Commit Graph

233 Commits

Author SHA1 Message Date
Mike Fricker
e194364a7f Merging //UE4/Dev-Main to Dev-Geometry (//UE4/Dev-Geometry) (CL 3405357)
#rb none

[CL 3409253 by Mike Fricker in Dev-Geometry branch]
2017-04-26 09:13:43 -04:00
Ben Marsh
75fa4e9e6d Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3386108)
#rb none
#lockdown Nick.Penwarden

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

Change 3345860 on 2017/03/14 by Daniel.Lamb

	Fixed crash when building DLC

	#test Cook paragon.

Change 3347324 on 2017/03/15 by Gil.Gribb

	UE4 - Removed old code relating to FAsyncArchive, FAsyncIOSubsystemBase and package level compression. The editor now uses the lowest levels on the new async IO scheme.

Change 3347331 on 2017/03/15 by Robert.Manuszewski

	Fix for a crash caused by GC killing BP class (due to no strong references) but its CDO is being kept alive because it was in the same cluster as the class and was not marked as pending kill.

	#jira UE-42732

Change 3347371 on 2017/03/15 by Graeme.Thornton

	Fix for runtime asset cache not invalidating files with an outdated version number

Change 3349161 on 2017/03/16 by Steve.Robb

	Generated UFUNCTION FNames no longer exported.
	Misc refactors of code generation.

Change 3349167 on 2017/03/16 by Steve.Robb

	Unused TBoolConstant removed (the more general TIntegralConstant should be used instead).

Change 3349274 on 2017/03/16 by Gil.Gribb

	UE4 - Fix loading a package that is already loaded.

Change 3349534 on 2017/03/16 by Ben.Marsh

	UBT: Check that the SN-DBS service is running before attempting to use it.

Change 3349612 on 2017/03/16 by Gil.Gribb

	UE4 - Increased estimate of summary size.

Change 3350021 on 2017/03/16 by Gil.Gribb

	UE4 - Fixed crash in signature checks when mounting pak files.

Change 3350052 on 2017/03/16 by Ben.Marsh

	Remove invalid characters from macro names before passing as macro values. Prevents compile errors for projects which have apostrophes in the name.

Change 3350360 on 2017/03/16 by Ben.Marsh

	UAT: Fix non-threadsafe access of ExeToTimeInMs when spawning external processes.

Change 3351670 on 2017/03/17 by Ben.Marsh

	UBT: Ignore all default libraries when creating import libs. Sometimes #pragma comment(lib, ...) directives can add force additional libraries onto the linker/librarian command line. We don't want or need these included when generating import libraries, but they can cause errors due to search paths not being able to find them.

Change 3352289 on 2017/03/17 by Ben.Marsh

	Fix issues working with > 2GB archives caused by truncation of the return value from FArchive::Tell() down to 32-bits.

Change 3352390 on 2017/03/17 by Ben.Marsh

	Remove unused/out of date binaries for CrashReporter.

Change 3352392 on 2017/03/17 by Ben.Marsh

	Remove UnrealDocTool binaries. This is distributed through a Visual Studio plugin now.

Change 3352410 on 2017/03/17 by Ben.Marsh

	Remove P4ChangeReporter. I don't believe this is used any more.

Change 3352450 on 2017/03/17 by Ben.Marsh

	Disable including CrashReporter by default when packaging projects. This is only useful with a CrashReporter backend set up, which only usually applies to Epic internal projects.

Change 3352455 on 2017/03/17 by Ben.Marsh

	Remove RegisterPII and TranslatedWordsCountEstimator executables. Don't believe these are used any more.

Change 3352940 on 2017/03/17 by Wes.Hunt

	Update CRP to not send Slack queue size updates unless the waiting time is greater  than 1 minute.
	#codereview: jin.zhang

Change 3353658 on 2017/03/20 by Steve.Robb

	Fix for crash when importing a BP which has a populated TMap with an enum class key.

Change 3354056 on 2017/03/20 by Steve.Robb

	TAssetPtr<T> can now be constructed from a nullptr without a full definition of T.

Change 3356111 on 2017/03/21 by Graeme.Thornton

	Fix for UE-34131
	 - Support double and fname stat types in UFE stat export to CSV

	#jira UE-34131

Change 3358584 on 2017/03/22 by Daniel.Lamb

	Fixed the garbage collection keep flags when cleaning the sandbox for iterative cooking.

	#test Cook shootergame

Change 3360379 on 2017/03/23 by Gil.Gribb

	UE4 - Avoid adding a linker annotation if it actually hasn't changed. Improves ConditionalBeginDestroy performance.

Change 3360623 on 2017/03/23 by Gil.Gribb

	UE4 - Change from MarcA to avoid a redudnant removal of PrimitiveComponent from the streaming managers during ConditionalBeginDestroy.

Change 3360627 on 2017/03/23 by Gil.Gribb

	UE4 - Optimized UObject hash tables for speed and space.

Change 3361183 on 2017/03/23 by Gil.Gribb

	UE4 - Fixed change to NotifyPrimitiveDetached so that it works in the editor.

Change 3361906 on 2017/03/23 by Steve.Robb

	Fix for a bad hint index when instantiating map property subobjects when the defaults has fewer but non-zero elements.

	#jira UE-43272

Change 3362839 on 2017/03/24 by Gil.Gribb

	UE4 - Fixed hash table lock optimization.

Change 3367348 on 2017/03/28 by Robert.Manuszewski

	Making sure streamed-in SoundWaves get added to GC clusters.

Change 3367386 on 2017/03/28 by Ben.Marsh

	EC: Pass the Semaphores property from a build type as a parameter to new build jobs.

Change 3367422 on 2017/03/28 by Ben.Marsh

	EC: Allow limiting the number of scheduled jobs that will be automatically run at a particular time. Each build type can have a 'Semaphores' property in the branch settings file, which will be copied to newly created jobs. Before scheduling new jobs, EC is queried for the 'Semaphores' property on any running jobs, and build types with existing semaphores will be skipped. Does not prevent jobs from being run manually.

Change 3367469 on 2017/03/28 by Ben.Marsh

	EC: Prevent multiple incremental jobs running at once.

Change 3367640 on 2017/03/28 by Ben.Marsh

	Plugins: Add an optional EngineVersion field back into the plugin descriptor. If set, the engine will warn if the plugin is not compatible with the current engine version. Plugins will set this field by default when packaging; pass -Unversioned to override.

Change 3367836 on 2017/03/28 by Uriel.Doyon

	Improved handled of references in the streaming manager

Change 3369354 on 2017/03/29 by Graeme.Thornton

	Added AES encrypt/decrypt functions that take a byte array for the key

Change 3369804 on 2017/03/29 by Ben.Marsh

	Remove incorrect "EngineVersion" settings from plugin descriptors.

Change 3370462 on 2017/03/29 by Ben.Marsh

	Editor: Install Visual Studio 2017 by default, instead of Visual Studio 2015. Changed to use ExecElevatedProcess() to prevent installer failing to run if the current user is not already an administrator.

	#jira UE-43467

Change 3371598 on 2017/03/30 by Ben.Marsh

	UBT: Fix message for missing toolchain in VS2017.

Change 3372827 on 2017/03/30 by Ben.Marsh

	BuildGraph: Output an error at the end of each step if any previous build products have been modified.

Change 3372947 on 2017/03/30 by Ben.Marsh

	[Merge] Always add the host editor platform as supported in an installed build. Not doing so prevents the build platform being registered in UBT, which prevents doing any platform-specific staging operations in UAT.

Change 3372958 on 2017/03/30 by Ben.Marsh

	[Merge] Simplify log output for cooks. Suppress additional timestamps from the editor when running through UAT.

Change 3372981 on 2017/03/30 by Ben.Marsh

	[Merge] Modular game fixes for UAT

	* Store list of executable names from the receipts instead of generating them from Target/Platform/Config/Architecture combination
	* Get full list of staged executables from receipts instead of assuming only non-code projects are in Engine
	* Always pass short project name as Bootstrap argument, so that modular game exe knows which project to start

Change 3373024 on 2017/03/30 by Ben.Marsh

	[Merge] Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep.

Change 3373041 on 2017/03/30 by Ben.Marsh

	[Merge] Added UAT script to replace assets with another source
	Renamed ReplaceAssetsCommandlet to GenerateAssetsManifest as it now outputs a list of files and has nothing specific about replacing files

Change 3373052 on 2017/03/30 by Ben.Marsh

	[Merge] Changed CopyUsingDistillFileSet command so that it can use a pre-existing manifest file instead of running commandlet

Change 3373092 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash attempting to load cooked static mesh in editor

Change 3373112 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash caused by loading cooked StaticMesh in editor that didn't have any SourceModels

Change 3373132 on 2017/03/30 by Ben.Marsh

	[Merge] Added Additional Maps that are always cooked to the GenerateDistillFileSetsCommandlet

Change 3373138 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed code issue with playback of cooked SoundCues
	Skip over code using editor only data when editor data has been stripped

Change 3373143 on 2017/03/30 by Ben.Marsh

	[Merge] Fixed crash when attempting to open multiple cooked assets

Change 3373156 on 2017/03/30 by Ben.Marsh

	[Merge] Added commandlet to replace game assets with those from another source (intended for cooked asset replacement)

Change 3373161 on 2017/03/30 by Ben.Marsh

	[Merge] Prevented crash by not attempting to Load Mips again if a package has cooked data

Change 3373168 on 2017/03/30 by Ben.Marsh

	[Merge] Fix output path for DLC pak file, so it can be discovered by the engine and automatically mounted (and to stop it colliding with the main game pak file).

Change 3373204 on 2017/03/30 by Ben.Marsh

	[Merge] Fix crash when switching levels in PIE, due to bulk data already having been discarded for cooked assets. Cooking sets BULKDATA_SingleUse for textures, but PIEing needs to keep bulk data around.

Change 3373209 on 2017/03/30 by Ben.Marsh

	[Merge] Fix missing material in mod editor for cooked assets.

Change 3373388 on 2017/03/30 by Ben.Marsh

	[Merge] Various improvements to the plugin browser and new plugin wizard from Robo Recall.

Change 3374200 on 2017/03/31 by Ben.Marsh

	[Merge] Latest OdinEditor plugin from //Odin/Main, to fix build failures. Re-made change to OdinUnrealEdEngine to remove dependencies on analytics.

Change 3374279 on 2017/03/31 by Ben.Marsh

	PR #3441: Invalid JSON in FeaturePacks (Contributed by projectgheist)

Change 3374331 on 2017/03/31 by Ben.Marsh

	UBT: Disable warning pragmas on Mono; not supported on current compiler.

	#jira UE-43451

Change 3375108 on 2017/03/31 by Ben.Marsh

	Removing another plugin EngineVersion property.

Change 3375126 on 2017/03/31 by Ben.Marsh

	Fix incorrect executable paths being generated for Windows.

Change 3375159 on 2017/03/31 by Graeme.Thornton

	Pak Index Encryption
	 - Added "-encryptindex" option to unrealpak which will encrypt the pak index, making the pak file unreadable without the associated decryption key
	 - Added "-encryptpakindex" option to UAT to force on index encryption
	 - Added "bEncryptPakIndex" setting to project packaging settings so pak encryption can be controlled via the editor

Change 3375197 on 2017/03/31 by Graeme.Thornton

	Enable pak index encryption in shootergame

Change 3375377 on 2017/03/31 by Ben.Marsh

	Add build node to submit updated UnrealPak binaries for Win64, Mac and Linux. Currently has to be run via a custom build on EC, with the target set to "Submit UnrealPak Binaries".

Change 3376418 on 2017/04/03 by Ben.Marsh

	BuildGraph: Always clear the cached node state when running locally without having to manually specify the -ClearHistory argument. The -Resume argument allows the previous behavior of continuing a previous build.

Change 3376447 on 2017/04/03 by Ben.Marsh

	Build: Remove some unused stream settings

Change 3376469 on 2017/04/03 by Ben.Marsh

	Build: Add a customizable field for the script to use for custom builds in every branch.

Change 3376654 on 2017/04/03 by Ben.Marsh

	Add a fatal error message containing the module with an outstanding reference when trying to unload it.

	#jira UE-42423

Change 3376747 on 2017/04/03 by Gil.Gribb

	UE4 - Fixed crash relating to FGenericAsyncReadFileHandle when not using the EDL.

Change 3377173 on 2017/04/03 by Ben.Marsh

	Make sure callstacks are written to stdout following a crash on a background thread.

Change 3377183 on 2017/04/03 by Ben.Marsh

	Removing support for building VS2013 targets. Ability to generate VS2013 project files is still allowed, but unsupported (via the -2013unsupported command line argument).

Change 3377280 on 2017/04/03 by Ben.Marsh

	Build: Post UGS badges for all UE4 development streams, with the project set to $(Branch)/...

Change 3377311 on 2017/04/03 by Ben.Marsh

	Build: Set the 'Semaphores' parameter for any jobs started from a schedule.

Change 3377326 on 2017/04/03 by Ben.Marsh

	UGS: Show badges which match an entire subtree if the project field ends with "...".

Change 3377392 on 2017/04/03 by Ben.Marsh

	Add badges to UE4/Main and UE4/Release streams, and change the names of the builds in development streams to distinguish them.

Change 3377895 on 2017/04/03 by Ben.Marsh

	EC: Send notification emails whenever UAT fails to compile.

Change 3377923 on 2017/04/03 by Ben.Marsh

	Build: Use a different semaphore for the common editors build target to the incremental compile build target.

Change 3378297 on 2017/04/04 by Graeme.Thornton

	Fix incorrect generation of UE_ENGINE_DIRECTORY in UBT

Change 3378301 on 2017/04/04 by Ben.Marsh

	UBT: Try enabling bAdaptiveUnityDisablesPCH by default, to reduce the number of build failures we see due to missing includes.

Change 3378460 on 2017/04/04 by Graeme.Thornton

	Remove dependency preloading system from sync and async loading paths

Change 3378535 on 2017/04/04 by Robert.Manuszewski

	Fix for audio crash when launching Ocean PIE after removing the audio chunk allocation in CL #3347324

	#jira UE-43544

Change 3378575 on 2017/04/04 by Robert.Manuszewski

	Making sure actor clusters are not created in non-cooked builds

	#jira UE-43617
	#jira UE-43614

Change 3378589 on 2017/04/04 by Robert.Manuszewski

	Disabling debug GC cluster logging

	#jira UE-43617

Change 3379118 on 2017/04/04 by Robert.Manuszewski

	Disabling actor clustering by default, keeping it on in Orion and Ocean

Change 3379815 on 2017/04/04 by Ben.Marsh

	Revert change to derive executable names from target receipts. While a better solution than making them up, Android relies on having the base executable names for supporting multiple architectures.

Change 3380811 on 2017/04/05 by Gil.Gribb

	UE4 - Put the special boot order things into baseengine.ini so that licensees and games can add to it.

Change 3383313 on 2017/04/06 by Uriel.Doyon

	Integrated CL 3372436 3372765 3373272 from Dev-Rendering
	#JIRA UE-43669

Change 3383531 on 2017/04/06 by Ben.Marsh

	UGS: Ignore failures when querying whether paths exist. Permissions can cause this folder to fail, even if it will succeed at a parent directory.

Change 3383786 on 2017/04/06 by Ben.Zeigler

	Back out changelist 3382694 and replace with CL #3383757 from bob.tellez:
	Fix memory stomping issue caused by removing a FFortProfileSynchronizeRequest from SynchronizeRequests in UFortRegisteredPlayerInfo::UpdateSynchronizeRequest before SynchronizeProfile had finished executing

Change 3385089 on 2017/04/07 by Gil.Gribb

	UE4 - Critical. Fixed memory leak in pak precacher.

[CL 3386123 by Ben Marsh in Main branch]
2017-04-10 11:00:33 -04:00
Dan Oconnor
e29126385f Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3380068)
#lockdown Nick.Penwarden

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

Change 3358702 on 2017/03/22 by Marc.Audy

	Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor
	#jira UE-42679

Change 3358737 on 2017/03/22 by Mieszko.Zielinski

	Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4

Change 3359062 on 2017/03/22 by Michael.Noland

	Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package)

	#jira UE-30748

Change 3359066 on 2017/03/22 by Michael.Noland

	PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl)

	#jira UE-42620

Change 3359069 on 2017/03/22 by Michael.Noland

	PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna)

	#jira UE-42250

Change 3359108 on 2017/03/22 by Michael.Noland

	Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer)
	#jira UE-36232

Change 3359235 on 2017/03/22 by Marc.Audy

	Expose bShouldPerformFullTickWhenPaused to blueprints and details panel
	#jira UE-17286

Change 3359324 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance.

	(Integrate CL 3249525 from Odin).

Change 3359326 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching.

	(Integrate CL 3261262 from Odin).

Change 3359327 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data.

	(Integrate CL 3231908 from Odin)

Change 3359328 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace.

	(Integrate CL 3259985 from Odin)

Change 3359329 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false.

	(Integrate CL 3260001 from Odin)

Change 3359330 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes.

	- Added CharacterMovementComponent::ClearAccumulatedForces()
	- AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics.
	- CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces().
	- ClearAccumulatedForces() now also clears pending launch velocity.
	- Exposed ClearAccumulatedForces() to blueprints.
	- AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick).
	- ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch.
	- SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement().
	- Inlined ActorComponent::IsActive().

	(Integrate CLs 3259933, 3266018 from Odin)

Change 3359338 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode.

	(Integrate CL 3271928 from Odin)

Change 3359345 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks.

	(Integrate CL 3273026 from Odin)

Change 3359381 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game".

	(Integrate CLs 3275415, 3276810 from Odin).

Change 3359422 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Fix build (CollisionProfile included).

Change 3359442 on 2017/03/22 by Michael.Noland

	Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position

Change 3359445 on 2017/03/22 by Michael.Noland

	PR #2989: Improved BP comment nodes (Contributed by projectgheist)

	#jira UE-36788
	#jira UE-39118

Change 3359446 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before.

	(Integrate CL 3278307 from Odin)

Change 3359494 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation().

	(Integrated CL 3280775 from Odin).

Change 3359506 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone).

	(Integrate CL 3287026 from Odin).

Change 3359514 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects.

	(Integrate CL 3293322 from Odin)

Change 3359553 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice.

	(Integrate CL 3299098 from Odin).

Change 3359554 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call.

	(Integrate CL 3296254 from Odin).

Change 3359555 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation.

	(Integrate CL 3295744 from Odin)

Change 3359561 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found.

	(Integrate CL 3299111 from Odin)

Change 3359573 on 2017/03/22 by dan.reynolds

	Added BP log to the Passive Mix Modifier test platform BP

Change 3359593 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds).

	(Integrate CL 3299118 from Odin)

Change 3359595 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24.

	(Integrate CL 3299116 from Odin)

Change 3359602 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization.

	(Integrate CL 3340622 from Odin)

Change 3359616 on 2017/03/22 by Zak.Middleton

	#ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off.

	(Integrate CL 3340635 from Odin)

Change 3359864 on 2017/03/23 by Mieszko.Zielinski

	Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4

	#jira UE-43120

Change 3360884 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off.

	(Integrate CL 3310724 from Odin)

Change 3361045 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) Audio: new cvars to help with optimization:

	- au.DisableReverbSubmix
	- au.DisableEQSubmix
	- au.DisableParallelSourceProcessing
	- au.SetAudioChannelCount

	Also checked in some code to cut down on the amount of parameter setting in EQ

	(Integrate of CL 3303165 in Odin by Aaron.Mcleran)

Change 3361172 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) Audio: added stat for HRTF.

	(Integrate CL 3310728 from Odin)

Change 3361189 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on.

	(Integrate CL 3310926 from Odin).

Change 3361914 on 2017/03/23 by Aaron.McLeran

	UE-42649 Fixing crash in cleaning up active sound in sound concurrency

	-Handling edge case of an active sound not have a sound base ptr, which is possible.

Change 3361924 on 2017/03/23 by Aaron.McLeran

	UE-41378 Fixing passive mix modifier bug

Change 3361978 on 2017/03/23 by Aaron.McLeran

	UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock

Change 3361989 on 2017/03/23 by Aaron.McLeran

	PR #3010: Check for null GEngine on sound processing

Change 3362053 on 2017/03/23 by Zak.Middleton

	#ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount.

	(Integrate CL 3311120 from Odin)

Change 3362102 on 2017/03/23 by Aaron.McLeran

	PR #3182:  Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel

Change 3362153 on 2017/03/23 by Aaron.McLeran

	UE-43286 Oculus audio plugin not working/available

Change 3362162 on 2017/03/23 by Aaron.McLeran

	UE-42252  Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener

Change 3362206 on 2017/03/23 by Aaron.McLeran

	UE-43287 Fixing HRTF spatialization in editor viewport

	- Steam Audio doesn't support multiple audio devices at the moment
	- Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device

Change 3362775 on 2017/03/24 by mason.seay

	Replaced deprecated node

Change 3363024 on 2017/03/24 by Ben.Zeigler

	Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error

Change 3363030 on 2017/03/24 by Zak.Middleton

	#ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate.

Change 3363036 on 2017/03/24 by Zak.Middleton

	#ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update.

	(Integrate CL 3311158 from Odin)

Change 3363541 on 2017/03/24 by Zak.Middleton

	#ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap().

	(Integrate CL 3311169 from Odin)

Change 3363642 on 2017/03/24 by Zak.Middleton

	#ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers".

	- Removed function call overhead to updating channel map. 64,000 function calls...
	- Simplified FSourceParam::Update() to reduce branching and have 1 return site.
	- Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly.

	(Integrate CL 3311235 from Odin)

Change 3364441 on 2017/03/24 by Ben.Zeigler

	Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available.
	This fixes issue where iterative cooking would fail on plugin config files
	Add FindConfigFileWithBaseName to GConfig

Change 3364652 on 2017/03/25 by Phillip.Kavan

	#jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations.

	Change summary:
	- Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change.

Change 3365609 on 2017/03/27 by Richard.Hinckley

	#jira UEDOC-4720
	Fixed global enums being dropped from documentation after being extracted by Doxygen.

Change 3365737 on 2017/03/27 by Marc.Audy

	Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function.

Change 3365795 on 2017/03/27 by Marc.Audy

	Fix compile error

Change 3365894 on 2017/03/27 by Phillip.Kavan

	#jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph.

	Change summary:
	- Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context.

Change 3366067 on 2017/03/27 by Marc.Audy

	Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred.
	#jira UE-40228

Change 3366097 on 2017/03/27 by Marc.Audy

	Fixed missed deprecation disable pairing for PostLadMap

Change 3366170 on 2017/03/27 by Aaron.McLeran

	Fixing div by zero

Change 3366221 on 2017/03/27 by Aaron.McLeran

	UE-43240 Removing dependency on component visualizers in runtime Phonon module.

Change 3366698 on 2017/03/27 by Marc.Audy

	Fix Orion compile errors

Change 3366782 on 2017/03/27 by Aaron.McLeran

	Bringing over optimizations from Odin to Dev-framework.

	Original CL 3311435

Change 3366818 on 2017/03/27 by Aaron.McLeran

	Bringing fix from Odin to Dev-Framework from CL 3304533

	Fix for rare condition that stomps memory during source recycling.

Change 3366984 on 2017/03/27 by Michael.Noland

	Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user.
	#jira UE-41638

Change 3367085 on 2017/03/27 by Brent.Pease

	 - Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up.
	 - Added time critical thread priority so that audio processing is not starved which would produce clicks and popping
	 - Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android)

Change 3367434 on 2017/03/28 by Marc.Audy

	Fix UT compile error

Change 3368587 on 2017/03/28 by Mike.Beach

	Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin).

Change 3368724 on 2017/03/28 by Zak.Middleton

	#ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387).

	#jira UE-41613, UE-28610

Change 3368748 on 2017/03/28 by Dan.Oconnor

	Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references

Change 3368852 on 2017/03/28 by Mike.Beach

	Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header.

Change 3368873 on 2017/03/28 by Dan.Oconnor

	Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences.

Change 3368998 on 2017/03/28 by Dan.Oconnor

	Setting  CLASS_Interface early in the compilation process

Change 3369494 on 2017/03/29 by Marc.Audy

	Fix UAT compile error

Change 3369924 on 2017/03/29 by Zak.Middleton

	#ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates.

	#jira UE-36973

Change 3369932 on 2017/03/29 by Ben.Zeigler

	#jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor
	Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once.
	Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini
	Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data
	Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data
	Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally
	Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration
	Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time

Change 3370028 on 2017/03/29 by Ben.Zeigler

	CIS fix

Change 3370360 on 2017/03/29 by Mike.Beach

	Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists).

Change 3370363 on 2017/03/29 by Ben.Zeigler

	Fix issue where loading out of date editor asset registry cache would throw pointless errors

Change 3370414 on 2017/03/29 by Marc.Audy

	Remove autos

Change 3370428 on 2017/03/29 by Ben.Zeigler

	Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators

Change 3370453 on 2017/03/29 by Marc.Audy

	CIS fix

Change 3370548 on 2017/03/29 by Marc.Audy

	#rn Fix issues with seamless travel in PIE and shared sub levels between different parents.

Change 3370564 on 2017/03/29 by Mieszko.Zielinski

	PR #3429: fix comment typo (Contributed by kayama-shift)

Change 3370602 on 2017/03/29 by Mieszko.Zielinski

	Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4

Change 3370615 on 2017/03/29 by Phillip.Kavan

	#jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable.

	Change summary:
	- Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable).

Change 3370693 on 2017/03/29 by Michael.Noland

	Fixing some bad indentation
	#rnx

Change 3370740 on 2017/03/29 by Ben.Zeigler

	DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious
	Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers

Change 3370792 on 2017/03/29 by Michael.Noland

	Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE

Change 3370794 on 2017/03/29 by Michael.Noland

	PR #3190: Reduce some output logging
	- Reduced an Oculus log from Log to Verbose because it spams quite a bit
	- Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered
	- Treat UInputComponent::GetAxisValue(None) as not a warning
	- Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer

	#jira UE-41446

Change 3370831 on 2017/03/29 by Dan.Oconnor

	Iteration on compilation manager
	 - Fix Skeleton class compilation order
	 - Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded
	 - Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly

Change 3370923 on 2017/03/29 by Michael.Noland

	Blueprints: Added an icon to indicate whether or not a macro contains latent actions
	- Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed
	- This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified

Change 3371039 on 2017/03/29 by Dan.Oconnor

	Hacky fix for dropping return params when a function's return node is culled

Change 3371750 on 2017/03/30 by Richard.Hinckley

	Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks.

Change 3372513 on 2017/03/30 by Ben.Zeigler

	#jira UE-43475 Fix cooker issues with string asset references to null packages.
	Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references.

Change 3372565 on 2017/03/30 by Richard.Hinckley

	Rolling back stencil change, will be moved to Dev-Rendering.

Change 3372764 on 2017/03/30 by Marc.Audy

	Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists.
	#jira UE-43328

	#rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint.

Change 3372847 on 2017/03/30 by Marc.Audy

	Fix missing include

Change 3372994 on 2017/03/30 by Zak.Middleton

	#ue4 - Fix build in Debug (checkSlow using incorrect function params).

Change 3373195 on 2017/03/30 by Mike.Beach

	For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).

Change 3373320 on 2017/03/30 by mason.seay

	Basic for TM-Gameplay map (WIP)

Change 3373448 on 2017/03/30 by Ben.Zeigler

	Fix recursive size display in audit window
	Improve asset manager comments

Change 3373576 on 2017/03/30 by dan.reynolds

	AEOverview Update:

	Updated Passive Mix Modifier Test based on recent changes in behavior

	Also added Initial Delay Time timer to test

Change 3373589 on 2017/03/30 by dan.reynolds

	AEOverview Passive Mix Mod Test Map update

Change 3373624 on 2017/03/30 by Zak.Middleton

	#ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component.

	#jira UE-40420

Change 3374271 on 2017/03/31 by Marc.Audy

	Fix deprecation warning in new UT code

Change 3374320 on 2017/03/31 by Marc.Audy

	Fix HTML5 compile.

Change 3374413 on 2017/03/31 by Jeff.Farris

	Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it.

	(Copied CL 3276454 from Robo Recall to Dev-Framework)

Change 3374414 on 2017/03/31 by Jeff.Farris

	Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange

	(Copied CL 3267903 from RoboRecall to Dev-Framework)

Change 3374616 on 2017/03/31 by Ben.Zeigler

	Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this

Change 3374664 on 2017/03/31 by Jeff.Farris

	Consted AIController::GetBrainComponent()

	(Copied 3239101 from Robo Recall to Dev-Framework)

Change 3374665 on 2017/03/31 by Jeff.Farris

	PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components.

	(Coped CL 3242355 from Robo Recall to Dev-Framework)

Change 3374779 on 2017/03/31 by Jeff.Farris

	Exposed SetAllPhysicsAngularVelocity to blueprints

	(Copied CL 3228390 from Robo Recall to Dev-Framework)

Change 3374792 on 2017/03/31 by Ben.Zeigler

	#jira UE-42618
	PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl)

Change 3374844 on 2017/03/31 by Ben.Zeigler

	#jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles

Change 3374925 on 2017/03/31 by Marc.Audy

	Don't throw warning about missing world context for inactive worlds.
	#jira UE-42679

Change 3374927 on 2017/03/31 by Michael.Noland

	Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects

Change 3374995 on 2017/03/31 by Michael.Noland

	Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
	- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
	- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
	- Now shows each function as a separate button, placed in the category associated with the function
	- The button strip entry is now searchable by function name or tooltip
	- Prevented operating on functions that have parameters or return values, which would crash before
	- Removed the duplicate copies of properties placed in the Blutility section
	- Added a scoped transaction around CallInEditor execution
	- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)

	Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components

	Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components.

Change 3375005 on 2017/03/31 by Michael.Noland

	Fixing incremental compilation error due to missing include
	#rnx

Change 3375015 on 2017/03/31 by Michael.Noland

	Fixing incremental compilation error due to missing include (for real)
	#rnx

Change 3375045 on 2017/03/31 by Marc.Audy

	Only calculate the streaming levels prefix during seamless travel if it is a PIE world
	#jira UE-43485

Change 3375053 on 2017/03/31 by Ben.Zeigler

	#jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen

Change 3375057 on 2017/03/31 by Ben.Zeigler

	#jira UE-39226 Don't add to DrawDebug list for player controllers with no local player

Change 3375121 on 2017/03/31 by Michael.Noland

	Added missing include for FScopedTransaction
	#rnx

Change 3375222 on 2017/03/31 by mason.seay

	Submitting work done to TM-Gameplay.  Still WIP

Change 3375308 on 2017/03/31 by Michael.Noland

	Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor.  May consider allowing opt-in behavior when we revisit Blutilities

Change 3375321 on 2017/03/31 by Ben.Zeigler

	#jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving
	Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event

Change 3375372 on 2017/03/31 by Ben.Zeigler

	#jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set

Change 3375380 on 2017/03/31 by Marc.Audy

	Modify IsMainAudioDevice to deal with the case where no audio device has been created.

Change 3375402 on 2017/03/31 by Marc.Audy

	Fix DuplicateWorldForPIE in the case that the OwningWorld is null.

Change 3376037 on 2017/04/02 by Phillip.Kavan

	#jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh.

	Change summary:
	- Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins.
	- Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins.
	- Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set.
	- Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins.
	- Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types.

Change 3376364 on 2017/04/03 by Richard.Hinckley

	UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count.

Change 3376366 on 2017/04/03 by Richard.Hinckley

	UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right.

Change 3376517 on 2017/04/03 by Marc.Audy

	PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514)
	#jira UE-41499

Change 3376708 on 2017/04/03 by Mike.Beach

	Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes.

	Summary of changes:
	- nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets
	- corresponding manifest files get saved inside the module and named to match the platform
	- nativized modules now whitelisted only for the platform they were generated for
	- cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames)
	- extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places).

Change 3376826 on 2017/04/03 by Phillip.Kavan

	#jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node.

	Change summary:
	- Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation).
	- Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it.
	- Switched 'NULL' to 'nullptr' in a few spots.

Change 3376831 on 2017/04/03 by Ben.Zeigler

	#jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package

Change 3376846 on 2017/04/03 by Ben.Zeigler

	#jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node

Change 3376850 on 2017/04/03 by Dan.Oconnor

	Use authoritative class to mitigate compilation order issues

Change 3376961 on 2017/04/03 by Ben.Zeigler

	#jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes
	Fix Box2d variable name in NoExportTypes

Change 3376985 on 2017/04/03 by Ben.Zeigler

	#jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead

Change 3377009 on 2017/04/03 by Ben.Zeigler

	#jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them

Change 3377054 on 2017/04/03 by Zak.Middleton

	#ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.

	#jira UE-40344
	#udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html

Change 3377061 on 2017/04/03 by Dan.Oconnor

	Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating.

	Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables.

Change 3377073 on 2017/04/03 by Mike.Beach

	CIS fix - proper initialization ordering.

Change 3377371 on 2017/04/03 by Ben.Zeigler

	#jira UE-43144 Disallow creating map of FText, like bool it is not hashable

Change 3377395 on 2017/04/03 by Dan.Oconnor

	Build fix - make order in source match initialization order in artifact

Change 3377417 on 2017/04/03 by Dan.Oconnor

	Speculative SA fix

Change 3377496 on 2017/04/03 by Aaron.McLeran

	#jira UE-43558 Cleaning up shutdown code with audio plugins.

Change 3377608 on 2017/04/03 by Zak.Middleton

	#ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games.

	#jira UE-38966

Change 3377880 on 2017/04/03 by Aaron.McLeran

	Audio bug fixes

	#jira UE-43600  Fixing sounds played by playsoundatlocation for audio volume calculations
	#jira UE-43601 Fixing listener volume interpolation
	#jida UE-43602 Fixing reverb/eq interpolation

Change 3377908 on 2017/04/03 by Phillip.Kavan

	#jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link.

	Change summary:
	- Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType()
	- Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links.

Change 3377912 on 2017/04/03 by Dan.Oconnor

	Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath

Change 3377946 on 2017/04/03 by Ben.Zeigler

	#jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset
	Lower some error verbosity now that I believe I have tracked down the issue

Change 3377950 on 2017/04/03 by Michael.Noland

	Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history
	(May still not work correctly, but it won't crash; full fix covered by UE-43603)
	#jira UE-22428

Change 3377981 on 2017/04/03 by Michael.Noland

	PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist)

	#jira UE-43291
	#jira UE-43005

Change 3378039 on 2017/04/04 by Michael.Noland

	PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already)

Change 3378041 on 2017/04/04 by Michael.Noland

	Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent

Change 3378081 on 2017/04/04 by Dan.Oconnor

	Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation
	3x because of copy/paste

Change 3378094 on 2017/04/04 by Dan.Oconnor

	Add missing preload call for compilation manager

Change 3378917 on 2017/04/04 by Marc.Audy

	Fix static analysis (which is very dumb)

Change 3378986 on 2017/04/04 by Dan.Oconnor

	Fix bad merge

Change 3379100 on 2017/04/04 by Dan.Oconnor

	Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path
	#jira UE-43629

Change 3379102 on 2017/04/04 by Ben.Zeigler

	Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once
	Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over

Change 3379147 on 2017/04/04 by Zak.Middleton

	#ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed.

Change 3379254 on 2017/04/04 by Aaron.McLeran

	Fixing sounds in audio mixer when no EQ has been set.

Change 3379760 on 2017/04/04 by Ben.Zeigler

	#jira UE-43647 Don't delete failed async packages that are rooted

[CL 3380073 by Dan Oconnor in Main branch]
2017-04-04 20:49:52 -04:00
Andrew Grant
d753cb7028 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3358916)
#lockdown Nick.Penwarden

Change 3358916 on 2017/03/22 by Andrew.Grant

	Merging //Orion/Main to Dev-General (//Orion/Dev-General)
	#!tests #!rb na

Change 3357395 on 2017/03/21 by Daniel.Lamb

	Added some more custom stats to the cooker.
	Only cook the english cook culture when we are running local builds.
	#!rb Trivial
	#!test Iterative shared cooked builds paragon

Change 3357377 on 2017/03/21 by Daniel.Lamb

	Added support for packages which fail to load to the package dependency info module
	#!rb Trivial
	#!test Cook paragon

Change 3356838 on 2017/03/21 by Andrew.Grant

	Merging //Orion/Main to Dev-General (//Orion/Dev-General)
	#!3rb #!tests na

Change 3355306 on 2017/03/20 by Daniel.Lamb

	Switched PackageDependencyInfo to using Guid instead of entire package hash when generating dependency info.
	Stopped cooker from collecting garbage while in the editor.
	Iterative cooks don't resolve string asset references for startup packages.
	#!rb Trivial
	#!test Shared precooked build paragon

Change 3354527 on 2017/03/20 by Wes.Hunt

	AnalyticsProvider::SetUserID will now flush any pending events before changing the ID. #!jira AN-1660
	#!fyi josh.markiewicz,david.nikdel
	#!rb josh.markiewicz
	#!tests ran client connected to Solo vs. AI server

Change 3353852 on 2017/03/20 by Benn.Gallagher

	Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
	#!jira OR-36843, UE-42975
	#!rb Martin.Wilson
	#!tests Editor PIE, -game hero gallery

Change 3353048 on 2017/03/18 by Jeff.Williams

	#!ORION_DG - Merge MAIN @CL 3353033

Change 3352845 on 2017/03/17 by Daniel.Lamb

	Renamed the ConvertRenderTargetToTexture2D function so that it's obvious it's a editor only feature.
	#!rb Daniel.Wright
	#!test Editor paragon

Change 3352544 on 2017/03/17 by Daniel.Lamb

	ADded support for ignoring ini settings incompatbilities when using shared cooked builds.
	#!rb Trivial
	#!test Shared cooked build paragon

Change 3352285 on 2017/03/17 by Daniel.Lamb

	Fix client side compilation error to do with render texture conversion function
	#!rb Trivial
	#!test Compile Paragon

Change 3352141 on 2017/03/17 by Daniel.Lamb

	Added support for blueprint function to convert a rendertexture to a texture.
	#!rb Daniel.Wright
	#!test Run in the editor

Change 3351612 on 2017/03/17 by Andrew.Grant

	Expand EngineDir and ProjectDir variables during AppLocal deployment
	#!tests Jamie verified packaging Orion via the editor works now
	#!rb Jamie.Dale

Change 3350470 on 2017/03/16 by Laurent.Delayen

	Fix for PS4 compile.

	#!rb none
	#!tests PS4 + non unity

Change 3350237 on 2017/03/16 by Andrew.Grant

	Pak-mounting fix from Dev-Core for OR-36896
	#!tests na
	#!rb GIl.Gribb

Change 3350079 on 2017/03/16 by Laurent.Delayen

	Added 'AnimNotify_PlayMontageNotify' and 'AnimNotify_PlayMontageNotifyWindow' to forward notifies Begin/End to 'PlayMontage' AsyncTask.

