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

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

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

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

	AVOverviewAZPlaySoundAtLocation

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

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

	#jira UE-36607

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

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

	#jira UE-33038

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

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

	- Fixups for removals
	- Several bug fixes for sound classes

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

	Fixes for facial animation playback progress

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

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

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

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

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

	Fix a few places I forgot to deprecate regarding GetMacAddress.

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

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

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

	Fixing CIS build warning

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

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

	#jira UE-37512

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

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

	#jira UE-27323

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

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

	#jira UE-37857

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

	Add info about anim instance to additive warning

	#jira UE-35930

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

	Fix skeleton tree selection disappearing when filtering changes

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

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

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

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

	Fix clang CIS

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

	More clang CIS fixes

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

	CIS fix: Missed another enum fwd declaration

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

	Remove 4.11 deprecated functions from animation systems

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

	#jira UE-35748 - Clean up 4.11 Deprecated functions

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

	Fixup Orion hero instance after deprecation

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

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

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

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

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

	#jira UE-38384 Comment cleanup for gameplay tag library

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

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

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

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

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

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

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

	AEOverview Update

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

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

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

	Fix montage thumbnail rendering with ref pose

	#jira UE-35578

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

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

	#jira UE-36264

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

	Auto selected current bone when opening bone reference tree

	#Jira UE-36264

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

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

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

	Marked facial animation plugin & component as experimental/beta

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

	Correct reference skeleton fix up order

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

	Pesudo hair asset usintphat for testing

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

	Fix removal of USkeleton bone tree entries

	#Jira UE-37363

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

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

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

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

	#jira UE-26767

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

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

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

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

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

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

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

	Fix Mac CIS compile error
	#jira UE-38501

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

	Fixed crash on shutdown when using audio mixer

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

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

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

	- Added support for 8 channel source files.

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

	Fixing stupid compile error

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

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

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

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

	#jira UE-38443
	#jira UE-30906

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	Slightly improve performance of boolean check

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

	AEOverview Stage 2 WIP

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

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

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

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

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

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

	AEOverviewMain Stage 2 WIP:

	- Added Select All Buttom to select all loaded menu items

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

	Add the ability to use incompatible meshes with snapshots

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

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

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

	Disabled threaded update on various anim blueprints to remove cook warnings

	#jira UE-38537 - Cooking FortniteGame results in warnings

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

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

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

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

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

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

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

	Expose montage functions to Blueprint

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

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

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

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

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

	Move thread-safety check flags to the UAnimBlueprint

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

	#jira UE-38537 - Cooking FortniteGame results in warnings

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

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

	Content only re-save.

	#jira UE-38537 - Cooking FortniteGame results in warnings

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

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

[CL 3198987 by Marc Audy in Main branch]
2016-11-15 15:29:41 -05:00
Matthew Griffin
c323066b91 Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3182951)
#lockdown Nick.Penwarden
#rb none

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

Change 3182951 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [PS4] [!] Fix "play together" invitations handling in PS4 OSS.
	 - Wrong condition in GetUserWebApiContext. Web API contexts can be created for local users (i.e. FUniqueNetIdPS4 instances with a valid SceUserServiceUserId).

	#jira UE-38017

Change 3182892 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [PS4] [!] Fix incorrect identity API implementation in PS4 OSS.
	 - System events directly drive the login state of a user. This also removes the blocking call to sceNpGetState().
	 - GetAuthToken is only called if the engine calls IOnlineIdentity::Login().

	#jira UE-38017

Change 3182767 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [PS4] [!] Fix PS4 session invitations.
	 - Was calling old Web API with SceNpOnlineId where SceNpAccountId is needed.
	 - Replaced with NpToolkit2's session invitation API.

	#jira UE-38020

Change 3182766 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [PS4] [!] Fix assert in FUniqueNetIdPS4::FindOrCreate. We were assuming an online-only ID could never become a local ID. This isn't the case in the following scenario:

	 - Two users join a session on two separate PS4s.
	 - One user signs into the other user's PS4 with the same account, with a second controller. PSN logs him out of the first PS4.
	 - That user's Net ID has now migrated from being online-only, to local-with-online. This is a case that was not handled.

	#jira UE-38017 UE-38020

Change 3182765 on 2016/11/02 by Luke.Thatcher

	[RELEASE] [PS4] [~] Additional logging for PS4 OSS "Play Together".

	#jira UE-38017 UE-38020

Change 3182633 on 2016/11/01 by Jack.Porter

	Fix crash sculpting a landscape with grass that uses the landscape's lightmap, when lighting has not been built
	#jira UE-38042

Change 3182332 on 2016/11/01 by Mieszko.Zielinski

	Added a sanity check to UNavigationSystem::AddElementToNavOctree to guard agains DirtyElement.NavInterface being null #UE4

	#jira UE-37588

Change 3182321 on 2016/11/01 by Dmitry.Rekman

	Updated READMEs for 4.14 (UE-38059).

	#jira UE-38059

Change 3182231 on 2016/11/01 by Mitchell.Wilson

	Adding Is Valid node in Retargeting_WorldInteractionBP to resolve warning.
	#jira UE-38079

Change 3182164 on 2016/11/01 by Matt.Kuhlenschmidt

	Fix alll collision being disabled if you dont auto-generate a simple hull when importing an FBX

	#jira UE-38091

Change 3182017 on 2016/11/01 by Chris.Babcock

	Disable glVertexAttribIPointer on PowerVR Rogue
	#jira UE-38074
	#ue4
	#android

Change 3181942 on 2016/11/01 by Mitchell.Wilson

	Resolving multiple warnings in CIS for Elemental Demo.
	#jira UE-38075

Change 3181941 on 2016/11/01 by Nick.Shin

	PhysX Bulid Automation script update

	#jira UE-37329  'Compile UE4Game HTML5' - 300 Warnings

Change 3181939 on 2016/11/01 by Ryan.Vance

	#jira UE-38072

	We need to add a hook that can be called after native present has finished for SteamVR.

	PostPresentHandoff should be called when using the interleaved compositor immediately after we've submitted our eye buffers and called present for the mirror window. This unblocks the compositor process so it can do it's re-projection work. Otherwise it will block until we call WaitGetPoses which is a ways into the next frame.

Change 3181849 on 2016/11/01 by Nick.Shin

	jukka's (Mozilla) fixes to SSE2 and GL issues for HTML5
	jukka's (Mozilla) python scripts to build ThirdParty HTML5 libs

	the python scripts will need tweaking - they were moved from their original locations from:
	fd48bc0e4a

	the CMakeLists.txt (and one configure.ac) files are defiinitely used from the (bash) shell build script (to build thirdparty libs for HTML5)...

	update existing (bash shell script and UE4 c#) build files to use the new "incoming" emsdk

	#jira UE-37329 -'Compile UE4Game HTML5' - 300 Warnings

Change 3181848 on 2016/11/01 by Nick.Shin

	update compiled ThirdParty HTML5 libs using new emscripten tool chain (CL:#3180924)

	#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings

Change 3181838 on 2016/11/01 by Nick.Shin

	new emscripten tool chain configured by jukka from Mozilla

	see Engine/Extras/ThirdPartyNotUE/emsdk/emscripten/incoming/EPIC_VERSION for details on where did this version come from

	#jira UE-37329 - //UE4/Main: Step 'Compile UE4Game HTML5' - 300 Warnings

Change 3181611 on 2016/11/01 by Allan.Bentham

	Recreate vulkan swapchain after a pause/resume on android.
	#jira UE-36454

Change 3181451 on 2016/11/01 by Chris.Wood

	CrashReportClient no longer attempts to restart Launcher-run Editors via IPC with the Launcher. They are now restarted directly.
	[UE-37794] - Send and Restart from Crash Reporter Opens Project Browser

	Launcher can't accept command line args when restarting an application so it can't restart the editor with the right project.
	Also fixes broken SlateReflector in CRC (switched off in checked in version)

	#jira UE-37794

Change 3181117 on 2016/11/01 by Dmitriy.Dyomin

	Fixed: Text Actors not Rendering on Mobile
	PowerVR based devices were rendring opaque objects twice
	#jira UE-37949

Change 3181102 on 2016/11/01 by Jack.Porter

	Fix for editor crash during Landscape sculpting on pressing Ctrl+z (Subdivision enabled in material)
	#jira UE-36050

Change 3180851 on 2016/10/31 by Daniel.Wright

	Ray Traced Distance Field shadows must be projected last, since they overlap the depth range as Far CSM.  Fixes Kite demo medium-distance shadowing.
	#jira UE-37793

Change 3180844 on 2016/10/31 by Michael.Trepka

	Disabled high-DPI in Mac CrashReportClient

	#jira UE-37697

Change 3180803 on 2016/10/31 by Michael.Trepka

	Setup Mac Metal layer on the main thread to solve issues with empty game window when showing a separate log window.

	#jira UE-37998

Change 3180764 on 2016/10/31 by zachary.wilson

	Checkking in content for Lighting scenarios test, currently incomplete but needed for bug repro

	#jira UE-29618

Change 3180666 on 2016/10/31 by Dmitry.Rekman

	Fix Linux client & server hang when decoding voice chat (UE-36108).

	- break out of voice channel while loop if unable to serialize the voice packet data.
	- fixed by JoshM

	#jira UE-36108

Change 3180428 on 2016/10/31 by Mitchell.Wilson

	Rebuilt lighting in all Content Examples levels and saved to resolve warnings.
	#jira UE-37880

Change 3180399 on 2016/10/31 by Dmitry.Rekman

	Linux: revert to old commandline switch -binnedmalloc (UE-38001).

	#jira UE-38001

Change 3180298 on 2016/10/31 by Steve.Robb

	Extra information about which class has failed to have its CppStructOps initialized.

	#jira UE-37921

Change 3180289 on 2016/10/31 by John.Pollard

	Fix crash in FCurlHttpRequest::DebugCallback
	+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
	#jira UE-36658

Change 3180200 on 2016/10/31 by Benjamin.Hyder

	Updating QA-Materials to include BuiltData

	#jira UE-29618

Change 3180173 on 2016/10/31 by Nick.Whiting

	Fixing up static analysis warning about array size in GoogleVRHMD code

	#jira UE-38007

Change 3180123 on 2016/10/31 by ryan.brucks

	#jira UE-35977
	hooked up missing transform node inside of newly added function so that it works with variable rotations.

Change 3180108 on 2016/10/31 by Benjamin.Hyder

	Updating QA-Effects map to include BuiltData

	#jira UE-29618

Change 3180104 on 2016/10/31 by Marc.Audy

	Don't recreate the render state if the component got unregistered in the interim.
	#jira UE-37968

Change 3180084 on 2016/10/31 by Allan.Bentham

	Use glVertexAttribIPointer for ES3.
	Enable SupportsTextureMaxLevel for ES3.
	ensure GL_HALF_FLOAT is used for vertex half float format on ES3 (instead of GL_HALF_FLOAT_OES)
	Fix assert when previewing ES3.1 with PC OpenGL.
	#jira UE-37472

Change 3180082 on 2016/10/31 by Luke.Thatcher

	[RELEASE] [PS4] [-] Back out PS4 OSS warnings filter in UBT output (original CL 3150360).
	 - We weren't relying on this anyway, since the build machines are filtering based on a perl script (See CL 3151027)

	#jira UEPLAT-1424

Change 3180044 on 2016/10/31 by Michael.Trepka

	Don't create additional autorelease pool for Metal context on the game thread.

	#jira UE-37894

Change 3180023 on 2016/10/31 by Luke.Thatcher

	[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to OrionGame in //UE4/Release-4.14

	Original CL description:
	[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
	 - Replaced deprecated APIs with new ones.
	 - Replaced NpToolkit with NpToolkit2.
	 - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
	 - Added online ID cache system, which calls out to Sony's new ID Mapper Web API.

	Contains a breaking change in FUniqueNetId
	 - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
	 - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.

	#jira UEPLAT-1424

Change 3179973 on 2016/10/31 by Sam.Deiter

	#Jira UEDOC - 3957
	#UE4 Docs: Fixing typos in the landscape tutorials for bug UEDOC - 3957
	#Code_Review lauren.ridge, jeff.wilson, ian.shadden, wes.bunn, chase.mcallister, robert.gervais

Change 3179930 on 2016/10/31 by Luke.Thatcher

	[RELEASE] [PS4] [^] Merge (as edit) PlayStation 4 Online Subsystem refactor for Sony SDK 4.008.061 (CL 3178249) from //UE4/Dev-Platform to //UE4/Release-4.14

	Original CL description:
	[~] Upgrade PlayStation 4 Online Subsystem to be compliant with Sony's new APIs in SDK 4.008.061.
	 - Replaced deprecated APIs with new ones.
	 - Replaced NpToolkit with NpToolkit2.
	 - Refactor of FUniqueNetIdPS4 and related code. FUniqueNetIdPS4 is now immutable and immovable.
	 - Added online ID cache system, which calls out to Sony's new ID Mapper Web API.

	Contains a breaking change in FUniqueNetId
	 - FUniqueNetId::ToString() now returns the SceNpAccountId string of a user, rather than the SceNpOnlineId string.
	 - Custom backends which rely on this string to identify users will need to support SceNpAccountIds, and map them to existing accounts.

	#jira UEPLAT-1424

Change 3179539 on 2016/10/31 by Jack.Porter

	Fix crash when Toggling Landscape Mode with Hidden Sub-Level containing a Landscape
	#jira UE-37954

Change 3179309 on 2016/10/29 by Benjamin.Hyder

	Re-Saving Foliage asset in Tm-DistanceFields

	#jira UE-29618

Change 3179308 on 2016/10/29 by Benjamin.Hyder

	updating AutoLOD settings for foliage example in TM-Shadermodels

	#jira UE-29618

Change 3179135 on 2016/10/28 by Chris.Babcock

	Only use alternative event flow for Daydream packaged applications
	#jira UE-37847
	#ue4
	#android

Change 3178995 on 2016/10/28 by JohnHenry.Carawon

	Adding test content for the World Origin Rebasing feature

	#jira UE-29618

Change 3178994 on 2016/10/28 by Chris.Babcock

	Disable ARM64 Google Play Games - need new library to fix crash
	#jira UE-37972
	#ue4
	#android

Change 3178955 on 2016/10/28 by Marc.Audy

	Don't worry about clearing from world's end of frame update frame if being GC'd
	#jira UE-37928

Change 3178921 on 2016/10/28 by Daniel.Wright

	[Copy] Scene captures and planar reflections force a scene color alpha channel to be used when they are capturing (does not affect the scene color format for the main views).  Fixes planar reflections with r.SceneColorFormat=3.
	Setup scissor for scene depth resolves, helps with passes using screenpercentage to reduce resolution.  Planar reflection depth resolves .8ms -> .2ms on 970
	#jira UE-37970

Change 3178919 on 2016/10/28 by Daniel.Wright

	[Copy] Fixed planar reflections in forward shading.  The change to disable checkerboard SSS caused scene color alpha to be non-zero for opaque / masked pixels in forward, but there's no SSS pass run later to correct it, since this is the forward rendering path.
	#jira UE-37970

Change 3178905 on 2016/10/28 by Max.Chen

	Sequencer: Fix fade track instance compile

	#jira UE-37939

Change 3178808 on 2016/10/28 by Dmitry.Rekman

	Linux: fix crash on exit (UE-37536).

	- Base virtual function (PostRun()) was called due to thread being stopped at the moment when the subclass destructor has already run.

	#jira UE-37536

	(Edigrating 3175651 from Dev-Platform to Release-4.14)

Change 3178707 on 2016/10/28 by Marc.Audy

	Fix inverted null check that caused load game from slot to fail if using a BP generated class
	#jira UE-37774

Change 3178664 on 2016/10/28 by Alexis.Matte

	Fix the fbx automation tests
	#jira UE-37960

Change 3178617 on 2016/10/28 by Bart.Hawthorne

	Fix issue where changing the world origin in a single player game would try to access the FNetworkPredictionData_Client_Character on character movement components

	#jira UE-37692
	#tests ran QA game and tested that assert no longer fired in debug

Change 3178615 on 2016/10/28 by Max.Chen

	Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter

	Copy from Dev-Sequencer

	#jira UE-37328
	#2864

Change 3178553 on 2016/10/28 by Michael.Trepka

	Don't wait for the main thread in FMacWindow::Show()

	#jira UE-37915

Change 3178526 on 2016/10/28 by Alexis.Matte

	Clean unused material when importing a skeletal mesh. Its possible to have a material reference in a fbx node and not have any face referencing this material.
	#jira UE-37923

Change 3178451 on 2016/10/28 by Mitchell.Wilson

	Limit the max angle the cannon tower can be rotated when manually aiming.
	When max rotation is reached, debug line turns red to be consistent with the arrow tower.
	#jira UE-36512

Change 3178420 on 2016/10/28 by Lina.Halper

	Fix build issue
	#jira: UE-37911

Change 3178390 on 2016/10/28 by mason.seay

	Enabling follow on certain notifies to help catch issues

	#jira UE-29618

Change 3178325 on 2016/10/28 by Zak.Middleton

	#ue4 - (4.14) - Fix crash when player is destroyed and server PlayerController checks to see if it needs to force a network update. Also fix crash when calling ACharacter::SetReplicateMovement when not on the server.

	Mirror CL 3178247 and CL 3178256 in Dev-Framework.

	#jira UE-37902

Change 3178312 on 2016/10/28 by Max.Chen

	Sequencer: Fade only oin the current player context, not on all worlds.

	#jira UE-37939

Change 3178267 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 3178146 on 2016/10/28 by Lina.Halper

	#fix crash with thumbnail update when there is no animation, and so on.
	#code review: Benn.Gallagher
	#jira: UE-37911

Change 3178145 on 2016/10/28 by Matthew.Griffin

	Fixed Clean process during a Hot Reload
	Prevent engine build products, intermediates and exe/dlls from being deleted during Hot Reload and make sure Hot Reload state is preserved
	#jira UE-37616

Change 3178143 on 2016/10/28 by Mitchell.Wilson

	Updating BP_Spinning_Logo to stop spinning when disabled instead of finishing the rotation.
	#jira UE-36269

Change 3178110 on 2016/10/28 by Mitchell.Wilson

	Rebuilt lighting and saved levels.
	#jira UE-36913

Change 3178070 on 2016/10/28 by Mitchell.Wilson

	Adjusted trigger ragdoll time in shooter character so the character does not appear to float while in death animation.
	#jira UE-37124

Change 3178034 on 2016/10/28 by Jon.Nabozny

	Add missing Super::Tick call to ATP_TopDownCharacter::Tick.

	#jira UE-37914

Change 3178021 on 2016/10/28 by Max.Chen

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

	Copy from Dev-Sequencer

	#jira UE-35342

Change 3177992 on 2016/10/28 by Matt.Kuhlenschmidt

	Fix outlined text accumulating error due to measuring the outlines for each text run rather than the entire string

	#jira UE-37935

Change 3177981 on 2016/10/28 by Nick.Darnell

	UMG - Fixing how the virtual window calculates desired size.  It was including scale again, which is fine for SWindow, but isn't what we want on the SVirtualWindow, should probably consider making a new SWindowBase class they can both share in the future.

	#jira UE-36861

Change 3177888 on 2016/10/28 by Matthew.Griffin

	Back out revision 4 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/InheritableComponentHandler.cpp

Change 3177881 on 2016/10/28 by Matthew.Griffin

	Added guards to WITH_EDITOR only static initialisation

Change 3177871 on 2016/10/28 by Matt.Kuhlenschmidt

	Fix crash import fbx scenes if objects contain procedural textures (not supported)

	#jira UE-37917

Change 3177856 on 2016/10/28 by Matthew.Griffin

	Adding THIRD_PARTY_INCLUDES macros around Google VR includes to fix static analysis warnings

Change 3177815 on 2016/10/28 by Graeme.Thornton

	Non-editor build fix

	#jira UE-37929

Change 3177812 on 2016/10/28 by Graeme.Thornton

	Fix for COTF crash with EDL. Manually copied from CL 3174743 in Dev-Core

	#jira UE-37810

Change 3177737 on 2016/10/28 by Guillaume.Abadie

	Brings over 3141695 and 3173310 from //Odin/Main: Fixes particle collision in the forward renderer.

	#jira UE-37927

Change 3177703 on 2016/10/28 by Phillip.Kavan

	[UE-37852] Ensure that we create a unique template object in a child class's ICH when overriding an inherited SCS default scene root node.

	change summary:
	- added UInheritableComponentHandler::SCSDefaultSceneRootOverrideNamePrefix
	- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to special-case SCS default scene root node overrides when determining the new template name
	- modified UInheritableComponentHandler::PostLoad() to special-case SCS default scene root node overrides during template name fixup
	- modified SSCSEditor::RemoveComponentNode() to skip renaming the component template away from the variable name for the default scene root node, since we don't actually recreate it when it gets re-added

	#jira UE-37852

Change 3177600 on 2016/10/27 by Chris.Babcock

	Pass through the intent action from splash screen
	#jira UE-37925
	#ue4
	#android

Change 3177436 on 2016/10/27 by Mike.Beach

	Guarding against a top crash that could occur when pasting a select node (unknown how) - now using an unchecked accessor to get a specific pin, and guarding again a null (instead of asserting).

