#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3297108 on 2017/02/10 by Mieszko.Zielinski
Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4
#jira UE-41114
Change 3299467 on 2017/02/13 by Marc.Audy
Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash
Change 3300692 on 2017/02/13 by Marc.Audy
no auto
Change 3301424 on 2017/02/14 by Marc.Audy
Handle gateway expansion before the node matching loop
#jira UE-41858
Change 3301547 on 2017/02/14 by Marc.Audy
PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
#jira UE-41926
Change 3301557 on 2017/02/14 by Marc.Audy
When passing null to Rename for the new name, maintain the OldName is possible
#jira UE-41937
Change 3301676 on 2017/02/14 by Marc.Audy
Fix pending occlusion async traces from crashing during shutdown
#jira UE-41939
Change 3302705 on 2017/02/14 by Mieszko.Zielinski
Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4
Change 3302898 on 2017/02/14 by Dan.Oconnor
Fix double negative
Change 3302954 on 2017/02/14 by Dan.Oconnor
Make sure we use a good version of the class
Change 3302977 on 2017/02/14 by Dan.Oconnor
Optimization in reinstancer turned back on - 3302898 has fixed the regression
Change 3302984 on 2017/02/14 by Dan.Oconnor
Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.
This fixes issues in Odin when using the compilation manager
Change 3303824 on 2017/02/15 by Richard.Hinckley
Updating URL for FABRIK system information.
Change 3304284 on 2017/02/15 by Dan.Oconnor
Build fix
Change 3304297 on 2017/02/15 by Dan.Oconnor
Shadow variable fix
Change 3304465 on 2017/02/15 by Lukasz.Furman
fixed handling pathfollowing's requests by FloatingPawnMovement
#jira UE-41884
Change 3305031 on 2017/02/15 by Marc.Audy
All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
#jira UE-41708
Change 3305505 on 2017/02/15 by Michael.Noland
Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)
Change 3305506 on 2017/02/15 by Michael.Noland
QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types
Change 3306091 on 2017/02/16 by Marc.Audy
PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
#jira UE-42027
Change 3306574 on 2017/02/16 by Marc.Audy
Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal
Change 3307160 on 2017/02/16 by Marc.Audy
Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.
Change 3307982 on 2017/02/16 by Michael.Noland
QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)
Change 3308097 on 2017/02/16 by Michael.Noland
Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
#jira UE-41789
Change 3308303 on 2017/02/16 by Dan.Oconnor
Make sure we don't call GetDefaultObject while compiling on a non-native class
Change 3308850 on 2017/02/17 by Mieszko.Zielinski
Fully exposed NavModifierVolume as ENGINE_API #UE4
Change 3309624 on 2017/02/17 by Phillip.Kavan
[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.
change summary:
- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.
#jira UE-40443
Change 3310475 on 2017/02/17 by Dan.Oconnor
Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode
Change 3310487 on 2017/02/17 by Dan.Oconnor
Fix build error missed by preflgiht
Change 3310497 on 2017/02/17 by Dan.Oconnor
More build fixes for things missed by preflight...
Change 3310635 on 2017/02/17 by Dan.Oconnor
Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled
Change 3310639 on 2017/02/17 by Dan.Oconnor
Shadow variable fixes, not sure why these are being detected now
Change 3311855 on 2017/02/20 by Marc.Audy
Fix UChildActorComponent::ParentComponent being null on the client
#jira UE-42140
Change 3312444 on 2017/02/20 by Marc.Audy
Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
#jira UE-41267
Change 3312691 on 2017/02/20 by mason.seay
Deleting map now that bug has been fixed
Change 3312709 on 2017/02/20 by Phillip.Kavan
[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.
change summary:
- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).
#jira UE-39705
Change 3313161 on 2017/02/20 by Mieszko.Zielinski
PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)
Change 3314151 on 2017/02/21 by Mieszko.Zielinski
fix to hlods complaining about missing nav collision in cooked builds #UE4
Made sure hlod-generated StaticMeshes are marked as not having navigation data
#jira UE-42034
Change 3314355 on 2017/02/21 by Marc.Audy
Set error message back to be correctly about mobility
#jira UE-42209
Change 3314566 on 2017/02/21 by Phillip.Kavan
[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.
#jira UE-40801
Change 3315459 on 2017/02/21 by Mike.Beach
Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).
#jira UE-16359
Change 3315546 on 2017/02/21 by Mike.Beach
Mirroring CL 3294552
Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.
#jira ODIN-5869
Change 3315554 on 2017/02/21 by Mike.Beach
Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).
#jira ODIN-6211
Change 3317225 on 2017/02/22 by mason.seay
Enable Net Use Owner Frequency on blueprints. This allows the client to use different weapons. Doesn't fix UE-42017 though.
Change 3317495 on 2017/02/22 by Marc.Audy
Expose raw input device configurations to other modules by request
#jira UE-42204
Change 3319966 on 2017/02/23 by Nick.Atamas
Polished up the material reroute node:
- Removed some unnecessary widgets
- Centered the pin node
Change 3320099 on 2017/02/23 by Mike.Beach
Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.
#jira UE-40861
Change 3321227 on 2017/02/24 by Marc.Audy
Just use name rather than going Name -> String -> TCHAR -> Name
Change 3321425 on 2017/02/24 by Marc.Audy
Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName
Change 3321630 on 2017/02/24 by Mike.Beach
Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.
Change 3321845 on 2017/02/24 by Lukasz.Furman
fixed navlink processor trace accepting only components with WorldStatic object type
#ue4
Change 3322474 on 2017/02/24 by Aaron.McLeran
UE-42345 Rewriting thumbnail renderer
Change 3322490 on 2017/02/24 by Aaron.McLeran
UE-42345 Forgot to take abs of sample before averaging
Change 3323562 on 2017/02/27 by Mike.Beach
Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.
Change 3323685 on 2017/02/27 by Mike.Beach
Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).
#jira UE-30816
Change 3323776 on 2017/02/27 by Marc.Audy
Coding standard clean up pass
Change 3324050 on 2017/02/27 by Ben.Zeigler
Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
Port of 3317217, 3315540, and 3314374 from UE4-Fortnite
Change 3324294 on 2017/02/27 by Ben.Zeigler
Engine changes needed to support "Asset Management" UI:
Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
Add Asset Manager code to create and query "Manage" references used for auditing and chunking
Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
Port of CL #3323720 and related fixes from Fortnite
Change 3324295 on 2017/02/27 by Ben.Zeigler
Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
Add struct customizations for PrimaryAssetId and PrimaryAssetType
Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
Port of CL #3323722 and related fixes from Fortnite
Change 3324398 on 2017/02/27 by Ben.Zeigler
CIS fix
Change 3324442 on 2017/02/27 by Ben.Zeigler
Nonunity fix discovered while testing my nonunity fix
Change 3325465 on 2017/02/28 by Marc.Audy
Expand RawInput to support up to 20 buttons
Change 3325468 on 2017/02/28 by Marc.Audy
Fix CIS
Change 3325887 on 2017/02/28 by Phillip.Kavan
[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.
change summary:
- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization
#jira UE-41893
Change 3326713 on 2017/02/28 by Marc.Audy
Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created
Change 3327688 on 2017/03/01 by Marc.Audy
Fix spelling, remove autos
Change 3328139 on 2017/03/01 by Marc.Audy
Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)
#jira UE-42375
Change 3328550 on 2017/03/01 by Mike.Beach
Typo fix in cast node tooltip.
Change 3328575 on 2017/03/01 by Nicholas.Blackford
Submitting Tick Interval Functional Test
Change 3328972 on 2017/03/02 by Jack.Porter
Fix for crash entering Landscape mode
#jira UE-42497
Change 3329224 on 2017/03/02 by Nick.Bullard
Removing Redirector from EngineTest project
Change 3330093 on 2017/03/02 by Mike.Beach
Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.
#jira UE-42166
Change 3330306 on 2017/03/02 by Mike.Beach
Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.
#jira UE-6451
Change 3330626 on 2017/03/02 by samuel.proctor
Functional Test for Blueprint Containers
Change 3330690 on 2017/03/02 by Mike.Beach
Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).
#jira UE-42500
Change 3330704 on 2017/03/02 by Mike.Beach
CIS fix - fallout from CL 3330306
Change 3330875 on 2017/03/02 by Dan.Oconnor
Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)
Change 3330892 on 2017/03/02 by Mike.Beach
CIS fix for linux builds - include filename is case sensitive.
Change 3331585 on 2017/03/03 by Mike.Beach
Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.
Change 3333455 on 2017/03/06 by Ben.Zeigler
Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off
Change 3333484 on 2017/03/06 by Ben.Zeigler
#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name
Change 3333553 on 2017/03/06 by Ben.Zeigler
#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache
Change 3333697 on 2017/03/06 by Mike.Beach
Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).
Change 3334047 on 2017/03/06 by Ben.Zeigler
#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.
Change 3334228 on 2017/03/06 by Ben.Zeigler
#jira UE-42153 Fix several crashes with gameplay tag query structs
#jira UE-39760 Fix it to display tag query description on creation
Change 3335221 on 2017/03/07 by Lukasz.Furman
fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
#ue4
Change 3335733 on 2017/03/07 by dan.reynolds
Fixing Attenuation Shape Material Reference
Change 3335918 on 2017/03/07 by Mike.Beach
More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).
#jira UE-42480
Change 3336053 on 2017/03/07 by zack.letters
Moved and renamed test to meet naming convention and proper location
Change 3336087 on 2017/03/07 by Phillip.Kavan
[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.
change summary:
- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.
#jira UE-18618
Change 3336118 on 2017/03/07 by Phillip.Kavan
Ensure that BP class component templates are included as preload dependencies where appropriate.
Change 3336418 on 2017/03/07 by Marc.Audy
Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
#jira UE-42507
Change 3336529 on 2017/03/07 by dan.reynolds
AEOverview UMG Interface
Change 3336729 on 2017/03/07 by Michael.Noland
Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
#jira UE-42519
Change 3337054 on 2017/03/08 by Mieszko.Zielinski
Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4
Change 3337605 on 2017/03/08 by Mieszko.Zielinski
PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)
Change 3337612 on 2017/03/08 by Lina.Halper
Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
- adding ticket for further investigation
#rb: Martin.Wilson
#jira: UE-42062
Change 3338353 on 2017/03/08 by Mike.Beach
Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.
#jira UE-40861
Change 3340052 on 2017/03/09 by Marc.Audy
Don't mark a blueprint dirty if the default value isn't actually set
#jira UE-42511
Change 3340211 on 2017/03/09 by samuel.proctor
Adding TMap/TSet tests for Containers Functional Test
Change 3340272 on 2017/03/09 by Marc.Audy
auto removals
small optimizations
Change 3340341 on 2017/03/09 by Marc.Audy
Fortnite fixes for blueprint exposed editor only struct members
#jira UE-42430
Change 3340356 on 2017/03/09 by Marc.Audy
Do not allow blueprint exposed editor only struct members
#jira UE-42430
Change 3340369 on 2017/03/09 by Mike.Beach
Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).
#jira UE-42572
Change 3340445 on 2017/03/09 by mason.seay
Renamed and updated test map. Also disabled tests until reviewed
Change 3340627 on 2017/03/09 by Marc.Audy
Remove autos
Change 3340639 on 2017/03/09 by Dan.Oconnor
Avoid CDO creation when asking if an object IsDefaultSubobject
Change 3340642 on 2017/03/09 by Marc.Audy
Correctly maintain removed items from arrays when duplicating actors via T3D
#jira UE-42278
Change 3340689 on 2017/03/09 by Dan.Oconnor
Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph
Change 3340709 on 2017/03/09 by Dan.Oconnor
Remove misplace dClassDefaultObject null check for now
Change 3340710 on 2017/03/09 by Dan.Oconnor
Avoid FindRedirectedPropertyName when performing StaticDuplicateObject
Change 3340728 on 2017/03/09 by Dan.Oconnor
Null checking CDO so that we can duplicate a class with no CDO
Change 3342184 on 2017/03/10 by mason.seay
Nav mesh generation test - not finished
Change 3342930 on 2017/03/13 by Mieszko.Zielinski
Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4
Change 3343739 on 2017/03/13 by Marc.Audy
Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.
Change 3343758 on 2017/03/13 by Marc.Audy
Ensure that when you change visibility, children also get marked dirty as needed.
SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
#jira UE-42240
Change 3343816 on 2017/03/13 by Mike.Beach
Making sure we build CrashReporter for nativized clients.
#jira UE-42056
Change 3343858 on 2017/03/13 by Phillip.Kavan
Back out changelist 3336118 (per discussion) - did not solve the issue.
Change 3344218 on 2017/03/13 by Mike.Beach
Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).
Change 3344388 on 2017/03/13 by Mike.Beach
Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).
#jira UE-37971
Change 3344411 on 2017/03/13 by dan.reynolds
AEOverviewMain update
- Organized Variables
- Added comments on level interface with UI script
Change 3344956 on 2017/03/14 by Marc.Audy
Remove autos
Slight optimization
Change 3345365 on 2017/03/14 by Mike.Beach
In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).
#jira UE-42787
Change 3345565 on 2017/03/14 by Marc.Audy
auto removal
Change 3345654 on 2017/03/14 by Marc.Audy
Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true
Change 3345771 on 2017/03/14 by Zak.Middleton
#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:
ClientNetSendMoveDeltaTime=0.0111f
ClientNetSendMoveDeltaTime=0.0222f
ClientNetSendMoveThrottleAtNetSpeed = 10000
ClientNetSendMoveThrottleOverPlayerCount=10
These are the default values maintained for backwards compat.
Related to OR-36422.
Change 3346314 on 2017/03/14 by Dan.Oconnor
Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.
Change 3346329 on 2017/03/14 by Dan.Oconnor
Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler
Change 3346436 on 2017/03/14 by Dan.Oconnor
Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag
Change 3346632 on 2017/03/14 by Ben.Zeigler
Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
Add missing Class Property metadata to the metadata list
Change 3347525 on 2017/03/15 by Marc.Audy
PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
#jira UE-42810
Change 3347562 on 2017/03/15 by Phillip.Kavan
[UE-32816] Support for value-based bitfield enum associations in the editor.
notes:
- default mode is still index-based, so there are no backwards-compatibility issues
change summary:
- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation
#jira UE-32816
Change 3348030 on 2017/03/15 by Marc.Audy
Remove experimental blueprintable components setting, they are supported fully
Change 3348034 on 2017/03/15 by Phillip.Kavan
CIS fix.
Change 3348054 on 2017/03/15 by Marc.Audy
Fix shadow error
Change 3348063 on 2017/03/15 by mason.seay
Updateed bp logic to use asserts. Added scenarios to descriptions of tests
Change 3348131 on 2017/03/15 by mason.seay
Updating maps and reorganizing content
Change 3348146 on 2017/03/15 by Mike.Beach
Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.
Change 3348213 on 2017/03/15 by dan.reynolds
AEOverview UMG Update
- Added level selection persistence between categories (so you can pick and choose from multiple categories)
- Added a clear all selections button
- Added comments to the UMG BP
Change 3348344 on 2017/03/15 by Lukasz.Furman
fixed missing path following result flag descriptions
#ue4
Change 3348489 on 2017/03/15 by mason.seay
Moved content and updated test descriptions
Change 3348496 on 2017/03/15 by Mike.Beach
Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.
Change 3348502 on 2017/03/15 by Ben.Zeigler
#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings
Change 3348504 on 2017/03/15 by Ben.Zeigler
#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize
Change 3348512 on 2017/03/15 by Mike.Beach
Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).
Change 3348513 on 2017/03/15 by Phillip.Kavan
[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.
change summary:
- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract
#jira UE-38979
Change 3348651 on 2017/03/15 by Mike.Beach
Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.
Change 3348684 on 2017/03/15 by Michael.Noland
Blueprints: Allow string and text variables to be marked as multi-line
PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)
#jira UE-42275
Change 3348691 on 2017/03/15 by Michael.Noland
Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
#jira UE-33052
Change 3348698 on 2017/03/15 by Michael.Noland
Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)
#jira UE-38484
Change 3348722 on 2017/03/15 by Dan.Oconnor
Fix replacement bug - due to last minute refactor of this reference replacer call
Change 3348736 on 2017/03/15 by Michael.Noland
Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)
Change 3348810 on 2017/03/15 by Michael.Noland
Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)
Change 3348811 on 2017/03/15 by Michael.Noland
PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)
#jira UE-42904
Change 3348969 on 2017/03/15 by Dan.Oconnor
Build fix
Change 3349023 on 2017/03/16 by Aaron.McLeran
Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)
Change 3349389 on 2017/03/16 by mason.seay
Finished up Navigation map. Improved Navmesh map (still needs some work before review)
Change 3349575 on 2017/03/16 by Marc.Audy
Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers
Change 3349628 on 2017/03/16 by Ben.Zeigler
Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
Various fixes to AssetManagerEditorModule
Convert ShooterGame to use the AssetManager for chunking
Change 3349629 on 2017/03/16 by Ben.Zeigler
Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
Also includes changes made on Fortnite Branch as CL #3323724:
Fortnite changes to take advantage of the Manage dependency in the asset manager
Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook
Change 3350043 on 2017/03/16 by Marc.Audy
Fix Audio compile errors
Change 3350092 on 2017/03/16 by Dan.Oconnor
Fix missing output parameters when the function result node is pruned
Change 3350190 on 2017/03/16 by Ben.Zeigler
CIS fix
Change 3350707 on 2017/03/16 by Dan.Oconnor
Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization
Change 3350820 on 2017/03/16 by Joe.Conley
Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play
Change 3350893 on 2017/03/16 by Dan.Oconnor
Build fix
Change 3351017 on 2017/03/16 by Dan.Oconnor
Using ordered arguments instead of named arguments improves load time in BP heavy projects
Change 3351056 on 2017/03/16 by Dan.Oconnor
Avoiding Copies
Change 3351062 on 2017/03/16 by Dan.Oconnor
Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints
Change 3351770 on 2017/03/17 by Marc.Audy
Fix CIS warnings
Change 3351818 on 2017/03/17 by Mike.Beach
CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.
#jira UE-35970
Change 3351918 on 2017/03/17 by Mike.Beach
CIS fix - renaming local so it doesn't conflict with the one in the outer scope.
Change 3351931 on 2017/03/17 by Ben.Zeigler
Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago
Change 3351956 on 2017/03/17 by Dan.Oconnor
Make sure result element is emptied when calling Intersect, Union, or Difference
#jira UE-42993
Change 3352049 on 2017/03/17 by Ben.Zeigler
#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though
Change 3352065 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- deleting unused files
- removing #pragma once in SSynthKnob.cpp
- Making phonon have win64 whitelist to avoid compiling on other platforms
Change 3352100 on 2017/03/17 by Aaron.McLeran
Fixing compile errors
- Moving header file to public folder since it's used outside of module
Change 3352182 on 2017/03/17 by Ben.Zeigler
#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector
Change 3352286 on 2017/03/17 by Ben.Zeigler
#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)
Change 3352299 on 2017/03/17 by Ben.Zeigler
#jira UE-40544
PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)
Change 3352303 on 2017/03/17 by Ben.Zeigler
#jira UE-40856
Commit PR #3147: Remove unnecessary directory separator for GetSaveGamePath (Contributed by projectgheist)
Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile
Change 3352320 on 2017/03/17 by Ben.Zeigler
#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)
Change 3352338 on 2017/03/17 by Ben.Zeigler
#jira UE-42800
PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)
Change 3352352 on 2017/03/17 by Dan.Oconnor
Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
#jira UE-42937
Change 3352581 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352356
#ue4
Change 3352665 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
- Also renamed the class to only include SoundWave once!
- Fixing static analysis warning on null deref.
Change 3352685 on 2017/03/17 by Dan.Oconnor
Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
#jira UE-42547
Change 3352706 on 2017/03/17 by Aaron.McLeran
Fixing build error
Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>
Change 3352708 on 2017/03/17 by Dan.Oconnor
Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor
#jira UE-43023
Change 3352860 on 2017/03/17 by Lukasz.Furman
fixed memory leak in navmesh generators
copy of CL# 3352849
#ue4
Change 3352967 on 2017/03/17 by Dan.Oconnor
Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.
#jira UE-43027
Change 3352979 on 2017/03/17 by Dan.Oconnor
Static analysis driven fixes
#jira UE-43044
Change 3352987 on 2017/03/17 by Aaron.McLeran
Fixing build error
- Removing myo from other platforms, win64 only
Change 3353234 on 2017/03/18 by Marc.Audy
Fix Win32 build
Change 3353344 on 2017/03/19 by Marc.Audy
Fix cyclic includes in new Audio code
Change 3353350 on 2017/03/19 by Marc.Audy
Disable static analysis for myo third party code
Change 3353750 on 2017/03/20 by Marc.Audy
Fix additional cyclic include
Change 3353926 on 2017/03/20 by Mieszko.Zielinski
Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4
This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.
#jira UE-18493
Change 3354249 on 2017/03/20 by Mike.Beach
Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).
#jira UE-42479
Change 3354464 on 2017/03/20 by Dan.Oconnor
Fix missing source path when using compilation manager
Change 3354499 on 2017/03/20 by Dan.Oconnor
Disable compilation manager
Change 3354620 on 2017/03/20 by Ben.Zeigler
#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to
Change 3354714 on 2017/03/20 by Michael.Noland
PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)
#jira UE-42655
Change 3354718 on 2017/03/20 by Michael.Noland
Engine: Change FViewport::IsGameRenderingEnabled to be static
PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)
#jira UE-42471
Change 3354721 on 2017/03/20 by Michael.Noland
PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)
#jira UE-42274
Change 3354907 on 2017/03/20 by Aaron.McLeran
Fixing content in xenakis map
Change 3355223 on 2017/03/20 by Ben.Zeigler
#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up
Change 3355297 on 2017/03/20 by Dan.Oconnor
Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083
Change 3355373 on 2017/03/20 by Michael.Noland
PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)
#jira UE-41640
Change 3355417 on 2017/03/20 by Ben.Zeigler
Fix formatting bug where I forgot some braces
Change 3355462 on 2017/03/20 by Aaron.McLeran
UE-43046 Property type changed with no possible conversion
Resaved asset in question
Change 3355629 on 2017/03/20 by Dan.Oconnor
Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.
Change 3355631 on 2017/03/20 by Dan.Oconnor
Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)
Change 3356127 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Updated an invalid/old URL in a comment to a valid/current URL.
Change 3356193 on 2017/03/21 by Marc.Audy
Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
#jira UE-43420
Change 3356222 on 2017/03/21 by Marc.Audy
Expose new attenuation settings to blueprints to resolve cook warnings.
Change 3356286 on 2017/03/21 by Richard.Hinckley
#jira UEDOC-4711
Selected a different URL for the update.
Change 3356339 on 2017/03/21 by Marc.Audy
Delete unconnected return nodes to fix fortnite cook warnings
Change 3356827 on 2017/03/21 by Ben.Zeigler
Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
Add some more ensures to track down possible issues with handle corruption
Change 3356920 on 2017/03/21 by Ben.Zeigler
Fix ensure just checked in to not go off when handles are halfway through being cancelled
Change 3358152 on 2017/03/22 by Phillip.Kavan
#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.
Change summary:
- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.
[CL 3358685 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
Change 3315047 on 2017/02/21 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
HTN code first check in #UE4
#rb none
#test currently unused
Change 3314042 on 2017/02/21 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - DAILY Main @ CL 3313484
#RB:none
#Tests:none
Change 3313355 on 2017/02/20 by Uriel.Doyon@uriel.doyon_PC2_Orion
Changed the preliminary GPU benchmark workloads to take into account the target workload.
This is to prevent running the last test with poor performance, risking a driver reset.
#jira OR-29915
#rb marcus.wassmer
#test Run the game triggering benchmarks
Change 3312553 on 2017/02/20 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Implemented a simple AITask for running EQS queries #UE4
#rb Lukasz.Furman
#test golden path
Change 3311661 on 2017/02/20 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3311631
#RB:none
#Tests:none
Change 3310392 on 2017/02/17 by Daniel.Lamb@daniel.lamb_T3905_6612
Unreal pak now outputs to named log files instead of timestamps.
#rb Trivial
#test Cook deploy paragon
#jira OR-36057
Change 3310196 on 2017/02/17 by Clayton.Langford@RDU-WD-8359_3635_Paragon_DevGen
Created an event to be fired whenever a GameplayCue is routed that passes all relevant info about that GC. Added a listener in OrionPhasedFunctionalTest that parses that event into a string and stores it in an array to be accessed from a test phase later.
#test PIE
#rb Ben.Salem, Adric.Worley
Change 3308437 on 2017/02/16 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge MAIN @ CL 3308413
(Prep for Merge up)
#RB:none
#Tests:none
Change 3306497 on 2017/02/16 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for compilation issue with USE_MALLOC_STOMP
#rb none
#tests compiled with malloc_stomp
Change 3306468 on 2017/02/16 by Cody.Haskell@OrionStream
#Orion
- Text popup work for Shield. If you click on an OrionEditableTextBox while running the game with -gfn, a special popup is called. Should do nothing normally.
#rb none
#tests PIE, golden path.
