Commit Graph

41 Commits

Author SHA1 Message Date
Bob Tellez
33c9ba59f2 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3284787)
#lockdown Nick.Penwarden
#rb none

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

Change 3284469 on 2017/02/02 by Saul.Abreu

	Fixed comment on Slate Brush for getting the resource object and what kind of object it may be.

Change 3284410 on 2017/02/02 by Ben.Zeigler

	Add FSlateBrush subclass constructors that take resource objects, to create static brushes at startup time that refer to already loaded UTextures

Change 3284381 on 2017/02/02 by Saul.Abreu

	#fortnite
	Added functionality to common button to actually use the single material brush setting and automatically create and expose access to a material instance dynamic.
	Also fixed some potential object lifetime issues in CommonButton.

Change 3282423 on 2017/02/01 by Ben.Zeigler

	Fix issue with synchronous load of objects not invalidating cached nulls for asset ptrs. This was always an issue but my recent change to assetptr SynchronousLoad made it manifest more often.
	In the future we may want to invalidate cached nulls on object creation to handle cases like save games

Change 3282265 on 2017/02/01 by Ian.Fox

	#UE4, #XMPP - Reduce verbosity of strophe receive-stanza log

Change 3282159 on 2017/02/01 by Ben.Zeigler

	Fix issue where async loading null string reference would deadlock

Change 3282054 on 2017/02/01 by James.Longstreet

	#fortnite #jira FORT-28234 Fix sceImeDialogTerm() warning

	We were calling sceImeDialogTerm() in cases where the dialog wasn't active.  The only state it's legitimate to call sceImeDialogTerm() in is SCE_IME_DIALOG_STATUS_FINISHED.

Change 3282051 on 2017/02/01 by James.Longstreet

	#fortnite #jira FORT-30021 Respect bVirtualKeyboardSendsTextChanged on PS4

Change 3281799 on 2017/02/01 by Nick.Cooper

	#Fortnite - Removed code on PS4 that was adding a EMouseButtons::Left press when the right shoulder button was pressed

	#jira FORT-35821

Change 3281771 on 2017/02/01 by Lukasz.Furman

	fixed end of path conditions breaking movement when path starts with a navlink and turn back below
	#jira FORT-36375

Change 3280579 on 2017/01/31 by Ben.Zeigler

	Remove ForEachProperty and switch AssetManager to use TPropertyValueIterator instead. Code review changes to TPropertyValueIterator.
	Add InitializeAssetBundlesFromMetadata to AssetManager which parses AssetBundles metadata at load/save time and uses that to assign asset references to specific bundles.
	Add RecursivelyExpandBundleData to allow recursively acquiring bundle dependencies.
	Add AssetBundles to the PropertyMetadata list. Sorted list and fixed some comment typos.
	Change it so the DataAsset factory won't show blueprintable native classes as valid, the editor doesn't like it when you have both blueprinted and non-blueprinted assets of the same base class.
	Change AssetPtr.LoadSynchronous to be const and to behave the same as Get(). This was a licensee complaint and the old behavior to null out the reference because of a transient load error can cause data loss.

Change 3280176 on 2017/01/31 by Lukasz.Furman

	fixed missing navmesh update on replacing existing floor/roof
	#jira FORT-36369

Change 3279761 on 2017/01/31 by Saul.Abreu

	#fortnite
	Added ability to keep common buttons interactable even when they're selected, so they can still be clicked. Old default behavior is preserved.

Change 3279678 on 2017/01/31 by Saul.Abreu

	#fortnite
	Moved GetCurrentInputType from UCommonActionWidget to UCommonUIContext for reuse.

Change 3278593 on 2017/01/30 by Ben.Zeigler

	Delay initialization of asset registry tag filter list until it is needed, to make sure it catches modules that were loaded after the asset registry module. Fixes issues with tags not inherting to child classes

Change 3278592 on 2017/01/30 by Ben.Zeigler

	Add TPropertyValueIterator to replace ForEachProperty. This is a recursive iterator instead of a predicate search, and also allows extracting the property chain, which I need for metadata parsing.
	AssetManager has an example of both uses, will delete ForEachProperty tomorrow.