	#!rb lina.halper
	#!tests Yin's BP

Change 3349694 on 2017/03/16 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Exposing copy/paste actions for properties embedded within IDetailGroup header rows

	#!rb Matt.Kuhlenschmidt
	#!tests Copy/paste on skin variant primary override rows

	#!ROBOMERGE-SOURCE: CL 3349513 in //Orion/Dev-REGS/... via CL 3349675
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3349560 on 2017/03/16 by David.Ratti

	Update GameplayTagReferenceHelper to pass in raw data for owner struct (Rather than having caller pass raw 'this' to delegate). Fixes crashes with resizing lists while making calling code less crappy (avoid having to implement copy cstor and operator to fixup delegate).

	Added GameplayTagReferenceHelper to gameplay cue classes.

	#!rb none
	#!tests editor

Change 3349305 on 2017/03/16 by Andrew.Grant

	Merging //Orion/Main to Dev-General (//Orion/Dev-General)
	#!tests compiled
	#!rb na

Change 3349189 on 2017/03/16 by Benn.Gallagher

	Fixed clothing not running in PS4 packaged builds
	#!rb Martin.Wilson
	#!jira OR-36680
	#!tests PS4 cooked OrionEntry with Shinbi

Change 3348659 on 2017/03/15 by Daniel.Lamb

	Fix compilation errors.
	#!rb None

Change 3348646 on 2017/03/15 by Andrew.Grant

	Unshelved from pending changelist '3347778':

	<description: restricted, no permission to view>

Change 3348636 on 2017/03/15 by Daniel.Lamb

	Fixed issue with rebuildlighting commandlet not checking out separate lighting files.
	#!rb None
	#!test ResavePackages commandlet

Change 3348559 on 2017/03/15 by Daniel.Lamb

	Fixed up some iterative ini settings blacklist configs.
	#!rb Trivial
	#!test Iterative Cook paragon

Change 3348379 on 2017/03/15 by Laurent.Delayen

	Added simple Async Node 'Play Montage' to use outside of gameplay abilities.

	#!rb none
	#!tests none

Change 3348035 on 2017/03/15 by Ben.Salem

	Switch automationcheckpoint to being a .log file. Unblocks running on packaged builds in paragon.
	#!rb none
	#!tests ran oh so very many tests with the changes.

Change 3345982 on 2017/03/14 by Zak.Middleton

	#!orion - OR-36422: Clamp client net send rate for character movement to 60Hz (down from 90). Integrates CL 3345771 from Dev-Framework which adds engine support for specifying the rate parameters, and sets them in Orion DefaultGame.ini to 1/60 second.

	#!jira OR-36422
	#!tests multi-PIE dedicated server, various framerates, net lag, etc.
	#!rb Laurent.Delayen
	#!codereview Laurent.Delayen

Change 3345134 on 2017/03/14 by Jordan.Walker

	mono work

Change 3344857 on 2017/03/14 by Martin.Wilson

	Missing includes for transactor header

	#!rb none

Change 3341860 on 2017/03/10 by Chris.Bunner

	Partial revert of CL 3339904. Fixed material translation error with multiple connections from custom interpolator nodes.
	#!rb None
	#!tests Editor, Known trouble materials with interpolator nodes, With/without material functions

Change 3341759 on 2017/03/10 by Daniel.Lamb

	Fixed up NetworkCompatible version so that it works with UGS.
	#!rb Trivial
	#!test Cook ps4 paragon.

Change 3341616 on 2017/03/10 by Josh.Markiewicz

	#!UE4 - added define for OGS feature
	#!rb none
	#!codereview sam.zamani
	#!tests compiles

Change 3341612 on 2017/03/10 by Josh.Markiewicz

	#!UE4 - removed old define
	#!tests compiles

Change 3340180 on 2017/03/09 by Daniel.Lamb

	Integrate fix for sync loading from main to Dev General.
	#!rb Ben.Zeigler

Change 3339904 on 2017/03/09 by Chris.Bunner

	Fixed material translation error when custom interpolator node hooked to multiple function outputs.
	#!rb None
	#!tests Editor

Change 3339280 on 2017/03/09 by Josh.Markiewicz

	#!UE4 - removed WebBrowser moduel dependency on OnlineSubsystem
	- added 2 functions to online engine interface
	#!codereview sam.zamani, ben.marsh

Change 3338654 on 2017/03/08 by Daniel.Lamb

	Fixed up some issues with iterative ini settings.
	Added support for target platforms exposing which audio formats they use so they can match up supported formats with different machines.
	#!rb None
	#!test Cook paragon iteratively

Change 3336989 on 2017/03/08 by Ben.Marsh

	Merging CL 3336693 from Dev-Core: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs.

	#!rb none

Change 3336135 on 2017/03/07 by Michael.Trepka

	Hide GameLayerManager's title bar on exiting PIE

	#!rb Dan.Hertzka
	#!tests Tested in the editor on Windows

Change 3335324 on 2017/03/07 by Aaron.Eady

	Chat;

	Adding AddedItem, CompletedItem, and DiscardedItem to the chat message type enum so we can control the color for each. Set the colors in the Social asset.
	Creating client record settings for turning on/off the added item, completed item, and discarded item in chat. Put these in the gameplay settings menu.
	Added horizontal boxes to the gameplay settings menu because we are running out of space.
	Added a vertical scroll bar to the gameplay settings menu but it doesn't seem to show. Also fixed the horizontal scroll bar at the bottom to be horizontal instead of vertical.

	#!rb Matt.Schembari
	#!tests MCP, PIE
	#!lockdown Nicholas.Davies
	#!RN

Change 3333541 on 2017/03/06 by Jason.Bestimt

	#!ORION_DG - Merge MAIN @ CL 3333512

	#!RB:none
	#!Tests:none

	#!codeReview: cameron.winston

Change 3332578 on 2017/03/04 by Andrew.Grant

	Temp Disabled wrong-looking warning
	#!tests #!rb na
	#!ROBOMERGE: Main

Change 3332555 on 2017/03/04 by Andrew.Grant

	Proper fix for Tencent DLL issue
	#!tests #!rb na
	#!ROBOMERGE: Main

Change 3332552 on 2017/03/04 by Andrew.Grant

	Fix for Tencent DLL issue while staging
	#!tests none
	#!rb none
	#!ROBOMERGE: Main

Change 3332216 on 2017/03/03 by Jason.Bestimt

	#!ORION_DG - Merge MAIN @ CL 3332168

	#!RB:none
	#!Tests:none

Change 3332060 on 2017/03/03 by Daniel.Lamb

	Fixed issue with AsyncLoading code eventually flushing async loading while in async loading...
	This causes all kinds of cool stuff like objects on the stack corruption and also deleted memory accesses.

	#!rb Gil.Gribb.
	#!test Editor and -game

Change 3331680 on 2017/03/03 by Jason.Bestimt

	#!ORION_MAIN - Merge MAIN @ CL 3331636

	#!RB:none
	#!Tests:none

	#!codeReview: andrew.grant

Change 3331412 on 2017/03/03 by James.Hopkin

	#!orion Rebuilt OpenSSL libs for PS4 to fix process termination due to SIGPIPE on closing websockets

	Source change committed in CL#!3331380

	#!jira OR-36274

	#!fyi Paul.Moore

Change 3331375 on 2017/03/03 by Sam.Zamani

	fix dll path for tenproxy

	#!rb none
	#!tests none

Change 3330953 on 2017/03/02 by Jason.Bestimt

	#!ORION_DG - Merge MAIN @ CL 3330924

	[STOMPED ChestOpeningScreen.uasset]

	#!RB:none
	#!Tests:none

	#!codeReview: bryan.rathman, phil.buuck, matt.schembari, andrew.grant

Change 3330646 on 2017/03/02 by Andrew.Grant

	Warning and non-unity fix
	#!tests compiled
	#!rb none

Change 3330388 on 2017/03/02 by Andrew.Grant

	Merging //Orion/Main to Dev-General (//Orion/Dev-General)
	#!tests #!rb na

Change 3329982 on 2017/03/02 by Sam.Zamani

	fixed updated module rules

	#!rb none
	#!tests regen projects

Change 3329964 on 2017/03/02 by Sam.Zamani

	Copying //Tasks/Orion/Dev-Online-Tencent to Dev-General (//Orion/Dev-General)

	3245325 Adding new OSS for Tencent online platform

	3245448 tencent third party SDK
	TCLS proxy functionality

	#!rb none

	3245474 missing include

	#!rb none

	3249585 TCLS tenproxy.dll in thirdparty bin folder

	#!rb none

	3249726 Load TenProxy.dll for TCLS integration
	New OSS Tencent

	#!rb none

	3255571 tencent configs

	#!rb none

	3255826 Tencent TCLS paragon launcher

	#!rb none

	3256168 TCLS launch batch update cmd line options

	#!rb none

	3256170 Added "TencentLive,TencentDev" MCP config entries

	#!rb none

	3256504 xmpp config update

	#!rb none

	3273168 skip login steps for tencent
	config update

	#!rb none

	3279427 #!xmpp

	add option to use plain text auth

	3279428 disable ssl and use plain text auth for XMPP connection
	temporary until we have a valid cert setup on Tigase deployment

	3281566 enabled OSS tencent

	this will also be the toggle for detecting when to enable tencent functionality at runtime

	3283103 differentiate between tencent dev/live environments
	disable QoS region selection for tencentdev

	3283106 lower http verbosity

	3283734 config updates

	3285066 disable replays and mtx for tencent build

	3291005 #!online,mcp
	service config bEnabled flag to toggle individual services as needed

	3291006 explicitly mark unneeded Mcp services as disabled

	3291108 allow replay tab to be disabled via UOrionRuntimeOptions.bEnableReplays=false

	3291492 disable recording of replays for tencent mode

	3292750 disable replay tab based on bEnableReplays=false

	3292753 new orion runtime option bDisallowCoinPurchases
	if true, prevents coins from being available for purchase

	3292755 diable mtx coin offers if bDisallowCoinPurchases=true

	3292759 missing header

	3293246 disable query for available friend codes if bEnableFriendCodes=false

	3293250 temp usage of NULL analytics provider

	3298025 Adding optional RegionTencent plugin for overriding config files

	3298027 ability to override config cache values via plugin config files

	3311016 default to TencentDev backend when running in tencent mode

	3311017 CMS tencent config

	3311022 Rename RegionTencent to RegionCN

	3312470 disable links for tencent build

	3313014 move tenproxy.dll to \OrionGame\Binaries\ThirdParty\Tencent

	3314861 tenproxy 2.0.2.7 update

	3314878 default RegionCN plugin to disabled
	this will only be enabled once the RegionCN.pak is loaded

	3314879 TCLS launcher pointing at UE4Editor.exe for development

	3315257 missing file

	3323573 remove TCLS launcher

	3326006 Tencent TLOG SDK

	3326277 wrapper singleton class for tenproxy connection

	3329180 Tencent support for login flow

	3329181 WIP tenproxy connection usage in identity

	3329624 wip tcls proxy

	#!rb none
	#!tests none

Change 3329651 on 2017/03/02 by Andrew.Grant

	Merging from //UE4/Main @ 3322856 through Orion-Staging
	#!tests QA
	#!rb na

Change 3329411 on 2017/03/02 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Duplicating CL 3303733 from Dev-Editor (simple fix for a massive issue)
	- This will prevent any TAssetPtr property from getting stomped by undo/redo (you know those ridiculous store and card art issues? Fixed!)

	#!lockdown Jason.Bestimt
	#!rb none
	#!tests Undo on an item definition asset

	#!ROBOMERGE-SOURCE: CL 3329404 in //Orion/Release-38.3/... via CL 3329405
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3328858 on 2017/03/01 by Lina.Halper

	Fixed crash on importing animation that was edited before

	#!rb: none
	#!tests: reimport

Change 3328459 on 2017/03/01 by Daniel.Lamb

	When adding new ddc back ends to the hierarchcial ddc make sure to update the async backends lists.
	#!codereview Gil.Gribb
	#!test None
	#!rb Trivial

Change 3328182 on 2017/03/01 by Daniel.Lamb

	Unshelved from pending changelist '3318009':

	Adding support for shared cooked builds to be downloaded from the network.
	Included CookedAssetRegistry in the p:\ published builds.
	#!rb Ben.Marsh

Change 3327856 on 2017/03/01 by Frank.Gigliotti

	Added velocity overrides to FRK4SpringInterpolator;

	#!RB None
	#!codeReview Laurent.Delayen
	#!Tests PIE

Change 3327096 on 2017/03/01 by David.Ratti

	Added generic reference viewer details customization for gameplay tags. Added it to GameplayStatsMetaData.

	#!rb none
	#!tests editor

Change 3326177 on 2017/02/28 by Daniel.Lamb

	Added some more debugging information to help track down live issue.
	#!rb Chris.Bunner
	#!test Ran editor.

Change 3324951 on 2017/02/28 by David.Ratti

	UDataTable: added AddRow/RemoveRow native functions.
	#!rb JB
	#!tests na

Change 3323852 on 2017/02/27 by David.Ratti

	Fix ::RequestAllGameplayTags OnlyIncludeDictionaryTags option

	#!codereview Ben.Zeigler
	#!rb #!tests na

Change 3323706 on 2017/02/27 by Jason.Bestimt

	#!ORION_DG - Merge MAIN @ CL 3323694

	#!RB:none
	#!Tests:none

Change 3321945 on 2017/02/24 by Jon.Lietz

	OR-36258

	- fixing an issue where gameplay effects that are set to not refresh the period should not allow the execution of a period effect on application.

	#!RB David.Ratti
	#!tests golden path
	#!codeReview: Billy.Bramer, Fred.Kimberley
	#!RNX

Change 3321876 on 2017/02/24 by Daniel.Lamb

	Fixed erroronEngineContentUse flag not being set properly.
	#!rb Trivial
	#!test Cook Paragon.

Change 3321591 on 2017/02/24 by Jason.Bestimt

	#!ORION_DG - MAIN @ CL 3321563

	#!RB:none
	#!Tests:none

Change 3321260 on 2017/02/24 by Andrew.Grant

	Fixed issue that was causing missing string references to not show their referencer
	#!rb none

Change 3321040 on 2017/02/24 by Robert.Manuszewski

	Merging changes 3316253 and 3319134 from Dev-Core: fixes to file log hangs and crashes.

	#!rb none
	#!tests Cooked Win64 server and client, played cooked Win64 build

Change 3319413 on 2017/02/23 by Jason.Bestimt

	#!ORION_DG - Merge MAIN @ CL 3319394

	#!RB:none
	#!Tests:none

Change 3317905 on 2017/02/22 by Daniel.Lamb

	Integrate CL 3238291 from Odin

	Add Plugin content to the asset registry
	Change the location of AssetRegistry.bin when cooking a plugin as DLC
	Include AssetRegistry.bin in the cooked plugin staging process
	Add function to PluginManager to keep list of any plugins that loaded a pak file
	Use list of plugins with pak files to merge their AssetRegistry.bin files into the main AssetRegistry when it's created
	#!rb Ben.Marsh
	#!codereview Chance.Ivey, Daniel.Lamb

Change 3317648 on 2017/02/22 by Cody.Haskell

	Instead of popping an external web browser, we use the SWebBrowser widget on GFN.

	#!rb DanH
	#!codereview Andrew.Grant, Dan.Hertzka, Matt.Schembari
	#!tests PIE

Change 3317289 on 2017/02/22 by Jason.Bestimt

	#!ORION_DG - Merge MAIN @ CL 3317254

	#!RB:none
	#!Tests:none

Change 3317186 on 2017/02/22 by Mieszko.Zielinski

	Fixed items that have been force-scored by an EQS test as 'failed' getting discarted even if the test is being run in scoring-only mode #!UE4

	#!test golden path
	#!rb Lukasz.Furman
	#!codereview Daniel.Broder, John.Abercrombie

Change 3317005 on 2017/02/22 by Daniel.Lamb

	Submitted wrong version of my file.
	#!rb Trivial
	#!test Compile

Change 3316958 on 2017/02/22 by Daniel.Lamb

	Added support in buildcookrun for shared cooked builds.
	#!rb Trivial
	#!test BuildCookRun iterative script

Change 3316942 on 2017/02/22 by Daniel.Lamb

	DLC cooking optimization.
	Optimization to determining package dependency tree, now is async.
	Fixes for iterate shared cooked build.  Added fallback when using shared cooked build to local build if local build is newer.
	Added DLC cooking warning if you are overriding output directories.
	Removed previous release packages names from DLC asset registry.
	Only generate manifest for additional assets instead of all assets.
	Minor optimization to worst case resolving of string asset references.  Only resolve those that haven't been resolved before (only happens when GC thrashing happens).
	#!rb Andrew.Grant
	#!test Cook paragon

[CL 3365166 by Andrew Grant in Main branch]
2017-03-26 15:18:02 -04:00
Marc Audy
5ce407d808 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467)
#rb none
#lockdown Nick.Penwarden

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

Change 3297108 on 2017/02/10 by Mieszko.Zielinski

	Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4

	#jira UE-41114

Change 3299467 on 2017/02/13 by Marc.Audy

	Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash

Change 3300692 on 2017/02/13 by Marc.Audy

	no auto

Change 3301424 on 2017/02/14 by Marc.Audy

	Handle gateway expansion before the node matching loop
	#jira UE-41858

Change 3301547 on 2017/02/14 by Marc.Audy

	PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
	#jira UE-41926

Change 3301557 on 2017/02/14 by Marc.Audy

	When passing null to Rename for the new name, maintain the OldName is possible
	#jira UE-41937

Change 3301676 on 2017/02/14 by Marc.Audy

	Fix pending occlusion async traces from crashing during shutdown
	#jira UE-41939

Change 3302705 on 2017/02/14 by Mieszko.Zielinski

	Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4

Change 3302898 on 2017/02/14 by Dan.Oconnor

	Fix double negative

Change 3302954 on 2017/02/14 by Dan.Oconnor

	Make sure we use a good version of the class

Change 3302977 on 2017/02/14 by Dan.Oconnor

	Optimization in reinstancer turned back on - 3302898 has fixed the regression

Change 3302984 on 2017/02/14 by Dan.Oconnor

	Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.

	This fixes issues in Odin when using the compilation  manager

Change 3303824 on 2017/02/15 by Richard.Hinckley

	Updating URL for FABRIK system information.

Change 3304284 on 2017/02/15 by Dan.Oconnor

	Build fix

Change 3304297 on 2017/02/15 by Dan.Oconnor

	Shadow variable fix

Change 3304465 on 2017/02/15 by Lukasz.Furman

	fixed handling pathfollowing's requests by FloatingPawnMovement
	#jira UE-41884

Change 3305031 on 2017/02/15 by Marc.Audy

	All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
	#jira UE-41708

Change 3305505 on 2017/02/15 by Michael.Noland

	Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)

Change 3305506 on 2017/02/15 by Michael.Noland

	QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types

Change 3306091 on 2017/02/16 by Marc.Audy

	PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
	#jira UE-42027

Change 3306574 on 2017/02/16 by Marc.Audy

	Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal

Change 3307160 on 2017/02/16 by Marc.Audy

	Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.

Change 3307982 on 2017/02/16 by Michael.Noland

	QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)

Change 3308097 on 2017/02/16 by Michael.Noland

	Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
	#jira UE-41789

Change 3308303 on 2017/02/16 by Dan.Oconnor

	Make sure we don't call GetDefaultObject while compiling on a non-native class

Change 3308850 on 2017/02/17 by Mieszko.Zielinski

	Fully exposed NavModifierVolume as ENGINE_API #UE4

Change 3309624 on 2017/02/17 by Phillip.Kavan

	[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.

	change summary:
	- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.

	#jira UE-40443

Change 3310475 on 2017/02/17 by Dan.Oconnor

	Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode

Change 3310487 on 2017/02/17 by Dan.Oconnor

	Fix build error missed by preflgiht

Change 3310497 on 2017/02/17 by Dan.Oconnor

	More build fixes for things missed by preflight...

Change 3310635 on 2017/02/17 by Dan.Oconnor

	Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled

Change 3310639 on 2017/02/17 by Dan.Oconnor

	Shadow variable fixes, not sure why these are being detected now

Change 3311855 on 2017/02/20 by Marc.Audy

	Fix UChildActorComponent::ParentComponent being null on the client
	#jira UE-42140

Change 3312444 on 2017/02/20 by Marc.Audy

	Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
	#jira UE-41267

Change 3312691 on 2017/02/20 by mason.seay

	Deleting map now that bug has been fixed

Change 3312709 on 2017/02/20 by Phillip.Kavan

	[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.

	change summary:
	- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
	- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
	- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
	- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
	- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).

	#jira UE-39705

Change 3313161 on 2017/02/20 by Mieszko.Zielinski

	PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)

Change 3314151 on 2017/02/21 by Mieszko.Zielinski

	fix to hlods complaining about missing nav collision in cooked builds #UE4

	Made sure hlod-generated StaticMeshes are marked as not having navigation data

	#jira UE-42034

Change 3314355 on 2017/02/21 by Marc.Audy

	Set error message back to be correctly about mobility
	#jira UE-42209

Change 3314566 on 2017/02/21 by Phillip.Kavan

	[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.

	#jira UE-40801

Change 3315459 on 2017/02/21 by Mike.Beach

	Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).

	#jira UE-16359

Change 3315546 on 2017/02/21 by Mike.Beach

	Mirroring CL 3294552

	Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.

	#jira ODIN-5869

Change 3315554 on 2017/02/21 by Mike.Beach

	Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).

	#jira ODIN-6211

Change 3317225 on 2017/02/22 by mason.seay

	Enable Net Use Owner Frequency on blueprints.  This allows the client to use different weapons. Doesn't fix UE-42017 though.

Change 3317495 on 2017/02/22 by Marc.Audy

	Expose raw input device configurations to other modules by request

	#jira UE-42204

Change 3319966 on 2017/02/23 by Nick.Atamas

	Polished up the material reroute node:
	 - Removed some unnecessary widgets
	 - Centered the pin node

Change 3320099 on 2017/02/23 by Mike.Beach

	Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.

	#jira UE-40861

Change 3321227 on 2017/02/24 by Marc.Audy

	Just use name rather than going Name -> String -> TCHAR -> Name

Change 3321425 on 2017/02/24 by Marc.Audy

	Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName

Change 3321630 on 2017/02/24 by Mike.Beach

	Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.

Change 3321845 on 2017/02/24 by Lukasz.Furman

	fixed navlink processor trace accepting only components with WorldStatic object type
	#ue4

Change 3322474 on 2017/02/24 by Aaron.McLeran

	UE-42345 Rewriting thumbnail renderer

Change 3322490 on 2017/02/24 by Aaron.McLeran

	UE-42345  Forgot to take abs of sample before averaging

Change 3323562 on 2017/02/27 by Mike.Beach

	Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.

Change 3323685 on 2017/02/27 by Mike.Beach

	Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).

	#jira UE-30816

Change 3323776 on 2017/02/27 by Marc.Audy

	Coding standard clean up pass

Change 3324050 on 2017/02/27 by Ben.Zeigler

	Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
	Port of 3317217, 3315540, and 3314374 from UE4-Fortnite

Change 3324294 on 2017/02/27 by Ben.Zeigler

	Engine changes needed to support "Asset Management" UI:
	Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
	Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
	Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
	Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
	Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
	Add Asset Manager code to create and query "Manage" references used for auditing and chunking
	Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
	Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
	Port of CL #3323720 and related fixes from Fortnite

Change 3324295 on 2017/02/27 by Ben.Zeigler

	Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
	Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
	Add struct customizations for PrimaryAssetId and PrimaryAssetType
	Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
	Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
	Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
	Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
	Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
	Port of CL #3323722 and related fixes from Fortnite

Change 3324398 on 2017/02/27 by Ben.Zeigler

	CIS fix

Change 3324442 on 2017/02/27 by Ben.Zeigler

	Nonunity fix discovered while testing my nonunity fix

Change 3325465 on 2017/02/28 by Marc.Audy

	Expand RawInput to support up to 20 buttons

Change 3325468 on 2017/02/28 by Marc.Audy

	Fix CIS

Change 3325887 on 2017/02/28 by Phillip.Kavan

	[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.

	change summary:
	- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
	- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
	- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
	- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
	- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization

	#jira UE-41893

Change 3326713 on 2017/02/28 by Marc.Audy

	Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created

Change 3327688 on 2017/03/01 by Marc.Audy

	Fix spelling, remove autos

Change 3328139 on 2017/03/01 by Marc.Audy

	Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)

	#jira UE-42375

Change 3328550 on 2017/03/01 by Mike.Beach

	Typo fix in cast node tooltip.

Change 3328575 on 2017/03/01 by Nicholas.Blackford

	Submitting Tick Interval Functional Test

Change 3328972 on 2017/03/02 by Jack.Porter

	Fix for crash entering Landscape mode

	#jira UE-42497

Change 3329224 on 2017/03/02 by Nick.Bullard

	Removing Redirector from EngineTest project

Change 3330093 on 2017/03/02 by Mike.Beach

	Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.

	#jira UE-42166

Change 3330306 on 2017/03/02 by Mike.Beach

	Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.

	#jira UE-6451

Change 3330626 on 2017/03/02 by samuel.proctor

	Functional Test for Blueprint Containers

Change 3330690 on 2017/03/02 by Mike.Beach

	Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).

	#jira UE-42500

Change 3330704 on 2017/03/02 by Mike.Beach

	CIS fix - fallout from CL 3330306

Change 3330875 on 2017/03/02 by Dan.Oconnor

	Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)

Change 3330892 on 2017/03/02 by Mike.Beach

	CIS fix for linux builds - include filename is case sensitive.

Change 3331585 on 2017/03/03 by Mike.Beach

	Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.

Change 3333455 on 2017/03/06 by Ben.Zeigler

	Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
	Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
	Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off

Change 3333484 on 2017/03/06 by Ben.Zeigler

	#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name

Change 3333553 on 2017/03/06 by Ben.Zeigler

	#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache

Change 3333697 on 2017/03/06 by Mike.Beach

	Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).

Change 3334047 on 2017/03/06 by Ben.Zeigler

	#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.

Change 3334228 on 2017/03/06 by Ben.Zeigler

	#jira UE-42153 Fix several crashes with gameplay tag query structs
	#jira UE-39760 Fix it to display tag query description on creation

Change 3335221 on 2017/03/07 by Lukasz.Furman

	fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
	#ue4

Change 3335733 on 2017/03/07 by dan.reynolds

	Fixing Attenuation Shape Material Reference

Change 3335918 on 2017/03/07 by Mike.Beach

	More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).

	#jira UE-42480

Change 3336053 on 2017/03/07 by zack.letters

	Moved and renamed test to meet naming convention and proper location

Change 3336087 on 2017/03/07 by Phillip.Kavan

	[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.

	change summary:
	- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.

	#jira UE-18618

Change 3336118 on 2017/03/07 by Phillip.Kavan

	Ensure that BP class component templates are included as preload dependencies where appropriate.

Change 3336418 on 2017/03/07 by Marc.Audy

	Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
	#jira UE-42507

Change 3336529 on 2017/03/07 by dan.reynolds

	AEOverview UMG Interface

Change 3336729 on 2017/03/07 by Michael.Noland

	Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
	#jira UE-42519

Change 3337054 on 2017/03/08 by Mieszko.Zielinski

	Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4

Change 3337605 on 2017/03/08 by Mieszko.Zielinski

	PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)

Change 3337612 on 2017/03/08 by Lina.Halper

	Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
	- adding ticket for further investigation

	#rb: Martin.Wilson
	#jira: UE-42062

Change 3338353 on 2017/03/08 by Mike.Beach

	Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.

	#jira UE-40861

Change 3340052 on 2017/03/09 by Marc.Audy

	Don't mark a blueprint dirty if the default value isn't actually set
	#jira UE-42511

Change 3340211 on 2017/03/09 by samuel.proctor

	Adding TMap/TSet tests for Containers Functional Test

Change 3340272 on 2017/03/09 by Marc.Audy

	auto removals
	small optimizations

Change 3340341 on 2017/03/09 by Marc.Audy

	Fortnite fixes for blueprint exposed editor only struct members
	#jira UE-42430

Change 3340356 on 2017/03/09 by Marc.Audy

	Do not allow blueprint exposed editor only struct members
	#jira UE-42430

Change 3340369 on 2017/03/09 by Mike.Beach

	Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).

	#jira UE-42572

Change 3340445 on 2017/03/09 by mason.seay

	Renamed and updated test map.  Also disabled tests until reviewed

Change 3340627 on 2017/03/09 by Marc.Audy

	Remove autos

Change 3340639 on 2017/03/09 by Dan.Oconnor

	Avoid CDO creation when asking if an object IsDefaultSubobject

Change 3340642 on 2017/03/09 by Marc.Audy

	Correctly maintain removed items from arrays when duplicating actors via T3D
	#jira UE-42278

Change 3340689 on 2017/03/09 by Dan.Oconnor

	Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph

Change 3340709 on 2017/03/09 by Dan.Oconnor

	Remove misplace dClassDefaultObject null check for now

Change 3340710 on 2017/03/09 by Dan.Oconnor

	Avoid FindRedirectedPropertyName when performing StaticDuplicateObject

Change 3340728 on 2017/03/09 by Dan.Oconnor

	Null checking CDO so that we can duplicate a class with no CDO

Change 3342184 on 2017/03/10 by mason.seay

	Nav mesh generation test - not finished

Change 3342930 on 2017/03/13 by Mieszko.Zielinski

	Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4

Change 3343739 on 2017/03/13 by Marc.Audy

	Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.

Change 3343758 on 2017/03/13 by Marc.Audy

	Ensure that when you change visibility, children also get marked dirty as needed.
	SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
	#jira UE-42240

Change 3343816 on 2017/03/13 by Mike.Beach

	Making sure we build CrashReporter for nativized clients.

	#jira UE-42056

Change 3343858 on 2017/03/13 by Phillip.Kavan

	Back out changelist 3336118 (per discussion) - did not solve the issue.

Change 3344218 on 2017/03/13 by Mike.Beach

	Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).

Change 3344388 on 2017/03/13 by Mike.Beach

	Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).

	#jira UE-37971

Change 3344411 on 2017/03/13 by dan.reynolds

	AEOverviewMain update

	- Organized Variables

	- Added comments on level interface with UI script

Change 3344956 on 2017/03/14 by Marc.Audy

	Remove autos
	Slight optimization

Change 3345365 on 2017/03/14 by Mike.Beach

	In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).

	#jira UE-42787

Change 3345565 on 2017/03/14 by Marc.Audy

	auto removal

Change 3345654 on 2017/03/14 by Marc.Audy

	Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true

Change 3345771 on 2017/03/14 by Zak.Middleton

	#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:

	ClientNetSendMoveDeltaTime=0.0111f
	ClientNetSendMoveDeltaTime=0.0222f
	ClientNetSendMoveThrottleAtNetSpeed = 10000
	ClientNetSendMoveThrottleOverPlayerCount=10

	These are the default values maintained for backwards compat.

	Related to OR-36422.

Change 3346314 on 2017/03/14 by Dan.Oconnor

	Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.

Change 3346329 on 2017/03/14 by Dan.Oconnor

	Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler

Change 3346436 on 2017/03/14 by Dan.Oconnor

	Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag

Change 3346632 on 2017/03/14 by Ben.Zeigler

	Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
	Add missing Class Property metadata to the metadata list

Change 3347525 on 2017/03/15 by Marc.Audy

	PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
	#jira UE-42810

Change 3347562 on 2017/03/15 by Phillip.Kavan

	[UE-32816] Support for value-based bitfield enum associations in the editor.

	notes:
	- default mode is still index-based, so there are no backwards-compatibility issues

	change summary:
	- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
	- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
	- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
	- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
	- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation

	#jira UE-32816

Change 3348030 on 2017/03/15 by Marc.Audy

	Remove experimental blueprintable components setting, they are supported fully

Change 3348034 on 2017/03/15 by Phillip.Kavan

	CIS fix.

Change 3348054 on 2017/03/15 by Marc.Audy

	Fix shadow error

Change 3348063 on 2017/03/15 by mason.seay

	Updateed bp logic to use asserts.  Added scenarios to descriptions of tests

Change 3348131 on 2017/03/15 by mason.seay

	Updating maps and reorganizing content

Change 3348146 on 2017/03/15 by Mike.Beach

	Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.

Change 3348213 on 2017/03/15 by dan.reynolds

	AEOverview UMG Update

	- Added level selection persistence between categories (so you can pick and choose from multiple categories)

	- Added a clear all selections button

	- Added comments to the UMG BP

Change 3348344 on 2017/03/15 by Lukasz.Furman

	fixed missing path following result flag descriptions
	#ue4

Change 3348489 on 2017/03/15 by mason.seay

	Moved content and updated test descriptions

Change 3348496 on 2017/03/15 by Mike.Beach

	Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.

Change 3348502 on 2017/03/15 by Ben.Zeigler

	#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
	Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
	Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings

Change 3348504 on 2017/03/15 by Ben.Zeigler

	#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize

Change 3348512 on 2017/03/15 by Mike.Beach

	Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).

Change 3348513 on 2017/03/15 by Phillip.Kavan

	[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.

	change summary:
	- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
	- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
	- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
	- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
	- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
	- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
	- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
	- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
	- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract

	#jira UE-38979

Change 3348651 on 2017/03/15 by Mike.Beach

	Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.

Change 3348684 on 2017/03/15 by Michael.Noland

	Blueprints: Allow string and text variables to be marked as multi-line

	PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)

	#jira UE-42275

Change 3348691 on 2017/03/15 by Michael.Noland

	Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
	PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
	#jira UE-33052

Change 3348698 on 2017/03/15 by Michael.Noland

	Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
	PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)

	#jira UE-38484

Change 3348722 on 2017/03/15 by Dan.Oconnor

	Fix replacement bug - due to last minute refactor of this reference replacer call

Change 3348736 on 2017/03/15 by Michael.Noland

	Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)

Change 3348810 on 2017/03/15 by Michael.Noland

	Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
	PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)

Change 3348811 on 2017/03/15 by Michael.Noland

	PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)

	#jira UE-42904

Change 3348969 on 2017/03/15 by Dan.Oconnor

	Build fix

Change 3349023 on 2017/03/16 by Aaron.McLeran

	Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)

Change 3349389 on 2017/03/16 by mason.seay

	Finished up Navigation map.  Improved Navmesh map (still needs some work before review)

Change 3349575 on 2017/03/16 by Marc.Audy

	Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers

Change 3349628 on 2017/03/16 by Ben.Zeigler

	Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
	Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
	Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
	Various fixes to AssetManagerEditorModule
	Convert ShooterGame to use the AssetManager for chunking

Change 3349629 on 2017/03/16 by Ben.Zeigler

	Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
	Also includes changes made on Fortnite Branch as  CL #3323724:
	Fortnite changes to take advantage of the Manage dependency in the asset manager
	Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
	Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook

Change 3350043 on 2017/03/16 by Marc.Audy

	Fix Audio compile errors

Change 3350092 on 2017/03/16 by Dan.Oconnor

	Fix missing output parameters when the function result node is pruned

Change 3350190 on 2017/03/16 by Ben.Zeigler

	CIS fix

Change 3350707 on 2017/03/16 by Dan.Oconnor

	Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization

Change 3350820 on 2017/03/16 by Joe.Conley

	Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play

Change 3350893 on 2017/03/16 by Dan.Oconnor

	Build fix

Change 3351017 on 2017/03/16 by Dan.Oconnor

	Using ordered arguments instead of named arguments improves load time in BP heavy projects

Change 3351056 on 2017/03/16 by Dan.Oconnor

	Avoiding Copies

Change 3351062 on 2017/03/16 by Dan.Oconnor

	Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints

Change 3351770 on 2017/03/17 by Marc.Audy

	Fix CIS warnings

Change 3351818 on 2017/03/17 by Mike.Beach

	CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.

	#jira UE-35970

Change 3351918 on 2017/03/17 by Mike.Beach

	CIS fix - renaming local so it doesn't conflict with the one in the outer scope.

Change 3351931 on 2017/03/17 by Ben.Zeigler

	Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
	Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago

Change 3351956 on 2017/03/17 by Dan.Oconnor

	Make sure result element is emptied when calling Intersect, Union, or Difference
	#jira UE-42993

Change 3352049 on 2017/03/17 by Ben.Zeigler

	#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
	Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though

Change 3352065 on 2017/03/17 by Aaron.McLeran

	Fixing compile errors

	- deleting unused files
	- removing #pragma once in SSynthKnob.cpp
	- Making phonon have win64 whitelist to avoid compiling on other platforms

Change 3352100 on 2017/03/17 by Aaron.McLeran

	Fixing compile errors

	- Moving header file to public folder since it's used outside of module

Change 3352182 on 2017/03/17 by Ben.Zeigler

	#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector

Change 3352286 on 2017/03/17 by Ben.Zeigler

	#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
	Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)

Change 3352299 on 2017/03/17 by Ben.Zeigler

	#jira UE-40544
	PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)

Change 3352303 on 2017/03/17 by Ben.Zeigler

	#jira UE-40856
	Commit PR #3147:  Remove unnecessary directory separator for GetSaveGamePath  (Contributed by projectgheist)
	Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile

Change 3352320 on 2017/03/17 by Ben.Zeigler

	#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
	Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)

Change 3352338 on 2017/03/17 by Ben.Zeigler

	#jira UE-42800
	PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)

Change 3352352 on 2017/03/17 by Dan.Oconnor

	Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
	#jira UE-42937

Change 3352581 on 2017/03/17 by Lukasz.Furman

	fixed memory leak in navmesh generators
	copy of CL# 3352356
	#ue4

Change 3352665 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
	- Also renamed the class to only include SoundWave once!
	- Fixing static analysis warning on null deref.

Change 3352685 on 2017/03/17 by Dan.Oconnor

	Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
	#jira UE-42547

Change 3352706 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>

Change 3352708 on 2017/03/17 by Dan.Oconnor

	Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor

	#jira UE-43023

Change 3352860 on 2017/03/17 by Lukasz.Furman

	fixed memory leak in navmesh generators
	copy of CL# 3352849
	#ue4

Change 3352967 on 2017/03/17 by Dan.Oconnor

	Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.

	#jira UE-43027

Change 3352979 on 2017/03/17 by Dan.Oconnor

	Static analysis driven fixes

	#jira UE-43044

Change 3352987 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	- Removing myo from other platforms, win64 only

Change 3353234 on 2017/03/18 by Marc.Audy

	Fix Win32 build

Change 3353344 on 2017/03/19 by Marc.Audy

	Fix cyclic includes in new Audio code

Change 3353350 on 2017/03/19 by Marc.Audy

	Disable static analysis for myo third party code

Change 3353750 on 2017/03/20 by Marc.Audy

	Fix additional cyclic include

Change 3353926 on 2017/03/20 by Mieszko.Zielinski

	Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4

	This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.

	#jira UE-18493

Change 3354249 on 2017/03/20 by Mike.Beach

	Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).