Change 3305945 on 2017/02/16 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Remove unused/deprecated UGameplayEffectExtension class
#rb #tests none
Change 3304630 on 2017/02/15 by Jason.Bestimt@Jason.Bestimt_Dev-General
#ORION_DG - Merge Mieszko stuff from MAIN to DG
#RB:none
#TestS:none
#!codereview: mieszko.zielinski
Change 3303785 on 2017/02/15 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 38.3 @ CL 3303224
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3303718 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
#!ROBOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
//Orion/Dev-General/OrionGame/Content/UI/DeckBuilder/DeckBuilderRoot.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/UI/Master_Layouts/FrontEnd.uasset - can't integrate exclusive file already opened
#!codereview: jason.bestimt
Change 3302382 on 2017/02/14 by Alexis.Matte@amatte-orion-dev-general
Fix import of morph target when there is no animation
#jira UE-41383
#jira OR-35859
#rb none
#test none
Change 3301538 on 2017/02/14 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3301392
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3301481 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3299985 on 2017/02/13 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
added time limit to "get out of overlap" move for minons to avoid getting stuck in moving to inaccessbile spots
#jira OR-35834
#rb Mieszko.Zielinski
#tests PIE
Change 3299732 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Tweaked the way EQS tests of negative score get normalized #UE4
#rb none
#test golden path + math
#!codereview Lukasz.Furman, John.Abercrombie
Change 3299724 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Generic AI interface extensions #UE4
Mostly getters
#rb none
#test golden path
Change 3299717 on 2017/02/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
A little tweak to VisLog's point labels drawing - if there's only one point in a set it will no longer append '_0' to the label #UE4
#rb none
#test PIE
Change 3299527 on 2017/02/13 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Update libWebSockets binaries to fix Linux server web socket connections.
#tests matchmaking, mms
#rb none
Change 3299278 on 2017/02/13 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Ability Task Pass: tasks should not broadcast out (back into ability graph) if the owning ability has completed EndAbility.
#rb none
#tests pie, golden path
Change 3297884 on 2017/02/10 by Paul.Moore@OrionWorkspace_Dev-General
#mms
- Enable SSL module for PS4 (needed by OpenSSL when using WebSockets).
- Turn on verbose logging for WebSockets module for initial MMS debugging.
#tests PS4
#rb none
Change 3296911 on 2017/02/10 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Encode user search string so we support special characters
#rb RyanG
#tests Replays
Change 3296746 on 2017/02/10 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 38.3 @ CL 3296659
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3296735 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3296705 on 2017/02/10 by Daniel.Lamb@daniel.lamb_T3905_6612
Added support to the cooker for iterating shared builds.
#rb Not used yet
#test Fast cook paragon
Change 3295747 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrated WS upgrade header functionality with latest Fortnite libws changes.
- Added "ws" and "wss" protocols to web socket manager context.
#rb rob.cannaday
#!codereview rob.cannaday, james.hopkin
#tests win64, ps4
Change 3295579 on 2017/02/09 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral
Fix for replay backward compatibility from John.Pollard
#tests #rb na
Merging using OrionScratchReleaseMapping
Change 3295506 on 2017/02/09 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
O - Added option for force recompute tangents using skin cache
#rb none
#jira UE-41541
#tests Editor run, toggle, restart
Change 3295461 on 2017/02/09 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed huge interpolation times for linear network smoothing on stationary characters,
fixed mismatch in movement Base between NavWalking server and Walking client, causing some stationary characters to float in midair
copy of CL# 3295439
#jira OR-35664, OR-35572
#rb none
#tests game
Change 3294954 on 2017/02/09 by Paul.Moore@OrionWorkspace_Dev-General
#orion #mms
- Integrating Fortnite WebSocket changes into Orion that fixes some win10 issues.
#!codereview rob.cannaday, james.hopkin
#tests compile ps4, linux, win64
#rb none
Change 3294947 on 2017/02/09 by Daniel.Lamb@daniel.lamb_T3905_6612
The generate stub return result is considered as success when saving cooked packages.
Fixes bug with cooking blueprint nativized packages.
#rb Trivial
#test Cook paragon
Change 3293307 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for issue in last checkin - need to clear activecontext regardless
#rb none
#tests solo smoke with nullrhi
Change 3293284 on 2017/02/08 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Allow setting the per-frame time limit for processing queued bunches separately for instant replays, since they may have more strict timing/framerate requirements.
#rb john.pollard
#tests golden path
Change 3293148 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fixed invalid memory access* with nullrhi and suppressed IME warning if no valid window handle exists
(*Likely only an issue when running with memory validation)
#rb none
#tests verified invalid access exception no longer occurs with nullrhi
#!review-3293149 @Matt.Khulenschmidt
Change 3293103 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Fix build
#jira OR-34918
#rb none
#tests none
Change 3292921 on 2017/02/08 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Force local player to maintain x fov axis.
#jira OR-34918
#rb david.ratti
#tests Render/PIE a level sequence and test that the camera isn't zoomed in.
Change 3292869 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Yet more logging for OR-35448
#rb #tests none
Change 3292821 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: rob.cannaday
PS4 libwebsockets build fix
Update build cs files to point to PS4 file location
Copy libwebsocket include directory from Fortnite to Orion
#rb paul.moore
#tests compile/link Win64 Development Editor, PS4 Debug, Linux Development Server
#!ROBOMERGE-SOURCE: CL 3292820 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292277 on 2017/02/08 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DMM @ CL 3292219
#RB:none
#Tests:none
[CODEREVIEW] paul.moore, benjamin.crocker
#QAReview
#!ROBOMERGE-SOURCE: CL 3292276 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3292211 on 2017/02/08 by Andrew.Grant@andrew.grant.T6730.orion.floating
Pulling new ags library from Release-4.15 and reverting hack that disabled feature for AMD users
#rb Marcus.Wassmer
#tests compiled
Change 3292167 on 2017/02/08 by David.Ratti@David.Ratti_G6218_Orion.Dev-General
Additional logging for OR-35448
#rb none
#tests pie
Change 3289462 on 2017/02/06 by Ben.Salem@ben.salem_OrionMain
Adding priority filters to Automation tests, also commands to filter on priority levels.
#rb adric worley
#tests Compiled, ran a few commands to verify it works.
Change 3288801 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 (38.3) @ CL 3288681
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3288800 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3288750 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed issue when cooking client and server platforms in single cook some packages would be marked incorrectly because they would be stripped when from client / server.
#rb Andrew.Grant
#test Cook paragon
Change 3288624 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Unlocked network version
#rb #tests na
OR-35603
Change 3288612 on 2017/02/06 by Daniel.Lamb@daniel.lamb_T3905_6612
Added more ini settings to the iterative ini blacklist.
#rb Trivial
#test Iterative Cook Paragon
Change 3288184 on 2017/02/06 by Andrew.Grant@andrew.grant.T6730.orion.floating
Downgraded warning to display
#!review-3288185 @David.Ratti
#rb none
#tests none
Change 3287634 on 2017/02/06 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ 3287498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3287619 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3286668 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix a crash when importing a LOD containing different material with less sections
#rb none
#test none
Change 3286112 on 2017/02/03 by Alexis.Matte@amatte-orion-dev-general
Fix the re-import skeletal mesh regression, where all material disapear.
#jira UE-41294
#rb matt.kuhlenschmidt
#test see the jira
Change 3285859 on 2017/02/03 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed merge error from last checkin with the DDC commandlet
#!codereview Matthew.Griffin
#test DDC commandlet paragon
#rb None
Change 3285637 on 2017/02/03 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion
Pass in the DemoNetDriver pointer to the ConcurrentWithSlateTickTask instead of accessing it from the world in the task itself.
#rb john.pollard
#tests golden path
Change 3285479 on 2017/02/03 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion
Made bot communicate ults when they're up, not when they're using it #Orion
CL also contains a bit of code shuffling around, preparing ground for HTN plug in
#rb none
#test golden path
Change 3285125 on 2017/02/03 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3285078
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3285124 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3283996 on 2017/02/02 by Michael.Trepka@Michael.Trepka_PC_Orion-Dev-General
Added UGameUserSettings::GetRecommandedResolutionScale() to replace UOrionGameUserSettings::GetDefaultResolutionScale(). This makes things less confusing (UGameUserSettings::GetRecommandedResolutionScale() returns scale recommended based on results of the benchmark and UGameUserSettings::GetDefaultResolutionScale() returns scale based on user settings) and fixes a regression introduced in 3257936 (OR-35544)
#rb Cody.Haskell
#tests Tested on PC
Change 3283951 on 2017/02/02 by Daniel.Lamb@daniel.lamb_T3905_6612
Ensure DDC commandlet calls begincacheforcookedplatformdata correctly.
#rb None
#!codereview Matthew.Griffin
#test DDC commandlet paragon.
Change 3283874 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
fix for invalid resource issue
#rb: none
#code review: Daniel.Wright
#tests: compile and editor with wolf
Change 3283621 on 2017/02/02 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Femme WIP whip aiming for Q ability.
#rb none
#tests Femme
Change 3283216 on 2017/02/02 by jason.bestimt@Jason.Bestimt_Dev-General
#ORION_MAIN - Merge 37.2 @ CL 3282900
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3283199 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3282954 on 2017/02/02 by Lina.Halper@Lina.Halper_Orion
It becomes invalid on the resource, so checking null, but still wip on verifying this with Daniel Wright. He's sick out.
#rb:none
#tests: compile
#code review:Daniel.Wright
#Jira: OR-35418
Change 3281993 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Removed default unattended flag.
#rb Trivial
#test PS4 cook run paragon.
Change 3281990 on 2017/02/01 by Daniel.Lamb@daniel.lamb_T3905_6612
Potential fix for deterministic cooking issue with UMovieSceneSignedObjects.
#rb Andrew.Grant
#!codereview Max.Preussner
#test Cook and run paragon ps4.
Change 3281610 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
AimOffsetLookAt is now thread safe.
#rb lina.halper
#tests femme
Change 3281609 on 2017/02/01 by Laurent.Delayen@laurent.delayen_Work2016_Orion
Fixed 'Convert to AimOffset LookAt' option being broken in Persona.
#rb lina.halper
#tests works for Femme now.
Change 3281019 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3280498
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3281018 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3280813 on 2017/02/01 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: matthew.griffin
Prevent inclusion of NotForLicensees files when staging CrashReportClient config files
#rb none
#tests none
#!ROBOMERGE-SOURCE: CL 3280812 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3279921 on 2017/01/31 by Yanni.Tripolitis@yanni.tripolitis_Dev_General_Cary
Fixed an error in the Round MF, that was somehow "leaked" into Paragon from Odin.
#lockdown Billy.Rivers, Adam.Bellefeuil
#!codereview Tim.Elek
Change 3279178 on 2017/01/31 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed up diff files commandlet stack information
#rb Joe.Conley
#test Diff cooked packages
Change 3279084 on 2017/01/31 by Andrew.Grant@andrew.grant.T6730.orion.floating
Merging //UE4/Main at 3276432 through Orion-Staging
#rb #tests na
Change 3279078 on 2017/01/31 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3279032
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3279077 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277908 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_37 - Fix for "-game" crash with missing meta data
#RB:none
#Tests:none
[CodeReviewed]: andrew.grant, jamie.dale, mieszko.zielinski
#!ROBOMERGE-SOURCE: CL 3277901 in //Orion/Release-37/... via CL 3277902 via CL 3277904 via CL 3277905
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277520 on 2017/01/30 by Andrew.Grant@andrew.grant.T6730.orion.floating
Workaround for OR-35418
#!ROBOMERGE: Main
#rb none
#tests verified ShortSoloGame test completes without a crash
Change 3277357 on 2017/01/30 by Daniel.Lamb@daniel.lamb_T3905_6612
Fixed the rebuild lighting commandlet.
#rb Trivial
#test Rebuild lighting dev general
Change 3277322 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3277275
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3277296 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3277210 on 2017/01/30 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping test changes:
Fixed issue where with -stdout messages would be duplicated due to FeedbackContextAnsi echoing to stdout by default
Changed stdout output to postfix instead of trail newlines
Firstpass of finding and displaying crash callstacks in Orion Test Framework.
#rb none
#tests ran test framework with tests that purposefully crashed/checked
#!ROBOMERGE-SOURCE: CL 3276889 in //Orion/Release-37/... via CL 3277207 via CL 3277208 via CL 3277209
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3276774 on 2017/01/29 by Andrew.Grant@andrew.grant.T6730.orion.floating
Fix for non-unity issue.
#tests compiled
#rb none
#!ROBOMERGE: Main, DUI
Change 3276594 on 2017/01/28 by Lina.Halper@Lina.Halper_Orion
Checked in potential fix for nonunity build issue
#rb:none
#tests:compile
Change 3275806 on 2017/01/27 by Ben.Salem@ben.salem_OrionMain
Adding in a checkpointing system for automated test passes where, if a client crashes while running a pass, on reboot and reissue of the automation command the test pass will start off where it left off, skipping the crashing test.
#rb clayton.langford
#tests Ran several dozen test passses. Seriously.
#!codereview steve.white, bob.ferreira, clayton.langford, adric.worley
Change 3275803 on 2017/01/27 by Shaun.Kime@shaun.kime_RDU-WD-9788_oriondevgen
Paragon has retainer widgets with no World set. When encountered, they can cause the scene list to be desynchronized with the rendering thread.
This logic resolves the issue by registering a null scene in this case, properly setting the slate scene index for subsequent slate draw calls.
#rb nick.darnell
#jira OR-34919
#TESTS na
Change 3275533 on 2017/01/27 by Max.Chen@Max.Chen_T4664_Orion_Main
Sequencer: Switch to static pointer to fix crash when tearing down curve editor.
#jira UE-40796
#rb andrew.rodham
#tests none
Change 3275093 on 2017/01/27 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3273298
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3273417 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3274700 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
#Anim curve crash on cooking
- fixed crash during cooking while accessing default value of material
- this code doesn't have to run during cooking with inactive world, so I'm checking that
#code review: Daniel.Wright, Chris.Bunner, Jurre.DeBaare
#rb: none
#tests: cooking
Change 3274129 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed safer to get featurelevel
#rb: Daniel.Wright
#tests: compile/wolf
Change 3274012 on 2017/01/26 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
fixed crash in navigation grids
#jira OR-35356
#rb none
#tests PIE
Change 3273803 on 2017/01/26 by Lina.Halper@Lina.Halper_Orion
Fixed issue with animation curve getting reset to 0.f
- the issue is that skeleton contains material flag types, so now it just keeps setting the value
- even after I fix validation check, it still cleared it due to the material curve not found anymore, so added to support default value setting
#jira: OR-34563
#rb: Martin.Wilson, Chris.Bunner, Benn.Gallagher
#code review: Martin.Wilson, Daniel.Wright
#tests: wolf, coil
Change 3273257 on 2017/01/26 by Alexis.Matte@amatte-orion-dev-general
Isolate by material slot instead of section index. Add UI to isolate and highlight material in the material panel
#rb matt.kuhlenschmidt
#jira UE-41131
#tests none
Change 3272527 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: chris.bunner
Ensure FSceneRenderTargets snapshot copies default clear colors.
#tests Golden path on lowest and high settings
#rb None
#lockdown Jason.Bestimt
#jira OR-34905
#!ROBOMERGE-SOURCE: CL 3272507 in //Orion/Release-37.1/... via CL 3272521 via CL 3272525
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3272244 on 2017/01/25 by Rolando.Caloca@rolando.caloca_T3903_OrionMainS
Show more info when a material instance failed to compile
#jira OR-34626
#tests Forced crash in the debugger
#rb Daniel.Wright
Change 3272109 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: philip.buuck
Fix bad merge from Main
#rb Dan.Hertzka
#tests PIE
[CodeReviewed] Andrew.Grant
#lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3272106 in //Orion/Release-37.1/... via CL 3272107 via CL 3272108
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3271721 on 2017/01/25 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream
jungle minions will spawn navigation obstacles when they are stuck in static geometry, fixed issues with falling off cliffs
#jira OR-35054
#rb Mieszko.Zielinski
#tests PIE
Change 3271432 on 2017/01/25 by Jason.Bestimt@ROBOMERGE_ORION_Dev_General
#!ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 37.2 @ CL 3271043
#RB:none
#Tests:none
#!ROBOMERGE-SOURCE: CL 3271429 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3322856 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3284872 on 2017/02/03 by Graeme.Thornton
Seperate pak cache granularity from pak signing chunk size
Change 3285765 on 2017/02/03 by Graeme.Thornton
Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread
#jira UE-41478
Change 3286913 on 2017/02/04 by Ben.Marsh
IncludeTool: Merging fixes.
* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.
Change 3287100 on 2017/02/05 by Ben.Marsh
UBT: Move platform settings into platform-specific TargetRules objects.
Change 3287106 on 2017/02/05 by Ben.Marsh
Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.
Change 3287398 on 2017/02/06 by Steve.Robb
Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.
Change 3287399 on 2017/02/06 by Steve.Robb
Log verbosities made more readable in the debugger.
Change 3287410 on 2017/02/06 by Steve.Robb
Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.
#fyi marc.audy
Change 3288020 on 2017/02/06 by Ben.Marsh
Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.
Change 3291817 on 2017/02/08 by Steve.Robb
New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.
Change 3292090 on 2017/02/08 by Graeme.Thornton
Crash fix - don't update font engine services if it was never created
#jira UE-33953
Change 3292993 on 2017/02/08 by Ben.Marsh
Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)
Change 3293231 on 2017/02/08 by Ben.Marsh
BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.
Change 3294213 on 2017/02/09 by Ben.Marsh
EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.
Change 3294753 on 2017/02/09 by Ben.Zeigler
#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated
Change 3296070 on 2017/02/09 by Ben.Zeigler
Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.
Change 3296420 on 2017/02/10 by Graeme.Thornton
Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
Refactored encryption and signing key access in unrealpak to make it easier to use
Change 3296609 on 2017/02/10 by Ben.Marsh
BuildGraph: Fix error running the <Copy> task with an empty "From" argument.
* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.
Change 3297440 on 2017/02/10 by Ben.Marsh
UBT: Move the FileFilter class into UnrealBuildTool.
Change 3297725 on 2017/02/10 by Ben.Zeigler
#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
Clean up a lot of confusingly named and broken functions on UEnum:
#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
Delete some now redundant enum editor code and pipe everything through UEnum
Change 3297979 on 2017/02/10 by Ben.Zeigler
Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior
Change 3298299 on 2017/02/10 by Steve.Robb
TTuple improvements:
- equality comparable
- serializable
- in the correct folder
2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.
#fyi robert.manuszewski,ben.marsh
Change 3298460 on 2017/02/11 by Ben.Marsh
UGS: Set the correct result from running custom tasks.
Change 3298462 on 2017/02/11 by Ben.Marsh
UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.
Change 3299447 on 2017/02/13 by Graeme.Thornton
Fix AES and pak signing key embedding for content only projects
- Force temp target when any keys are specified by project config
Change 3299649 on 2017/02/13 by Steve.Robb
PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
Other obsolete compiler switches removed.
Change 3299787 on 2017/02/13 by Steve.Robb
IsAbstract() for testing if a reflected native type contains pure virtual functions. Needed for BP nativization.
#fyi robert.manuszewski
Change 3300576 on 2017/02/13 by Ben.Marsh
EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.
Change 3300600 on 2017/02/13 by Ben.Marsh
EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.
Change 3300624 on 2017/02/13 by Ben.Marsh
Switch incremental builds for all streams to start up on the incremental agent.
Change 3302134 on 2017/02/14 by Steve.Robb
UnrealCodeAnalyzer removed.
#fyi ben.marsh,robert.manuszewski
Change 3302639 on 2017/02/14 by Ben.Zeigler
Fix crash cooking odin with default command line
#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified
Change 3303002 on 2017/02/14 by Ben.Zeigler
#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate
Change 3303084 on 2017/02/14 by Ben.Zeigler
Attempt to get Nativization and EDL working without warnings
Change 3305153 on 2017/02/15 by Ben.Zeigler
Fix Fortnite and Orion cook, I don't understand why this passed my local testing
Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning
Change 3305959 on 2017/02/16 by Gil.Gribb
UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.
Change 3306159 on 2017/02/16 by Ben.Marsh
Fix path to target binaries when building non-monolithic in a unique build environment.
Change 3306584 on 2017/02/16 by Steve.Robb
UEnum internal functions renamed from Index to Value.
GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.
#fyi ben.zeigler
Change 3307836 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
Fixes lighting in Infiltrator demo
Change 3307929 on 2017/02/16 by Ben.Zeigler
#jira UE-42055 Second half of matinee redirector fix
Change 3308840 on 2017/02/17 by Matthew.Griffin
Reimplementing CL#3305808 from 4.15
Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)
Change 3309115 on 2017/02/17 by Ben.Marsh
Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on, before many of the game settings have been initialized, so just return the directory containing the Core module instead.
Change 3309120 on 2017/02/17 by Ben.Marsh
Fix support for creating modular builds which don't use the shared build environment.
Change 3309125 on 2017/02/17 by Ben.Marsh
Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator.
Change 3309128 on 2017/02/17 by Ben.Marsh
Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces.
Change 3309131 on 2017/02/17 by Ben.Marsh
Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.
Change 3309140 on 2017/02/17 by Ben.Marsh
UAT: Fix exception moving a file from one location to another if the target directory does not exist.
Change 3309212 on 2017/02/17 by Ben.Marsh
Fixes/improvements for mod editor and code mods:
* A separate top-level project is generated for each code mod in the Visual Studio solution.
* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
* Plugin browser now includes a separate category for mods.
* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.
Change 3309231 on 2017/02/17 by Steve.Robb
Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<.
#jira UE-42052
Change 3309248 on 2017/02/17 by Ben.Marsh
Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true.
Change 3309257 on 2017/02/17 by Ben.Marsh
Prevent game binaries from being renamed for hot reload when working with installed projects.
Change 3309355 on 2017/02/17 by Steven.Hutton
Changes to make the website compatible with the new database changes.
Change 3309371 on 2017/02/17 by Ben.Marsh
Fix exception on shutdown when running asset registry with threads disabled.
#jira UE-41951
Change 3309389 on 2017/02/17 by Ben.Zeigler
#jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node
Change 3309570 on 2017/02/17 by Gil.Gribb
UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4.
Change 3310039 on 2017/02/17 by Ben.Marsh
BuildGraph: Prevent exception when trying to delete a file that does not exist.
Change 3311484 on 2017/02/20 by Chris.Wood
CrashReportProcess crash add retry logic improvements (CRP v1.2.16)
Change 3311600 on 2017/02/20 by Matthew.Griffin
Updated StripSymbols functions so that all platforms can deal with the source and target file being the same
Change 3311675 on 2017/02/20 by Steve.Robb
FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack.
Change 3311893 on 2017/02/20 by Ben.Marsh
UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines.
Change 3313966 on 2017/02/21 by Ben.Marsh
Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too.
Change 3314398 on 2017/02/21 by Ben.Zeigler
#jira UE-42212 Fix shutdown of AnimGraph module to be safer
[CL 3315211 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3212485 on 2016/11/28 by Dmitry.Rekman
Update libwebsockets to use -fPIC.
Change 3212280 on 2016/11/28 by Guillaume.Abadie
Fixes static lighting regression caused by selective outputs fix.
Change 3211095 on 2016/11/28 by Ian.Fox
#UE4 - Add nullptr check to cookonthefly server ini check
Change 3211042 on 2016/11/28 by Bob.Tellez
#UE4 Add an option to reset a particle system comp on a camera lens emitter when it is retriggered
Change 3209336 on 2016/11/23 by Rob.Cannaday
Fix shutdown crash trying to cancel an HTTP request after the HTTP module has been unloaded
Move the cancel call to the PreUnload step
#jira FORT-33515
Change 3208350 on 2016/11/22 by Jeff.Campeau
Added bVirtualKeyboardDisplayOnFocus to Slate settings defaulted to true (old behavior)
Always open a virtual keyboard when the facebutton bottom is pressed on an active text field
Do not open a virtual keyboard on focus gained by any method other than mouse if bVirtualKeyboardDisplayOnFocus is set to false
#jira FORT-30722
Change 3207430 on 2016/11/22 by James.Hopkin
#fortnite Applied changes from CL#3161737 (UE4/Main) to stage and package SSL certificate bundles.
Change 3207422 on 2016/11/22 by Ben.Woodhouse
* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
#jira UE-38609
Change 3206301 on 2016/11/21 by Ben.Woodhouse
Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
#jira FORT-31616
#code_review keith.judge
Change 3206144 on 2016/11/21 by Lukasz.Furman
improved path following sticking to tether bounds
#jira FORT-32097
Change 3206142 on 2016/11/21 by Lukasz.Furman
added post processing to navigation filters for making filter-bound paths (feedback iteration)
#fortnite
Change 3206053 on 2016/11/21 by Lukasz.Furman
added post processing to navigation filters for making filter-bound paths
#fortnite
Change 3205790 on 2016/11/21 by Lukasz.Furman
pass on flow field usage by EQS
Change 3205764 on 2016/11/21 by Lukasz.Furman
seeding AIModule's random stream from world manager, using random stream in EQS
#fortnite
Change 3205763 on 2016/11/21 by Lukasz.Furman
added random stream to AIModule
copy of CL# 3150031
Change 3205162 on 2016/11/19 by James.Hopkin
Added missiing depending on SSL to Linux HTTP. Fixes CrashReportClient linker errors.