	#jira UE-37910

Change 3177365 on 2016/10/27 by Daniel.Wright

	Fixed access of FPrecomputedLightVolumeData after it has been deleted (causes crash on exit with USE_MALLOC_STOMP enabled)
	#jira UE-37903

Change 3177236 on 2016/10/27 by Mitchell.Wilson

	Updated UVs on M_FloorTiles1 to resolve precision issues with the material's normal on mobile devices.
	Fixed reflection captures in the level and rebuilt lighting.
	#jira UE-36624

Change 3177235 on 2016/10/27 by mason.seay

	Vehicle Assets

	#jira UE-29618

Change 3177036 on 2016/10/27 by Mitchell.Wilson

	Inverted throttle control for controller Right Joystick Up, Down, Y-Axis to be consistent with the info from our template wiki
	#jira UE-37881

Change 3176996 on 2016/10/27 by mason.seay

	Missed node link

	#jira UE-29618

Change 3176993 on 2016/10/27 by mason.seay

	Test AnimBP for crash

	#jira UE-29618

Change 3176992 on 2016/10/27 by Mitchell.Wilson

	Adding [EditoronlyBP] to DefaultEditor.ini of projects that were missing it.
	#jira UE-37846

Change 3176946 on 2016/10/27 by Alexis.Matte

	We recompile the material only if there is a material expression node that ask for a shader recompile when the texture is change with no specified property.
	#jira UE-37705

Change 3176939 on 2016/10/27 by Alexis.Matte

	Check the pointer before using it
	#jira UE-37853

Change 3176927 on 2016/10/27 by mason.seay

	Rebuilt Lighting

	#jira UE-29618

Change 3176883 on 2016/10/27 by Steve.Robb

	Fix for crash when an array property changes while instancing subobjects.
	Fix for StrStr running off the end of a non-null-terminated string and a tidy up with TUniquePtr.
	Fix for accessing a deleted StaticClass() in FInputBindingEditorModule::ShutdownModule.

	#fyi matt.kuhlenschmidt, alex.fennell
	#jira UE-37752

Change 3176811 on 2016/10/27 by Chris.Bunner

	Rework of previous commit to avoid potential confusion moving forward.
	#jira UE-37424

Change 3176783 on 2016/10/27 by Chris.Bunner

	Default scalability settings to Epic, not Cinematic.
	Duplicated default render resolution scale fix (CL 3170020).
	#jira UE-37424

Change 3176692 on 2016/10/27 by Mike.Beach

	Fixing up a mistake where we weren't reading all [EditoronlyBP] settings (which are now deprecated). Was causing certain settings to default to off, and caused an inaccurate deprecation warning.

	#jira UE-37848

Change 3176635 on 2016/10/27 by mason.seay

	Setting up skeleton for retargeting testing

	#jira UE-29618

Change 3176586 on 2016/10/27 by Marcus.Wassmer

	Fix crash on D3D12 editor when selecting objects
	#jira UE-37861

Change 3176479 on 2016/10/27 by Robert.Manuszewski

	Fix for a rare crash when loading into Orion match. Made sure the Skeleton asset is loaded before PostLoad is called on it.

	#jira UE-37297
	#jira UE-37711

Change 3176107 on 2016/10/27 by Phillip.Kavan

	[UE-37690] AddComponent node template names now use a  counter to avoid a potential component data cache mismatch with an existing instance of an old AddComponent node template.

	change summary:
	- added UBlueprint::ComponentTemplateNameIndex as a way to to map component class names to an incremental counter (saved).
	- UK2Node_AddComponent::MakeNewComponentTemplateName() is now public, non-static, and uses an internal index map to generate unique component template names.

	#jira UE-37690

Change 3176105 on 2016/10/27 by Phillip.Kavan

	[UE-37686] Fix naming for archetype objects associated with new AddComponent nodes.

	change summary:
	- switched UK2Node_AddComponent::MakeNewComponentTemplateName() to be a public API.
	- modified UBlueprintComponentNodeSpawner::Invoke() to call UK2Node_AddComponent::MakeNewComponentTemplateName() in place of MakeUniqueObjectName().
	- modified UBlueprintGeneratedClass::FindArchetype() to better handle old AddComponent node template names. These were based on the UClass display name, and thus it was possible for the non-index form of that FName to collide with SCS variable names after the initial switch to use the non-indexed (base) FName for archetype matching in all cases. As a result I've reverted back to using the given ArchetypeName value for the SCS variable case.

	#jira UE-37686

Change 3176009 on 2016/10/26 by Dmitriy.Dyomin

	Fixed: Editor crash on changing sub-level visbility under certain conditions
	#jira UE-34740

Change 3175807 on 2016/10/26 by Daniel.Wright

	Fixed the editor thinking a lighting build is still active after you discard the results from one
	#jira UE-37834

Change 3175777 on 2016/10/26 by Jon.Nabozny

	#jira UT-6263
	Fix crash when running ServerTravel on a client
	Dupe of CL #3175731 on UT, checked in on behalf of ben.zeigler

Change 3175695 on 2016/10/26 by Ryan.Gerleve

	Don't clear level collections in UWorld::CleanupWorld unless bCleanupResources is true.

	#jira UE-37336

Change 3175628 on 2016/10/26 by Chad.Garyet

	Added -Build vstream from 4-14 to allow checkins from physx
	altered build script and json to reflect new changes
	#JIRA UE-37085

Change 3175612 on 2016/10/26 by Martin.Wilson

	Fix crash when running an in-editor cook on the fly server with unsaved virtual bone changes

	#jira UE-37785

Change 3175552 on 2016/10/26 by Brian.Karis

	Twinblast bust changes

	#jira UE-0

Change 3175543 on 2016/10/26 by Marc.Audy

	Allow audio thread on PS4 to use 7th core as opposed to being pinned to it
	#jira OR-30447

Change 3175538 on 2016/10/26 by Matt.Kuhlenschmidt

	Fixed a crash when clicking Apply when using the Brush Clip tool

	#jira UE-37838

Change 3175502 on 2016/10/26 by Mitchell.Wilson

	Enabled modulated shadows on lights in rolling template levels.
	#jira UE-37047

Change 3175485 on 2016/10/26 by mason.seay

	Test Map for virtual bones

	#jira UE-29618

Change 3175469 on 2016/10/26 by mason.seay

	Test assets for Virtual Bones testing

	#jira UE-29618

Change 3175428 on 2016/10/26 by Marc.Audy

	Possibly fix crash in Autosave due to dereferencing a world pointer which is freed memory
	#jira UE-37590

Change 3175414 on 2016/10/26 by Michael.Trepka

	Fixed mouse position calculations for secondary monitors on Mac

	#jira UE-37822

Change 3175382 on 2016/10/26 by Yannick.Lange

	VR Editor: - Fix: Landscape UI Elements are not visible #jira UE-36843
	- Fix: First-time switch to Landscape tab in VREditor causes UI Errors #jira UE-37410
	- Fix: Enabling Foilage Mode in VR Editor breaks the pointer #jira UE-37214
	- Fix: Landscape sculpting when attempting to move menu panels in VREditor #jira UE-37581
	#jira UE-36843 #jira UE-37410 #jira UE-37214 #jira UE-37581

Change 3175349 on 2016/10/26 by Chad.Garyet

	Changing physx build agents to compile workspaces instead of full ones
	#JIRA UE-37085

Change 3175267 on 2016/10/26 by Martin.Wilson

	Fix retarget crash

	#jira UE-37781

Change 3175205 on 2016/10/26 by Rolando.Caloca

	UE4.14 - Remove erroneus assert
	#jira UE-37584

Change 3175188 on 2016/10/26 by Chris.Babcock

	Fix out of spec GLSL operations (contributed by JeffRous)
	#jira UE-37800
	#PR #2886
	#ue4
	#android

Change 3175156 on 2016/10/26 by Mitchell.Wilson

	Adding missing iOS app icons to SunTemple project
	#jira UE-36991

Change 3175095 on 2016/10/26 by Daniel.Wright

	Fixed stationary skylight reflections using an inverted mask on materials without high quality reflections with Forward Shading
	#jira UE-37783

Change 3175075 on 2016/10/26 by Daniel.Wright

	[Copy] Support directional light dynamic shadows in any channel with forward shading, which can happen with multiple shadow casting stationary directional lights (even though only the lighting of one will appear)
	#jira UE-36497

Change 3175050 on 2016/10/26 by Jamie.Dale

	FTextRenderComponentMIDCache now marks MIDs as stale when the font parameters available in the parent material changes

	#jira UE-37819

Change 3175039 on 2016/10/26 by Daniel.Wright

	Fixed Duplication mode
	#jira UE-37231

Change 3174996 on 2016/10/26 by Mitchell.Wilson

	Removing [EditoronlyBP] changes made to DefaultEditor.ini. EDL is now disabled by default in ShooterGame.
	#jira UE-37648

Change 3174987 on 2016/10/26 by Jon.Nabozny

	Fix crash when moving InstancedStaticMeshComponent in editor when it had no mesh set, but had instances.

	#jira UE-37594

Change 3174803 on 2016/10/26 by Ori.Cohen

	Fix world origin shifting causing a crash inside physx.

	#JIRA UE-37745

Change 3174776 on 2016/10/26 by Allan.Bentham

	Work around broken depth reads on Galaxy S4.
	#jira UE-35481

Change 3174723 on 2016/10/26 by Robert.Manuszewski

	Changing the criteria for UBL to ignore the event driven loader flag to IsEngineInstalled() just like at runtime.

	#jira UE-37617

Change 3174650 on 2016/10/26 by Matthew.Griffin

	Ensured that Online Subsystem Oculus plugin is precompiled successfully for Android

Change 3174644 on 2016/10/26 by Matthew.Griffin

	Fixing GoogleVR compile issues

Change 3174352 on 2016/10/25 by Daniel.Wright

	Rename map build data along with the world - fixes lighting lost on map rename / save as.
	Duplicate map build data along with the world - fixes lighting lost on map duplicate in the content browser, or save as when the source already exists.
	Save map build data packages in SaveWorld - fixes lighting being lost on save as.
	#jira UE-37231

Change 3174335 on 2016/10/25 by Chris.Babcock

	Corrected Proguard issue with Codeworks for Android 1R5 installers
	#jira UE-37680
	#ue4
	#android

Change 3174318 on 2016/10/25 by Marcus.Wassmer

	Duplicate 3174187
	#jira UE-37020

Change 3174263 on 2016/10/25 by patrickr.donovan

	Test content updates and additions. Lighting Channel map added to TM-VRLoader.
	#jira UE-29618

Change 3174120 on 2016/10/25 by Daniel.Wright

	UObject::PostDuplicate with DuplicateMode
	* Allows differentiating between being duplicated as part of a world duplication vs duplication within a level
	* This is needed when generating a guid that needs to be unique within a level, but constant across instances of that level, like a light component
	#jira UE-37231

Change 3174113 on 2016/10/25 by Daniel.Wright

	Fixed log spam
	#jira UE-37522

Change 3174010 on 2016/10/25 by Jamie.Dale

	Fixed several crashes in the Session Frontend when viewing profiles

	- SFiltersAndPresets wasn't being cleared when the profile data was changed back to a live instance.
	- SFiltersAndPresets could crash if it was updated when no profile was selected.
	- SDataGraph could cause a crash if you clicked on it when there was no data (passed a range of -1, 0).
	- A session update message would clobber any loaded profile data, resetting to the current instance.

	#jira UE-37597

Change 3173982 on 2016/10/25 by mason.seay

	Deleting unneeded asset

	#jira UE-29618

Change 3173912 on 2016/10/25 by Ori.Cohen

	Fix divide by 0 crash when torque curve is 0

	#JIRA UE-37737

Change 3173866 on 2016/10/25 by Ben.Marsh

	Remove setting forcing UnrealCEFSubProcess to compile using Visual Studio 2013.

	#jira UE-37678

Change 3173824 on 2016/10/25 by Ben.Marsh

	Fix trying to recompile UBT in Rocket builds when cleaning a build target.

	#jira UE-37616

Change 3173812 on 2016/10/25 by Nick.Darnell

	XBoxOne - The Vertex and Index buffers are now allocated with the right nextwriteoffset to prevent stomping old data on future writes.

	#jira UE-37757

Change 3173808 on 2016/10/25 by Ben.Marsh

	Fix batch files detecting MSBuild install locations for Visual Studio "15" preview 5.

	#jira UE-37627

Change 3173711 on 2016/10/25 by Ori.Cohen

	Fix linux compiler issues for physx

	#JIRA UE-37085, UE-37114, UE-37116

Change 3173704 on 2016/10/25 by James.Cobbett

	Import test assets for Alembic Conversion test
	#jira UE-29618

Change 3173694 on 2016/10/25 by Matt.Kuhlenschmidt

	Fixed Zip project not working in binary builds

	#jira UE-37655

Change 3173692 on 2016/10/25 by James.Cobbett

	Test content for Alembic Conversion options

	#jira UE-29618

Change 3173666 on 2016/10/25 by Matt.Kuhlenschmidt

	Fixed array refreshing in the details panel not functioning properly for sub-object properties

	#jira UE-37652

Change 3173619 on 2016/10/25 by Robert.Manuszewski

	Making the cooker ignore EDL ini setting in binary engine build.

	#jira UE-37617

Change 3173616 on 2016/10/25 by Nick.Whiting

	Merging update to Google VR 1.01 SDK, which fixes multiple initialization errors

	#jira UE-37440, UE-37236

Change 3173606 on 2016/10/25 by Jamie.Dale

	Removed invalid assert

	We're already passed the collection to modify, so the assert isn't needed.

	#jira UE-37761

Change 3173604 on 2016/10/25 by Keli.Hlodversson

	Work around an issue where the SteamVR plugin will fail to initialize if SteamVR was not already running before launching.
	#jira UE-37623

Change 3173502 on 2016/10/25 by Matt.Kuhlenschmidt

	Fixed more cases of undoing causing selections to become out of sync

	#jira UE-37300

Change 3173475 on 2016/10/25 by Ori.Cohen

	Critical 4.14 physx fixes

	#JIRA UE-37085, UE-37114, UE-37116

Change 3173445 on 2016/10/25 by Robert.Manuszewski

	Disabling the Event Driven Loader in ShooterGame. Making sure the EDL can't be enabled in binary engine distributions.

	#jira UE-37394

Change 3173401 on 2016/10/25 by Matt.Kuhlenschmidt

	Guard against crashes when textures or materials are explicitly marked as pending kill and then passed to slate for rendering

	#jira UE-36261

Change 3173245 on 2016/10/25 by Allan.Bentham

	Remove incorrect assert.
	#jira UE-37699, UE-37707

Change 3173232 on 2016/10/25 by Jurre.deBaare

	Post Processing Settings do not update in Persona when the values are changed in Preview Scene Settings
	#fix make sure we also pick up vector4 fields
	#jira UE-37656

Change 3173183 on 2016/10/25 by Matthew.Griffin

	Added Shipping configs to BootstrapPackagedGame (Duplicating CL#3150210 from Main)

Change 3173065 on 2016/10/25 by Dmitriy.Dyomin

	Fixed: Disabling 'Use Landscape Lightmap' option Skewing Procedural Foliage Instances
	#jira UE-37736

Change 3172929 on 2016/10/24 by Ryan.Vance

	#jira UE-37742
	Adding SceneViewExtension hooks that are called right after init views completes. It might be advantageous to do the work we're currently doing in PreRenderViewFamily_RenderThread and PreRenderView_RenderThread after init views is called with the way SteamVR's running start is implemented.

Change 3172915 on 2016/10/24 by Rolando.Caloca

	UE4.14 - Fix compile issues on CCT
	#jira UE-37722

Change 3172762 on 2016/10/24 by Brian.Karis

	#jira UE-37369

Change 3172742 on 2016/10/24 by Daniel.Lamb

	Fixed issue with file-> cook error when you haven't built the exe which you are trying to cook for.
	#jira UE-36796
	#test Cook shootergame

Change 3172690 on 2016/10/24 by Maciej.Mroz

	DynamicClass gives now, as componet-archetype, objects with non-exact name.
	Manually merged cl#3171563

	#jira UE-37480

Change 3172663 on 2016/10/24 by Daniel.Lamb

	Stopped cooker from handling modification requests when they are PIE requests.
	#test PIE shootergame
	#jira UE-21572

Change 3172629 on 2016/10/24 by Mitchell.Wilson

	Reconnected some material functions to resolve warnings which caused characters to render with default materials, and resolving 'Top Material' warnings.
	Reimported SM_GodRay_Plane to resolve PhysX warning
	Rebuilt lighting for the level.
	#jira UE-37728

Change 3172523 on 2016/10/24 by Nick.Shin

	update physx cmakefiles and automation build scripts for release-414 stream (as per request)

	#jira UEFW-106   Add HTML5 support to PhysX CMake & automation scripts

Change 3172515 on 2016/10/24 by Nick.Shin

	remove old emsdk (1.35.0)

	#jira UEPLAT-1324  Update HTML5 PhysX to CMake

Change 3172511 on 2016/10/24 by Mark.Satterthwaite

	Don't set Metal resource option fields on texture descriptors when running on an OS that doesn't support them.
	#jira UE-37481

Change 3172461 on 2016/10/24 by Cody.Albert

	Added check for pointer validity to prevent crash in ShooterGame

	#jira UE-37433

Change 3172329 on 2016/10/24 by Peter.Sauerbrei

	fix for remote notification method misspelling
	#jira ue-37720

Change 3172322 on 2016/10/24 by Marc.Audy

	Fix unreferenced variable the brute force to unblock QA
	#jira UE-37718

Change 3172191 on 2016/10/24 by Mitchell.Wilson

	Clearing preivew meshes on some materials to resolve warnings.
	#jira UE-37713

Change 3172186 on 2016/10/24 by Matt.Kuhlenschmidt

	Fix non-editor compile error

	#jira UE-37695

Change 3172159 on 2016/10/24 by Dmitry.Rekman

	Update GitDependencies.exe (UE-37530).

	- Binary needs to be updated to support LINUX_MULTIARCH_ROOT variable.

	#jira UE-37530

Change 3172132 on 2016/10/24 by Keith.Judge

	Xbox One - Fix corrupted screenshots. Needed a GPU/CPU sync point, which legacy D3D11.x used to do for us, but now we have to do manually. Copied from Dev-Platform CL 3156872

	#jira UE-37038

Change 3172131 on 2016/10/24 by Keith.Judge

	Xbox One - Disable engine analytics on XB1 shipping games, as per XRs. Verified http requests from devkit with Fiddler. Copied from CL 3153176 in Dev-Platform.

	#jira UE-36364

Change 3172106 on 2016/10/24 by Mitchell.Wilson

	Updated reference to a material in VehicleMenu.umap to resolve warning
	#jira UE-29748

Change 3172036 on 2016/10/24 by Steve.Robb

	TEnumAsByte can be switchably deprecated for enum classes, and is currently not deprecated (reverting a change in behavior).

	#jira UE-37706

Change 3172020 on 2016/10/24 by Marc.Audy

	Child Actor should be created at registration, not creation. Otherwise attachment hierarchies can not be set up and thus, world positions incorrect
	#jira UE-37615

Change 3171966 on 2016/10/24 by Dmitry.Rekman

	Linux: fix Setup.sh on Ubuntu 16.10 (UE-37621)

	#jira UE-37621

	(Edigrating 3171266 from Dev-Platform to Release-4.14)

Change 3171964 on 2016/10/24 by Dmitry.Rekman

	Linux: fix always rebuilding FixDeps (UE-37625).

	#jira UE-37625

	(Edigrating 3153471 from Dev-Platform to Release-4.14)

Change 3171957 on 2016/10/24 by Matt.Kuhlenschmidt

	Guard against property editor crash happening when focused is lost on an object which has been GC'd due to PIE running

	#jira UE-37636

Change 3171943 on 2016/10/24 by Matt.Kuhlenschmidt

	Added mesh simplifcation plugin picker to the project settings under Editor - Mesh Simplification
	 The menu to pick simplification plugins also contains a link to find other plugins in the launcher marketplace.  The launcher navigates to "/ue/marketplace/content-cat/assets/codeplugins" for now

	#jira UE-37695

Change 3171928 on 2016/10/24 by Max.Chen

	Sequencer: Revert CL#3162724. Fix time dilation in level sequence player because it's causing a regression. Will revisit the fix for UE-37277.