	#jira UE-42479

Change 3354464 on 2017/03/20 by Dan.Oconnor

	Fix missing source path when using compilation manager

Change 3354499 on 2017/03/20 by Dan.Oconnor

	Disable compilation manager

Change 3354620 on 2017/03/20 by Ben.Zeigler

	#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to

Change 3354714 on 2017/03/20 by Michael.Noland

	PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)

	#jira UE-42655

Change 3354718 on 2017/03/20 by Michael.Noland

	Engine: Change FViewport::IsGameRenderingEnabled to be static
	PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)

	#jira UE-42471

Change 3354721 on 2017/03/20 by Michael.Noland

	PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)

	#jira UE-42274

Change 3354907 on 2017/03/20 by Aaron.McLeran

	Fixing content in xenakis map

Change 3355223 on 2017/03/20 by Ben.Zeigler

	#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up

Change 3355297 on 2017/03/20 by Dan.Oconnor

	Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083

Change 3355373 on 2017/03/20 by Michael.Noland

	PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)

	#jira UE-41640

Change 3355417 on 2017/03/20 by Ben.Zeigler

	Fix formatting bug where I forgot some braces

Change 3355462 on 2017/03/20 by Aaron.McLeran

	UE-43046 Property type changed with no possible conversion

	Resaved asset in question

Change 3355629 on 2017/03/20 by Dan.Oconnor

	Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.

Change 3355631 on 2017/03/20 by Dan.Oconnor

	Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)

Change 3356127 on 2017/03/21 by Richard.Hinckley

	#jira UEDOC-4711
	Updated an invalid/old URL in a comment to a valid/current URL.

Change 3356193 on 2017/03/21 by Marc.Audy

	Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
	#jira UE-43420

Change 3356222 on 2017/03/21 by Marc.Audy

	Expose new attenuation settings to blueprints to resolve cook warnings.

Change 3356286 on 2017/03/21 by Richard.Hinckley

	#jira UEDOC-4711
	Selected a different URL for the update.

Change 3356339 on 2017/03/21 by Marc.Audy

	Delete unconnected return nodes to fix fortnite cook warnings

Change 3356827 on 2017/03/21 by Ben.Zeigler

	Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
	Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
	Add some more ensures to track down possible issues with handle corruption

Change 3356920 on 2017/03/21 by Ben.Zeigler

	Fix ensure just checked in to not go off when handles are halfway through being cancelled

Change 3358152 on 2017/03/22 by Phillip.Kavan

	#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.

	Change summary:
	- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.

[CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
Mike Fricker
0eb8bedf0b Merging //UE4/Dev-Main to Dev-Geometry (//UE4/Dev-Geometry) (from CL 3353316)
#rb none

[CL 3354404 by Mike Fricker in Dev-Geometry branch]
2017-03-20 14:13:41 -04:00
Ben Marsh
7c77078af1 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3345728)
#lockdown Nick.Penwarden

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

Change 3315219 on 2017/02/21 by Steve.Robb

	Fix for FObjectAndNameAsStringProxyArchive when serializing a TWeakObjectPtr.

Change 3315285 on 2017/02/21 by Steve.Robb

	Explicitly pass string builder into code generation functions.

Change 3315341 on 2017/02/21 by Ben.Marsh

	UAT: Clean up some formatting in StreamCopyDescription output - remove #fyi lines, exclude merge commits, and remove some blank lines.

Change 3315350 on 2017/02/21 by Ben.Marsh

	Fix shared resource files not being rebuilt if the version header changes.

Change 3315823 on 2017/02/21 by Ben.Marsh

	UAT: Use a class derived from AutomationException to return information specific to commandlets failing, rather than putting it in the base class.

Change 3315826 on 2017/02/21 by Ben.Marsh

	UAT: Move Distiller class from general use in UAT; FileFilter provides a much safer and fully featured implementation of the same concepts.

Change 3315857 on 2017/02/21 by Ben.Marsh

	UBT: Remove the StripBaseDirectory() and MakeRerootedFilePath() utility functions from UBT. These operations can now be done more safely with FileReference objects.

Change 3315942 on 2017/02/21 by Ben.Marsh

	UBT: Convert FileFilter to use FileReference and DirectoryReference arguments everywhere.

Change 3316236 on 2017/02/22 by Maciej.Mroz

	#jira UE-42045

	Nativization
	Fixed Warning: TEnumAsByte is not intended for use with enum

Change 3316253 on 2017/02/22 by Robert.Manuszewski

	Fixes for the async log file writer hangs and crashes.

	- potential fix for the logging system hang when running out of disk space while flushing log
	- fix for unexpected concurrency assert when flushing the log buffer to disk

Change 3316293 on 2017/02/22 by Steve.Robb

	GetTypeHash and lexicographical comparison operators (operator<() etc.) for TTuple.

Change 3316342 on 2017/02/22 by Maciej.Mroz

	Nativization: Wrappers (stubs) required only by other wrappers are properly generated.

	#codereview: Mike.Beach

Change 3316344 on 2017/02/22 by Maciej.Mroz

	Fixed crash in nativized Odin
	Async loading properly handles nativized structs.

Change 3316359 on 2017/02/22 by Steve.Robb

	GitHub #3287 : Ignore #pragma in USTRUCTs

	#jira UE-42248

Change 3316389 on 2017/02/22 by Matthew.Griffin

	Switched Installed Engine Filters to multiline properties to make them more readable
	Added Oodle to list of excluded plugins
	#jira UE-42030

Change 3316392 on 2017/02/22 by Ben.Marsh

	UBT: Split out FileReference/DirectoryReference classes into their own file.

Change 3316394 on 2017/02/22 by Ben.Marsh

	UBT: Move FileReference/DirectoryReference extension methods into the appropriate file.

Change 3316411 on 2017/02/22 by Ben.Marsh

	UAT: Remove file functions that take multiple arguments. There's not really a compelling use case for these to exist over looping from the calling code.

Change 3316446 on 2017/02/22 by Ben.Marsh

	UAT: Try disabling function name prefix to log output from UAT, to see if it improves readability. Function names are still included in the log file for debugging.

Change 3316575 on 2017/02/22 by Ben.Marsh

	UAT: Remove unused functionality for dealing with labels, and output a more human readable list of P4 settings at startup.

Change 3318481 on 2017/02/22 by Steve.Robb

	Use of FMath::IsPowerOfTwo in check.
	Static assert to ensure that an inline set allocator will have a hash size of a power of two.

Change 3318496 on 2017/02/22 by Steve.Robb

	Fix for TSet visualizers.

Change 3318919 on 2017/02/23 by Steve.Robb

	Fix for hot reloading UScriptStruct-derived objects in a module, where the CDOs of these objects haven't had PrepareCppStructOps() called on them.

	#jira UE-42178

Change 3318942 on 2017/02/23 by Steve.Robb

	Removal of a redundant insertion which can cause problems on reallocation of the map.

Change 3319010 on 2017/02/23 by Ben.Marsh

	UBT: Fix exception when a file that was previously part of the working set is deleted.

Change 3319134 on 2017/02/23 by Robert.Manuszewski

	Better fix for a deadlock when flushing log while it's already being flushed due to flush timer on the async log writer thread.

Change 3319249 on 2017/02/23 by Matthew.Griffin

	Added a function to check if running with debug game libs instead of checking command line in multiple places
	Added -RunConfig parameter, which has equivalent result to -debug if value of parameter starts with 'debug'
	Added -RunConfig=$(Configuration) as a default commandline argument for Mac so that editor can use debug game libs
	Removed -Shipping argument from VCProject generation as it's not used anymore

Change 3319253 on 2017/02/23 by Maciej.Mroz

	#jira UE-41846

	New mechanism to gather modules necessary for Nativized Assets. The modules are listed based on included headers. Previously the dependencies was gathered only in FBlueprintNativeCodeGenManifest::GatherModuleDependencies.

Change 3319591 on 2017/02/23 by Ben.Marsh

	Don't strip prefixes beginning with WARNING: or ERROR: using the Postp filter.

Change 3320357 on 2017/02/23 by Steven.Hutton

	Slight changes to Add Crash method - Returning select fields instead of entity objects in queries for perf reasons.

Change 3320361 on 2017/02/23 by Steven.Hutton

	Performance improvements subsequent to the recent database changes.

Change 3320446 on 2017/02/23 by Steven.Hutton

	adding my temporary performance tracker class - reports to a private slack channel with add crash performance data.

Change 3320479 on 2017/02/23 by Ben.Marsh

	Fix CIS errors.

Change 3320576 on 2017/02/23 by Jin.Zhang

	Update CrashReporter to use AWS

Change 3320742 on 2017/02/23 by Jin.Zhang

	Merging crash caching

Change 3321119 on 2017/02/24 by Robert.Manuszewski

	DLL injection protection support for non-monolithic builds

Change 3323308 on 2017/02/27 by Matthew.Griffin

	Moved compilation of SwarmInterface after its dependencies so that we will see a build failure immediately if they change version in future

Change 3323423 on 2017/02/27 by Chad.Garyet

	Adding a script to check and warn about csproj targeted .net versions being mismatched

	#JIRA UE-39624

Change 3323442 on 2017/02/27 by Ben.Marsh

	UBT: Output an error if an engine module references a game module.

Change 3323743 on 2017/02/27 by Ben.Marsh

	PR #3303: Resolved PVS scan issues (Contributed by projectgheist)

Change 3323748 on 2017/02/27 by Ben.Marsh

	Convert whitespace to tabs.

Change 3324851 on 2017/02/28 by Chris.Wood

	Add Odin symbol locations to engine config for MDD on CR server.

	NotForLicensees

Change 3324979 on 2017/02/28 by Gil.Gribb

	Fixed bad merge of priority change in the EDL.

Change 3326889 on 2017/03/01 by Steven.Hutton

	Update to buggs controller to generate faster queries.

Change 3326910 on 2017/03/01 by Robert.Manuszewski

	Removing legacy #if from PackageFileSummary.

Change 3327118 on 2017/03/01 by Gil.Gribb

	UE4 - Fixed race that resulted in a memory leak when reading compressed paks.

Change 3327633 on 2017/03/01 by Gil.Gribb

	UE4 - Added a cvar to control the pak precacher thottle.

Change 3327674 on 2017/03/01 by Steve.Robb

	Unified boilerplate between all generated code files.

Change 3328544 on 2017/03/01 by Chris.Wood

	CrashReportProcess.config update (CRP v1.2.17)

	Tweaks to a few values.
	Update website URL to explicitly point to old, non-cloud site on devweb-02.

Change 3328714 on 2017/03/01 by Chris.Wood

	Correct CRP config regression. Point website at new cloud site. Still v1.2.17

Change 3329192 on 2017/03/02 by Matthew.Griffin

	Added Shared Build Id file to the list of Precompiled Build Dependencies in a target receipt so that it's brought into an installed build

Change 3329285 on 2017/03/02 by Ben.Marsh

	UGS: Allow a project to specify a filters for the streams that should be displayed for fast-switching to. The QuickSelectStreamList seting in the [Options] section of the project settings references a depot path containing a list of strings used to filter the stream list. An option is shown to switch back to showing all available streams, if desired.

Change 3330636 on 2017/03/02 by Ben.Marsh

	UBT: Bump version number of C++ include cache to force it to be rebuilt with additional include information for the default RC files.

Change 3331262 on 2017/03/03 by Robert.Manuszewski

	Merging Dev-LoadTimes to Dev-Core (Garbage Collection performance improvements)

	- Improved GC multithreading
	- Improved BeginDestroy performance
	- Introduced ULevelActorCluster for StaticMeshActor and ReflectionCapture actor clustering (can be toggled through project settings or console command gc.ActorClusterEnabled)
	- A few improvements to AddReferencedObjects functions
	- Misc improvements to GC code
	- Garbage Collector now properly handles clusters which had their objects marked as pending kill
	- Blueprints can now create clusters too (can be toggled through project settings or console command gc.BlueprintClusteringEnabled, defaults to disabled)

Change 3331285 on 2017/03/03 by Robert.Manuszewski

	A few fixes for the previous check-in.

Change 3332001 on 2017/03/03 by Ben.Marsh

	UBT: Add support for generating a UDN file containing the valid settings for BuildConfiguration.xml. Pass -configdoc=<filename> on the command line to generate such a file.

Change 3332022 on 2017/03/03 by Ben.Marsh

	Update documentation for where to find the BuildConfiguration settings.

Change 3332031 on 2017/03/03 by Ben.Marsh

	Remove documentation for Windows XP support; it has been removed in the 4.16 release.

Change 3332256 on 2017/03/03 by Ben.Marsh

	UBT: Add support for generating a UDN page containing module and target settings.

Change 3332458 on 2017/03/03 by Ben.Marsh

	UBT: Improvements to generated documentation.

Change 3332459 on 2017/03/03 by Ben.Marsh

	Add generated documentation for .target.cs files, .build.cs files, and BuildConfiguration.xml files.

Change 3332460 on 2017/03/03 by Ben.Marsh

	UBT: Make LinkTypePrivate actually private, so it doesn't show up in the docs.

Change 3332899 on 2017/03/06 by Robert.Manuszewski

	Making sure actor clustering is not used in the editor (fix for actors being deleted when GC runs in the editor)

	#jira UE-42548

Change 3332955 on 2017/03/06 by Maciej.Mroz

	Nativization distinguishes client and server platform:
	- Separated lists on additional assets, additional modules, excluded assets, excluded modules, excluded paths (in config)
	- Context (compilation options, nativization options and platform) is deliveren to BPCOmpilerCppBackend in FCompilerNativizationOptions struct.
	- Wrappers (for unconverted BPs) are created only when they are directly called.

	- Fortnite dedicated server can be nativized

Change 3332990 on 2017/03/06 by Ben.Marsh

	UBT: Add more comprehensive wrapper methods for System.IO.File and System.IO.Directory to FileReference and DirectoryReference.

Change 3333032 on 2017/03/06 by Ben.Marsh

	Documentation for build tools

Change 3333037 on 2017/03/06 by Ben.Marsh

	Add a build step to extract UAT and UBT documentation from XML comments.

Change 3333089 on 2017/03/06 by Ben.Marsh

	UAT: Re-enable logging the calling function to the console in UAT. Needs a pass for readability first.

Change 3333651 on 2017/03/06 by Gil.Gribb

	UE4 - Fix a werid recursive situation where StaticLoadObject could return an object that has not finished loading. Also produces a fatal error if this sometimes happens. EDL only.

Change 3335236 on 2017/03/07 by Ben.Marsh

	UGS: Set the sync changelist separately to the compatibility changelist.

Change 3335261 on 2017/03/07 by Gil.Gribb

	UE4 - Fixed batched render fences when BeginDestroy calls FlushRenderingCommands.

Change 3335740 on 2017/03/07 by Gil.Gribb

	maybe fix static analysis warning

Change 3335945 on 2017/03/07 by Steve.Robb

	Move FFindInstancedReferenceSubobjectHelper code out of header.
	Add map/set property support to allow instanced members of these container types to be handled during CPFUO.

	https://udn.unrealengine.com/questions/349232/tmap-with-instanced-object-as-value-gets-cleared-o.html

Change 3336693 on 2017/03/07 by Ben.Marsh

	UBT: Use shared PCHs for game plugins by default, to reduce time spent generating individual PCHs.

Change 3336694 on 2017/03/07 by Steve.Robb

	Static assert added to TMap to prevent the use of keys which don't implement a GetTypeHash.
	Fixes to types which relied on implicit conversions when calling GetTypeHash.
	Workaround in SAssetView.h and PropertyEditorModule.h for an apparent VC bug where the compiler wrongly instantiates TPointerIsConvertibleFromTo for certain forward-declared types, causing future TSharedPtr conversions to fail.

	#jira UE-42441

Change 3336698 on 2017/03/07 by Steve.Robb

	Hardcoded endpoint handling replaced with a generic string.
	Obsolete .proto and .java code generation removed.

Change 3336811 on 2017/03/07 by Wes.Hunt

	Add a game blacklist to the crash report processor. Fixed a syntax error in Config.cs, added a XML comment to shut up a warning.

Change 3336973 on 2017/03/08 by Steve.Robb

	Fix for missing GetTypeHash in a plugin.

Change 3336996 on 2017/03/08 by Steve.Robb

	Significant refactor of code generation, to try and make data flow more apparent.

Change 3337571 on 2017/03/08 by Steve.Robb

	CIS fixes for missing GetTypeHash functions.
	Non-unity fix.

Change 3337588 on 2017/03/08 by Gil.Gribb

	UE4 - Fixed obscure check with flushing rhi resources.

Change 3337620 on 2017/03/08 by Steve.Robb

	WITH_HOT_RELOAD_CTORS macros removed.
	UseVTableConstructors config option removed.

Change 3339369 on 2017/03/09 by Steve.Robb

	GetTypeHash overload for nn::account::Uid.

Change 3339464 on 2017/03/09 by Daniel.Lamb

	Fixed assert in 4.15 to do with trying to gather dependency info from invalid packages.
	#jira UE-42583
	#test Editor + Cook + Run shootergame

Change 3339465 on 2017/03/09 by Maciej.Mroz

	Fixed serialization issue, after UserDefinedEnum was used in EnumProperty.

Change 3339469 on 2017/03/09 by Maciej.Mroz

	Fixed Nativization problem, when default value is passed as non-const reference.

Change 3340178 on 2017/03/09 by Daniel.Lamb

	Added support for in memory only packages.  The Cooker ignores these and added core functions to recognize these packages.
	Other systems will need to add support where nessisary.

Change 3341002 on 2017/03/10 by Maciej.Mroz

	Nativization: Fixed FFindHeadersToInclude. Headers necessary for owners of subobjects are properly included.

Change 3341076 on 2017/03/10 by Steve.Robb

	Fix for FBakedTextureSourceInfo move semantics.

	#jira UE-42658

Change 3341160 on 2017/03/10 by Gil.Gribb

	UE4 - Fix hazard with SetMaterialUsage from a thread.

Change 3341409 on 2017/03/10 by Steve.Robb

	Reduction of the generated code size for StaticRegisterNatives functions.

Change 3341523 on 2017/03/10 by Steve.Robb

	Code generation simplified.

Change 3341800 on 2017/03/10 by Ben.Marsh

	UnrealVS: Fix UnrealVS compatibility with RTM version of Visual Studio 2017. 2017 toolchain for extensions is no longer able to build <= 2015 extensions due to validation of the VSIX manifest, so create a separate solution for it.

Change 3342034 on 2017/03/10 by Ben.Marsh

	Fix compiler setting not being loaded correctly into the Windows target settings dialog.

	#jira UE-42746

Change 3342041 on 2017/03/10 by Ben.Marsh

	Fix -ErrorOnEngineContentUse not being set in the cooker options correctly.

Change 3342094 on 2017/03/10 by Steve.Robb

	Fix to deteministic name order during code generation.

Change 3342251 on 2017/03/10 by Daniel.Lamb

	Integrate fix for resave lightmaps commandlet when upgrading from no mapbuilddatapackages to mapbuilddatapackages.
	#thanks Tim.Hagberg

	#test None

Change 3342961 on 2017/03/13 by Robert.Manuszewski

	Fixing memory leak when playing while running -nullrhi on the commandline in cooked games caused by shader resources not being destroyed.

	#jira FORT-38977

Change 3343022 on 2017/03/13 by Steve.Robb

	GetTypeHash fixes for FUniqueNetIdLive.

	#jira UE-42788

Change 3343448 on 2017/03/13 by Steve.Robb

	Compiled-in defer object order fixed.
	Debuggability of the deferred registration map improved.

	#jira UE-42828

[CL 3345747 by Ben Marsh in Main branch]
2017-03-14 15:48:33 -04:00
Unrealbot
02dbb9765e Branch snapshot for CL 3327560
[CL 3327560 in Dev-Geometry branch]
2017-03-01 12:26:39 -05:00
Ben Marsh
111ec7adc5 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870)
#lockdown Nick.Penwarden

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

Change 3284872 on 2017/02/03 by Graeme.Thornton

	Seperate pak cache granularity from pak signing chunk size

Change 3285765 on 2017/02/03 by Graeme.Thornton

	Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread

	#jira UE-41478

Change 3286913 on 2017/02/04 by Ben.Marsh

	IncludeTool: Merging fixes.

	* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
	* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.

Change 3287100 on 2017/02/05 by Ben.Marsh

	UBT: Move platform settings into platform-specific TargetRules objects.

Change 3287106 on 2017/02/05 by Ben.Marsh

	Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.

Change 3287398 on 2017/02/06 by Steve.Robb

	Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.

Change 3287399 on 2017/02/06 by Steve.Robb

	Log verbosities made more readable in the debugger.

Change 3287410 on 2017/02/06 by Steve.Robb

	Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.

	#fyi marc.audy

Change 3288020 on 2017/02/06 by Ben.Marsh

	Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.

Change 3291817 on 2017/02/08 by Steve.Robb

	New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.

Change 3292090 on 2017/02/08 by Graeme.Thornton

	Crash fix - don't update font engine services if it was never created

	#jira UE-33953

Change 3292993 on 2017/02/08 by Ben.Marsh

	Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)

Change 3293231 on 2017/02/08 by Ben.Marsh

	BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.

Change 3294213 on 2017/02/09 by Ben.Marsh

	EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.

Change 3294753 on 2017/02/09 by Ben.Zeigler

	#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated

Change 3296070 on 2017/02/09 by Ben.Zeigler

	Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.

Change 3296420 on 2017/02/10 by Graeme.Thornton

	Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
	Refactored encryption and signing key access in unrealpak to make it easier to use

Change 3296609 on 2017/02/10 by Ben.Marsh

	BuildGraph: Fix error running the <Copy> task with an empty "From" argument.

	* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
	* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.

Change 3297440 on 2017/02/10 by Ben.Marsh

	UBT: Move the FileFilter class into UnrealBuildTool.

Change 3297725 on 2017/02/10 by Ben.Zeigler

	#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
	Clean up a lot of confusingly named and broken functions on UEnum:
	#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
	#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
	Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
	Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
	While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
	Delete some now redundant enum editor code and pipe everything through UEnum

Change 3297979 on 2017/02/10 by Ben.Zeigler

	Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior

Change 3298299 on 2017/02/10 by Steve.Robb

	TTuple improvements:
	- equality comparable
	- serializable
	- in the correct folder

	2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
	TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.

	#fyi robert.manuszewski,ben.marsh

Change 3298460 on 2017/02/11 by Ben.Marsh

	UGS: Set the correct result from running custom tasks.

Change 3298462 on 2017/02/11 by Ben.Marsh

	UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.

Change 3299447 on 2017/02/13 by Graeme.Thornton

	Fix AES and pak signing key embedding for content only projects
	 - Force temp target when any keys are specified by project config

Change 3299649 on 2017/02/13 by Steve.Robb

	PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
	Other obsolete compiler switches removed.

Change 3299787 on 2017/02/13 by Steve.Robb

	IsAbstract() for testing if a reflected native type contains pure virtual functions.  Needed for BP nativization.

	#fyi robert.manuszewski

Change 3300576 on 2017/02/13 by Ben.Marsh

	EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.

Change 3300600 on 2017/02/13 by Ben.Marsh

	EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.

Change 3300624 on 2017/02/13 by Ben.Marsh

	Switch incremental builds for all streams to start up on the incremental agent.

Change 3302134 on 2017/02/14 by Steve.Robb

	UnrealCodeAnalyzer removed.

	#fyi ben.marsh,robert.manuszewski

Change 3302639 on 2017/02/14 by Ben.Zeigler

	Fix crash cooking odin with default command line
	#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified

Change 3303002 on 2017/02/14 by Ben.Zeigler

	#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
	#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
	Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
	Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
	Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
	Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
	Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate

Change 3303084 on 2017/02/14 by Ben.Zeigler

	Attempt to get Nativization and EDL working without warnings

	Change 3305153 on 2017/02/15 by Ben.Zeigler

	Fix Fortnite and Orion cook, I don't understand why this passed my local testing
	Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning

Change 3305959 on 2017/02/16 by Gil.Gribb

	UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.

Change 3306159 on 2017/02/16 by Ben.Marsh

	Fix path to target binaries when building non-monolithic in a unique build environment.

Change 3306584 on 2017/02/16 by Steve.Robb

	UEnum internal functions renamed from Index to Value.
	GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.

	#fyi ben.zeigler

Change 3307836 on 2017/02/16 by Ben.Zeigler

	#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
	Fixes lighting in Infiltrator demo

Change 3307929 on 2017/02/16 by Ben.Zeigler

	#jira UE-42055 Second half of matinee redirector fix

Change 3308840 on 2017/02/17 by Matthew.Griffin

	Reimplementing CL#3305808 from 4.15

		Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)

Change 3309115 on 2017/02/17 by Ben.Marsh

	Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on,  before many of the game settings have been initialized, so just return the directory containing the Core module instead.

Change 3309120 on 2017/02/17 by Ben.Marsh

	Fix support for creating modular builds which don't use the shared build environment.

Change 3309125 on 2017/02/17 by Ben.Marsh

	Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator.

Change 3309128 on 2017/02/17 by Ben.Marsh

	Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces.

Change 3309131 on 2017/02/17 by Ben.Marsh

	Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.

Change 3309140 on 2017/02/17 by Ben.Marsh

	UAT: Fix exception moving a file from one location to another if the target directory does not exist.

Change 3309212 on 2017/02/17 by Ben.Marsh

	Fixes/improvements for mod editor and code mods:

	* A separate top-level project is generated for each code mod in the Visual Studio solution.
	* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
	* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
	* Plugin browser now includes a separate category for mods.
	* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.

Change 3309231 on 2017/02/17 by Steve.Robb

	Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<.

	#jira UE-42052

Change 3309248 on 2017/02/17 by Ben.Marsh

	Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true.

Change 3309257 on 2017/02/17 by Ben.Marsh

	Prevent game binaries from being renamed for hot reload when working with installed projects.

Change 3309355 on 2017/02/17 by Steven.Hutton

	Changes to make the website compatible with the new database changes.

Change 3309371 on 2017/02/17 by Ben.Marsh

	Fix exception on shutdown when running asset registry with threads disabled.

	#jira UE-41951

Change 3309389 on 2017/02/17 by Ben.Zeigler

	#jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node

Change 3309570 on 2017/02/17 by Gil.Gribb

	UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4.

Change 3310039 on 2017/02/17 by Ben.Marsh

	BuildGraph: Prevent exception when trying to delete a file that does not exist.

Change 3311484 on 2017/02/20 by Chris.Wood

	CrashReportProcess crash add retry logic improvements (CRP v1.2.16)

Change 3311600 on 2017/02/20 by Matthew.Griffin

	Updated StripSymbols functions so that all platforms can deal with the source and target file being the same

Change 3311675 on 2017/02/20 by Steve.Robb

	FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack.

Change 3311893 on 2017/02/20 by Ben.Marsh

	UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines.

Change 3313966 on 2017/02/21 by Ben.Marsh

	Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too.

Change 3314398 on 2017/02/21 by Ben.Zeigler

	#jira UE-42212 Fix shutdown of AnimGraph module to be safer

[CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
Bob Tellez
33c9ba59f2 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3284787)
#lockdown Nick.Penwarden
#rb none

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

Change 3284469 on 2017/02/02 by Saul.Abreu

	Fixed comment on Slate Brush for getting the resource object and what kind of object it may be.

Change 3284410 on 2017/02/02 by Ben.Zeigler

	Add FSlateBrush subclass constructors that take resource objects, to create static brushes at startup time that refer to already loaded UTextures

Change 3284381 on 2017/02/02 by Saul.Abreu

	#fortnite
	Added functionality to common button to actually use the single material brush setting and automatically create and expose access to a material instance dynamic.
	Also fixed some potential object lifetime issues in CommonButton.

Change 3282423 on 2017/02/01 by Ben.Zeigler

	Fix issue with synchronous load of objects not invalidating cached nulls for asset ptrs. This was always an issue but my recent change to assetptr SynchronousLoad made it manifest more often.
	In the future we may want to invalidate cached nulls on object creation to handle cases like save games

Change 3282265 on 2017/02/01 by Ian.Fox

	#UE4, #XMPP - Reduce verbosity of strophe receive-stanza log

Change 3282159 on 2017/02/01 by Ben.Zeigler

	Fix issue where async loading null string reference would deadlock

Change 3282054 on 2017/02/01 by James.Longstreet

	#fortnite #jira FORT-28234 Fix sceImeDialogTerm() warning

	We were calling sceImeDialogTerm() in cases where the dialog wasn't active.  The only state it's legitimate to call sceImeDialogTerm() in is SCE_IME_DIALOG_STATUS_FINISHED.

Change 3282051 on 2017/02/01 by James.Longstreet

	#fortnite #jira FORT-30021 Respect bVirtualKeyboardSendsTextChanged on PS4

Change 3281799 on 2017/02/01 by Nick.Cooper

	#Fortnite - Removed code on PS4 that was adding a EMouseButtons::Left press when the right shoulder button was pressed

	#jira FORT-35821

Change 3281771 on 2017/02/01 by Lukasz.Furman

	fixed end of path conditions breaking movement when path starts with a navlink and turn back below
	#jira FORT-36375

Change 3280579 on 2017/01/31 by Ben.Zeigler

	Remove ForEachProperty and switch AssetManager to use TPropertyValueIterator instead. Code review changes to TPropertyValueIterator.
	Add InitializeAssetBundlesFromMetadata to AssetManager which parses AssetBundles metadata at load/save time and uses that to assign asset references to specific bundles.
	Add RecursivelyExpandBundleData to allow recursively acquiring bundle dependencies.
	Add AssetBundles to the PropertyMetadata list. Sorted list and fixed some comment typos.
	Change it so the DataAsset factory won't show blueprintable native classes as valid, the editor doesn't like it when you have both blueprinted and non-blueprinted assets of the same base class.
	Change AssetPtr.LoadSynchronous to be const and to behave the same as Get(). This was a licensee complaint and the old behavior to null out the reference because of a transient load error can cause data loss.

Change 3280176 on 2017/01/31 by Lukasz.Furman

	fixed missing navmesh update on replacing existing floor/roof
	#jira FORT-36369

Change 3279761 on 2017/01/31 by Saul.Abreu

	#fortnite
	Added ability to keep common buttons interactable even when they're selected, so they can still be clicked. Old default behavior is preserved.

Change 3279678 on 2017/01/31 by Saul.Abreu

	#fortnite
	Moved GetCurrentInputType from UCommonActionWidget to UCommonUIContext for reuse.

Change 3278593 on 2017/01/30 by Ben.Zeigler

	Delay initialization of asset registry tag filter list until it is needed, to make sure it catches modules that were loaded after the asset registry module. Fixes issues with tags not inherting to child classes

Change 3278592 on 2017/01/30 by Ben.Zeigler

	Add TPropertyValueIterator to replace ForEachProperty. This is a recursive iterator instead of a predicate search, and also allows extracting the property chain, which I need for metadata parsing.
	AssetManager has an example of both uses, will delete ForEachProperty tomorrow.

Change 3277859 on 2017/01/30 by Lukasz.Furman

	fixed navigation path postprocessing not working with vertical navlinks near start point
	required by taker portal up move
	#jira FORT-36570

Change 3277580 on 2017/01/30 by Ben.Zeigler

	#jira FORT-36662 Return streamable manager to always use hard references, weak references do not work during AddReferencedObjects at all, because of the unreachable flag that is set during GC. This returns the behavior of forcing assets to be "Force Deleted" if they were loaded by asset manager.

Change 3276903 on 2017/01/29 by Bob.Tellez

	#BlueprintContext Updated copyright notice for 2017

Change 3276902 on 2017/01/29 by Bob.Tellez

	#CommonUI Updated some missed copyright notices for 2017

Change 3276731 on 2017/01/29 by Jeff.Campeau

	Forward modified warning messages

Change 3276642 on 2017/01/28 by Jeff.Campeau

	Change specific errors from packaging multiple configurations into a single package into warnings.

Change 3276228 on 2017/01/27 by Ben.Zeigler

	Fix crash/data loss when a Pin's DefaultObject points to an ObjectRedirector. FixObject will return redirectors so you need to correct for that

Change 3276073 on 2017/01/27 by Ben.Zeigler

	Add some utility functions to core asset manager and streamablemanager and fix various editor interactions.
	Add startup and cook interaction hooks to AssetManager directly and call them form Engine in addition to the game-specific hooks.
	Add concept of BulkScanning to AssetManager, use this when scanning many directories.
	Fix issues with string asset references being wrong for blueprint classes, this would be easier if the assetdata pointed to the class and not the possibly-missing blueprint.
	Change StreamableManager to keep referenced objects as weak pointers. These pointers are effectively soft in the editor, hard outside of the editor. By storing them as raw pointers it was difficult to guarantee their safety without causing issues with deleting assets.

Change 3276058 on 2017/01/27 by Ben.Zeigler

	Add UStruct::ForEachProperty, which recursively iterates properties of a struct and calls a lambda.
	Add some new BaseStructure accessors

Change 3275981 on 2017/01/27 by Alex.Thurman

	Move Item Management Screen input handling into child activatable panels.
	#JIRA FORT-35759
	#JIRA FORT-35758

Change 3275626 on 2017/01/27 by John.Pollard

	First pass at implementing net relevancy for replays

	* All connections are considered when determing if an actor is relevant
	* Enable by setting demo.UseNetRelevancy to 1
	* Override cull distance with demo.CullDistanceOverride

Change 3275221 on 2017/01/27 by John.Pollard

	FORT-36482 - Fix issue with using wrong serializer for re-mapping objects

Change 3274149 on 2017/01/26 by Alex.Thurman

	Expose the Common Widget Switcher as part of the common UI plugin library.
	#fort

Change 3274103 on 2017/01/26 by Michael.Trepka

	Fixed a crash on startup on Mac when using a shader cache populated during cooking and re-enabled cook time cache generation in Fortnite

Change 3273867 on 2017/01/26 by James.Hopkin

	Enabled Stomp for PS4

	#jira FORT-35517

Change 3273749 on 2017/01/26 by James.Hopkin

	Added libwebsocket libraries for PS4

	#jira FORT-35517

Change 3273105 on 2017/01/26 by James.Hopkin

	Moved libwebsockets.h into platform-specific folders (in preparation for PS4 building against slightly more recent version)

Change 3273020 on 2017/01/26 by Jeff.Campeau

	Stage manifest files from loose folder, not binary folder (appdata.bin is no longer created in the binary directory)

Change 3272825 on 2017/01/25 by Saad.Nader

	#fort
	Added function to set the auto activation on or off on a common widget switcher.
	Updated CommonTabListWidget to temporarily turn off activation when setting a linked switcher.
	Added some missing delegate cleanup code.

Change 3272598 on 2017/01/25 by Justin.Augspurger

	#fortnite
	Add activatable panel function that returns if an input handler is set.

Change 3272411 on 2017/01/25 by Michael.Trepka

	Increased g.TimeoutForBlockOnRenderFence on Mac to 5 minutes

Change 3271913 on 2017/01/25 by Lukasz.Furman

	fixed conditions of movement's destinaiton oveshot check to work with setup in FTest maps
	#jira FORT-36375

Change 3271723 on 2017/01/25 by Bob.Tellez

	#UE4 Disabled MfMedia on windows.

Change 3271223 on 2017/01/25 by Jeff.Campeau

	Allow packaging to fall back to the engine directory for the lastchunk file if it's not present in the staged version.

Change 3271066 on 2017/01/24 by Chris.Gagnon

	- Properly clean up the UIManager and Analog Cursor when game/pie exists.
	- FortAnalogCursor now sequesters the mouse during InputSuspension.
	- Change the callback order for activate and deactivate so the classes can chain activate.

Change 3271064 on 2017/01/24 by Chris.Gagnon

	- NavigateToWidget() added to SlateApplication
	- SlistView and it's descendants now have the ability to navigate to the widget scrolled into view

Change 3270778 on 2017/01/24 by Michael.Trepka

	Fixed and enabled cook time binary shader cache generation for Mac

Change 3270645 on 2017/01/24 by Jeff.Campeau

	- New manifest generation (backward compatible)
	- True support for multiconfig packages
	- Settings all based in target settings in editor
	- Localized package resources with support to reduce redundancies
	- Resource table generation and manifest generation combined
	- Further reduced unneeded deploy copies

	#jira FORT-36413

Change 3270191 on 2017/01/24 by Lukasz.Furman

	reverted file unrelated to DecoyDistance fix

Change 3270133 on 2017/01/24 by Lukasz.Furman

	fixed item scoring in DecoyDistance test
	#jira FORT-36034

Change 3269363 on 2017/01/24 by James.Hopkin

	#online #stomp Added error logging for loss of heartbeat

	#jira FORT-34763

Change 3268921 on 2017/01/23 by Saul.Abreu

	#fortnite
	Renamed CommonWidgetGroup to emphasize that it is an abstract base class. Added ability to get the selected button out of CommonButtonGroup.

Change 3268913 on 2017/01/23 by Saul.Abreu

	#fortnite
	Recreated some minor changes to UEnumProperty so that TMap properties don't assert with enums as keys.

Change 3268436 on 2017/01/23 by Michael.Trepka

	Added rhi.Metal.AllowRHIThread to allow games to disable RHI thread on Mac to be able to use shader cache, which currently is incompatible with RHI thread. Disabled RHI thread on Mac in Fortnite.

	Also, temporarily disabled Metal validation layer in Fortnite until I have more information on the cost of various levels of validation.

Change 3266945 on 2017/01/20 by Bob.Tellez

	#UE4 Allowing more configurations to generate debug symbols

Change 3266814 on 2017/01/20 by Bob.Tellez

	#UE4 Moved MfMedia video track handling to the render thread, which removes the need for some buffer management in MediaTextureResource.cpp. Also, Mfmedia now emits the PlaybackEndReached event.

	#JIRA FORT-31753

Change 3266541 on 2017/01/20 by Lukasz.Furman

	moved navigation export of building actor's static mesh into owning actor data instead of using parent chain,
	attempt to fix husks passing through walls that lost navigation data at some point during game
	#jira FORT-35741

Change 3266269 on 2017/01/20 by Fred.Kimberley

	Change async loading of gameplay cues so that the gameplay cue manager maintains ownership of the assets and can control their lifetime.

Change 3266053 on 2017/01/20 by Michael.Trepka

	Fixed issues with shader cache not working properly with Mac Metal (but it still requires -norhithread to work at all). Enabled the shader cache by default if RHI thread is disabled.

Change 3265585 on 2017/01/20 by Bart.Hawthorne

	Enable Oodle in Fortnite

Change 3264678 on 2017/01/19 by Lukasz.Furman

	fixed crash on opening behavior trees with invalid decorator class (empty redirectors)
	#ue4

Change 3264473 on 2017/01/19 by Fred.Kimberley

	Tell the streamable manager to manage gameplay cue assets that are async loaded.

	#jira FORT-35171

Change 3262846 on 2017/01/18 by John.Pollard

	FORT-30352 - Fix by lowering network logging verbosity for benign condition

Change 3262535 on 2017/01/18 by Michael.Trepka

	Fix for FORT-35776

	Make sure to set reasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements

Change 3262386 on 2017/01/18 by John.Pollard

	Deprecate bPendingNetUpdate, NetUpdateTime and LastNetUpdateTime

Change 3262375 on 2017/01/18 by Ian.Fox

	#UE4, #XMPP - Handle Message stanza errors
	#JIRA OGS-505

Change 3262262 on 2017/01/18 by John.Pollard

	Turn on adaptive network updates by default

Change 3262215 on 2017/01/18 by Rob.Cannaday

	Fix for returned XMPP messages (to invalid recipient) triggering on message received delegates

Change 3262094 on 2017/01/18 by Jamie.Dale

	Cook on the fly builds now resolve string asset references

Change 3262091 on 2017/01/18 by Jamie.Dale

	Guarding against potentially invalid call to FString::Mid

Change 3262089 on 2017/01/18 by Jamie.Dale

	Fixing RedirectCollector issues with projects outside the UE4 directory

	It was storing relative paths, but MakeStandardFilename wouldn't make a relative path for anything outside of the UE4 directory. In addition to this, some code was testing filters using package style paths, so I converted all the code to use package style paths instead.