Change 3205124 on 2016/11/19 by James.Hopkin
Enabled websockets and Stomp for Linux
Change 3205121 on 2016/11/19 by James.Hopkin
From Nick Shin's Dev-Platform shelf: upgrade/rebuild of libcrypto, libcurl, libssl, libwebsockets and zlib for Linux
#fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez
Change 3205119 on 2016/11/19 by James.Hopkin
Added OpenSSL version 1.0.2h headers for x86_64-unknown-linux-gnu
#fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez
Change 3204994 on 2016/11/18 by Billy.Bramer
- Sort the function results that show up in the blueprint "Copy signature from:" combo box
Change 3203688 on 2016/11/18 by James.Hopkin
#stomp Lower-cased FName strings before encoding to prevent random case at runtime.
Change 3201533 on 2016/11/16 by Mark.Satterthwaite
More auto-release pool/memory-handling fixes for Metal's debug layer, which depends upon ARC:
- Better handling of parallel context creation & pooling in MetalRHI.
- Metal queries return the actual value so that we can use local autorelease pools to capture ARC retain/autorelease calls in the debug layer.
- Similarly EndEncoding needs a local autorelease pool to handle the debug layer's ARC retain/autorelease calls.
#jira FORT-32706
Change 3201077 on 2016/11/16 by Mark.Satterthwaite
Trivial command-buffer fencing to avoid render-queries keeping MTLCommandBuffer's alive after they are completed, reducing total memory use.
#jira FORT-32706
Change 3200269 on 2016/11/16 by John.Abercrombie
Made GetPredictionData_Client_Character and GetPredictionData_Server_Character public
- Removed unnecessary code duplication in FortIndicator as a result
Change 3198230 on 2016/11/15 by James.Hopkin
#stomp Added dedicated server support to Stomp connection manager. Also fixed heartbeats and change retry strategy to retry forever, first retry after 5 seconds, doubling up to max interval of every minute.
Change 3197273 on 2016/11/14 by Mark.Satterthwaite
Fix Metal related memory leaks.
#jira FORT-32706
Change 3196974 on 2016/11/14 by Lukasz.Furman
increased distance to focal point for path following
copy of CL# 3196971
#jira FORT-32048
Change 3196885 on 2016/11/14 by John.Pollard
FORT-33019 - Fix crash when updating unmapped properties on replicator that was dormant
Change 3196772 on 2016/11/14 by John.Pollard
Speculative fix for assert when shutting down replicators
Change 3196617 on 2016/11/14 by Lukasz.Furman
improved readability of EQS results in gameplay debugger's table view
#fortnite
Change 3195394 on 2016/11/11 by John.Pollard
UE-37866 - Fix replication issue where unmapped properties wouldl fail to map if the replicator goes away due to dormancy
Change 3195272 on 2016/11/11 by Bob.Tellez
#Fortnite Fix warning output in UDataTable for missing row
Change 3195152 on 2016/11/11 by Lukasz.Furman
fixed target selection in gameplay debugger's spectator
#fortnite
Change 3195071 on 2016/11/11 by Lukasz.Furman
pass on EQS category of gameplay debugger
#fortnite
Change 3194111 on 2016/11/10 by Bob.Tellez
#UE4 if you have a checked out or out of date file in your rename list it is now properly skipped and reported after the rename.
Change 3193547 on 2016/11/10 by Bob.Tellez
#UE4 LODGroup is now AssetRegistrySearchable
Change 3193545 on 2016/11/10 by Bob.Tellez
#UE4 Allow setting the default LODGroup when importing a mesh
Change 3193541 on 2016/11/10 by Bob.Tellez
#UE4 LODGroup settings application on load. Enable this behavior by setting r.StaticMesh.UpdateMeshLODGroupSettingsAtLoad=1
Change 3192035 on 2016/11/09 by Saad.Nader
#engine Updated Migration of properties to handle static arrays properly from previous check-in.
Change 3191062 on 2016/11/08 by Saul.Abreu
Added accessor for all items in list views.
Change 3190998 on 2016/11/08 by Chris.Gagnon
Partially fixes a problem with the scale bax ignore inherited scale isn't working properly.
There is more to fix by adding float InScale or similar to the GetRelativeLayoutScale() call chain.
This portion will be handled by the tools team.
Change 3190812 on 2016/11/08 by Lukasz.Furman
fixed crash on path string pulling when path corridor is empty
#jira FORT-32811
Change 3190800 on 2016/11/08 by Saad.Nader
#engine Fixed a case where a static array uproperty wasn't being migrated properly since it was being treated as a single value.
Change 3189573 on 2016/11/07 by Bob.Tellez
#UE4 Since LightComponents now respect hiddeningame, I changed ALight to default to not be hidden in game. All components in the class that should not be seen are already bHiddenInGame=true on the component.
Change 3189268 on 2016/11/07 by Michael.Trepka
Check is MacApplication is still valid when making a deferred call to OnApplicationActivationChanged
Change 3189179 on 2016/11/07 by Michael.Trepka
Don't skip Mac windowDidResize: when switching between window modes. Fixes issues with screen not resizing properly when changing from windowed to windowed fullscreen
Change 3189154 on 2016/11/07 by Lukasz.Furman
added unbound exploration mode to A* solver
#ue4
Change 3189072 on 2016/11/07 by Saad.Nader
#commonui Added ability to skip the stack of activatable panels so that global input handling can handle input for dynamically created buttons on a modal. Updated name of base button style as its name was conflicting with legacy ui base button style.
Change 3188769 on 2016/11/07 by Guillaume.Abadie
Fixes r.SelectiveBasePassOutput and use it in Fortnite.
This CL adds a selective base pass optimization not drawing scene color when r.SelectiveBasePassOutput=1 on materials that doesn't emit color.
Use r.SelectiveBasePassOutput in Fortnite and avoid computing the fog in base pass to actually avoid drawing scene color.
#review-3187180 @brian.karis
Change 3187864 on 2016/11/04 by Bob.Tellez
#UE4 Better handling for setting return values in error cases where a function cannot be executed.
Change 3187815 on 2016/11/04 by Bob.Tellez
#UE4 Fix for SetLODGroup to trim LODs that are not needed.
Change 3187309 on 2016/11/04 by Lukasz.Furman
added projection and pathfinding to navigation graph
#fortnite
Change 3186304 on 2016/11/03 by Saul.Abreu
Made a pass on Common UI widgets, setting their widget palette category property or overriding the relevant virtual method in order to have a consistent value across all Common UI widgets.
Change 3186301 on 2016/11/03 by Saul.Abreu
Exposed ability to compare Slate brushes in Blueprints. Helpful for Icon Text Button to be able to hide its icon image if the icon brush is identical to the default (which is intentionally 0-sized/draw-type none).
Change 3185979 on 2016/11/03 by David.Hamm
Conditional gameplay effects with required tags were considering target tags in code, rather than source tags as presented in the editor. Updating the code allows the Bearricade tag to be seen, triggering the desired slow effect.
#jira FORT-32141
Change 3185534 on 2016/11/03 by Daniel.Broder
Made GameplayDebuggerCategory_EQS log the description of filtered items rather than just their index (which doesn't tell much).
#UE4 #NoReleaseNotes
Change 3185386 on 2016/11/03 by Daniel.Broder
"Actors of Class" EQS Generator now supports returning all actors matching the class rather than only actors within the radius based on a new checkbox "Generate Only Actors In Radius". For backwards compatibility, it defaults to true.
#UE4 #ReleaseNoteAbove
Change 3185370 on 2016/11/03 by Mark.Satterthwaite
Revert the only change to Metal texture uploads made in the merge leading up to 16/09/16 and disable more recent changes to reuse texture objects in the hope that this cures FORT-30180. If not then this will need to be handled by Apple/Nvidia as we're not doing anything obviously wrong on our side.
#jira FORT-30180
Change 3185249 on 2016/11/03 by Lukasz.Furman
added caching for neighbor count in template A* solver
#fortnite
Change 3184403 on 2016/11/02 by Daniel.Broder
Updated EnvQueryTest_GameplayTags to support Gameplay Tag Queries.
^^ReleaseNoteAbove
Data is automatically converted to the query from the old data format.
Gameplay Tag Queries give much more flexibility for how to mach the queries, since they can include entire expressions of what must match and/or not match.
#UE4 #ReleaseNoteAbove
Change 3184311 on 2016/11/02 by Daniel.Broder
Removed unnecessary if/else that was calling identical code in both parts! (Now it just calls the code directly).
Fixed spelling of ReturnValueAddress (from ReturnValueAdress).
#UE #NoReleaseNotes
Change 3183823 on 2016/11/02 by Mark.Satterthwaite
Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.
Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
#jira FORT-31649
Change 3183807 on 2016/11/02 by Mark.Satterthwaite
Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
#jira FORT-31649
Change 3183470 on 2016/11/02 by Bob.Tellez
#UE4 Lights with 0 intensity are now removed from the scene
Change 3183230 on 2016/11/02 by Bob.Tellez
#UE4 Console history no longer keeps duplicate entries
Change 3182547 on 2016/11/01 by Bob.Tellez
#UE4 Fixed an old bug which was causing thumbnail scenes to have incorrect lighting.
Change 3182498 on 2016/11/01 by Chris.Gagnon
Added ItemIcon widget and ItemCountTextBlock widget.
EpicCMSScreen derives from COmmonActivatable Panel.
Added CommonUIUtils with function to get a owning userwidget or contexts.
Begining of the new Topbar, and a number of supporting widgets.
Change 3182497 on 2016/11/01 by Chris.Gagnon
Engine:
GameViewportClient now has a global toggle to turn software cursor mapping on and off.
Fortnite:
Added software cursor, when using the gamepad we turn on the software cursor mapping. The asset is invisible.
This allows us to hide the cursor without all the baggage and undesired behavior that comes with that.
Change 3181853 on 2016/11/01 by Saad.Nader
#commonui
Added uproperty annotations to prevent garbage collection.
Updated code to cleanup internal caches to happen earlier.
Change 3181782 on 2016/11/01 by Bob.Tellez
#UE4 LightComponents now respect bHiddenInGame (and other visibility flags) when determining whether they should be added to the scene.
Change 3181516 on 2016/11/01 by Saad.Nader
#commonui
Added an action handler interface that I have been wanting for awhile.
Updated action widget to ignore design time changes since it relies on a common ui context instance.
Cleaned up activatable panel interface and commited events on a input action registered to be handled. Our activatable handle automatically handles things for now without asking blueprint if we should.
Cleanedup up miscellaneous activatable panel internals
Activatable panels can now choose to expose input actions registered to that panel.
Replaced activatable panel reflector with common input reflector
Added a common global input handler that implements the action handler interface
Updated common button and common tablist widgets appropriately to register with global input handler for appropriate actions.
Buttons now have separate triggering actions vs. triggered actions. Triggering actions can only be set during creation of the button whereas triggered actions can be set anytime.
Moved a lot of the boilerplate code for action button into common button to trigger and listen for actions, or register with the global input handler for triggering actions.
Fixed typos in common ui types.
Updated CommonUITestBed with new changes.
Change 3179753 on 2016/10/31 by Lukasz.Furman
replaced ensure with vlog warning in GameplayTask processing
#jira FORT-32324
Change 3178028 on 2016/10/28 by Lukasz.Furman
attempt to fix rare crash in crowd simulation
#jira FORT-27847
Change 3177966 on 2016/10/28 by James.Hopkin
Removed some redundant text/string copies and conversions in 'Find in Blueprints'
Change 3176795 on 2016/10/27 by Fred.Kimberley
Fixed the code path that grabs tooltip data for ability system components to respect the flag that shows buffs in the front end instead of final values.
#jira FORT-30491
Change 3175818 on 2016/10/26 by Bob.Tellez
#UE4 Protecting against a nullptr access in FVisibilityPropertySection::GenerateSectionLayout. More investigation is needed to determine if this should be allowed to be null.
Change 3175615 on 2016/10/26 by Michael.Trepka
Check if MacApplication is valid in FMacApplication::OnCursorLock() block that's called asynchronously and can be executed after MacApplication was destroyed. Fixes FORT-32075
Change 3175369 on 2016/10/26 by Saul.Abreu
Refactored CreateWidget functions to share UserWidgetClass validation logic and fixed a missing early-out return statement.
Change 3175233 on 2016/10/26 by Saul.Abreu
#fortnite
Common Button now properly handles its interactibility changing when it's toggleability has changed - previously, being selected when toggling is turned on would leave the button non-interactible and thus not practically toggleable.
Change 3174285 on 2016/10/25 by Mark.Satterthwaite
Fix command-buffer failures when resizing windows on Mac - we have to capture windowWillResize: events in our window delegate and then forward on a call to Slate's OnResizingWindow event handler, that internally causes rendering to flush. If we wait to do this in windowDidResize then the actual device back-buffer resource will have been reallocated and we presumably end up trying to render into garbage memory on the GPU, causing the intermittent command-buffer failures.
#jira FORT-31649
Change 3173872 on 2016/10/25 by Bob.Tellez
#UE4 Fixed an issue where if you have a map with actors that produce a ZeroVector bounds size, SetActorTransform complains.
Change 3172828 on 2016/10/24 by Saul.Abreu
Added useful contextual information to the message log errors provided when attempting to create widgets but failing.
Change 3172649 on 2016/10/24 by Michael.Trepka
Call setMinSize and setMaxSize in FMacApplication::OnCursorLock() on the main thread
#jira FORT-30177
Change 3172568 on 2016/10/24 by Saad.Nader
#commonui Exposed a flag to reflector to not show actions for an activtable panel if we don't want them exposed.
Change 3172341 on 2016/10/24 by Mark.Satterthwaite
Fix FORT-31526 by setting appropriate defaults for FEditorCompositingParameters when the feature isn't being used, as Metal still requires something be bound for the values. This all stems from Fortnite using GizmoMaterial somehow when whacking Llamas to reveal the cards contained within - I suspect the 'real' fix is not to use an Editor material in the game client...
#jira FORT-31526
Change 3172304 on 2016/10/24 by James.Longstreet
#fortnite #jira FORT-31090 Add setting to configure whether the virtual keyboard sends TextChanged or TextCommitted when complete.
Add SlateSettings to project settings, for settings that need to be accessed from Slate -- the Slate module doesn't depend on Engine, so it can't access UserInterfaceSettings or InputSettings.
Default to TextChanged in Fortnite.
Change 3171630 on 2016/10/24 by Saul.Abreu
#fortnite
Added API export to Common List View.
Added support to Common List View for changing selection modes.
Added delegate to Common List View to support hook-ups on creation of new list item widgets.
Improved Common List View handling of item widgets that are buttons - no need to handle manually hooking up the list item clicked callback to the button.
Change 3171474 on 2016/10/22 by Saul.Abreu
#fortnite
New numeric text block.
Change 3171463 on 2016/10/22 by Saad.Nader
#commonui
Added the common action widget which can visualize the input of an activatable panel or button.
Added the common activatable panel reflector widget so we can build a bar widget which can visualize the actions an activatable panel have registered to handle.
Cleaned up the input manager's handling of pushing and poping activatable panels
Updated widget switcher to completely push or pop tabs on or off the stack so that the stack is clean of any items not in the current tab.
Updated common ui context to expose API blueprint.
Updated input action data to make better sense in common ui types
Added a viewport client to redirect input for the common ui test bed.
Added a completion delegate for listeners such as a button in a activatable panel reflector widget.
Added test harness for activatable panel, activatable panel reflector, action widget
Change 3170868 on 2016/10/21 by Jeff.Campeau
AutoSDK props included earlier
Change 3170663 on 2016/10/21 by Mark.Satterthwaite
Further changes to finally fix the underlying cause of FORT-25473 and all future potential instances: SetStreamSource overrides the stride from the vertex declaration and MetalRHI wasn't properly considering what to do with Stride=0, which should disabling vertex attribute stepping. This also requires fixing some gotcha's in the StateCache.
#jira FORT-25473
Change 3170020 on 2016/10/20 by Bob.Tellez
#UE4 Render scale was off by one when setting via buckets in the editor widget.
Change 3169764 on 2016/10/20 by Mark.Satterthwaite
Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
#jira FORT-27627
Change 3169631 on 2016/10/20 by Mark.Satterthwaite
Fix a potential crash due to unnecessary reinitialisation of the MetalRenderPipelineDesc mutex.
Change 3169614 on 2016/10/20 by Mark.Satterthwaite
Fix FORT-25473 caused by incorrect handling of vertex attributes in Metal: FParticleSpriteVertexFactory specifies the dynamic particle parameter attribute (VA 5) with a non-zero stride, which implies vertex or instance stepping - but for the P_Rocket_ColdMist_FXV effect only a single float4 is provided with the intent that this be constant for all instances. Other APIs may implicitly wrap the VA read back around but Metal does not and simply reads garbage off the end of the buffer - potentially this could even cause a GPU crash. MetalRHI now detects when the buffer bound to an attribute can't support more than one instance and if needed updates the vertex declaration to make such attributes constant.
#jira FORT-25473
Change 3169163 on 2016/10/20 by Fred.Kimberley
Added UIProxyActor. This is intended as a single proxy actor to replace the existing, class specific, proxy actors.
Change 3168732 on 2016/10/20 by Saul.Abreu
Exposed style references in UCommonTextBlock. Allows widgets to look at the styles on the CDO.
Change 3168713 on 2016/10/20 by Saul.Abreu
Fixed unconditional inclusion of Developer module headers (settings module) in client builds from Common UI module.
Change 3168659 on 2016/10/20 by Saul.Abreu
Created and exposed SetMinDesiredWidth on UTextBlock, following the example set by other setters in the class.
Change 3168658 on 2016/10/20 by Saul.Abreu
The Common UI plugin now has a settings object which will appear in the project settings window. It exposes setting default styles for both CommonTextBlock and CommonButton in the Game config file.
Change 3167632 on 2016/10/19 by John.Pollard
Fix FN replay scrubbing issues
* Solution for net startup actors that need to be "rolled back" during scrubbing if they've been modified
* Solution for when net startup actors should be deleted past checkpoints
* Added version support to load older replays that don't save out deleted net startup actors in checkpoints
Change 3166065 on 2016/10/18 by Saad.Nader
#commonui renaming UCommonActivatableManager to UCommonInputManager, added ability to change input method for desktop and console.
Change 3166049 on 2016/10/18 by Lukasz.Furman
added navmesh exploration helpers in FortNavMesh
#fortnite
Change 3165085 on 2016/10/17 by Saad.Nader
#blueprintcontext fixed log output for created blueprint context
Change 3163115 on 2016/10/14 by James.Hopkin
Prevented variable combo box clipping long type names in blueprint details panel
[UE-19710]
Change 3162629 on 2016/10/13 by Saul.Abreu
#fortnite
#jira FORT-31489
Ported Paragon's tile view widget over to the Common UI Plugin as Common Tile View. Added exemplar/test case in Common UI testbed.
Change 3162624 on 2016/10/13 by Saul.Abreu
Improved "Create Event" node with text showing the function signature in a friendly manner.
Change 3162114 on 2016/10/13 by Guillaume.Abadie
Implements r.EarlyZPassOnlyMaterialMasking.
Fortnite grass/trees is using masked material. However masked materials are doing clip in early z pass and base pass, both preventing the pixel shader from using the early depth test. This CL execute material's mask opacity only in the early z pass to keep early depth test on expensive mask material's base pass pixel shader.
Change 3161479 on 2016/10/13 by Saad.Nader
#commonui Updated Common button to be able to handle a bound common input action by causing the button to get clicked.
Updated Activatable panel to ignore input if it is not activated
Added helper functions to common widget switcher for activating/deactivating the active widget if it is a activatable panel.
Change 3161092 on 2016/10/13 by Saul.Abreu
#fortnite
Common Tab List widget now exposes access to its linked switcher as well as overridable events before and after the linked switcher is set. OnCreateNewTab can now be implemented in native code or blueprints. Buttons added as tabs in the tab list will now have their selectabilty and toggleability set as necessary.
Change 3160762 on 2016/10/12 by Billy.Bramer
- Make UAbilitySystemComponent::AreAbilityTagsBlocked virtual so games can provide a custom implementation
Change 3160736 on 2016/10/12 by Lukasz.Furman
fixed some gameplay debugger's categories not rendering correctly in simulate mode
#fortnite
Change 3160417 on 2016/10/12 by Mark.Satterthwaite
Disable DistanceField AO & Shadowing support on Intel GPUs under Metal - there are driver bugs that prevent them from working currently.
#jira FORT-31268
Change 3160314 on 2016/10/12 by Michael.Trepka
Fixed incorrect rect initialization in Mac GetDisplayMetrics
Change 3160309 on 2016/10/12 by Lukasz.Furman
pass on gameplay debugger in Simulate in Editor mode
copy of CL 3160014
#ue4
Change 3159892 on 2016/10/12 by John.Abercrombie
Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing
#ue4
Change 3159630 on 2016/10/12 by Jamie.Dale
Fixed an issue where async and non-async loading could result in the package being given a different name
Async loading would always use the non-localized name (which is correct), but non-async loading would sometimes use the localized name (which is incorrect); now they both do the same thing.
Change 3159249 on 2016/10/11 by Jonathan.Lindquist
fixing a potential uv bug related to their names
Change 3159145 on 2016/10/11 by Lukasz.Furman
fixed behavior tree task restart conditions
#ue4
Change 3158846 on 2016/10/11 by John.Pollard
Add ability to override network async loading for replays
Change 3158551 on 2016/10/11 by Saad.Nader
#commonui remove checks for common tab list widget when set listening for input occurs.
Change 3157727 on 2016/10/10 by Saul.Abreu
#fortnite
Common button style now has minimum width and minimum height properties and common button will use the maximum of its own and the style's minimums.
Change 3157364 on 2016/10/10 by Jamie.Dale
Split localized package redirection out of FCoreDelegates::PackageNameResolvers
They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.
#jira FORT-31207
Change 3156616 on 2016/10/10 by Lukasz.Furman
added more failsafes to crowd simulation crash
#jira FORT-27847
Change 3155092 on 2016/10/07 by Chris.Gagnon
SlateApplication
- Added more control over where navigation originates from with the ENavigationSource enumeration piped in through the FReply
- Added custom handling support for the navigation responce using the FCustomNavigationHandler
Fortnite
- Added Input Preprocessor for generating navigation events and handling the "virtual cursor" position
- Added the Input mode switching support for gamepad <-> keyboard (Currently disabled)
Change 3154721 on 2016/10/07 by Lukasz.Furman
automation fix for AI tests with multiple spawn sets
copy of CL# 3154035
#jira FORT-31106
Change 3154466 on 2016/10/07 by Saul.Abreu
#fortnite
Additional logging and checking to help diagnose cause of current build breakage, possibly related to blueprint context OR unrelated but coincidental and related to game data or homebase manager.
Change 3154349 on 2016/10/06 by Saul.Abreu
#fortnite
Relocate BP context and common UI plugins to Engine (NotForLicensees).
Change 3152396 on 2016/10/05 by Lukasz.Furman
fixed RECAST_ASYNC_REBUILDING define being ignored by navmesh generator
#ue4
Change 3152390 on 2016/10/05 by Lukasz.Furman
including AgentRadius in area modifier bounds in layer's intersection test
fixes modifier cuts at tile boundary
#jira FORT-31051
Change 3151999 on 2016/10/05 by Lukasz.Furman
added vlogs for applying and removing gameplay effects
#jira FORT-30982
Change 3150947 on 2016/10/04 by Bob.Tellez
#UE4 Fix to find the title.json file in the correct game folder.
Change 3149775 on 2016/10/03 by Bob.Tellez
#UE4 Added property editor code support for doubles.
Change 3148729 on 2016/10/03 by Lukasz.Furman
fixed memory corruption in DemoNetDriver
#fortnite
Change 3146148 on 2016/09/29 by Bob.Tellez
#UE4 Fixed a case where the LastRecordedHittestIndex would remain zero, causing the widget path to get truncated and result in the mainframe window when determining if you should spawn a tooltip, causing us to try to create a tooltip outside of our tooltip presenter widget, causing a new window to be created and a crash to happen on consoles.
#JIRA FORT-30378
Change 3146016 on 2016/09/29 by Daniel.Broder
Added BlueprintGameplayTagLibrary function "Get All Actors of Class Matching Query".
It uses TActorIterator to find only all actors derived from the specified class and then further winnows them by whether they match a GameplayTagQuery. If any actor does NOT implement IGameplayTagAssetInterface, the function will log ONCE a warning that the class in question doesn't implement the required interface to be able to check for matching tags. (NOTE: This function can be extremely expensive if there are a large number of actors of the class requested, so be cautious using it.
It can be used at initialization time to find a specific subset of actors to act on (for example).
#UE4 #ReleaseNote
Change 3145827 on 2016/09/29 by Lukasz.Furman
added sanity checks to EQS tick
#jira FORT-30755
Change 3145520 on 2016/09/29 by Chad.Garyet
changing notifications to require there be a type to verify the user exists
#jira FORT-30754
Change 3145428 on 2016/09/29 by Bob.Tellez
#UE4 Made plugin loaded log statements verbose.
Change 3145229 on 2016/09/29 by Bob.Tellez
#UE4 Fix for only running the first test on commandline
Change 3142730 on 2016/09/27 by Bob.Tellez
#UE4 Removing needless scope on a virtual function call that made it seem static and made UpdateResolutionQuality protected so it can be called from subclasses that may be procedurally determining DesiredScreenWidth and DesiredScreenHeight
Change 3142632 on 2016/09/27 by Saul.Abreu
#fortnite
Improved data table row struct post-data-import method with more context provided through parameters. Used to fixup homebase node display names to have stable keys generated from the row name.