	#jira UE-37589

Change 3171924 on 2016/10/24 by James.Cobbett

	Test content 'preroll.abc'. Has empty frames at the start of animation. For alembic importer testing.
	#jira UE-29618

Change 3171867 on 2016/10/24 by Lina.Halper

	- Back out revision 2 from //UE4/Release-4.14/Engine/Source/Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp
	- Empties override materials before setting preview mesh in animation editor

	#jira: UE-37610
	#code review: Thomas.Sarkanen

Change 3171789 on 2016/10/24 by Allan.Bentham

	Resolve depth on appropriate mobile devices when the view contains materials that read from the depth.
	#jira UE-35023

Change 3171776 on 2016/10/24 by Robert.Manuszewski

	Increasing the initial memory allocation size for FLargeMemoryWriter to reduce the number of allocations when saving or cooking

	#jira UE-37599

Change 3171728 on 2016/10/24 by Dmitriy.Dyomin

	Fix origin rebasing to work with precomputed lighting data stored in separate package
	#jira UE-37693

Change 3171634 on 2016/10/24 by Dmitriy.Dyomin

	Added commenets to 3171621
	#jira UE-36449

Change 3171621 on 2016/10/23 by Dmitriy.Dyomin

	Fixed: Editor crash when compiling the character blueprint after a PIE session with World Composition enabled
	Actually disabled use of world composition with multiplayer PIE using separate processes
	#jira UE-36449

Change 3171424 on 2016/10/22 by Jack.Porter

	Remove unused exec command causing logspam

	#jira UE-37661

Change 3171259 on 2016/10/21 by Ryan.Vance

	Mobile multi-view update

	#jira UE-37603

	Removed dependence on shader name for determining if we need to enable multi-view, now relies on the presence of gl_ViewID_OVR
	Worked around unsigned/signed integer driver issues. Some shader compilers were choking on the unsigned postfix
	Attempted to clean up some of the code duplication in MobileBasePassRendering.cpp
	Made a few design concessions which allows the feature to run on Mali devices in the wild right now:
	  Allow the feature to be enabled with ES2 rather than just ES3.1. Mali drivers have a bug preventing shader io blocks and multi-view from working together
	  Passing the view id from the vertex shader. Mali devices don't allow referencing gl_ViewID_OVR in a pixel shader

Change 3171165 on 2016/10/21 by Peter.Sauerbrei

	revert out the memory changes for platform file cache for mobile
	#jira UE-36835

Change 3171112 on 2016/10/21 by Matt.Barnes

	Updating TM-Material_BP_Nodes to facilitate test UEQATC-2969.

	#jira UEQATC-2969

Change 3171111 on 2016/10/21 by Mike.Beach

	Mirroring CL 3171084 form Dev-BP
	Guarding against a unrepro'able top-10 crash in SGraphPin. Making sure we're not operating on a null/pending-kill/transient pin.

	#jira UE-37642

Change 3170980 on 2016/10/21 by patrickr.donovan

	Motion controller test content update - further updates to combat thumbstick noise.

	#jira UE-29618

Change 3170965 on 2016/10/21 by Mitchell.Wilson

	Moved panner in M_Frame3_BG material to Custom UV0 to resolve issue with material rendering white on tvOS
	#jira UE-37105

Change 3170905 on 2016/10/21 by Marc.Audy

	Fix AActor::Serialize crash if a null in the owned components array
	#jira UE-37641

Change 3170838 on 2016/10/21 by Ben.Woodhouse

	Integrate crash fix from main CL3162008
	Fix for crash in GPU profiler. This was caused by the RHIThread getting too far behind the renderthread. This change adds a fence wait on the renderthread in RHIEndDrawingViewport to ensure that the renderthread is never more than a frame ahead.
	#jira UE-37216

Change 3170815 on 2016/10/21 by Jamie.Dale

	Fixed a potential race-condition in FTextRenderComponentMIDCache, and updated it to detect "stale" MIDs

	FMIDData was shared between the game and render threads, but used non-thread-safe shared pointers.

	This also marks MIDs as "stale" if the number of MIDs no longer matches the number of pages in the font (which may happen if the font is edited). These "stale" MIDs are kept as a weak pointer in a separate array so that we can still keep the MID object alive as long as something is still using it (as it may still be used by a FTextRenderSceneProxy for a short while). This array of weak pointers is purged of unreferenced instances during the normal cache purge cycle.

	#jira UE-37519

Change 3170784 on 2016/10/21 by Mitchell.Wilson

	Changing a material in TM-Reflections level
	#jira UE-29618

Change 3170668 on 2016/10/21 by Mitchell.Wilson

	Updated defaulteditor.ini to resolve cook failure for UBlueprint.
	#jira UE-37648

Change 3170595 on 2016/10/21 by Chris.Wood

	Added "Vanilla" Editor detection and reporting it to analytics, MTBF and Crash Reporter.
	[UE-37132] - Detect "Vanilla" Editor and report it to MTBF analytics and Crash Reporter

	#jira UE-37132

Change 3170395 on 2016/10/21 by Robert.Manuszewski

	UBT will now respect -remoteini command line param when looking for ini files for build settings. Fixes a crash when launching BP-only project from the Editor with EDL enabled.

	#jira UE-37617

Change 3170367 on 2016/10/21 by Allan.Bentham

	Prevent overflow of bright pixels during DoF calc.
	#jira UE-31755

Change 3170363 on 2016/10/21 by Robert.Manuszewski

	Fixing crashes when cancelling async loading

	#jira UE-37634

Change 3170362 on 2016/10/21 by Robert.Manuszewski

	Fixing MallocBinned2 crashes on 32-bit platforms.

	#jira UE-37326

Change 3170280 on 2016/10/21 by Jack.Porter

	Fix for landscape not rendering in Player Collision view mode after toggling G.

	#jira UE-37576

Change 3170202 on 2016/10/21 by Dmitriy.Dyomin

	Fixed: CustomDepth is incorrect when used in Custom PostProcess after Tonemapping
	#jira UE-37628

Change 3170160 on 2016/10/20 by Aaron.McLeran

	#jira UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features

	Implementing CL 3169422 in 4.14

Change 3170029 on 2016/10/20 by Aaron.McLeran

	#jira UE-37004
	#jira UE-37005
	Fixing stat soundwaves

	Implementing 3154264 from Dev-Framework

Change 3170024 on 2016/10/20 by Aaron.McLeran

	#jira UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions

	Implementing the CL from Dev-Framework

Change 3169869 on 2016/10/20 by Arne.Schober

	duplicated:
	CL 3169845
	#jira UE-35937

Change 3169810 on 2016/10/20 by Steve.Cano

	Moving change from CL 3169642 to 4.14 - fix a library issue that was causing Kindle Fire 1st edition to crash when trying to run QA game, may be causing issues on other devices as well

	#ue4
	#android
	#jira UE-22440

Change 3169635 on 2016/10/20 by Mike.Beach

	Mirroring CL 3169443 from Dev-BP

	Deprecating the [EditoronlyBP] config settings (which are super old, and support legacy functionality, allowing users to export editor-only UBlueprint objects on cook). This is in support of the new event-driven loader (EDL), which is incompatible with these exports. We will be removing support for these settings promptly in 4.15 (hence the choice to deprecate them for 4.14).

	#jira UE-37605

Change 3169618 on 2016/10/20 by Mitchell.Wilson

	rebuilt lighting for all levels in Content Examples
	#jira UE-37570

Change 3169447 on 2016/10/20 by Peter.Sauerbrei

	fix for double quotes causing arguments to not be sent correctly to rsync
	#jira UE-37018

Change 3169362 on 2016/10/20 by tim.gautier

	Updated TM-UMG Level Blueprint - mouse-clicks outside of UMG assets no longer take focus from the set Display Widget

	#jira abc-123

Change 3169244 on 2016/10/20 by Chris.Babcock

	Update to new CodeWorks for Android 1R5
	#jira UE-37554
	#ue4
	#android

Change 3169240 on 2016/10/20 by Jon.Nabozny

	#rn Fixup GameModeClassAliases in Engine.ini files. These must be prefixed with either /Game/ or /Script/ otherwise the asset may fail to resolve and an empty name will be used instead (and cause weird behavior).

	#jira UE-37488

Change 3169155 on 2016/10/20 by Peter.Sauerbrei

	fix for incorrect characters in bundle id when project has underscores in the name
	#jira UE-36436

Change 3169127 on 2016/10/20 by Allan.Bentham

	Fix android vulkan compile error with dev builds
	#jira abc-123

Change 3169058 on 2016/10/20 by Allan.Bentham

	Flush command buffer during init to fix vulkan crash when rendering thread is enabled.
	Fix FDeferredDeletionQueue's resource handle storage on 32 bit platforms.
	#jira UE-36452

Change 3169049 on 2016/10/20 by Peter.Sauerbrei

	fix for minimum ios version in base ini file
	#jira UE-37034

Change 3168910 on 2016/10/20 by Jack.Porter

	Fix occasional race condition crash in FTcpMessageTransportConnection on editor shutdown
	#jira UE-36944

Change 3168906 on 2016/10/20 by Dmitriy.Dyomin

	Fixed: Black rendering on Galaxy S4 PowerVR
	#jira UE-37567

Change 3168858 on 2016/10/20 by Richard.TalbotWatkin

	Made BSP rendering more robust so that out-of-range array accesses trigger an 'ensure' rather than a crash (with a view to identifying the cause of this issue). Also fixed non-editor builds.
	#jira UE-37267 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::GetDynamicMeshElements() [modelrender.cpp:322]

Change 3168826 on 2016/10/20 by Richard.TalbotWatkin

	Duplicated from //UE4/Dev-Editor, CL 3156473

	Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265.
	#jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538]

Change 3168335 on 2016/10/19 by Michael.Trepka

	Restored previous version of FMacWindow::IsPointInWindow function to solve issues with window dragging.

	#jira UE-37418

Change 3168307 on 2016/10/19 by Rolando.Caloca

	UE4.14 - Integrate changes from 3051720 and 3057522

	[RENDERING] [!]
	Revert fix in GPU skin cache (original CL 2722034)
	 - Waiting on shader compilation with the GPU skin update will destroy/recreate render state, causing a crash in the GPU skin cache.

	#jira UE-37545

Change 3168201 on 2016/10/19 by Peter.Sauerbrei

	fix for urls with queries not working correctly
	#jira UE-35090

Change 3168200 on 2016/10/19 by Mitchell.Wilson

	Re-saved multiple cloth assets to resolve building adjacency information warnings.
	Replaced deprecated SetText and GrabComponent blueprint nodes with new SetText and GrabComponentAtLocation.
	Re-saved multiple assets to resolve empty engine version warnings.
	#jira UE-37537

Change 3168174 on 2016/10/19 by Alan.Noon

	#jira UE-37534
	deleted unnecessary files from Photorealistic Character project

Change 3168160 on 2016/10/19 by Arne.Schober

	duplicated:
	fixes for velocity render pass
	CL 3166370
	CL 3166799
	#jira UE-37362

Change 3168136 on 2016/10/19 by Alan.Noon

	#jira UE-37534
	Initial add of Photorealistic Character Sample project

Change 3168127 on 2016/10/19 by Peter.Sauerbrei

	fix for IOS_7 not being found
	#jira UE-37034

Change 3167886 on 2016/10/19 by patrickr.donovan

	#jira UE-37242

	TLDR; Test content updates.
	Bug entered due to finicky hardware returning noise values that weren't accounted for in test contet. Fortified test content against this edge case, no code change necessary.

Change 3167882 on 2016/10/19 by samuel.proctor

	Updating asset for Profiler Heatmap testing

	#jira UE-29618

Change 3167868 on 2016/10/19 by Dmitry.Rekman

	Linux: disable XGE on Windows (UE-37446).

	- XGE does not seem to handle new clang 3.9.0 toolchain well, with very reproducible crashes.

	Also fix build breakage with clang 3.8.1.

	- always_inline was still applied to debug builds and as such was ignored.

	#jira UE-37446

	(Edigrating CL 3166330, 3166456 from Dev-Platform to Release-4.14)

Change 3167832 on 2016/10/19 by Mitchell.Wilson

	Reconnected 'TopMaterial' in multiple materials to resolve warnings.
	Rebuilt lighting and saved levels.
	#jira UE-37529 UE-37535

Change 3167688 on 2016/10/19 by Mitchell.Wilson

	Removing preview mesh from multiple materials to resolve warnings.
	Rebuilt lighting and saved all levels.
	#jira UE-29678 UE-37526

Change 3167616 on 2016/10/19 by Marc.Audy

	Fix reversed logic checking for an Actor after a cast was supposed to have failed, broken in CL 2695656.
	#jira UE-37517

Change 3167585 on 2016/10/19 by Jamie.Dale

	Re-enabled all-cultures upload to OneSky so we prime translations correctly

	#jira UE-37518

Change 3167579 on 2016/10/19 by Jamie.Dale

	Fixed text render component regression with custom MIDs

	#jira UE-37305

Change 3167501 on 2016/10/19 by Matt.Kuhlenschmidt

	Fixed realtime rendering in editor viewport being disabled when simulating in editor

	#jira UE-37466

Change 3167498 on 2016/10/19 by Mitchell.Wilson

	Re-saving multiple blueprints with nodeguid warnings.
	Cleared preview mesh for materials with string asset reference warnings.
	Rebuilt lighting and added _BuildData to resolve lighting rebuild warnings.
	#jira UE-30840

Change 3167492 on 2016/10/19 by Matt.Kuhlenschmidt

	Fix for disappearing menus in lastest windows 10 build

	#jira UE-36752

Change 3167311 on 2016/10/19 by Mieszko.Zielinski

	Fixed EQS template cache issues with multiple query run modes #UE4

	#jira UE-37496

Change 3167206 on 2016/10/19 by Matthew.Griffin

	Moved Github promotion earlier in build script and added 'After' dependencies so that we can guarantee the order of the nightly build/prevent unimportant jobs from running before binary build is completed

Change 3167205 on 2016/10/19 by Matthew.Griffin

	Changed CommandUtils.UnzipFiles to use system unzip tool when running on mono, as there has been issues with Ionic not being able to decompress those created by the zip tool

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

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

[CL 3189774 by Matthew Griffin in Main branch]
2016-11-08 02:45:19 -05:00
Matthew Griffin
4136b4f3f8 Copying //UE4/Release-Staging-4.14 to //UE4/Dev-Main (Source: //UE4/Release-4.14 @ 3167010)
#lockdown Nick.Penwarden
#rb none

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

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

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

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

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

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

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

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

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

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

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

	#jira UE-37058

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	#JIRA UE-21572, UE-37429

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

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

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

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

	#jira UE-37470

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

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

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

	Fixed Clang error caused by missing return type

	#jira UE-37421

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

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

	Copied from CL# 3165739.

	#jira UE-37249
	#jira UE-37243

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

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

	#jira UE-37420

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

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

	#jira UE-37412

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

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

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

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

	#jira UE-37001

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

	Fixed GetPlatformLibExtension for iOS and tvOS in PhysX build script

	#jira UE-36939

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

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

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

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

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

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

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

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

	Copy from Dev-Sequencer

	#jira UE-35285

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

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

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

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

	#jira UE-36977

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

	Fixed issues propagating property changes when editing Blueprints

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

	#jira UE-36977

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

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

	#jira UE-36977

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

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

	#jira UE-37386

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

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

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

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

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

	Rebuilt lighting on all template projects
	#jira UE-37317

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

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

	#jira UE-37029

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

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

	#jira UE-37360

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

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

	#jira UE-37377

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

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

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

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

	#jira UE-37300

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

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

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

	Duplicating 3153975 and 3155758 in 4.14
	#jira UE-36938

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

	UE4 - Critical fix for task graph memory leak.

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

	#jira UE-37382
	#fyi Gil.Gribb

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

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

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

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

	#jira UE-36429

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

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

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

	Fix CDO Constructor errors

	Copy from Dev-Sequencer

	#jira UE-36787

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

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

	#jira UE-29618

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

	Re-Saving TM-Noise to update camera position

	#jira UE-29618

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

	Updating TM-Noise map to include VectorVoronoi noise material

	#jira UE-29618

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

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

	#jira UE-29618

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

	updating shading model for skeletal mesh example in TM-SSS_Fullres

	#jira UE-29618

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

	adding animated skeletal mesh example to TM-SSS_Fullres

	#jira UE-29618

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

	adding diffuse example to TM-SSS_Fullres

	#jira UE-29618

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

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

	#jira NONE-0

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

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

	#jira NONE-0

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

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

	#jira NONE-0

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

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

	#jira NONE-0

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

	Fixed a CoreAudio crash on unpause

	#jira UE-37126

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

	Disable versioning info in project badge by default

	#jira UE-37335

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

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

	#jira UE-36799

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

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

	#jira UE-25742

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

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

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

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

	#jira UE-37308

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

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

	#jira UE-37055

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

	Updating Lighting setttings inTM-SSS_Fullres

	#jira UE-29618

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

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

	#jira UE-29618

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

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

	#jira UE-37055

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

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

	Copy from Dev-Sequencer

	#jira UE-35342

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

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

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

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

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

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

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

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

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

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

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

	#jira UE-35259

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

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

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

	Fix socket editing on meshes

	Feature was inadvertently removed with the Persona refactor.

	#jira UE-37313 - Create Mesh Socket is missing

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

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

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

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

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

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

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

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

	#jira UE-36863

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

	Sequencer: Fix time dilation in level sequence player

	Copy from Dev-Sequencer

	#jira UE-37277

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

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

	#jira UE-36909

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

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

	#jira UE-37248

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

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

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

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

	#jira UE-37088

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

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

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

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

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

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

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

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

	#jira UE-37269

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

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

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

	Add PhysX build job to 4.14 branch.

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

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

	#jira UE-35606

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

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

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

	#jira UE-37176
	#jira UE-36872

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

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

	#jira UE-37224

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

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

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

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

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

	#jira UE-37278

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

	Fix mac build

	#jira  UE-36885

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

	Compile fix
	#jira UE-37246

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

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

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

	Enable PrimaryActorTick.bCanEverTick in necessary Samples.

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

	#jira UE-36888

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

	Added guard and more logging for crash when reimporting textures

	#jira UE-37263

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

	Making the name more user friendly for test asset

	#jira UE-29618

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

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

	#jira  UE-36885

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

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

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

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

	#jira UE-37245

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

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

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

	Fixed failing detachment automation test

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

	#jira UE-37160 - Detachment automation tests failing

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

	Test content for retargeting animation

	#jira UE-29618

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

	Split localized package redirection out of FCoreDelegates::PackageNameResolvers

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

	#jira UE-37119

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

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

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

	Fixing mangled English translations

	#jira UE-36128

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

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

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

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

	#jira UE-35149

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

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

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

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

	#jira UE-37131

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

	Fixed override materials hanging around when setting skeletal meshes

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

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

	Fix crash changing preview skeletal mesh with bone selected

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

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

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

	Mirroring CL 3158790 from Dev-BP

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

	#jira UE-37033

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

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

	#jira UE-35685

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

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

	#jira UE-36909

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

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

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

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

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

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

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

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

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

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

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

	Merging VR loading screen fixes from Dev-VR

	#jira UE-36741

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

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

	#jira UE-36440

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

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

	#jira UE-37055

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

	Missed change from CL 3159889

	#jira UE-35503

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

	Fix assert when adding a new sublevel.

	#jira UE-37148

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

	Fix support for Visual Studio "15" preview 5.

	#jira UE-37227

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

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

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

	Manually recreated CL#3159909 #UE4

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

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

	#jira UE-37209

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

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

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

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

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

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

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

	Fix some issues with manipulating sublevels in the editor.

	#jira UE-36901, UE-36932

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

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

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

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

	#jira UE-36985

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

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

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

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

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

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

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

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

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

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

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

	#jira UE-37112

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

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

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

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

	#jira UE-36814

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

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

	#jira UE-35503

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

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

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

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

	Guard against crash in Fcanvas drawing

	#jira UE-36496

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

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

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

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

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

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

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

	make emscripten for physx use gMask like windows and xbox does

	emsdk doesn't like:

	union {
	U32 u;
	F32 f;
	} bla;

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

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

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

	manually submitting HTML5 PhysX libs

	recompiled to fix the NaN warnings

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

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

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

[CL 3175266 by Matthew Griffin in Main branch]
2016-10-26 14:33:35 -04:00
Matt Kuhlenschmidt
1da24c4701 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================

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

Change 2974505 on 2016/05/11 by Nick.Darnell

	PR #2309: Added Combobox styling (Contributed by Chris528)

Change 2975241 on 2016/05/12 by Richard.TalbotWatkin

	Made sRGB Preview the default in the Color Picker.

Change 2975390 on 2016/05/12 by Jamie.Dale

	Made sure that en-US-POSIX is in our list of available cultures

	Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this.

Change 2975411 on 2016/05/12 by Jamie.Dale

	PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz)

Change 2975559 on 2016/05/12 by Jamie.Dale

	Dialogue Wave VO direction can now be localized

	This is gathered as editor-only data.

	#jira UE-28715

Change 2975710 on 2016/05/12 by Jamie.Dale

	Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package

Change 2975728 on 2016/05/12 by Jamie.Dale

	Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue

	#jira UETOOL-794

Change 2975763 on 2016/05/12 by Jamie.Dale

	We no longer warn if asked to check out a UNC path when running the GatherText commandlets

	#jira UE-25833

Change 2975766 on 2016/05/12 by Jamie.Dale

	Resolved some loc key conflicts

	#jira UE-25833

Change 2975774 on 2016/05/12 by Jamie.Dale

	PO files now only contain a single entry in the case of a native translation being exported

	They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used.

	This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file.