Change 3261201 on 2017/01/17 by Ben.Zeigler

	Perf improvements to PackageName that improve cooked load times by around a second. These string functions get called very often and Split is very slow, especially backwards searching or case insensitive.

Change 3261098 on 2017/01/17 by John.Pollard

	Fix for FORT-35711 - Edited buildings do not always replicate correctly

	We were removing the actor from the network object list too soon

Change 3260515 on 2017/01/17 by John.Abercrombie

	Fix MoveTo task ending with success when it's interrupted
	- Default the task to an invalid status rather than assuming we are successful

	#jira FORT-35497 - Defender can pick up a weapon from far away as they get knocked DBNO

Change 3260343 on 2017/01/17 by Lukasz.Furman

	fixed end of path conditions for crowd simulation when using string pulled path
	#jira FORT-35713

Change 3259419 on 2017/01/16 by John.Pollard

	Network actor list fixes:

	* Don't add add actor to network list if it will just immediately get removed
	* Remove destroyed actors from actor list on clients
	* Make sure actor Role is set to correct value before adding to network actor list

Change 3259104 on 2017/01/16 by Michael.Trepka

	Change the default for rhi.Metal.RuntimeDebugLevel  to 2, as 3 is too expensive for Development builds and disable METAL_DEBUG_OPTIONS in Test builds

Change 3259017 on 2017/01/16 by Saad.Nader

	#fort
	Added a missing remove delegate handler when widget is destructed.

Change 3258901 on 2017/01/16 by Saad.Nader

	#fort
	Added the ability to remove an input action from the list of actions we are listening for in an activatable panel.

Change 3258844 on 2017/01/16 by Ryan.Rauschkolb

	#fortnite
	Fixed issue where UUMGSequencePlayer:Tick would broadcast OnAnimationFinished before the final frame of the animation plays

Change 3258734 on 2017/01/16 by Michael.Trepka

	Fixed a crash on exit on Mac in FCocoaWindow's windowWillResize:

	#jira FORT-35720

Change 3258353 on 2017/01/16 by James.Hopkin

	#xmpp Fixed UserJid constructor to be constructed by value - same efficiency, less code and allows any combination of rvalues and lvalues.

Change 3257640 on 2017/01/13 by Saul.Abreu

	#fortnite
	#jira FORT-35387
	Item Quantity List widget, not yet complete.
	Minor tweak to widget factory (for pooling) to support player controllers as "outer"s.
	In progress refactor of list of resources given for a mulch operation, using the item quantity list widget.

Change 3257310 on 2017/01/13 by Bob.Tellez

	#UE4 Default stack size for windows is now configurable. There is a different number for windows editor targets than non-editor targets.

Change 3257094 on 2017/01/13 by John.Pollard

	Refactor network actor list management to be more efficient

	* Move dormancy list management to FNetworkObjectList
	* Optimize actor network dormancy by removing actors from the active list that are dormant on all connections
	* Removed NetUpdateTime on actor, and now use the NextUpdateTime on FNetworkObjectInfo (these values are more hot in the cache too)
	* We now early out of the consider logic faster when possible
	* Remove other misc unused network state/code and general cleanup

Change 3255891 on 2017/01/12 by Chris.Gagnon

	Added "Back" action to squads screens and armory landing.
	Added activation widget centering for squads screens.
	Added a couple Explicit navigations to get a better navigation experience.
	Added a bunch of Fkeys to the input binding table.
	Added PanelButton Widget.

Change 3254809 on 2017/01/11 by Bob.Tellez

	#UE4 Crash fix for shader views that get destroyed but still have pointers to them in the SRV cache.

Change 3254651 on 2017/01/11 by Bob.Tellez

	#UE4 Changed MfMedia track sync mode to Unbuffered since buffered causes a crash shortly after playing.

	#JIRA FORT-35566

Change 3254307 on 2017/01/11 by Lukasz.Furman

	fixed "Ftest start" command interfering with automation passes
	#jira FORT-35459

Change 3253625 on 2017/01/11 by Lukasz.Furman

	more accurate overshot detection for crowd simulation trying to reach last path corner
	#jira FORT-35502

Change 3252864 on 2017/01/10 by Lina.Halper

	fix for invalid anim curve issue when duplicating curves.

	#jira: FORT-35151

Change 3252427 on 2017/01/10 by Ben.Zeigler

	#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
	Copied from CL #3252418

Change 3252344 on 2017/01/10 by Lukasz.Furman

	added navmesh tile observation to hotspots
	now they will be able to reevaluate unreachable slots if nearby navmesh is updated (active only when more than half melee slots is unreachable)
	#jira FORT-35450

Change 3251644 on 2017/01/09 by Saul.Abreu

	#fortnite
	#jira FORT-35388
	Refactored common input so that the actions hold the per-platform key mappings. A config file holds the mapping of individual keys to their per-platform display data (icon-only for now). ALL ENTRIES IN THE INPUT ACTION DATA TABLE ARE NOW MISSING THEIR KEYS. RE-ADD THEM. I did test that it works.

Change 3251118 on 2017/01/09 by David.Hamm

	Corrected ability system logging messages that are turning up in bug reports.

Change 3250932 on 2017/01/09 by Bob.Tellez

	#UE4 Unshelved from DanielW. Fix for memory usage during map save for large maps

Change 3250093 on 2017/01/06 by Jeff.Campeau

	libstrophe UE4 modifications

Change 3249787 on 2017/01/06 by John.Pollard

	Add some replay/network stats

Change 3248808 on 2017/01/05 by Chris.Gagnon

	Fix for ensuring Main Tabs properly activates it's content.
	Includes a pretty hacky delay, will need to deal with that at somepoint.

Change 3248693 on 2017/01/05 by Chris.Gagnon

	NavigationEvent now gets populated with the modifier keys so that Shift  and Ctrl behaviors of the list work.

Change 3248647 on 2017/01/05 by Saul.Abreu

	Fixed shadowed variable warning in Create Event node.

Change 3248358 on 2017/01/05 by Saul.Abreu

	Added return type/outputs to the signature displayed in the CreateEvent node. Also added tooltip describing the syntax for display since it's non-standard.

Change 3247937 on 2017/01/05 by Chris.Gagnon

	- Refactored the Custom Navigation Event to be a part of the Viewport so that it functions properly with Multi PIE and doesn't interfere with the Editor while PIE is running.
	- Added the ability for an FReply to specify an explict navigation attempt directly.
	- Added ENavigationGenesis to the navigation system allowing SListView and STileView's bHandleGamepadEvents functionality to be hooked up again.

Change 3247887 on 2017/01/05 by Bob.Tellez

	#UE4 UpdateExistingPackagePriorities does not work in EDL. It is now disabled.

	#JIRA FORT-35193

Change 3247770 on 2017/01/05 by Fred.Kimberley

	Fix an issue where PreAttributeBaseChange was not always being called and sometimes called after the attribute base value had changed.

Change 3247133 on 2017/01/04 by Saul.Abreu

	UWidget designer method renaming to avoid extremely likely naming collisions.

Change 3246507 on 2017/01/04 by Chris.Gagnon

	Created CommonBorder and UCommonBorderStyle very simple but will allow consistent sharing of styles.
	Cleaned up palette category usage and a few misc things.
	Updated the UI test material, and created a UI Test BorderStyle to utilize it.

Change 3245517 on 2017/01/03 by Chris.Gagnon

	Copying over slate material changes to provide more functionalit.
	Added a UITest Material as an example

Change 3245371 on 2017/01/03 by Lukasz.Furman

	fixed husks attacking props from far away
	#jira FORT-34655

Change 3245363 on 2017/01/03 by Justin.Sargent

	Tracked down a CEF viewport scaling issue to some changes made for supporting high DPI. After talking it over with Trepka, we decided to revert the specific change causing the CEF viewport regression. Trepka will be following up with a proper fix.

	#jira OPP-6513

Change 3244525 on 2017/01/02 by Chris.Gagnon

	Activatable panels now clear out action handlers when the slate widgets are released.

Change 3244517 on 2017/01/02 by Chris.Gagnon

	New frontend major refactors.
	- New content api for UI States
	- New intro / outro functionality for activatable panels
	- New CommonWidgetStack widget
	- Landing pages
	- Navigation suport for SListView, STileView
	- Navigation changes
	- Lots of New UI layout changes and functionality changes
	- More things that I'm forgetting

Change 3242434 on 2016/12/21 by Ben.Zeigler

	Improve package saving time by stopping export sorting from recursing into dependencies outside of the package. It has no control over them so it doesn't care about their load order.

Change 3242433 on 2016/12/21 by Ben.Zeigler

	Small perf improvement for quad tree, stop it from constantly reallocating memory when removing nodes as they will likely get filled again or the node will get deleted

Change 3242294 on 2016/12/21 by Bob.Tellez

	#UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled

Change 3241034 on 2016/12/20 by John.Abercrombie

	Add or UpdateBlueprintSearchMetadata when we don't have a TargetPlatform
	- Better fix for issue mentioned in CL 3241023

Change 3241023 on 2016/12/20 by John.Abercrombie

	Fixed UBlueprint::PreSave crashing when there is no TargetPlatform (default behavior)

Change 3240988 on 2016/12/20 by Lukasz.Furman

	fixed melee defenders not finishing move then their goal is outside tether range
	#jira FORT-34673

Change 3240966 on 2016/12/20 by Ben.Zeigler

	Disable find in blueprint query when cooking for non editor platforms, saves around 50 seconds off of a Fortnite fast cook.
	UBlueprint::PreSave gets called even though they get filtered out of cooked builds, as the filtering is after PreSave.

Change 3240898 on 2016/12/20 by Lukasz.Furman

	fixed memory corruption in template A* solver
	#fortnite

Change 3239920 on 2016/12/19 by Ben.Zeigler

	Fix warning display for string asset references while cooking, now that failed to find errors add to KnownMissing, we need to check KnownMissing before doing the find, and turn off the internal warnings as the redirect collector has more context info

Change 3239819 on 2016/12/19 by Lukasz.Furman

	fixed uninitialized debug draw delegate pointers
	#ue4

Change 3238789 on 2016/12/16 by Ben.Zeigler

	Fix issue where spawned cues triggered from async loads wouldn't have a proper world
	Fix issue where bShouldSyncLoad/bShouldAsyncLoad were backwards

Change 3238782 on 2016/12/16 by Ben.Zeigler

	#jira FORT-34825 Fix issue where Macro CDOs had corrupted persistent ubergraph frames during blueprint compile on load, by changing it so no CDOs have persistent frames.
	This also saves memory as using persistent frames is incorrect for CDOs, things like latent functions do not make sense.
	Fix from Dan O'Connor

Change 3238685 on 2016/12/16 by Bob.Tellez

	#UE4 Graceful recovery for actors that changed mobility between frames in TextureInstanceManager.

	#JIRA FORT-34833

Change 3238671 on 2016/12/16 by Ben.Zeigler

	Fix ensure opening widget palette view, it was trying to create asset data for trash classes becuase it was just doing a raw class iterator, which is no longer supported.

Change 3238606 on 2016/12/16 by Rob.Cannaday

	Fix crash in FInternetAddrBSD::SetIp when InAddr is an empty string.
	#jira FORT-34826

Change 3238594 on 2016/12/16 by Ben.Zeigler

	#jira FORT-34704 Fix bNetTemporary actors to be created with reliable packets, to keep sending until their initial send is done.
	The code that used to resend incomplete net temporary actors appears to have stopped working sometime during UE4 networking refactors. Remove unused flags related to that code

Change 3238315 on 2016/12/16 by Lukasz.Furman

	fixed composite navigation path usage for husks not controlled by crowd simulation
	#jira FORT-34509

Change 3238145 on 2016/12/16 by Lukasz.Furman

	fixed crash in EQS profiler
	#jira FORT-34831

Change 3237479 on 2016/12/15 by Ben.Zeigler

	Don't crash if cue manager has no world, not sure how it got into this state

Change 3236992 on 2016/12/15 by Michael.Trepka

	Don't fall back to SM4 on Intel GPUs on Mac any more

Change 3236929 on 2016/12/15 by Bob.Tellez

	#UE4 Fixed an ensure that was caused by an FResourceSizeEx being initialized with the wrong type

Change 3236867 on 2016/12/15 by Bob.Tellez

	#Fortinte Submitted change from Gil to fix EDL crash loading into Outpost on PS4

	#JIRA FORT-34794

Change 3236747 on 2016/12/15 by Ben.Zeigler

	Fortnite fixes for asset manager/async loading changes
	FortItemDefinitions now async load needed assets on demand. Currently this is only loading AttributeTemplate, which may not even be in use
	The blueprints needed for weapons are now async loaded when the player puts them on their quickbar, instead of being loaded once and staying in memory forever
	FortAssetManager is now being used in parallel to the loading code in FortGlobals, I will remove the FortGlobals code in the next checkin once I know things are working
	Change it so the MissionEventNames are loaded asynchronously when clicking the picker, this code was half completed already so I finished it up
	Change it so GameplayCueNotifies get async loaded on demand instead of async loaded at startup, this improves startup load times
	Change it so the CommonUIModule uses the global assetmanager instead of a passed in StreamableManagerHandler
	Item json changed because it got resorted, no actual json changes other than a few cosmetics that were added yesterday
	Change it so FortItem implements the mcp item interface directly, instead of FortWorldItem and FortAccountItem implementing it separately

Change 3236746 on 2016/12/15 by Ben.Zeigler

	Add ProcessAsyncLoadingUntilComplete which will process async loading until a predicate is true or time runs out
	Change streamable manager to return a handle structure, that can be used to block or poll as needed. Active handles will keep objects in memory even after the load finishes
	FStreamableManager::SynchronousLoad now does high-priority-async-load-and-wait instead of doing a full async flush/static load object if asynch loading is in progress, this should make stalls much shorter when sync loading a single asset
	Deprecate some of the StreamableManager functions now that handles exist. The fact that SynchronousLoad kept an object from ever GCing was not expected behavior by most users

	Add Experimental feature AssetManager, which is a global singleton that supports loading assets on demand. It is disabled by default
	Add concept of PrimaryAssetID which is a Type:Name pair that globally identifies an asset. This is returned by GetPrimaryAssetId on UObject and is needed for the asset manager to work
	Add PrimaryAssetData class, which supports the primary asset and bundle concepts natively
	Add concept of an AssetBundleEntry/Data, which is a scoped map from name -> list of assets. If you modify an AssetBundleData it will get baked into the asset registry at runtime

	Fix KismetSystemLibrary and GameplayCueManager to use the new streaming functionality

Change 3234031 on 2016/12/13 by Ian.Fox

	#UE4, #XMPP - Finish libstrophe MUC (Multi-User Chat) implementation
	- Pull history when joining channels
	- Handle configuring of XMPP channels we create (and global chat rooms if we managed to create them)

[CL 3291644 by Bob Tellez in Main branch]
2017-02-07 23:55:24 -05:00
Ben Marsh
3de35115ca Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3283640)
#lockdown Nick.Penwarden
#rb none

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

Change 3229011 on 2016/12/09 by Steve.Robb

	Licensee version updated in FWorldTileInfo::Read().

	https://udn.unrealengine.com/questions/325874/fworldtileinfo-not-passing-fileversionlicenseeue4.html

Change 3230493 on 2016/12/12 by Robert.Manuszewski

	Adding a check against assembling the reference token stream while streaming without locking GC.

Change 3230515 on 2016/12/12 by Steve.Robb

	GetStaticEnum and GetStaticStruct removed.
	Various generated code tidy-ups.

Change 3230522 on 2016/12/12 by Steve.Robb

	UHT no longer complains about bases with different prefixes.
	References to obsolete DependsOn removed.

Change 3230528 on 2016/12/12 by Steve.Robb

	ReferenceChainSearch tidyups.

Change 3234235 on 2016/12/14 by Robert.Manuszewski

	PR #2695: fix comments (Contributed by wyhily2010)

Change 3234237 on 2016/12/14 by Robert.Manuszewski

	PR #2614: [GenericPlatformFile] New Function, GetTimeStampLocal, returns file time stamp in local time instead of UTC   Rama (Contributed by EverNewJoy)

Change 3236214 on 2016/12/15 by Robert.Manuszewski

	PR# 1988 : Allow absolute path in -UserDir=<Path> argument (contributed by bozaro)

Change 3236582 on 2016/12/15 by Robert.Manuszewski

	Allow commandline use in shipping builds

	#jira UE-24613

Change 3236591 on 2016/12/15 by Robert.Manuszewski

	Removed unnecessary console variable logspam

	#jira UE-24614

Change 3236737 on 2016/12/15 by Steve.Robb

	Fixes to non-contiguous enums in OSS.

Change 3239686 on 2016/12/19 by Chris.Wood

	Fixed CompressionHelper method UE4CompressFileGZIP() that leaked a file handle when a compression error occurred (CRP v1.2.12)
	[UE-39910] - CrashReportProcess leaks file handles and doesn't cleanup folders after compression fails during output to S3

Change 3240687 on 2016/12/20 by Chris.Wood

	Improved CrashReportProcess retry logic to avoid stuck threads when CRW fails to add crashes (CRP 1.2.13)
	[UE-39941] - Improve CrashReportProcess retry logic when CR website returns failed response to AddCrash Request

Change 3246347 on 2017/01/04 by Steve.Robb

	Readability, debuggability and standards improvements.

Change 3249122 on 2017/01/06 by Steve.Robb

	Generic FPaths::Combine, allowing a mix of string argument types and unlimited arity.

Change 3249580 on 2017/01/06 by Steve.Robb

	Fix for TArray::HeapSort when array contains pointers.

	See: https://answers.unrealengine.com/questions/545533/bug-heapsort-with-tarray-of-pointers-fails-to-comp.html

Change 3250593 on 2017/01/09 by Robert.Manuszewski

	PR #3046: UE-39578: Added none to invalid filenames (Contributed by projectgheist)

Change 3250596 on 2017/01/09 by Robert.Manuszewski

	PR #3094: Fixing typo in comments for LODColoration in BaseEngine.ini - UE-40196 (Contributed by sanjay-nambiar)

Change 3250599 on 2017/01/09 by Robert.Manuszewski

	PR #3096: Fixed Log message in ExclusiveLoadPackageTimeTracker : UE-37583 (Contributed by sanjay-nambiar)

Change 3250863 on 2017/01/09 by Steve.Robb

	Build configuration option to force the use of the Debug version of UnrealHeaderTool.

Change 3250994 on 2017/01/09 by Ben.Zeigler

	Remove bad or redundant ini redirects. These did not work with the old system but were silently ignored, my new system throws warnings about them

Change 3251000 on 2017/01/09 by Ben.Zeigler

	#jira UE-39599 Add FCoreRedirects which replaces and unifies the redirect systems in LinkerLoad, K2Node, Enum, and TaggedProperty. This fixes various bugs and makes things uniform.
	It will parse the previous ini files, or load out of a [CoreRedirects] section in any loaded ini file
	The old redirect system can be re-enabled by setting USE_CORE_REDIRECTS to 0 in CoreRedirects.h. This will be removed eventually
	Some refactors to pass in information needed by the new system that the old system didn't need
	Add LoadTimeVerbose stats for processing redirects and enable that group during -LoadTimeFile

Change 3253580 on 2017/01/11 by Graeme.Thornton

	Added some validation of the class index in exportmap entries

	#jira UE-37873

Change 3253777 on 2017/01/11 by Graeme.Thornton

	Increase SerialSize and SerialOffset in FObjectExport to 64bits, to handle super large files

	#jira UE-39946

Change 3257750 on 2017/01/13 by Ben.Zeigler

	Fix issue where incorrectly set up animation node redirects (were ActiveClassRedirects, should have been ActiveStructRedirects) didn't work in the new redirect system because it validated more.
	Added backward compatibilty code and fixed some conflicts in the ini.

Change 3261176 on 2017/01/17 by Ben.Zeigler

	#jira UE-40746 Fix redundant ini redirect
	#jira UE-40725 Fix section of Match3 defaultengine.ini that appears to have been accidentally duplicated from baseengine.ini several years ago

Change 3261915 on 2017/01/18 by Steve.Robb

	Fixes to localized printf formats.

Change 3262142 on 2017/01/18 by Ben.Zeigler

	Remove runtime code for old ActiveClassRedirects and related systems.
	It was already disabled and the old ini format is still parsed and converted to FCoreRedirects at runtime so there should be no functionality change.
	Merged the deprecated tagged property and enum redirect ini parsing into LinkerLoad, and remove the RemapImports step entirely as it's part of FixupImportMap.

Change 3263596 on 2017/01/19 by Gil.Gribb

	UE4 - Fixed many bugs with the event driven loader and allowed it to work at boot time.

Change 3263597 on 2017/01/19 by Gil.Gribb

	UE4 - Allowed UnrealPak to do a better job with EDL pak files when the order provided is old or from the cooker. Several minor tweaks to low level async IO stuff in support of switch experiments.

Change 3263922 on 2017/01/19 by Gil.Gribb

	UE4 - Fixed a bug with nativized blueprints that was introduced with the boot time EDL changes.

Change 3264131 on 2017/01/19 by Robert.Manuszewski

	Simple app to test hard to repro bugs

Change 3264849 on 2017/01/19 by Ben.Zeigler

	Change FParse::Value to treat ) like , for parsing to handle config parsing struct format. This fixes cases where lines end with bool or FName variables that aren't written out quoted:
	+ClassRedirects=(OldName="LandscapeProxy",NewName="LandscapeStreamingProxy",InstanceOnly=True)

Change 3265232 on 2017/01/19 by Ben.Zeigler

	#jira UE-39599 Finish class redirect refactor by cleaning up BaseEngine.ini
	Move plugin-specific redirects to new plugin ini files
	Move all redirects from BaseEngine.ini prior to 4.11 to native registration in FCoreRedirects. Needed to split up functions to avoid long compile times
	Move all redirects after 4.11 to new ini format
	Some related blueprint fixup code changes, these weren't cooperating well with some ini redirects

Change 3265490 on 2017/01/20 by Steve.Robb

	Prevent engine reinstancing on hot reload.

	#jira UE-40765

Change 3265593 on 2017/01/20 by Gil.Gribb

	UE4 - Stored a copy of the callback in async read request so that we don't need to worry about lifetime so we can capture variables as needed. Also fixed race in audio streaming.

Change 3266003 on 2017/01/20 by Gil.Gribb

	UE4 - Fixed bug which would cause a fatal error when cooking subobjects that were pending kill.

Change 3267433 on 2017/01/22 by Gil.Gribb

	UE4 - Fixed a bug with EDL at boot time which caused a fatal error with unfired imports.

Change 3267677 on 2017/01/23 by Steve.Robb

	Fix for whitespace before UCLASS() causing compile errors.

	#jira UE-24110

Change 3267685 on 2017/01/23 by Steve.Robb

	First pass of fixes to printf-style calls to only use TCHAR[] specifiers.

Change 3267746 on 2017/01/23 by Steven.Hutton

	Resolve offline work

	Changes to repositories to support better handling of db connections.

Change 3267865 on 2017/01/23 by Steve.Robb

	Clarification of TArray::FindLastByPredicate() and FString::FindLastCharByPredicate().

	#fyi nick.darnell

Change 3268075 on 2017/01/23 by Gil.Gribb

	UE4 - Fixed another bug with RF_PendingKill subobjects and the new loader.

Change 3268447 on 2017/01/23 by Gil.Gribb

	Fortnite - Removed calls to ::StaticClass() before main starts; this is not allowed.

Change 3269491 on 2017/01/24 by Gil.Gribb

	UE4 - Cancelling async loading with the EDL loader now prints a warning and does a flush instead.

Change 3269492 on 2017/01/24 by Gil.Gribb

	UE4 - Suppressed a few EDL cook wanrings.

Change 3270085 on 2017/01/24 by Gil.Gribb

	UE4 - Remove pak highwater spam.

Change 3270089 on 2017/01/24 by Gil.Gribb

	UE4 - fix random bug with memory counting and some vertex buffer

Change 3271246 on 2017/01/25 by Chris.Wood

	Fixed CrashReportProcess pipeline for Mac and Linux crashes lacking machine Ids (CRP v1.2.14)
	[UE-40605] - Machine ID is not being shown on the crashreporter website

Change 3271827 on 2017/01/25 by Steve.Robb

	C4946 warning disabled in third party headers (triggers in Clang/LLVM).

Change 3271874 on 2017/01/25 by Steve.Robb

	Fix for missing error check after header preparsing.

Change 3271911 on 2017/01/25 by Steve.Robb

	ObjectMacros.h now automatically included by generated headers.

	#fyi jamie.dale

Change 3273125 on 2017/01/26 by Steve.Robb

	Check to ensure that a .generated.h header is included by headers which have exported types, to avoid crazy compiler errors.

	#fyi james.golding

Change 3273209 on 2017/01/26 by Steve.Robb

	UnrealCodeAnalyzer compilation fixes.

Change 3274917 on 2017/01/27 by Steve.Robb

	GC disabled when recompiling child BPs, as is already the case for the parent (CL# 2731120).
	Now-unused field removed.

Change 3279091 on 2017/01/31 by Ben.Marsh

	UBT: Remove code paths which assume relative paths based on a particular CWD. Use the absolute paths stored in UnrealBuildTool.RootDirectory/UnrealBuildTool.EngineDirectory instead.

Change 3279195 on 2017/01/31 by Gil.Gribb

	Turned EDL on for orion

Change 3279493 on 2017/01/31 by Ben.Zeigler

	#jira UE-41341 Redo redirector fixups that got undone in merge from Main

Change 3280284 on 2017/01/31 by Ben.Zeigler

	#jira UE-41357 Fix typo in vehicle redirect. Also fix base crash when converting old content with nodes that don't exist.
	Fix issues with loading plugin ini files. They weren't properly "diffing" against the base/default source file so my redirect typo fix didn't propagate.
	Some general config system refactors on Josh's advice, and make base.ini optional if reading out of a non-standard engine directory
	Engine plugin ini are now BasePlugin.ini, game plugins are still DefaultPlugin.ini.
	Fix crash when loading old content pointing to nonexistent node type. It will still error/ensure but won't crash.

Change 3280299 on 2017/01/31 by Gil.Gribb

	possibly fix edl at boot with orion server....though was no-repro

Change 3280386 on 2017/01/31 by Ben.Zeigler

	Header include fixes for -nopch, fixes incremental build

Change 3280557 on 2017/01/31 by Ben.Zeigler

	Fix Config crash. FConfigFile's copy constructor is apparently not safe and resulted in garbage memory in some cases

Change 3280817 on 2017/02/01 by Steve.Robb

	Unused SmartCastProperty removed.

Change 3280897 on 2017/02/01 by Chris.Wood

	Improved CRP shutdown code to abort AddCrash requests when cancel is requested (CRP v1.2.15)
	[UE-41338] - Fix CRP shutdown when website isn't accepting new crashes

	Also, improved shutdown code to try to avoid occassional exception when writing out the report index. Looks like it isn't shutting down worker threads cleanly sometimes. Added more logging to this too.

Change 3280989 on 2017/02/01 by Gil.Gribb

	New unrealpak binaries

Change 3281416 on 2017/02/01 by Michael.Trepka

	Updated UnrealPak binaries for Mac

Change 3282457 on 2017/02/01 by Ben.Zeigler

	#jira UE-41425 Protect against issues with streamable manager requests recursively completing by caching the array locally.
	This code is safer in general in my local version so just doing a quick fix for now

Change 3282619 on 2017/02/01 by Arciel.Rekman

	Linux: update UnrealPak.

[CL 3283649 by Ben Marsh in Main branch]
2017-02-02 14:41:50 -05:00
Max Preussner
8e9b51aeff Copying //UE4/Dev-Sequencer to //UE4/Dev-Main (Source: //UE4/Dev-Sequencer @ 3237992)
#lockdown Nick.Penwarden
#rb none

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

Change 3136778 on 2016/09/22 by Max.Preussner

	Merged Dev-Main to Dev-Sequencer

Change 3179199 on 2016/10/29 by Max.Chen

	Sequencer: Fade only oin the current player context, not on all worlds.

	Copy from Release-4.14. Copied fix to FadeTrackInstance to FadeTemplate.

	#jira UE-37939

Change 3179340 on 2016/10/29 by Max.Preussner

	PS4Media: Fixed audio track dropping first frame

Change 3180391 on 2016/10/31 by Max.Preussner

	UdpMessaging: nulling out message processor in destructor

Change 3180459 on 2016/10/31 by Max.Chen

	Sequencer: Fix copy/paste crash in UMG.

Change 3180607 on 2016/10/31 by Andrew.Rodham

	UMG: Fixed parent bindings not being adhered to correctly. Fixed slot widgets that get recreated not having their object bindings updated.

	#jira UE-38021
	#jira UE-38018

Change 3181405 on 2016/11/01 by Lina.Halper

	#ANIM/SEQUCNER: sequencer animation blending support including additive
	 - created multiway blend node - extension of two way blend
	 - created anim sequencer instance to be used in sequencer for blending multiple animations and additives
	 - hooked up to sequencer track players

	- renamed AnimationNode_TwoWay to AnimNode_TwoWay to be consistent with other node names.
	- Make sure you can't choose montage when selecting animation in Sequencer
	- Fixed Anim BP playing with multi group montages

	#code review: Max.Chen

Change 3181870 on 2016/11/01 by Andrew.Rodham

	Sequencer: Made sequence pointers stored in sequence template instances weak object ptrs

	  - We can't guarantee the lifetime of the objects here

	#jira UE-38051

Change 3182851 on 2016/11/02 by Andrew.Rodham

	Sequencer: Assert that a GetScriptStructImpl has been overridden correctly on templates

Change 3182852 on 2016/11/02 by Andrew.Rodham

	Sequencer: Added 'Restore Animated State' command (CTRL+R) and button to sequencer toolbar

Change 3183161 on 2016/11/02 by Max.Preussner

	Media: Added supported file extensions & URL schemes

Change 3183476 on 2016/11/02 by Max.Preussner

	Merged Dev-Main to Dev-Sequencer

Change 3185181 on 2016/11/03 by Max.Chen

	Sequencer: Refactor general options button menu into play options and select options. Add Select Sections in Selection Range and Select All in Selection Range.

	Fix issues with convert to spawanble and convert to possessable. Convert to possessable now deletes the spawn track so that it's not left lying around, which when deleted would end up deleting the converted possessable actor.

	#jira UE-37854

Change 3185184 on 2016/11/03 by Max.Chen

	Sequencer: Add hotkey to toggle camera cut track lock/unlock camera.

Change 3185409 on 2016/11/03 by Max.Chen

	Sequencer: Fix crash in skeletal mesh section drawing.

	#jira UE-38090

Change 3185444 on 2016/11/03 by Max.Chen

	UMG: Expose label browser for UMG

Change 3185662 on 2016/11/03 by Max.Chen

	Sequencer: Paste track fixes.

	 - Loosen restrictions on paste track destination.  This allows the paste to operate on spawnables and on properties that don't have an explicit Set function.
	 - Allow pasting onto all types of tracks, not just property tracks.
	 - Fix when pasting the copied tracks onto multiple objects.

	Tested pasting transform tracks from possessable to spawnables.
	Tested pasting skeletal animation tracks from spawnable to possessables.

	#jira UETOOL-1206

Change 3185920 on 2016/11/03 by Andrew.Porter

	Adding test content for multiple audio video tracks.

Change 3186404 on 2016/11/03 by Max.Preussner

	Merged Dev-Main to Dev-Sequencer

Change 3187957 on 2016/11/04 by Max.Preussner

	MediaAssets: Exposed CanPlaySource in BP

Change 3187988 on 2016/11/05 by Max.Preussner

	Fixed documentation

Change 3188035 on 2016/11/05 by Max.Chen

	Sequencer: Show camera name in cinematic viewport.

	#jira UE-28115

Change 3188603 on 2016/11/07 by Max.Preussner

	WmfMedia: Added missing nullptr check

Change 3188788 on 2016/11/07 by Max.Preussner

	MediaPlayerEditor: Removed property buttons from PlatformMediaSource customization (UE-37948)

	#jira UE-37948

Change 3188808 on 2016/11/07 by Max.Preussner

	MediaAssets: Moved media player implementation into reusable class
	Also moved overlay text handling into separate asset.

Change 3188919 on 2016/11/07 by Max.Preussner

	Media: Changed the handling of invalid media and media that failed to open (UE-38014)

	#jira UE-38014

Change 3189112 on 2016/11/07 by Max.Preussner

	WmfMedia: Added rudimentary H.265 HEVC support for Windows 10 (UE-38324)

	#jira UE-38324

Change 3189376 on 2016/11/07 by Max.Preussner

	WmfMedia: Removed Windows specific code from factory module

Change 3189381 on 2016/11/07 by Max.Preussner

	Atrac9Audio: Fixed log category

Change 3189497 on 2016/11/07 by Max.Preussner

	Media: Added binary sinks support

Change 3189666 on 2016/11/07 by Max.Chen

	Curve Editor: Add option to show time in frame numbers

	#jira UE-27210

Change 3190339 on 2016/11/08 by Max.Preussner

	MediaAssets: Removed SetDesiredPlayerName since the field is public

Change 3190342 on 2016/11/08 by Andrew.Porter

	Adding sequencer test content for animation blueprint

Change 3190398 on 2016/11/08 by Max.Preussner

	Media: Renamed binary tracks to metadata tracks

Change 3190458 on 2016/11/08 by andrew.porter

	Updating Skeleton with new slots.

Change 3191167 on 2016/11/08 by Max.Chen

	Sequencer: Fix crash in validating paste tracks buffer. Validate the tracks instead of actually pasting into temp.

	#jira UE-38353

Change 3191336 on 2016/11/09 by Andrew.Rodham

	Slate: Added the ability to set and retrieve a host tab manager from a details view

Change 3191338 on 2016/11/09 by Andrew.Rodham

	Editor: Added the ability to extend default layouts

	  - FLayoutExtender can be used to provide basic tab layout extensions on default themes.
	  - This can be used by external plugins to inject tabs to other interfaces where necessary.
	  - Currently this is supported by the blueprint editor's unified component layout, and the level editor layout.

Change 3191346 on 2016/11/09 by Andrew.Rodham

	Sequencer: Added new (experimental) ActorSequence module and editor

	  - Sequences can now be added to actors via the UActorSequenceComponent.
	  - An embedded sequencer will appear on details panels, with the option to break it out into a tab.
	  - Separated common playback elements from ULevelSequencePlayer into UMovieSceneSequencePlayer, from which specific players can derive.
	  - The majority of level editorintegration with sequencer has been separated out into a separate singleton class that can manage multiple sequencers.
	  - All movie scene data now defaults to instanced, such that it can be duplicated and instanced correctly.
	  - Added read-only mode for sequencer which is used for actor sequence components that come from a blueprint archetype to prevent erroneous editing.

Change 3191387 on 2016/11/09 by Andrew.Rodham

	Orion: Fixed deprecation warnings

Change 3191388 on 2016/11/09 by Andrew.Rodham

	Orion: Added dependency on MovieScene module

Change 3191403 on 2016/11/09 by Andrew.Rodham

	Sequencer: Fix initialization order warning

Change 3191428 on 2016/11/09 by Andrew.Rodham

	Sequencer: Added missing include

Change 3191510 on 2016/11/09 by Andrew.Rodham

	Header include fixes

Change 3191599 on 2016/11/09 by Max.Chen

	Sequencer: Add option to lock the playback range per movie scene. The toggle is stored as editor only and should be a saved value so that it can persist as the asset is passed from user to user.

	#jira UE-34677

Change 3191664 on 2016/11/09 by Andrew.Rodham

	Sequencer: Ensure keyframe handlers are only added once

Change 3192373 on 2016/11/09 by Max.Preussner

	MediaAssets: Fixed regression: playlists no longer open

Change 3192408 on 2016/11/09 by Max.Preussner

	MediaAssets: Fixed OpenPlaylistIndex crashing

Change 3192878 on 2016/11/09 by Max.Chen

	Camera Rig: Fix log spam trying to unregister component.

	#jira UE-38435

Change 3192989 on 2016/11/10 by Andrew.Rodham

	Slate: Added constructor to appease old VS2013 compiler warning about non-constructible type

Change 3192991 on 2016/11/10 by Andrew.Rodham

	Sequencer: Moved lambda out-of-line to fix static analysis warning

Change 3193420 on 2016/11/10 by Max.Preussner

	MediaAssets: Replaced CopyToResolveTarget with new TransitionTarget API

Change 3193478 on 2016/11/10 by Max.Chen

	Sequencer: Moved Fix Actor References back under the General Options menu.

Change 3193870 on 2016/11/10 by Max.Preussner

	MediaPlayerEditor: Removed additional buttons in per-platform overrides (UE-37948)

	#jira UE-37948

Change 3193873 on 2016/11/10 by Lina.Halper

	- Sequencer fix with anim instance reinit
	- Fixed TMap issue with memory by changing to pointer from ref.

	#code review: Max.Chen

Change 3194184 on 2016/11/10 by Max.Chen

	Sequencer: Only expand section when setting keys when there are keys. Otherwise if you set the default value while the time position is outside of the section range, the section will expand, which seems undesirable.

Change 3194187 on 2016/11/10 by Max.Chen

	Sequencer: Backwards compatibility if a track no longer supports multiple rows, its sections are split to other duplicate tracks.

Change 3194191 on 2016/11/10 by Max.Chen

	Sequencer: Add audio volume and pitch curves.

	#jira UE-30009

Change 3194256 on 2016/11/10 by Max.Chen

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

Change 3194282 on 2016/11/10 by Max.Chen

	Movie Capture: Add some frame rate bounds. Max frame rate for recording is 200. Min is 1.

	#jira UE-38502

Change 3194355 on 2016/11/11 by Max.Chen

	Sequencer: Minimum handle size for time slider scrubber.

	#jira UE-34676

Change 3194767 on 2016/11/11 by Max.Chen

	Sequencer: Mark duplicated tracks as changed so that their template gets regenerated.

Change 3195094 on 2016/11/11 by Max.Preussner

	Media: Removing game thread dependencies

	This change removes game thread dependencies from all media players so that we can use the media framework for startup movies where the game thread is block while loading the Engine. The players now have two new methods, TickPlayer and TickVideo, which need to be called from the external code that owns the players. On the Engine side, this is taken care of by UMediaPlayer, which calls TickPlayer from the game thread and TickVideo from the render thread. In startup movies, this will be taken care of by a special thread.

	AvfMedia: This change does not fully remove game thread dependencies in AvfMediaPlayer yet. There are some async callbacks scheduled to execute on the game thread that need to be refactored. The execution of these events should be performed in TickPlayer instead.

	All platform owners, please review these changes for your platform and make sure that everything still works. I have not had time to test all platforms yet.