Change 3140907 on 2016/09/26 by Bob.Tellez
#UE4 Allowing movie files to be renamed to match platform requirements
Change 3140399 on 2016/09/26 by Lukasz.Furman
fixed uninitialized configs of gameplay debugger
#jira FORT-30439
Change 3138880 on 2016/09/23 by Fred.Kimberley
Added source tag requirements to conditional gameplay effects.
#jira FORT-29772
Change 3138262 on 2016/09/23 by Chad.Garyet
Integrating codesign fix into Fortnite/Main
Change 3137164 on 2016/09/22 by Mark.Satterthwaite
Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
#jira FORT-30377
Change 3136720 on 2016/09/22 by Rob.Cannaday
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 OGS-428
Change 3136391 on 2016/09/22 by Lukasz.Furman
fixed crowd path section switch rejecting navlinks at end of path
#jira FORT-30400, FORT-30402
Change 3136295 on 2016/09/22 by Lukasz.Furman
fixed navlinks not connecting to navmesh correctly in "snap to cheapest area" mode,
adjusted scoring in navmesh projection - findNearestPoly2D
#jira FORT-30358
Change 3136033 on 2016/09/22 by Mark.Satterthwaite
To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
Fix GPU selection code in MetalRHI to confirm everything is working.
#jira FORT-30385
Change 3135237 on 2016/09/21 by Mark.Satterthwaite
Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.
Change 3135177 on 2016/09/21 by Rob.Cannaday
Demote "Missing party state during exit" log from warning to display, as order of operations cause this to always be triggered when voluntarily leaving a party
#jira FORT-22575
Change 3135176 on 2016/09/21 by Rob.Cannaday
When returning to front-end, re-evaluate pending party joins that were in the waiting for beacon reservation state.
#jira FORT-27737
Change 3135174 on 2016/09/21 by Mark.Satterthwaite
- Copy MetalRHI & MetalShaderFormat from Dev-Rendering CL #3132772
Provides significant performance improvements on CPU due to improved vertex declaration handling & much reduced GPU heap fragmentation + more stats.
Definitely fixes:
#jira FORT-29430
Change 3135169 on 2016/09/21 by Mark.Satterthwaite
Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).
Change 3135157 on 2016/09/21 by Mark.Satterthwaite
Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
#jira FORT-30061
Change 3135136 on 2016/09/21 by Bob.Tellez
#UE4 Added GetPackageDependenciesForManifestGenerator delegate for games to be able to determine package dependencies however they deem fit.
Change 3135132 on 2016/09/21 by Bob.Tellez
#UE4 Better final cook platform path creation. WindowsClient was incorrectly forming a path to WindowsNoEditor when looking for chunk manifests
Change 3134313 on 2016/09/21 by Lukasz.Furman
attempt to fix crash in navmesh generation
#jira FORT-30340
Change 3134091 on 2016/09/21 by Rob.Cannaday
Fix crash in lib curl debug callback because the string parameter provided by libcurl is not null terminated
#jira OGS-428
Change 3133949 on 2016/09/21 by Lukasz.Furman
crowd agents will use shorter path corridor when one of two last polys are navlink
(corridor part switch happens with 2 or less polys left, we don't want to switch while on navlink)
#jira FORT-29880
Change 3133219 on 2016/09/20 by Lukasz.Furman
fixed broken navlink's "snap to cheapest area" mode
#fortnite
Change 3133087 on 2016/09/20 by Saul.Abreu
Updated comments on FARFilter to more explicitly express interactions between class filtering settings.
Change 3132990 on 2016/09/20 by Saul.Abreu
#fortnite
Overhaul of asset crawling localizable text gathering commandlet. Added feature for filtering processed assets based on membership in a collection.
Change 3132627 on 2016/09/20 by Bob.Tellez
#Fortnite Added XLoc language ID for for zh-CN
Change 3132616 on 2016/09/20 by Lukasz.Furman
added tolerance to navmesh project point 2D query
added overrides for accessing projection with tolerance during navwalking height checks, should be replaced with navdata flags later on
#jira FORT-29474
Change 3130819 on 2016/09/19 by Ben.Marsh
UBT: Read additional configuration settings for BuildConfiguration and UEBuildConfiguration from the engine config settings. Allows setting project-specific config values.
Change 3130639 on 2016/09/19 by Lukasz.Furman
pass on crowd simulation
- husks should move faster through funnels now
- husks can clip each other a bit more often :(
#fortnite
Change 3130625 on 2016/09/19 by Bob.Tellez
#UE4 Added an ensure to further track down invalid usage of playerinput
#JIRA FORT-30183
Change 3128884 on 2016/09/16 by Ben.Salem
Repair nightly FTest runs. FTests are now namespaced differently as of new main merge, and had to uncomment a load-bearing wait that exists to enable the way we run our nightlies (nullrhi w/ execcmds) to start the test properly.
Change 3128874 on 2016/09/16 by Daniel.Lamb
Testing to see if memory changes have injured fortnite cook times.
Change 3127175 on 2016/09/15 by John.Abercrombie
GameplayCueInterface's TagToFunctionMap is now keyed by FObjectKey of a UClass, rather than using the UClass as the key
- Since UClass-es can be unloaded at run-time, and then loaded again later in a different spot in memory, this is a better solution
Clear out the TagToFunctionMap whenever we cleanup a world
Move the TagToFunctionMap into a namespace
#jira FORT-29194 - Crash during Fight the Storm Defense
Change 3126840 on 2016/09/15 by Bob.Tellez
#UE4 Added a hack to aid in the conversion from the "USA" and "Poland" region names to "NA" and "EU"
Change 3125944 on 2016/09/14 by Billy.Bramer
- Fix for FJsonObjectWrapper incorrectly exporting to JSON in a string representation instead of an object representation now that it has an implementation of export text
Change 3125764 on 2016/09/14 by Saul.Abreu
Change to enum and struct registration so that their packages are all created before either set gets to run their registration logic.
Change 3125719 on 2016/09/14 by Bob.Tellez
#UE4 Windows in nullrhi do not have OS handles and not initializing you parent window causes a crash when you start PIE (needed for headless automation testing)
Change 3125504 on 2016/09/14 by jonathan.lindquist
adding a comment to the exclude wpo offsets input
Change 3124203 on 2016/09/13 by Bob.Tellez
Temporarily removing IOS.Automation.csproj dependency on MobileDeviceInterface since it is causing warnings in UGS right now.
Change 3124192 on 2016/09/13 by Tim.Tillotson
Fix bad format string in FLinkerLoad::VerifyImport
Warning:
[2016.09.13-18.49.05:928][927]LogText:Warning: Failed to parse argument "ImportClass" as a number (using "0" as a fallback). Please check your format string for
errors: ": Failed import for {ImportClass}".
Change 3124083 on 2016/09/13 by Bob.Tellez
#UE4 Re-disabling EQFilter for all machines. This is a temporary solution until a more efficient method is found that does not cause machines to lag.
Change 3123783 on 2016/09/13 by Jonathan.Lindquist
Subtacting 1 from the VAT tools output texture file name uv number to match unreals 0-based system.
Change 3122223 on 2016/09/12 by Jonathan.Lindquist
Adding optional uv controls for the texture based animations
Change 3122220 on 2016/09/12 by jonathan.lindquist
adding an optional uv input for the Vertex animation toolset
Change 3122070 on 2016/09/12 by John.Abercrombie
Added nav links to corner walls, rather than depending on a nav area to traverse the low edge of the corner
Made crowd folowing component use the velocity while traversing a link, except if we're falling
AIs will not update their paths while following a nav link
Lowered the step height of all AIs from 90 to 72
#jira FORT-29786 - Husks can move over the balcony wall on floor structures.
Change 3121098 on 2016/09/12 by Chris.Wood
Increased Linux timeout when waiting for CRC to complete.
[UE-30259] - Some server crashes are missing from crashreporter database
#jira UE-30259
Change 3120694 on 2016/09/12 by Saul.Abreu
#fortnite
Refactored CMS reader to support URLs with protocols (http, https, and file). URIs (URL sans protocol) will no longer work, but we can add in smart fallback logic later, as this is only in Fortnite currently and the only CMS data available currently is via local file. Console command will handle URLs using double quotes, since the colon trips up existing console command parsing logic (it seems).
Change 3120686 on 2016/09/11 by Saul.Abreu
#fortnite
Deleting erroneous config files in EpicCMS plugin.
Change 3120659 on 2016/09/11 by Saul.Abreu
Added support to widget carousel for getting a callback when the active widget changes. (Not sure who the original author was, but the oldest tracked revision codereview'd Justin Sargent.)
Change 3120658 on 2016/09/11 by Saul.Abreu
Fixed UMG grid panel to properly set the padding on the slots it creates.
Change 3118466 on 2016/09/08 by Bob.Tellez
#UE4 There is now an option to exclude all UMG widgets and slots from dedicated server builds. Set bLoadWidgetsOnDedicatedServer=false for this behavior
Change 3118149 on 2016/09/08 by Bob.Tellez
#UE4 Dont cook non-native CDO references that are excluded for your target
Change 3117604 on 2016/09/08 by John.Abercrombie
FortGameModeFTesting no longer spawns a pawn
Added automated test setting to FortGameMode so we can avoid waiting for a pawn before removing the loading screen
Made the FunctionalTest set the view target to the Observation Point if we don't have a pawn, note that this only works on Player Controllers that aren't Debug Camera Controllers so we don't annoy any user who's moving around
Change 3116964 on 2016/09/07 by Bob.Tellez
#Fortnite We are now building crashreportclient for linux instead of using the stale binary in P4
Change 3116284 on 2016/09/07 by Tim.Tillotson
#fortnite Add support for quest objectives that track player ability activation.
As part of this also:
+Added a bWasCancelled parameter to GameplayAbility::EndAbility. This allows us to determine if an ability was ended prematurely.
+Added a OnAbilitySucceeded delegate for determining when an ability was successfully ended.
Some additional improvements thanks to code review feedback from Fred.Kimberley.
After discussing with Matt Hancy we decided to keep the OnAbilityCompleted delegate for now. We may be able to deprecate and remove it in the future if we rewrite all the existing abilities that use it.
Change 3116039 on 2016/09/07 by John.Abercrombie
Fix crash when you change the blueprint of a class referenced by a gameplay cue between PIE runs
[CL 3215544 by Bob Tellez in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
Change 3110660 on 2016/9/1 by Andrew.Grant
Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress.
HLOD warning is updated every 20 secs to deal with streaing levels.
Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon).
#rb Michael.Noland
#tests verified we see our unbuilt HLOD warning in v31 :(
Change 3106649 on 2016/08/30 by Cody.Haskell
#Orion
- Input Axis Work
#rb DanH
#tests PIE
Change 3106299 on 2016/08/30 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 31.2 @ CL 3105865
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3106213 on 2016/08/30 by Ben.Marsh
BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file.
#rb none
#tests preflight
Change 3105994 on 2016/08/30 by Martin.Wilson
Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input)
#jira UE-35289
#rb Thomas.Sarkanen
#tests Tested UI in editor
Change 3105331 on 2016/08/29 by Uriel.Doyon
Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias
Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget.
#rb marcus.wassmer
#tests launched editor and played game
#jira OR-25814
Change 3105143 on 2016/08/29 by Josh.Markiewicz
#UE4 - added assert when histogram input parameters don't match
#rb none
#tests launched/ran/won game golden path
#codereview dmitry.rekman, michael.noland, bart.bressler
Change 3104976 on 2016/08/29 by Jon.Lietz
pickup refector
- fixed a big that would allow mixed replication to call a gameplay cue's added twice.
- All pickups now use the pick up manager, consolidated all pick up code into the manager.
- added to the XP set so we can define the CXP bounty for targets.
#RB Dave.Ratti
#tests Bot match, test maps, spawning coins and pickups.
Change 3103480 on 2016/08/26 by Josh.Markiewicz
#UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession
#rb none
#tests golden path matchmaking
#codereview paul.moore, eric.newman
Change 3103410 on 2016/08/26 by Max.Chen
Movie Capture: Fix commandline burnin option.
#rb none
#tests Render movie with commandline -UseBurnIn=yes option.
Change 3102134 on 2016/08/25 by Brian.Karis
Fix for HDR output exposure. Added 1000nit output option.
#rb marcus
#tests agora
Change 3101276 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_31 - Merging CL 3100347 (head revision of 2 files :o )
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3101267 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_DUI - Integrating Media changes from 4.13 (head revision)
#RB:none
#Tests:none
/Engine/Plugins/Media
/Engine/Source/Runtime/Media
/Engine/Source/Runtime/MediaAssets
[CodeReviewed] matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100378 on 2016/08/24 by John.Pollard
Fix a crash that can occur when scrubbing in replays
#codereview David.Ratti
#tests Replays
#rb DavidR
This is the output:
[2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage
Change 3100375 on 2016/08/24 by Laurent.Delayen
Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket).
#rb none
#codereview lina.halper
#tests Tacticia's RMB Targeting
Change 3100278 on 2016/08/24 by Laurent.Delayen
Fix for fast path struct copy being broken for FVectors.
#rb lina.halper
#codereview thomas.sarkanen
#tests Chains' hook, Tacticia's LaserBeam and OrientationWarping
Change 3100161 on 2016/08/24 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix issue with refresh viewer command failing due to backend congestion
#rb RyanG
#tests Replays
Change 3100114 on 2016/08/24 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3098849
#RB:none
#Tests:none
#CodeReview: kerrington.smith, matt.schembari
#R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100015 on 2016/08/24 by Michael.Noland
Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
#jira UE-34998
#rb Aaron.McLeran
[re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13]
#tests Compiled and ran a golden path match with headphones on
Change 3100012 on 2016/08/24 by Michael.Noland
UE-34951 - Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
#rb marc.audy
[re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran]
#tests Compiled and ran a golden path match with headphones on
Change 3099889 on 2016/08/24 by Max.Chen
Sequencer: Added command line option to enable burnin
#rb none
#tests Render movie from command line wtih -UseBurnIn=yes
Change 3099801 on 2016/08/24 by Lina.Halper
Removed unnecessary comment
#rb: none
#code review: Benn.Gallagher
#tests: compile
Change 3099787 on 2016/08/24 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#http
- fix for cancelled requests that have not been started never triggering a completion delegate
- fixes soft lock when handling disconnects during login
OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting
#rb josh.markiewicz, alex.fennell
#tests none
#R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3099252 on 2016/08/24 by Lina.Halper
Fixed menu text
#rb: none
#code review: Thomas.Sarkanen
#tests: open editor and create child montage and replaced the animation
Change 3099251 on 2016/08/24 by Lina.Halper
Deterministic cooking of skeleton
- abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked
#jira: UE-34834
#rb: Martin.Wilson
#tests: cooking orion and make sure it works
Change 3098504 on 2016/08/23 by Bart.Bressler
Add server time between sending packets monitoring histogram
#rb dmitry.rekman
#tests ran server locally and made sure analytics events were sent
Change 3098494 on 2016/08/23 by Michael.Noland
Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements
- Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer)
- Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected
#tests Tested by calling while stat dumphitches was active and confirmed that the interval changed
#codereview ben.salem, gil.gribb
#rb none
Change 3098491 on 2016/08/23 by Mieszko.Zielinski
Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4
#rb Lukasz.Furman
#test golden path
Change 3098070 on 2016/08/23 by Lina.Halper
Fix crash with UI update reconstructing
- will have to come up with a better solution than this.
#rb: Martin.Wilson
#tests: child anim montage
Change 3097914 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
Merging CL #3097879
from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/...
to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/...
#Analytics #OSS: Adjusted cohort selection algorithm and test cases
[CodeReviewed]: Philip.Buuck
#TESTS: unit tests
#RB: none
#R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097745 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Megre 30.2/31 @ CL 3096895
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097722 on 2016/08/23 by Chris.Bunner
Update texture expression properties before triggering parent material recompile.
#rb John.Billon
#tests Editor replace references, Golden path
#jira OR-27531
Change 3097694 on 2016/08/23 by Lina.Halper
#Child Anim Montage
- Duplicate from parent of the information it cares to get
- Currently it is selective on copying what data
- Modified GetAllAnimationSequencesReferred to get a partial data
- Added ParentAsset/AssetMappingTable in AnimationAsset
- Sequence Browser opening would also add to history
- AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on
#code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti
#rb:Martin.Wilson
#tests: creating child montage, editing, lots of UI functionality, notifies placement
Change 3097513 on 2016/08/23 by Thomas.Sarkanen
Non-POD structs can now be copied using the fast path
We now always use CPP struct ops to perform copies when dealing with struct properties.
#jira UE-34571 - Support struct member access on AnimBP fast path
#rb Laurent.Delayen
#tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games.
Change 3096729 on 2016/08/22 by Mieszko.Zielinski
Fixes to EQS scoring function preview #UE4
#rb Lukasz.Furman
#test golden path
Change 3096596 on 2016/08/22 by Jason.Bestimt
#ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970)
#RB:none
#Tests:none
#CodeReview: matt.schembari, max.preussner
#R@BOMERGE: MAIN
Change 3096550 on 2016/08/22 by Jurre.deBaare
Fix for HLOD dirty clusters PIE warning message
#tests Simulated Origin with built HLOD clusters, and with one dirty cluster
#rb none
Change 3096532 on 2016/08/22 by Mieszko.Zielinski
Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4
As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized
#codereview Lukasz.Furman
#rb none
#test golden path
Change 3096455 on 2016/08/22 by Jason.Bestimt
#R@BOMERGE-AUTHOR: keli.hlodversson
#CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases
#RB David.Nikdel
#TESTS none
#R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3096316 on 2016/08/22 by Sammy.James
Resave to fix log warnings.
BPC changes to ensure type saves.
#rb #tests editor
Change 3096040 on 2016/08/22 by bruce.nesbit
Revised fix for landscape crash
#rb GarethM
#tests Game
#codereview Bart.Bressler
Change 3096015 on 2016/08/22 by bruce.nesbit
Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server
#rb none
#tests game
#codereview Bart.Bressler
Change 3095578 on 2016/08/19 by Mieszko.Zielinski
Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4
This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor
#rb none
#test golden path
#codereview Lukasz.Furman
Change 3095397 on 2016/08/19 by Lina.Halper
Fix issue with crash when deleting all segment
#rb: Laurent.Delayen
#tests: delete segment and make sure it doesn't crash
#jira: UE-34830
Change 3095060 on 2016/08/19 by Bart.Bressler
Don't load ULandscapeComponent objects on dedicated servers to save memory.
#tests cooked server data and played a Solo vs. AI game
#rb gareth.martin
#codereview james.golding
Change 3095037 on 2016/08/19 by Lina.Halper
Potential fix with montage trigger ensure on marker sync group
#jira: OR-27685
#rb: Benn.Gallagher
#code review: Martin.Wilson
#tests: attack primhelilx with knock up
Change 3094962 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort
#RB: None
#TESTS: test suite in source
[CodeReviewed]: Philip.Buuck
#R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094950 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merge #UE4 - Made FMD5 const-correct
#RB: none
#TEST: none
#R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094619 on 2016/08/19 by Lina.Halper
#DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
- assumed the name is all set by now
#rb: Benn.Gallagher
#jira : UE-34886
#tests: cooking infiltrator that showed same issue and run game.
Change 3094532 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3094498
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3093260 on 2016/08/18 by Josh.Markiewicz
#UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel)
- removed unnecessary cast
#rb bart.bressler
#codereview bart.bressler, rob.cannaday
#tests launched game, some basic party testing
Change 3093224 on 2016/08/18 by Josh.Markiewicz
#UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games
#rb paul.moore
#codereview anthony.carter
#tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining
Change 3092597 on 2016/08/17 by Daniel.Lamb
Added Ben Crocker to the rebuild lighting emails.
#rb Trivial
#Test none
Change 3092063 on 2016/08/17 by andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb #tests none
Change 3091081 on 2016/08/16 by Jurre.deBaare
Fixing non-Editor build errors
#fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty)
#tests Build Editor + Game
#rb none
Change 3091009 on 2016/08/16 by Mieszko.Zielinski
Added a way to configure a map to not spawn AISystem instance at all #UE4
#rb none
#test golden path
Change 3090932 on 2016/08/16 by Michael.Noland
Vixen: Added indication to the analytics and FPS charts
#rb marcus.wassmer
#tests Compiled for the platform
Change 3090844 on 2016/08/16 by Laurent.Delayen
Replicated CL 3090734 from Fortnite.
---
Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage
Here's the issue in the version of the code prior to this checkin:
- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
- It also means if we were playing a montage, and then stop, we'll start ticking
- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing
#codereview john.abercrombie
#rb none
#tests golden path
Change 3090832 on 2016/08/16 by Michael.Noland
Windows: Fixed a whitespace issue
#rb none
#tests Compiled for windows
Change 3090688 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb none
#tests built
#R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3090547 on 2016/08/16 by Jurre.deBaare
Need a warning message similar to lighting unbuilt when HLOD cluster is not built
#fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour
#jira UE-34335
#rb none
#codereview Michael.Noland
#tests pie Agora with and without dirty HLOD clusters
Change 3090285 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3090267
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3089413 on 2016/08/15 by paul.mader
Agora 2.0 assets
Change 3089266 on 2016/08/15 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
#rb none
#tests Convert steel to possessable in Gameplay_PS4 map.
Change 3089136 on 2016/08/15 by Mieszko.Zielinski
Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4
#rb Lukasz.Furman
#codereview Dan.Youhon
#test golden path
Change 3089118 on 2016/08/15 by Mieszko.Zielinski
Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4
#rb none
#test golden path
Change 3088976 on 2016/08/15 by Andrew.Grant
Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules.
Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting.
Removed superflous /Os from VC debugg settings
#rb none
#tests verified module built with 'Never' on PS4/Win is built without optimizations.
#codereview Marcus.Wassmer, Ben.Marsh
Change 3088830 on 2016/08/15 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3088807
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3088597 on 2016/08/14 by Jason.Bestimt
#ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG)
#RB:none
#Tests:none
#CodeReview: andrew.grant, david.ratti, matt.schembari
Change 3087827 on 2016/08/12 by Bart.Bressler
Updates to skeletal mesh memory saving on dedicated server
#rb lina.halper
#tests Cooked server data, played a game for a while in Solo vs. AI
Change 3087351 on 2016/08/12 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
#jira OR-27406
#rb RyanG
#tests Replays
Change 3087118 on 2016/08/12 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3086747
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3086176 on 2016/08/11 by Marcus.Wassmer
Fix PS4 ShaderPipelines not matching pixel/vertex shader properly.
#rb Rolando.Caloca
#tests Broken PS4 content before/after
Change 3085992 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Unclog R@BOMERGE
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3085911 on 2016/08/11 by Laurent.Delayen
Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex
#rb none
#tests Orientation Warping
Change 3085614 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3085547
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3084507 on 2016/08/10 by Marcus.Wassmer
Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen.
#rb none
#tests paragon ps4/vixen
#codereview Olaf.Piesche
Change 3084136 on 2016/08/10 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3083799
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083424 on 2016/08/09 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#tests Use sequence recorder to record a skeletal mesh actor
#rb none
Change 3083134 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#online,store,ps4
- creating one offer entry per entitlement
#rb david.nikdel, ian.fox
#tests MTX purhcase on PS4
#lockdown: andrew.grant
#R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083069 on 2016/08/09 by Marcus.Wassmer
Vixen scalability changes
#rb Michael.Noland
#tests vixen/ps4
#codereview jordan.walker
Change 3083063 on 2016/08/09 by Marcus.Wassmer
Most games will probably run out of memory if setup to do auto-4k.
Make this a setting that's off by default.
#rb Michael.Noland
#codereview Luke.Thatcher, Lee.Clark
#tests vixen on 4k.
Change 3082778 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087)
#rb none
#tests Agora on vixen.
Change 3082772 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for detail mode reregistration (3065543)
#rb none
#tests Toggled detail mode, observe proper items spawning
Change 3082765 on 2016/08/09 by Marcus.Wassmer
Don't crash when trying to use windowed vsync on vixen
#rb Michael.Noland
#test ran paragon on vixen
#codereview Luke.Thatcher,Lee.Clark
Change 3082764 on 2016/08/09 by Marcus.Wassmer
fix HLOD distance scale not working properly when components are re-registered.
#rb michael.noland
#codereview jurre.debarre
#tests setting multiple times, setting on boot via deviceprofile
Change 3082429 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-30.1 to Main (//Orion/Main)
Change: 3082419
#online,store,PS4
OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen
- added config option for toggling store on PS4
[OnlineSubsystemPS4]
bStoreEnabled=true
- can also override via title specific json values in <titleid>\title.json
allow_mtx=true
[CodeReviewed]: andrew.grant, phillip.buck, ian.fox
#lockdown: andrew.grant
#rb none
#tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support)
#R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3082194 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3082105
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080984 on 2016/08/08 by Lina.Halper
Issue with not being able to set static animation data via BP
- artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP
- also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called.
#rb: Martin.Wilson
#tests: Sword Beauty map
Change 3080665 on 2016/08/08 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3080081
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080565 on 2016/08/08 by Laurent.Delayen
Fix for curve values during URO interpolation.
Fixes flashing of materials and Twinblast's ult weapon.
https://jira.ol.epicgames.net/browse/OR-27107https://jira.ol.epicgames.net/browse/OR-24358
#rb lina.halper, martin.wilson
#tests Twinblast's ult and Coil's primary.