Change 2975776 on 2016/05/12 by Jamie.Dale

	Downgraded a PO file import warning that isn't really an issue

	#jira UE-25833

Change 2976675 on 2016/05/13 by Jamie.Dale

	Fixed some more fallout from changes to use the window position when changing the game viewport mode

	- FSceneViewport::ResizeFrame:
	  - Fixed the HMD monitor info setting the wrong variables.
	  - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes.
	  - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning).

	- FWindowsWindow::MoveWindowTo:
	  - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area.

	- FWindowsApplication:
	  - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected.

	#jira UE-30276
	#jira UE-30677

Change 2976804 on 2016/05/13 by Jamie.Dale

	Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to

Change 2976967 on 2016/05/13 by Alexis.Matte

	#jira UE-30687 Cannot import a skeletal mesh scale to zero

Change 2977042 on 2016/05/13 by Alexis.Matte

	#jira UE-29952 log a warning if fbx exceed the maximum number of LOD.

	#2326 Github PR

	#code review matt.kuhlenschmidt

Change 2977074 on 2016/05/13 by Jamie.Dale

	Follow up to CL# 2976804 to avoid a potential change in behavior

Change 2977076 on 2016/05/13 by Jamie.Dale

	Some tidy up and optimization to SCulturePicker

Change 2977327 on 2016/05/13 by Alex.Delesky

	Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser.

	#jira UE-30423

Change 2977499 on 2016/05/13 by Alexis.Matte

	#jira UE-29475
	Enable UStruct child property to be favorite

Change 2978415 on 2016/05/16 by Jamie.Dale

	We now pre-load all the culture data when starting the editor to avoid a UI hitch later

Change 2978517 on 2016/05/16 by Alex.Delesky

	#jira UE-29406

	Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor.

Change 2978518 on 2016/05/16 by Alex.Delesky

	#jira UE-28210

	The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session.

Change 2978556 on 2016/05/16 by Alexis.Matte

	Fbx tests automation
	#jira UE-29635

Change 2978797 on 2016/05/16 by Alexis.Matte

	#jira UE-30774
	- prevent baking the pivot if we transform the vertex with the absolute transform.
	- Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform.

	#code review matt.kuhlenschmidt

Change 2978965 on 2016/05/16 by Alexis.Matte

	FBX importer, fix the socket rotation.
	#jira UE-30094

Change 2980613 on 2016/05/17 by Jamie.Dale

	Moved the XLOC UAT localization provider to be publicly accessible

Change 2980614 on 2016/05/17 by Jamie.Dale

	Reference update for project move

Change 2980633 on 2016/05/17 by Jamie.Dale

	Made the culture mapping used between XLOC and UE4 configurable on a per-project basis

	You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings.

Change 2980836 on 2016/05/17 by Jamie.Dale

	Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command

	You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload

Change 2982700 on 2016/05/18 by Jamie.Dale

	Fixed the loc package gather potentially adding the same source location multiple times

Change 2983906 on 2016/05/19 by Jamie.Dale

	Slight cleanup of the way we register localization gatherer callbacks

Change 2984356 on 2016/05/19 by Chris.Wood

	Removed temporary analytics API change needed for earlier hot fix
	[UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817

Change 2986679 on 2016/05/23 by Alex.Delesky

	#jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad.

Change 2986798 on 2016/05/23 by Alex.Delesky

	#jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus.

Change 2987106 on 2016/05/23 by Alexis.Matte

	Fbx importer, fail import must not create a package in the content browser
	#jira UE-31154

Change 2987563 on 2016/05/23 by Alex.Delesky

	#jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed

Change 2987564 on 2016/05/23 by Alex.Delesky

	#jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor.

Change 2988321 on 2016/05/24 by Jamie.Dale

	Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded

Change 2988708 on 2016/05/24 by Jamie.Dale

	Fix for crash when missing the fallback/last resort font

Change 2988782 on 2016/05/24 by Jamie.Dale

	Added the ability to version each localized string individually when loaded into the localization manager

	The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories.

	Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history.

Change 2988856 on 2016/05/24 by Jamie.Dale

	Added a way to get the package(s) of the object(s) being edited by a property panel

	Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case:
	  - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package.
	  - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors.

Change 2988955 on 2016/05/24 by Alex.Delesky

	#jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules.

	Git Request #2376

Change 2989418 on 2016/05/25 by Jamie.Dale

	Added a way to count text references within a package that match the given search criteria

	This can be used to detect whether a localization ID is unique within its package.

	The following search modes are available:
	  - MatchId: Detect a reference if it matches the given ID (ignoring the source text)
	  - MatchSource: Detect a reference if it matches the given ID and source string
	  - MismatchSource: Detect a reference if it matches the given ID but has a different source string

Change 2989436 on 2016/05/25 by Jamie.Dale

	Added "root-level" meta-data (meta-data associated with the package rather than an object within it)

Change 2989471 on 2016/05/25 by Alexis.Matte

	Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk

Change 2989639 on 2016/05/25 by Jamie.Dale

	Added static version of FName::IsValidXName

	This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table)

Change 2989716 on 2016/05/25 by Alex.Delesky

	#jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks.

Change 2990100 on 2016/05/25 by Alexis.Matte

	Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD

	#jira UE-30907

Change 2991442 on 2016/05/26 by Bob.Tellez

	#UE4 Fix components in world not rendering when saved without a physics scene.

Change 2991736 on 2016/05/26 by Bob.Tellez

	#UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser.

Change 2991942 on 2016/05/26 by Alex.Delesky

	#jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup.

Change 2991994 on 2016/05/26 by Alex.Delesky

	#jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor.

Change 2994037 on 2016/05/30 by Alexis.Matte

	Add Fbx Automation Tests
	- static mesh import reimport (sections and materials)
	- skeletal mesh import and reimport (sections and materials also bone position)
	- static/skeletal mesh LODs (import, add, reimport)
	- rigid mesh (import, reimport)

Change 2994253 on 2016/05/31 by Alexis.Matte

	Mikkt crash when computing the normals if there is more vertex then the number of wedge

	#jira UE-29143

Change 2994260 on 2016/05/31 by Alexis.Matte

	Make sure we cannot modify fbx test plan when json file is read only

Change 2994431 on 2016/05/31 by Alex.Delesky

	#jira UE-21900 - The scale widget should now render all axes when using an orthographic camera.

Change 2994432 on 2016/05/31 by Alex.Delesky

	#jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled.

Change 2994537 on 2016/05/31 by Richard.TalbotWatkin

	Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo.
	#jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>()

Change 2994983 on 2016/05/31 by Richard.TalbotWatkin

	Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information.
	#jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693

Change 2995022 on 2016/05/31 by Jamie.Dale

	PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH)

Change 2995027 on 2016/05/31 by Jamie.Dale

	PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH)

Change 2995963 on 2016/06/01 by Alex.Delesky

	#jira UE-31317 -  The transform gizmo will no longer block the placement of a material onto a mesh.

Change 2997002 on 2016/06/01 by Cody.Albert

	Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed

	#jira UE-31448

Change 2998013 on 2016/06/02 by Alexis.Matte

	Prevent static mesh materials array to grow when using the reset button in the staticmesh editor.

	#jira UE-12931

Change 2998370 on 2016/06/02 by Alexis.Matte

	Fbx Automation, add some import LOD test in case the options are not ok

Change 2999709 on 2016/06/03 by Jamie.Dale

	Fixed some issues with gathering text from BP bytecode

	Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load).

Change 2999755 on 2016/06/03 by Richard.TalbotWatkin

	Fixes to Spline Mesh collision generation.
	- Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry.
	- Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh.
	- Optimized physics rebuilding.  A new BodySetup object is now only created when needed, otherwise it is reused.

	#jira UE-31361 - Splines handle box collision and collision from other shapes differently

Change 2999973 on 2016/06/03 by Jamie.Dale

	We now skip bulk data when detecting text references

	#jira UE-31596

Change 3000159 on 2016/06/03 by Alex.Delesky

	#jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level.

Change 3001814 on 2016/06/06 by Alexis.Matte

	Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh.
	Add a fbx test to make sure the problem is flag by automation test

	#jira UE-1394

Change 3001820 on 2016/06/06 by Alex.Delesky

	#jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint.

Change 3001915 on 2016/06/06 by Alexis.Matte

	Make sure we check attribute type before checking attribute unique ID in case of unique id clash.

	#jira UE-31214

Change 3002026 on 2016/06/06 by Alexis.Matte

	Importing morph target should not import textures like materials since the base mesh already import thoses.

	UDN Question:
	https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html

Change 3002623 on 2016/06/06 by Jamie.Dale

	Fixing more loc conflicts

Change 3002883 on 2016/06/06 by Jamie.Dale

	Adding retry when dealing with OneSky

	This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413

Change 3003004 on 2016/06/06 by Trung.Le

	#jira UE-13101 - Make "Description" field for a BluePrint Function multiline

Change 3003859 on 2016/06/07 by Alexis.Matte

	#jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite

Change 3004132 on 2016/06/07 by Jamie.Dale

	Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical

	This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket.

	This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly.

Change 3004286 on 2016/06/07 by Jamie.Dale

	Ensured that assignments that publish new names to the bucket are atomic

Change 3004310 on 2016/06/07 by Jamie.Dale

	Ensured FName internal hashes are returned as uint16

Change 3004381 on 2016/06/07 by Jamie.Dale

	FAsyncPackage now creates the meta-data before processing the remaining exports

	This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them.

Change 3004765 on 2016/06/07 by Alex.Delesky

	#jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material.

Change 3005754 on 2016/06/08 by Trung.Le

	Allow whitespace for meta class names
	#jira UE-31668

Change 3005755 on 2016/06/08 by Stephan.Jiang

	UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid

	#jira UE-31299

Change 3006512 on 2016/06/08 by Alex.Delesky

	#jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first.

Change 3006760 on 2016/06/08 by Jamie.Dale

	Added support for stable localization keys

	This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict.

	In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict.

	In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages.

	If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package.

	Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this:
	  MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC

	This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game.

	Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date.

	#jira UETOOL-796

Change 3007501 on 2016/06/09 by Trung.Le

	#jira UE-31722
	Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction.

Change 3007524 on 2016/06/09 by Jamie.Dale

	Added some additional checks to avoid re-keying text when duplicating for PIE

Change 3007564 on 2016/06/09 by Jamie.Dale

	PR #2401: DataTable import/export improvements (Contributed by bozaro)

Change 3007653 on 2016/06/09 by Jamie.Dale

	PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt)

Change 3008019 on 2016/06/09 by Jamie.Dale

	Updated structs to export as JSON when displaying them in the Data Table editor

	This produces much cleaner results than using the text export method (which will use the internal names for user defined structs).

	This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it.

	#jira UE-29958

Change 3008052 on 2016/06/09 by Jamie.Dale

	Fixed bug importing an array inside a JSON Data Table

	This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing.

Change 3008875 on 2016/06/10 by Jamie.Dale

	PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts)

Change 3008879 on 2016/06/10 by Jamie.Dale

	PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts)

Change 3008990 on 2016/06/10 by Alex.Delesky

	#jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source.

Change 3008991 on 2016/06/10 by Alex.Delesky

	#jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window.

Change 3010856 on 2016/06/13 by Alexis.Matte

	#jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth.

Change 3011736 on 2016/06/13 by Jamie.Dale

	Adding missing plurals.res file

	This is needed to get plural form information from ICU.

	#jira UETOOL-875

Change 3012387 on 2016/06/14 by Richard.TalbotWatkin

	Disabled the Paste context menu action if the property is marked as EditConst.
	#jira UE-27469 - User is able to paste values into a read-only setting

Change 3012971 on 2016/06/14 by Stephan.Jiang

	Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder.

	By default, visibility for engine content is off and developers is on

	#jira UE-31657

Change 3013111 on 2016/06/14 by Jamie.Dale

	Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations

	Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format.

Change 3015438 on 2016/06/15 by Cody.Albert

	Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation)

	#jira UE-32082

Change 3016782 on 2016/06/16 by Richard.TalbotWatkin

	Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array.

Change 3016949 on 2016/06/16 by Jamie.Dale

	Added FastDecimalFormat overloads to write into an existing string

	This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format).

Change 3016952 on 2016/06/16 by Jamie.Dale

	Changed an Add for an Emplace to avoid moving a temporary

Change 3016954 on 2016/06/16 by Jamie.Dale

	Updated some FText code to avoid creating temporary objects just to move data through a hierarchy

	There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data.

	This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit).

	In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful.

Change 3019021 on 2016/06/19 by Richard.TalbotWatkin

	When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear.
	#jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted

Change 3019022 on 2016/06/19 by Richard.TalbotWatkin

	Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed.
	#jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode
	#jira UE-31915 - Selecting BSP face does not show Surface Properties in Details

Change 3019025 on 2016/06/19 by Richard.TalbotWatkin

	Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops.
	#jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive

Change 3020050 on 2016/06/20 by Cody.Albert

	Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor.

	#jira UE-32173

Change 3021145 on 2016/06/21 by Jamie.Dale

	Added support for text format argument modifiers

	These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)".

	We provide a few of these by default:
	 - |plural(key=val,...)
	 - |ordinal(key=val,...)
	   Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string.
	 - |gender(masculine,feminine,[neuter])
	   Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string.
	 - |hpp(consonant,vowel)
	   Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string.

	Major changes:
	 - Exposed the ICU plural form handling via FCulture::GetPluralForm.
	 - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers).
	 - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat).
	 - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText).
	 - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText).

	Breaking changes:
	 - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text:
	   - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F".
	   - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug.

Change 3021156 on 2016/06/21 by Jamie.Dale

	Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling

	This avoids the compile and link actions being split into different batches.

Change 3021280 on 2016/06/21 by Richard.TalbotWatkin

	Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier).
	#jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug

Change 3022949 on 2016/06/22 by Alex.Delesky

	#jira UE-31944 - Upgrading Subversion binaries to version 1.9.4.

Change 3023092 on 2016/06/22 by Jamie.Dale

	Downgraded some checks to ensures and added an early out

	#jira UE-32009

Change 3023154 on 2016/06/22 by Jamie.Dale

	Ported over CL# 3018771 to the UE automation

	This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated).

Change 3023579 on 2016/06/22 by Jamie.Dale

	Expanded the Blueprint FormatText node to support numeric and gender types

	These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text.

	Major changes:
	 - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text.
	   - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin.
	 - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue.
	 - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead.

Change 3023915 on 2016/06/22 by Jamie.Dale

	Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals

Change 3024813 on 2016/06/23 by Jamie.Dale

	Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code

Change 3024852 on 2016/06/23 by Nick.Darnell

	FBX - Updating automation tests with the changes to chunk  and chunk index removal and them being merged with sections.

Change 3024994 on 2016/06/23 by Nick.Darnell

	UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview.  This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using.  Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget.  This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint.

	#jira UE-31155

Change 3025194 on 2016/06/23 by Alex.Delesky

	#jira UE-31155 - Compilation error fix.

Change 3025255 on 2016/06/23 by Alex.Delesky

	#jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports.

Change 3025460 on 2016/06/23 by Cody.Albert

	Fixed issue where widget components would misalign when aspect ratio was being constrained

	#jira UE-29637

Change 3025508 on 2016/06/23 by Cody.Albert

	Adding support for adjusting animation playback speed

	#jira UE-32222

Change 3026444 on 2016/06/24 by Jamie.Dale

	Fixed crash caused by bad access of shared this when closing an active IME context

	This was only needed to get the owner window, which we now cache when the IME context is created.

	#jira UE-32240

Change 3028358 on 2016/06/27 by Jamie.Dale

	Fixed IMEs not working due to no window being cached

	#jira UE-32240

Change 3028464 on 2016/06/27 by Alex.Delesky

	#jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out.

Change 3028524 on 2016/06/27 by Chris.Wood

	Switched off uploads to legacy Crash Report Receiver.
	[UE-31252] - Switch off deprecated CRR upload in Crash Report Client

	Also added CRC version string, added to crash context from CRC config

Change 3028840 on 2016/06/27 by Alexis.Matte

	#jira UE-32306 replace material bad name character by an underscore when doing a scen import.

Change 3028924 on 2016/06/27 by Alexis.Matte

	#jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder

Change 3029044 on 2016/06/27 by Alex.Delesky

	#jira UE-31944  - Updating SVN binaries for Mac to 1.9.4

Change 3029276 on 2016/06/27 by Alex.Delesky

	#jira UE-31531 - A user can now select the base class when creating a new physical material.

	PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside)

Change 3029459 on 2016/06/27 by Alexis.Matte

	#jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options.

Change 3030577 on 2016/06/28 by Nick.Darnell

	PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts)

Change 3030587 on 2016/06/28 by Alexis.Matte

	#jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh

Change 3030946 on 2016/06/28 by Alexis.Matte

	#jira UE-32515 prevent crash when re-import staticmesh userdata

Change 3031115 on 2016/06/28 by Jamie.Dale

	The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass

	This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed.

Change 3031146 on 2016/06/28 by Jamie.Dale

	Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject

Change 3031357 on 2016/06/28 by Nick.Darnell

	PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz)

Change 3031515 on 2016/06/28 by Jamie.Dale

	Fixed game targets not being able to depend on other game targets

Change 3031520 on 2016/06/28 by Jamie.Dale

	Localization compilation now specifies an ArchiveName to use

Change 3031671 on 2016/06/28 by Nick.Darnell

	Editor - Checking to see if a weak variable is valid before using it in the editor build window.

Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt

	Added ability to invert the Y axis in editor viewports for mouse look and orbit

Change 3032495 on 2016/06/29 by Jamie.Dale

	Fixed some measuring issues with bi-directional text within a right-flowed document

	There were three main issues:
	  1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering).
	  2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights).
	  3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights).

	#jira UE-32526

Change 3032533 on 2016/06/29 by Nick.Darnell

	UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer.  Users who use this option are encouraged to start with the widget components default material and work from there.  The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big.

Change 3032855 on 2016/06/29 by Alexis.Matte

	#jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated

	#test please re-test also UE-32240

Change 3033145 on 2016/06/29 by Alex.Delesky

	#jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized.

Change 3033147 on 2016/06/29 by Alex.Delesky

	#jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly.

	This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed.

Change 3033162 on 2016/06/29 by Alex.Delesky

	#jira UE-31827 - Undo/redo now works in the Material function editor.

Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt

	Fix post process settings blendable picker not being readable in the details panel

Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt

	Fixed huge number of redundant calls to CanEditChange and
	DiffersFromDefault that were causing massive performance loss when
	thousands of objects are selected. CanEditChange and DiffersFromDefault
	are now cached each time a property value changes.

	Fixed redundant calls for getting visualizers for each selected
	object.  This is now cached on selection

Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt

	Fix Mass customization on the body instance not working with undo/redo or reset to default

Change 3034357 on 2016/06/30 by Alex.Delesky

	#jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent.

Change 3035915 on 2016/07/01 by Richard.TalbotWatkin

	Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry.  This fixes the case where an STileView is contained within an SScrollBox.
	#jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox

Change 3035951 on 2016/07/01 by Richard.TalbotWatkin

	Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars.
	#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume

Change 3036991 on 2016/07/04 by Alexis.Matte

	#jira UETOOL-901 Scene importer now support the rigid mesh animation

Change 3037037 on 2016/07/04 by Jamie.Dale

	Fixed regression in editable text box alignment

	Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead.

Change 3037057 on 2016/07/04 by Richard.TalbotWatkin

	Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received.
	#jira UE-29815 - In-game screenshot isn't working under certain circumstances

Change 3037082 on 2016/07/04 by Chris.Wood

	Added detection of asserts and passing assert flag and crash type string to crash reports.
	[UE-30592] - Crash Reporter should determine crash type on client and pass string to server

	Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point.

Change 3037095 on 2016/07/04 by Alexis.Matte

	Fix the bone name when duplicating a socket.

Change 3037453 on 2016/07/05 by Stephan.Jiang

	Adding ability to animate the root wigdet #2
	FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint
	the properties are then migrated back to the CDO

	#UE 31810

Change 3037487 on 2016/07/05 by Jamie.Dale

	Fixed crash caused by stale BP pointer

	#jira UE-32325

Change 3037488 on 2016/07/05 by Jamie.Dale

	Fixed a crash that could occur when a class and a folder had the same name

Change 3037526 on 2016/07/05 by Jamie.Dale

	Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress

	The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown.

	#jira UE-17688

Change 3037557 on 2016/07/05 by Alex.Delesky

	#jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location.

	The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns.

Change 3037558 on 2016/07/05 by Alex.Delesky

	#jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened.

Change 3037559 on 2016/07/05 by Alex.Delesky

	#jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level.

Change 3037593 on 2016/07/05 by Stephan.Jiang

	GitHub #2549: Add function for setting the playback rate of UMG animations
	original code shelved in CL 3033449

	#UE-32653

Change 3037605 on 2016/07/05 by Jamie.Dale

	Fixed infinite recursion that could happen when gather loc from an object with a custom callback

	#jira UE-32670

Change 3037649 on 2016/07/05 by Nick.Darnell

	PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,   Rama (Contributed by EverNewJoy)

Change 3037652 on 2016/07/05 by Nick.Darnell

	Clean - Removing commented out code.

Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt

	Fix initial hitch when dragging around in a color picker opened from a material expression node.

Change 3037679 on 2016/07/05 by Nick.Darnell

	Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures.

Change 3037757 on 2016/07/05 by Nick.Darnell

	PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok)

Change 3037840 on 2016/07/05 by Nick.Darnell

	UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite.  There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand.

Change 3037924 on 2016/07/05 by Jamie.Dale

	Re-ordered variable initialization to appease a warning on Mac

Change 3037981 on 2016/07/05 by Jamie.Dale

	Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array

	#jira UE-32639

Change 3038075 on 2016/07/05 by Cody.Albert

	Removed misleading error message in HandleCECommand

	#jira 28007

Change 3038231 on 2016/07/05 by Alexis.Matte

	#jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag.

Change 3038275 on 2016/07/05 by Alex.Delesky

	#jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself).

Change 3039310 on 2016/07/06 by Trung.Le

	#jira UE-25005 Change PIE Key Bindings
	- Removed Shift+F1 and Esc from BaseInput.ini
	- Created new customizable key binding for
	   + Shift+F1: same functionality.
	   + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session.
	   + Shift+Esc: now will stop the play session

Change 3039458 on 2016/07/06 by Trung.Le

	Removed unused code in StaticMeshLight.cpp

Change 3039827 on 2016/07/06 by Frank.Fella

	FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.

	#jira UE-31959

Change 3041094 on 2016/07/07 by Nick.Darnell

	WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault.

	#jira UE-32694

Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt

	Fix visualizers on blueprint actors not working when the internal components are trashed and replaced

Change 3041302 on 2016/07/07 by Chris.Wood

	Increased buffer size for crash uploads.
	[UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack

	Trivial change in dev branch - no code review

Change 3041969 on 2016/07/07 by Nick.Darnell

	UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel.

Change 3041971 on 2016/07/07 by Nick.Darnell

	UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser.

Change 3042612 on 2016/07/08 by Trung.Le

	#jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit

Change 3042732 on 2016/07/08 by mitchell.wilson

	Adding test content for UMG Paper 2d Atlas test

Change 3042780 on 2016/07/08 by mitchell.wilson

	Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing

Change 3042870 on 2016/07/08 by mitchell.wilson

	Renaming UMG_Paper2d to UMG_Sprite

Change 3044104 on 2016/07/10 by Nick.Darnell

	PR #2104: Improved widget input support (Contributed by projectgheist)

Change 3044107 on 2016/07/10 by Nick.Darnell

	Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off.

	#jira UE-25750

Change 3044377 on 2016/07/11 by Chris.Wood

	Add Slack messaging module - Epic Friday

Change 3044536 on 2016/07/11 by Alex.Delesky

	#jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features.

Change 3044922 on 2016/07/11 by Nick.Darnell

	Slate/UMG - Working on better support for VR interactions with Slate widgets.  This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world.  Breakages, direct mouse interaction with widgets in the virtual world is no longer supported.  Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction.  However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported.  Menu anchors now properly function inside of widgets in the virtual world.  Performance improvements - the viewport no longer arranges all 3d widgets every frame.  Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh.  This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of.  Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported.

Change 3045157 on 2016/07/11 by Nick.Darnell

	Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat.

Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt

	Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe

Change 3045358 on 2016/07/11 by Alex.Delesky

	#jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break.

Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt

	Enable the widget reflector from the editor console by typing "widgetreflector"

Change 3045387 on 2016/07/11 by Stephan.Jiang

	Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly.

	#UE-31874

Change 3046093 on 2016/07/12 by Nick.Darnell

	UMG - The Slider now exposes the IsFocusable option from Slate.

	#jira UE-32960

Change 3046094 on 2016/07/12 by Alexis.Matte

	#jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value.

Change 3046104 on 2016/07/12 by Stephan.Jiang

	typo "Syc" causing the "Sync" button doesn't show Slateicon

	#UE-31409

Change 3046142 on 2016/07/12 by Nick.Darnell

	Orion - Upgrading more code to use the new input mode functions and not the deprecated ones.

Change 3046165 on 2016/07/12 by Nick.Darnell

	UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data.

	#jira UE-32844

Change 3046255 on 2016/07/12 by Nick.Darnell

	UT - More build warning fixes for the new Input Mode methods.

Change 3046604 on 2016/07/12 by Richard.Hinckley

	Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard.

Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt

	Better way of summoning the widget reflector from the console

Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt

	Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only

Change 3048754 on 2016/07/13 by Trung.Le

	#jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands

Change 3048756 on 2016/07/13 by Trung.Le

	Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable

Change 3048865 on 2016/07/13 by Trung.Le

	#jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly

Change 3048892 on 2016/07/13 by Nick.Darnell

	UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components.  So it's easier to attach it to things that might be inside of a say a player collision capsule.  Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance.

	#jira UE-33250

Change 3049096 on 2016/07/13 by Trung.Le

	Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game.
	#jira UE-33259

Change 3049177 on 2016/07/13 by Stephan.Jiang

	Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer.

	#UE-33016

Change 3049726 on 2016/07/14 by Stephan.Jiang

	Adding icons for terrain mirror tool

	#UE-20588

Change 3049957 on 2016/07/14 by Nick.Darnell

	Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created.  Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content.  Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like.

Change 3049994 on 2016/07/14 by Stephan.Jiang

	Set viewed animtion to current animtion after switching from Graph to Designer
	(This is for "No Animation Selected" showing up when switching)

	#UE-33016

Change 3050194 on 2016/07/14 by Stephan.Jiang

	Added ability to replace the widget the track is currently bound to
	Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer

	#UE-31809

[CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
Andrew Grant
2000999e23 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2997507)
#lockdown Nick.Penwarden

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

Change 2997066 on 2016/06/01 by Michael.Noland

	Engine: Marked engine performance target cvars ECVF_Scalability so they can be adjusted via scalability buckets at runtime for games that target different framerates on different levels of hardware
	#rb none
	#tests Ran Paragon and changed video settings and tested t.TargetFrameTimeThreshold

Change 2996816 on 2016/06/01 by Dan.Youhon

	Add FixedWorldDirection option for Root Motion Radial Forces; code/BP hook-up for allowing Price's reworked RMB to send all targets in the same (correct) direction
	- FixedWorldDirection added to both root motion system and corresponding ability tasks
	- Exposed AddHitResult for EffectContexts for modifying EffectContext hit results from BP
	- Hooked up to Price RMB - we (somewhat dirtily) route Price's location and facing through the HitResult of the EffectContext for his displacement GE

	#rb Dave.Ratti
	#tests MultiPIE
	#codereview Billy.Rivers
	#lockdown Billy.Rivers

Change 2996526 on 2016/06/01 by Brian.Karis

	Fixed tube light typo

	JB made this robomerge up.  Shader recompiling in our future.

	#RB:none
	#Tests:none

	#ROBOMERGE: MAIN, 27, 26.2

Change 2996428 on 2016/06/01 by Rolando.Caloca

	O - Made r.D3D.RemoveUnusedInterpolators a system setting which now also alters ddc key; fix r.Shaders.FastMath actually affecting compilation when =0
	#rb Chris.Bunner
	#codereview Michael.Noland, Marcus.Wassmer
	#jira OR-22573
	#tests Run with and without r.D3D.RemoveUnusedInterpolators=1 on DefaultEngine.ini

Change 2996090 on 2016/06/01 by Jason.Bestimt

	#ORION_MAIN - Merge 26.2 @ CL 2995754

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2995816 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#CodeReview: jason.bestimt

Change 2995785 on 2016/06/01 by Robert.Manuszewski

	Don't delete non-backup log files when cleaning up the logs folder.

	#rb none
	#tests Tested in the editor with multiple old log files

Change 2995556 on 2016/05/31 by Dmitry.Rekman

	More info about timers on crash (OR-21986).

	- Somewhat desperate attempt to get more clue about timer crash. Intended to be removed later.

	#rb Michael.Noland
	#codereview Marc.Audy, Michael.Noland
	#tests Compiled the Linux server, ran it, crashed a few times.

Change 2995397 on 2016/05/31 by Michael.Noland

	Rendering: Made the optimization to combine upscaling/downscaling and tonemapping optional based on the amount of upscaling that will occur
	- r.Tonemapper.ScreenPercentage has been renamed to r.Tonemapper.MergeWithUpscale.Mode
	- r.Tonemapper.MergeWithUpscale.Threshold is a new setting used when r.Tonemapper.MergeWithUpscale.Mode is set to 2, which indcates to only try to merge the passes if the ratio of the area before upscale/downscale to the area afterwards is greater than the threshold
	This prevents running the tonemapper on all of the target res pixels when the source res is far smaller, as that can cause it to be a loss to merge the passes

	Upgrade Notes: r.Tonemapper.ScreenPercentage has been renamed to r.Tonemapper.MergeWithUpscale.Mode

	#rb marcus.wassmer
	#tests Ran Paragon at various resolutions on Intel and NV cards
	#rn

Change 2995118 on 2016/05/31 by David.Decker

	- Fix for build failure

	#rb none
	#tests golden path game

Change 2994929 on 2016/05/31 by David.Decker

	#Orion_Analytics
	-Added PacketRecievedHistogram event that fires every minute in game the rate is configurable in DefaultGame.ini
	-Moved FHistogram from PerfCountersModule to ProfilingHelpers
	-Re-enabled Location event

	#rb Dmitry.Rekman
	#codereview Dmitry.Rekman, John.Pollard, Christopher.Wright
	#tests golden path game

Change 2994920 on 2016/05/31 by Daniel.Lamb

	Added some more cooking stats to save package.
	#rb Wes.Hunt
	#test Cook Orion.

Change 2994622 on 2016/05/31 by Zak.Middleton

	#orion - Pickup and Coin filter collision optimizations.

	- Added coin collision profile preset and made it ignore everything but Pawn (importantly, now ignores triggers).
	- Pickups filter out collision with AI earlier. Profile already did this but this avoids more branches and cache misses in PreFilter.
	- Coins now additionally filter out more efficiently Heroes that can't pick them (no overlap events generated at all).

	#rb Jon.Lietz, Frank.Gigliotti
	#tests PlayGo MultiPIE

Change 2994305 on 2016/05/31 by Andrew.Grant

	Restoring prompt/exit on signed archive issue to help identify causes
	#rb none
	#tests compiled

Change 2994226 on 2016/05/31 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 27 @ CL 2993946

	#RB:none
	#Tests:none

	[CodeReviewed]: graeme.thornton

	#ROBOMERGE-SOURCE: CL 2994225 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2994204 on 2016/05/31 by bruce.nesbit

	More banner changes
	-Fixed an issue with InterpToComponent with very short times
	-revisions to test banner
	-added fade to banner/charms
	-tries to set team color on decativate FX

	#rb none

	#tests Game+PIE

	#codereview Jason.Bestimt

Change 2993973 on 2016/05/30 by Robert.Manuszewski

	Updated protection handling

	#rb none
	#tests Compiled and applied protection

Change 2993588 on 2016/05/27 by Michael.Noland

	Engine: Removed a bogus autocomplete for ShowMaterialDrawEvents, which was previously renamed r.ShowMaterialDrawEvents
	#rb none
	#tests Typed in ShowMat in the console and verified that no autocomplete appeared
	#rn

Change 2993510 on 2016/05/27 by John.Pollard

	Fix issue with root motion sources and replays, fixes TwinBlast RMB ability animation issue, and other artifacts

	#rb RyanG
	#tests Replays

Change 2993484 on 2016/05/27 by Uriel.Doyon

	New logic for computing the skel mesh streaming scales
	#rb marcus.wassmer
	#tests loaded editor, played with streaming scale

Change 2993211 on 2016/05/27 by Uriel.Doyon

	Workaround for lightmap streaming flags not being correctly set.
	#codereview marcus.wassmer
	#rb marcus.wassmer
	#tests building lighting and investigating streaming

Change 2993068 on 2016/05/27 by Marcus.Wassmer

	Duplicate 2989729
	Fix for lightmaps and shadowmaps having low resolutions after building lightings
	#rb none
	#test PC at various scalability
	#codereview Uriel.Doyon

Change 2993066 on 2016/05/27 by Lukasz.Furman

	fixed behavior tree getting stuck on ResumeLogic call
	copied from //UE4/Dev-Framework, CL# 2993058
	#jira OR-22498
	#rb none
	#tests none

Change 2992706 on 2016/05/27 by Marcus.Wassmer

	Duplicate 2991726
	Fix for grey skin in simple lighting model (shadows off)

	#rb none
	#test lowest settings on PC

Change 2992705 on 2016/05/27 by Marcus.Wassmer

	Duplicate 2991727
	Fix emissive decals in simple forward renderer
	#rb none
	#test PC lowest settings

Change 2992658 on 2016/05/27 by David.Ratti

	Remove all occurrences of Ability.PersistPastDeath from granted tags. Fix code to *only* check asset tags for this tag, instead of both.

	#rb none
	#test pie

Change 2992646 on 2016/05/27 by Ben.Marsh

	BuildGraph: Add a BuildGraph task to run a UE4 commandlet. Syntax is <Commandlet Name="..." Project="..." Arguments="...">.

	#rb none
	#tests none

Change 2992252 on 2016/05/26 by Jason.Bestimt

	#ORION_DG - Unclog ROBO Merge in DG

	#RB:none
	#Tests:none

Change 2992180 on 2016/05/26 by John.Pollard

	Fix issue where external data wasn't saving out properly

	#rb RyanG
	#tests Replays

Change 2992159 on 2016/05/26 by Michael.Noland

	CVar to disable/freeze GPU particle simulation (r.GPUParticle.Simulate)
	[Replicated from Dev-Rendering checkin CL# 2989752 by Olaf]
	#rb olaf.piesche
	#tests Tested the command in Agora and verified that GPU particles were not being drawn

Change 2992158 on 2016/05/26 by Michael.Noland

	Rendering: Added a cvar that controls unbinding of all texture resources between materials changes in the DX11 renderer (r.UnbindResourcesBetweenDrawsInDX11) to improve the readability of GPA captures
	Note: This will probably be moved to be on when markers are on rather than an independent cvar, but it is currently separate for testing
	#codereview marcus.wassmer
	#rb none
	#tests Ran with the var off and on and verified in GPA captures

Change 2991645 on 2016/05/26 by Andrew.Grant

	Fix for filesize returning 0 if file not found
	#rb none
	#tests bugit now works
	#jira OR-20488

Change 2991290 on 2016/05/26 by Mieszko.Zielinski

	Added a static flag to NavigationSystem that can be used to short-circuit dynamic navigation related functions #UE4

	Will save some perf on PS4 in Orion, since clients do use navigation system there.

	#rb Lukasz.Furman
	#test golden path

Change 2991288 on 2016/05/26 by Mieszko.Zielinski

	CL#2990243 manually redone in for Orion #UE4

	Original description:
	> Fixed behavior tree observers not being applied correctly

	#rb Lukasz.Furman
	#test golden path

Change 2991271 on 2016/05/26 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2990688

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2991269 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2991185 on 2016/05/26 by Mieszko.Zielinski

	Fixed UAITask_MoveTo not releasing paths properly, or clearing path observing when task is being reused #UE4

	Also, fixed FNavigationPath::DoneUpdating not converting ENavPathUpdateType properly

	#rb Lukasz.Furman
	#test golden path

Change 2990788 on 2016/05/25 by Marcus.Wassmer

	Fix deprecation warning
	#rb none
	#test none

Change 2990582 on 2016/05/25 by Marcus.Wassmer

	Now that render commands are enqueued again on servers, we shouldn't outright crash if an allocation gets to nullrhi
	#codereview Dmitry.Rekman
	#rb none
	#test none

Change 2990450 on 2016/05/25 by Martin.Mittring

	OR-22233 GPU Sprites invisible unless solo'd
	#rb:David.Hill
	#jira:OR-22233
	#test:PC

Change 2990199 on 2016/05/25 by Marcus.Wassmer

	Remove experimental HDR support in tonemapper. Brings tonemapper cost back down into line
	#rb none
	#codereview Michael.Noland,Brian.Karis

Change 2989908 on 2016/05/25 by Andrew.Grant

	Changed warning about DDC cache full to Display
	#rb none
	#tests compiled

Change 2989903 on 2016/05/25 by Mieszko.Zielinski

	Made BT component ignore subtree injection request if relevant BT nodes already use indicated asset #UE4

	#rb Lukasz.Furman
	#test golden path

Change 2989795 on 2016/05/25 by Ryan.Gerleve

	Fix for storing the correct URL on the pending net game for replay playback.
	Re-implemented this fix from Dev-Networking CL 2981198, fixes deathcam after latest main integration.

	#tests played a reply, enabled deathcam
	#rb none

Change 2989483 on 2016/05/25 by David.Ratti

	ToggleJuggernaut cheat
	#rb danY
	#tests pie

Change 2989384 on 2016/05/25 by Graeme.Thornton

	Extra chunk decryption tests and logging to help diagnose the random failure we're seeing in the wild
	 - retry decrypt three times
	 - after the first attempt, re-decrypt original source, just incase the decrypt cache has been corrupted

	#tests cooked pc client + dedicated server
	#rb robert.manuszewski

Change 2989225 on 2016/05/24 by Dmitry.Rekman

	Fix rare crash in Linux threading code (OR-22193).

	- Sometimes, for some reason, freeing memory for an alternate thread from a thread in PostRun() can crash because the jemalloc apparently does not have an arena for this thread anymore.
	- This change works around the problem by allocating the said memory statically in LinuxThread class.

	#rb none
	#codereview Bob.Tellez, David.Vossel
	#tests Compiled Linux server, started it.

Change 2988768 on 2016/05/24 by Uriel.Doyon

	Added support for SkinnedMesh in the texture streaming MeshCoordSize accuracy viewmode.
	#RB marcus.wassmer
	#tests loaded game and editor

Change 2988462 on 2016/05/24 by Mieszko.Zielinski

	Added a piece of logging to both scenarios or movement aborting in UPathFollowingComponent::UpdatePathSegment to be able to tell them appart while reading the log #Orion

	#rb Lukasz.Furman
	#test golden path

Change 2988036 on 2016/05/24 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2987910

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2988035 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2987457 on 2016/05/23 by Mieszko.Zielinski

	Redone changes from CL#2981193 #UE4

	Original description: fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes)

	#rb Lukasz.Furman
	#test golden path

Change 2987388 on 2016/05/23 by Olaf.Piesche

	Replicating CL 2985226; don't push mesh emitter transform to pixel shader unless used in the material graph

	#rb marcus.wassmer
	#tests editor game PC

Change 2986255 on 2016/05/22 by Mieszko.Zielinski

	Manually resolving conflict that stoped robomerge from Main to DG #Orion

	#rb none
	#test compile
	#codereview Jason.Bestimt

Change 2986209 on 2016/05/21 by Andrew.Grant

	Removed hitchunter logging from http thread
	#rb none
	#tests compiled

Change 2986202 on 2016/05/21 by Andrew.Grant

	Merging //UE4/Main @ 2981382 from //UE4/Orion-Staging
	#rb none
	#tests engine & game QA passed, built locally

Change 2985899 on 2016/05/20 by Rob.Cannaday

	Move PS4 HTTP processing to HTTP thread
	#tests golden path
	#rb dmitry.rekman

Change 2985884 on 2016/05/20 by Bart.Bressler

	Fix issue where oodle wasn't enabled in shipping correctly.

	#rb john.pollard
	#tests ran orion server in shipping and connecting with a client

Change 2985778 on 2016/05/20 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2985753

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2985774 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2985760 on 2016/05/20 by Rob.Cannaday

	Second pass on HTTP threading
	Move threaded objects into separate class, FHttpThread.  FCurlHttpThread derives from FHttpThread and the curl multi work is performed in FCurlHttpThread
	Removed code that limited number of curl easy requests that were added to the multi simultaneously / per frame as now that curl work is performed on a separate thread the performance no longer directly impacts the game thread
	Remove lock from CurlHttp and instead of use FThreadSafeCounter
	#rb dmitry.rekman
	#tests golden path (PC & PS4)

Change 2985658 on 2016/05/20 by John.Pollard

	Fixed issue with cached http replay results making time go backwards

	#rb none
	#tests replays

Change 2985640 on 2016/05/20 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: david.ratti
	Ability System: call OnRemove event for gameplay cues that are mispredicted. Previously if a looping GC was predictively added, it would only get the OnRemove event if the replicated GC was removed. In the case of a mis prediction there is no replicated version, so the OnRemove was never called and cleanup was never happening.

	#rb FrankG
	#tests multi pie

	#ROBOMERGE-SOURCE: CL 2985638 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2985631 on 2016/05/20 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: david.ratti
	Fast TArray serialization fixes:
	1. Fix case where Array ReplicationKey has changed no items between base and current state have changed. Previously server would early out and not send an update: but this needs be sent so that the client can potentially perform an implicit delete.

	This fixes the case where client TArray would have stale items hanging around until a new update was sent (which could potentially be never).