Change 3195396 on 2016/11/11 by Max.Preussner

	AvfMedia: Removed remaining game thread dependencies

Change 3195670 on 2016/11/11 by Max.Preussner

	MediaUtils: Renamed function

Change 3195690 on 2016/11/11 by Max.Preussner

	MediaAssets: MediaPlayerBase instance is now a field instead of pointer.

Change 3195802 on 2016/11/11 by Max.Preussner

	Media: Removed UMediaPlayer::GetNativePlayer

Change 3195843 on 2016/11/11 by Max.Preussner

	Kismet: Fixed non-unity

Change 3195851 on 2016/11/11 by Max.Preussner

	Fixed typo.

Change 3195854 on 2016/11/11 by Max.Preussner

	MediaUtils: Added missing forward declaration

Change 3195937 on 2016/11/11 by Max.Chen

	Media: CIS Fix

Change 3196120 on 2016/11/13 by Max.Chen

	Sequencer: Weight curve for skeletal animation section.

	Changed skeletal template evaluation so that it works with multiple animation tracks. The shared track clears all the weights, the section gathers up all the data, and the shared track evaluates the data. Otherwise, the multiple track evaluations would conflict with each other in setting states back and forth.

	#jira UE-38374, UEFW-128

Change 3196265 on 2016/11/13 by Max.Chen

	Sequencer: Fix audio waveforms so that they're regenrated when audio start time is changed.

	#jira UE-38543

Change 3196421 on 2016/11/14 by Andrew.Rodham

	Sequencer: Fixed modified tracks not being written to the transaction buffer when replacing object bindings

	#jira UE-38423

Change 3197131 on 2016/11/14 by Max.Chen

	Sequencer: Null checks.

	#jira UE-38570, UE-38593

Change 3197209 on 2016/11/14 by Max.Chen

	Cine Camera: Reset focus smoothing interpolation on PostEditChangeProperty. This fixes an issue where if you enable focus smoothing, the manual focus distance that is input isn't used since the interpolation happens from the last current focus distance.

	#jira UE-27055

Change 3198691 on 2016/11/15 by Max.Chen

	Sequence Recorder: Optimize record transforms by setting all the keyframes at once.  Also, added option to toggle removing redundant keyframes from the recorded tracks.

	#jira UE-38489

Change 3198711 on 2016/11/15 by andrew.porter

	Adding test content for MEdia Framework Track Switching.

Change 3199174 on 2016/11/15 by Lina.Halper

	Sequencer backward compatibility fix with root motion
	Make sure you could remove root motion fine

	#jira : UE-38591

Change 3199260 on 2016/11/15 by tim.gautier

	Updated QA-Media_TrackSwitch - changed Trigger Collision to only detect overlap from PlayerPawn

Change 3199663 on 2016/11/15 by Max.Chen

	Anim Sequencer: Fix deprecation warning for bCanUseParallelUpdateAnimation. Updated to use bUseMultiThreadedAnimationUpdate.

Change 3199727 on 2016/11/15 by Max.Chen

	Matinee to Level Sequence: Set default scale when converting matinee move tracks to sequencer.

	#jira UE-38688

Change 3199847 on 2016/11/16 by Max.Chen

	Sequencer: Add menu option to reduce keys of all sections in the current level sequence

Change 3200351 on 2016/11/16 by Max.Chen

	Level Editor/Sequencer: Fixes to allow for component keyframing. The transform track operates on the components that changed, not the actor. The level editor viewport broadcasts begin/end movement on the components that changed.

	#jira UE-38649, UE-38646

Change 3200474 on 2016/11/16 by Max.Chen

	Sequencer: Move reduce keys to section context menu.

Change 3200888 on 2016/11/16 by Max.Chen

	Sequencer: Clamp skeletal animation evaluation remapping of time to section bounds. This is necessary when evaluating nearest is enabled and the time is beyond the section bounds.

	Also, set the shared track template to have higher priority so that it always clears/initializes weights before each section's template adds section params for evaluation.

Change 3201633 on 2016/11/17 by Max.Chen

	Matinee to Level Sequence: Fix matinee 3d scale track conversion to level sequence.

	Also, added paste matinee vector track to sequencer's vector track.

	#jira UE-38688

Change 3202458 on 2016/11/17 by Max.Chen

	Sequencer: Fix track editor commands getting unregistered when switching from one level sequence to another.  The sequence of events is: track editor commands get bound when a level sequence is edited. When switching to another level sequence, the existing track editor is released after the new one is registered, causing the commands to ultimately get unbound.

	#jira UE-38693

Change 3202606 on 2016/11/17 by Max.Chen

	Actor Sequence: Null check in CanPossessObject for a component's owner.

	#jira UE-38514

Change 3203522 on 2016/11/17 by Max.Chen

	Sequencer: Audio start time deprecated in favor of start offset which is an offset into the audio clip. Also, limit the start offset to positive values since you can just crop into the audio clip by dragging the section's start time.

	Audio track no longer supports multiple rows (should have been checked in along with the audio volume and pitch multiplier curves).

	#jira UE-38549, UE-38554, UE-38547

Change 3203863 on 2016/11/18 by Andrew.Rodham

	Engine: Ensure that world settings actor is considered by network object list when sorting the actor list for a level

Change 3203865 on 2016/11/18 by Andrew.Rodham

	Sequencer: Fixed play rate track interaction between servers and clients
	  - The logic for evaluation was previously flawed (it would only run in editor builds). Play rate is now only evaluated on servers and standalone clients, with the time dilation being replicated to network clients.

Change 3203900 on 2016/11/18 by Andrew.Rodham

	Sequencer: Changed CreateLevelSequencePlayer to create a transient level sequence actor

	#jira UE-37277

Change 3205038 on 2016/11/18 by Max.Preussner

	Slate: Corrected comment

Change 3205046 on 2016/11/18 by Max.Preussner

	WmfMedia: Added missing nullptr check

	#jira UE-38825

Change 3205073 on 2016/11/18 by Max.Chen

	Sequencer: Fix audio upgrade case when start time is 0.

Change 3205277 on 2016/11/19 by Max.Preussner

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

	Please take a look at SequencerEdMode.cpp and Sequencer.cpp. I ended up accepting latest Dev-Sequencer, which seemed to be the right thing to do.

Change 3205465 on 2016/11/20 by Max.Preussner

	MovieScene: Fixed non-unity build

Change 3205467 on 2016/11/20 by Max.Preussner

	Engine: Fixed spelling

Change 3206264 on 2016/11/21 by Max.Preussner

	Kismet: Added missing forward declaration

Change 3206493 on 2016/11/21 by Max.Preussner

	PS4Media: Added remaining changes for removing game thread dependencies

Change 3206512 on 2016/11/21 by Andrew.Porter

	Adding test content to QAGame for Sequencer animation weight blending.

Change 3206529 on 2016/11/21 by Lina.Halper

	Fixed anim notifes to work in Sequencer Instance

	- Give proper delta in editor preview
	- Make sure not to recreate AnimInstance

	#jira: UE-38849
	#code review:Max.Chen

Change 3206552 on 2016/11/21 by Max.Preussner

	QAGame: Enabled looping by default

Change 3207462 on 2016/11/22 by andrew.porter

	QAGame: updating QA-Sequencer with changes to animation blending test cases

Change 3207499 on 2016/11/22 by tim.gautier

	Added Streaming Sources, added Streaming Source options for BP_MediaPlayer. Specified Media Option Categories with BP_MediaPlayer to clean up details panel.

	#jira none

Change 3207571 on 2016/11/22 by Max.Chen

	Curve Editor: Expose curve editor settings to Editor Preferences.

	#jira UE-38907

Change 3207690 on 2016/11/22 by Max.Chen

	Sequencer: Speculative crash fix for switching UMG animations.

	#jira UE-29333

Change 3207744 on 2016/11/22 by tim.gautier

	Removed unnecessary nodes from BP_MediaPlayer. Created a variable visible in the Details Panel to allow the user to specify a URL to Stream media without specifying a Source in-editor.

	#jira none

Change 3207935 on 2016/11/22 by Max.Chen

	Sequencer: Temporary fix for skeletal animation track scrubbing. Verified that anim notifies still fire when playing and scrubbing.

	#jira UE-38964

Change 3207938 on 2016/11/22 by Max.Chen

	Sequence Recorder: Set reduce keys back to true so that there's no change in current behavior. This should be toggled off for performance reasons but in general is nice to have reduced keys.

Change 3207950 on 2016/11/22 by Lina.Halper

	- Fixed so that mesh space additive won't show up in sequencer
	- Added warning if you change type later or existing ones

	#jira: UE-38062?

Change 3208278 on 2016/11/22 by andrew.porter

	QAGame: Adjusting level blueprint for test case.

Change 3208285 on 2016/11/22 by andrew.porter

	QAGame: adding SequencerBP animation blueprint.

Change 3208538 on 2016/11/23 by Max.Chen

	Actor Sequence: Fix plugin filename.

Change 3208916 on 2016/11/23 by Max.Chen

	Sequencer: Fix material parameter initialization so that the value is retrieved from the material instance and not the parent material.

	#jira UE-34317

Change 3208924 on 2016/11/23 by Max.Chen

	Save As: Cancel should not save over the existing asset. It should just return.

Change 3208939 on 2016/11/23 by andrew.porter

	QAGame: reset some content back to its default state for testing

Change 3209053 on 2016/11/23 by Max.Chen

	Sequencer: Ensure the section id is unique.

Change 3209161 on 2016/11/23 by Max.Chen

	Save As: Follow up fix for cancelling save as.

Change 3210540 on 2016/11/26 by Max.Preussner

	WmfMedia: Reworked fallback stride calculations to fix issues with some exotic video formats

Change 3210546 on 2016/11/26 by Max.Preussner

	WmfMedia: Fixed NV12 vertical buffer alignment

Change 3211567 on 2016/11/28 by Max.Preussner

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

	Step 1 of 2

Change 3212408 on 2016/11/28 by Max.Preussner

	Fixed fallout from Dev-Main merge

Change 3212456 on 2016/11/28 by Max.Preussner

	ActorSequenceEditor: Removed monolithic header dependencies

Change 3212562 on 2016/11/28 by Max.Preussner

	ActorSequenceEditor: Removed monolithic header usage

Change 3212649 on 2016/11/28 by Max.Chen

	Fix CIS

Change 3212671 on 2016/11/28 by Max.Chen

	Sequencer: Add option to restore to the pre animated state.

	#jira UE-38862
	#2953

Change 3212672 on 2016/11/28 by Max.Chen

	Sequencer: Select object binding node corresponding to selected components and vice versa (select components in level when object binding node is selected)

Change 3212673 on 2016/11/28 by Max.Chen

	Sequencer: Follow-up fix for component keyframing - key area needs to be updated by component.

	#jira UE-38649

Change 3212676 on 2016/11/28 by Max.Chen

	Level Editor: PostEditMove should only be called on the actor if it is moved.

	#jira UE-38646

Change 3212688 on 2016/11/29 by Max.Chen

	Sequencer: Force refresh event parameters customization when struct contents change but not a full refresh when struct child contents change.

	#jira UE-39094

Change 3212831 on 2016/11/29 by Andrew.Rodham

	Disabled ActorSequenceEditor plugin by default while it's experimental

Change 3213219 on 2016/11/29 by Max.Preussner

	AvfMedia: Added missing include

Change 3213333 on 2016/11/29 by Andrew.Rodham

	Sequencer: Added the ability to override bindings when playing back a level sequence on a level sequence actor

	#jira UETOOL-746

Change 3213905 on 2016/11/29 by Max.Preussner

	More IWYU fixes for macOS

Change 3214203 on 2016/11/29 by Michael.Gay

	Some demo files to test Sequencer timing.

Change 3214205 on 2016/11/29 by Max.Preussner

	More IWYU fixes for macOS

Change 3214548 on 2016/11/29 by Max.Preussner

	More IWYU fixes for macOS

Change 3214564 on 2016/11/29 by Max.Preussner

	More IWYU fixes

Change 3214567 on 2016/11/29 by Max.Chen

	More IWYU fixes for Win32

Change 3214573 on 2016/11/29 by Max.Preussner

	More IWYU fixes

Change 3214576 on 2016/11/29 by Max.Preussner

	More IWYU fixes

Change 3214621 on 2016/11/30 by Max.Preussner

	Atrac9Decoder: Fixed log category declaration

Change 3214630 on 2016/11/30 by Max.Preussner

	More IWYU fixes

Change 3214747 on 2016/11/30 by Andrew.Rodham

	Sequencer: Fixed shadow variable

Change 3214957 on 2016/11/30 by Andrew.Rodham

	Core: Changed Algo::Find to use TElementType
	  - This allows it to support c style arrays

Change 3215127 on 2016/11/30 by Andrew.Rodham

	Sequencer: Made burn-in options and init settings instanced

	  - This ensures they work correctly when defined on archetypes and blueprints

	#jira UE-38645

Change 3215754 on 2016/11/30 by Max.Chen

	Sequencer: Fix skeletal animation track evaluating tracks in the wrong time space. Cache the evalulation time and weight value in each section's template and then execute with those values in the shared track's template.

	#jira UE-39145

Change 3216603 on 2016/12/01 by Max.Chen

	Sequencer: Set audio volume/pitch only if changed.

Change 3216613 on 2016/12/01 by Max.Chen

	Sequencer: Add component selector when there are multiple components that have sockets. This fixes a crash when there are multiple components to attach to.

	#jira UE-39167

Change 3217175 on 2016/12/01 by Max.Chen

	Sequencer: Set skeletal animation track evaluation to be upper bound exclusive. This gives better behavior when two clips butt up against each other since the sections would overlap in time and evaluation would normalize they weighted contribution of each.

	#jira UE-37184

Change 3217292 on 2016/12/01 by Max.Chen

	Sequencer: Rework upgrading track rows to include overlapping sections. For skeletal animation sections, set weight values based on the evaluation bounds since there was no blending prior to 4.15.

Change 3217860 on 2016/12/01 by Max.Preussner

	Media: Fall-through for media options

Change 3217965 on 2016/12/01 by Max.Preussner

	MediaAssets: Renamed media option name

Change 3218470 on 2016/12/01 by Max.Chen

	Sequencer: Fix start time deprecation value so that negative values are supported.

	#jira UE-39259

Change 3218473 on 2016/12/01 by Max.Chen

	Sequencer: Fix crash if start seq length is negative.

Change 3219021 on 2016/12/02 by Max.Chen

	Sequencer: Add multiply and divide to transform box.

Change 3219374 on 2016/12/02 by Max.Chen

	Sequencer: Teleport simulating components when moving them through the transform track. This fixes bugs with recording simulating actors (ie. vehicle game) where recorded actors don't playback with the recorded positions and there are warnings about attempting to move a fully simulated skeletal mesh.

	#jira UE-38442, UE-38444, UE-38852

Change 3219638 on 2016/12/02 by Max.Preussner

	Projects: Fixed error message

Change 3220584 on 2016/12/03 by Andrew.Rodham

	Sequencer: Blueprint generated classes are now always removed from level sequences on load in the editor
	  - This ensures that old (and perhaps corrupt) BP generated classes are destroyed

	#jira UE-39173

Change 3220585 on 2016/12/03 by Andrew.Rodham

	Editor: Fix EditInstanceOnly properties that aren't variables on the generated class being editable in blueprints

Change 3220973 on 2016/12/04 by Max.Chen

	Fix CIS

Change 3222833 on 2016/12/05 by Max.Chen

	Sequencer: Fixed some recorded components not being generated.

	#jira UE-34289

Change 3224450 on 2016/12/06 by Max.Chen

	Sequencer: Fix convert spawnable to posessable. Logic for setting the parent was mistakenly removed in runtime eval.

	#jira UE-39419

Change 3225301 on 2016/12/07 by Max.Preussner

	AvfMedia: Added settings class

Change 3225304 on 2016/12/07 by Max.Preussner

	Fixed typo

Change 3225723 on 2016/12/07 by Max.Preussner

	Fixed typo.

Change 3225871 on 2016/12/07 by Max.Preussner

	Forgot to check in

Change 3225932 on 2016/12/07 by Max.Preussner

	Added missing header

Change 3226266 on 2016/12/07 by Max.Preussner

	Media: Fixed various module dependencies

Change 3226451 on 2016/12/07 by Max.Preussner

	Include fixes

Change 3226455 on 2016/12/07 by Max.Preussner

	LevelSequence: Added missing include

Change 3227135 on 2016/12/08 by Max.Preussner

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

Change 3227143 on 2016/12/08 by Max.Preussner

	LevelSequencer: Added missing header

Change 3227731 on 2016/12/08 by Max.Preussner

	LevelSequencer: Added missing include

Change 3228222 on 2016/12/08 by Max.Preussner

	UBT: Fixed delay load library support for remote compilation to macOS

Change 3228266 on 2016/12/08 by Max.Preussner

	PluginBrowser: Added missing includes

Change 3228755 on 2016/12/09 by Andrew.Rodham

	Sequencer: Fixed copy-paste of event keys
	  - Also added a key-value iterator to TCurveInterface (both const and non-const)

	#jira UE-39526

Change 3228777 on 2016/12/09 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Reimplement fixes from Fortnite for PS4 media framework in //UE4/Dev-Sequencer.

	Based on Original CL 3227137

	 - Event callback from AvPlayer was enqueing the processing of events over to the player thread, so the "State" member of FPS4MediaPlayer doesn't get updated until the following frame. This breaks cases with multiple calls to SetRate within a single frame.
	 - Removed time check in FPS4MediavideoSampler::Tick. There are cases where the time check failed, even when a new frame was available from the AvPlayer libs. The video sampler now always calls sceAvPlayerGetVideoDataEx. This returns immediately if no frame data is available.
	 - FPS4MediaPlayer::Seek was failing if the video is in a playing/paused state. We now restart the stream if a seek command occurs after the video has stopped (e.g. due to EOF reached).
	 - Shared a single critical section between the FPS4MediaTracks, FPS4MediaVideoSampler and FPS4MediaPlayer objects. Fixes deadlocks between the decoder/player threads where each will be waiting on each others' critical section.

	[~] Enabled debug warnings from AvPlayer library in non-shipping builds.
	[~] Changed log levels of UE_LOGs to match their severity.

	-------------------------

	[!] Also, fixed rendering artifacts on videos using a cropping rectangle
	 - e.g. 1080p videos are actually decoded as 1920x1088, with an extra 8 pixels height, which contained garbage.
	 - We determine the final media texture size as the size of the cropping rectangle, and use modified UVs during the YCbCr->RGB converstion shader to do the mapping.

Change 3228793 on 2016/12/09 by Andrew.Rodham

	Sequencer: Edits to actor sequences now correctly mark their parent blueprints for compilation

	#jira UE-38723

Change 3228877 on 2016/12/09 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix track switching issues in PS4 media player.
	 - Sony's AvPlayer library does not support switching tracks (audio or video) on-the-fly after a stream has begun playback.
	 - The higher level UMediaPlayer enables track 0 automatically, which would be committed to the AvPlayer, and therefore lock out other streams.
	 - Actual track selection is now deferred until the stream is started, after which changing tracks is prohibited.
	 - Tracks must be selected before calling SetRate for the first time.

	#jira UE-37225

Change 3229501 on 2016/12/09 by Max.Preussner

	Media: Better display names for media player plug-ins

Change 3229515 on 2016/12/09 by Max.Preussner

	MediaPlayerEditor: Sorting player plug-ins alphabetically; consistent display in both media player editor and media source customization

Change 3229716 on 2016/12/09 by andrew.porter

	Adding PlayRate sequence to my dev folder

Change 3230554 on 2016/12/12 by Andrew.Rodham

	Back out changelist 3220584
	  - Currently this causes actor instances to fail to load because they are instanced of dead classes. Need to think of a more robust solution here.

	#jira UE-39398

Change 3230922 on 2016/12/12 by Max.Preussner

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

Change 3232059 on 2016/12/12 by Max.Preussner

	MediaUtils: Better error message for when no suitable media player plug-in was found

Change 3232097 on 2016/12/13 by Max.Preussner

	Switch: Temp fix for borked folder name on case-sensitive platforms

Change 3232100 on 2016/12/13 by Max.Preussner

	MediaAssets: Split up UMediaSource into UBaseMediaSource

	Also added color space related properties

Change 3232101 on 2016/12/13 by Max.Preussner

	Media: Started to implement support for color spaces

Change 3232119 on 2016/12/13 by Max.Preussner

	MediaAssets: Fixed buffer not recreated if color space changed

Change 3232799 on 2016/12/13 by Max.Preussner

	PS4Media: Fixed build

	#jira UE-39706

Change 3233170 on 2016/12/13 by Max.Preussner

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

Change 3233250 on 2016/12/13 by Max.Preussner

	MediaPlayerEditor: Added separator in track menu

Change 3233309 on 2016/12/13 by andrew.porter

	QAGame: Edited text render actors in QA-Media_TrackSwitch

Change 3233439 on 2016/12/13 by Chris.Babcock

	Standardize Android media track DisplayName

Change 3233817 on 2016/12/13 by Chris.Babcock

	Fix virtual keyboard EditableTextBox update when comitted text matches current text from change updates
	#jira UE-39424
	#ue4
	#mobile

Change 3234421 on 2016/12/14 by Andrew.Rodham

	Sequencer: Fixed nullptr crash

Change 3234423 on 2016/12/14 by Andrew.Rodham

	Sequencer: Fixed incorrect copying of base-class from compiler rules

Change 3234429 on 2016/12/14 by Andrew.Rodham

	Sequencer: Fixed empty space not being added between the last and penultimate segments when required

	#jira UE-39442

Change 3234635 on 2016/12/14 by Max.Preussner

	MediaAssets: Exposed UTexture properties in UMediaTexture

Change 3234681 on 2016/12/14 by Max.Preussner

	MediaAssets: Made MediaTextureResources support -onethread

Change 3234878 on 2016/12/14 by Andrew.Rodham

	Sequencer: Fixed crash with "Evaluate Sub Sequences in Isolation" enabled
	  - This occurred when there were tracks at the root level of the sub sequence, because it would incorrectly hash in the parent ID, rather than just using it directly

Change 3234901 on 2016/12/14 by Max.Preussner

	MediaPlayerEditor: Detail customization improvements

Change 3235275 on 2016/12/14 by Chris.Babcock

	Fix WMF stream ordering to match other players
	#jira UE-39703
	#ue4
	#mediaframework

Change 3235390 on 2016/12/14 by Max.Preussner

	DesktopPlatform: Added IniPlatformName to FPlatformInfo; fixed up indentation

Change 3235402 on 2016/12/14 by Max.Preussner

	MediaAssets: Fixed platform player name overrides ignored in packaged builds (UE-39771)

	#jira UE-39771

Change 3235667 on 2016/12/14 by Max.Preussner

	Media: Moved enums into separate header file, so they can be shared

Change 3235984 on 2016/12/14 by Max.Preussner

	Back out changelist 3235667

Change 3236040 on 2016/12/14 by Max.Preussner

	Core: Added modulus operator to FTimespan

Change 3236139 on 2016/12/15 by Max.Preussner

	Core: Added FTimespan::IsZero

Change 3236527 on 2016/12/15 by Max.Preussner

	Fixed initialization order

Change 3237101 on 2016/12/15 by Andrew.Rodham

	Sequencer: Skeletal animation and audio tracks now support multiple rows again.
	  - In practice there were too many edge-cases to account for whilst considering backwards compatability
	  - The impossible scenario was 2 sections on different rows, but evaluating nearest section - this cannot be represented as separate tracks.
	  - Reorganised animation runtime template to use execution tokens rather than ::Initialize to ensure that animation operates correctly on the first frame for spawned objects

	#jira UE-39442
	#jira UE-39725

Change 3237213 on 2016/12/15 by Andrew.Rodham

	Sequencer: Fixed crash when setting event key properties

	#jira UE-39347

Change 3237255 on 2016/12/15 by Chris.Babcock

	Fix Multi with ETC2 and PVRTC selecting ES3.0 instead of 2.0
	#jira UE-39839
	#ue4
	#android

Change 3237294 on 2016/12/15 by Andrew.Rodham

	Sequencer: Fixed shadowed variable warnings

Change 3237366 on 2016/12/15 by Max.Preussner

	Media: Removed color space changes; we'll do these in material graphs instead

Change 3237436 on 2016/12/15 by Andrew.Rodham

	Sequencer: Fixed montages not being stopped for specific animation slots when animation sections were no longer evaluated

	#jira UE-39847

Change 3237458 on 2016/12/15 by Andrew.Rodham

	Sequencer: Always force regeneration of templates when PIE  to eliminate the posibility of combining stale data

Change 3237516 on 2016/12/15 by Max.Preussner

	Media: Attempting to fix Crash in fortnite just before exiting onboarding (UE-39841)

	#jira UE-39841

Change 3237532 on 2016/12/15 by Max.Preussner

	Added missing scope lock

Change 3237991 on 2016/12/16 by Max.Preussner

	PS4Media: Fixed build

[CL 3238204 by Max Preussner in Main branch]
2016-12-16 11:17:44 -05:00
Ben Marsh
6748a24fb1 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3232619)
#lockdown Nick.Penwarden
#rb none

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

Change 3121996 on 2016/09/12 by Ben.Marsh

	Add support for Visual Studio 2017 (aka "15"; assuming consistent naming with other versions until final name is announced).

	* Compiler, STL implementation and CRT are binary compatible with VS2015 (see https://blogs.msdn.microsoft.com/vcblog/2016/08/24/c1417-features-and-stl-fixes-in-vs-15-preview-4/), so no new third-party libraries needed so far. WindowsPlatform.GetVisualStudioCompilerVersionName() returns "2015" as a result.
	* Default compiler for compiling and generating project files is still VS 2015 for now. Pass -2017 on the command line to GenerateProjectFiles.bat to generate VS2017 projects. Projects generated for VS2017 will use the 2017 compiler by default.
	* Visual Studio source code accessor can talk to VS 2017 instances.
	* Added a VS2017 configuration for UnrealVS, and added precompiled vsix package.
	* Switched GetVSComnTools to check the SOFTWARE\Microsoft\VisualStudio\SxS\VS7 registry key rather than the individual product install registry key. "15" doesn't seem to have it's own "InstallDir" key, but this system seems to work for all versions of Visual Studio (including previous releases of VS Express).
	* Removed ATL dependency from VisualStudioSourceCodeAccessor. It's not installed with VS by default any more, and is only used for a couple of smart pointer classes.

	Tested running the editor and packaging TP_Flying for Win64. Packaging from the editor still defaults to using the 2015 compiler, so ConfigureToolchain() needs to be overriden from the .target.cs file if multiple Visual Studio versions are installed.

Change 3189363 on 2016/11/07 by Ben.Marsh

	Consolidate functionality for determining the path to MSBuild.exe to use for compiling UE4 tools into a single batch file (GetMSBuildToolPath) and fix "Clean" not working on PS4 due to include/library paths being set to something by the Visual Studio environment.

Change 3210598 on 2016/11/27 by Ben.Marsh

	UBT: Prevent the name of each file compiled being output twice on XboxOne. Compiler already outputs this string; the action doesn't need to.

Change 3210601 on 2016/11/27 by Ben.Marsh

	PR #2967: Add silent version of switch game version (Contributed by EricLeeFriedman)

Change 3210602 on 2016/11/27 by Ben.Marsh

	PR #2964: GitDependencies shouldn't try to clean up working directory files that are excluded or ignored (Contributed by joelmcginnis)

Change 3210605 on 2016/11/27 by Ben.Marsh

	UGS: Add a warning when syncing latest would remove changes that have been authored locally. Typically happens when working with precompiled binaries.

Change 3211656 on 2016/11/28 by Ben.Marsh

	UBT: Move ModuleRules and TargetRules into their own file.

Change 3211797 on 2016/11/28 by Ben.Marsh

	UBT: Remove utility functions from TargetRules for checking different classes of target types. Moving TargetRules to be data-only.

Change 3211833 on 2016/11/28 by Ben.Marsh

	UBT: Remove overridable configuration name from target rules. This feature is not used anywhere.

Change 3211859 on 2016/11/28 by Ben.Marsh

	UBT: Deprecate the GetGeneratedCodeVersion() callback in favor of a member variable instead.

Change 3211942 on 2016/11/28 by Ben.Marsh

	UBT: Remove legacy code which tries to change the output paths for console binaries. Output paths for monolithic binaries are always in the project folder now.

Change 3215333 on 2016/11/30 by Ben.Marsh

	UBT: Replace the GetSupportedPlatforms() callback on TargetRules with a SupportedPlatforms attribute. Since a TargetRules object can only be instantiated with an actual platform, it doesn't make sense for it to be an instance method.

Change 3215482 on 2016/11/30 by Ben.Marsh

	UBT: Remove the GetSupportedConfigurations() callback on the TargetRules class. A configuration is required to construct a TargetRules instance, so it doesn't make sense to need to call an instance method to find out which configurations are supported.

Change 3215743 on 2016/11/30 by Ben.Marsh

	UBT: Deprecate the TargetRules.ShouldCompileMonolithic() function: this function requires access to the global command line to operate correctly, which prevents creating target-specific instances, and does not use the platform/configuration passed into the TargetRules constructor.

	Rather than being a callback, the LinkType field can now be set to TargetLinkType.Modular or TargetLinkType.Monolithic from the constructor as appropriate. The default value (TargetLinkType.Default) results in the default link type for the target type being used. Parsing of the command-line overrides is now done when building the TargetDescriptor.

Change 3215778 on 2016/11/30 by Ben.Marsh

	UBT: Mark overrides of the TargetRules.GetModulesToPrecompile method as obsolete.

Change 3217681 on 2016/12/01 by Ben.Marsh

	UAT: Prevent UE4Build deleting .modules files when running with the -Clean argument; these files are artifacts generated by UBT itself, not by the exported XGE script.

Change 3217723 on 2016/12/01 by Ben.Marsh

	UBT: Run pre- and post-build steps for all plugins that are being built, not just those that are enabled.

Change 3217930 on 2016/12/01 by Ben.Marsh

	UGS: Add a perforce settings window, allowing users to set optional values for tuning Perforce performance on unreliable connections.

Change 3218762 on 2016/12/02 by Ben.Marsh

	Enable warnings whenever an undefined macro is used in a constant expression inside an #if or #elif directive, and fix existing violations.

Change 3219161 on 2016/12/02 by Ben.Marsh

	Core: Use the directory containing the current module to derive the UE4 base directory, rather than the executable directory. Allows UE4 to be hosted by a process in a different directory.

Change 3219197 on 2016/12/02 by Ben.Marsh

	Core: When loading a DLL from disk, convert any relative paths to absolute before calling LoadLibrary. The OS resolves these paths relative to the directory containing the process executable -- not the working directory -- so paths need to be absolute to allow UE4 to be hosted by a process elsewhere.

Change 3219209 on 2016/12/02 by Ben.Marsh

	Replace some calls to LoadLibrary() with FPlatformProcess::GetDllHandle(). The UE4 function makes sure that relative paths are resolved relative to the correct base directory, which is important when the host executable is not in Engine/Binaries/Win64.

Change 3219610 on 2016/12/02 by Ben.Marsh

	Add the -q (quiet) option to the Mac unzip command, since it's creating too much log output to be useful.

Change 3219731 on 2016/12/02 by Ben.Marsh

	UBT: Add option to disable IWYU checks regarding the use of monolithic headers (Engine.h, UnrealEd.h, etc...) and including the matching header for a cpp file first. bEnforceIWYU can be set to false in UEBuildConfiguration or on a per-module basis in the module rules.

Change 3220796 on 2016/12/04 by Ben.Marsh

	Remove PrepForUATPackageOrDeploy from the UEBuildDeploy base class. It never has to be accessed through the base class anyway.

Change 3220825 on 2016/12/04 by Ben.Marsh

	UBT: Change all executors to derive from a common base class (ActionExecutor).

Change 3220834 on 2016/12/04 by Ben.Marsh

	UBT: Remove the global CommandLineContains() function.

Change 3222706 on 2016/12/05 by Ben.Marsh

	Merging CL 3221949 from //UE4/Release-4.14: Fixes to code analysis template causing problems with stock install of VS2017.

Change 3222712 on 2016/12/05 by Ben.Marsh

	Merging CL 3222021 from //UE4/Release-4.14: Change detection of MSBuild.exe path to match GetMSBuildPath.bat

Change 3223628 on 2016/12/06 by Ben.Marsh

	Merging CL 3223369 from 4.14 branch: Use the same logic as GetMsBuildPath.bat inside FDesktopPlatformBase to determine path to MSBuild.exe

Change 3223817 on 2016/12/06 by Ben.Marsh

	Remove non-ANSI characters from source files. Compiler/P4 support is patchy for this, and we want to avoid failing prey to different codepages resulting in different interpretations of the source text.

Change 3224046 on 2016/12/06 by Ben.Marsh

	Remove the need for the iOS/TVOS deployment instances to have an IOSPlatformContext instance. The only dependency between the two -- a call to GetRequiredCapabilities() -- is now implemented by querying the INI file for the supported architectures when neeeded.

Change 3224792 on 2016/12/07 by Ben.Marsh

	UBT: Touch PCH wrapper files whenever the file they include is newer rather than writing the timestamp for the included file into it as a comment. Allows use of ccache and similar tools.

Change 3225212 on 2016/12/07 by Ben.Marsh

	UBT: Move settings required for deployment into the UEBuildDeployTarget class, allowing them to be serialized to and from a file the intermediate directory without having to construct a phony UEBuildTarget to deploy.

	Deployment is now performed by a method on UEBuildPlatform, rather than having to create a UEBuildPlatformContext and using that to create a UEBuildDeploy object.

	The -prepfordeploy UBT invocation from UAT, previously done by the per-platform PostBuildTarget() callback when building with XGE, is replaced by running UBT with a path to the serialized UEBuildDeployTarget object, and can be done in a platform agnostic manner.

Change 3226310 on 2016/12/07 by Ben.Marsh

	PR #3015: Fixes wrong VSC++ flags being passed for .c files (Contributed by badlogic)

Change 3228273 on 2016/12/08 by Ben.Marsh

	Update copyright notices for QAGame.

Change 3229166 on 2016/12/09 by Ben.Marsh

	UBT: Rewritten config file parser. No longer requires hard-coded list of sections to be parsed, but parses them on demand. Measured 2x faster read speeds (largely due to eliminating construction of temporary string objects when parsing each line, to trim whitespace and so on). Also includes an attribute-driven parser, which allows reading named config values for marked up fields in an object.

Change 3230601 on 2016/12/12 by Ben.Marsh

	Swarm: Change Swarm AgentInterface to target .NET framework 4.5, to remove dependency on having 4.0 framework installed.

Change 3230737 on 2016/12/12 by Ben.Marsh

	UAT: Stop UE4Build deriving from CommandUtils. Confusing pattern, and causes problems trying to access instance variables that are only set for build commands.

Change 3230751 on 2016/12/12 by Ben.Marsh

	UAT: Move ParseParam*() functions which use the instanced parameter list from CommandUtils to BuildCommand, since that's the only thing that it's instanced for.

Change 3230804 on 2016/12/12 by Ben.Marsh

	UBT: Add the IsPromotedBuild flag to Build.version, and only set the bFormalBuild flag in UBT if it's set. This allows UGS users to avoid having to compile separate RC files for each output binary.

Change 3230831 on 2016/12/12 by Ben.Marsh

	UGS: Warn when trying to switch streams if files are checked out.

Change 3231281 on 2016/12/12 by Chad.Garyet

	Fixing a bug where .modules files were getting put into receipts with their absolute path instead of their relative one

Change 3231496 on 2016/12/12 by Ben.Marsh

	Disable code analysis in CrashReportProcess; causes warnings when compiled with VS2015.

Change 3231979 on 2016/12/12 by Ben.Marsh

	UBT: Suppress LNK4221 when generating import libraries. This can happen often when generating import libraries separately to linking.

Change 3232619 on 2016/12/13 by Ben.Marsh

	Fix "#pragma once in main file" errors on Mac, which are occurring in //UE4/Main.

[CL 3232653 by Ben Marsh in Main branch]
2016-12-13 11:58:16 -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
Marc Audy
57d3748759 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3227619)
#rb none
#lockdown Nick.Penwarden

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

Change 3198996 on 2016/11/15 by Marc.Audy

	BeginPlay calls will now be dispatched in a consistent order regardless of placed in persistent level, streamed in level, or dynamically spawned
	AActor::BeginPlay is now protected, you should call DispatchBeginPlay instead.
	#jira UE-21136

Change 3199019 on 2016/11/15 by Marc.Audy

	Mark user-facing BeginPlay calls as protected

Change 3200128 on 2016/11/16 by Thomas.Sarkanen

	Dont propgate threaded update flag from UAnimBluepint to CDO if we fail thread safety checks

	Also fully deprecated (with _DEPRECATED) older flags in UAnimInstance.

	#jira UE-38362 - Disable multi-threaded update when anim blueprints are not thread-safe

Change 3200133 on 2016/11/16 by Martin.Wilson

	Fix Set Anim Instance Class not working on the second attempt (InitAnim would not be called)

	#jira UE-18798

Change 3200167 on 2016/11/16 by Martin.Wilson

	Newly added virtual bones are now selected in the skeleton tree

	#jira UE-37776

Change 3200255 on 2016/11/16 by James.Golding

	Stop SkeletalMeshTypes.h being globally included

Change 3200289 on 2016/11/16 by Jurre.deBaare

	Hidden Material References from Mesh Components Fix
	#fix Make sure that in PostEditChangeProp we reset the override material arrays
	#misc changed a property comparison to use GET_MEMBER_NAME_CHECKED instead
	#jira UE-38108

Change 3200291 on 2016/11/16 by Jurre.deBaare

	Imported Alembic skeletal anims have cut-off shadow due to moving out of the bounds
	#fix retrieve bounds from alembic archive at various levels (global, transform, meshes) and build archive bounds which is set on the animation sequence
	#jira UE-37274

Change 3200293 on 2016/11/16 by Jurre.deBaare

	Overlapping UV's cause merge actor texture baking issues
	#fix Only look for overlapping UVs if vertex data baking is actually expected/enabled
	#jira UE-37220

Change 3200294 on 2016/11/16 by Jurre.deBaare

	Scrubbing Playback Speed under Geometry Cache in the details panel is too sensitive
	#fix Make the UIMin/Max smaller than the clamping value for proper user interaction while sliding (thanks James for the tip!)
	#jira UE-36679

Change 3200295 on 2016/11/16 by Jurre.deBaare

	Merge Actor Specific LOD level can be set to 8
	#fix Change clamping value and added UI clamp metadata
	#jira UE-37134

Change 3200296 on 2016/11/16 by Jurre.deBaare

	In Merge Actors if you select use specific Lod level you have access to all the merge material settings
	#fix Added edit condition to non-grayed out material settings
	#jira UE-36667

Change 3200303 on 2016/11/16 by Thomas.Sarkanen

	Fixed diagonal current scrub value in anim curves

	#jira UE-35787 - The red time indicator for viewing curves in persona is slightly tilted

Change 3200304 on 2016/11/16 by Thomas.Sarkanen

	Rezero is now explicit about what it does (current vs. specified frame)

	Also no longer ingores Z-offset (legacy feature - root motion can have any translation, not just 2D).