Change 3079832 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: marcus.wassmer
Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline
#rb none
[CodeReviewed] Chris.Wood
#tests checked crashcontext on PC/PS4
#lockdown Andrew.Grant
#R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3079045 on 2016/08/05 by Lina.Halper
Adding more log to figure out why ActivePlayers.Count becomes inconsistent.
#rb: Martin.Wilson
#tests: PIE with bots
Change 3078944 on 2016/08/05 by Rolando.Caloca
O - Update blacklisted driver
#jira OR-27051
#rb Marcus.Wassmer
#tests Run with AMD card
Change 3078735 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3078670
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3078122 on 2016/08/04 by Dmitry.Rekman
Linux: treat abort() / SIGABRT as crash.
- Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler.
- Rewrote RequestExit() because it used abort() itself.
- Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason.
#rb Mark.Satterthwaite
#codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant
#review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant
#tests Ran Linux server, crashed using different methods.
Change 3077887 on 2016/08/04 by Dmitry.Rekman
Initialize StackCount to 0 (kills valgrind warning).
#rb David.Ratti
#codereview David.Ratti
#tests Ran Linux server.
Change 3077257 on 2016/08/04 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3077193
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3077242 on 2016/08/04 by Dmitry.Rekman
Linux: stop heartbeat thread before handling the crash.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski, Andrew.Grant
#tests Compiled and ran Linux server, crashed it.
Change 3076676 on 2016/08/03 by Dmitry.Rekman
Linux: print details about memory access (read or write).
- Also print all the 16 digits of the pointer.
- Read/write detection only implemented for x86_64.
#rb Andrew.Grant
#codereview Andrew.Grant
#tests Compiled (natively) and ran Linux server.
Change 3076675 on 2016/08/03 by Dmitry.Rekman
Print a bit more info about the array in assert.
#rb Andrew.Grant
#codereview Andrew.Grant
#test Compiled and ran Linux server.
Change 3076010 on 2016/08/03 by Laurent.Delayen
Moved OrionAnimNode_LegIK from Paragon to Engine.
#codereview lina.halper
#rb none
#tests Grim.exe + Iggy & Scorch
Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt
Reimplemented 3070766 for Orion:
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#rb none
#tests none
Change 3075446 on 2016/08/03 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3075422
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3075394 on 2016/08/03 by HaarmPieter.Duiker
Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in.
#rb marcus.wassmer
#tests post process color correction
Change 3074314 on 2016/08/02 by Dmitry.Rekman
Linux: change optimization from -O2 to -O1 (temporarily?).
- The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier.
- Also adds a line to UBT output during compilation to draw attention.
#rb Michael.Noland
#codereview Michael.Noland, Andrew.Grant, Bart.Bressler
#tests Compiled and ran Linux server.
Change 3073553 on 2016/08/02 by jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3073360
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
#R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3073505 on 2016/08/02 by Daniel.Lamb
Added cook modification delegate stats to cooker stats.
#rb Wes.Hunt
#test cook paragon.
Change 3072440 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries.
#rb none
#tests SHIPPING
Change 3072259 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback.
#rb Michael.Noland
#tests PIE
Change 3071908 on 2016/08/01 by John.Pollard
Fix null reference crash
#rb DavidR
#tests Live game + replays
Change 3071876 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player
#rb none
#tests FN + Paragon live game + replays
#codereview Andrew.Grant
Change 3071875 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Finalize replay version system
* No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions)
* Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore.
* Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions)
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071874 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix gameplay tags to work better with backwards compatibility in replays
* We use the net field export group system in the package map to export tag names as a packed index
* This will allow us to see the names of tags that no longer exists on the remote side
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071776 on 2016/08/01 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3071738
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3071258 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together.
- Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now.
#rb none
#tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues.
Change 3071099 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads.
#rb none
#tests ran paragon with change and noticed no change in audio quality
Change 3070916 on 2016/07/29 by Andrew.Grant
Missed file!
#rb #tests na
Change 3070915 on 2016/07/29 by Andrew.Grant
Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging
#rb none
#tests Engine QA, Orion QA smoke
Change 3070576 on 2016/07/29 by Uriel.Doyon
Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize.
#review-3070386 @marcus.wassmer
#jira OR-25941
#rb marcus.wassmer
#tests Run Game on PS4, and in editor
Change 3070086 on 2016/07/29 by Martin.Wilson
Fixed ensure triggering during sequencer playback due to double update.
#jira UE-33938
#rb Thomas.Sarkanen
#tests opened affected asset and verified problem no longer occured
Change 3070016 on 2016/07/29 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30 @ CL 3069935
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3069435 on 2016/07/28 by Ian.Fox
#Orion, #Mcp - Check if Price Engine is configured before attempting query
#rb Sam.Zamani
#tests none
#codereview Sam.Zamani
Change 3069381 on 2016/07/28 by Michael.Noland
Animation: Demoted a check() in anim sync group code to an ensure() to unblock others
#rb nick.penwarden
#tests Loaded Paragon cine asset that was crashing
#codereview lina.halper, martin.wilson
Change 3069203 on 2016/07/28 by Dmitry.Rekman
Headless client: do not draw windows.
- Disables a bunch of code, including reaching into font cache to estimate width.
- Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets).
#rb Nick.Atamas
#review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem
#codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem
#tests Compiled and ran Orion Linux client.
Change 3069181 on 2016/07/28 by Lina.Halper
Fix struct redirector for Orion anim node moving to engine
#rb: Maciej.Mroz
#code review:Laurent.Delayen
#tests: editor loading the anim BP that caused the name conversion
Change 3069092 on 2016/07/28 by Aaron.McLeran
OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
- Not all active sounds have sound classes, was causing a crash
#codereview marc.audy
#rb zabir.hoque
#tests Run game with stat soundcues and not crash
Change 3068969 on 2016/07/28 by David.Ratti
Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too.
#rb none
#tests compile
Change 3068902 on 2016/07/28 by David.Ratti
Code for tracking down UGameplayCueManager::GetInstancedCueActor crash.
#rb none
#tests compile
Change 3068831 on 2016/07/28 by Aaron.McLeran
OR-26417 Reverb is too loud in-game in Dev-General
- Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set.
#rb Jeff.Campeau
#tests run a map with no reverb audio volume and reverb is not super wet
Change 3068529 on 2016/07/28 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config)
#RB: none
#TESTS: none
#R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3068399 on 2016/07/28 by Andrew.Rodham
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira OR-25769
#tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly.
#rb Benn.Gallagher
Change 3068138 on 2016/07/28 by Marcus.Wassmer
Disable mallocleak testing by default
#rb none
#test none
Change 3068121 on 2016/07/28 by Marcus.Wassmer
Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled.
Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also.
#rb Robert.Manuszewski
#tests stack tracing / symbolication with mallocleak on windows.
Change 3068119 on 2016/07/28 by Marcus.Wassmer
Fix MallocLeakProxy deadlock
#rb Robert.Manuszewski
#tests mallocleak start/stop/dump on windows
Change 3067752 on 2016/07/27 by Michael.Noland
Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands
- IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer
- The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class.
- The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered
- Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code
Upgrade Notes:
- DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly
- In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands)
- HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name)
- Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future)
Paragon:
- Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event
- Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it.
#rb dmitry.rekman
#codereview bob.tellez, peter.knepley, andrew.grant, john.mauney
#review-3067607 @Dmitry.Rekman, @Bob.Tellez
#tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI
Change 3067654 on 2016/07/27 by Michael.Noland
FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.
#rb steve.robb
#jira UE-31959
[duplicating CL# 3039827]
#tests Tried moving a folder in the editor
Change 3067644 on 2016/07/27 by Aaron.McLeran
OR-24537 Looping audio sometimes persists in Agora
Adding stopping sounds if audio component is destroyed while playing a looping sound
#rb jeff.campeau
#tests audio component stops looping sound if audio component is destroyed prematurely
Change 3067560 on 2016/07/27 by Aaron.McLeran
OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters
- Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call
- using xaudio2 operation sets to ensure that voice and effect params are executing in sequence
- only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands
- Don't call EnsureCompletion on pending async tasks on teardown
#rb Jeff.Campeau
#tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions
Change 3067420 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge 29.2/30 @ CL 3067312
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067316 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3065602
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari
#R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067025 on 2016/07/27 by Michael.Noland
Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes
#rb none
#tests Compiled
Change 3067020 on 2016/07/27 by Michael.Noland
Core: Various improvements to FHistogram and split it out into separate files
- Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate)
- Added O(1) getters for total sample counts and sum of all measurements
- Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex
- Added support for specifying explicit histogram bucket thresholds
#rb dmitry.rekman
#tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage
Change 3066681 on 2016/07/27 by Frank.Gigliotti
Camera anim field of view fix;
* The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value.
* Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees.
#RB None
#CodeReview Jeff.Farris
#Tests Multiple camera animations in PIE
Change 3066508 on 2016/07/27 by Lina.Halper
Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#rb: Martin.Wilson
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
Change 3066246 on 2016/07/27 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Fix for non-unity error
#rb none
#tests compiled
#R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3066167 on 2016/07/27 by Benn.Gallagher
Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding.
#rb Ori.Cohen
#tests Editor, PIE, Applying clothing to characters.
Change 3065868 on 2016/07/27 by Michael.Noland
Blueprints: Fixing non-editor build (missing WITH_EDITOR)
#rb none
#tests Compiled PS4
Change 3065749 on 2016/07/26 by Michael.Noland
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
#codereview mike.beach, marc.audy
#tests Loaded and recovered a corrupted Blueprint on Cameron's machine
#rb Phillip.Kavan
Change 3065706 on 2016/07/26 by Josh.Markiewicz
#UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons
- fixed non shipping cmd line override to be correct
#rb none
#codereview andrew.grant, paul.moore
#tests none
Change 3065359 on 2016/07/26 by Rob.Cannaday
Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit.
Break up calls in batches of 100 ids.
#jira OR-20674
#rb ian.fox
#tests login to front end with PC, PS4. forced tests to simulate > 100 requests.
Change 3065197 on 2016/07/26 by Bart.Bressler
Change how PS4 sessions work:
- We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions.
- Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable
- Added comments, other misc. code cleanup.
#rb josh.markiewicz, sam.zamani, rob.cannaday
#tests created cross play parties with multiple pc + ps4 players
#jira OR-20332
Change 3065158 on 2016/07/26 by Lina.Halper
Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#rb: Martin.Wilson
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3064735 on 2016/07/26 by Dmitry.Rekman
Linux: added WebRTC libs.
- Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc).
#rb none
#tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform.
(Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064727 on 2016/07/26 by Dmitry.Rekman
Fix crash on cooker exit (UE-33583).
- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.
#rb none
#tests Compiled and ran Linux server and Linux client.
(Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064725 on 2016/07/26 by Dmitry.Rekman
Linux: use libc++ instead of libstdc++.
- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
- Bundled libc++ 3.8.1 (TPS cleared).
- Turned off ICU compilation (needs recompile against libc++).
- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.
#rb none
#tests Built and ran a number of Linux targets.
(Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064572 on 2016/07/26 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3064545
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3064523 on 2016/07/26 by Jon.Lietz
Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements.
#RB none
#tests BP compiles and stays not dirty
#codereview dave.ratti@epicgames.com
[CL 3111290 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028439 on 2016/06/27 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3028090
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3027952 on 2016/06/26 by Jurre.deBaare
- Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling
- Readded landscape/volume culling for in-engine static mesh merging path
- Fixed issue with r.HLOD force -1 (now stops forcing hlods)
- Marked hlodcullingvolume as experimental
- Added Landscape culling flag + precision level
#codereview Michael.Noland
#rb Michael.Noland
#tests build clusters locally/cloud + landscape culling tests
Change 3027702 on 2016/06/25 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3027698
#RB:none
#Tests:none
Change 3027312 on 2016/06/24 by Daniel.Lamb
Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages.
#rb Peter.Sauerbrei
#test QA game launch on and cook by the book + cook on the fly paragon
Change 3027165 on 2016/06/24 by Daniel.Lamb
Fix compiler warnings from cvars changes.
#rb none
#test cook paragon
Change 3026900 on 2016/06/24 by Daniel.Lamb
Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function.
#rb Marcus.Wasmer
#test Cook on the fly paragon
#codereview Rolando.Caloca
Change 3026874 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
fix distortion in particle macro UVs with camera movement
#rb frank.fella
#tests PC Editor/Game
Change 3026494 on 2016/06/24 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3026460
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3026381 on 2016/06/24 by Graeme.Thornton
Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon
#rb simon.tovey
#codereview dmitry.rekman
#tests pc cooked client/server, golden path
Change 3025760 on 2016/06/23 by jason.bestimt
#ORION_MAIN - Merge 28 @ CL 3025687
#RB:none
#tests:none
#ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3025661 on 2016/06/23 by Mieszko.Zielinski
Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4
#rb Lukasz.Furman
#test golden path
Change 3025359 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#online,externalui,ps4
- expose access to reset cookies before invoking embedded web browser
- fixed not capturing resulting Url when PS4 browser is closed
#rb none
#tests ps4
#ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3025184 on 2016/06/23 by Lina.Halper
Fix crash with morphtargets
#jira: OR-24257
#rb: Rolando.Caloca
#tests: switching mesh with different morphtargets in editor
Change 3024714 on 2016/06/23 by Lukasz.Furman
added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in games started with -LogBotGame param
#rb Mieszko.Zielinski
#tests server game with and without LogBotGame cmdline
Change 3024709 on 2016/06/23 by Daniel.Lamb
Added support for async save when saving seperate bulk data file.
Added mb saved to cooking package stats.
#rb Andrew.Grant,Wes.Hunt
#test Cook Paragon
Change 3024674 on 2016/06/23 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-28 to Main (//Orion/Main)
#online,identity,ps4
- add psplus flag to online account after privilege check
#rb none
#tests ps4 login flow
#ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3024510 on 2016/06/23 by Graeme.Thornton
Added more info to the dumpparticlesystems exec command output
#rb simon.tovey
#tests cooked pc client, golden path
Change 3024504 on 2016/06/23 by Graeme.Thornton
Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb)
#rb robert.manuszewski
#tests windows cooked client, golden path
Change 3024213 on 2016/06/22 by Ryan.Gerleve
Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it.
Added an ensure before a check that would fail in this case so we'll know if it happens again.
#tests replays
#rb john.pollard
Change 3024127 on 2016/06/22 by John.Pollard
Bulk merge using Dev-Networking_->_Dev-General_(Orion)
3002989
Add ability to skip missing/changed properties in FFastArraySerializer
3003072
Fix crash related to new replay backwards compatibility changes
3008097
Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache
3009684
Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout
* Adds ability to track missing/changed custom delta properties names
* Adds ability to track missing/changed RPC's
3013455
Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility
* We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date
* No longer factor in parameters when building checksum for RPC's
* Save FNetFieldExport handle for FClassNetCache fields
* Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value)
* Lots of cleanup and sanity checking improvements
3018078
Optimize replay checkpoints
* Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties
* When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation
* To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint
3021196
Fix issue with Fast tarray exporting package map info during checkpoints
* Add ability to save and restore package map ack status
* Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint
* No longer queue up reliable bunches on ack list for internal ack connections
3024033
Prune the cached change list before using when saving out checkpoints
* Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist
3024034
Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream
#rb RyanG
#tests Replays
Change 3024021 on 2016/06/22 by Dmitry.Rekman
Fix PS4 build.
#rb Michael.Noland
#tests none
#codereview Michael.Noland, Dan.Youhon, Sammy.James
Change 3023734 on 2016/06/22 by Lukasz.Furman
added replication for input events and tool state for both gameplay debugger categories and extensions
#ue4
#rb Mieszko.Zielinski
#tests PIE, server game
Change 3023708 on 2016/06/22 by Dmitry.Rekman
Add a separate macro for a poison malloc proxy usage.
#rb Michael.Noland
#codereview Michael.Noland, Gil.Gribb
#tests Compiled OrionServer-Linux-Debug, ran it
Change 3023670 on 2016/06/22 by Nick.Darnell
Home screen - Fixing safezones on the homescreen. Adding a scale option to the XP_Fill widget. Adding better animations to the tiles. Showing subtitles again. Hero XP summary widget now takes you to that hero.
#rb none
#tests PIE
Change 3023632 on 2016/06/22 by Dmitry.Rekman
Fix incorrect matching condition in comments.
#rb none
#tests Compiled OrionServer-Linux-Debug
#codereview Michael.Noland
Change 3023475 on 2016/06/22 by Rolando.Caloca
O - Back out changelist 3022847 as it broke SSS on PC
#rb none
#tests re-run editor on PC
Change 3023178 on 2016/06/22 by Michael.Noland
Engine: Added system memory and % of time spent hitching to analytics
#rb bob.tellez
#tests Tested a match in Paragon
Change 3022963 on 2016/06/22 by Mieszko.Zielinski
Fixed a subtle navigation repathing bug #UE4
While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation.
#rb Lukasz.Furman
#test golden path
Change 3022865 on 2016/06/22 by David.Ratti
gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects
#rb none
#tests ability system sample project
Change 3022847 on 2016/06/22 by Rolando.Caloca
O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled
#rb Marcus.Wassmer
#codereview Marcus.Wassmer, Brian.Karis
#tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin
Change 3022804 on 2016/06/22 by Mieszko.Zielinski
Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4
Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT
#rb Lukasz.Furman
#test golden path
Change 3022674 on 2016/06/22 by Robert.Manuszewski
Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz:
UE-30729 Crash in Native Orion when selecting Sword or Tomahawk
Clear AsyncLoading in subobjects.
#jira OR-23997
#rb me
#tests Golden path in editor build, selecting Venus
Change 3022405 on 2016/06/21 by Ryan.Gerleve
Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received.
#rb john.pollard
#tests bug repro
Change 3022387 on 2016/06/21 by Ryan.Gerleve
Added the ability to disable ticking of individual worlds.
#tests golden path
#rb john.pollard
#codereview marc.audy
Change 3022312 on 2016/06/21 by Nick.Darnell
Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases. The XP ovewview panels now have a basic support for account and hero progression. Hero one shows the last hero you played, widget is invisibile until you play your first game. The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy. Weekly quests now show the weekly quests screen when clicked. OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input.
#rb none
#tests PIE
Change 3022207 on 2016/06/21 by Wes.Hunt
Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%.
#rb none
#tests run windows server with one bot connecting and checking analytics version is what is expected.
Change 3021808 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000
#rb none
#tests compile run ps4
#ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021663 on 2016/06/21 by Jason.Bestimt
#ROBOMERGE-AUTHOR: josh.markiewicz
#UE4 - CancelFindSessions() didn't null out search result
- future FindSession() calls would fail with "search in progress"
#rb joe.wilcox
#tests UT matchmaking
#ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3021508 on 2016/06/21 by Marcus.Wassmer
Remove anti-ghosting AA for now.
Causes dithered transparency to be very wrong (Dekker shoulders)
And also a border around all characters of 'noisy fuzz' even when they are not moving
#rb none
#test PC/PS4
#codereview Brian.Karis,Jordan.Walker
Change 3021475 on 2016/06/21 by Marcus.Wassmer
Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664)
unified some code for easier maintainance, fixed missing multiply from former change
#rb none
#test PS4/PC agora
Change 3021468 on 2016/06/21 by Michael.Noland
Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed
#rb ori.cohen
#tests Compiled changes, will provide more information when issue reoccurs in build machine cooks
#jira OR-24082
Change 3021460 on 2016/06/21 by Michael.Noland
Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output
#rb bob.tellez
#tests Tested a match in Paragon
#codereview dmitry.rekman
Change 3021368 on 2016/06/21 by Marcus.Wassmer
Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used.
#rb rolando.caloca
#test agora with/wo new config
#codereview brian.karis
Change 3021119 on 2016/06/21 by David.Ratti
Make -notimeouts work during initial connecting phase
#codereview John.Pollard
#rb none
#tests pie agora
Change 3021048 on 2016/06/21 by David.Ratti
minor tweaks to gameplay cues:
-Descriptions of engine GC notify classes
-Added 'auto attach to owner' flag on actor notify class.
#rb none
#test ability system sample project
Change 3020694 on 2016/06/20 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3020301
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#CodeReview: cody.haskell
Change 3020624 on 2016/06/20 by Michael.Noland
Engine: Pushing more fps chart analytics up to engine level code from Paragon
Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks
#rb Bob.Tellez
#tests Golden path Solo VS AI in Paragon and forced a match
#codereview bob.tellez, peter.knepley
Change 3020181 on 2016/06/20 by Dmitry.Rekman
Re-do allowing allocations in NullRHI (OR-24029).
- Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926.
#rb none
#codereview Marcus.Wassmer, Andrew.Grant
#tests none
Change 3020139 on 2016/06/20 by Ryan.Gerleve
Added ability to pause replay recording while keeping the current replay open.
#rb john.pollard
#tests paused deathcam recording while disabled
Change 3019817 on 2016/06/20 by Dmitry.Rekman
Poison allocated/freed memory in Debug and Development (non-editor) configs.
- With this Paragon client may be more likely to crash on start.
#rb Steve.Robb
#codereview Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb
#tests Built Linux server and Windows client, ran them, also built Windows Orion editor.
Change 3019599 on 2016/06/20 by Rolando.Caloca
O - Fix flickering on heroes with morph targets
#rb Marcus.Wassmer
#tests Load Agora_P
#jira OR-23866
Change 3019581 on 2016/06/20 by Wes.Hunt
Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging)
#rb Chris.Wood
#tests none
Change 3019524 on 2016/06/20 by David.Ratti
call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly
#rb none
#tests golden path
Change 3019406 on 2016/06/20 by Marcus.Wassmer
Duplicate 3014956 from Dev-Rendering
Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
#rb none
#test none
#codereview Jordan.Walker
Change 3019371 on 2016/06/20 by Graeme.Thornton
Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon.
#rb robert.manuszewski
#tests tested with cooked pc client + server
Change 3018492 on 2016/06/17 by Laurent.Delayen
FBoneReferenceCustomization: support editing properties in AnimBP defaults.
#rb none
#tests: Sword.
Change 3017974 on 2016/06/17 by Ryan.Gerleve
Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled.
#rb cody.haskell
#tests settings menu, enabled and disabled deathcam
Change 3017913 on 2016/06/17 by Robert.Manuszewski
Fixing leaked log archive.
#rb Steve.Robb
#tests Cooked Win64 client + server
Change 3017873 on 2016/06/17 by Daniel.Lamb
Fix warning in diff cooked build.
#test none
#rb none
Change 3017676 on 2016/06/17 by Sam.Zamani
#online,identity,mcp
fix for uninitialized variable
#rb dmitry.rekman
#tests none
Change 3017671 on 2016/06/17 by Robert.Manuszewski
Fxied and improved log message when cluster assumptions are violated.
#rb Steve.Robb
#tests Win64 client + server (cooked) golden path
Change 3017358 on 2016/06/16 by Nick.Atamas
Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets.
#rb none
#test PIE
Change 3017242 on 2016/06/16 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3017179
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3017237 on 2016/06/16 by Dmitry.Rekman
Fix accessing uninitialized field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant, Ori.Cohen
#tests Compiled and ran Linux server.
Change 3017236 on 2016/06/16 by Dmitry.Rekman
Initialize missed field (kills valgrind warnings).
#rb none
#codereview Michael.Noland, Andrew.Grant
#tests Compiled and ran Linux server.
Change 3017186 on 2016/06/16 by Dmitry.Rekman
Linux: Add hooks for libcrypto memory functions.
- Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it.
- This change a) redirects these allocations to use UE's malloc b) initializes it with zeros, avoiding valgrind's warnings.
- This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later).
#rb Michael.Noland, Rob.Cannaday (original version)
#codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani
#tests Compiled Linux server and ran it.
Change 3017037 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Merging content fix for driver crash from Release-27
#ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016838 on 2016/06/16 by Alexis.Matte
#jira UE-31901 fix to export all blueprint component to obj
#rb uriel.doyon
#codereview matt.kuhlenschmidt
#test export a blueprint containing multiple staticmesh component to obj
Change 3016629 on 2016/06/16 by Dmitry.Rekman
Make Binned default on Linux non-editor builds.
#codereview Andrew.Grant
#rb none
#tests none
Change 3016615 on 2016/06/16 by Jason.Bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Temporarily disabling jemalloc for Linux
#rb #tests none
[CodeReviewed] Dmitry.Rekman
#ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3016566 on 2016/06/16 by Michael.Noland
Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge
#codereview andrew.grant
#rb dan.hertzka
#tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared
Change 3016521 on 2016/06/16 by Ryan.Gerleve
Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam.
Includes the following CLs from Dev-Networking:
2997908
2998001
2998832
2999054
2999057
2999749
3000051
3001361
3001365
3004958
3009972
3009973
And this CL from //UE4/Main:
3015528
#tests golden path, replays
#rb john.pollard
Change 3016503 on 2016/06/16 by Brian.Karis
Fixed uninitialized variables on particle lights. Fixes hair shading.
#rb none
#tests editor
Change 3016429 on 2016/06/16 by Max.Chen
Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386.
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3016356 on 2016/06/16 by Lina.Halper
- Fix crash on rampage morphtarget
Merging using //UE4/Dev-Framework_to_//Orion/Dev-General
- this is dupe change from Dev-Framework
#jira: https://jira.ol.epicgames.net/browse/OR-23194
#rb: Ori.Cohen
#tests: editor/pie spawn as rampage's alt skin
Change 3015696 on 2016/06/15 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3015646
This re-unifies our build pipeline. Fingers crossed. (only 6 files are actually different)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3015642 on 2016/06/15 by Mieszko.Zielinski
Fixes to multiple reasons AI bots were getting stuck #Orion
#rb Lukasz.Furman
#test golden path
Change 3015622 on 2016/06/15 by Mieszko.Zielinski
fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4
#rb Lukasz.Furman
#test golden path
Change 3015514 on 2016/06/15 by Uriel.Doyon
Fixed GlobalMipBias not affecting max texture resolution.