	2. Fix case where an array item would be deleted by both explicit delete and implicit delete: causing other items in the array to be deleted (!).

	#rb frankG, pollard
	#tests golden path
	[CodeReviewed] Bob.Tellez, Billy.Bramer, Ben.Zeigler

	#ROBOMERGE-SOURCE: CL 2985629 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2985542 on 2016/05/20 by Daniel.Lamb

	Added per package stats.
	Optimized cooker, moved FTextureSource::Compress from UTexture::Presave to UTexture::Serialize so we can avoid it in the cooker.
	#rb Robert.Manuszewski, Andrew.Grant, Marcus.Wassmer
	#test cook paragon, save packages paragon editor

Change 2985152 on 2016/05/20 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2985092

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2985150 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2985001 on 2016/05/20 by Chris.Wood

	Move fullcrashdump location for Paragon from QA deptartment storage to Paragon project storage. Changes CrashReportClient config only.

Change 2984839 on 2016/05/20 by Robert.Manuszewski

	Renaming some confusing function names and updating messages related to exception handling.

	#rb none
	#tests Cooked Win64 Client and Server, Tested crash reporting in cooked game

Change 2984517 on 2016/05/19 by Mike.Larson

	Adjusted 'PlatformHeadroom' audio volume settings to DB-3 on both Windows and PS4

Change 2983932 on 2016/05/19 by jason.bestimt

	#ORION_MAIN - Merge 26.2 @ CL 2983814

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2983921 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 2983864 on 2016/05/19 by Wes.Hunt

	Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS...
	#codereview:steve.robb
	#rb none
	#tests compiled Orion Editor Win64

Change 2983780 on 2016/05/19 by Wes.Hunt

	Modernize FAnalyticsEventAttribute usage. #jira UE-30551.

	Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings.
	* The Name must be convertible to a string
	* The value must be convertible to a string via an AnalyticsConversion::ToString() overload.
	* Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more.

	Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of:
	    RecordEvent("EventName", MakeAnalyticsEventAttributeArray(
	        "Attr1", false,
	        "Attr2", 42.0,
	        "Attr3",  SomeMap,
	        "Attr4", SomeArray);

	#codereview:steve.robb,david.decker,sam.spiro
	SamS - you've been asking for better attribute conversion facilities for years. Finally got it, haha.
	SteveR - I only added copy/move ctors to FAnalyticsEventAttribute. Do I also need to explicitly add the copy/move assignment ops?
	DavidD - This will allow you to create attributes a lot more easily and efficiently now.
	#rb steve.robb,david.decker
	#tests orion editor runs

Change 2983702 on 2016/05/19 by Daniel.Lamb

	Renumbered cooking stats to be more correct
	#rb Wes.Hunt
	#test cook paragon.

Change 2983392 on 2016/05/19 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2983342

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2983391 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2982910 on 2016/05/18 by Marcus.Wassmer

	Don't fail entire deployments because obsolete manifest can't find the files to delete
	#rb none
	#codereview Peter.Sauerbrei
	#test none

Change 2982902 on 2016/05/18 by Marcus.Wassmer

	Disable HTTP networkfilesystem because it constantly crashes cookonthefly servers.  platform team is aware
	#rb none
	#test cookonthefly

Change 2982837 on 2016/05/18 by David.Ratti

	Spot merge safety check in ~FAgggregator. From BobT CL 2966255.

	#rb none
	#tests compile

Change 2982723 on 2016/05/18 by Wes.Hunt

	Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore. #jira UE-30559
	#rb none
	#tests none

Change 2982716 on 2016/05/18 by Wes.Hunt

	Remove Analytics code to divert legacy code to source data collector. #jira UE-27794
	#rb none
	#tests run orion editor

Change 2982707 on 2016/05/18 by Wes.Hunt

	AnalyticsET support for arbitrary Json events. #jira UE-30375
	* AnalyticsET supports a new API, RecordEventJson.
	* API supports rvalue refs to avoid unnecessary copies of the attribute array.
		/**
		 * Sends an event where each attribute value is expected to be a string-ified Json value.
		 * Meaning, each attribute value can be an integer, float, bool, string,
		 * arbitrarily complex Json array, or arbitrarily complex Json object.
		 *
		 * The main thing to remember is that if you pass a Json string as an attribute value, it is up to you to
		 * quote the string, as the string you pass is expected to be able to be pasted directly into a Json value. ie:
		 *
		 * {
		 *     "EventName": "MyStringEvent",
		 *     "IntAttr": 42                 <--- You simply pass this in as "42"
		 *     "StringAttr": "SomeString"    <--- You must pass SomeString as "\"SomeString\""
		 * }
		 *
		 * @param EventName			The name of the event.
		 * @param AttributesJson	array of key/value attribute pairs where each value is a Json value (pure Json strings mustbe quoted by the caller).
		 */
		virtual void RecordEventJson(const FString& EventName, TArray<FAnalyticsEventAttribute>&& AttributesJson) = 0;
	#codereview:david.decker
	#rb david.decker
	#tests run orion editor

Change 2982057 on 2016/05/18 by David.Ratti

	GameplayCue loading - fix issue where GCM would invoke fully loaded when there were still UGameplayCueNotify_Statics to be loaded.

	#rb Ori.Cohen
	#tests golden path

Change 2981943 on 2016/05/18 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 26.2 @ CL 2981896

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2981942 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2981812 on 2016/05/18 by Robert.Manuszewski

	Suspending thread heartbeat when a message box is being displayed. Fixes false positives in hand detection.

	#rb Steve.Robb
	#tests Cooked and launched win64 client and server

Change 2981718 on 2016/05/18 by Robert.Manuszewski

	Changed how suspending/resuming thread heartbeat works: it will no longer create a heartbeat for a thread that hasn't sent any heartbeats yet.

	Reimplementing CL #2951209 from Dev-Core

	#rb Steve.Robb
	#tests None

Change 2981108 on 2016/05/17 by Wes.Hunt

	Fix perfect forwarding constructor in CookStats stuff.
	#rb none
	#tests investigating assembly output of cook stats code.
	#codereview:daniel.lamb

Change 2981028 on 2016/05/17 by Nick.Atamas

	Fixing hittest grid with virtual cursor.
	We now prefer any directly hit-test widgets with higher layer ids to those discovered through a distance search.

	#rb none
	#test Game menus
	#codereview Cody.Haskell,Matt.Kuhlenschmidt,Sammy.James,Dan.Hertzka

Change 2980963 on 2016/05/17 by Marc.Audy

	Fix shadowed variable
	#rb None
	#tests Compile

Change 2980917 on 2016/05/17 by Daniel.Lamb

	Removed script packages from unable to find packages warning.
	#rb Andrew.Grant
	#test cook paragon

Change 2980838 on 2016/05/17 by Marc.Audy

	Shave some time out of UPlayerInput::ProcessInputStack
	#rb Michael.Noland
	#tests Input works, performance improvement

Change 2980710 on 2016/05/17 by Michael.Noland

	Engine: Added helpful comments to the LOD visualization colors
	#rn
	#rb david.ratti
	#tests none

Change 2980706 on 2016/05/17 by Michael.Noland

	Engine: Removed unused setting bAllowDebugViewmodesOnConsoles (replaced some time ago by r.ForceDebugViewModes)
	#rn
	#rb david.ratti
	#tests Ran a cooked build with only r.ForceDebugViewModes=1 and confirmed that debug view modes still worked

Change 2980703 on 2016/05/17 by Michael.Noland

	Blueprints: Added support for emitting the Blueprint Description as tooltip metadata for the compiled Blueprint class (displayed in class pickers, etc...)
	#rb david.ratti
	#tests Tested on a Blueprint in Paragon
	#codereview mike.beach
	#rn

Change 2980702 on 2016/05/17 by Michael.Noland

	Rendering: Added ProfileGPU to the console autocomplete list
	#rb david.ratti
	#tests Tried typing Profile in the console and verified that the completion worked and tooltip was displayed
	#rn

Change 2980697 on 2016/05/17 by Michael.Noland

	Landscape: Added a 'resource' name for landscape to improve display in the mesh summary list of ProfileGPU
	#codereview jack.porter
	#rb david.ratti
	#tests Used ProfileGPU while standing on some terrain
	#rn

Change 2980692 on 2016/05/17 by Michael.Noland

	Landscape: Added a scalability CVar for landscape LOD biasing (r.LandscapeLODBias)
	#codereview jack.porter
	#rb david.ratti
	#tests Ran around in Paragon with various r.LandscapeLODBias values
	#rn

Change 2980630 on 2016/05/17 by Daniel.Lamb

	Added more warnings to help track down crash in paragon cook.
	#rb Andrew.Grant
	#test cook orion

Change 2980585 on 2016/05/17 by Jamie.Dale

	Fixed an issue where the editable text caret could become invisible when using UI scaling

	It's now clamped to a min draw size of 1px.

	#jira OR-18524
	#rb none
	#tests Built and ran the game. Verified that the caret now appears where it didn't before.

Change 2979908 on 2016/05/16 by jason.bestimt

	#ORION_MAIN - Merge 26.2 @ CL 2979859

	#RB:none
	#Tests:none

	#CodeReview: jaymee.stanford

Change 2979472 on 2016/05/16 by Nick.Atamas

	Added support for not clearing the render target when rendering a widget.

	#rb Nick.Darnell
	#test PIE w/ minimap

Change 2979434 on 2016/05/16 by Dmitry.Rekman

	Server: Add reporting of frame time without sleep.

	- Also add NumClients to each event so it's easy to filter events that didn't have 10 clients.

	#rb none
	#tests Built Linux server, ran match on a compatible content.

Change 2979267 on 2016/05/16 by Dmitry.Rekman

	Improvements in server hitch hunting / alerting.

	- Add an analytics event for unplayable conditions.
	- Send % of frames we hitched and time we spent hitching.
	- Send more detail about the machine.

	#rb none
	#tests Built Linux server and Windows client, played a match.

Change 2979030 on 2016/05/16 by Andrew.Grant

	Added quick way to reasign GUIDs (-AssignNewMapGuids) to map objects
	#rb none
	#tests used in editor

Change 2978914 on 2016/05/16 by David.Ratti

	Fix issue causing gameplay cue parameters not properly being passed through in cases where GA adds/removes gameplay cue.

	#rb DanY
	#tests multi pie
	#codereview Dave.Ewing

Change 2978681 on 2016/05/16 by Martin.Wilson

	Performance improvements for recalc required bones, removed a lot of unneeded array iterating. Reduces cost to roughly 30% of original code.

	#rb Thomas.Sarkanen
	#tests PS4 games, ded server

Change 2978098 on 2016/05/15 by Andrew.Grant

	Clearer error message
	#rb none
	#tests ran game

Change 2977597 on 2016/05/13 by Olaf.Piesche

	Merging using //UE4/Dev-Rendering->//Orion/Dev-General; fixes for beam particle selection code

	#rb martin.mittring
	#tests PC editor game

Change 2977531 on 2016/05/13 by Daniel.Lamb

	Added cooking stat for PreSave callback.
	#rb Wes.Hunt
	#test cook paragon

Change 2977340 on 2016/05/13 by jason.bestimt

	#ORION_MAIN - Merge 26@ CL 2977290

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2977329 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 2977139 on 2016/05/13 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jon.lietz
	OR-20830 only allow the periodic effects from a gameplay volume trigger first application triggers on BeginOverlap and Enable volume.

	#RB DaveR
	#test tracked when the poinson from an active card is applied and not applied

	#ROBOMERGE-SOURCE: CL 2977135 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2976741 on 2016/05/13 by David.Ratti

	GameplayCues that are triggered off animation notifies on the non-primary mesh will now properly attach to that non primary mesh.

	#rb lietz
	#test pie, golden path

Change 2976715 on 2016/05/13 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Fix for bad merge
	#rb none
	#tests built automation

	#ROBOMERGE-SOURCE: CL 2976680 in //Orion/Release-0.26/... via CL 2976712 via CL 2976713 via CL 2976714
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2976679 on 2016/05/13 by Robert.Manuszewski

	Tweaks to DLL injection detection code

	#rb Steve.robb
	#tests cooked Win64 client

Change 2976670 on 2016/05/13 by Robert.Manuszewski

	UAT: Arxan upgrade to 3.9.1

	#rb Ben.Marsh
	#tests Win64 cooked client (test config)

Change 2976654 on 2016/05/13 by Graeme.Thornton

	Shadowed variable warning fix

	#rb none
	#tests compiled win64/ps4 client

Change 2976645 on 2016/05/13 by Graeme.Thornton

	Refactoring of resident mip calculations
	 - Cooker takes into account the same compression block thresholds that the runtime previously used
	 - Runtime doesn't attempt to calculate which mips to perma-load, but just looks at the ones whose bulk data is flagged as end-of-file or seperate-file

	#rb nick.penwarden
	#tests win64/ps4 client builds, golden path

[CL 3000872 by Andrew Grant in Main branch]
2016-06-04 01:20:53 -04:00
Marc Audy
ad1d2f130f Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2994668)
#lockdown Nick.Penwarden

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

Change 2967465 on 2016/05/05 by Marc.Audy

	Fix VS2015 shadow variables fixes

Change 2970637 on 2016/05/09 by Martin.Wilson

	Fix incorrect conflict resolve in merge from main

Change 2976393 on 2016/05/12 by Zak.Middleton

	#ue4 - Set AudioComponent bUseAttachParentBounds=true to reduce cost of transform updates (avoids virtual CalcBounds() when transform changes).

	#tests PIE w/ audio

Change 2976770 on 2016/05/13 by Lina.Halper

	Improvement on mirroring fix branch

	#code review: Zak.Middleton

Change 2976774 on 2016/05/13 by Lukasz.Furman

	fixed missing memory callbacks for instanced behavior tree nodes
	#jira UE-30305

Change 2976775 on 2016/05/13 by Lukasz.Furman

	fixed multiple calls to behavior tree's instance cleanup
	#jira UE-30593

Change 2976801 on 2016/05/13 by Jon.Nabozny

	Add an optional argument FSkeletalMeshMerge. When set to EMeshBufferAccess::ForceCPUAndGPU, keeps a reference to the vertex buffer on CPU (e.g. for spawning particle effects).

	#JIRA UE-30405

Change 2976985 on 2016/05/13 by Jon.Nabozny

	Fix initializer list ordering for FSkeletalMeshMerge.

Change 2977532 on 2016/05/13 by Marc.Audy

	PR #2348: [Local Multiplayer] Gamepad player assignment improvements (Contributed by kukiric)
	#jira UE-30162

Change 2977637 on 2016/05/13 by Marc.Audy

	Add Get/Set controller ID for a player in gameplay statics
	#jira UE-28718

Change 2979387 on 2016/05/16 by Jon.Nabozny

	Initialize FBox used to store results for CalculateQuatACF96Bounds.

	#JIRA UE-30846

Change 2979968 on 2016/05/17 by bruce.nesbit

	Added comment in FCanvasLineItem to warn only SE_BLEND_Opaque will be used when rendering.

Change 2979969 on 2016/05/17 by bruce.nesbit

	Added comment in AddLine/AddPoint to warn only SE_BLEND_Opaque will be used when rendering.

Change 2980271 on 2016/05/17 by Lina.Halper

	Improved comment

	#code review: Benn.Gallagher

Change 2980317 on 2016/05/17 by Lukasz.Furman

	removing NavCollision from static mesh on property change and PostLoad if static mesh is not supposed to have one
	#ue4

Change 2980717 on 2016/05/17 by Zak.Middleton

	#ue4 - Optimize UCapsuleComponent::CalcBounds() to remove sqrt and use tighter bounding sphere radius.

Change 2981193 on 2016/05/17 by Lukasz.Furman

	fixed missing observers in behavior tree when dynamic subtree is changed while waiting for full restart (out of nodes)
	#ue4

Change 2981927 on 2016/05/18 by Lina.Halper

	- Remove vertex animation code
	  - Removing UVertexAnimation
	  - Fixed reinitialization issue that was triggered by SetVertexAnimation

	- todo: consolidate UMorphtarget and UVertexAnimBase

	#code review: James.Golding, Martin.Wilson

Change 2981957 on 2016/05/18 by Lina.Halper

	Add recursive stack check on update animation

	#code review: Martin.Wilson

Change 2982116 on 2016/05/18 by Benn.Gallagher

	Removed optimize macros accidentally left after bounds extension feature for skel meshes

Change 2982255 on 2016/05/18 by Jon.Nabozny

	FSkeletalMeshMerge constructor "MeshBufferAccess" default should be EMeshBufferAccess:Default instead of EMeshBufferAccess::ForceCPUAndGPU.

Change 2982607 on 2016/05/18 by Marc.Audy

	Cleanup places calling GetWorld() multiple times

Change 2982621 on 2016/05/18 by Marc.Audy

	Make UActorComponent::GetWorld final and inlined to avoid unnecessary function calls
	Put uncached logic in to a separate function

Change 2983424 on 2016/05/19 by Marc.Audy

	Minor tweaks to reduce GetWorld calls

Change 2983465 on 2016/05/19 by Lina.Halper

	Combine VertexAnimBase and MorphTarget to just MorphTarget

	 - VertexAnimBase is gone
	 - Modified most of VertexAnim to MorphTarget
	 - Removed state, time related data

	#code review: James.Golding, Rolando.Caloca

Change 2983609 on 2016/05/19 by Marc.Audy

	Inline AActor::GetLevel
	Half GetWorld() calls from AActor::GetNetMode()

Change 2983772 on 2016/05/19 by Marc.Audy

	Fix Mac compile

Change 2983931 on 2016/05/19 by Marc.Audy

	Remove pointless AccelMouse function

Change 2984061 on 2016/05/19 by Marc.Audy

	Reorg some headers to fix compilation issues

Change 2984409 on 2016/05/19 by Aaron.McLeran

	#jira UE-31049 Updating the Oculus Audio SDK to vs 1.02

	Implementing 2984316 from Releases/4.12 to Dev-Framework

Change 2984574 on 2016/05/19 by Aaron.McLeran

	Fix for platform headroom scalar. Using correct dB to linear formula (not one for power)

	dB = 20 * log(Linear), not dB = 10 * log(Linear)

Change 2985041 on 2016/05/20 by Jon.Nabozny

	ConvertQueryOverlap only returns the base actor if multiple actors have bSimulatePhysics enabled and are welded together.

	#JIRA UE-30484

Change 2985118 on 2016/05/20 by Marc.Audy

	Another attempt to convince Mac to build

Change 2985192 on 2016/05/20 by Marc.Audy

	Properly forward declare ABrush

Change 2985724 on 2016/05/20 by Zak.Middleton

	#ue4 - Optimize NaN and Infinite checks for FVector, FQuat, FRotator, FMatrix, FTransform. SIMD version VectorContainsNaNOrInfinite() also optimized on relevant platforms. Added startup tests for VectorContainsNaNOrInfinite().

	- All our "ContainsNaN()" tests are in fact "IsNaN() || IsInfinite()", which is the same as "!IsFinite()", so exploited this to simplify the tests. Both NaN and +/-Inf are not finite (http://en.cppreference.com/w/cpp/numeric/math/isfinite). In the future we should rename ContainsNaN().
	- Still need to audit some uses in shipping configs.

	#jira UE-30999

Change 2986016 on 2016/05/20 by Zak.Middleton

	#ue4 - Fix uint32 used for int32 values. Behavior was unaffected.

Change 2986017 on 2016/05/20 by Zak.Middleton

	#ue4 - Fix overlaps being dropped from within a FScopedMoveUpdate when rotation occurs. Remove invalid assert.

Change 2986833 on 2016/05/23 by Zak.Middleton

	#ue4 - Move ETeleportType from ActorComponent.h to EngineTypes.h. Add comment to FHitResult for ImpactPoint when it's penetrating.

Change 2986916 on 2016/05/23 by Rolando.Caloca

	DF - GPU morph targets proof of concept
	- Disabled by default
	- Not compatible with gpu skin cache
	- No extra memory required yet until it's used; creates buffers per frame (very slow!)

Change 2987539 on 2016/05/23 by Rolando.Caloca

	DF - Remove unused member and downgrade FActiveMorphTarget to not be a USTRUCT

Change 2987981 on 2016/05/24 by James.Golding

	PR #2162 : Exported AAudioVolume so that projects can derive custom classes.
	https://github.com/EpicGames/UnrealEngine/pull/2162
	#github 2162
	#jira UE-28533

Change 2987982 on 2016/05/24 by James.Golding

	PR #2318 : Fix memory allocation in CustomMeshComponent.cpp
	https://github.com/EpicGames/UnrealEngine/pull/2318
	#github 2318
	#jira UE-29864

Change 2987983 on 2016/05/24 by James.Golding

	Merging engine changes back from GDC demo:
	- Export FFIRFilterTimeBased from Engine module
	- Add FFIRFilterTimeBased::SetWindowDuration
	- Add FBaseCompactPose::CopyBonesTo

Change 2987984 on 2016/05/24 by James.Golding

	UE-30137 No longer include collision in StatiMeshComponent bounds (bounds no longer user for any collision calculation)

Change 2987985 on 2016/05/24 by James.Golding

	UE-27801 Export ConvertToCollisionChannel, ConvertToObjectType, and ConvertToTraceType members of UCollisionProfile

Change 2987987 on 2016/05/24 by James.Golding

	OR-17910 : Support 'show collision' in Test configuration

Change 2988123 on 2016/05/24 by Jon.Nabozny

	Prevent FBodyInstance::Weld causing duplicate PhsyXShapes to be created / added to ShapeToBodiesMap when toggling SimulatePhysics on PrimitiveComponent.