	#jira UE-35985 - Rezero doesn't work by frame

Change 3200307 on 2016/11/16 by Thomas.Sarkanen

	Add curve panel to anim BP editor

	Also improve curve modification message routing. We were needlessly passing delegates up and down the widget hierarchy and conflating smart name edits with curve edits (key addition etc.).

	#jira UE-35742 - Anim Curve Viewer allowed in Anim BP

Change 3200313 on 2016/11/16 by Jurre.deBaare

	Animations with materials driven by scalar parameters from curves wont update until persona is closed and reopened
	#fix in debug skeletal mesh component just mark the cached parameters dirty every tick
	#jira UE-35786

Change 3200316 on 2016/11/16 by Jurre.deBaare

	Converted Skeletal To Static Mesh Gets Corrupted When Merged
	#fix Assume that the all static meshes will contain valid texture coordinates for channel 0 (which is expect by static mesh code as well)
	#misc Ensure that we set the lightmap index for converted skeletal meshes to either an empty one or the highest one used
	#jira UE-37988

Change 3200321 on 2016/11/16 by Jurre.deBaare

	Scrolling/scroll bar are disabled in Alembic Import window if you scroll a certain way down
	#fix change the way the layout is constructed
	#jira UE-37260

Change 3200323 on 2016/11/16 by Jurre.deBaare

	Toggling sky in Persona does not effect reflections
	#fix turn of skylight together with the actual environment sphere
	#misc found incorrect copy paste in toggling floor/environment visibility with key stroke
	#jira UE-26796

Change 3200324 on 2016/11/16 by Jurre.deBaare

	Open Merge Actor menu on right clicking two selected actors
	#fix Added option 'Merge Actors' to right-click context menu when having selected one or multiple actors in the viewport
	#jira UE-36892

Change 3200331 on 2016/11/16 by Benn.Gallagher

	Added support for suspending clothing simulations at runtime, exposed also to blueperints. And aded option in Persona to pause simulations when animations are paused.
	#jira UE-38620

Change 3200334 on 2016/11/16 by Jurre.deBaare

	Dynamic light settings in Persona viewport cause edges to appear hardened
	#fix Makeing the directional light stationary to ups the shadowing quality
	#jira UE-37188

Change 3200356 on 2016/11/16 by Jurre.deBaare

	Rate scale option for animation nodes in blend spaces
	#added Rate scale variable to blend space samples, these rates are now multiplied with the global rate scale during playback
	#misc bumped framework object version to update all blendspaces on load
	#jira UE-16207

Change 3200380 on 2016/11/16 by Jurre.deBaare

	Fix for Mac CIS issues

Change 3200383 on 2016/11/16 by Marc.Audy

	Split FAttenuationSettings in to FBaseAttenuationSettings and FSoundAttenuationSettings in preparation for reuse of the base attenuation for force feedback

Change 3200385 on 2016/11/16 by James.Golding

	Refactor SkeletalMesh to use same color buffer type as StaticMesh

Change 3200407 on 2016/11/16 by James.Golding

	Fix CIS error in FbxAutomationTests.cpp

Change 3200417 on 2016/11/16 by Jurre.deBaare

	Fix for CIS issues
	#fix Rogue }

Change 3200446 on 2016/11/16 by Martin.Wilson

	Change fix for Set Anim Instance Class from CL 3200133

	#jira UE-18798

Change 3200579 on 2016/11/16 by Martin.Wilson

	Fix for serialization crash in Odin

	#jir UE-38683

Change 3200659 on 2016/11/16 by Martin.Wilson

	Fix build errors

Change 3200801 on 2016/11/16 by Lina.Halper

	Fix error message

Change 3200873 on 2016/11/16 by Lina.Halper

	Test case for Update Rate Optimization

	- LOD_URO_Map.umap - test map
	- LODPawn - pawn that contains mesh with URO setting
	- You can tweak the value in LODPawn

Change 3201017 on 2016/11/16 by Lina.Halper

	- Allow slave component to be removed when setting master pose to nullptr
	- licensee reported this issue. https://udn.unrealengine.com/questions/321037/skeletalmeshcomponent.html

Change 3201765 on 2016/11/17 by Jurre.deBaare

	Improved tooltip for FBlendParameter.GridNum

Change 3201817 on 2016/11/17 by Thomas.Sarkanen

	Added display/edit of bone transforms in details panel

	Added UBoneProxy tickable editor object held by the skeleton tree that updates its internal transforms in Tick().
	Updated various bits of supporting code to allow selection to be properly preserved in cases such as undo/redo. This allows the bone proxy object to be displayed over an undo/redo event. It also fixes some inconsistency with selection between the skeleton tree and the preview scene.
	Breaking change: Updated FOnPreviewMeshChangedMulticaster delegate signature to take both the old and new skeletal mesh. This is to allow clients to skip certain logic if the skeletal mesh hasnt really changed (in this case de-selection).

	#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab

Change 3201819 on 2016/11/17 by Thomas.Sarkanen

	Fix CIS error

Change 3201901 on 2016/11/17 by Lina.Halper

	With new system, the skeleton curve count is not the one we should check but BoneContainer.GetAnimCurveNameUids().
	- removed GetCurveNumber from skeleton
	- changed curve count to  use BoneContainer's curve list.

	#code review: Laurent.Delayen

Change 3201999 on 2016/11/17 by Thomas.Sarkanen

	Add local/world transform editing to bone editing

	Added details customization & support code for world-space editing of bone transforms

	#jira UE-38144 - Selected Bone Transform not visible in Persona on the AnimBP tab

Change 3202111 on 2016/11/17 by mason.seay

	Potential test assets for HLOD

Change 3202240 on 2016/11/17 by Thomas.Sarkanen

	Fixed extra whitespace not being removed in front of console commands.

	GitHub #2843

	#jira UE-37019 - GitHub 2843 : Fixed extra whitespace not being removed in front of console commands.

Change 3202259 on 2016/11/17 by Jurre.deBaare

	Readded missing shadows in advanced preview scene

Change 3203180 on 2016/11/17 by mason.seay

	Moved and updated URO Map

Change 3203678 on 2016/11/18 by Thomas.Sarkanen

	Bug fix for menu extenders in PhAT.

	GitHub #2550
	#jira UE-32678 - GitHub 2550 : Bug fix for menu extenders in PhAT.

Change 3203679 on 2016/11/18 by Thomas.Sarkanen

	Fixed LOD hysteresis not being properly converted from the old metric

	This addreses some 'LOD lag' issues seen when just treating as an equivalent fudge factor, as the magnitude needed to have an effect has changed.

	#jira UE-38640 - Skeletal mesh LODs render incorrectly and incosistently

Change 3203747 on 2016/11/18 by Jurre.deBaare

	Crash when repeatedly undoing and readding of animation to a AnimOffset 1D - IsValidBlendSampleIndex
	#fix Ensure we reset the hightlighting / dragging / selection state when PostUndo is called, this makes sure we repopulate tooltips if need etc.
	#jira UE-38734

Change 3203748 on 2016/11/18 by Jurre.deBaare

	Crash Generating Proxy Meshes after replacing static meshes in the level
	#fix just calculate bounds for the used UVs (old behaviour was wrong)
	#jira UE-38764

Change 3203751 on 2016/11/18 by james.cobbett

	Changes to TM-PoseSnapshot and new test assets

Change 3203799 on 2016/11/18 by Thomas.Sarkanen

	Switched fudged auto-LOD calculations to use a pow() decay instead of a recprocal

	Still a fudge when LOD reduction has not been performed in-engine, but a fudge with similar outcomes to the previous method.
	Also fixed up the naming of some variables that still referred to screen areas & LOD distances.

	#jira UE-38674 - LOD distance switching have changed since 4.14 and merged lod actors seem to switch at incorrect screen scales as a result

Change 3203856 on 2016/11/18 by james.cobbett

	TM-PoseSnapshot - Rebuild lighting and updated anims

Change 3203880 on 2016/11/18 by Ori.Cohen

	Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)

Change 3203940 on 2016/11/18 by Ori.Cohen

	Fix missing newline for ps4

Change 3203960 on 2016/11/18 by Ori.Cohen

	Readd fix for linux macro expansion warning

Change 3203975 on 2016/11/18 by Ori.Cohen

	Fix for linux toolchain not knowing about no-unused-local-typedef

Change 3203989 on 2016/11/18 by Ori.Cohen

	Make sure physx automation doesn't try to build html5 APEX.

Change 3204031 on 2016/11/18 by james.cobbett

	Minor update to test level

Change 3204035 on 2016/11/18 by Marc.Audy

	Additional Attenuation refactor cleanup

Change 3204044 on 2016/11/18 by Ori.Cohen

	Fix typo of NV_SIMD_SSE2

Change 3204049 on 2016/11/18 by Ori.Cohen

	Fix missing newline for PS4 compiler

Change 3204463 on 2016/11/18 by mason.seay

	Finalized URO test map

Change 3204621 on 2016/11/18 by mason.seay

	Small improvements

Change 3204751 on 2016/11/18 by Ori.Cohen

	Make PhAT highlight selected bodies and constraints in the tree view

Change 3205868 on 2016/11/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3205744

Change 3205887 on 2016/11/21 by Jurre.deBaare

	Fix for similar crash in blendspace editor like UE-38734

Change 3206121 on 2016/11/21 by Marc.Audy

	PR #2935: Minor subtitle issues (Contributed by projectgheist)
	#jira UE-38803
	#jira UE-38692

Change 3206187 on 2016/11/21 by Marc.Audy

	PR #2935: Minor subtitle issues (Contributed by projectgheist)
	Additional bits
	#jira UE-38519
	#jira UE-38803
	#jira UE-38692

Change 3206318 on 2016/11/21 by Marc.Audy

	Fix Linux compiler whinging

Change 3206379 on 2016/11/21 by Marc.Audy

	Fix crash when streaming in a sublevel with a child actor in it (4.14.1)
	#jira UE-38906

Change 3206591 on 2016/11/21 by Marc.Audy

	Refactor restrictions to allow hidden and clarify disabled

Change 3206776 on 2016/11/21 by Marc.Audy

	ForceFeedback component allows rumble events to be placed or spawned in to the world with attenuation settings that dictate how intensely the rumble pattern will be applied to the player based on their distance to the effect.
	ForceFeedback Attenuation settings can be defined via the content browser or directly on the component.
	#jira UEFW-244

Change 3206901 on 2016/11/21 by Marc.Audy

	Fix compile error in automation tests

Change 3207235 on 2016/11/22 by danny.bouimad

	Updated Map

Change 3207264 on 2016/11/22 by Thomas.Sarkanen

	Disable bone editing in anim blueprint editor

	#jira UE-38876 - Transform options in bone Details panel in Anim Blueprint Persona editor appear editable

Change 3207303 on 2016/11/22 by Lina.Halper

	Clear material curve by setting it directly because the flag might not exist

	#jira: UE-36902

Change 3207331 on 2016/11/22 by Jon.Nabozny

	Fix overflow issues in SerializeProperties_DynamicArray_r. Also, fix crash from not ensuring properties were serialized successfully.

Change 3207357 on 2016/11/22 by Danny.Bouimad

	Updating testcontent for pose drivers

Change 3207425 on 2016/11/22 by Lina.Halper

	Fix frame count issue with montage

	#jira: UE-30048

Change 3207478 on 2016/11/22 by Lina.Halper

	Fix so that curve warning doesn't happen when your name is same.
	#jira: UE-34246

Change 3207526 on 2016/11/22 by Marc.Audy

	Fix crash when property restriction introduces a hidden entry

Change 3207731 on 2016/11/22 by danny.bouimad

	MoreUpdates

Change 3207764 on 2016/11/22 by Lina.Halper

	#fix order of morphtarget to first process animation and then BP for slave component

Change 3207842 on 2016/11/22 by Ben.Zeigler

	Fix it so ActiveStructRedirects are checked in addition to ActiveClassRedirects when serializing a raw UStruct reference, such as in a blueprint UStructProperty. This fixes issue with the attenuation settings struct rename, and should have always been working this way. ActiveClassRedirects will still work.

Change 3208202 on 2016/11/22 by Ben.Zeigler

	#jira UE-38811 Fix regression with gimbal locking in player camera manager.
	The quat->rotator->quat->rotator conversions are introducing more error than in 4.13, so a pitch limit of -89.99 was too precise.

Change 3208510 on 2016/11/23 by Wes.Hunt

	Disable UBT Telemetry on internal builds #jira AN-1059
	#tests build a few different ways, add more diagnostics to clarify if the provider is being used.

Change 3208734 on 2016/11/23 by Martin.Wilson

	Change EnsureAllIndicesHaveHandles to try and maintain validity of as many of the handles as possible + Make FRichCurve key member private as it needs to stay in sync with map on base class

	#jira UE-38899

Change 3208782 on 2016/11/23 by Thomas.Sarkanen

	Fixed material and vert count issues with skeletal to static mesh conversion

	Material remapping was not bein gbuilt, so material indices were overwitten inappropriately.
	Vertex tangentY was being recalculated incorrectly (discarding the W component when transformed), so vertices were not correctly re-merged later in the static mesh build phase.

	#jira UE-37898 - Materials are incorrect on static mesh made from skeletal mesh

Change 3208798 on 2016/11/23 by James.Golding

	UE-38478 - Fix collision on procmesh created in BeginPlay in cooked builds

Change 3208801 on 2016/11/23 by Jurre.deBaare

	Hidden Material References from Mesh Components Fix
	#fix forgot to mark the renderstate dirty and wrapped it to only apply when overridematerials actually contain something
	#jira UE-38108

Change 3208807 on 2016/11/23 by Thomas.Sarkanen

	CIS fix

Change 3208824 on 2016/11/23 by danny.bouimad

	More content updates for Testing

Change 3208827 on 2016/11/23 by Danny.Bouimad

	Removing Old Pose driver Testassets I created awhile ago.

Change 3209026 on 2016/11/23 by Martin.Wilson

	CIS Fix for FRichCurve

Change 3209083 on 2016/11/23 by Marc.Audy

	Don't crash if after an undo the previously selected object no longer exists (4.14.1)
	#jira UE-38991

Change 3209085 on 2016/11/23 by Marc.Audy

	Don't crash if a negative length passed in to UKismetStringLibrary::GetSubstring (4.14.1)
	#jira UE-38992

Change 3209124 on 2016/11/23 by Ben.Zeigler

	#jira UE-38867 Fix some game mode log messages
	From PR #2955

Change 3209231 on 2016/11/23 by Marc.Audy

	Auto removal

Change 3209232 on 2016/11/23 by Marc.Audy

	GetComponents now optionally can include components in Child Actors

Change 3209233 on 2016/11/23 by Marc.Audy

	ParseIntoArray resets instead of empty

Change 3209235 on 2016/11/23 by Marc.Audy

	Allow child actor components to be selected in viewports
	Fix selection highlight not working on nested child actors
	#jira UE-16688

Change 3209247 on 2016/11/23 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209194

Change 3209299 on 2016/11/23 by Marc.Audy

	Use MoveTemp to reduce some memory churn in graph schema actions

Change 3209347 on 2016/11/23 by Marc.Audy

	Don't dispatch a tick function that had been scheduled but has been disabled before being executed.
	#jira UE-37459

Change 3209507 on 2016/11/23 by Ben.Zeigler

	#jira UE-38185 Keep player controllers in their same order during a seamless travel
	From PR #2908

Change 3209882 on 2016/11/24 by Thomas.Sarkanen

	Copy-to-array now works with the fast path

	Refactored the copy record generation/validation code to be clearer with better seperation of concerns.
	Made sure we always properly generate a full exec chain for our events, despite some other them potentially using the fast path (this may have been a bug waiting to happen).
	Fixed a potentiual bug with sub anim instances were potentiall fast path non-array properties were skipped.
	Added tests for fast path validity to EditorTests project. Assets to follow.

	#jira UE-34569 - Fast Path gets turned off if you link to multiple input pins

Change 3209884 on 2016/11/24 by Thomas.Sarkanen

	File I missed

Change 3209885 on 2016/11/24 by Thomas.Sarkanen

	Support assets for fast path tests

Change 3209939 on 2016/11/24 by Benn.Gallagher

	Fixed anim blueprint compiler not following reroute nodes when building cached pose fragment list
	#jira UE-35557

Change 3209941 on 2016/11/24 by Jurre.deBaare

	Removing and readding a point to the Anim Offset graph results in the animation to not preview correctly.
	#fix make sure that when we delete a sample point we reset the preview base pose
	#misc changed how the preview base pose is determined/updated
	#jira UE-38733

Change 3209942 on 2016/11/24 by Thomas.Sarkanen

	Fixed transactions being made when setting bone space in details panel

	Also added reset to defaults to allow easy removal of bone modifications.

	#jira UE-38957 - Switching between Local and World Location in Persona Bone Transform options creates an Undo transaction

Change 3209945 on 2016/11/24 by james.cobbett

	Test assets for Pose Snapshot Test Case

Change 3210239 on 2016/11/25 by Mieszko.Zielinski

	Making Navmesh react to changes done to static mesh's collision setup via the SM Editor #UE4

	#jira UE-29415

Change 3210279 on 2016/11/25 by Benn.Gallagher

	Fixed anim sub-instances only allowing one pin to work when any pin required a call out to the VM for evaluation
	#jira UE-38040

Change 3210288 on 2016/11/25 by danny.bouimad

	Cleaned up Pose Driver Anim BP's

Change 3210334 on 2016/11/25 by Benn.Gallagher

	Fixed preview mesh references getting broken in physics assets when renaming the preview mesh asset. Added explicit reference collection for the TAssetPtr
	#jira UE-22145

Change 3210349 on 2016/11/25 by James.Golding

	UE-35783 Fix scrolling in PoseAsset editor panels

Change 3210356 on 2016/11/25 by James.Golding

	UE-38420 Disable 'Convert to Static Mesh' option if no MeshComponents selected (e.g. cables)

Change 3210357 on 2016/11/25 by Jurre.deBaare

	Numeric textbox value label incorrect for aimoffset/blendspaces in grid
	#fix change lambda capture type (was referencing local variable)

Change 3210358 on 2016/11/25 by Jurre.deBaare

	Crash Generating Proxy Mesh with Transition Screen Size set to 1
	#fix 1.0 was not included within the possible range
	#jira UE-38810

Change 3210364 on 2016/11/25 by James.Golding

	Improve BuildVertexBuffers to use stride and avoid copying colors

Change 3210371 on 2016/11/25 by Jurre.deBaare

	You can no longer enable tooltip display when using anim offset
	#fix Added back ability to show advanced preview sample weighting to tooltip under CTRL down
	#jira UE-38808

	It's not clear that the user has to hold shift to preview in blend spaces
	#fix Preview value is now set by default and has a tooltip state, this will inform the user how to move the preview value
	#jira UE-38711

	#misc refactored out some duplicate code :)

Change 3210387 on 2016/11/25 by james.cobbett

	Updating test asset

Change 3210550 on 2016/11/26 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3209927

	Brings IWYU in and required substantial fixups

Change 3210551 on 2016/11/26 by Marc.Audy

	Delete empty cpp files

Change 3211002 on 2016/11/28 by Lukasz.Furman

	added navigation update on editting volume's brush
	#ue4

Change 3211011 on 2016/11/28 by Marc.Audy

	Roll back CL# 3210334 as it is causing deadlocks during GC

Change 3211039 on 2016/11/28 by Jurre.deBaare

	Merge Actors tool is splitting every vertex on spline meshes, causing hard edged vertex colors.
	#fix prevent using the wedge map when propagating spline mesh vertex colours
	#jira UE-36011

Change 3211053 on 2016/11/28 by Ori.Cohen

	Make sure objects without simple collision do not simulate. Fixes crash when two trimesh only objects collide

	#JIRA UE-38989

Change 3211101 on 2016/11/28 by mason.seay

	Adjusting trigger collision so it can't be triggered by projectiles

Change 3211171 on 2016/11/28 by Jurre.deBaare

	Previewing outside of Blendspace Graph points causes unexpected weighting
	#jira UE-32775
	Second Animation Sample added to AimOffset or Blendspace swaps with the first sample
	#jira UE-36755

	#fix Changed behaviour for calculating blendspace grid weighting for one, two or colinear triangles
	- One: fill grid weights to single sample
	- Two: find closest point on line between the two samples for the grid point, and weight according to the distance on the line
	- Colinear: find two closest samples and apply behaviour above
	#misc rename variables to make the code more clear and correct

Change 3211491 on 2016/11/28 by Marc.Audy

	Provide proper tooltip for GetParentActor/Component
	Expose GetAttachParentActor/SocketName to blueprints
	De-virtualize Actor GetAttach... functions
	#jira UE-39056

Change 3211570 on 2016/11/28 by Lina.Halper

	Title doesn't update when asset is being dropped

	#jira: UE-39019

Change 3211766 on 2016/11/28 by Ori.Cohen

	Remove warning when a constraint has two empty components. This can be a valid usecase for when components are determined dynamically.

	#JIRA UE-36089

Change 3211938 on 2016/11/28 by Mason.Seay

	CSV's for testing gameplay tags

Change 3212090 on 2016/11/28 by Ori.Cohen

	Expose angular SLERP drive to blueprints

	#JIRA UE-36690

Change 3212102 on 2016/11/28 by Marc.Audy

	Fix shadow variable issue
	#jira UE-39099

Change 3212182 on 2016/11/28 by Ori.Cohen

	PR #2902: Fix last collision preset display (Contributed by max99x)

	#JIRA UE-38100

Change 3212196 on 2016/11/28 by dan.reynolds

	AEOverview Update:

	Minor tweaks and fixes

	Added Attenuation Curve Tests

	Renamed SC to SCLA for Sound Class prefix

	WIP SCON (Sound Concurrency)

Change 3212347 on 2016/11/28 by Ben.Zeigler

	#jira UE-39098 Fix issues with adding tag redirectors with the editor open, it now checks the redirector list in the editor
	Fix chained tag redirectors to work properly
	Const fixes and removed a bad error message spam, and fix rename message

Change 3212385 on 2016/11/28 by Marc.Audy

	Avoid duplicate GetWorld() calls

Change 3212386 on 2016/11/28 by Marc.Audy

	auto shoo

Change 3213018 on 2016/11/29 by Marc.Audy

	Fix shadow variable for real

Change 3213037 on 2016/11/29 by Ori.Cohen

	Fix deprecation warnings

Change 3213039 on 2016/11/29 by Marc.Audy

	Generalize logic for when a component prevents an Actor from auto destroying
	Add forcefeedback component to the components that will hold up the auto destroy of an actor

Change 3213088 on 2016/11/29 by Marc.Audy

	Move significance manager out of experimental

Change 3213187 on 2016/11/29 by Marc.Audy

	Add InsertDefaulted to mirror options available when Adding

Change 3213254 on 2016/11/29 by Marc.Audy

	add auto-complete for showdebug forcefeedback

Change 3213260 on 2016/11/29 by Marc.Audy

	Allow systems to inject auto-complete console entries

Change 3213276 on 2016/11/29 by Marc.Audy

	add auto-complete entry for showdebug significancemanager

Change 3213331 on 2016/11/29 by James.Golding

	Split SkeletalMesh skin weights into their own stream
	Remove unused FGPUSkinVertexColor struct
	Remove unused FSkeletalMeshVertexBuffer::bInfluencesByteSwapped bool
	Fix FSkeletalMeshMerge::GenerateLODModel to handle >4 weights
	Update friendly name for FColorVertexBuffer now it's used by skel mesh as well

Change 3213349 on 2016/11/29 by Ben.Zeigler

	Fix tag rename feedback message

Change 3213355 on 2016/11/29 by Ben.Zeigler

	#jira UE-39115 PR #2987: Added IsPaused to AGameModeBase (Contributed by RoyAwesome)

Change 3213406 on 2016/11/29 by Ori.Cohen

	Make sure body transforms are not set while the physx simulation is running.

	#JIRA UE-37270

Change 3213508 on 2016/11/29 by Jurre.deBaare

	When performing a merge actor on an actor merging multiple materials certain maps aren't generated
	#fix Apparently rendering out specular etc now outputs its value only to the red channel, so had to change how we populate the combined metallic/roughness/specular map
	#jira UE-38526

Change 3213557 on 2016/11/29 by Ben.Zeigler

	#jira UE-22145 Fix issues where TAssetPtrs weren't getting properly fixed up during rename fixup, it now runs the StringAssetReference fixup on the nested reference. This should fix lots of weird issues with references going away

Change 3213634 on 2016/11/29 by Ori.Cohen

	Make sure if no shapes are found for vehicle wheels we create spheres and attach them to the actor.

Change 3213639 on 2016/11/29 by Ori.Cohen

	Fix from nvidia for vehicle suspension exploding when given a bad normal.

	#JIRA UE-38716

Change 3213812 on 2016/11/29 by James.Golding

	UE-35925 Remove hard-coded asset<->animnode mapping, add SupportsAssetClass virtual instead

Change 3213824 on 2016/11/29 by Ori.Cohen

	Fix CIS

Change 3213873 on 2016/11/29 by Ori.Cohen

	Fix welded bodies not properly computing mass properties.

	#JIRA UE-35184

Change 3213950 on 2016/11/29 by Mieszko.Zielinski

	Fixed navigation collision being generated wrong for StaticMeshes created from BSP #Orion

	#jira UE-37221

Change 3213951 on 2016/11/29 by Mieszko.Zielinski

	Fixed perception system having issue with registering perception listener spawned in sublevels #UE4

	#jira UE-37850

Change 3214005 on 2016/11/29 by Ori.Cohen

	Fix mass kg override not propagating to blueprint instances.

Change 3214046 on 2016/11/29 by Marc.Audy

	Duplicate all instanced subobjects, not just those that are editinlinenew
	Make AABrush.Brush instanced rather than export
	#jira UE-39066

Change 3214064 on 2016/11/29 by Marc.Audy

	Use GetComponents directly where safe instead of copying in to an array

Change 3214116 on 2016/11/29 by James.Golding

	Fix tooltip when dragging anim assets onto players

Change 3214136 on 2016/11/29 by Ori.Cohen

	Make it so moving bodies is immediate when in editor. Useful for editor tools that rely on physx data

	#JIRA UE-35864

Change 3214162 on 2016/11/29 by Mieszko.Zielinski

	Fixed a bug in EnvQueryGenerator_SimpleGrid resuting in one extra column and row of points being generated #UE4

	#jira UE-12077

Change 3214177 on 2016/11/29 by Marc.Audy

	Use correct SocketName (broken in CL#2695130)
	#jira UE-39153

Change 3214427 on 2016/11/29 by dan.reynolds

	AEOverview Update

	Fixed Attenuation tests when overlapping attenuation ranges between streamed levels

	Added Sound Concurrency Far then Prevent New testmap

	Removed some Sound Concurrency assets

Change 3214469 on 2016/11/29 by dan.reynolds

	AEOverview Update

	Added Sound Concurrency Test for Stop Farthest then Oldest

Change 3214842 on 2016/11/30 by Jurre.deBaare

	LookAt AimOffset in the Anim Graph causes character to explode
	#jira UE-38533
	#fix ensure that the source socket exists on the skeleton during compilation (as far as we can), and skip blendspace evaluation in case of it not being valid during runtime

Change 3214866 on 2016/11/30 by james.cobbett

	Updating Pose Snapshot test assets

Change 3214964 on 2016/11/30 by thomas.sarkanen

	Added test data for facial animtion curves

Change 3215015 on 2016/11/30 by Jurre.deBaare

	When a Aim Offset axis value is edited drastically the preview mesh will be deformed
	#fix change the way we change data when axis values are changed, simply remap normalized samples to new axis range
	#misc marked some data/functions editor only (not needed during runtime so reduces footprint a little bit)
	#jira UE-38880

Change 3215029 on 2016/11/30 by Marc.Audy

	Fix CIS

Change 3215033 on 2016/11/30 by Marc.Audy

	Add a delegate for when new classes are added via hotreload
	Change existing hotload class reinstancing delegates to be multicast

Change 3215048 on 2016/11/30 by Jon.Nabozny

	Use getKinematicTarget whenever a body is kinematic.
	This should fix some edge cases in FBodyInstance where stale transforms may be used when operations are run in PrePhysics.

	#jira UE-37877

Change 3215052 on 2016/11/30 by Marc.Audy

	Generalize the volume actor factory logic
	Create volume factories when hotreload adds a new volume class
	#jira UE-39064

Change 3215055 on 2016/11/30 by Marc.Audy

	Probable fix for IOS CIS failure

Change 3215091 on 2016/11/30 by Lina.Halper

	Easy alternative fix for blending two curves per bone. For now we just combine.

	To fix this properly - i.e. per bone to affect curve - it is very expensive process, so opting into this for 4.15.

	#jira: UE-39182

Change 3215179 on 2016/11/30 by Jurre.deBaare

	Preview viewport should only use rendering features supported in project
	#fix replace the skylight with a sphere reflection component, this will not give image based lighting but does supply the user with a reflection map + intensity
	#jira UE-37252

Change 3215189 on 2016/11/30 by Jurre.deBaare

	CIS fix

Change 3215326 on 2016/11/30 by Ben.Zeigler

	#jira UE-39077 Fix OnActive gameplay cues on standalone servers, it was incorrectly assuming it was in mixed replication mode.
	Regression caused by CL #3104976

Change 3215523 on 2016/11/30 by James.Golding

	Fix cooking old skel meshes in commandlet - vertex buffer was not recreated so UpdateUVChannelData would crash

Change 3215539 on 2016/11/30 by Marc.Audy

	Fix failure to cleanup objects in a hidden always loaded sub-level
	#jira UE-39139

Change 3215568 on 2016/11/30 by Aaron.McLeran

	UE-39197 Delay node of 0.0 causes crash

Change 3215719 on 2016/11/30 by Aaron.McLeran

	UE-39074 Audio related Client crash experienced on latest live build ++UT+Release-Next-CL-3193528

Change 3215773 on 2016/11/30 by Aaron.McLeran

	PR #2819 : Fixed typo in SoundWave.h

Change 3215828 on 2016/11/30 by James.Golding

	PR #2900: fixed a former change that overlooked the 2 character difference between 16 and 32. (Contributed by MartinMittringAtOculus)

Change 3215831 on 2016/11/30 by James.Golding

	UE-36688 Add BlendOption (with CustomCurve) to PoseBlendNode

Change 3215904 on 2016/11/30 by Marc.Audy

	Fix significance calculations

Change 3215955 on 2016/11/30 by James.Golding

	UE-36791 Fix scaling of rotated convex elements, by baking element transform into cooked convex data.

Change 3215959 on 2016/11/30 by James.Golding

	Remove LogTemp warning from FAnimBlueprintCompiler::FinishCompilingClass

Change 3216057 on 2016/11/30 by Marc.Audy

	Don't reset expose on spawn properties when in a PIE world
	#jira UE-36771

Change 3216114 on 2016/11/30 by James.Golding

	Move SkeletalMeshComponent and SkinnedMeshComponent functions out of SkeletalMesh.cpp into correct cpp files

Change 3216144 on 2016/11/30 by Jon.Nabozny

	Fix FConstraintInstance scaling issues in FSkeletalMeshComponent::InitArticulated.

	InitArticulated uses the default Constraint Template from the Physics Asset a skeletal mesh is associated with.
	This caused issues if a skeletal mesh had bone scales that differed from those in the physics asset.

	#jira UE-38434

Change 3216148 on 2016/11/30 by Jon.Nabozny

	Create test map and asset for Skeletal Mesh Component Scaling and Skeletal Mesh Uniform Import Scaling.

Change 3216160 on 2016/11/30 by Aaron.McLeran

	Fixing a memory leak in concurrency management

Change 3216164 on 2016/11/30 by James.Golding

	Move SkeletalMeshActor code into its own cpp file
	Fix CIS for SkeletalMeshComponent.cpp

Change 3216371 on 2016/11/30 by dan.reynolds

	AEOverview Update

	Minor tweaks

	Completed Sound Concurrency Rule Test Maps

	Added additional test files

Change 3216509 on 2016/11/30 by Marc.Audy

	Fix missing include

Change 3216510 on 2016/11/30 by Marc.Audy

	Code cleanup

Change 3216723 on 2016/12/01 by Jurre.deBaare

	When clearing a blend sample animation the animation will try and blend to the ref pose
	#fix do not delete sample when animation == nullptr but mark it as invalid, it then will be rendered in red on the grid and discarded during triangle/line generation
	#fix indice mapping for 2d blend spaces was incorrect before (luckily never caused an error)
	#misc weird whitespace changes
	#jira UE-39078

Change 3216745 on 2016/12/01 by Jurre.deBaare

	- Blend space triangulation was incorrect in some cases, due to refactor some data was not initialised.
	- UDN user was hitting a check within the triangle flipping behaviour

	#fix Revisited the conditions to determine whether or not a point lies within a triangles circumcircle
	#fix In case we cannot flip the current triangle we skip it and move onto the next one instead of putting in a hard check
	#misc refactored triangle flipping code to make it smaller (more readible)

Change 3216903 on 2016/12/01 by mason.seay

	Imported mesh for quick test

Change 3216904 on 2016/12/01 by Jurre.deBaare

	CIS Fix
	#fix replaced condition by both non-editor as editor valid one

Change 3216998 on 2016/12/01 by Lukasz.Furman

	fixed AI slowing down on ramps due to 3D input vector being constrained by movement component
	#jira UE-39233
	#2998

Change 3217012 on 2016/12/01 by Lina.Halper

	Checking in James' fix on drag/drop to replace assets

	#code review: James.Golding
	#jira: UE-39150

Change 3217031 on 2016/12/01 by james.cobbett

	Updating Pose Snapshot Assets. Again.

Change 3217033 on 2016/12/01 by Martin.Wilson

	Update bounds on all skel meshes when physics asset is changed

	#jira UE-38572

Change 3217181 on 2016/12/01 by Martin.Wilson

	Fix imported animations containing a black thumbnail

	#jira UE-36559

Change 3217183 on 2016/12/01 by Martin.Wilson

	Add some extra debugging code for future animation compression / ddc issues

Change 3217184 on 2016/12/01 by james.cobbett

	Fixing a test asset by checking a check box. Sigh.

Change 3217216 on 2016/12/01 by Martin.Wilson

	Undo part of CL 3217183. Will need to add this back differently.

Change 3217274 on 2016/12/01 by Marc.Audy

	When serializing in an enum tagged property follow redirects
	#jira UE-39215

Change 3217419 on 2016/12/01 by james.cobbett

	Changes to test assets for more Pose Snapshot tests

Change 3217449 on 2016/12/01 by Aaron.McLeran

	Adding new audio setting to disable EQ and reverb.

	Hooked up to XAudio2 (for now).

Change 3217513 on 2016/12/01 by Marc.Audy

	Improve bWantsBeginPlay deprecation message

Change 3217620 on 2016/12/01 by mason.seay

	Updated test assets for HLOD

Change 3217872 on 2016/12/01 by Aaron.McLeran

	UEFW-113 Adding master reverb to audio mixer

	- Added new submix editor to create new submixes
	- Created new default master submixes for reverb and EQ and master submixes
	- Fixed a number of minor issues found in auido mixer while working on feature

Change 3218053 on 2016/12/01 by Ori.Cohen

	Added mass debug rendering

	#JIRA UE-36608

Change 3218143 on 2016/12/01 by Aaron.McLeran

	Fixing up reverb to support multi-channel (5.1 and 7.1) configurations.

	- Added default reverb send amount

Change 3218440 on 2016/12/01 by Zak.Middleton

	#ue4 - Made some static FNames const.

Change 3218715 on 2016/12/02 by james.cobbett

	Fixed bug in test asset.

Change 3218836 on 2016/12/02 by james.cobbett

	Fixing up test asset

Change 3218884 on 2016/12/02 by james.cobbett

	Moar test asset changes

Change 3218943 on 2016/12/02 by Ori.Cohen

	Make sure welded bodies include the center of mass offset. Note this also changes the COM nudge to be world space instead of local space

	#JIRA UE-35184

Change 3218955 on 2016/12/02 by Marc.Audy

	Fix initialization order issues
	Remove monolithic includes
	Change signature to pass string by const ref

Change 3219149 on 2016/12/02 by Ori.Cohen

	Fix SetCollisionObjectType not working on skeletal mesh components

	#JIRA UE-37821

Change 3219162 on 2016/12/02 by Martin.Wilson

	Fix compile error when blend space on aim offset nodes is exposed as pin

	#jira UE-39285

Change 3219198 on 2016/12/02 by Marc.Audy

	UEnum::FindValue/IndexByName will now correctly follow redirects
	#jira UE-39215

Change 3219340 on 2016/12/02 by Zak.Middleton

	#ue4 - Optimized and cleaned up some Actor methods related to location and rotation.

	- Inlined GetActorForwardVector(), GetActorUpVector(), GetActorRightVector(). Wrapped them to simply call the methods on USceneComponent rather than using a different approach to computing these vectors.
	- Inlined blueprint versions: K2_GetActorLocation(), K2_GetActorRotation(), K2_GetRootComponent().
	- Cleaned up template methods that are used to delay compilation of USceneComponent calls to make them private and prefix "Template" to their names so they don't show up in autocomplete for calls to the public methods.

Change 3219482 on 2016/12/02 by Ori.Cohen

	Fix crash when double deleting a clothing actor due to destroying USkeletalMesh before USkeletalMeshComponent.

	#JIRA UE-39172

Change 3219676 on 2016/12/02 by Martin.Wilson

	Make clearer that ref pose is from skeleton

Change 3219687 on 2016/12/02 by Aaron.McLeran

	Supporting multi-channel reverb with automatic downmixing of input to stereo

Change 3219688 on 2016/12/02 by Martin.Wilson

	Fix crash when remapping additive animations after skeleton hierarchy change

	#jira UE-39040

Change 3219699 on 2016/12/02 by Zak.Middleton

	#ue4 - Fix template's use of old GetActorRotation() function.

Change 3219969 on 2016/12/02 by Ben.Zeigler

	#jira UE-24800 Disable replicatied movement updates for actors that are welded to something else, to avoid them fighting with the welded parent's replication
	Modified from shelve Zak.Middleton made of PR #1885, after some more testing

Change 3220010 on 2016/12/02 by Aaron.McLeran

	Fixing up sound class editor

Change 3220013 on 2016/12/02 by Aaron.McLeran

	Deleting monolithic file

Change 3220249 on 2016/12/02 by Aaron.McLeran

	Changing reverb settings parameter thread sync method

	- Switching to a simple ring buffer rather than using a crit sect

Change 3220251 on 2016/12/02 by Aaron.McLeran

	Removing hard-coded audio mixer module name for the case when using -audiomixer argument,

	-added new entry to ini file that allows you to specify the audio mixer module name used for the platform.

Change 3221118 on 2016/12/05 by Jurre.deBaare

	Back out changelist 3220249 to fix CIS

Change 3221363 on 2016/12/05 by Martin.Wilson

	Change slot node category from Blends to Montage

Change 3221375 on 2016/12/05 by Jon.Nabozny

	Change AGameModeBase::GetGameSessionClass to return GameSessionClass when set.

	#jira UE-39325

Change 3221402 on 2016/12/05 by Jon.Nabozny

	Add sanitization code around PhsyX flags and refactor the ways flags are managed through a single code path.