This fix is implemented differently in Dev-Rendering in CL 301498.
#jira OR-23511
#rb marcus.wassmer
#test played game with different quality settings
Change 3015258 on 2016/06/15 by Lina.Halper
Fix crash with recursive reference between two assets
#rb: Ori.Cohen
#tests: Sword
Change 3014988 on 2016/06/15 by Wes.Hunt
Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector.
#rb daniel.lamb
#tests compile Orion
Change 3014962 on 2016/06/15 by Olaf.Piesche
Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters.
#rb simon.tovey
#tests PC editor game
Change 3014958 on 2016/06/15 by Laurent.Delayen
Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule.
This ensures that when the capsule is in view, the mesh will remain updated.
#rb Michael.Noland
#test Sword ultimate from another player's view.
Change 3014833 on 2016/06/15 by Laurent.Delayen
Fix for Base Heroes having their locomotion blendspace broken.
#rb Thomas.Sarkanen
#codereview Thomas.Sarkanen
#tests Gadget networked PIE
Change 3014688 on 2016/06/15 by Nick.Darnell
UMG - Fixing IsHovered on UUserWidgets. SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool.
#rb none
#tests PIE
Change 3014325 on 2016/06/15 by Marcus.Wassmer
Duplicate 3012706:
Scalability CVAR for ContactShadows
#rb john.billon
#test flip cvar in editor.
Change 3014230 on 2016/06/15 by Robert.Manuszewski
Fix potentially missing log output when serializing text of length equal to the async log writer buffer size.
#rb Steve.Robb
#tests Tested in editor build (client + server)
Change 3013913 on 2016/06/14 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Updating from DMM (updated from 27.1MM)
#RB:none
#Tests:compiled
#ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3013437 on 2016/06/14 by Simon.Tovey
Speculative fix for OR-23158
Couldnt' repro NANs but did see it reading garbage.
Reinstated the check that direct accesses for particles in a zero size emitter will return null.
Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters.
#tests GoldenPath, No broken fx and no more reading garbage.
#rb Olaf.Piesche
Change 3013063 on 2016/06/14 by Jason.Bestimt
#ORION_DG - Unclog robomerge from DMM Merge
#RB:none
#tests:none
Change 3012936 on 2016/06/14 by Rob.Cannaday
Fix for multiple account login not kicking previous logins
Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith
#jira FORT-25452
#rb sam.zamani
#tests multiple account login, frontend only
Merge from FN CL 3011647, plus fixing one other location expecting "application/json"
Change 3012696 on 2016/06/14 by Max.Chen
Sequencer: Select actors for corresponding selected keys or sections.
Copy from Dev-Sequencer
#jira UE-30727
#tests Load up AnnounceMaster and select keyframes
#rb none
Change 3012691 on 2016/06/14 by Max.Chen
Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip.
Copy from Dev-Sequencer
#jira UE-29167
#tests Load up AnnounceMaster and adjust leading edge of animation clips
#rb Frank.Fella
Change 3012690 on 2016/06/14 by Andrew.Grant
Removed Linux work-around for memory stomp alignment
#rb none
#tests compiled
Change 3012687 on 2016/06/14 by Max.Chen
Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time.
Copy from Dev-Sequencer
#rb none
#tests Load up AnnounceMaster and played through sequence
Change 3012627 on 2016/06/14 by Mieszko.Zielinski
Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4
#rb none
#test golden path
Change 3012615 on 2016/06/14 by Mieszko.Zielinski
Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4
#rb Lukasz.Furman
#test golden path
Change 3012572 on 2016/06/14 by Dmitry.Rekman
Fix realloc with non-default alignment in jemalloc (OR-23541).
- Removed obsolete check(), the code was already there since CL 1834526.
#rb none
#codereview Andrew.Grant, Robert.Manuszewski
#tests none
Change 3012481 on 2016/06/14 by David.Ratti
ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class
#rb none
#tests ability system sample project
Change 3012457 on 2016/06/14 by Andrew.Grant
Un-fix misaligned memory-stomp fix for Linux
#rb none
#tests compiled
Change 3012320 on 2016/06/14 by Graeme.Thornton
Fixes for MemoryAnalyser2 solution
- Upgraded to VS 2015
- Clean up solution configurations. Only leave "Any CPU"
- Switch project to build with "Any CPU" rather than "x64".
Reimplementation of CL 3012221 from Dev-Core
#rb robert.manuszewski
#tests opened the main window form correctly in visual studio
Change 3012316 on 2016/06/14 by Thomas.Sarkanen
Fix copying non-POD structs in the fast path
Prevents double-deletions of TArrays etc.
#jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path
#tests Played PIE & died as Sword in OrionEntry, Exited PIE.
#rb Martin.Wilson
Change 3012187 on 2016/06/14 by Graeme.Thornton
Corrected error message when not specifying linux server device command line correctly in UAT
#rb Dmitry.Rekman
#tests Checked error message was useful when wrong command line was specified
Change 3012026 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3011936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3011969 on 2016/06/13 by Brian.Karis
Tweaks for hair
Change 3011638 on 2016/06/13 by Andrew.Grant
Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp).
Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor
#codereview Dave.Ratti, John.Pollard
#rb none
#tests Ran with/without memstomp
Change 3011575 on 2016/06/13 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3011414
NOTE - Card data was altered. Shame shame shame. Not authoritative in DUI
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 3011552 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3011462 on 2016/06/13 by Alexis.Matte
#jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add.
#rb nick.darnell
#codereview Robert.Manuszewski
#test export a obj file and verify all object are exported in maya or max
Change 3011424 on 2016/06/13 by Martin.Wilson
Hack out fastpath anim bp code until heap corruption issue can be fixed.
#rb Laurent.Delayen
#tests Persona + PIE
Change 3011191 on 2016/06/13 by Mieszko.Zielinski
Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4
#rb none
#test golden path
Change 3011138 on 2016/06/13 by Mieszko.Zielinski
Switched bots over from travel mode to sprinting #Orion
#rb Lukasz.Furman
#test golden path
Change 3011075 on 2016/06/13 by David.Ratti
Default GameplayAbility instancing policy to InstancePerExecution
#rb BenZ
#tests compile
Change 3011051 on 2016/06/13 by David.Ratti
Add missing include so GameplayAbilitySet.h can be included on its own.
#rb none
#tests compile
Change 3010968 on 2016/06/13 by Mieszko.Zielinski
Fixed console variables crashing on "" string #UE4
#rb Lukasz.Furman
#codereview Martin.Mittring
#test PIE
Change 3010888 on 2016/06/13 by Alexis.Matte
#jira OR-23301 Close the OS handle when closing the FAsyncWriter.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski
#test try to export a obj file
Change 3010239 on 2016/06/11 by Michael.Noland
UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267]
#jira UE-31570
#tests Compiled some blueprints
#rb none
Change 3009870 on 2016/06/10 by Wes.Hunt
Remove logging of analytics payloads from dedicated servers #jira UE-31858
#codereview:dmitry.rekman
#rb none
#tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster.
Change 3009599 on 2016/06/10 by Michael.Noland
Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner)
#tests Verified in the output of the help command
#rb none
#rn
Change 3009559 on 2016/06/10 by Marcus.Wassmer
Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results. Set SceneColorFormat to 2 on PS4 and lowspec PC. All in all saves .3-.5ms on PS4 and improves temporalAA ghosting.
#rb Brian.Karis
#test Agora PS4 / PC
Change 3009525 on 2016/06/10 by David.Ratti
Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path.
#rb none
#tests object libraries in paragon
Change 3009228 on 2016/06/10 by David.Ratti
remove world check. Can be triggered in editor with PIE
#rb none
#tests pie
Change 3009050 on 2016/06/10 by Dmitry.Rekman
Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance.
- Fixes by BenM.
#rb none
#codereview Ben.Marsh
#tests Compiled OrionEditor on Linux.
Change 3008973 on 2016/06/10 by Marcus.Wassmer
Fix Windualshock on VS2015
#rb Rolando.Caloca
#test PS4 controller on VS2015 build
Change 3008970 on 2016/06/10 by David.Ratti
Fix warning about minimal replication tag count
-Made bit count a config setting. Bumped to 5
-Minor optimization to UAbilitySystemGlobals::Get()
#rb none
#tests goldne path, pie
Change 3008478 on 2016/06/09 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 3008469
#RB:none
#Tests:none
Change 3008416 on 2016/06/09 by Andrew.Grant
Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun
#review-3008417 Ben.Marsh, Justin.Sargent
#rb none
#tests BuildCookRun with config
Change 3008286 on 2016/06/09 by Dmitry.Rekman
Add LinuxClient target platform.
#rb none
#tests Compile OrionEditor on Linux.
#codereview Brad.Angelcyk, Ben.Marsh
Change 3007978 on 2016/06/09 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3007507
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith
#ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3007771 on 2016/06/09 by Laurent.Delayen
Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node.
#rb martin.wilson
#codereview martin.wilson
#tests Sword Leap.
Change 3007436 on 2016/06/09 by David.Ratti
change designer facing parameter name
#rb none
#test compile
Change 3007408 on 2016/06/09 by David.Ratti
WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events
#rb danY
#tests pie
Change 3007250 on 2016/06/09 by bruce.nesbit
Banner impact location fix. (OR-23179)
#rb none
#tests Game+PIE
Change 3007228 on 2016/06/09 by Ben.Marsh
BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph.
#rb none
#tests none
Change 3007225 on 2016/06/09 by Ben.Marsh
EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job.
Change 3006985 on 2016/06/08 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3006936
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3006978 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3006926 on 2016/06/08 by Andrew.Grant
Merging //UE4/Main @ 300872 via //UE4/Orion-Staging
#rb none
#tests engine QA, orion qa smoke
Change 3006444 on 2016/06/08 by Ben.Marsh
BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead.
#rb none
#tests none
Change 3006389 on 2016/06/08 by Daniel.Lamb
Delay the processing of packages which aren't ready till the end of the cook.
This allows other packages to be processed sooner.
#rb Peter.Sauerbrei
#test cook orion.
Change 3006306 on 2016/06/08 by Michael.Noland
Rendering: Added FreezeRendering to the console autocomplete list
#rn
Change 3006305 on 2016/06/08 by Michael.Noland
HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example)
Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values:
-1: No maximum level (default)
0: Prevent ever showing a HLOD cluster instead of individual meshes
1: Allow only the first level of HLOD clusters to be shown
2+: Allow up to the Nth level of HLOD clusters to be shown
Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels
HLOD: Allowed r.HLOD console command to be used in Test configurations
HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger
HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code
#rn
#codereview jurre.debaare
#rb marc.audy
#tests Tested with various settings in Paragon and tried creating some new clusters in the editor
Change 3006304 on 2016/06/08 by Michael.Noland
Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first
#rb marc.audy
#tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon
Change 3006041 on 2016/06/08 by Andrew.Grant
Added buildidoverride to shipping whitelist
#rb none
#tests compiled and used param in shipping
Change 3005678 on 2016/06/08 by Ben.Marsh
Back out changelist 3004395
#rb none
#tests none
Change 3005265 on 2016/06/07 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3005120
#RB: none
#Tests: none
#ROBOMERGE-SOURCE: CL 3005250 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 3005081 on 2016/06/07 by Daniel.Lamb
Reworked the way packages which are renamed on load are added to the cooked package list.
Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory).
#rb Andrew.Grant, Marcus.Wasmer
#test cook orion
Change 3004752 on 2016/06/07 by Daniel.Lamb
Requeue packages to the next package on the list instead of to the end of the list.
#rb Andrew.Grant
#test cook orion
Change 3004560 on 2016/06/07 by David.Ratti
Kill timelines, latent actions, timer when recycling gameplay cues
#rb danY
#tests pie
Change 3004559 on 2016/06/07 by David.Ratti
Object Library:
-Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets.
GameplayCue Editor:
-Fix issue with new notifies not showing up after being created through the GC Editor (until restart).
-Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once.
#rb none
#tests editor
Change 3004395 on 2016/06/07 by Ben.Marsh
BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job.
#rb none
#tests none
Change 3004164 on 2016/06/07 by David.Ratti
Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability.
#rb danY
#tests multi pie
Change 3003837 on 2016/06/07 by David.Ratti
Ability system engine work
-Default to /Game as search path for gameplay cues, if no explicit paths are set in the config.
#rb none
#tests ability sample project
Change 3002800 on 2016/06/06 by Marcus.Wassmer
Fix shader crash in PIE
#rb none
#test PIE
Change 3002657 on 2016/06/06 by Dmitry.Rekman
Do not copy to clipboard on crash if headless or on the wrong thread.
- Could result in crash handler crashing itself in some circumstances.
#rb none
#codereveiw Brad.Angelcyk
#tests Compiled Linux dedicated server and CrashReportClient.
Change 3002546 on 2016/06/06 by Daniel.Lamb
Improve cooking performance.
Allow cooker to save other packages opportunistically if main package is compiling shaders.
Allow cooker to load more packages if there aren't many packages to save.
#rb Josh.Adams
#test cook orion
Change 3002369 on 2016/06/06 by Marcus.Wassmer
Project setting for optional rendering features to reduce shader compile times.
# of shaders per material is reduced by ~30-40% depending on material
#rb Daniel.Wright
#test Editor with/without all options, cooked ps4.
Change 3002142 on 2016/06/06 by David.Ratti
Ability system engine level:
-Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified
-Fix crash when GameplayCue tag is not specified
#rb none
#tests sample ability system project, paragon
Change 3002106 on 2016/06/06 by Jason.Bestimt
#ROBOMERGE-AUTHOR: sam.zamani
#orion
- add support for code tokens which can be shared/redeemed
- refactor of existing friend founder's pack codes to be displayed in a generic way using code token info
- added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack
- added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code
- No longer differentiation between PC/PS4 friend codes
- "Share Friend Code" button will now process all available codes that can be issued instead of just 1
- updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type
[CodeReviewed]: david.nikdel, jason.bestimt
#rb david.nikdel
#tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes
#ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3001218 on 2016/06/05 by jason.bestimt
#ORION_MAIN - Merge 27.2 @ CL 3001162
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 3001200 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: jason.bestimt
Change 2999508 on 2016/06/03 by jason.bestimt
#ORION_MAIN - Merge 27 @ CL 2999463
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 2999465 on 2016/06/03 by Robert.Manuszewski
Whitelisting more DLLs for injection.
#rb none
#tests none
Change 2999455 on 2016/06/03 by Lukasz.Furman
disabled path invalidation events for minions
#orion
#rb Mieszko.Zielinski
#tests PIE with additional debug logging
Change 2998488 on 2016/06/02 by Michael.Noland
Engine: Prevent forced drawing of spline components in Test configuration
#codereview james.golding
#tests Ran a cooked Test build on a map with splines in it
#rb david.ratti
#robomerge: main
Change 2997954 on 2016/06/02 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jon.lietz
OR-22425
no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active.
#RB Dave.Ratti
#Tests golden path
#ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2997750 on 2016/06/02 by Graeme.Thornton
Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption
Added -checkpak option for force a check of every mounted pak file
#rb robert.manuszewski
#tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error.
[CL 3031715 by Andrew Grant in Main branch]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3016173 on 2016/06/16 by Lukasz.Furman
fixed path updates in nested move tasks
#jira FORT-25742
Change 3015722 on 2016/06/15 by Bob.Tellez
#UE4 Avoiding a crash in FOnlinePartySystemMcp::PublishPartyInfoToPresence
#JIRA OR-14102
Change 3015626 on 2016/06/15 by Bob.Tellez
#UE4 Experimental fix for hitches involving spinlocks in windows.
#JIRA FORT-25253
Change 3015473 on 2016/06/15 by Bob.Tellez
#UE4 Compiling CrashReportClient in VS2013 instead of 2015 until we can figure out the appropriate way to install the redist on end-user machines.
#JIRA FORT-25748
Change 3014721 on 2016/06/15 by Bob.Tellez
#UE4 Returning false in cases where we want to skip replication of GameplayAbilities structures in NetDeltaSerialize. This fixes a bug where actors trying to become net dormant were not allowed because they were continuously reporting that they had data to replicate.
#JIRA FORT-25689
Change 3014323 on 2016/06/15 by Rob.Cannaday
When kicked from lobby beacon, restore the persistent party after leaving the previous persistent party
#jira FORT-25407
#tests front end parties, being kicked from outpost lobby
Change 3013712 on 2016/06/14 by Bob.Tellez
#UE4 Fix DrawNetDriverDebug crash during map transitions
Change 3013418 on 2016/06/14 by Mark.Satterthwaite
Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.
#jira FORT-24510
Change 3013394 on 2016/06/14 by Mark.Satterthwaite
Report Metal command-buffer failures in MetalQuery in the same way as MetalCommandList and make them fatal as well. This ensures that the game doesn't try to continue if the commands failed as that is unsafe.
#jira FORT-24808
Change 3012977 on 2016/06/14 by Fred.Kimberley
Add a blueprint exposed function to evaluate an attribute from a given base value.
Change 3012755 on 2016/06/14 by Bob.Tellez
#UE4 ExclusiveInternalFlags is now respected when passing in a null ObjectPackage in StaticFindObjectFastInternalThreadSafe
#JIRA FORT-113
Change 3011948 on 2016/06/13 by Mark.Satterthwaite
Workaround a Fortnite crash on launch for Mac OpenGL - one or more shaders are using the bit-cast operators (asuint(), asfloat()) that aren't available with GLSL version 150. In order to use them the GLSL version must be 330 which means switching the version tag at runtime. There will be Mac GPUs on 10.10.5 which don't correctly implement these instructions so this really isn't a fix - that would be to change shaders to not use SM5-level instructions.
Change 3011659 on 2016/06/13 by Bob.Tellez
#UE4 Better handling of checked state in SGameplayTagWidget::IsTagChecked. Checking direct child tags was not sufficient and also not needed since HasTag allows you to follow parent tags when checking for an explicit tag.
Change 3011647 on 2016/06/13 by Rob.Cannaday
Fix for multiple account login not kicking previous logins
Client was not parsing response from backend. Client was expecting content-type to be "application/json" (using FString::Equals). Backend was returning "application/json;charset=UTF-8". Changed usage from FString::Equals to FString::StartsWith
#jira FORT-25452
#tests multiple account login, frontend only
Change 3011436 on 2016/06/13 by Nick.Cooper
#UE4 - Added bRelativeToInitialFOV option to UCameraAnim, defaulting to true. If turned off, camera anims will use the camera's current FOV as the initial FOV for the animation
#jira FORT-23606
Change 3010411 on 2016/06/12 by Bob.Tellez
#UE4 Fix for a possible case where a reference to an async loading package that would contain a level gets replicated before the level it contains is fully serialized, causing network loading code client side to attempt to load the package even though it is not allowed to load maps.
#jira FORT-113, FORT-22222
Change 3009885 on 2016/06/10 by Billy.Bramer
#jira FORT-25361
[FORT-25361] Health and shield values are incorrect when slotting survivors with bonuses
- Fix some resultant bugs from swapping attributes to be struct-based:
- Fix issue wherein the initial creation of the client-side aggregator could be initialized with the computed final value from the server, resulting in incorrect client-side math
- Fix issue where subsequent changes to the aggregator's base value on the client would be lost
Change 3009514 on 2016/06/10 by Bob.Tellez
#UE4 Remove final usage of the task graph in WmfMediaPlayer to dodge shutdown crashes.
Change 3009197 on 2016/06/10 by Michael.Trepka
Disabled reverb on Mac again. It's too expensive and doesn't fix FORT-22090 anyway
Change 3008392 on 2016/06/09 by Ben.Zeigler
#jira FORT-25244
Change it so application error codes like 400/404 do not cause the mcp to think it is disconnected from the backend. Only 408, 501, 502, and 504 now result in ServiceUnavailable.
Change 3008106 on 2016/06/09 by Lukasz.Furman
fixed cutting corners near navmesh obstacles in detour crowd's string pulling
#jira FORT-24981
Change 3008039 on 2016/06/09 by Bob.Tellez
#UE4 Fixed conversion of TAssetPtr to UObject* properties for the case where the referenced object is not already loaded.
Change 3007864 on 2016/06/09 by Fred.Kimberley
Updates to supporting attributes as structs. Adding functionality that makes them easier to use and override in projects.
Change 3007682 on 2016/06/09 by Michael.Trepka
Re-enabled reverb on Mac
Change 3006971 on 2016/06/08 by Saul.Abreu
#fortnite
#jira FORT-25169
Added node costs types, cost amounts, and remaining balance for each cost type to the NodePurchase analytics event.
Change 3006933 on 2016/06/08 by Chris.Gagnon
Fixed up all the Power levle widget use cases.
#Jira FORT-23472, FORT-24132, FORT-24144, FORT-24952, FORT-24924
Change 3006633 on 2016/06/08 by Dmitry.Rekman
Linux: propagate ensure message to the CR (FORT-23030).
- Without this, ensure() has a generic "SIGTRAP" error message, which is misleading for QA.
#tests Tried "debug ensure" a few times, observed crash report (on the website) with the proper message
#jira FORT-23030
Change 3006036 on 2016/06/08 by Rob.Cannaday
Remove warning about missing "recentplayers" field. The absence of the field is gracefully handled in the client and is only absent if the list is absent on the server.
#jira FORT-18687
Change 3005216 on 2016/06/07 by Bob.Tellez
#UE4 Avoiding layout invalidation if you use SetEnabled to set an identical enabled state. This is the same as how SetVisibility works.
Change 3004857 on 2016/06/07 by Rob.Cannaday
Fix for incorrect reason displayed for inability to join party
#jira FORT-13517
Change 3004811 on 2016/06/07 by Michael.Trepka
Increased the number of input buses for CoreAudio 3D Mixer to support 64 audio channels. Also, added a warning to FAudioDevice::StartSources so it doesn't silently ignore sound source initialization failures.
Change 3004553 on 2016/06/07 by Lukasz.Furman
fixed AnySpawners activating before navmesh unlock & rebuild
#jira FORT-25067
Change 3004083 on 2016/06/07 by Bob.Tellez
#UE4 Fixing GenerateApplicationPath for monolithic games.
Change 3003457 on 2016/06/06 by Bob.Tellez
#UE4 Add a little info to a warning about failing to load a file for streaming.
Change 3003256 on 2016/06/06 by Bob.Tellez
#UE4 Fixed a bug where not having a crash report would cause CrashReportClient not not properly exit on Mac
Change 3003146 on 2016/06/06 by jonathan.lindquist
switching from a ceil and lerp technique to an if statement to provide better transform results.
Change 3002048 on 2016/06/06 by Daniel.Broder
Support for setting Scalar and Vector Materials by Index rather than by name on MIDs.
This feature allows much better performance in cases where large numbers of parameters are being set per frame and where the indices can be cached by the calling code in an initialization step.
#RB Stephan.Delmer
#CodeReview Bob.Tellez
#UE4 #ReleaseNote
Change 3001315 on 2016/06/05 by Daniel.Broder
Fixed crash that could occur when the FPhysScene* was null (the world has no PhysicsScene) in USkeletalMeshComponent::TermArticulated(). That could happen when loading a world without fully instantiating it, such as when right-clicking a world in the context browser rather than opening the world directly.
#RB Stephan.Delmer
Ori, I wasn't sure if the whole line (and the line below it using PScene) should be moved within the if (PhysScene) block or not, but this change seems to fix it. If they can safely be moved, that would be presumably more efficeint though (since we'd only compare vs. nullptr once).
#CodeReview Ori.Cohen
#UE4 #Fortnite #BugFix
Change 3001001 on 2016/06/04 by Fred.Kimberley
Added meta data about attributes and a post serialize function so we can recover attributes that have changed their type.
Adding Fortnite specific attribute type specialization. This type enforces minimum and maximum values for attributes.
Change 3000613 on 2016/06/03 by Sam.Spiro
#fort online 24747
Take change from SamZ to get connection change delegates firing correctly
Add a delegate to the frontend player controller to logout if the connection goes bad (when all retries have failed)
#RB Ben.Zeigler
Change 3000482 on 2016/06/03 by Rob.Cannaday
Fix problem where newly added friends don't recognize party invitations
#jira FORT-19415
From CL 2953432:
Ignore presence updates for local user with different resources
#jira OR-19929
#tests front end party invites
Change 2998044 on 2016/06/02 by Lukasz.Furman
fixed path box intersection test used to verify if hotspot is still required for updated path
#jira FORT-24422
Change 2997948 on 2016/06/02 by Eric.Newman
Moved ProdCom to bottom of file w/ deprecation comment, and clarified deprecation criteria. Will probably need to be removed in //UE4 first and check for any fallout from EC jobs failing
Change 2997660 on 2016/06/02 by Chris.Wood
Changed Linux server crash handler to force CRC log paths to match main engine log.
[UE-30259] - Some server crashes are missing from crashreporter database
Should allow us to have CRC logs uploaded to S3 along with main logs easily.
Change 2996702 on 2016/06/01 by Bob.Tellez
#UE4 You can now use Edit Asset on Level assets in the reference viewer.