	#JIRA UE-31189

Change 2988449 on 2016/05/24 by Rolando.Caloca

	DF - Split FActiveMorphTarget's weight into its own array in prep for GPU friendly data

Change 2988485 on 2016/05/24 by Jon.Nabozny

	Swap order of setRigidBodyFlag and setRigidDynamicFlag inside UpdateInstanceSimulatePhysics to prevent PhysX error about Kinematic bodies not using CCD.

	#JIRA UE-30993

Change 2988969 on 2016/05/24 by Rolando.Caloca

	DF - GPU morph targets
	- Enable using r.MorphTarget.Mode 1

Change 2989645 on 2016/05/25 by Marc.Audy

	Apply CL# 2989481 to Dev-Framework
	#jira UE-31055

Change 2989987 on 2016/05/25 by Wes.Hunt

	Redo of CL#2982707 2982716 2982723 2983780 2983864 from //Orion/Dev-General in preparation for continuing Analytics refactor in a Dev branch.

	AnalyticsET support for arbitrary Json events.
	* AnalyticsET supports a new API, RecordEventJson.
	* API supports rvalue refs to avoid unnecessary copies of the attribute array.
	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982707 by Wes.Hunt on 2016/05/18 17:22:20.

	Remove Analytics code to divert legacy code to source data collector.
	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982716 by Wes.Hunt on 2016/05/18 17:27:25.

	Analytics no longer adds IsEditor attribute to all events. Wasn't actually used by anyone anymore.
	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2982723 by Wes.Hunt on 2016/05/18 17:29:40.

	Modernize FAnalyticsEventAttribute usage.

	Replaced FAnalyticsEventAttribute various ctors with a perfect forwarding one that can convert them to strings.
	* The Name must be convertible to a string
	* The value must be convertible to a string via an AnalyticsConversion::ToString() overload.
	* Added/expanded the supported conversions to strings to analytics attribute values. See AnalyticsConversion.h which contains all the previously supported conversions and more.

	Added MakeAnalyticsEventAttributeArray(), which uses variadic templates to create an array of event attributes inline, which can be passed to RecordEvent[Json] and efficiently taken ownership of:
	    RecordEvent("EventName", MakeAnalyticsEventAttributeArray(
	        "Attr1", false,
	        "Attr2", 42.0,
	        "Attr3",  SomeMap,
	        "Attr4", SomeArray);

	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983780 by Wes.Hunt on 2016/05/19 13:51:48.

	Added missing assignment copy/move ops to FAnalyticsEventAttribute. Doh, should have looked at more usages of PLATFORM_COMPILER_HAS_DEFAULTED_FUNCTIONS...
	#AUTOMERGE using branch Orion-Dev-General-To-UE4-Dev-Framework of change#2983864 by Wes.Hunt on 2016/05/19 14:17:05.

Change 2989988 on 2016/05/25 by Wes.Hunt

	Fix usage of FAnalyticsEventAttribute constructor using a bitfield that was invalidated by the change to make FAnalyticsEventAttribute use a perfect forwarding constructor. bitfields cannot be perfect-forwarded... :(

Change 2990493 on 2016/05/25 by Joe.Graf

	Added tooltips to the collision analyzer's buttons

	#CodeReview: james.golding

Change 2991064 on 2016/05/26 by James.Golding

	- Remove many Animation headers from Engine.h
	- Remove AnimationAsset.h from SkeletalMeshComponent.h, Character.h, CharacterMovementComponent.h

Change 2991113 on 2016/05/26 by Benn.Gallagher

	Fixed edge case in random sequence player where we might trigger an extra loop when waiting on a blend to finish. And made it impossible for a shuffle list to start with the animation that is currently playing (seemingly duplicating the anim).

Change 2991163 on 2016/05/26 by Rolando.Caloca

	DF - Rename and refactor some morph target compute shader in prep for interop with skin cache

Change 2991167 on 2016/05/26 by Jon.Nabozny

	Add `#include "DataTable.h"` to GameplayTagsManager.h. FGameplayTagTableRow is derived from FTableRowBase which isn't necessarily included. This issue is hidden in most cases as "Engine.h" includes "DataTable.h".

Change 2991183 on 2016/05/26 by Wes.Hunt

	Disable general forwarding constructor for AnalyticsEventAttribute for non arithmetic types, so they are free to choose other overloads more appropriately.

Change 2991199 on 2016/05/26 by Wes.Hunt

	Drastically reducing the headers dependencies on analytics headers. Analytics headers no longer appear in PCH files, and rarely if ever appear in a header file.

	IAnalyticsProviderModule.h only touches 8 source files.
	Analytics.h only touches 8 source files.
	IAnalyticsProvider.h only touches 5 headers and 97 source files.
	AnalyticsET.h only touches 12 source files.

Change 2991301 on 2016/05/26 by James.Golding

	Fix CIS for Fortnite

Change 2991319 on 2016/05/26 by James.Golding

	Fix CIS for Orion

Change 2991373 on 2016/05/26 by Joe.Graf

	Tweaked the tooltip text for the collision analyzer record button to be correct for both states
	Added a common button style so that the buttons have a consistent look

	#CodeReview: james.golding

Change 2991401 on 2016/05/26 by James.Golding

	Fix UT CIS

Change 2991406 on 2016/05/26 by James.Golding

	Fix Ocean CIS

Change 2991491 on 2016/05/26 by Lina.Halper

	Moved MorphTarget.h

	- Checked in modified functions fo AnimationRuntime for other features coming up
	 - Should not change any behavior of existing content

	#code review: James.Golding, Rolando.Caloca

Change 2991494 on 2016/05/26 by Wes.Hunt

	Fix for Unity error in AnalyticsET module after hedaer dependency reduction

Change 2991503 on 2016/05/26 by Jon.Nabozny

	Fix issue where FConstraintInstance (inside UPhysicsConstraintComponent) is not editable in InstanceEditor but is editable in BlueprintEditor.

	#JIRA UE-31267

Change 2991562 on 2016/05/26 by Zak.Middleton

	#ue4 - Reduce allocations during movement and overlap queries and when grabbing shapes from physx actors.

Change 2991586 on 2016/05/26 by James.Golding

	More CIS fixes for Orion and Fortnite

Change 2991673 on 2016/05/26 by Wes.Hunt

	Another non-unity fix for Analytics include dependency reduction.

Change 2991733 on 2016/05/26 by Zak.Middleton

	#dev - Test map, 50 walking dudes.

Change 2991781 on 2016/05/26 by Lina.Halper

	Back out revision 15 from //UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/Animation/AnimationRuntime.cpp

	- Back out a part of changes that I didn't mean to check in.

Change 2991922 on 2016/05/26 by Zak.Middleton

	#ue4 - Maybe fix Mac build.

Change 2991957 on 2016/05/26 by Joe.Graf

	Fixed the collision analyzer file open text (said project instead of collision)

Change 2991991 on 2016/05/26 by Lina.Halper

	Fix compile error

Change 2992089 on 2016/05/26 by Zak.Middleton

	#ue4 - Fix Mac/PS4 build.

Change 2992108 on 2016/05/26 by Wes.Hunt

	Yet another non-unity fix for Analytics header inclusion reduction.

Change 2992190 on 2016/05/26 by Zak.Middleton

	#ue4 - Mark FHitResult, FOverlapResult, FOverlapInfo as POD types. Avoids destructors etc when in TArrays.

Change 2992593 on 2016/05/27 by Martin.Wilson

	Build fixes for non editor platforms

Change 2992885 on 2016/05/27 by Rolando.Caloca

	DF - Fix crash on thumbnails
	#jira UE-31398

Change 2993058 on 2016/05/27 by Lukasz.Furman

	fixed behavior tree getting stuck on ResumeLogic call
	#jira OR-22498

Change 2993064 on 2016/05/27 by Zak.Middleton

	#ue4 - Fix root motion network corrections not clearing root motion data.

	udn: https://udn.unrealengine.com/questions/294985/jittering-in-character-movement-during-networked-m.html
	#jira UE-31316

Change 2993215 on 2016/05/27 by Lukasz.Furman

	gameplay debugger fixes: navmesh rendering is not hidden after disabling tool, player stuck in spectator mode after disabling tool, confusing version description for categories without data packs
	added replicated input bindings for debugger's categories
	#ue4

Change 2993521 on 2016/05/27 by Zak.Middleton

	#ue4 - Reduce allocations in UI Canvas items.

Change 2993995 on 2016/05/30 by Mieszko.Zielinski

	Temporary fix for BBKeySelector not handling properly multiple UObject subtypes #UE4

	#jira UE-31435

Change 2993998 on 2016/05/30 by Mieszko.Zielinski

	Improves handling of a special case in EQS score normalization, where all items have the same score #UE4

	We used to set the normalized score of 1 for all items, which was counter intuitive if all items have scored 0 in an unnormalized test. The improve handling detects that and assigns score of 0 in that case.

Change 2993999 on 2016/05/30 by Mieszko.Zielinski

	Fixed FEQSParametrizedQueryExecutionRequest converting non-BB values into EQS params wrong #UE4

Change 2994000 on 2016/05/30 by Mieszko.Zielinski

	Exposed UNavigationInvokerComponent as part of ENGINE_API so that it can be spawned procedurally in C++ in game specific code #UE4

Change 2994003 on 2016/05/30 by Mieszko.Zielinski

	Fixed naming of console variable controllin v-logging of FGameplayAttribute #UE4

	The old name was copy-pasted from somewhere.

Change 2994007 on 2016/05/30 by Mieszko.Zielinski

	Fixed unregistering listeners from perception system not clearing up all data #UE4

	Also, introduced two precisely named functions, GetCurrentlyPerceivedActors and GetKnownPerceivedActors to replace ambiguous GetPerceivedActors
	Also, renamed UAIPerceptionComponent::TActorPerceptionContainer to UAIPerceptionComponent::FActorPerceptionContainer

Change 2994475 on 2016/05/31 by Wes.Hunt

	Fix Unity build failure for analytics inclusion reduction for IOSFlurry.

[CL 2994701 by Marc Audy in Main branch]
2016-05-31 13:51:34 -04:00
Andrew Grant
5b1ede0851 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2934481)
#lockdown Nick.Penwarden

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

Change 2934326 on 2016/04/05 by Andrew.Grant

	Modified row-error message for easier clarity of culprit.
	#rb #tests none

Change 2934266 on 2016/04/05 by Leslie.Nivison

	Adding .tps files
	#rb none
	#test none

Change 2934151 on 2016/04/05 by Andrew.Grant

	Fix for lightmass compilation with VS2015 update 2
	#rb #tests none

Change 2934101 on 2016/04/05 by Leslie.Nivison

	Moving .tps to build.cs location
	#rb none
	#test none

Change 2934095 on 2016/04/05 by Leslie.Nivison

	Adding .tps files
	#rb none
	#test none

Change 2934039 on 2016/04/05 by Aaron.McLeran

	OR-19011 Implementing CL 2933664 into //Orion/Dev-General/

	#codereview Michael.Trepka
	#rb Michael.Trepka
	#tests compile and run orion

Change 2934004 on 2016/04/05 by Bart.Bressler

	- Fix issue with ability widgets always showing as unactivatable in Replays
	- Fix issue with exhaust gameplay tag always triggering when jumping back in replays if the followed player was travelling at the time

	#rb cody.haskell
	#tests recorded replay, and viewed on PC

Change 2933997 on 2016/04/05 by Marc.Audy

	Don't use ranged-for iterator for Actors since (bad) user content could spawn a new actor from an component unregister event
	#jira OR-19021
	#rb none
	#tests compiles

Change 2933808 on 2016/04/05 by Ben.Marsh

	BuildGraph: Include the group name in the telemetry data for each job step.

Change 2933774 on 2016/04/05 by Ben.Marsh

	BuildGraph: Store node dependencies on each step in telemetry data, rather than on the job. Makes it easier to split out.

Change 2933724 on 2016/04/05 by Dan.Youhon

	Add horizontal location offsets to MoveToActor root motion force along with several OffsetAlignment modes (from target to source, target actor forward, world space)
	- Hooked up to Sword Ultimate, updated Muriel's Ultimate with new offset settings

	#rb None
	#tests MultiPIE
	#codereview Andrew.Bains

Change 2933700 on 2016/04/05 by Alexis.Matte

	Fix the bind T0 ref pose

	#code review: lina.halper, nick.darnell
	#rb: lina.halper
	#tests: import pyro fbx with bindT0RefPose option to true and make sure the result show the gobelin over the dynosaurus

Change 2933667 on 2016/04/05 by Ben.Marsh

	BuildGraph: Include dependency information in stream telemetry, so we can calculate critical path in the dashboard.

Change 2933655 on 2016/04/05 by Alexis.Matte

	Back out changelist 2933558

	because integration can be problematic, this change will be redone manually

	#code review: lina.halper, nick.darnell
	#rb: lina.halper
	#tests: none

Change 2933558 on 2016/04/05 by Alexis.Matte

	Merging using Dev-Editor_to_Orion_Dev-General

	Fix the bind T0 ref pose

	#code review: lina.halper, nick.darnell
	#rb: lina.halper
	#tests: import pyro fbx with bindT0RefPose option to true and make sure the result show the gobelin over the dynosaurus

Change 2933539 on 2016/04/05 by Ben.Marsh

	BuildGraph: Add tooltip for a job's start time in the dashboard.

	#codereview Andrew.Grant

Change 2933156 on 2016/04/05 by Ben.Marsh

	BuildGraph: Set up email notifications for new build system, and add an optional "NotifyOnWarnings" attribute to nodes to disable spam for localization and cooks. Will re-enable for cooks once we have the ability to include non-coders.

	#rb none
	#tests exported job definition for nightly build and verified recipients list

Change 2933095 on 2016/04/05 by Alexis.Matte

	Merging using Dev-Editor_to_Orion_Dev-General

	Fix the skinxx workflow

	#code review: lina.halper, nick.darnell
	#rb: lina.halper

[CL 2935407 by Andrew Grant in Main branch]
2016-04-06 15:34:41 -04:00
Matthew Griffin
bdd611cee2 Merging //UE4/Release-4.11 to //UE4/Main (Up to CL#2897738)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2875445 on 2016/02/22 by Matthew.Griffin

	Added UE4.natvis to Visual Studio Projects

	#jira UE-27153

Change 2875456 on 2016/02/22 by Keith.Judge

	Fix custom stencil shaders on Xbox One

	#jira UES-1387

Change 2875524 on 2016/02/22 by Robert.Manuszewski

	More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails.

	#jira UE-20945

Change 2875698 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Add new bool for RHIs (unused currently)
	#jira UE-24967

Change 2875897 on 2016/02/22 by Taizyd.Korambayil

	#jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights

Change 2875922 on 2016/02/22 by Mieszko.Zielinski

	Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4

	#jira UE-25034
	#rb Lukasz.Furman

Change 2875960 on 2016/02/22 by Michael.Trepka

	Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking

	#jira UE-21895

Change 2875984 on 2016/02/22 by Michael.Schoell

	Split output struct pins will no longer give a warning about override pins being removed.

	#jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed.

Change 2876169 on 2016/02/22 by Ben.Marsh

	Changes to support building UHT plugins with the binary release.

	* Add source code and target files for UHT to binary distribution
	* Fix UBT deleting build products if we're only compiling a single module.
	* Fix UBT exception setting up compile environment when a module doesn't have any source files set to build.
	* Include DLL import libraries for UHT in the build
	* Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins.

Change 2876219 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Integration from 2874609
	#jira UE-24967
	PC: Update D3D12 RHI
	- Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback
	- Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle
	- Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU.
	- Disable API shader blobs
	- Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios
	- Pool Fences to prevent creation and destruction every frame when using Async Compute
	- Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView

Change 2876232 on 2016/02/22 by Rolando.Caloca

	UE4.11 - Integration from 2876173
	#jira UE-24967
	PC: Update D3D12 RHI

	- Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used.

	- Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue.

	- Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo()

Change 2876366 on 2016/02/22 by Douglas.Copeland

	Adding Skeletal Meshes for Import Test Case
	#jira UE-24473

Change 2876401 on 2016/02/22 by Peter.Sauerbrei

	fix for WindowsClient build from UFE and Project Launcher
	#jira UE-23897

Change 2876456 on 2016/02/22 by Ben.Marsh

	Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>.

Change 2876507 on 2016/02/22 by Nick.Shin

	use HOME (osx) and USERPROFILE (windows) on appropriate target platform

	#jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5

Change 2876537 on 2016/02/22 by Dan.Oconnor

	Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497
	#jira UE-24891

Change 2876545 on 2016/02/22 by Chad.Taylor

	SteamVR camera late-update fix

	#jira UE-27254

Change 2876825 on 2016/02/22 by Dan.Oconnor

	Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing.
	#jira UE-25956

Change 2876878 on 2016/02/22 by Nick.Whiting

	PSVR HMD Server support

	#jira UE-27262

[CL 2905127 by Matthew Griffin in Main branch]
2016-03-11 09:55:03 -05:00
Andrew Grant
a572d8e23f Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2870388)
#lockdown Nick.Penwarden

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

Change 2870336 on 2016/02/17 by Marc.Audy

	Continued splitting up Orion Build
	* Restructure from platform based MakeBuild steps in to a PS4, Server, and Windows Client MakeBuild
	* Cook server data only once for both Windows and Linux (windows reuses Linux server data)
	* Split compilation of Win64 Client and Server such that MakeBuild_Server only builds Server and MakeBuild_WindowsClient only builds Client
	#jira UEB-580
	#rb Ben.Marsh
	#tests Preflight and generated Windows Client and Server work to play game

Change 2870026 on 2016/02/17 by Wes.Hunt

	Don't allow array shrinking when removing the corruption wrapper trailer.
	#rb none
	Updating CIS Counter

Change 2869725 on 2016/02/17 by Dmitry.Rekman

	More analytics and QoS stats added for 0.19.

	#rb none
	#tests Ran Windows client and Linux server on compatible content.

Change 2869705 on 2016/02/16 by Ryan.Gerleve

	Fix replicated properties and call RepNotifies of startup actors when scrubbing in replays.
	This is the engine support for fixing OR-6817, towers not respawning when rewinding replays.

	#rb john.pollard
	#tests golden path, replays, ps4 nomcp

Change 2869644 on 2016/02/16 by Jason.Bestimt

	#ORION_DEV - Merge MAIN (0.18) at CL# 2869635

	#Tests:none
	#RB:none

Change 2869586 on 2016/02/16 by Marcus.Wassmer

	Fix texturestreaming RHI flushes.
	#rb none
	#test goldenpath
	#codereview Gil.Gribb

Change 2869279 on 2016/02/16 by Lukasz.Furman

	fixed minion hit reaction directions
	#orion OR-13953
	#rb Mieszko.Zielinski
	#tests PIE: hit minions with various abilities from different angles, checked velocity of death particles when killed by abilities and towers
	#codereview Dan.Youhon

Change 2869277 on 2016/02/16 by Wes.Hunt

	During cook, when a package is not ready to save, actually early out of the saving code. Saves somewhere in the 130s to 200s range for cooks.
	#rb daniel.lamb
	#tests local windows cooks, preflight PS4 cooks

Change 2869132 on 2016/02/16 by Mieszko.Zielinski

	Added a function to AISenseConfig allowing native-code MaxAge configuration #UE4

	#rb Lukasz.Furman
	#test none required

Change 2868981 on 2016/02/16 by Wes.Hunt

	remove -LogCookStats cmdline check, always log cook stats. -SendCookAnalytics flag is still used.
	This was requested by NickP.
	#rb none
	#tests local windows cooks

Change 2868975 on 2016/02/16 by Wes.Hunt

	Don't submit DDC usage stats for zero-sized events.
	#rb none
	#tests local windows cook

Change 2868956 on 2016/02/16 by Jason.Bestimt

	#ORION_DEV - Merge MAIN (0.18) at CL# 2868926

	#RB:none
	#Tests:none

Change 2868889 on 2016/02/16 by Max.Chen

	Sequencer: Only allow transport control binding when editing level editor sequencers.

	#rb none
	#tests none

Change 2868663 on 2016/02/16 by David.Ratti

	downgrade warning to display

	#rb none
	#tests compile

Change 2868624 on 2016/02/16 by Marcus.Wassmer

	Re-Enable Defrag validation for devgeneral
	#rb none
	#test none

Change 2868493 on 2016/02/16 by Benn.Gallagher

	Added a few more stats to morph target updates to try and narrow down hitches
	#rb Bruce.Nesbit
	#tests pie, -game Win64

Change 2868445 on 2016/02/16 by Dmitry.Rekman

	Linux: report crashes due to stack overflow (OR-14519).