	#jira UE-33562

Change 3221441 on 2016/12/05 by Thomas.Sarkanen

	Fixed crash when reimporting a mesh when a different animation was open

	#jira UE-39281 - Editor crashes when reimporting a skeletal mesh after enabling recalculate tangents

Change 3221473 on 2016/12/05 by Marc.Audy

	Get rid of auto.
	Use GetComponents directly instead of copying in to temporary arrays

Change 3221584 on 2016/12/05 by Jon.Nabozny

	Fix CIS for Mac builds from CL-3221375

Change 3221631 on 2016/12/05 by Martin.Wilson

	Possible fix for rare marker sync crash on live servers

	#jira UE-39235
	#test ai match, animation seemed fine, no crashes

Change 3221660 on 2016/12/05 by mason.seay

	Resubmitting to add Viewport Bookmark

Change 3221683 on 2016/12/05 by Mieszko.Zielinski

	Temp (but decent) fix to ARecastNavMesh::GetRandomPointInNavigableRadius sometimes retrieving invalid locations even if there's a valid piece of navmesh in the area #UE4

	#jira UE-30355

Change 3221750 on 2016/12/05 by Jon.Nabozny

	Real CIS fix.

Change 3221917 on 2016/12/05 by Jon.Nabozny

	Fix CIS for real this time.

Change 3222370 on 2016/12/05 by mason.seay

	Start of Gameplay Tag testmap

Change 3222396 on 2016/12/05 by Aaron.McLeran

	UEFW-44 Implementing EQ master submix effect for audio mixer

	- New thread safe param setting temlate class (for setting EQ and Reverb params)
	- Hook up reverb submix effect to source voices
	- Implementation of FBiquad for biquad filter coefficients and audioprocessing
	- Implementation of Filter class which hold FBiquad instance per channel, computes coefficents once
	- Implementation of equalizer class which is a serial bank of filters set to ParametricEQ filter type

Change 3222425 on 2016/12/05 by Aaron.McLeran

	Checking in missing files

Change 3222429 on 2016/12/05 by Aaron.McLeran

	Last missing file!

Change 3222783 on 2016/12/05 by Jon.Nabozny

	Update SkelMeshScaling map.

Change 3223173 on 2016/12/06 by Martin.Wilson

	Fix crash in thumbnail rendering when creating a new montage

	#jira UE-39352

Change 3223179 on 2016/12/06 by Marc.Audy

	auto/NULL cleanup

Change 3223329 on 2016/12/06 by Marc.Audy

	Fix (hard to explain) memory corruption
	#jira UE-39366

Change 3223334 on 2016/12/06 by Jon.Nabozny

	Add HasBeenInitialized check inside AActor::InitializeComponents

Change 3223340 on 2016/12/06 by Jon.Nabozny

	Refactor SkeletalMesh constraint scaling fixes. Add a check on bodies to ensure they are valid.

	#jira UE-39238

Change 3223372 on 2016/12/06 by Marc.Audy

	Probably fix HTML5 CIS failure

Change 3223511 on 2016/12/06 by Jon.Nabozny

	Fix Mac CIS shadow warning

Change 3223541 on 2016/12/06 by Lukasz.Furman

	fixed missing NavCollision data in static meshes
	#jira UE-39367

Change 3223672 on 2016/12/06 by Ben.Zeigler

	#jira UE-39394 Fix GameplayTagContainerCustomization to work like GameplayTagCustomization as a popup instead of a window, this fixes the references button
	Remove unnecessary code from both customizations

Change 3223751 on 2016/12/06 by Marc.Audy

	Properly remove components from their owner when manipulating through editinlinenew properties
	#jira UE-30548

Change 3223831 on 2016/12/06 by Ben.Zeigler

	#jira UE-39293 Don't show non-working tag operations when ini tag editing is not enabled
	#jira UE-39344 Improve feedback messages when deleting explicit tags that have other explicit tag children
	Don't allow deleting a leaf explicit tag whose implicit parent tags are still referenced and it is the only thing keeping them alive
	Add Tag Source to tooltip in management mode
	Fix RequestGameplayTagChildrenInDictionary to work properly

Change 3223862 on 2016/12/06 by Marc.Audy

	Hide deprecated attach functions for all games not just Paragon

Change 3224003 on 2016/12/06 by Marc.Audy

	Put behavior of player camera back to how it was prior to Ansel plugin support changes. Make photography only work a different way.
	#jira UE-39207

Change 3224602 on 2016/12/07 by Jurre.deBaare

	Crash on creating LODs with Medic
	#fix Added clamp for UVs -1024 to 1024
	#jira UE-37726

Change 3224604 on 2016/12/07 by Jurre.deBaare

	Fix for incorrect normal calculation in certain circumstances
	#fix Make sure we propagate the matrices to samples after we (re)calculated normals
	#fix Conditionally swap/inverse the vertex data buffers instead of always
	#fix Set preview mesh for alembic import animation sequences
	#misc removed commented out code and added debug code

Change 3224609 on 2016/12/07 by Jurre.deBaare

	Alembic Import Issues (skeletal) w. UVs and smoothing groups
	#fix Changed the way we populate smoothing group indices for alembic caches
	#misc removed commented out code, set base preview pose for alembic imported skeletal meshes / anim sequences
	#jira UE-36412

Change 3224783 on 2016/12/07 by James.Golding

	Support per-instance skeletal mesh vertex color override

Change 3224784 on 2016/12/07 by James.Golding

	Add skelmesh vert color override map. Fix my vert color material to work on skel mesh.

Change 3225131 on 2016/12/07 by Jurre.deBaare

	Crash when baking matrix animation when importing an alembic file as skeletal
	#fix condition whether or not to apply matrices had not been moved over in previous change
	#jira UE-39439

Change 3225491 on 2016/12/07 by Lina.Halper

	- Morphtarget fix on the first frame

	#jira: UE-37702

Change 3225597 on 2016/12/07 by mason.seay

	Updated materials on meshes to ones that don't have physical materials, also rebuilt lighting

Change 3225758 on 2016/12/07 by Aaron.McLeran

	UE-39421 Fix for sound class graph bug

Change 3225957 on 2016/12/07 by Ben.Zeigler

	#jira UE-39433 Fix crash with mass debug data

Change 3225967 on 2016/12/07 by Lina.Halper

	Fix not removing link up cache when removed.

	#jira: UE-33738

Change 3225990 on 2016/12/07 by Ben.Zeigler

	#jira OR-32975 Sort gameplay tags before saving out modified ini, to help with merge issues

Change 3226123 on 2016/12/07 by Aaron.McLeran

	Fix for sound class asset creation from within the sound class graph

Change 3226165 on 2016/12/07 by mason.seay

	Replaced skelmesh gun with static mesh cube

Change 3226336 on 2016/12/07 by Aaron.McLeran

	Fixing up sound class replacement code.

	If you delete a sound class but replace with another, now it properly replaces sound classes in the sound class graphs without totally destroying them

Change 3226701 on 2016/12/08 by Thomas.Sarkanen

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ CL 3226613

Change 3226710 on 2016/12/08 by Jurre.deBaare

	Fix for alembic import crash
	#misc update num mesh samples and take into account user set start frame in case of skipping preroll frames

Change 3226834 on 2016/12/08 by Jurre.deBaare

	Fix for incorrect matrix samples being applied during Alembic cache importing
	#fix Change way we loop through samples and determine correct matrix and mesh sample indices

Change 3227330 on 2016/12/08 by Jurre.deBaare

	Temporary fix for animBP compilation error, underlying issue is causing the skeleton to not be fully loaded when we are validating the animation node. This makes the socket name check fail and consequently output a compilation error
	#UE-39499

	#fix Ensure that the skeleton is loaded by checking for RF_NeedPostLoad
	#misc corrected socket name output, removed unnecessary nullptr check

Change 3227575 on 2016/12/08 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3227387

Change 3227602 on 2016/12/08 by Marc.Audy

	Copyright 2016 to 2017 updates for new Framework files

[CL 3227721 by Marc Audy in Main branch]
2016-12-08 16:58:18 -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
Ben Zeigler
24a8d60723 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3208226)
#lockdown Nick.Penwarden
#rb None

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

Change 3173153 on 2016/10/25 by Graeme.Thornton

	Pak signing changes
	 - Integrated into EDL loader
	 - Changed to not encrypt each CRC in the sig file, rather just store a single encryped signature of the entire sig file. Removes need to decrypt thousands of signatures at startup.

Change 3173531 on 2016/10/25 by Steven.Hutton

	Removing unused j query packages.

Change 3174743 on 2016/10/26 by Gil.Gribb

	UE4 - fixed COTF with EDL

Change 3177896 on 2016/10/28 by Steve.Robb

	TSharedPtr and TSharedRef aliasing constructors.
	Removal of static_asserts for TSharedPtr<UObject>.

Change 3180343 on 2016/10/31 by Steve.Robb

	Reimplementation of changes from CL#s 3050329 and 3105715 that were lost in merges 3094597 and 3105741.

Change 3181382 on 2016/11/01 by Steve.Robb

	Visual Studio debugger visualizers for delegates.

Change 3182738 on 2016/11/02 by Graeme.Thornton

	Re-enable signed archive reader so non-pakpreacher based reads still get signature checked

Change 3183420 on 2016/11/02 by Steve.Robb

	Fix to TIsZeroConstructType for TScriptDelegate.

Change 3184872 on 2016/11/03 by Robert.Manuszewski

	Fixing memory stomps in SSL certificate initialization (found with mallocstomp)

Change 3184873 on 2016/11/03 by Robert.Manuszewski

	Adding thread safety checks to async loading code

Change 3185535 on 2016/11/03 by Ben.Zeigler

	Fix it so calling CreateDefaultSubobject with bTransient = true sets the object transient flag. This fixes EDL Crashes involving components.

Change 3186636 on 2016/11/04 by Graeme.Thornton

	AES encryption integrated into EDL system
	Pak signing and AES encryption now configurable by ini files rather than magical text files

Change 3186637 on 2016/11/04 by Graeme.Thornton

	Configured pak signing and encryption in ShooterGame for reference

Change 3186639 on 2016/11/04 by Graeme.Thornton

	Encryption changes for Orion
	* Move pak signing keys into new INI format
	* Add AES key and enable INI file encryption

Change 3186661 on 2016/11/04 by Graeme.Thornton

	Change unrealpak command line params to accept AES key as a separete parameter

Change 3186670 on 2016/11/04 by Robert.Manuszewski

	Adding a null check before using a package pointer in Linker code

	#jira UE-38237

Change 3186775 on 2016/11/04 by Graeme.Thornton

	Fix UBT defines that come in as quoted strings, losing the quotes when passed to the compiler
	 - PS4 and Mac fixes. Other platforms might need fixing too!

Change 3186823 on 2016/11/04 by Graeme.Thornton

	Fixed an incorrect size check in the EDL pak signing code

Change 3186925 on 2016/11/04 by Graeme.Thornton

	Allow UnrealPak to read encryption settings from project ini files

Change 3189885 on 2016/11/08 by Graeme.Thornton

	Static analysis warning fix

Change 3190015 on 2016/11/08 by Robert.Manuszewski

	Thread safety fix for UBlueprintGeneratedClass::PostLoadDefaultObject while UBlueprintGeneratedClass::SerializeDefaultObject runs on the async loading thread

Change 3190253 on 2016/11/08 by Chris.Wood

	Improved MDD performance for on the CR server.
	[UE-37566] - Improve MDD performance on CR server

	Blocked MDD init'ing the crash handling code as it isn't desirable on the server.
	Removed redundant call to SetSymbolPathsFromModules() from CrashDebugHelper.

Change 3192993 on 2016/11/10 by Robert.Manuszewski

	Thread Heartbeat will no longer report the same hang multiple times.

Change 3193111 on 2016/11/10 by Robert.Manuszewski

	Minor change in the condition that detects the same hangs - allow the same callstacks from different threads

Change 3193168 on 2016/11/10 by Steve.Robb

	TSparseArray now reserves space in reverse so that new elements get added to the front of the allocation rather than the back, which is better for memory traversal and meets expectations more closely.

Change 3193171 on 2016/11/10 by Steve.Robb

	Easier debugging of FPendingRegistrantInfo map.

Change 3193188 on 2016/11/10 by Steve.Robb

	TAutoPointer deprecated.

Change 3193796 on 2016/11/10 by Graeme.Thornton

	Fix pak creation failure when no pak signing keys are supplied

Change 3194524 on 2016/11/11 by Graeme.Thornton

	Another static analysis warning fix

Change 3195119 on 2016/11/11 by Steve.Robb

	TAutoPtr deprecated.
	Fixes to use of TAutoPtr with incompatible memory deallocations (TAutoPtr with FMemory::Malloc and new[]).
	Some large headers moved into .cpp files.

Change 3196582 on 2016/11/14 by Gil.Gribb

	UE4 - Changed a check to a warning related to detaching linekrs twice. Seen in nativized BP version of platformer game.

Change 3196878 on 2016/11/14 by Steve.Robb

	TScopedPointer deprecated.

Change 3198061 on 2016/11/15 by Steve.Robb

	Class array is no longer regenerated when saving UClasses.

Change 3198065 on 2016/11/15 by Robert.Manuszewski

	Making AssembleReferenceTokenStream thread safe for blueprints loaded on the async loading thread.

Change 3198199 on 2016/11/15 by Robert.Manuszewski

	Pak platform file will now only be used if pak files exist regardless of command line paraks like -pak, -singedpak and -signed.

Change 3199954 on 2016/11/16 by Graeme.Thornton

	Removing USING_SIGNED_CONTENT

Change 3200221 on 2016/11/16 by Chris.Wood

	CrashReportProcess code cleanup - removing unused using directives

Change 3200232 on 2016/11/16 by Chris.Wood

	Multiple CrashReportProcess updates and improvements (CRP v1.2.6)
	UE-36248 - CRP scalability: All bulk storage or shared data to S3 or suitable network drives

	InvalidCrashReports now saved to S3 instead of local folder
	Removed option tosync MinidumpDiagnostics from Perforce
	Moved MinidumpDiagnostics from old Perforce synched location to its own folder in E:\Services (makes more sense with manual publishing)
	Added improved logging to Slack with option to monitor MDD performance
	Added hourly log folders to MDD logs
	Added support for types of crashes we don't want to symbolicate (using it to skip callstack gen for hang detected ensures)

Change 3200382 on 2016/11/16 by Robert.Manuszewski

	Async Loading code will now detach the linker when resetting async package loader to avoid situations when loading the same asset multiple times results in the following load request finding the old linker after the package has been loading but the async package hasn't been deleted yet (async package for the old request in limbo state but linker exists).

Change 3200562 on 2016/11/16 by Gil.Gribb

	UE4 - Fixed rare issue with reloading nativized blueprints with the EDL and a minor simplication.

Change 3201093 on 2016/11/16 by Ben.Zeigler

	#UE 38654 Fix EDL cooking to correctly search components created directly by UBlueprints, as well as the CDO components it already covered. Also explicitly mark subobject templates as editor only.
	Fix issue where the AssetImportData associated with Blueprint-owned Curves was ending up in the cooked subobject template list. Stopped it from creating those objects, and mark the class editor only.

Change 3201736 on 2016/11/17 by Steve.Robb

	Strtoi64 platform and TCString functions.

	#fyi robert.manuszewski

Change 3201938 on 2016/11/17 by Ben.Woodhouse

	Dummy integrate of the Square render version workaround (CL 3201913) with _accept target_ to prevent it being integrated to dev-core in future.

	Commandline:
	p4 integrate //Tasks/UE4/Dev-LoadTimes/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp@3201913,3201913 //UE4/Dev-Core/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp

	#fyi robert.manuszewski

Change 3203757 on 2016/11/18 by Robert.Manuszewski

	Removing debug code from async loading code.

Change 3203927 on 2016/11/18 by Robert.Manuszewski

	Fixing comments in the async loading code.

Change 3204851 on 2016/11/18 by Steve.Robb

	Metafunction for testing if a particular operator<< overload exists, e.g. THasInserterOperator<FArchive&, FMyType&>::Value.

Change 3204854 on 2016/11/18 by Steve.Robb

	UEnumProperty.

Change 3205027 on 2016/11/18 by Ben.Zeigler

	Add useful functions to FAssetPtr and TAssetSubclassOf that already existed on TAssetPtr
	Add Get() to TSubclassOf so it matches our other wrappers
	Fix TSubclassOf and TAssetSubclassOf to use the more efficient template method of checking class compatibility
	Comment and template cleanups for AssetPtr, StringAssetReference, LazyPtr, and SubclassOf

Change 3206334 on 2016/11/21 by Ben.Zeigler

	#UE-38773: Fix it so non-component template subobjects of CDOs are not included as creation dependencies for BP classes, also clean up GetPreloadDependencies as it was adding redundant and null entries
	#UE-38799: Fix it so WidgetTrees don't get picked up as subobjects, and add ensure at cook time to find null outers that would crash at runtime. Make sure the instanced widget trees are transient.
	Cook finishes but game is still crashing in some cases, so I might adjust this after other testing

Change 3206353 on 2016/11/21 by Ben.Zeigler

	Fix EnumProperty to handle EDL preload dependencies properly

Change 3206625 on 2016/11/21 by Ben.Zeigler

	Fix enum property crash at runtime by copying what array property does and making sure inner property is not transient

Change 3206937 on 2016/11/21 by Ben.Zeigler

	#jira UE-38905 Fix it so enums inside arrays are migrated properly, the enum tag is lost so use the current one
	Disable other nested enum migrations as they are unlikely to work. Array property tags need to be refactored to be safer
	Correctly save enum tag for enum properties, it was being set but not serialized

Change 3207002 on 2016/11/21 by Ben.Zeigler

	#jira UE-38799
	Fix it so per-widget copy of widget tree and all widgets inside are properly transient, they were being cooked before but never accessed.
	Fix case where non ClientOnly public objects nested instead ClientOnly objects would cook but fail to load, and add ensure to catch these cases in the future.
	If the full outer chain isn't available, it can't be loaded anyway, and this finds issues at cook time instead of load time.
	We should generally outlaw non-transient objects with transient outers, it does not do what people expect.

Change 3207032 on 2016/11/21 by Ben.Zeigler

	#jira UE-38654 Re-Fix EDL cooking with SCS-added components. They used to have the DefaultSubObject flag but no longer do

[CL 3208270 by Ben Zeigler in Main branch]
2016-11-22 18:45:44 -05:00
Josh Adams
8d2561486c Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3206916)
#lockdown Nick.Penwarden
#rb none

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

Change 3175510 on 2016/10/26 by Josh.Adams

	- New Wolf SDK support (11).
	- Added new input plugin now that extra NDA is lifted

Change 3176629 on 2016/10/27 by Josh.Adams

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

Change 3177232 on 2016/10/27 by Josh.Adams

	- Minor comment change

Change 3177348 on 2016/10/27 by Dmitry.Rekman

	Linux: default to GL4.

Change 3177523 on 2016/10/27 by Dmitry.Rekman

	Linux: update libc++ to 3.9 and add AArch64.

Change 3178208 on 2016/10/28 by Daniel.Lamb

	Enable multithreaded lightmap encoding.

Change 3178273 on 2016/10/28 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix crash in PS4 packaging step.
	 - Parallel-for accessing the same log files, causing IOException.

Change 3178573 on 2016/10/28 by Dmitry.Rekman

	Linux: fix for projects not having proper version associations (UE-5954).

	- Fixed by CengizT.

Change 3180487 on 2016/10/31 by Josh.Adams

	Moved new file to peoper spot

Change 3180508 on 2016/10/31 by Josh.Adams

	- Fixed crash on audio free for Wolf

Change 3181821 on 2016/11/01 by Josh.Adams

	- Fixed ShooterGame cooking after sync from main

Change 3182469 on 2016/11/01 by Josh.Adams

	- test/shipping build wolf fixes

Change 3183078 on 2016/11/02 by Josh.Adams

	- Added AllDesktop back in for Windows (File | Package)

Change 3183229 on 2016/11/02 by Josh.Adams

	- Fixed wrong path in JunkManifest.txt

Change 3184245 on 2016/11/02 by Dmitry.Rekman

	Linux: add AArch64 (ARM64) libs.

Change 3184326 on 2016/11/02 by Dmitry.Rekman

	Linux: add more files for AArch64.

Change 3184353 on 2016/11/02 by Dmitry.Rekman

	Linux: Add missed AArch64 libpng.

Change 3184871 on 2016/11/03 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Fix broken DownloadImage blueprint node on PS4.
	 - Node should return a UTexture2DDynamic, otherwise the RHI assumes the data has been pre-formatted for the GPU, and we get pitch/layout issues.

	#jira UE-36365

Change 3185407 on 2016/11/03 by Dmitry.Rekman

	Linux: fix PhysX on AArch64.

	(Edigrating 3184484 from Wombat to Dev-Platform).

Change 3187488 on 2016/11/04 by Josh.Adams

	Copying //Tasks/UE4/Private-Platform-Switch to Dev-Platform-Minimal (//UE4/Dev-Platform-Minimal)

Change 3187740 on 2016/11/04 by Josh.Adams

	- Re-copying the Switch files, now with proper case in the directory names

Change 3188304 on 2016/11/07 by Dan.Mahashin

	- Removed deprecated functions in NVN window creation

Change 3188865 on 2016/11/07 by Luke.Thatcher

	[PLATFORM] [PS4] [~] Move PS4 console input handler into engine classes from OrionGame.
	 - Enables console input from Sony's "Console Output" tool for all games, in debug/development builds.

	#jira UE-37672

Change 3189517 on 2016/11/07 by Jeff.Campeau

	Fix incorrect local platform identification in device manager.

	#jira UE-38312

Change 3189897 on 2016/11/08 by Luke.Thatcher

	[PLATFORM] [!] Fix width/height mismatch in DownloadImage blueprint node.

Change 3190042 on 2016/11/08 by Josh.Adams

	- Fixed default and Shooter App Ids for Switch

Change 3190181 on 2016/11/08 by Joe.Barnes

	[UE-37275] Split reflection capture error message into two UE_LOG()s. Line length causes truncation and line wrap on some platforms.

Change 3190185 on 2016/11/08 by Joe.Barnes

	Fix another instance of UE_LOG() where the string was being truncated on Switch platform.

Change 3190272 on 2016/11/08 by Daniel.Lamb

	Add file hashes to depependency tracking info.
	Moved partial gc controlling code outside of the cooker.
	Store cooked file hashes in cooked asset registry.
	Cooked asset registry is now part of the cooker instead of chunking manifest.
	#test cook paragon

Change 3190332 on 2016/11/08 by Omar.Rodriguez

	Fixing issues with iOS remote notifications

	* Update UPlatformGameInstance::FPlatformRegisteredForRemoteNotificationsDelegate signature so the parameter is const& which will work with BlueprintAssignable
	* Fix misspelling when doing respondsToSelector check
	* Update generated Xcode project to use the generated entitlements file
	* Add remote-notification as a background mode
	* Update the generated entitlements file contents to include APS environment for push notifications
	* Added bEnableRemoteNotificationsSupport ini parameter to control whether iOS push notifications code is compiled

Change 3190391 on 2016/11/08 by Brent.Pease

	UE-31739 - Crash when Deploying to iPad Air with BC4 Texture Compression Setting

	(Josh's suggestion worked out of the box)

Change 3190786 on 2016/11/08 by Bart.Hawthorne

	Fix some missing PLATFORM_WOLF changes to PLATFORM_SWITCH in ShooterGame

Change 3190902 on 2016/11/08 by Alicia.Cano

	Allow RTTI and exceptions to be enabled for Android
	#jira UE-37845
	#android

Change 3190973 on 2016/11/08 by Chris.Babcock

	Add ability to set element value field with new text parameter for UPL
	#jira UE-37390
	#PR #2869
	#ue4
	#upl

Change 3191411 on 2016/11/09 by Josh.Stoddard

	Warn when user tries to use a shared pak reader on the wrong thread

	#jira UE-38049

Change 3191635 on 2016/11/09 by Josh.Stoddard

	More useful message during cook when AT9 assets fail to encode using SCE's tool

	#jira UE-38053

Change 3191663 on 2016/11/09 by Peter.Sauerbrei

	fix for ios build from PC

Change 3191701 on 2016/11/09 by Brent.Pease

	implement iOS device logs on windows

Change 3191794 on 2016/11/09 by Daniel.Lamb

	Fixed up compile error missing header file.
	#test Compile editor
	#jira UE-38414

Change 3191807 on 2016/11/09 by Josh.Adams

	- Fixed one chage that was missed in the WolfPlat->Switch rename

Change 3191867 on 2016/11/09 by Josh.Adams

	- Enabled Switch for ShooterGame project

Change 3191958 on 2016/11/09 by Jeff.Campeau

	Add warning for anyone still using XP

Change 3192185 on 2016/11/09 by Josh.Adams

	- Updated to SDK 0.11.12
	- Added TrackLotCheckItem API to track guidelines with limits (nothing using it yet)

Change 3192241 on 2016/11/09 by Josh.Adams

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

Change 3192324 on 2016/11/09 by Josh.Adams

	- Worked around an issue with RunOnTarget stripping quotes around paths with spaces
	#jira UE-38388

Change 3192387 on 2016/11/09 by Josh.Adams

	- Updating editor icon for Switch
	#jira UE-38295

Change 3192476 on 2016/11/09 by Dmitry.Rekman

	Linux: put correct OpenAL lib per architecture.

	(Edigrating CL 3185947 from Wombat to Dev-Platform)

Change 3192527 on 2016/11/09 by Josh.Adams

	- Fixed a shadow variable warning
	#jira UE-38408

Change 3192606 on 2016/11/09 by Jeff.Campeau

	XP option removed

	#jira UEPLAT-1542

Change 3192644 on 2016/11/09 by Josh.Adams

	- Fixed a CIS error (not sure why I don't get it, but hey)

Change 3192659 on 2016/11/09 by Josh.Adams

	- Fixed a crash in DeploymentServer

Change 3192672 on 2016/11/09 by Jeff.Campeau

	Fix WinXP message spamming

Change 3193252 on 2016/11/10 by Josh.Adams

	- Remove assertion in SwitchTextureFormat when the SDK can't be found (if you are sharing DLLs)

Change 3193756 on 2016/11/10 by Dmitry.Rekman

	Linux: add support for touch events.

	(Edigrating CL 3188159 from Wombat to Dev-Platform).

Change 3194297 on 2016/11/10 by Jeff.Campeau

	HarfBuzz implementation for Xbox One

	#jira UE-28590

Change 3194299 on 2016/11/10 by Jeff.Campeau

	Pump Xbox One messaging during slow startup tasks

	#jira UEPLAT-1276

Change 3194300 on 2016/11/10 by Jeff.Campeau

	Use response files when building for Xbox One

	#jira UEPLAT-1296

Change 3194313 on 2016/11/11 by Jeff.Campeau

	Stop uploading symbols on the first error
	Show a more detailed error message if symbol uploading fails
	Add a command line option to disable upload of symbols

	#1852
	#jira UE-24425

Change 3194327 on 2016/11/11 by Jeff.Campeau

	Deduplicate Xbox One build.cs setup for several modules

	#jira UE-37540

Change 3194402 on 2016/11/11 by Dmitry.Rekman

	Linux: do not apply mouse workaround unnecessarily.

	- Only matters when there is more than one window.

	(Edigrating 3194399 from Wombat to Dev-Platform).

Change 3194434 on 2016/11/11 by Dan.Mahashin

	- Ported fix CL 3193690: Add workaround to file I/O error about ResultInvalidCurrentMemory when reloading levels - remove uncached attribute during memory pool finalization

Change 3194569 on 2016/11/11 by Daniel.Lamb

	Fixed issue with CreateLinker failing to return LinkerLoad but creating a UPackage which can't be cleaned up.

Change 3194570 on 2016/11/11 by Daniel.Lamb

	Fix for DiffSerializeArchive not using the correct archive when saving packages.
	#test Cook paragon

Change 3194571 on 2016/11/11 by Daniel.Lamb

	Make sure dependent packages are valid before using them.
	Added FastBuildCookRun bat file for paragon testing.
	#test Cook Paragon

Change 3194575 on 2016/11/11 by Daniel.Lamb

	Reworked a warning for the cooker.

Change 3194698 on 2016/11/11 by Daniel.Lamb

	Skip skin verify only runs on build machines now.
	Saves paragon cook time.

Change 3194699 on 2016/11/11 by Daniel.Lamb

	Changed the wording of skip editor content setting so it's more clear.
	#test none

Change 3194702 on 2016/11/11 by Daniel.Lamb

	Potential fix for default materials not being in chunk zero.
	#test run ps4 cooked build paragon

Change 3194711 on 2016/11/11 by Alicia.Cano

	Allow RTTI and exceptions to be enabled for Android
	Allow RTTI to be enabled for IOS, Mac
	#jira UE-37845, UE-20314
	#android
	#ios
	#mac

Change 3194956 on 2016/11/11 by Josh.Adams

	- Removed the crash with unknown socket error code, left in the warning

Change 3195028 on 2016/11/11 by Dmitry.Rekman

	Linux: repair launch on.

	(Edigrating 3194384 from //UE4/Private-Wombat/... to //UE4/Dev-Platform/...)

Change 3195041 on 2016/11/11 by Dmitry.Rekman

	Linux: support selecting architectures per project.

	(Edigrating 3192783 from Wombat to Dev-Platform).

Change 3195058 on 2016/11/11 by Dmitry.Rekman

	Linux: fix code to determine number of cores.

	- ARM topology seems not to be in line with the assumptions made by x86-centric code.

	(Merging 3184632 from Wombat to Dev-Platform).

Change 3195082 on 2016/11/11 by Josh.Adams

	- Fixed name of packaged Switch builds to have the config in it (Shipping, etc)
	#jira UE-38394

Change 3195151 on 2016/11/11 by Bart.Hawthorne

	- Add game server settings to project settings to connect to the actual game server, instead of the debug login
	- Use the system software dialog box to show error codes for login failures

Change 3195153 on 2016/11/11 by Josh.Adams

	- Fixed copy and paste logs errors

Change 3195156 on 2016/11/11 by Josh.Adams

	- Fixed some default values, especially for save games (uses their default of 4MB size)
	- Added some LotCheck write tracking

Change 3195285 on 2016/11/11 by Jeff.Campeau

	Fix HarfBuzz warning on Xbox One

Change 3195477 on 2016/11/11 by Josh.Adams

	- Fixed up some IsGameOnly calls
	#jira UE-37575

Change 3195490 on 2016/11/11 by Dmitry.Rekman

	UAT: fix CIS (removed old variables).

Change 3195724 on 2016/11/11 by Josh.Adams

	- Final fix for name of .nsp (content only projects in Shipping config, etc)
	#jira UE-38394

Change 3195755 on 2016/11/11 by Josh.Adams

	- Made translucent Switch icons

Change 3195771 on 2016/11/11 by Josh.Adams

	- Fixed some Switch "space in path" issues
	#jira UE-38393

Change 3195801 on 2016/11/11 by Josh.Adams

	- Handle making sure the save is completed before we shutdown
	#jira UE-38215

Change 3196593 on 2016/11/14 by Michael.Trepka

	Implemented Info string in AvfMedia for display in Media Player Editor

	#jira UE-35386

Change 3196782 on 2016/11/14 by Josh.Adams

	- Added a comment for a workaround

Change 3196784 on 2016/11/14 by Michael.Trepka

	Alembic importer for Mac

	#jira UE-37708

Change 3196901 on 2016/11/14 by Alicia.Cano

	ADB over wifi fails to deploy on Launch on.
	#jira UE-37957
	#android

Change 3197055 on 2016/11/14 by Josh.Adams

	- Fixed BinnedAllocator crash that happened with PoisonProxy and large allocations with large alignment

Change 3197059 on 2016/11/14 by Josh.Adams

	- Removed some stat code with  no STATS

Change 3197066 on 2016/11/14 by Josh.Adams

	- Fixed the generic growableallocator to not free metadata before it's used for stats, and cleaned up a couple minor things

Change 3197176 on 2016/11/14 by Josh.Adams

	- Added some helper scripts to switch in and out of debug mode on Switch

Change 3197183 on 2016/11/14 by Bart.Hawthorne

	Error dialog fixes based on peer review feedback from JoshA

Change 3197339 on 2016/11/14 by Josh.Adams

	Allow -htcs on the commandline now to override disabling Htcs in packaged builds

Change 3197401 on 2016/11/14 by Josh.Adams

	- Fixed the Switch package installation script to remove the path of the package, since it causes problems with spaces, and also it makes the script less portable!
	#jira UE-38556

Change 3197691 on 2016/11/14 by Dmitry.Rekman

	Linux: save added devices.

	(Edigrating 3196529 from Wombat to Dev-Platform).

Change 3197854 on 2016/11/15 by Dan.Mahashin

	- MemoryProfiler2: fixed Switch parser file path in the csproj

Change 3197960 on 2016/11/15 by Dan.Mahashin

	- NVN RHITransitionResources() directly uses a barrier instead of relying on CopyToResolveTarget() side effect (UE-33834)

Change 3198488 on 2016/11/15 by Bart.Hawthorne

	Submit missing NoRedist/DefaultEngine.ini file

Change 3198970 on 2016/11/15 by Michael.Trepka

	Don't try to use installed Mono 4.6 on Mac as it's known to have issues on macOS 10.12 (for example building the editor with UBT often fails with Mono running out of file desriptors)

Change 3199050 on 2016/11/15 by Daniel.Lamb

	Some more output to help track down iterative cooking scenarios
	#test Cook paragon

Change 3199097 on 2016/11/15 by Josh.Adams

	- Fixed up Switch packaging to re-generate the meta data in case it changed since compile time (esp with content only projects
	- Fixed default Program Id in code
	- Fixed a problem with Run with a space in the path
	#jira UE-38608

Change 3199181 on 2016/11/15 by Dmitry.Rekman

	Fix CIS (compiling LinuxTargetDevice without engine).

Change 3199253 on 2016/11/15 by Dmitry.Rekman

	Hopeful fix for a static analysis warning.

Change 3199325 on 2016/11/15 by Joe.Barnes

	Start a new CommandBuffer immediately upon ending one. Prevents fetching when there's no CommandBuffer. Needed for Loading Screen movie playback.

Change 3199814 on 2016/11/15 by Dmitry.Rekman

	Linux: remove forced -windowed when launching.

	(Merging CL 3199789 from Wombat to Dev-Platform)

Change 3200580 on 2016/11/16 by Josh.Adams

	Updasted DeploymentServer

Change 3200595 on 2016/11/16 by Joe.Barnes

	Removed inadvertent SleepThread() when starting movie playback.

Change 3200604 on 2016/11/16 by Josh.Adams

	- Added NN_MIDDLEWARE macros to tag ths apps as using UE4 middleware

Change 3200632 on 2016/11/16 by Brent.Pease

	Update PlatformShowcase with latest tests

Change 3200704 on 2016/11/16 by Dmitry.Rekman

	Linux: fix native compilation.

Change 3200711 on 2016/11/16 by Brent.Pease

	 - Support ios audio streaming from disk
	 - Flushed out ADPCMAudioInfo to be more flexible with buffer management in addition to support streaming from disk. This should make more code platform independent.
	   + Other platforms should work fine but will need to be updated to use the new buffer flexability (and hence simplify their own code and buffer management)
	 - IOS audio implementation simplified to use new ADPCMAudioInfo functionality
	 - Fixed adpcm seamless looping

	NOTE: While everything works with my testing (admittedly simple tests) a little more code cleanup needs to happen...

Change 3201015 on 2016/11/16 by Josh.Adams

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

Change 3201023 on 2016/11/16 by Josh.Stoddard

	Fix splash screen assignment for iPad

	#jira UE-38623

Change 3201215 on 2016/11/16 by Brent.Pease

	Hopefully final fix for build breakage

Change 3201259 on 2016/11/16 by Josh.Adams

	- Removed the clock rate settings from the Project Settings, and the cvars - it was just confusing
	- Further improved the metadata recreation during packaging (can get rid of the temp meta/desc files now I believe)
	- Reduced audio pool alignment to not waste massive memory from it

Change 3202332 on 2016/11/17 by Daniel.Lamb

	Changed build scripts to support iterative cooking
	#test Ran new build scripts

Change 3202371 on 2016/11/17 by Michael.Trepka

	Changed FAppleHttpResponse::GetContentLength to return expected content size instead of payload size so it's consistent with other implementations

	#jira UE-38392

Change 3202421 on 2016/11/17 by Michael.Trepka

	Decrease the number of max open files for a thread on Apple platforms from 256 to 192 to leave more file descriptors to Cocoa

	#jira UE-18343

Change 3202462 on 2016/11/17 by Michael.Trepka

	Fixed HTTP If-None-Match response code on Mac and iOS

	Fixed by iktomi, https://answers.unrealengine.com/questions/492514/http-if-none-match-logic-isnt-working-on-mac-due-t.html

	#jira UE-36317

Change 3202620 on 2016/11/17 by Daniel.Lamb

	Fixed issue with some objects being garbage collected which shouldn't be because the collection handler didn't get registered.
	Commandlets now do not always have  GIsRequestingExit true.
	Made crash handler check for commandlets running and exit appropriately.
	#test Rebuild lighting QAGame

Change 3202955 on 2016/11/17 by Daniel.Lamb

	Add support for clearing all the cached cooked platform data for a platform when requested.
	#test cook QA game
	#jira UE-38361

Change 3202983 on 2016/11/17 by Daniel.Lamb

	Added support to rebuild lightmaps commandlet for building lightmaps in seperate files.
	#test rebuild lighting Custom QAGame maps.
	#jira OR-31907

Change 3203128 on 2016/11/17 by Josh.Adams

	- Fixed split screen user selection in ShooterGame (brought over some changes from NickD for it as well)

Change 3203537 on 2016/11/18 by Dmitry.Rekman

	Fix ProjectWorldToScreen node for letterboxed viewports.

	(Merging CL 3201546 from Wombat to Dev-Platform).

Change 3203540 on 2016/11/18 by Dmitry.Rekman

	Linux: be more verbose when setting vblank sync.

	(Merging CL 3199633 from Private-Wombat to Dev-Platform).

Change 3203599 on 2016/11/18 by Dmitry.Rekman

	Speedup bForceCompilationAtStartup=True when nothing changed (UE-37067).

	- PR #2849: Contributed by slonopotamus.

Change 3203610 on 2016/11/18 by Dmitry.Rekman

	Add CEF support for Linux (UE-6743).

Change 3203615 on 2016/11/18 by Dmitry.Rekman

	Linux: fix bootstrap script so it is independent of working dir (UE-37016).

	- PR #2842 contributed by slonopotamus

Change 3203645 on 2016/11/18 by Dmitry.Rekman

	Linux: fix UnrealCEFSubProcess.

Change 3203658 on 2016/11/18 by Dmitry.Rekman

	Remove hard-coded paths to mono binary (UE-35228).

	- Another way to implement pull request #2741.

Change 3203770 on 2016/11/18 by Josh.Adams

	- Brought over some changes from Dev-Core to not crash in AsyncLoading with debug code

Change 3204244 on 2016/11/18 by Dmitry.Rekman

	Unsuppress mistakenly suppressed warnings and fix one more (UE-38788).