Change 2996683 on 2016/06/01 by Tim.Tillotson
#fortnite
Fix analytics comments, changed a few NULL to nullptr, and removed stale code.
#JIRA FORT-23833
Change 2996548 on 2016/06/01 by Bob.Tellez
#Fortnite Fixing up or deleting remaining references to homebase buildings. HBOnboarding_BuildHeroBuilding is the last reference now and it will be removed soon.
Change 2996322 on 2016/06/01 by Bob.Tellez
#UE4 Fix for specifying more than one ini override on the command line
Change 2996306 on 2016/06/01 by Bob.Tellez
#UE4 Delete unneeded and broken script to unlock files in xcode. Does not work since XCode 6.3.
Change 2995634 on 2016/06/01 by Jonathan.Lindquist
imrpoving the wind magnitude and noise texture
Change 2995249 on 2016/05/31 by Bob.Tellez
#UE4 Importing "INVALID" in FUniqueNetIdRepl no longer triggers the warning about using ImportText during cook.
Change 2992135 on 2016/05/26 by Bob.Tellez
#UE4 extern for GuardedMain in LaunchLinux to fix nonunity
Change 2991912 on 2016/05/26 by jonathan.lindquist
moved a texture sample into a new grouping
Change 2991738 on 2016/05/26 by Bob.Tellez
#UE4 Level SaveAs now duplicates the world before saving it. This fixes a problem where level assets had the same guids for objects saved in them, which causes LazyObjectPtr issues when they are both in memory at the same time since they can not be uniquely identified.
Change 2991449 on 2016/05/26 by Lukasz.Furman
AI Ftests will now delay spawning until navmesh is ready
#fortnite
Change 2990705 on 2016/05/25 by Chris.Gagnon
New stats panel, upon stat changes there is a delta pop up.
New Squads Tab.
Navigation from nodes to squad slots working.
Added GetAnimationCurrentTime() to UMG Animation API.
#RB Fred.Kimberley, Saul.Abreu
Change 2990286 on 2016/05/25 by Bob.Tellez
#UE4 Fix logging error regarding max tag container replication size
Change 2990285 on 2016/05/25 by Bob.Tellez
#UE4 Fix for crash when using "ShowDebug Game" client side
Change 2989977 on 2016/05/25 by Lukasz.Furman
auto generating navigation bounds from building grid data, UnitNavMeshBounds volume is no longer required
#fortnite
Change 2989174 on 2016/05/24 by Bob.Tellez
#UE4 Added GC reason to the log message declaring that we are doing a GC during the cook commandlet.
Change 2988571 on 2016/05/24 by Jonathan.Lindquist
submitting a fix for grass-like hierarchy layouts
Change 2985428 on 2016/05/20 by Bob.Tellez
Experimenting with making UGS CIS not rebuild UBT when incremental building.
Change 2985319 on 2016/05/20 by Bob.Tellez
#UE4 Removing NumActorChannelsReadyDormant stat as it is somewhat expensive to calculate.
Change 2985258 on 2016/05/20 by Billy.Bramer
- Add GetFloatAttributeBase and GetFloatAttributeBaseFromAbilitySystemComponent to AbilitySystemBlueprintLibrary, allows querying for a base value of an attribute
Change 2985157 on 2016/05/20 by Bob.Tellez
Experimenting with non-unity CIS
Change 2984664 on 2016/05/19 by Bob.Tellez
#UE4 Pasting multiple cells into the property matrix no longer depends on your selected tiles, only your target cell. This is to match the behavior in Excel. Pasting a single cell into multiple cells remains unchanged.
Change 2984663 on 2016/05/19 by Bob.Tellez
#UE4 Fixed a crash in the property matrix involving going into edit mode on rows that include widgets that are not editable.
Change 2984613 on 2016/05/19 by Bob.Tellez
#UE4 You can now text import gameplay tags by directly using the tag string (i.e. Evolution.Hero.Soldier). This allows pasting these strings directly into the property matrix or other property-based editors.
Change 2984508 on 2016/05/19 by Billy.Bramer
- Add constructors for the new struct based attribute
Change 2983883 on 2016/05/19 by Lukasz.Furman
disabled movement mode in EQS testing pawn to prevent it from falling at PIE start
#ue4
Change 2983770 on 2016/05/19 by Bob.Tellez
#UE4 Fixed a bug where "OutputToScreen" BP messages would get stuck disabled after a screenshot (using a number of different codepaths). All screenshots now preserve the state of the "suppress messages" bool.
#JIRA FORT-24303
Change 2982306 on 2016/05/18 by Bob.Tellez
Also experimenting with not updating version files in UGS CIS.
Change 2982154 on 2016/05/18 by Lukasz.Furman
changed navwalking geometry conforming to use building prop special case
#jira FORT-24215
Change 2982019 on 2016/05/18 by Bob.Tellez
Trying out incremental CIS builds
Change 2981192 on 2016/05/17 by Bob.Tellez
#UE4 No longer staging movie files for dedicated server builds.
Change 2981023 on 2016/05/17 by Lukasz.Furman
added new mode for NavWalking geometry conforming: prefer height closer to current one
this should allow standing on top of props or walking off them in lower LOD, instead of moving at ground level - needed for survivors on low cars
Change 2980578 on 2016/05/17 by Lukasz.Furman
added option for disabling path replan in crowd manager, turned it off in fortnite
this must be handled through path update events and corridor assignment or else hotspot detection will break
#jira FORT-24116
Change 2980364 on 2016/05/17 by Lukasz.Furman
unified bounds tests for applying navmesh modifiers, always expanding bounds one cell height on Z axis to cover for voxelization roundings
#jira FORT-24045
Change 2980360 on 2016/05/17 by Lukasz.Furman
more detailed logs for using custom navlinks
#jira FORT-23990
Change 2979880 on 2016/05/16 by Bob.Tellez
#UE4 Raising scalability threshold for high end machines to adjust for modern hardware.
Change 2979522 on 2016/05/16 by Saul.Abreu
#fortnite
Added IsValid BP-exposed method for FGameplayAttribute (which is already a BP-exposed struct type), as there is no existing method of validating a gameplay attribute from blueprints. Useful for UI that represents an attribute.
Change 2977690 on 2016/05/13 by Daniel.Broder
Made most FBox functions FORCEINLINE to improve DebugGame performance.
#Fortnite: This change (just on IsInsideOrOn()) improved DebugGame performance for one part of Wind performance in Fortnite by ~18%.
#CodeReview Bob.Tellez
#UE4 #ReleaseNotes
Change 2977517 on 2016/05/13 by Daniel.Broder
Added ForceInline to TIndexedContainerIterator<...>::operator!=(...). This change improved DebugGame performance of a for loop using ranged-based syntax by ~27%!
#CodeReview Bob.Tellez
#Fortnite Wind perf improvement in DebugGame builds.
#UE4 #ReleaseNote
Change 2974910 on 2016/05/11 by Bob.Tellez
#UE4 More graceful handling of export class names in string asset references.
Change 2974095 on 2016/05/11 by Bob.Tellez
#UE4 Fixed a bug where the RenderTargetOutputFormat for velocity rendering when using r.BasePassOutputsVelocity=True was using the wrong output index.
Change 2973663 on 2016/05/11 by John.Abercrombie
[implemented by Ben.Marsh]
UBT: Add a config setting to allow overriding the output directory for PCH files. To use, edit Engine\Saved\UnrealBuildTool\BuildConfiguration.xml and add:
<BuildConfiguration>
<PCHOutputDirectory>D:\TestOutputDir</PCHOutputDirectory>
</BuildConfiguration>
Change 2972603 on 2016/05/10 by Saad.Nader
#Fort Added the catalyst to the requirements of an evolvable item. It will only disable the evolution button if there is a catalyst.
Change 2971741 on 2016/05/09 by Bob.Tellez
#UE4 Adding more context to an error message about serializing FUniqueNetIdRepl during cook.
Change 2969838 on 2016/05/06 by Bob.Tellez
#Fortnite Added FN PS4 to build scripts
Change 2969542 on 2016/05/06 by Bob.Tellez
#UE4 Fixed a crash that involved renaming SCS nodes during compile on load.
#JIRA FORT-23754
Change 2969520 on 2016/05/06 by Billy.Bramer
- Fix missing virtual destructor now that the initter struct has virtual members
Change 2969467 on 2016/05/06 by Billy.Bramer
- Change FAttributeSetInitter to only contain pure virtual functions in preparation for making it easier to provide a custom implementation per game
- Change the existing example FAttributeSetInitter to be called FAttributeSetInitterDiscreteLevels, make it derive from FAttributeSetInitter (DiscreteLevels is now allocated by default for now)
- Add support for the new struct-based attribute type to FAttributeSetInitterDiscreteLevels
- Fix typos in the initter
- Convert usages of FString in AbilitySystemGlobals to FStringAssetReference, where appropriate
- Allow attribute init data to come from several curve tables instead of just one
- Remove reimport bindings from attribute metadata and global curve table, as neither was in use
Change 2969279 on 2016/05/06 by John.Abercrombie
Behavior tree auxilary nodes, parallel tasks, active tasks, and aborting tasks shouldn't be ticked while the behavior tree is paused
Change 2966311 on 2016/05/04 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
(From //Orion/Dev-General CL 2963555)
Change 2966255 on 2016/05/04 by Bob.Tellez
#UE4 Added an ensure to track down the cause of FORT-23604 and to gracefully recover from what would have been a crash.
#JIRA FORT-23604
Change 2966083 on 2016/05/04 by Bob.Tellez
#UE4 Adjusted material quality level for "Medium" settings to medium quality. High quality is still used in High and Epic scalability levels.
Change 2965669 on 2016/05/04 by Nicholas.Davies
Change the restricted platform ID to PSN to prevent Fortnite > PS4 paragon whisper chat
#OPP-5268 Integrate PS4 Chat block Social and OSS code to Fortnite, UT, and Launcher
#RB Antony.Carter
Change 2965316 on 2016/05/03 by Ben.Zeigler
#jira FORT-23600 Fix issue where stalled mcp queries never finished. This causes the query to properly fail
Manual merge of CL #2907874:
When MCP cancels a request due to its required auth failing, the http retry system would never kick off the complete delegates.
This was due to the system only adding a request to its list once ProcessRequest was called, which does not happen in the above case.
The fix is to add the request to the list when it is cancelled if we did not find it.
Change 2965164 on 2016/05/03 by Bob.Tellez
#UE4 Fix for Crash in WmfMedia for when the player is destroyed while loading media. Thanks MaxP!
Change 2963754 on 2016/05/02 by Billy.Bramer
- Switch ability system from binding to OnPostWorldCreation to PreLoadMap for its cleanup functions, as OnPostWorldCreation is called repeatedly with sublevels and can cause data loss
- This is a bit of a stopgap, as where and when this happens should probably be configured per game (example: a long session game like an MMO would want to trigger these on something other than a map transition possibly)
Change 2962922 on 2016/05/02 by Lukasz.Furman
fixed gameplay debugger in "simulate in editor" mode
Change 2959860 on 2016/04/28 by David.Nikdel
#OGF #McpProfile
- Add Profile Write Lock support to client API
NOTE: Still need to finish backend support so haven't been able to test yet but this is enough for API hookup
NOTE2: You may see a log message about "write lock unexpectedly released" when you do your first command after locking. This is expected because the backend isn't sending down the write lock timeout yet.
#CodeReview: Ben.Zeigler
Change 2959810 on 2016/04/28 by Jonathan.Lindquist
A few more saftey measures to warn the user of incorrect settings and faulty meshes. (In response a licensee's question)
Change 2959336 on 2016/04/28 by Bob.Tellez
#UE4 Some improvements to asset save time: Added an early-out in PackageBackup to avoid inspecting files in cases where we don't care about the resutls. Also now using GetObjectsWithOuter when passing in a package list to GetObjectsInPackages (which probably should be renamed to GetAssetsInPackage)
Change 2958942 on 2016/04/28 by Jonathan.Lindquist
Wrote a new portion of pivot painter 2 that unifies edge normals across multiple static meshes
Change 2958644 on 2016/04/27 by Jonathan.Lindquist
lowering default recursive steps
Change 2956612 on 2016/04/26 by Jonathan.Lindquist
A few new saftey measures
Change 2956197 on 2016/04/26 by Fred.Kimberley
Fix a bug where a delegate won't be fired if the base value of an attribute has been changed and the attribute is the new type and doesn't have an aggregator.
Fix a bug in gameplay effect tag matching where the deprecated tag is being checked but not the current one.
Change 2955386 on 2016/04/25 by Jonathan.Lindquist
Fixed a ui bug related to the first time path geo generator is run
Pivot painter 2 has a new feature. It duplicates each model in a hierarchy, combines them and then welds their verts.
Change 2955230 on 2016/04/25 by Billy.Bramer
- Add a debug gameplay tag to string blueprint function, should only be used for debugging purposes
Change 2954899 on 2016/04/25 by Fred.Kimberley
Added a new backing data type for gameplay attributes. The new type holds both the current and base values. Currently, this new type can coexist with numeric types for gameplay attributes.
Change 2953511 on 2016/04/22 by Bob.Tellez
#UE4 Bumping up texture streaming pool allowance for min spec and redistributing mid an high to match. Also reduced mip bias at min spec.
Change 2953496 on 2016/04/22 by Chris.Gagnon
When the console closes it now properly restores the viewports input state (both focus and capture).
Change 2952930 on 2016/04/22 by Lukasz.Furman
fixed behavior tree getting stuck on instantly finished gameplay tasks
#jira FORT-23041
Change 2951765 on 2016/04/21 by John.Abercrombie
Removed unused code when initializing attribute sets
Change 2951617 on 2016/04/21 by Jonathan.Lindquist
new elements to the grass shader to include wind influence
also adding a test model
and the latest version of canopy creator
Change 2950861 on 2016/04/21 by Jonathan.Lindquist
Submitting a new material for grass so that it may react to the wind
New wind test maps
Functions to support global wind
a new "fuzzy" mat functions
Adding wind to the rift portals
Change 2950725 on 2016/04/20 by Bob.Tellez
Fixups for non NewEC in GetLastSucceededCL
Change 2950695 on 2016/04/20 by Bob.Tellez
Adding a small helper function to get the last succeeded CL of a given node.
Change 2950616 on 2016/04/20 by Maury.Mountain
hook up the pivot (+ (0,-1,0)) section of material function that was causing offset motion from pivots
Change 2950207 on 2016/04/20 by Bob.Tellez
#UE4 NoTimeouts is now respected even in the initial connection timeout. This fixes a bug where a large stall when starting pie causes you to transition to the entry map.
Change 2950162 on 2016/04/20 by Lukasz.Furman
fixed processing of repath requests, added infinite loop protection
#jira FORT-23090
Change 2949974 on 2016/04/20 by Lukasz.Furman
another batch of fixes for hotspot tasks getting out of sync:
abort move is now ignored if instigated by new task at goal, clearing hotspot data on dying while gameplay tasks are still accessible, ignoring move resume when controller is being destroyed
Change 2949923 on 2016/04/20 by Rob.Cannaday
FOnlineIdentityMcp: Cancel ClientAuthRequests and ExternalAuthRequests on shutdown
#tests PIE start game / shutdown
Change 2949210 on 2016/04/19 by Bob.Tellez
#UE4 Removing all local players from the game instance when it is shut down. This ensures that local players are properly torn down and events related to the lifespan of the player or controller are fired when exiting the game normally.
#JIRA FORT-23024
Change 2947381 on 2016/04/18 by Rob.Cannaday
Change XMPP presence, pubsub, messages, multi user chat, and chat's ref counting to be thread safe
#jira FORT-22861
#tests front end partying
Change 2945301 on 2016/04/15 by Michael.Trepka
Reset SyncStatus in FAvfMediaVideoTrack::SeekToTime to fix issues with video not updating after rewind
Change 2944422 on 2016/04/14 by Michael.Trepka
Fixed Mono compile errors in UAT
Change 2944375 on 2016/04/14 by Fred.Kimberley
Changed how we handle missing gameplay tags so we now ensure once per missing tag instead of only ensuring on the first missing gameplay tag.
Change 2944040 on 2016/04/14 by Michael.Trepka
Fixed a problem with CoreAudio AudioUnitGraph update caused by adding and deleting the same node in a single tick
Change 2943864 on 2016/04/14 by Lukasz.Furman
fixed initialization order of gameplay debugger replicators on client
#jira FORT-22885
Change 2943228 on 2016/04/13 by Bob.Tellez
#UE4 Moved the addition of the IsDataOnly tag out of the if (ParentClass) block. Tags should not be dynamically added like this or else they can not be discovered by the editor which relies on asking the CDO for the tags relevant to an asset type.
Change 2942303 on 2016/04/13 by Daniel.Broder
Added support to be able to set a CanvasRenderTarget2D NOT to clear to green whenever it's updated (so you can just draw pixels that have changed instead of always having to redraw everything.
#RB Bob.Tellez
#UE4
Change 2941919 on 2016/04/13 by Jonathan.Lindquist
Adding a new maxscript that allows artists to procedurally generate trees.
Change 2941816 on 2016/04/13 by Saul.Abreu
Demoted errors regarding widget-bound properties when first compling a new created widget blueprint - otherwise an ensure occurs.
Change 2941752 on 2016/04/12 by jonathan.lindquist
adding a new function to optimize trees and fix a few issues
Change 2941519 on 2016/04/12 by Jonathan.Lindquist
submitting a new warning regarding file unit types
Change 2940980 on 2016/04/12 by John.Abercrombie
Turned Graphs off by default in the Visual Logger
Change 2940134 on 2016/04/11 by Billy.Bramer
- Add support for new overrideable function OnPostDataImport to FTableRowBase; Can be override to perform custom parsing, fix-up, etc. per struct type whenever a data table is imported or reimported
- Change row struct combo box on the data table importer to be sorted alphabetically
Change 2938828 on 2016/04/08 by David.Hunt
#FN || Economy Rebuild
Updating several code references to items and item paths that no longer exist, with Bob's help.
This fixes FORT-22784 (hopefully for real) and several other build and item errors. It also indicates that the various redirector issues I have been experiencing were likely red herrings - they were C++ defaults that were showing up on items that had nothing set, as opposed to redirects that failed.
#CodeReview Bob.Tellez, Ben.Zeigler, William.Ewen, Carlos.Cuello
Change 2938675 on 2016/04/08 by Lukasz.Furman
fixed gameplay debugger displaying paths of killed pawns
#fortnite
Change 2938426 on 2016/04/08 by Rob.Cannaday
Implement new command line party invitation format into Fortnite
#jira FORT-22685
#tests launch with command line party invite
Integrate CLs 2908339 and 2917498 from Orion
Change 2938367 on 2016/04/08 by Billy.Bramer
- Mark the reimport data table factory with UNREALED_API for external use
- Change CSVImportFactory to respect the class of existing data being reimported upon
Change 2937319 on 2016/04/07 by Lukasz.Furman
improved gameplay task info in gameplay debugger tool
Change 2937178 on 2016/04/07 by Lukasz.Furman
fixed aborting undermine tasks when player becomes reachable
#jira FORT-22240, FORT-22077
Change 2937166 on 2016/04/07 by Saul.Abreu
Fixed redundant typename in TPair that was causing clang compilation errors.
Change 2937093 on 2016/04/07 by Saul.Abreu
#fortnite
Made ElementSetType protected again in the Map family.
Change 2937044 on 2016/04/07 by Saul.Abreu
Tweaked Set/Map family of data structures to expose the typedefs for their key, value, and pair types.
Change 2936940 on 2016/04/07 by Bob.Tellez
#UE4 Fixed a bug that prevented the log summary from being printed after a blueprint compile.
Change 2936696 on 2016/04/07 by Bob.Tellez
#UE4 Blueprint names are once again part of Blueprint compile log messages.
Change 2936572 on 2016/04/07 by Lukasz.Furman
added more debug logs for tracking rare NaN error in player movement
#jira FORT-19426
Change 2934892 on 2016/04/06 by Lukasz.Furman
fixed updating hotspot information after all tasks instigated by it are finished
#jira FORT-22515
Change 2933664 on 2016/04/05 by Michael.Trepka
Fixed a rare crash in USoundNodeLooping::NotifyWaveInstanceFinished
Change 2933554 on 2016/04/05 by Lukasz.Furman
fixed taker's portal move (priorities of gameplay tasks spawned by path following)
#jira FORT-22482
Change 2933343 on 2016/04/05 by John.Abercrombie
Changed FGameplayAbilityActorInfo's AnimInstance property to a SkeletalMeshComponent in case AnimInstances are ever changed on a SkeletalMeshComponent
- AnimInstance can be used through an accessor
Change 2933300 on 2016/04/05 by Lukasz.Furman
fixed number of spawned AI in FTests using PreSpawnDelay
#fortnite
Change 2933171 on 2016/04/05 by Lukasz.Furman
added PreSpawnDelay param to function test spawn sets
#fortnite
Change 2931072 on 2016/04/01 by Lukasz.Furman
changed pawn actions to gameplay tasks
#jira FORT-21314
Change 2930987 on 2016/04/01 by Billy.Bramer
- Add method to data table to get all rows as a type
- Add metadata tag for data table rows to report columns as DataTableImportOptional, at which point they will not be warned against if missing during import (this allows games to do custom post-import fix-up or synthesis of data w/o expecting it to be imported)
- Use new method for getting all tags to fix FORT-20563 "Gameplay tag table import checks by numerical row name for no reason"
Change 2929651 on 2016/03/31 by Nick.Cooper
#Fortnite - Fixed Actor AttachmentReplication not being cleared on detachment, which would cause issues with the actor's location for clients joining in progress
#jira FORT-21330
#RB ben.zeigler
Change 2929360 on 2016/03/31 by Daniel.Broder
Fixed bug where CanvasRenderTarget2D assets would crash on load in editor due to trying to update the asset during post-load.
Thanks to Bob for what I needed to check to early-out and avoid the crash.
#RB Bob.Tellez
#UE4
Change 2928845 on 2016/03/31 by Nicholas.Davies
Add fix for chat text not clearing
#jira FORT-22049 Textbox does not clear when text is sent through chat
Change 2928574 on 2016/03/30 by Ben.Zeigler
Fix issue with redirectors not working properly for blueprint function libraries. When a blueprint got regenerated it patched the old export, but failed to clear the "load failed" flag, so it would fail to find it when later pointed to by a redirect
Change 2928572 on 2016/03/30 by Ben.Zeigler
#Jira FORT-20763
Fix issue with "Server re-loading object" warning going off for deleted actors. It now only logs, and only for things that are going to successfully load
Change 2928436 on 2016/03/30 by Bob.Tellez
#UE4 Added Canvas Render Target factory and asset type actions so you can create them in the content browser and search for them after they are created.
Change 2928372 on 2016/03/30 by Bob.Tellez
#UE4 Added verbose message about animation assets that need to be resaved due to resetting the skeleton.
Change 2926805 on 2016/03/29 by Bob.Tellez
#UE4 Made SetOverallScalabilityLevel virtual so game-specific features can be updated based on a single-value level.
Change 2926752 on 2016/03/29 by Bob.Tellez
#UE4 Using DesiredScreenHeight is now optional. Often games use ResolutionQuality as purely a way to run better on slower machines so it should be controlled entirely by scalability.
Change 2926189 on 2016/03/29 by Rob.Cannaday
Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
#jira FORT-18947
#jira OR-17695
#tests golden path
Change 2924921 on 2016/03/28 by Lukasz.Furman
removed log message showing as navmesh generation error when it skips over degenerated poly
#fortnite
Change 2924843 on 2016/03/28 by Lukasz.Furman
added more debug logs for navmesh's failed triangulate()
#jira FORT-22186
Change 2924719 on 2016/03/28 by Lukasz.Furman
fixed offmesh link connection issue causing path portal edges to have duplicated data and breaking hotspot detection traces
#jira FORT-22132
Change 2921698 on 2016/03/24 by Lukasz.Furman
fixed EQS instancing queries by debug name instead of using unique one, fixed debug name on asset duplication
#fortnite
Change 2920395 on 2016/03/23 by Bob.Tellez
#UE4 Added a call to FBaseServiceMcp::Shutdown() in FOnlineServiceAvailabilityMcp::Shutdown. The parent class doesnt do anything today, but this may fix a bug in the future.
Change 2920343 on 2016/03/23 by Ben.Zeigler
In ConvertScalarUPropertyToJsonValue, move the execution of the custom callback up above the specific property types. This is needed to allow us to override the TextProperty export, and allows overriding in general. It can have a performance implication if the custom callback is very slow
#RB josh.markiewicz
Change 2920310 on 2016/03/23 by Bob.Tellez
#UE4 FOnlineServiceAvailabilityMcp::Init was not invoking the Superclass' Init
Change 2920254 on 2016/03/23 by Aaron.McLeran
FORT-22090 Re-disabling reverb.
Will add an ini-based disabling ability but this CL quickly re-disables to resolve volume issue on FN and (hopefully) bypass crash mentioned in FORT-22037
Change 2920249 on 2016/03/23 by Rob.Cannaday
Fix for crash in FOnlinePartySystemMcp::InternalCleanUpPartyMember
Don't trigger "member left" type events if we are leaving the party
#jira FORT-20422
#jira FORT-21726
Change 2920178 on 2016/03/23 by Bob.Tellez
#UE4 Calling the platform-specific implementation of StackWalkAndDump when invoking StackWalkAndDumpEx. This fixes a bug in Windows where the first ensure does not produce a callstack.
