Commit Graph

21 Commits

Author SHA1 Message Date
Ben Marsh
111ec7adc5 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3314870)
#lockdown Nick.Penwarden

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

Change 3284872 on 2017/02/03 by Graeme.Thornton

	Seperate pak cache granularity from pak signing chunk size

Change 3285765 on 2017/02/03 by Graeme.Thornton

	Fix stats warnings because each slate new loading screen thread has the same stat name, but is assigned to a different thread

	#jira UE-41478

Change 3286913 on 2017/02/04 by Ben.Marsh

	IncludeTool: Merging fixes.

	* Don't remove existing forward declarations unless explicitly instructed to do so. Files are optimized with these declarations in place, so removing them can cause output files to fail to build. It can be a useful separate step though, so expose it as a command-line option instead.
	* Add a specific option for which files should be output by the tool. Any files which are excluded from this list are treated specially when generating output files, so as to prevent them from causing files to be omitted from other files that include them. Also add an option to force this mode for all headers, for use when testing formatting/include path generation.

Change 3287100 on 2017/02/05 by Ben.Marsh

	UBT: Move platform settings into platform-specific TargetRules objects.

Change 3287106 on 2017/02/05 by Ben.Marsh

	Merge UEBuildPlatformContext into UEBuildPlatform. Now that targets can have platform-specific settings, there is no need to separate a platform class which contains target-specific information.

Change 3287398 on 2017/02/06 by Steve.Robb

	Fix for UHT failing when -WarningsAsErrors and -Verbose are specified together.

Change 3287399 on 2017/02/06 by Steve.Robb

	Log verbosities made more readable in the debugger.

Change 3287410 on 2017/02/06 by Steve.Robb

	Fix for TStructOpsTypeTraits where WithCopy gives a different result between specializing the traits and not providing WithCopy and not specializing the traits at all.

	#fyi marc.audy

Change 3288020 on 2017/02/06 by Ben.Marsh

	Prevent forward declaration of the ITextData class. We need to include the header for the debugger visualizers to work correctly.

Change 3291817 on 2017/02/08 by Steve.Robb

	New EBlueprintCompileReinstancerFlags used to construct FBlueprintCompileReinstancer, instead of lots of bools.

Change 3292090 on 2017/02/08 by Graeme.Thornton

	Crash fix - don't update font engine services if it was never created

	#jira UE-33953

Change 3292993 on 2017/02/08 by Ben.Marsh

	Add an option to disable force-including PCHs for files in the non-unity working set. (bAdaptiveUnityDisablesPCH)

Change 3293231 on 2017/02/08 by Ben.Marsh

	BuildGraph: Allow overriding the changelist that a badge should be displayed for (with the Change="" attribute on the Badge declaration in XML), so the code changelist can be used if necessary. Also link to the failed step if only one has failed.

Change 3294213 on 2017/02/09 by Ben.Marsh

	EC: Allow setting a property on frequent CI jobs that allows us to exclude it from job searches for generating the dashboard. Filtering on the client side is causing dashboard pages to be almost empty.

Change 3294753 on 2017/02/09 by Ben.Zeigler

	#jira UE-41151 Fix UObjectLibrary::RemoveObject to remove from the correct array, and add comment mentioning that the dynamic use of Object Library is semi-deprecated

Change 3296070 on 2017/02/09 by Ben.Zeigler

	Explicitly turn off Copy for a struct that has a linked list internally. I think turning Copy on by default for all non POD Types is pretty risky and is likely to crash for other games. In this case it was being copied for network replication, and it didn't have one defined so the default C++ one copied the linked list and crashed on destruction.

Change 3296420 on 2017/02/10 by Graeme.Thornton

	Remove remaining references to AES_KEY, instead using the encryption key delegates to access the key where needed
	Refactored encryption and signing key access in unrealpak to make it easier to use

Change 3296609 on 2017/02/10 by Ben.Marsh

	BuildGraph: Fix error running the <Copy> task with an empty "From" argument.

	* FileSystemReference.IsUnderDirectory() was not correctly handling cases where the directory was a root directory (and has to end in a path separator)
	* FilePattern.AsDirectoryReference() with an empty token would append a path separator to an empty string, resulting in it referencing the root directory rather than the given base directory.

Change 3297440 on 2017/02/10 by Ben.Marsh

	UBT: Move the FileFilter class into UnrealBuildTool.