	- Reserve memory for alternative stack for signal handlers. Adds about 128KB memory per thread.
	- Force process spawning to use vfork() when no pipes are needed.
	- Ignore all signals except explicitly handled.
	- Prevent signals from being raised while another one is handled.
	- Added "debug threadrecurse" and "debug threadstackoverflow" to test that.

[CL 2873763 by Andrew Grant in Main branch]
2016-02-19 12:03:17 -05:00
Andrew Grant
98ee5066e7 Copying //UE4/Orion-Staging to //UE4/Main (Origin //Orion/Dev-General @ 2861092)
#lockdown Nick.Penwarden

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

Change 2861045 on 2016/02/09 by Marcus.Wassmer

	Fix debug editor crash from async compute creating commands when it shouldn't.
	#rb none
	#test debug editor

Change 2861030 on 2016/02/09 by Michael.Noland

	Engine: Added support for debugging safe zones (visualization on any platform and simulation on platforms that don't natively provide safe zone information)

	r.DebugSafeZone.Mode controls the debug visualization overlay (0..2, default 0)
	- 0: Do not display the safe zone overlay
	- 1: Display the overlay for the title safe zone
	- 2: Display the overlay for the action safe zone

	r.DebugSafeZone.OverlayAlpha controls how opaque the debug visualization overlay is (0..1, default 0.3)

	On platforms that don't natively support safe zones, you can simulate a safe zone for quick/easy testing in the editor:
	- r.DebugSafeZone.TitleRatio controls the title safe zone margins returned in FDisplayMetrics
	- r.DebugActionZone.ActionRatio controls the action safe zone margins returned in FDisplayMetrics
	- These both range from 0..1, and default to 1 indicating 100% of the display is safe. A typical test value would be 0.9

	#codereview josh.adams
	#rb marcus.wassmer
	#tests Tested on Win64 uncooked and PS4 cooked (front-end and game)

Change 2860923 on 2016/02/09 by Andrew.Grant

	Fix client warning about HTTPChunkInstaller module not existing
	#rb none
	#tests ran Win64 client

Change 2860852 on 2016/02/09 by Daniel.Wright

	Fixed crash enabling capsule direct shadows in BP
	#rb Nick.Penwarden
	#tests Editor

Change 2860842 on 2016/02/09 by Marcus.Wassmer

	MallocLeakDetection proxy
	#rb Steve.Robb
	#test PS4/PC testing all commands.

Change 2860744 on 2016/02/09 by Josh.Markiewicz

	#UE4 - fixed possible crash when refresh auth with invalid response
	#rb sam.zamani
	#tests login flow
	#codereview justin.sargent, joe.wilcox, pter.knepley, ben.zeigler

Change 2860739 on 2016/02/09 by Laurent.Delayen

	Sync Markers
	- Reset SyncGroups every frame.
	- ::GetSyncGroupPosition() makes sure there is a valid MarkerSyncContext.

	=> Fixes SyncGroup returning 'valid' positions for TransitionLeaders that were not in between sync markers.

	#rb martin.wilson
	#codereview lina.halper
	#tests new riftmage and kurohane networked in PIE

Change 2860736 on 2016/02/09 by Daniel.Lamb

	Fixed issue with iterative cook on the fly invalidating cooked content all the time.
	#rb Marcus.Wassmer
	#test Cook on the fly iterative ps4

Change 2860598 on 2016/02/09 by Joe.Graf

	Simple log category change to match existing log messages in LoadMap

	#rb: n/a
	#test: loading, cooking, game

Change 2860559 on 2016/02/09 by Zak.Middleton

	#orion - Add flag to AIController to control whether it copies the Pawn rotation to ControlRotation if there is no focus point.

	#rb Lukasz.Furman
	#tests PIE ded server AI with lanes

Change 2860462 on 2016/02/09 by Marc.Audy

	Build system improvements
	* Added details to Empty manifest file save error
	* Removed redundent pseudo-dependencies from -showdependency output
	* Monolithic Kinds now a set and branch hacker can specify kind not to build
	#rb Ben.Marsh
	#tests Preflight

Change 2860434 on 2016/02/09 by David.Ratti

	NaN checks:
	-Targeting mode checks in orion code
	-Changed the AActor::SetTransform NaN check so that the logging is included in the NaN ensure (rather than getting cut off from the log afterwards).

	#rb FrankG
	#tests golden path vs bots

Change 2860390 on 2016/02/09 by Michael.Trepka

	Adjust 3D rendering resolution so that it stays approximately the same when user switches display modes

	#rb none
	#tests Tested editor build on PC

Change 2860364 on 2016/02/09 by Justin.Sargent

	Removed unused editor-only functions causing compiler errors when compiling the game.

	#rb keli
	#tests none

Change 2860242 on 2016/02/09 by Justin.Sargent

	Made a number of DialogueWave quality of life improvements to the editor and specifically SoundCue editing.

	New right-click option on SoundWaves to create a DialogueWave

[CL 2863630 by Andrew Grant in Main branch]
2016-02-11 14:39:50 -05:00
Andrew Grant
2084c03863 Copying //UE4/Orion-Staging to //UE4/Main (//Orion/Dev-General @ 2855324)
#lockdown Nick.Penwarden

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

Change 2855265 on 2016/02/03 by Max.Chen

	Sequencer: Release track editors when destroying sequencer

	#jira UE-26423

Change 2855247 on 2016/02/03 by Max.Chen

	PlacementMode: Null factory check in constructor to fix cooking.

	#codereview andrew.rodham
	#rb andrew.rodham
	#jira UE-26412

ChangeChange 2855116 on 2016/02/03 by Michael.Noland

	[AUTOMERGE]

	PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime
	PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1

	Merging CL# 2854751 and 2852176 by way of 2855100

	#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1
	#rb dave.ratti
	#lockdown andrew.grant

	--------
	Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2855109 by Michael.Noland on 2016/02/03 20:59:51.

Change 2855109 on 2016/02/03 by Michael.Noland

	PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime
	PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1

	Merging CL# 2854751 and 2852176 by way of 2855100

	#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1
	#rb dave.ratti
	#lockdown andrew.grant

Change 2855100 on 2016/02/03 by Michael.Noland

	PS4: Added a log statement when the gap between SubmitDone calls exceeds 2 seconds and removed a duplicate call to set the LastSubmitDoneTime
	PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1

	Merging CL# 2854751 and 2852176 using //Orion/Release-Next_to_//Orion/Release-Live

	#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1
	#rb dave.ratti
	#lockdown andrew.grant

ChangeChangeChangeChangeChange 2854825 on 2016/02/03 by Zabir.Hoque

	Harden MaterialParameterCollection from ending up with duplicate parameter names of GUIDs.

	#Tests: Ran debug editor, create materail param collection with >500 elements. Still only ~18ms. Used param in shader.
	#RB: Daniel.Wright
	#CodeReview: Daniel.Wright, Gil.Gribb, Rolando.Caloca, Marcus.Wassmer

Change 2854788 on 2016/02/03 by Josh.Markiewicz

	#UE4 - JsonObjectConverter changes
	- added the ability for a UStruct to emit json as a string if type traits are setup with ExportTextItem / ImportTextItem
	- allows the UStruct to convert to json as something other than FJsonValueObject
	-- things like FColor, FDateTime but they are already handled differently
	- checked for possible change in existing behavior, no classes currently use type traits for this that aren't handled special already
	- FUniqueNetIdRepl can now convert to/from json as a string
	#rb david.nikdel
	#codereview ben.zeigler, sam.zamani, david.nikdel, paul.moore
	#tests various online tests connecting to servers, etc

Change 2854751 on 2016/02/03 by Michael.Noland

	PS4: Fixed a bogus log statement when PS4_GNM_SLOW_FRAME_DEBUGGING=1
	#rb dave.ratti
	#lockdown andrew.grant
	#tests Tested on PS4 with PS4_GNM_SLOW_FRAME_DEBUGGING=1

ChangeChange 2854712 on 2016/02/03 by Josh.Markiewicz

	#UE4 - added some json compatibility features to FUniqueNetIdRepl struct
	- ImportTextItem
	- To/FromJson
	#rb david.nikdel
	#codereview none
	#tests various online features, additional unit tests added to class

Change 2854696 on 2016/02/03 by Dmitry.Rekman

	Making Memprofiler usable (by MichaelN).

	#rb Zak.Middleton (who I got the shelved CL # from)
	#codereview Michael.Noland, Zak.Middleton, Bob.Tellez
	#tests Used Memprofiler on a number of captures.

ChangeChange 2854536 on 2016/02/03 by John.Pollard

	Add event groups as users to replay, so we can quickly find replays with certain events types in them

	#rb RyanG
	#tests Replays and events

	Merging using OrionDevGeneral->ReleaseCandidate

Change 2854526 on 2016/02/03 by John.Pollard

	Add support for getting replay id

	#rb RyanG
	#tests Replays

	Merging using OrionDevGeneral->ReleaseCandidate

Change 2854522 on 2016/02/03 by John.Pollard

	Support setting string values in perf counters through the perf  counters helper class.

	#rb none
	#tests Client/Server match

[CL 2856676 by Andrew Grant in Main branch]
2016-02-04 23:40:42 -05:00
Andrew Grant
13a9fa2498 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2845681)
#lockdown Nick.Penwarden

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

Change 2845644 on 2016/01/27 by Martin.Wilson

	Clear marker sync flag after creating tick record, add more information to checks incase issue occurs again

	#Jira OR-13469
	#rb Thomas.Sarkanen
	#tests in editor tests, bot match.

Change 2845613 on 2016/01/27 by John.Pollard

	Latest network profiler binaries

	#rb none
	#tests run profiler

Change 2845595 on 2016/01/27 by Mieszko.Zielinski

	Fixed pathfollowing's block detection using wrong distance when testing for blockage #UE4

	#rb Lukasz.Furman
	#test golden path

Change 2845593 on 2016/01/27 by Jeff.Farris

	Added support for setting and choosing filmbacks and lenses for cinematic cameras.
	- New CineCameraComponent and CineCameraActor classes
	- can define filmback and lens presets via ini file
	- details customizations for filmback and lens selection
	- added prototype set of filmbacks and lenses (primes and zooms)
	- Camera details customization now gracefully handles when CameraSettings category is hidden
	- example sequencer usage is content/developers/jeff.farris/CineCams/CineCamTestMap

	#rb none
	#tests editor

Change 2845585 on 2016/01/27 by Marcus.Wassmer

	Don't fool with connected state if we're early outing from the OS intercepting controller events.  This fixes some missing delegates.
	Fixes cert bug about controller disconnect screen staying up permanently
	#rb Cody.Haskell
	#test Turning off controller, turning on again.
	#lockdown Andrew.Grant

Change 2845528 on 2016/01/27 by Max.Chen

	Sequencer: Fix new spawnables not immediately getting an object binding. This was resulted in a missing +Track->Animation when first creating a spawnable and duplicate transform keys.

	#jira UE-26084
	#tests Add spawnable, +Track->Animation exists
	#rb none

Change 2845483 on 2016/01/27 by Andrew.Rodham

	Sequencer: Fixed MaximizedViewport not getting cleared/restored correctly
	#jria UE-26016
	#rb Max.Chen
	#tests Tested the viewports

Change 2845421 on 2016/01/27 by Max.Preussner

	Sequencer: Implemented go-to feature

	#RB max.chen
	#TESTS Editor

Change 2845407 on 2016/01/27 by Max.Preussner

	Sequencer: Moved SetViewRange() into ISequencer and made it public

	#RB max.chen
	#TESTS none

Change 2845404 on 2016/01/27 by Andrew.Rodham

	Sequencer: Fixed cinematic viewport not updating when dragging transport range
	#jira UE-26003
	#rb Max.Chen
	#tests Scrubbed the timeline

Change 2845396 on 2016/01/27 by David.Nikdel

	#OSS #Purchase #Store #PS4
	- Minor log cleanup
	#RB: none
	#TESTS: compiles

Change 2845375 on 2016/01/27 by Max.Chen

	Sequencer: Implement cinematic shot track thumbnails.

	#jira UE-25125
	#tests Rebuild the trailer with the cinematic shot track
	#rb none

Change 2845359 on 2016/01/27 by Marcus.Wassmer

	Downgrade some checks to ensures.
	#rb none
	#test ps4

Change 2845347 on 2016/01/27 by Nicholas.Davies

	Remove unused EditorStyle dependency from Social. It is not being used, and causes issues for the engine team.
	#RB Antony.Carter
	#TESTS n/a
	#codereview Robert.Manuszewski

Change 2845227 on 2016/01/27 by Robert.Manuszewski

	Adding flags to create callstack map files when building Arxan protection

	#rb none
	#tests Built arxan exe

Change 2844871 on 2016/01/26 by Andrew.Grant

	Prevent enums from being regenerated while cooking (prevents false-positive warning about FText's being regenerated)
	#rb none
	#tests ran editor

[CL 2847722 by Andrew Grant in Main branch]
2016-01-28 16:03:26 -05:00
Robert Manuszewski
18e2561ceb Copying //UE4/Dev-Core to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2836261 on 2016/01/20 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Flush FAsyncPackage cache after pre-load to reduce peak memory usage when async loading (5.5-10x).

Change 2828630 on 2016/01/14 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Adding debug code to catch memory stomps in the async loading buffers that's independent from mallocstomp allocator. Changed the signature of PageProtect functions to be able to read-only protect memory.

Change 2816129 on 2016/01/05 by Steve.Robb@Dev-Core

	Fixes for Realloc and alignment logic which caused redundant reallocations and incorrect binning.

Change 2821054 on 2016/01/08 by Steve.Robb@Dev-Core

	Further Realloc savings when realigning within a block.

Change 2806820 on 2015/12/17 by Steve.Robb@Dev-Core

	New AlignDown function, like Align, but which rounds a value/pointer down to the next alignment instead of up.

Change 2806816 on 2015/12/17 by Steve.Robb@Dev-Core

	Sort UHT modules by type to improve iteration times in conjunction with makefiles.

Change 2823235 on 2016/01/11 by Steve.Robb@Dev-Core

	UHT error messages about missing GENERATED_BODY() macros updated to represent intended use.

Change 2806815 on 2015/12/17 by Steve.Robb@Dev-Core

	Module types split into Game and Engine runtime versions.

Change 2833809 on 2016/01/19 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	StaticLoadObject will now respect LOAD_NoRedirects flag.

Change 2811194 on 2015/12/22 by Bob.Tellez@Z2434_DevCore

	#UE4 Prevent loading packages that have a newer LegacyFileVersion since serialization for FCustomVersion is not forward compatible. UE-24443

Change 2806818 on 2015/12/17 by Steve.Robb@Dev-Core

	Removal of stats from MallocBinned2, to be readded later.

Change 2807069 on 2015/12/17 by Steve.Robb@Dev-Core

	Clarification of some bucket hashing terminology.

Change 2815117 on 2016/01/04 by Steve.Robb@Dev-Core

	Fix for a missing root build path on game modules.

Change 2815673 on 2016/01/05 by Steve.Robb@Dev-Core

	Move FMalloc verification into a proxy object.

Change 2822873 on 2016/01/11 by Steve.Robb@Dev-Core

	Fixes to off-by-one errors and removal of BinnedSizeLimit (assumed to be the same as MAX_POOLED_ALLOCATION_SIZE after OBO fix).

Change 2822923 on 2016/01/11 by Steve.Robb@Dev-Core

	Simplification of MemSizeToPoolTable indexing.

Change 2824974 on 2016/01/12 by Steve.Robb@Dev-Core

	Assert fixed.
	AllocateBlockFromPool's return value made debuggable.

Change 2825241 on 2016/01/12 by Steve.Robb@Dev-Core

	UHT now returns an error code on a warning when -warningsaserrors is specified.

Change 2825291 on 2016/01/12 by Steve.Robb@Dev-Core

	WarningsAsErrors enabled on UHT, after disabling the hardcoded behavior in CL# 2825241.

Change 2829846 on 2016/01/15 by Steve.Robb@Dev-Core

	GitHub #1938 - wrong Max value of enum is used during net serialization

Change 2829914 on 2016/01/15 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Reduce the amount of memory allocated for async cache buffers when guarding against memory stomps.

Change 2829988 on 2016/01/15 by Steve.Robb@Dev-Core

	Generalized large pool allocations.
	More redundancy removed.

Change 2831935 on 2016/01/18 by Chris.Wood@Chris.Wood.StreamB

	Added UserActivity property to crash description in CRP and CR website.
	[OR-12043] - Phone Home where crashes occur - pass context info to Crash Reporter

	DB column added to db-09 by ColinR matching this change.
	Published to server on Jan 18th 2016

Change 2834003 on 2016/01/19 by Chris.Wood@Chris.Wood.StreamB

	Added Linux to normal callstack parsing code on CR website
	[UE-25527] - Linux CrashReporter is missing information

	Published to server on Jan 19th 2016

Change 2835466 on 2016/01/20 by Joe.Conley@Joe.Conley_EGJWD5708_Dev-Core-Minimal

	Fix issue for cancelling package loads when there are still packages queued.  Call their PackageLoadedDelegate with a "Cancelled" result.

	Should solve remaining issue with UE-24062 - "Calling CancelAsyncLoading triggers an assert in FAsyncPackage::DetachLinker()"
	- (ULevelStreaming::AsyncLevelLoadComplete was not being called if packages were still queued when cancel was issued)

Change 2836803 on 2016/01/20 by Chris.Wood@Chris.Wood.StreamB

	CrashReportWebsite - fix exception thrown when parsing certain callstack formats

Change 2837952 on 2016/01/21 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

	Changing FAsyncIORequest to be stored as reference when cancelling IO requests to improve performance.

Change 2838289 on 2016/01/21 by Robert.Manuszewski@Robert.Manuszewski_NCL_Stream1

[CL 2845588 by Robert Manuszewski in Main branch]
2016-01-27 12:09:53 -05:00
Bob Tellez
b51555abf7 Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden

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

Change 2806454 on 2015/12/16 by Bob.Tellez

	#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.

	#rb Ben.Zeigler

	#codereview Dmitry.Rekman

Change 2805502 on 2015/12/16 by Ben.Zeigler

	#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
	As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
	#codereview mike.beach, bob.tellez

Change 2805288 on 2015/12/16 by David.Nikdel

	#HTTP #HttpRetry
	- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
	- Changed HTTP retry logic a little bit
	  * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
	  * If a response was not received and we did not send a full request, automatically retry
	  * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
	- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
	  * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
	  * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
	- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
	  * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
	#RB: Sam.Zamani
	#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
	#Fixes: FORT-17804

Change 2803864 on 2015/12/15 by Bob.Tellez

	#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.

	#rb Dmitry.Rekman

	#codereview Nick.Darnell

Change 2803677 on 2015/12/15 by Billy.Bramer

	- Expose equality and inequality operators for gameplay attributes

	#rb Todd.Eckert

Change 2802881 on 2015/12/14 by Bob.Tellez

	#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.

	#rb Phillip.Kavan, Maciej.Mroz

	#codereview Phillip.Kavan, Maciej.Mroz

Change 2801636 on 2015/12/14 by Bob.Tellez

	#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.

	#codereview Graeme.Thornton

Change 2800400 on 2015/12/11 by Jonathan.Lindquist

	Submitting a new Pivot Painter Edition
	- now renders to textures
	- improved workflow
	- greater capabilities

Change 2799579 on 2015/12/11 by John.Abercrombie

	[AUTOMERGE]

	Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4

	Fixes FORT-18649 - Patrols don't spawn consistently
	- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire

	#rb me (this code was written by MieszkoZ)
	(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)

	--------
	Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.

Change 2799018 on 2015/12/10 by Bob.Tellez

	#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.

	#rb Fred.Kimberley

	#codereview Peter.Knepley

Change 2798926 on 2015/12/10 by Bob.Tellez

	#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.

	#jira FORT-18514

	#codereview Martin.Mittring

Change 2797758 on 2015/12/10 by Mark.Satterthwaite

	Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.

Change 2781204 on 2015/11/25 by Dmitry.Rekman

	Linux: use jemalloc by default if available.

	- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.

	#rb Bob.Tellez
	#codereview Bob.Tellez, Ben.Zeigler

Change 2779398 on 2015/11/24 by Mark.Satterthwaite

	Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Andrew Grant
c0452957a1 Merging latest engine code from Orion via //depot/UE4-To-//UE4/Main
[CL 2744667 by Andrew Grant in Main branch]
2015-10-28 08:58:16 -04:00
Jaroslaw Surowiec
e2390285a6 CrashReport-Client - Crash fix when there is no crash in the queue
[CL 2706009 by Jaroslaw Surowiec in Main branch]
2015-09-25 07:47:21 -04:00
Jaroslaw Surowiec
06140c84ae CrashReport-Client - Fixes for Mac
[CL 2701116 by Jaroslaw Surowiec in Main branch]
2015-09-22 14:54:25 -04:00
Jaroslaw Surowiec
539c8414d5 Crash report client improvements - Using crash context when available (OR-4990/Automatically copy full dumps to Network Share)
[CL 2694930 by Jaroslaw Surowiec in Main branch]
2015-09-17 06:29:39 -04:00