Change 2919858 on 2016/03/23 by Bob.Tellez
#UE4 Fix for ensure about accessing a CVar in UParticleModuleLight on a non-game thread using GetValueOnGameThread. I changed this to GetValueOnAnyThread.
Change 2919775 on 2016/03/23 by Bob.Tellez
#UE4 Restoring enforced uniqueness in FUObjectAnnotationSparseSearchable and put all manipulations of InverseAnnotationMap in critical sections. This will make RemoveAnnotation fast again.
Change 2919233 on 2016/03/22 by Bob.Tellez
#UE4 Removing a warning that is pretty chatty in our cooked logs.
Change 2919125 on 2016/03/22 by Bob.Tellez
#UE4 Added ParticleLightQuality scalability setting since lower-end machines have trouble with particle lights. They are disabled on low and medium spec machines. HQ lights are only allowed on high-end machines.
Change 2918831 on 2016/03/22 by Bob.Tellez
#UE4 Fixed a bug where WinInet response headers were not properly being trimmed.
#JIRA FORT-22054
Change 2917722 on 2016/03/21 by Ben.Zeigler
Remove FortniteServer module and move those classes to FortniteGame. The engine doesn't support classes that only exist on servers but not clients, so this fixes a lot of error spam bugs, and should improve compile times
Resave assets that directly referenced FortniteServer
Change 2917588 on 2016/03/21 by Bob.Tellez
#UE4 Fixed shadow variable that I introduced
Change 2914169 on 2016/03/17 by Ben.Zeigler
Disable extra logging that was added to track down Auth issues, they look to be resolved
Change 2912626 on 2016/03/16 by Bob.Tellez
#UE4 Success messages should not be warnings.
Change 2911171 on 2016/03/15 by Bob.Tellez
#UE4 Minor fix to correctly display GetBulkDataSize in the warning in FUntypedBulkData::WaitForAsyncLoading
Change 2911170 on 2016/03/15 by Billy.Bramer
#jira [FORT-6139]
Trap models persist after destroying supporting structure in Outpost
- Root issue was caused by error within network dormancy and queued bunches: If a dormant actor's open bunch ended up queued and a close bunch came in before the bunch was processed, the actor would never be properly destroyed client side as a result of not re-establishing the channel's actor pointer
- Fix issue by changing close bunches to not be fully processed until their appropriate place in the queue. While this could cause superfluous execution (i.e. actor recreated just to be immediately destroyed), it should respect gameplay programming intent in regards to RPCs
Change 2911009 on 2016/03/15 by Bob.Tellez
#UE4 Fixed a bug in UHierarchicalInstancedStaticMeshComponent where RemoveInstances would not rebuild the ClusterTree, causing SortedInstances to contain incorect indices in GetInstancesOverlappingBox. This is the behavior of the singular RemoveInstance so this is what should also be done in the plural RemoveInstances.
#JIRA FORT-21605
Change 2910295 on 2016/03/15 by Bob.Tellez
#UE4 World thumbnails no longer cull primitives. This is because the camera is very far away and if terrain pieces are culled, the level is not visible.
Change 2909324 on 2016/03/14 by Bob.Tellez
#UE4 Since empty headers values cause GenerateHeaderBuffer to emit ERROR_HTTP_HEADER_NOT_FOUND, they are now omitted from the header buffer in WinInet.
Change 2905920 on 2016/03/11 by Lukasz.Furman
fixed crowd simulation getting stuck with invalid velocity (moonwalking husks)
#fortnite
Change 2905612 on 2016/03/11 by Bob.Tellez
#UE4 Made the minimum quadtree size configurable in ProceduralFoliageSpawner. You need to reduce the minimum size a little if you are spawning very many small foliage meshes.
[CL 3027184 by Bob Tellez in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2945310 on 2016/04/15 by Jon.Nabozny
Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked.
#JIRA UE-29368
Change 2945490 on 2016/04/15 by Jon.Nabozny
Remove extraneous changes introduced in CL-2945310.
Change 2946706 on 2016/04/18 by James.Golding
Checkin of slice test assets
Change 2947895 on 2016/04/19 by Benn.Gallagher
PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom)
#jira UE-29567
Change 2947944 on 2016/04/19 by Benn.Gallagher
Fixed a few extra needless bone container copies
Change 2948279 on 2016/04/19 by Marc.Audy
Add well defined Map and Set Property names
Change 2948280 on 2016/04/19 by Marc.Audy
Properly name parameters
Change 2948792 on 2016/04/19 by Marc.Audy
Remove unused ini class name settings
Change 2948917 on 2016/04/19 by Aaron.McLeran
UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2949567 on 2016/04/20 by James.Golding
- Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half
- Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used
- Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace.
- Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary
- Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function
Change 2950482 on 2016/04/20 by Aaron.McLeran
FORT-22973 SoundMix Fade Time not fading audio properly
- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.
Change 2951102 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951173 on 2016/04/21 by James.Golding
Fix cap geom generation when more than one polygon is generated
Fix CIS warning in KismetProceduralMeshLibrary.cpp
Change 2951334 on 2016/04/21 by Osman.Tsjardiwal
Add CapMaterial param to SliceProceduralMesh util
Change 2951528 on 2016/04/21 by Marc.Audy
Fix spelling errors in comments
Change 2952933 on 2016/04/22 by Lukasz.Furman
fixed behavior tree getting stuck on instantly finished gameplay tasks
copy of CL# 2952930
Change 2953948 on 2016/04/24 by James.Golding
Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor)
Change 2954558 on 2016/04/25 by Marc.Audy
Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp
#jira UE-29038
Change 2954865 on 2016/04/25 by Aaron.McLeran
UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.
Change 2955009 on 2016/04/25 by Zak.Middleton
#ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf.
Change 2955878 on 2016/04/26 by Benn.Gallagher
[Epic Friday] - Added spherical constraints to anim dynamics
Change 2956380 on 2016/04/26 by Lina.Halper
PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance)
Change 2956383 on 2016/04/26 by Lina.Halper
Fixed to match coding standard
Change 2957866 on 2016/04/27 by Zak.Middleton
#ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log.
- Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update.
- "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging.
#tests QA-Surfaces multiplayer, walking in to moving objects and pawns.
Change 2957953 on 2016/04/27 by Aaron.McLeran
UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.
Change 2958011 on 2016/04/27 by Jon.Nabozny
CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results.
#JIRA UE-29525
Change 2958321 on 2016/04/27 by Lukasz.Furman
path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests
Change 2959506 on 2016/04/28 by Aaron.McLeran
PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)
Change 2959686 on 2016/04/28 by Marc.Audy
Correctly handle multiple viewpoints when significance is being sorted descending
Change 2959773 on 2016/04/28 by Marc.Audy
Fix shadowing warning
Change 2959785 on 2016/04/28 by Aaron.McLeran
UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances
Change 2960852 on 2016/04/29 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738
Change 2960946 on 2016/04/29 by Marc.Audy
Fix post merge compile error
Change 2962501 on 2016/05/02 by Marc.Audy
Remove interim GetMutableAttach accessors and use the variables directly now that they are private
Change 2962535 on 2016/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478
Change 2962578 on 2016/05/02 by Marc.Audy
Switch ObjectGraphMove to using UserFlags instead of custom move data
Change 2962651 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2962662 on 2016/05/02 by Lukasz.Furman
deprecated old implementation of gameplay debugger
#jira UE-30011
Change 2962919 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2963475 on 2016/05/02 by Mieszko.Zielinski
Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4
#jira UE-30176
Change 2964098 on 2016/05/03 by Marc.Audy
Spelling fix
Change 2964099 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964156 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964272 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable fixes
Change 2964395 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable Fixes
Change 2964460 on 2016/05/03 by Marc.Audy
Reschedule coolingdown tick functions during pause frames.
#jira UE-30221
Change 2964666 on 2016/05/03 by Marc.Audy
Fix shipping compile error
[CL 2964775 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2927181 on 2016/03/29 by Dmitry.Rekman
(Optionally) exclude idle time from server FPS charts.
- Time spent waiting for the next frame in order to hit capped FPS can be optionally excluded by using t.FPSChart.ExcludeIdleTime (set to 1 for servers).
- Server FPS charts analytics events and log output will include the information if idle time was excluded.
- Also: added a log line each time we detect a server hitch for easier pin-pointing them in the log.
#rb Paul.Moore
#codereview Paul.Moore, Michael.Noland
#tests Ran Linux server and Windows client on compatible content.
Change 2927084 on 2016/03/29 by Ben.Marsh
BuildGraph: Don't allow triggers to run until all their order dependencies are complete. Just because a downstream node doesn't have a dependency on an upstream node via temp storage doesn't mean it can run immediately.
#rb none
#tests none
Change 2927060 on 2016/03/29 by Michael.Noland
Renamed GPU analytics event from GPU to DesktopGPU to reflect that it is the default desktop adapter and not the one we initialized (which is GPUAdapter)
Updated text/log based FPS chart events to print out GPUAdapter instead (with DesktopGPU in parens if they differ, e.g., in an optimus setup)
#rb marcus.wassmer
#tests Ran and did some fps charts
Change 2927048 on 2016/03/29 by Michael.Noland
HLOD: Removed an unused cvar r.HLODEnabled (everything is done thru r.HLOD)
#tests Compiled and ran Paragon
#rb marcus.wassmer
Change 2926920 on 2016/03/29 by Ben.Marsh
BuildGraph: Update schema with Rename task.
Change 2926911 on 2016/03/29 by Ben.Marsh
BuildGraph: Add a task which can rename files matching a given wildcard. Syntax is: <Rename Files="*.txt" To="*.md"> or <Rename Files="Engine/Build/..." From="*.txt" To="*.md"/>
#rb none
#tests none
Change 2926908 on 2016/03/29 by Andrew.Grant
Fix for CDO properties of renamed blueprints not being applied
#rb none
#tests loaded Origin map (renamed from Playgo3) and verified properties are applied.
Change 2926799 on 2016/03/29 by Jason.Bestimt
#ORION_DG - Merge MAIN (23) @ CL# 2926780
#RB:none
#Tests:none
Change 2926663 on 2016/03/29 by david.nikdel
#ROBOMERGE-OBO: jason.bestimt
#ROBOMERGE-SOURCE: CL 2926660 in //Orion/Release-0.23/... via CL 2926662
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ORION_23 - Potential fix for Cook failures
"Fix shelved in 2926635, tested in Dev-Blueprints. Could not run any GEditor related logic safely in ShutdownModule because of the same destruction issue orders that caused the bug in the first place. I will chat with Editor team about nulling out GEditor the same way we null out GUnrealEd."
#RB:none
#Tests: none
[CodeReviewed]: andrew.grant, dan.oconnor
Change 2926510 on 2016/03/29 by Andrew.Grant
Potential fix for OR-18207 - editor becomes unresponsive (audio deadlock)
#rb none
#tests compiled
Change 2926495 on 2016/03/29 by Rob.Cannaday
Change storing HTTP requests as raw pointers to weak pointers with validity being checked via Pinning it
#jira FORT-18947
#jira OR-17695
#tests golden path
#rb eric.newman
Change 2926427 on 2016/03/29 by Josh.Markiewicz
#UE4 - fixed typo
#rb none
#tests none
Change 2926250 on 2016/03/29 by Martin.Mittring
fixed OR-18489 HERO: IGGY: RMB on E ability causes blinding hair effect
#rb:Chris.Bunner
#codereview:Brian.Karis
Change 2926224 on 2016/03/29 by Daniel.Lamb
Fix for potenital threading issue with Console manager removing vars which could cause double free.
#rb Robert.Manuszewski
#test Orion cook
Change 2926174 on 2016/03/29 by Gareth.Martin
Cloned fix for bUseMaterialPositionOffsetInStaticLighting crashing across from //UE4/Dev-Landscape/ to unblock people
#rb
#tests editor
Change 2925968 on 2016/03/29 by David.Nikdel
#MCP #OSS
- Read RedirectUrl from ini
#RB: Eric.Newman
#TESTS: compiled in another branch (merge over)
#ROBOMERGE: Main
[CL 2929424 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski
Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4
This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2828384 on 2016/01/14 by Mieszko.Zielinski
Back out of visual log refactor done as part of CL#2821607 #UE4
Change 2910454 on 2016/03/15 by Zak.Middleton
#ue4 - Properly exclude zero-distance MTD results in ComponentEncroachesBlockingGeometry_WithAdjustment() in the presense of multiple overlaps.
#rb Jeff.Farris
#jira UE-24327
UDN: https://udn.unrealengine.com/questions/270574/jeff-farris-hack-for-physx-mtd.html
Change 2910548 on 2016/03/15 by Zak.Middleton
#ue4 - Handle MTD computation returning NaN direction when there is a "contact" with zero distance.
Change 2912311 on 2016/03/16 by Marc.Audy
Properly handle overlaps in C++ in documentation code and UE4 to Unity doc
#rb Martin.Wilson
Change 2913086 on 2016/03/17 by Marc.Audy
Adding ability to have 9 parameters to a dynamic delegate
Change 2913101 on 2016/03/17 by Marc.Audy
Fix some of the loctext error messages
Change 2913102 on 2016/03/17 by Thomas.Sarkanen
Console usability improvements
Display console autocompletion commands from the lexicographically first element up to either the total number of commands or MAX_AUTOCOMPLETION_LINES, whichever is least. The previous behaviour started the list "in the middle" and hid the first elements if there were too many matches. Thus "[ab ac ad]" with "aa" hidden now becomes "[aa ab ac]" with "ad" hidden.
To make scrolling work as expected, the input handling of the up and down arrow keys has been reversed so that the cursor iterates forward starting from the top with the down arrow key, and goes back up with the up arrow key. Command history is still accessed with the up arrow key.
This commit also undoes one of the most evil uses of operator overloading I've ever seen, on par with "#define true false" but more subtle
Color console autocomplete entries to denote their type: command, CVar or other (manual autocompletion entries). CVars are further divided into writeable and read-only variables.
Assume that manual console autocompletion entries are commands. This makes the autocompletion list colors more consistent and less noisy
Automatically select (but don't complete) a command on console character input. To prevent the autocomplete from becoming too trigger happy, no longer automatically complete commands for arbitrary key inputs that we happen to have a match for
Allow cycling through console commands with the tab key
Discriminate between first time and repeated tab presses and only scroll through autocomplete entries on the latter
Fix off-by-one error in console: "x more matches" line was being shown when the number of autocomplete elements was equal to MAX_AUTOCOMPLETION_LINES
Fix an off-by-one error that was causing the topmost console command to not be shown if there was an autocomplete scroll region
Show the currently selected autocomplete entry faded out behind the user's typed input
Slightly increase brightness of the normal input text colour to better distinguish between the typed and autocompleted parts of the input line
Left-justify command descriptions in the console autocompletion box
Detect overflow of console autocomplete lines on low resolutions and decrease the space used for description justification to compensate
Make the console input, history and autocomplete colours user configurable
Add console background transparency. Configurable, set to 15% by default
Add missing closing quote to the console dump HTML template
#github #2061: Console usability improvements from Mattiwatti
Change 2913104 on 2016/03/17 by Thomas.Sarkanen
Added indicator displayed on animation nodes when they use the 'fast path'
Added checkbox that can be used to audit Blueprint fast-path usage.
Switched almost all animation node widgets to derive from new SAnimationGraphNode. This creates the overlay widget that indicates whether this node is using a more optimal path.
#doc Also added documentation tooltips and UDN doc files/images for the fast path systems.
#jira UE-24698 - Add icon to pins in anim graph to indicate 'fast mode' access
#rb Martin.Wilson
Change 2913306 on 2016/03/17 by Marc.Audy
Cleaning up GetResourceSize
- Made many call Super::GetResourceSize
- Removed trivial implementations
- Fixed HierarchicalInstanceStaticMeshComponent double counting an array
Change 2913535 on 2016/03/17 by Lukasz.Furman
fixed broken behavior tree graph data after subnode undo
#ue4 UE-28198
Change 2913608 on 2016/03/17 by Lukasz.Furman
fixed behavior tree execution indices after undoing move in editor
#ue4 UE-26705
Change 2913847 on 2016/03/17 by Lukasz.Furman
added new automation test for UE-28309
#ue4
Change 2913849 on 2016/03/17 by Lukasz.Furman
fixed behavior tree skipping over branch when restart request comes during AbortCurrentTask call
#ue4 UE-28309
Change 2913895 on 2016/03/17 by Marc.Audy
Added 'self' argument to Actor and PrimitiveComponent delegates that didn't already supply one
Fixed up all C++ uses of these delegates
#jira UE-23122
#rb Zak.Middleton
Change 2914743 on 2016/03/18 by Thomas.Sarkanen
Editing of primitive data in PhAT
[CL 2926677 by Marc Audy in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2792706 on 2015/12/07 by Terence.Burns
Rebuild lightmaps automation changes
- Sync and Build binary files for execution
- Much improved error handling
- Email notification support added.
#Note - This should massively simplify the batch script we use to rebuild lightmaps.
#rb none
#Tests Run the RebuildLightmaps commandlet many times to ensure it runs and errors correctly.
Change 2791950 on 2015/12/05 by Matt.Kuhlenschmidt
Added settings to toggle on and off display of Ping and FPS values.
Server FPS will be disabled before ship
#rb none #test pc/ps4 golden path, pie
Change 2791827 on 2015/12/05 by Marcus.Wassmer
Fix texture memory leak. Fixes automation using too much memory.
#rb Brad.Angelcyk
#codereview bob.ferreira
#test automation runs, editor.
Change 2791313 on 2015/12/04 by Martin.Mittring
fixed PS4 compiling
#rb:Michael.Noland
#test:not
Change 2791014 on 2015/12/04 by Martin.Mittring
nicer cvar help for r.PS4ContinuousSubmits
#rb:Olaf.Piesche
#code_review:Marcus.Wassmer
#test:PC
Change 2791011 on 2015/12/04 by Martin.Mittring
fixed compile error when disabling ENABLE_TEXTURE_TRACKING
#rb:Olaf.Piesche
#test:run Paragon on PC
Change 2790848 on 2015/12/04 by Martin.Mittring
missing changes
nicer cvar help, optimized unneccessary referencecounting, removed redundant code
#rb:Olaf.Piesche
#test:PC Paragon
Change 2790840 on 2015/12/04 by Martin.Mittring
nicer cvar help, optimized unneccessary referencecounting, removed redundant code
#rb:Olaf.Piesche
#test:PC Paragon
Change 2791585 on 2015/12/04 by Michael.Noland
Rendering: Added a more actionable error message to a check() failure for a FStaticLightingMesh that has already been processed when building lighting in a map that contains HLOD
#rb None
#tests Built lighting in a map that was crashing at this check() and verified that the message indicated the problematic mesh
Change 2791244 on 2015/12/04 by Ryan.Brucks
Submitting all my Paragon Content before the new Agora Branch.
Change 2791240 on 2015/12/04 by Marcus.Wassmer
Bump to .061 patch and new pub tools to pass cert
#rb non
#test compile ps4
Change 2791132 on 2015/12/04 by ryan.brucks
RenderToTextureMacros: fixed issue with polygon index being +1 on accident
Change 2790747 on 2015/12/04 by Terence.Burns
Rebuild Lightmaps Automation Script - Adding the -unattended switch for build machines.
#rb None
#tests Run through the Rebuild Lightmaps UAT script process.
Change 2790589 on 2015/12/04 by Bart.Bressler
- Invite PS4 friend option for add party member button now works properly, also fixes crash. Fixes OR-10359.
#rb sam.zamani
#tests invited ps4 player using Invite PS4 Friend option, confirmed that player joined mcp party and ps4 session
Change 2790418 on 2015/12/04 by James.Golding
Roll back HLOD lightmap UV change, Oz reporting issues when building lighting, need more investigation
#rb none
#tests none
Change 2790333 on 2015/12/04 by James.Golding
Add fallback to FMeshUtilities::PropagatePaintedColorsToRawMesh when mesh has been reduced in engine and WedgeMap is missing
#rb martin.wilson
#codereview jurre.debaare
#tests Built HLOD meshes in the editor
Change 2790292 on 2015/12/04 by Olaf.Piesche
Free the new particle array at the beginning of the tick for each instance; that way, even if we're not rendering the array will be cleared and we don't keep injecting new particles that never get killed until rendering resumes
#rb marcus.wassmer
#tests Editor, PIE
Change 2790003 on 2015/12/04 by James.Golding
Fix possible crash in ALODActor::RemoveSubActor
#rb keith.judge
#codereview jurre.debaare
#tests Generated HLOD proxy in editor
Change 2789998 on 2015/12/04 by James.Golding
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2717513 on 2015/10/06 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1
GC and WeakObjectPtr performance optimizations.
- Moved some of the EObjectFlags to EInternalObjectFlags and merged them with FUObjectArray
- Moved WeakObjectPtr serial numbersto FUObjectArray
- Added pre-allocated UObject array
Change 2716517 on 2015/10/05 by Robert.Manuszewski@Robert_Manuszewski_EGUK_M1
Make SavePackage thread safe UObject-wise so that StaticFindObject etc can't run in parallel when packages are being saved.
Change 2721142 on 2015/10/08 by Mikolaj.Sieluzycki@Dev-Core_D0920
UHT will now use makefiles to speed up iterative runs.
Change 2726320 on 2015/10/13 by Jaroslaw.Palczynski@jaroslaw.palczynski_D1732_2963
Hot-reload performance optimizations:
1. Got rid of redundant touched BPs optimization (which was necessary before major HR fixes submitted earlier).
2. Parallelized search for old CDOs referencers.
Change 2759032 on 2015/11/09 by Graeme.Thornton@GThornton_DesktopMaster
Dependency preloading improvements
- Asset registry dependencies now resolve asset redirectors
- Rearrange runtime loading to put dependency preloads within BeginLoad/EndLoad for the source package
Change 2754342 on 2015/11/04 by Robert.Manuszewski@Robert_Manuszewski_Stream1
Allow UnfocusedVolumeMultiplier to be set programmatically
Change 2764008 on 2015/11/12 by Robert.Manuszewski@Robert_Manuszewski_Stream1
When cooking, don't add imports that are outers of objects excluded from the current cook target.
Change 2755562 on 2015/11/05 by Steve.Robb@Dev-Core
Inline storage for TFunction.
Fix for delegate inline storage on Win64.
Some build fixes.
Visualizer fixes for new TFunction format.
Change 2735084 on 2015/10/20 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
CrashReporter Web - Search by Platform
Added initial support for streams (GetBranchesAsListItems, CopyToJira)
Change 2762387 on 2015/11/11 by Steve.Robb@Dev-Core
Unnecessary allocation removed when loading empty files in FFileHelper::LoadFileToString.
Change 2762632 on 2015/11/11 by Steve.Robb@Dev-Core
Some TSet function optimisations:
Avoiding unnecessary hashing of function arguments if the container is empty (rather than the hash being empty, which is not necessarily equivalent).
Taking local copies of HashSize during iterations.
Change 2762936 on 2015/11/11 by Steve.Robb@Dev-Core
BulkData zero byte allocations are now handled by an RAII object which owns the memory.
Change 2765758 on 2015/11/13 by Steve.Robb@Dev-Core
FName::operator== and != optimised to be a single comparison.
Change 2757195 on 2015/11/06 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
PR #1305: Improvements in CrashReporter for Symbol Server usage (Contributed by bozaro)
Change 2760778 on 2015/11/10 by Jaroslaw.Surowiec@Stream.1.JarekSurowiec
PR #1725: Fixed typos in ProfilerCommon.h; Added comments (Contributed by BGR360)
Also fixed starting condition.
Change 2739804 on 2015/10/23 by Robert.Manuszewski@Robert_Manuszewski_Stream1
PR #1470: [UObjectGlobals] Do not overwrite instanced subobjects with ones from CDO (Contributed by slonopotamus)
Change 2744733 on 2015/10/28 by Steve.Robb@Dev-Core
PR #1540 - Specifying a different Saved folder at launch through a command line parameter
Integrated and optimized.
#lockdown Nick.Penwarden
[CL 2772222 by Robert Manuszewski in Main branch]
//depot/UE4-Orion/...
to //depot/UE4/...
UE4 - rollup of many performance changes
* increased max threads for task graph and added a way to reduce task threads at runtime for testing the optimal number
* added a way to track excessive allocation at runtime without using the memory profiler: LogGameThreadMallocChurn.Enable
* ps4: fixed a few problems with the platform properties, IsRunningGame was returning false
* added inline storage for one delegate in multicast delegates
* fixed excessive allocation on the script stack traceback
* fixed excessive malloc calls throughout the animation system
* added stats throughout the animation system
* reworked parallel queue ticks
* fixed excessive malloc calls in cloth and physics animation systems
* fixed GHitchThresholdCVar
* minor improvements to abtest
* added ability to change thread affinities on the fly so they can be tuned
* cvars to control animrate optimization and spew the results: EnableAnimRateOptimization, SpewAnimRateOptimization, DrawAnimRateOptimization, ForceAnimRate
* optimized malloc calls in cascade and gpu particles
* optimized malloc calls in input system
* removed visual logging and ability log from consoles and fixed a few compile errors related to doing that
* optimized gameplaytags
* added a few cvars to cause stalls in various parts of the pipeline to identify critical paths and bottlenecks: CriticalPathStall.*
* added console command to toggle all known outstanding perf tweaks: Orion.SetupPerfCVars
[CL 2642061 by Gil Gribb in Main branch]