Change 3297725 on 2017/02/10 by Ben.Zeigler

	#jira UE-39199 Fix issue with enum value redirects using the wrong short or long name, it now fully supports both.
	Clean up a lot of confusingly named and broken functions on UEnum:
	#jira UE-41348 Deprecate FindEnumIndex, GetEnum, GetEnumName, replace with GetIndexByName, GetNameByIndex, and GetNameStringByIndex and clean up warnings
	#jira UE-38187 Deprecate GetDisplayNameText and GetEnumText, replaced both with GetDisplayNameTextAtIndex which is now callable outside the editor and has a better comment
	Deprecate FindEnumRedirects and replace with GetIndexByNameString. Fix code to not check the redirects array 5 times per enum lookup
	Fix GetValueAsString to actually act on a value, not an index. This matches common usage and the function's name
	While fixing deprecation warnings on internal games, fixed dozens of cases where it was using Index functions when it should have been using Value functions
	Delete some now redundant enum editor code and pipe everything through UEnum

Change 3297979 on 2017/02/10 by Ben.Zeigler

	Fix issues parsing Enums that are literally the string "None", which is allowed but leads to some odd behavior

Change 3298299 on 2017/02/10 by Steve.Robb

	TTuple improvements:
	- equality comparable
	- serializable
	- in the correct folder

	2-tuples are specialized to be syntactically compatible with both TPair and TTuple.
	TPair is now an alias for a 2-tuple and is no longer bound to TPairInitializer.

	#fyi robert.manuszewski,ben.marsh

Change 3298460 on 2017/02/11 by Ben.Marsh

	UGS: Set the correct result from running custom tasks.

Change 3298462 on 2017/02/11 by Ben.Marsh

	UBT: Fix some deprecated messages that have the wrong release version, and add a better message for how ModuleRules constructors need to be updated.

Change 3299447 on 2017/02/13 by Graeme.Thornton

	Fix AES and pak signing key embedding for content only projects
	 - Force temp target when any keys are specified by project config

Change 3299649 on 2017/02/13 by Steve.Robb

	PLATFORM_HAS_DEFAULTED_OPERATORS fixed.
	Other obsolete compiler switches removed.

Change 3299787 on 2017/02/13 by Steve.Robb

	IsAbstract() for testing if a reflected native type contains pure virtual functions.  Needed for BP nativization.

	#fyi robert.manuszewski

Change 3300576 on 2017/02/13 by Ben.Marsh

	EC: Add support for starting builds on any agent type. Mapping from agent types to resource pools is stored in an EC property sheet (/Generated/<Stream>/AgentTypes), allowing EC procedures to map it to a resource pool from a parameter.

Change 3300600 on 2017/02/13 by Ben.Marsh

	EC: Add the -ClearHistory argument to UAT run to export BuildGraph settings, to allow running on incremental workspaces.

Change 3300624 on 2017/02/13 by Ben.Marsh

	Switch incremental builds for all streams to start up on the incremental agent.

Change 3302134 on 2017/02/14 by Steve.Robb

	UnrealCodeAnalyzer removed.

	#fyi ben.marsh,robert.manuszewski

Change 3302639 on 2017/02/14 by Ben.Zeigler

	Fix crash cooking odin with default command line
	#jira UE-41952 Delete StealthTeleport map that crashes on load, and update default cook list that gets used if nothing specified

Change 3303002 on 2017/02/14 by Ben.Zeigler

	#jira UE-41061 Fix it so editor only filtering on savepackage is uniformly applied regardless of if it's at package or object level
	#jira UE-41880 Rewrite editor/client/server only filtering logic in SavePackage to fix various bugs. It now does all of the filtering up front, and won't process any filtered objects for imports or exports
	Rename NotForEditorGame to NotAlwaysLoadedForEditorGame and improve comments, this flag says that the asset should be loaded EVEN IF it is editor only, it does not affect loading for normal objects
	Change the non-map cook flags to RF_Public instead of RF_Standalone. Blueprint classes aren't RF_Standalone so were only being cooked before due to an accident of the dependency checker
	Change it so anything with a Transient outer is marked transient at save time. These objects would not save out properly anyway
	Fix it so -cooksinglepackage works properly again and excludes localization and startup packages
	Tested with Fortnite and Odin, Odin works but with lots of warnings with nativization on which I need to investigate

Change 3303084 on 2017/02/14 by Ben.Zeigler

	Attempt to get Nativization and EDL working without warnings

	Change 3305153 on 2017/02/15 by Ben.Zeigler

	Fix Fortnite and Orion cook, I don't understand why this passed my local testing
	Fix the CDO subobject finder to actually return things instead of doing nothing, and fix a shadow variable warning

Change 3305959 on 2017/02/16 by Gil.Gribb

	UE4 - Tweaked out the EDL loader for the switch with benefits to all platforms.