Change 3204277 on 2016/11/18 by Brent.Pease

	 + Fix seamless looping bug found on Dan's QAGame test
	 + Fix static analyzer warning (which was a real bug with uncompressed streaming)
	 + Code review feedback from Aaron
	 + Small addition from channel sync ios bug fix

Change 3204576 on 2016/11/18 by Omar.Rodriguez

	Expose the bEnableRemoteNotificationsSupport ini setting in the iOS project settings.

Change 3204629 on 2016/11/18 by Chris.Babcock

	Fix case of VulkanSwapChain.h #include
	#jira UE-38843
	#ue4
	#vulkan

Change 3204708 on 2016/11/18 by Josh.Adams

	- Set SwitchMoviePlayer to include the libs from the proper directory

Change 3204730 on 2016/11/18 by Josh.Adams

	- Changed a check to a checkf to narrow down why FMaterialUniformExpressionType::GetTypeMap().FindRef(TypeName) is returning nullptr on tvOS

Change 3204865 on 2016/11/18 by Brent.Pease

	 + Turn off ios console logs on Windows to help sort through ios packaging and launch-on issues - This is NOT a fix but it should make it easier to track down the problem with it off.

Change 3204883 on 2016/11/18 by Dmitry.Rekman

	Linux: fix native LaunchOn (UE-38616).

Change 3204914 on 2016/11/18 by Brent.Pease

	 + Turn off the device check to prevent it from conflicting with remote packaging/launch-on

Change 3204940 on 2016/11/18 by Josh.Adams

	Backing out changes to the profiler for Switch. Shouldn't have checked it in today during smoke

Change 3204952 on 2016/11/18 by Dmitry.Rekman

	Linux: fix bootstrap script (UE-38851).

	- Caused by UE-37016.

Change 3205630 on 2016/11/21 by Brent.Pease

	 + Fix audio sound queuing bug by ensuring audio buffers are not reused by different sound source objects.
	 + Cleaned up the locking mechanism around stopping sound sources to make its intent and function are clear
	 + Cleaned up memory tracking and freeing.

	#jira ue-38846

Change 3205787 on 2016/11/21 by Josh.Adams

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

[CL 3206922 by Josh Adams in Main branch]
2016-11-21 20:27:58 -05:00
Dan Oconnor
3116173d74 Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3194222)
#lockdown Nick.Penwarden
#rb None

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

Change 3170086 on 2016/10/20 by Dan.Oconnor

	PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)

	#jira UE-35454, UE-35499

Change 3175577 on 2016/10/26 by Dan.Oconnor

	Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes

Change 3178243 on 2016/10/28 by Ryan.Rauschkolb

	BP Profiler: Fixed crash when profiling InputKeyEvents
	#jira UE-37392

Change 3178702 on 2016/10/28 by Dan.Oconnor

	Implement  UStructProperty::GetValueTypeHashInternal
	#jira UE-2114

Change 3178812 on 2016/10/28 by Dan.Oconnor

	Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members

Change 3179999 on 2016/10/31 by Ryan.Rauschkolb

	BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin

Change 3180700 on 2016/10/31 by Dan.Oconnor

	Typo fix, referred to as Key, when property in question is a value type for a map

Change 3181014 on 2016/11/01 by Mike.Beach

	Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).

	#jira UE-37679

Change 3182378 on 2016/11/01 by Dan.Oconnor

	Correctly handle non-native structs, which are currently always hashable

Change 3182440 on 2016/11/01 by Dan.Oconnor

	SA fix - introduced by 3178812

Change 3183764 on 2016/11/02 by Ryan.Rauschkolb

	Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
	#jira UE-23381

Change 3184306 on 2016/11/02 by Dan.Oconnor

	Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)

Change 3184310 on 2016/11/02 by Dan.Oconnor

	Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.

Change 3185317 on 2016/11/03 by Ryan.Rauschkolb

	Fixed crash when collapsing nodes

Change 3185482 on 2016/11/03 by Dan.Oconnor

	Remove superfluous branch

Change 3185493 on 2016/11/03 by Mike.Beach

	Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).

Change 3185501 on 2016/11/03 by Mike.Beach

	Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).

	#jira UE-37967

Change 3186924 on 2016/11/04 by Maciej.Mroz

	BP nativization works with EDL. Part 1. Work n progress.

Change 3188920 on 2016/11/07 by Phillip.Kavan

	[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.

	change summary:
	- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.

	#jira UE-30735

Change 3190417 on 2016/11/08 by Dan.Oconnor

	Unified compact node style, added icons for Set and Map library functions.
	#jira UE-2114

Change 3190429 on 2016/11/08 by Dan.Oconnor

	Shadowvariable fixes

Change 3190465 on 2016/11/08 by Dan.Oconnor

	Test asset updates

Change 3190984 on 2016/11/08 by Mike.Beach

	CIS fix for static analysis.

Change 3191035 on 2016/11/08 by Dan.Oconnor

	Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
	#jira UE-2114

Change 3191059 on 2016/11/08 by Dan.Oconnor

	UE-27728 test assets

Change 3191671 on 2016/11/09 by Maciej.Mroz

	EDL + Nativization. Fake export for CDO. Work in progress.

Change 3192327 on 2016/11/09 by Mike.Beach

	Fixing up CIS compiler error.

Change 3192464 on 2016/11/09 by Mike.Beach

	More CIS fixes for static analysis.

Change 3193467 on 2016/11/10 by Mike.Beach

	Adding a Blueprint function to get the process's commandline.

Change 3193822 on 2016/11/10 by Ben.Marsh

	Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.

Change 3194088 on 2016/11/10 by Dan.Oconnor

	Disabling SA warning at this scope in order to hopefully improve messaging

Change 3194222 on 2016/11/10 by Dan.Oconnor

	Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty

[CL 3194231 by Dan Oconnor in Main branch]
2016-11-10 21:28:46 -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
Dan Oconnor
b97d3e2c40 Copying //UE4/Dev-Blueprints to Main (//UE4/Main)
#lockdown Nick.Penwarden
#rb None

[CL 3177563 by Dan Oconnor in Main branch]
2016-10-27 20:37:57 -04:00
Ben Marsh
572dd931e2 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3172069)
#lockdown Nick.Penwarden

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

Change 3152650 on 2016/10/05 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

Change 3152652 on 2016/10/05 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 3152654 on 2016/10/05 by Ben.Zeigler

	Enable EDL again

Change 3153222 on 2016/10/06 by Robert.Manuszewski

	#PR 2830: Fixes a garbage collection crash when copying an empty timeline
	contributed by cleaver404

Change 3154177 on 2016/10/06 by Ben.Zeigler

	#jira UE-36884 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 3157907 on 2016/10/11 by Steve.Robb

	FVariantDataConverter::ConvertScalarUPropertyToVariant fixes for enums.

Change 3158037 on 2016/10/11 by Robert.Manuszewski

	PR #2684: Enable full callstacks in non-monolithic builds by default (Contributed by stefanzimecki)

Change 3159574 on 2016/10/12 by Steven.Hutton

	Slight change to database profile #rb none

Change 3159689 on 2016/10/12 by Gil.Gribb

	UE4 - Critical fix for task grpah memory leak.

Change 3159730 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.

Change 3164243 on 2016/10/17 by Robert.Manuszewski

	Fixing instances of Ar.Tell() being assigned to int32 instead of int64.

Change 3164388 on 2016/10/17 by Steve.Robb

	Fix crashes for FMallocStomp allocations of zero bytes.

Change 3164485 on 2016/10/17 by Steve.Robb

	GET_ENUMERATOR_NAME_CHECKED added, which works like GET_MEMBER_NAME_CHECKED but with enums.

	#fyi jurre.debaare

Change 3165755 on 2016/10/18 by Steven.Hutton

	Submitting changes to datamodel to match DB changes. Description field and command line field size increased

	#RNX

Change 3165759 on 2016/10/18 by Robert.Manuszewski

	Merging //Tasks/UE4/Dev-LoadTimes/... to //UE4/Dev-Core/...

	#fyi Gil.Gribb, Ben.Woodhouse

Change 3166091 on 2016/10/18 by Gil.Gribb

	UE4 - Fixed typo in check relating to stalling the RHI thread
	#jira UE-37068

Change 3167607 on 2016/10/19 by Gil.Gribb

	UE4 - Never use a cached file wrapper with the EDL

Change 3168738 on 2016/10/20 by Robert.Manuszewski

	Fixing CancelAsyncLoading crashes

Change 3168774 on 2016/10/20 by Graeme.Thornton

	Fix for a crash reported in a UDN post:

	https://udn.unrealengine.com/questions/288234/a-problem-on-mobile-after-updating-to-4111.html

	On 32-bit targets, some int64s could be aligned to 4 bytes and then passed into platform atomics functions. On apple platforms, those atomics functions can crash when passed in a non-8 byte aligned int64. Some explict alignment has been added to those variables to for 8 bytes.

Change 3168952 on 2016/10/20 by Steven.Hutton

	Removing unused packages #rb none

Change 3170562 on 2016/10/21 by Robert.Manuszewski

	Fixing CIS warning

Change 3170617 on 2016/10/21 by Gil.Gribb

	UE4 - first pass at allowing the EDL to work with nativized blueprints

Change 3170662 on 2016/10/21 by Chris.Wood

	Re-added duplicate crash checks to CRP (v1.2.2)
	[UE-37565] - Re-add duplicate crash checks to CRP inputs

Change 3171794 on 2016/10/24 by Graeme.Thornton

	Change a file IO log message to verbose

Change 3171831 on 2016/10/24 by Steve.Robb

	PUSH_MACRO() and POP_MACRO() for preserving and restoring the state of a macro.

Change 3171934 on 2016/10/24 by Gil.Gribb

	UE4 - Fix rare crash with particle systems destroying render state. This is a very safe fix.

[CL 3172200 by Ben Marsh in Main branch]
2016-10-24 12:56:26 -04:00
Matt Kuhlenschmidt
4fa92bfa50 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================

Change 3106449 on 2016/08/30 by Michael.Dupuis

	#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)

Change 3133997 on 2016/09/21 by Alex.Delesky

	#jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter.

Change 3134132 on 2016/09/21 by Jamie.Dale

	Added the "unattended" flag when running the localzation commandlets via UAT

Change 3134147 on 2016/09/21 by Frank.Fella

	Core - Add multitouch support to windows.

Change 3134349 on 2016/09/21 by Michael.Dupuis

	#jira UE-36151 Update the title bar to display the branch also

Change 3134355 on 2016/09/21 by Michael.Dupuis

	#jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file

Change 3134447 on 2016/09/21 by Alexis.Matte

	#jira UE-36064
	The SpriteComponent is now properly reused when duplicating a light.

Change 3134451 on 2016/09/21 by Alexis.Matte

	#jira UE-22782
	Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true

Change 3134457 on 2016/09/21 by Jamie.Dale

	FInternationalization::Leetify now deals with escape sequences correctly.

	This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly.

Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt

	Cleaned up some of the UI for the new material slot workflow (part 1)

Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt

	Fix crash clicking OK to the import mesh dialog in persona when a path is not selected.  The OK button is now disabled until a valid path is selected

Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt

	Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade

Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt

	Fix static analysis warnings in this file

Change 3134939 on 2016/09/21 by Nick.Darnell

	Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it.  Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data.  Improving the filter for automation window so it lets you put in a path, and find it that way.  Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match.

Change 3134941 on 2016/09/21 by Nick.Darnell

	Automation - Functional tests now support warnings as errors on a per test basis.  Continued itteration on screenshot comparison.

Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt

	Fixed size of material slots in persona details panel

Change 3135076 on 2016/09/21 by Nick.Darnell

	Automation - Adding a missing file.

Change 3135584 on 2016/09/22 by Gareth.Martin

	Removed unused ULandscapeInfo::BeginDestroy
	Slight cleanup to FLandscapeEditDataInterface::DeleteLayer

Change 3135585 on 2016/09/22 by Gareth.Martin

	New Count algo
	Const'd Copy/Accumulate/Transform

Change 3135599 on 2016/09/22 by Gareth.Martin

	Resolve crash if a Landscape Layer Info object is force deleted while it is in use :(
	#jira UE-35709

Change 3135724 on 2016/09/22 by Michael.Dupuis

	#jira UE-32662 Remove old migration code that was causing this side effect

Change 3135726 on 2016/09/22 by Nick.Darnell

	Slate - Removing the SLATE_PRE_MULTIPLY macro.

Change 3135730 on 2016/09/22 by Nick.Darnell

	UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent.

Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt

	Ensure any handles to the backbuffer are released before the backbuffer is resized

	https://jira.it.epicgames.net/browse/UE-30488

Change 3135810 on 2016/09/22 by Ben.Marsh

	Build: Compile tools before running automated tests.

Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt

	Ensure you can unpause after toggling play/pause with a keyboard shortcut.  We were processing the keybinding on key down AND up which caused the unpause to instantly pause again
	https://jira.it.epicgames.net/browse/UE-36276

Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt

	Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material.  The construction script was running before all the material had been set on all components.

Change 3136318 on 2016/09/22 by Alex.Delesky

	#jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus

Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt

	Fix crash restarting a mission in Odin

Change 3136741 on 2016/09/22 by Cody.Albert

	Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget

	#jira UE-36322

Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt

	Added guard against slate rendering with deleted materials.  In this will now be caught with a looged with the deleted material name.

Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt

	Removed the pooled draw elements stuff which is not used

Change 3137791 on 2016/09/23 by Nick.Darnell

	MediaPlayer - Removing .png from one of the style files, as that's not required.  Was causing warnings to be logged on load.

Change 3137793 on 2016/09/23 by Nick.Darnell

	Localization - Adjusting some log statements to say with instead of w/

Change 3137796 on 2016/09/23 by Nick.Darnell

	Slate - Adding missing and replacing corrupted style files in the editor.

Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt

	Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level

Change 3137876 on 2016/09/23 by Jamie.Dale

	Added allocation tagging to MProf2

	This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool).

	#jira UETOOL-950

Change 3137982 on 2016/09/23 by Gareth.Martin

	Added Invoke() support to CopyIf

Change 3137983 on 2016/09/23 by Gareth.Martin

	Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code
	- Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :)
	Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code

Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt

	Fixed Child Actor Template properties not visible after changing Child Actor Class

Change 3138079 on 2016/09/23 by Jamie.Dale

	Fixing some Clang warnings

Change 3138087 on 2016/09/23 by Jamie.Dale

	Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize

	GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize).

	Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate.

	#jira UETOOL-952

Change 3138127 on 2016/09/23 by Gareth.Martin

	Fixed crash when merging levels containing landscape
	#jira UE-36267

Change 3138821 on 2016/09/23 by Stephan.Jiang

	Fixes "Select all input node" doesn't work properly on output node.

	#jira UE-36335

Change 3138915 on 2016/09/23 by Stephan.Jiang

	Disable "select all linked nodes" for output nodes in material editor

Change 3139341 on 2016/09/25 by Nick.Darnell

	Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests.

Change 3139342 on 2016/09/25 by Nick.Darnell

	Landscape - Fixing some compiler errors on mac.

Change 3139345 on 2016/09/25 by Nick.Darnell

	Automation - Spelling and cleanup.

Change 3139346 on 2016/09/25 by Nick.Darnell

	Engine - Changing a check to an ensure, there's no reason to crash if this happens.

Change 3139347 on 2016/09/25 by Nick.Darnell

	Automation  - Making EFunctionalTestResult a BlueprintType

Change 3139348 on 2016/09/25 by Nick.Darnell

	Automation - Adding another test map.

Change 3139676 on 2016/09/26 by Michael.Dupuis

	#jira UE-32335 If we are a config object simply permit the transaction for undo/redo

Change 3139702 on 2016/09/26 by Nick.Darnell

	UMG - Making GetLocalHitLocation on UWidgetComponent virtual.

Change 3139760 on 2016/09/26 by Alexis.Matte

	Make sure we remove override materials from the list when the mesh point by the component has less materials.
	#jira UE-28845

Change 3139761 on 2016/09/26 by Alex.Delesky

	Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes.

	#jira none

Change 3139843 on 2016/09/26 by Alex.Delesky

	#jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly.

Change 3139880 on 2016/09/26 by Frank.Fella

	QAGame - Update multitouch test with less crashy assets?

Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt

	Fix selections having the potential to be out of sync after undo/redo

Change 3139928 on 2016/09/26 by Nick.Darnell

	Automation - tweaking the test maps some more.

Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt

	Fix false positive with the test for vaild materials being rendered by slate.

Change 3140912 on 2016/09/26 by Frank.Fella

	Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable.

Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt

	PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist)

Change 3141223 on 2016/09/27 by Jamie.Dale

	Updated UTextProperty::Identical to no longer compare display strings all the time

	It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent.

	#jira UE-36456

Change 3141242 on 2016/09/27 by Richard.TalbotWatkin

	Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer.
	#jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component
	Duplicated CL 3139370 from //UE4/Release-4.13
	Duplicated CL 3139878 from //UE4/Release-4.13

Change 3141323 on 2016/09/27 by Michael.Dupuis

	#jira UE-35081 Enable bDisplayEngineVersionInBadge by default

Change 3141798 on 2016/09/27 by tim.gautier

	Added UMG_DisplayWidget

Change 3143038 on 2016/09/28 by Jamie.Dale

	Added extra context to FTableRowBase::OnPostDataImport

	It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys).

Change 3143039 on 2016/09/28 by Jamie.Dale

	Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity

	Only texts which have the same display string pointer can have the same identity, so this is a much faster check.

Change 3143098 on 2016/09/28 by Gareth.Martin

	Fixed crash when loading duplicated landscape levels
	#jira UE-34890

Change 3143300 on 2016/09/28 by Gareth.Martin

	Fixed crash when duplicating a level containing a landscape through the content browser
	#jira UE-34890

Change 3143389 on 2016/09/28 by Jamie.Dale

	LastResort is no longer staged in shipping builds

	You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game).

	This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now.

Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt

	Fixed this file

Change 3143717 on 2016/09/28 by Michael.Dupuis

	Fixed lowercase

Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt

	Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming.  The viewport is rendered once and the render target is passed to slate instead of the entire viewport

Change 3143820 on 2016/09/28 by Alexis.Matte

	Use the PersonaToolikit to get the mesh

Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt

	Added guard for UE-36499

Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt

	Fix constructor init order

Change 3144821 on 2016/09/29 by Jamie.Dale

	Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize

	If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear.

Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt

	Added a commandlet to allow command line importing of any asset type the engine supports.
	- Intermediate checkin

Change 3144875 on 2016/09/29 by Nick.Darnell

	Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test.

Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt

	Disable auto-applying of scalability settings
	The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff.

Change 3145274 on 2016/09/29 by Jamie.Dale

	New asset menu no longer has a scrollbar on most displays

Change 3146004 on 2016/09/29 by Matt.Barnes

	Adding two FBX test files to help facilitate QA coverage on the new material/section workflow.

Change 3146377 on 2016/09/30 by Gareth.Martin

	Fixed landscape rendering errors after using the "change component size" tool
	- also affected initial import of a landscape+weightmaps
	#jira UE-34518

Change 3146455 on 2016/09/30 by Jamie.Dale

	Fixing more menus that had scrollbars due to only being able to use half the vertical resolution

Change 3146466 on 2016/09/30 by Gareth.Martin

	Fixed not being able to erase foliage attached to BSP
	#jira UE-36297

Change 3146471 on 2016/09/30 by Jamie.Dale

	Can no longer localize sequences via the Content Browser

Change 3146569 on 2016/09/30 by Jamie.Dale

	Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing

Change 3147116 on 2016/09/30 by Michael.Dupuis

	#jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker)

Change 3148091 on 2016/10/01 by Matt.Barnes

	Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively

Change 3148714 on 2016/10/03 by Nick.Darnell

	PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts)

	#jira UE-35568

Change 3148793 on 2016/10/03 by Nick.Darnell

	Automation - TPS for SM_Cornellbox

Change 3148801 on 2016/10/03 by Nick.Darnell

	PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy)

	#jira UE-36711

Change 3148805 on 2016/10/03 by Nick.Darnell

	PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454)

	#jira UE-36715

Change 3148813 on 2016/10/03 by Nick.Darnell

	UMG - The retainer now contains the SVirtualWindow directly in the hierarchy.  This should now make it possible to reliably focus elements inside the retainer widget.

Change 3148855 on 2016/10/03 by Gareth.Martin

	Fixed performance regression when importing landscape heightmaps
	#jira UE-36659

Change 3149482 on 2016/10/03 by Cody.Albert

	Added link to Support landing page to Help menu

	#jira UE-36603

Change 3149520 on 2016/10/03 by tim.gautier

	Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality.

Change 3149945 on 2016/10/04 by Gareth.Martin

	Fixed invisible landscape components when using tessellation on landscape material
	#jira UE-35494

Change 3149951 on 2016/10/04 by Gareth.Martin

	Reduced material update log spam when creating and editing landscapes
	- Some will remain, landscape fundementally manipulates a lot of material instances
	#jira UE-34440

Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt

	Fix not crashing when trying to clear objects which have a specific class filter in the property settings
	https://jira.it.epicgames.net/browse/UE-36692

Change 3150614 on 2016/10/04 by Nick.Darnell

	Git - Disabling some logging in non-debug builds of the git source control plugin.

Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt

	Fix loc warnings in these files (duplicate loc keys)

Change 3151679 on 2016/10/05 by Nick.Darnell

	Editor - Fixing the build, removing the VREditor module from the dynamically loaded list.

Change 3151722 on 2016/10/05 by Gareth.Martin

	Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration

Change 3151816 on 2016/10/05 by Gareth.Martin

	Fixed more breakage to Landscape caused by Dev-VREditor from main integration

[CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00
Josh Adams
61ae6f6329 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796)
#lockdown Nick.Penwarden
#rb none

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

Change 2948319 on 2016/04/19 by Nick.Shin

	update zlib to v1.2.8

	part 1 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948661 on 2016/04/19 by Nick.Shin

	keep using old zlibs until they are recompiled with the newer version

Change 2948737 on 2016/04/19 by Nick.Shin

	build warning fix

Change 2949334 on 2016/04/20 by Nick.Shin

	fix library path

	for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...

Change 2951556 on 2016/04/21 by Nick.Shin

	static libs double checked

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951559 on 2016/04/21 by Nick.Shin

	static libs double checked

	forgot these files - they were in another changelist

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2952411 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the C# build scripts

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3118163 on 2016/09/08 by Josh.Adams

	perm test 2, not a useful file at all

Change 3121142 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3121150 on 2016/09/12 by Daniel.Lamb

	Added warning logs to help track down issue UE-33453.

Change 3121201 on 2016/09/12 by Keith.Judge

	Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix.

Change 3121302 on 2016/09/12 by Joe.Graf

	Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors

Change 3121379 on 2016/09/12 by Dmitry.Rekman

	Linux: only link libraries that export needed symbols (UE-35720).

	- Fixes very long startup times of modular builds.
	- Includes PR #2778 by slonopotamus.

	#jira UE-35720

Change 3121383 on 2016/09/12 by Dmitry.Rekman

	Linux: added some missing _API declarations on symbols used externally.

	- Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't).

Change 3121456 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3122939 on 2016/09/13 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service.
	 - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone.

Change 3123040 on 2016/09/13 by Brent.Pease

	 + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now.

Change 3123664 on 2016/09/13 by Nick.Shin

	this was originally checked into: release 4.13.1
	bringing here to dev-platform

	-- original submit comments --
	first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing"

	next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop

	jira UE-35363 - Huge game window when launching onto Safari 9.1.2

Change 3125282 on 2016/09/14 by Michael.Trepka

	Fixed iOS and tvOS code indexing in Xcode project

Change 3126812 on 2016/09/15 by Josh.Adams

	Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes:
	- Added Parse function to JsonObject.cs to be able to parse a string
	- Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU()
	- Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME
	- Converted the PS4MallocCrash class into a generic one (that Wolf is now also using)
	- Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread
	- Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere
	- Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects
	- Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever)
	- Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool.
	- Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini)
	- Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain.
	- Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening
	- Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct.
	- Renamed a UT copy of a global function to not linker-conflict
	- Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4.
	- Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists)
	- Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority()
	- Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads?
	- Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move.

Change 3126842 on 2016/09/15 by Michael.Trepka

	Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation.

Change 3126956 on 2016/09/15 by Michael.Trepka

	Added support for compiling Vulkan shaders for Android on Mac

Change 3127206 on 2016/09/15 by Michael.Trepka

	PR #2604: Remove some warnings. (Contributed by reapazor)

Change 3127324 on 2016/09/15 by Michael.Trepka

	Allow third party dylibs on Mac to be loaded from plugin subfolders

Change 3127924 on 2016/09/16 by Josh.Adams

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

Change 3128369 on 2016/09/16 by Nick.Shin

	zlib 1.2.8

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128377 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128383 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128384 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128464 on 2016/09/16 by Nick.Shin

	webRTC rev.12643

	NOTE: VS2015
	- only Win64 is available
	- Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment

	NOTE: VS2013
	- not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist
	- also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways

	FUTURE NOTE:
	- will continue to try to get VS2015 Win32 functional
	- and am working on trying to get VS2013 tested

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128500 on 2016/09/16 by Nick.Shin

	zlib 1.2.8 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128504 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128506 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128508 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128513 on 2016/09/16 by Nick.Shin

	webRTC rev.12643 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128602 on 2016/09/16 by Nick.Shin

	webRTC rev.9862 - Win64 VS2013

	NOTE:
	- not tested (i'm working on getting a VS2013 pro license)
	- checking in for testing purposes

	WARNING:
	- VS2013 is no longer supported by webRTC latest

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128605 on 2016/09/16 by Nick.Shin

	re-enabling updated ThirdParySoftware libs:

	- zlib (v.1.2.8)
	- openssl (1.0.2h)
	- libcurl (7_48_0)
	- libwebsocket (v.1.7.4)
	- webRTC (rev.12643)

	to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build...

Change 3128651 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605

Change 3128704 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605 - this time actually compiling it...

Change 3128825 on 2016/09/16 by Dmitry.Rekman

	Linux: proper fix for too slow startup times (UE-35967).

	- Pull request #2793 by slonopotamus.
	- Now without stripping dependencies on libraries specified before.
	- Contains a work around for ld bug <2.25.

Change 3128972 on 2016/09/16 by Nick.Shin

	fix to local build error.

Change 3129283 on 2016/09/16 by Brent.Pease

	 + Add Android local notification support based on existing system used for iOS
	 + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release

Change 3129494 on 2016/09/17 by Nick.Shin

	fix CIS build errors

Change 3129503 on 2016/09/17 by Dmitry.Rekman

	Fix Linux build (case sensitivity issue).

Change 3129514 on 2016/09/17 by Nick.Shin

	fix CIS build errors for consoles - missing zlib include path

	special thanks to Dmitry.Rekman for pointing me in the right direction

Change 3129647 on 2016/09/17 by Dmitry.Rekman

	Linux: fix non-unity build.

Change 3131043 on 2016/09/19 by Nick.Shin

	archiving build instructions/steps when building:

	- zlib (v.1.2.8)
	win: #3128369
	osx: #3128500

	- openssl (1.0.2h)
	win: #3128377
	osx: #3128504

	- libcurl (7_48_0)
	win: #3128383
	osx: #3128506

	- libwebsocket (v.1.7.4)
	win: #3128384
	osx: #3128508

	- webRTC
	win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP
	osx: #3128513

Change 3132801 on 2016/09/20 by Dmitry.Rekman

	Linux: support specifying default OpenGL version via configs (UE-34777).

	- The first targeted RHI is going to be used.

Change 3132905 on 2016/09/20 by Josh.Adams

	- Fixed up some paths with the WolfPlat rename

Change 3133148 on 2016/09/20 by Josh.Adams

	- Only show UT EULA if PLATFORM_DESKTOP

Change 3133152 on 2016/09/20 by Josh.Adams

	- Beginning support for applets. Disabled unless you have a special SDK with applet support.

Change 3133169 on 2016/09/20 by Josh.Adams

	- Fixed issue with Wolf access but no SDK installed

Change 3133344 on 2016/09/20 by Daniel.Lamb

	Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile.
	Added new flag to limit number of concurrent shader compiles.
	#test Cook QAGame, Cook Paragon

Change 3133345 on 2016/09/20 by Daniel.Lamb

	FRedirectCollector collects string asset references all the time when running the editor.
	#test Cook paragon cook QAGame.

Change 3133852 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated.

Change 3133875 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2)

Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick

	Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'.

Change 3134544 on 2016/09/21 by Josh.Adams

	- Reduced UT textures for Wolf

Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick

	FPS4Time::SystemTime now calculates the local machine time, instead of UTC.

	#jira UE-35170

Change 3135036 on 2016/09/21 by Michael.Trepka

	Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process

Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick

	GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32

Change 3135292 on 2016/09/21 by Jeff.Campeau

	Change include order to favor the XDK edition specific headers where available.

Change 3136414 on 2016/09/22 by Josh.Adams

	- Fixed a checkf() that had the case reversed
	#jira ue-36311

Change 3137082 on 2016/09/22 by Dmitry.Rekman

	Added support for Linux installed builds to 4.14

Change 3137220 on 2016/09/22 by Dmitry.Rekman

	Linux: do not rebuild hlslcc on each setup.

	- Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary.

Change 3137227 on 2016/09/22 by Josh.Adams

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

Change 3137259 on 2016/09/22 by Dmitry.Rekman

	Linux installed build: fix CIS (missed one .csproj)

Change 3137290 on 2016/09/22 by Dmitry.Rekman

	Linux installed builds: fix for the resulting directory.

Change 3137291 on 2016/09/22 by Chris.Babcock

	Restore texture filtering mode properly when movie played on Android
	#jira UE-36342
	#ue4
	#android

Change 3137376 on 2016/09/22 by Dmitry.Rekman

	Linux: re-enabled crash handler stack smash protection.

	- Race condition in FRunnableThreadPThread has been previously fixed.

Change 3138498 on 2016/09/23 by Dmitry.Rekman

	Linux: add missed package for installed builds.

	- mono-devel package for resgen2.

Change 3138523 on 2016/09/23 by Dmitry.Rekman

	Linux: Update hlslcc now that we're not rebuilding it each time.

Change 3138658 on 2016/09/23 by Josh.Adams

	- Moved UT's Social Plugin into NotForLicensees

Change 3139042 on 2016/09/23 by Dmitry.Rekman

	Linux: more robust check of installed packages.

	- Also added mono-devel to the list of packages installed on 14.04.

Change 3139674 on 2016/09/26 by Dmitry.Rekman

	Fix crash when editing widget blueprints (UE-35185).

	- Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping.
	- Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795).

Change 3140203 on 2016/09/26 by Josh.Adams

	- Wolf Fix for SHIPPING

Change 3140206 on 2016/09/26 by Josh.Adams

	- NEX work, still in progress

Change 3140276 on 2016/09/26 by Josh.Adams

	- Fixed Wolf compile error

Change 3140485 on 2016/09/26 by Josh.Adams

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

Change 3140570 on 2016/09/26 by Dmitry.Rekman

	SDL2: Delete obsolete files.

	- We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space.

Change 3140577 on 2016/09/26 by Dmitry.Rekman

	Fix CudaTest monolithic build.

	- Not the best fix, the better fix is to build against bundled libc++.

Change 3141184 on 2016/09/27 by Keith.Judge

	Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert.

	#jira UE-35973

Change 3141623 on 2016/09/27 by Chris.Babcock

	Support hiding virtual keyboard on Android
	#jira UE-34201
	#ue4
	#android

Change 3141887 on 2016/09/27 by Joe.Graf

	Added support for additional plugin directories that are specified by the .uproject file
	New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins

Change 3141916 on 2016/09/27 by Josh.Adams

	- Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925)

Change 3141926 on 2016/09/27 by Josh.Adams

	- Support for skipping Wolf user selector (-nologinui)

Change 3141938 on 2016/09/27 by Chris.Babcock

	Allow Android media player to seek past 999ms (contributed by rcywongaa)
	#jira UE-36453
	#PR #2797
	#ue4
	#android

Change 3142207 on 2016/09/27 by Josh.Adams

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

Change 3142219 on 2016/09/27 by Josh.Adams

	- Wolf PhysX 3.4 libs and includes

Change 3142220 on 2016/09/27 by Josh.Adams

	- File that had to be fixed up after main merge (missed adding it to the huge integrate CL)

Change 3142314 on 2016/09/27 by Chase.McAllister

	#jira UE-35011 fixes to some assets to remove redundancies/output log spam

Change 3142510 on 2016/09/27 by Daniel.Lamb

	Fixed up resave lightmaps commandlet so that world transforms don't get applied twice.
	#jira UE-35942

Change 3142650 on 2016/09/27 by Chris.Babcock

	Android support for Linux by yaakuro
	- requires CodeWorks for Android Linux installed and OpenJDK 1.8
	- need to set Android SDK paths manually in Project Settings
	#jira UE-32752
	#jira UE-32753
	#PR #2564
	#PR #2565
	#ue4
	#android
	#linux

Change 3142802 on 2016/09/27 by Dmitry.Rekman

	Upgrade to SDL 2.0.5-ish (still technically 2.0.4).

	- Upstream revision 10374:dccf51aee79b.
	- Merged all our changes hopefully.

Change 3143075 on 2016/09/28 by Luke.Thatcher

	[RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro.
	#jira UE-33077

Change 3143219 on 2016/09/28 by Daniel.Lamb

	Added new is compiling function which tells you if it's really compiling instead of lying.
	If def out additional logging for debugging shader compilation issue for 4.14 release.

Change 3143428 on 2016/09/28 by Luke.Thatcher

	[PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061

Change 3143488 on 2016/09/28 by Daniel.Lamb

	Changed defaults for skip cooking editor content to true.

Change 3143526 on 2016/09/28 by Daniel.Lamb

	Increased the concurrent shader compile limit while in the cooker.
	#test Cook paragon

Change 3143874 on 2016/09/28 by Chris.Babcock

	Read Android environment variables from .bashrc on Linux
	#jira UE-36565
	#ue4
	#android
	#linux

Change 3143911 on 2016/09/28 by Dmitry.Rekman

	Fix SDL EGL API binding (UE-18979).

	- Contains PR #1398 by x414e54.
	- Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade.

Change 3143929 on 2016/09/28 by Daniel.Lamb

	Removed some more temporary logging.
	#test Cook paragon

Change 3143959 on 2016/09/28 by Jeff.Campeau

	Media Player for Xbox One

Change 3143997 on 2016/09/28 by Dmitry.Rekman

	Linux: faster linking in Debug.

	- Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating.

Change 3144004 on 2016/09/28 by Dmitry.Rekman

	Linux: make SCW dump core on crash in debug builds.

	- If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space).

Change 3144007 on 2016/09/28 by Dmitry.Rekman

	Linux: Allow equals character in command line parameter value (UE-26406).

	- PR #2019 by bozzaro.
	- Allows passing parameters like -Switch=Key=Value.

Change 3144042 on 2016/09/28 by Jeff.Campeau

	Add tag for DX12 support being experimental in target settings.

	#jira UE-36150

Change 3144068 on 2016/09/28 by Dmitry.Rekman

	Linux: enable using xgConsole in UAT (UE-28096).

	- PR #2144 by bozzaro.
	- Picks correct xgConsole binary.
	- Allegedly fixes crash in CombineXGEItemFile on mono.

Change 3144120 on 2016/09/28 by Michael.Trepka

	Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/...

Change 3144172 on 2016/09/28 by Chris.Babcock

	Add libpng 1.5.27 for Android
	#jira UE-36573
	#ue4
	#android

Change 3144318 on 2016/09/28 by Chris.Babcock

	Correct logic for checking .bashrc on Linux
	#ue4
	#android

Change 3144331 on 2016/09/28 by Dmitry.Rekman

	Linux: repair ARM server builds.

	- Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1).

Change 3144354 on 2016/09/28 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	this is intermediate, not fully working

Change 3144368 on 2016/09/28 by Josh.Adams

	- Moved the new Social files into NFL

Change 3144395 on 2016/09/28 by Chris.Babcock

	Add missing functions for AndroidWebBrowserWindow
	#ue4
	#android

Change 3144417 on 2016/09/28 by Josh.Adams

	- Probable fix for FWebBrowserWindow missing virtuals

Change 3144438 on 2016/09/28 by Jeff.Campeau

	XDK updated to 160802

Change 3144569 on 2016/09/29 by Dmitry.Rekman

	Linux: allow a selectable clock source (UE-36564).

	- The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew.
	- Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there.

	#tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm).

Change 3145108 on 2016/09/29 by Joe.Graf

	Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools)

Change 3145245 on 2016/09/29 by Joe.Graf

	#wolf
	Checking in removal of plugin use on Win64 per Josh's request

Change 3145514 on 2016/09/29 by Will.Fissler

	Updated Mac Info.plist files to disable high DPI on macOS 10.12

Change 3145538 on 2016/09/29 by Josh.Adams

	- Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots.

Change 3145540 on 2016/09/29 by Josh.Adams

	- Fix for checking some Wolf dev tool installation existence
	- Fix for various Wolf build issues
	- Fix for Wolf devices not showing up in Launch on

Change 3145542 on 2016/09/29 by Josh.Adams

	- Pulled over Wolf changes from Wolf branch into Dev-Platform

Change 3145572 on 2016/09/29 by Josh.Adams

	- Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people.
	#jira UE-36591

Change 3145769 on 2016/09/29 by Chris.Babcock

	Remove duplicate platforms from deploy list in UFE
	#jira UE-36636
	#ue4

Change 3146061 on 2016/09/29 by Chris.Babcock

	Linux: be less spammy in log when launching external procs
	#jira UE-36638
	#ue4
	#linux

Change 3146208 on 2016/09/29 by Dmitry.Rekman

	Linux: fix PhysX crash (UE-36613).

	- PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above.
	- This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun.

	#jira UE-36613

Change 3146476 on 2016/09/30 by Josh.Adams

	- Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose

Change 3146554 on 2016/09/30 by Josh.Adams

	- Removed another wolf secret log

Change 3146626 on 2016/09/30 by Josh.Adams

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

Change 3146712 on 2016/09/30 by Josh.Adams

	- Fixed case for building Android on Linux
	#jira #UE-36652

Change 3146844 on 2016/09/30 by Josh.Adams

	- Removed ES2 shader compiling from TVOS, and force Metal compiling
	#jira UE-36306

Change 3146865 on 2016/09/30 by Daniel.Lamb

	Removed temp logging for materials
	#test Launch on paragon

Change 3146874 on 2016/09/30 by Dmitry.Rekman

	Linux: add rpath for libTextureConverter.so (UE-36620).

Change 3147030 on 2016/09/30 by Josh.Adams

	- Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks
	#jira UE-36623

Change 3147151 on 2016/09/30 by Josh.Adams

	- Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling?

Change 3147621 on 2016/09/30 by Michael.Trepka

	Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac

Change 3147712 on 2016/09/30 by Josh.Adams

	- Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform.
	#jira UE-36225

Change 3147725 on 2016/09/30 by Josh.Adams

	- Fixed yet another Wolf log for people with Wolf access but no SDK

[CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00