Change 3306159 on 2017/02/16 by Ben.Marsh

	Fix path to target binaries when building non-monolithic in a unique build environment.

Change 3306584 on 2017/02/16 by Steve.Robb

	UEnum internal functions renamed from Index to Value.
	GetValueAsString_Internal() parameter now takes an int64, as is expected for enum values.

	#fyi ben.zeigler

Change 3307836 on 2017/02/16 by Ben.Zeigler

	#jira UE-42055 Load very old redirects in cooked builds. Matinee has no way of resaving redirects, so as long as matinee exists we need to keep them around forever, or fix matinee manually
	Fixes lighting in Infiltrator demo

Change 3307929 on 2017/02/16 by Ben.Zeigler

	#jira UE-42055 Second half of matinee redirector fix

Change 3308840 on 2017/02/17 by Matthew.Griffin

	Reimplementing CL#3305808 from 4.15

		Changed QA label build process so that it only allows version with 3 components (we always add the .0 for initial releases)

Change 3309115 on 2017/02/17 by Ben.Marsh

	Windows: Fix the GetModulesDirectory() function always returning the engine binaries directory. It's possible to build non-monolithic targets which output all engine binaries to the game binaries directory - a requirement to being able to set game-specific defines or build settings, because we don't want shared engine binaries to be tainted with them. The module manager needs to be able to operate early on,  before many of the game settings have been initialized, so just return the directory containing the Core module instead.

Change 3309120 on 2017/02/17 by Ben.Marsh

	Fix support for creating modular builds which don't use the shared build environment.

Change 3309125 on 2017/02/17 by Ben.Marsh

	Require that -CookDir arguments are specified separately on the command line. '+' is a valid path character (and common in build versions), so we shouldn't treat it as an argument separator.

Change 3309128 on 2017/02/17 by Ben.Marsh

	Fix UnrealPak failures when enumerating all files from a source directory, if that directory happens to contain spaces.

Change 3309131 on 2017/02/17 by Ben.Marsh

	Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.

Change 3309140 on 2017/02/17 by Ben.Marsh

	UAT: Fix exception moving a file from one location to another if the target directory does not exist.

Change 3309212 on 2017/02/17 by Ben.Marsh

	Fixes/improvements for mod editor and code mods:

	* A separate top-level project is generated for each code mod in the Visual Studio solution.
	* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
	* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
	* Plugin browser now includes a separate category for mods.
	* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.

Change 3309231 on 2017/02/17 by Steve.Robb

	Fix for Ar << bSomeBool where Ar is a derived class which overrides an operator<<.

	#jira UE-42052

Change 3309248 on 2017/02/17 by Ben.Marsh

	Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true.

Change 3309257 on 2017/02/17 by Ben.Marsh

	Prevent game binaries from being renamed for hot reload when working with installed projects.

Change 3309355 on 2017/02/17 by Steven.Hutton

	Changes to make the website compatible with the new database changes.

Change 3309371 on 2017/02/17 by Ben.Marsh

	Fix exception on shutdown when running asset registry with threads disabled.

	#jira UE-41951

Change 3309389 on 2017/02/17 by Ben.Zeigler

	#jira UE-42051 Fix ensure and crash when loading a null asset ID via the LoadAsset BP node

Change 3309570 on 2017/02/17 by Gil.Gribb

	UE4 - Switch load time performace tweaks, plus abstracted the IO tracker and handle manager for other platforms and applied it to the PS4.

Change 3310039 on 2017/02/17 by Ben.Marsh

	BuildGraph: Prevent exception when trying to delete a file that does not exist.

Change 3311484 on 2017/02/20 by Chris.Wood

	CrashReportProcess crash add retry logic improvements (CRP v1.2.16)

Change 3311600 on 2017/02/20 by Matthew.Griffin

	Updated StripSymbols functions so that all platforms can deal with the source and target file being the same

Change 3311675 on 2017/02/20 by Steve.Robb

	FNativeClassHeaderGenerator::CurrentSourceFile stack replaced with C++ stack.

Change 3311893 on 2017/02/20 by Ben.Marsh

	UGS: Add support for notifying users if CIS steps fail for content changes. Badges which test content should be listed in the [Notifications] section of the project-specific INI file, through +ContentBadges= lines.

Change 3313966 on 2017/02/21 by Ben.Marsh

	Fix EC parsing of error messages output by the editor in the form "LogXYZ:Error:". Greedy optional subexpression in regex was matching everything until a space, so terminate a colon too.

Change 3314398 on 2017/02/21 by Ben.Zeigler

	#jira UE-42212 Fix shutdown of AnimGraph module to be safer

[CL 3315211 by Ben Marsh in Main branch]
2017-02-21 15:51:42 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Bob Tellez
33f0f0a6e6 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3212531)
#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]
2016-11-30 14:12:57 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

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

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

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

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

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

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Andrew Grant
48331caa30 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3028454)
#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]
2016-06-28 17:59:42 -04:00
Bob Tellez
c747634240 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3026859)
#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]
2016-06-24 16:58:12 -04:00
Marc Audy
67e3197eff Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666)
#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]
2016-05-03 15:44:33 -04:00
Marc Audy
b8d61c189f Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2944217
#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]
2016-04-14 16:25:11 -04:00
Andrew Grant
0b4257e23a Copying //UE4/Orion-Staging to //UE4/Main (Source //Orion/Dev-General @ 2927258)
#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]
2016-03-31 15:18:30 -04:00
Marc Audy
d3e1006533 Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2926658
#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]
2016-03-29 16:33:59 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Andrew Grant
2fd2070b07 Copying //UE4/Orion-Staging (Orion Main @ CL-2792706 to //UE4/Main
==========================
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
2015-12-08 09:25:02 -05:00
Robert Manuszewski
f9cdeb96cd Copying //UE4/Dev-Core to //UE4/Main
==========================
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]
2015-11-18 16:20:49 -05:00
Andrew Grant
c0452957a1 Merging latest engine code from Orion via //depot/UE4-To-//UE4/Main
[CL 2744667 by Andrew Grant in Main branch]
2015-10-28 08:58:16 -04:00
Mieszko Zielinski
d799c89cba Fixed a bug in resource-claiming GameplayTasks handling that was resulting in not releasing resources if task was being ended as part of Activate function call #UE4
Merged over from Orion

[CL 2654673 by Mieszko Zielinski in Main branch]
2015-08-13 11:01:17 -04:00
Gil Gribb
b7d8b9603f Merging 2640056 (plus a few minor fixes)
//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]
2015-08-03 11:44:45 -04:00
Mieszko Zielinski
b1033aab55 Fixed no-VLogging builds compilation issues #UE4
[CL 2605532 by Mieszko Zielinski in Main branch]
2015-06-30 09:02:56 -04:00
Mieszko Zielinski
fb69a2c1c3 Agged GameplayTasks information to GameplayDebugger #UE4
[CL 2605455 by Mieszko Zielinski in Main branch]
2015-06-30 07:11:55 -04:00
Mieszko Zielinski
20e4252b50 Gameplay Task priority and resources management up and running, pass 1 #UE4
Including:
- every GameplayTask can specify resources it requires to run, and separately resources it's going to lock, or "shadow" ones in the priority queue
- added a broadcast delegate to GameplayTasksComponent one can register for to get notified about changes in resource locks
    - AI uses this to lock AI logic for scripted tasks
- made IGameplayTaskOwnerInterface::GetAvatarActor require a task pointer to determine avatar actor - this was needed for a "skeletal" owners, like BT nodes
- Improvements to AITask_MoveTo
- expanded BTTaskNode with bits required for it being a GameplayTask owner
    - might need to move that to the most generic BTNode so that services can easily spawn tasks as well
- BT movement tasks can now use AITasks (opt-in with AISystem::bEnableBTAITasks via Project Settings)
- started adding a generic mechanism for configuring AI properties via Project Settings
    - consistency throughout multiple ways of spawning given AI task being the main drive here. Started with movement of course
    - currently implemented by exposing AISystem's properties to global config. Going to switch that over to UDeveloperSettings soon.
- Added a blackboard component member to AIController
- added setting BB SelfActor key to AI-controlled Pawn

[CL 2597132 by Mieszko Zielinski in Main branch]
2015-06-23 11:05:27 -04:00
Mieszko Zielinski
2a1b3dcef8 GameplayTasks work merged over from dev branch #UE4
Introducing AIResource classes. Updated AITask_Move as a first, test AI task
- also more GameplayTasks v-logging added
- added more unit tests for GameplayTasks

[CL 2581093 by Mieszko Zielinski in Main branch]
2015-06-09 07:11:12 -04:00
Eric Newman
f3569dae41 Fortnite dev to main merge up to cl # 2564489
Merging using UE4-Fortnite-To-UE4

[CL 2573959 by Eric Newman in Main branch]
2015-06-02 11:44:27 -04:00