Change 3277859 on 2017/01/30 by Lukasz.Furman

	fixed navigation path postprocessing not working with vertical navlinks near start point
	required by taker portal up move
	#jira FORT-36570

Change 3277580 on 2017/01/30 by Ben.Zeigler

	#jira FORT-36662 Return streamable manager to always use hard references, weak references do not work during AddReferencedObjects at all, because of the unreachable flag that is set during GC. This returns the behavior of forcing assets to be "Force Deleted" if they were loaded by asset manager.

Change 3276903 on 2017/01/29 by Bob.Tellez

	#BlueprintContext Updated copyright notice for 2017

Change 3276902 on 2017/01/29 by Bob.Tellez

	#CommonUI Updated some missed copyright notices for 2017

Change 3276731 on 2017/01/29 by Jeff.Campeau

	Forward modified warning messages

Change 3276642 on 2017/01/28 by Jeff.Campeau

	Change specific errors from packaging multiple configurations into a single package into warnings.

Change 3276228 on 2017/01/27 by Ben.Zeigler

	Fix crash/data loss when a Pin's DefaultObject points to an ObjectRedirector. FixObject will return redirectors so you need to correct for that

Change 3276073 on 2017/01/27 by Ben.Zeigler

	Add some utility functions to core asset manager and streamablemanager and fix various editor interactions.
	Add startup and cook interaction hooks to AssetManager directly and call them form Engine in addition to the game-specific hooks.
	Add concept of BulkScanning to AssetManager, use this when scanning many directories.
	Fix issues with string asset references being wrong for blueprint classes, this would be easier if the assetdata pointed to the class and not the possibly-missing blueprint.
	Change StreamableManager to keep referenced objects as weak pointers. These pointers are effectively soft in the editor, hard outside of the editor. By storing them as raw pointers it was difficult to guarantee their safety without causing issues with deleting assets.

Change 3276058 on 2017/01/27 by Ben.Zeigler

	Add UStruct::ForEachProperty, which recursively iterates properties of a struct and calls a lambda.
	Add some new BaseStructure accessors

Change 3275981 on 2017/01/27 by Alex.Thurman

	Move Item Management Screen input handling into child activatable panels.
	#JIRA FORT-35759
	#JIRA FORT-35758

Change 3275626 on 2017/01/27 by John.Pollard

	First pass at implementing net relevancy for replays

	* All connections are considered when determing if an actor is relevant
	* Enable by setting demo.UseNetRelevancy to 1
	* Override cull distance with demo.CullDistanceOverride

Change 3275221 on 2017/01/27 by John.Pollard

	FORT-36482 - Fix issue with using wrong serializer for re-mapping objects

Change 3274149 on 2017/01/26 by Alex.Thurman

	Expose the Common Widget Switcher as part of the common UI plugin library.
	#fort

Change 3274103 on 2017/01/26 by Michael.Trepka

	Fixed a crash on startup on Mac when using a shader cache populated during cooking and re-enabled cook time cache generation in Fortnite

Change 3273867 on 2017/01/26 by James.Hopkin

	Enabled Stomp for PS4

	#jira FORT-35517

Change 3273749 on 2017/01/26 by James.Hopkin

	Added libwebsocket libraries for PS4

	#jira FORT-35517

Change 3273105 on 2017/01/26 by James.Hopkin

	Moved libwebsockets.h into platform-specific folders (in preparation for PS4 building against slightly more recent version)

Change 3273020 on 2017/01/26 by Jeff.Campeau

	Stage manifest files from loose folder, not binary folder (appdata.bin is no longer created in the binary directory)

Change 3272825 on 2017/01/25 by Saad.Nader

	#fort
	Added function to set the auto activation on or off on a common widget switcher.
	Updated CommonTabListWidget to temporarily turn off activation when setting a linked switcher.
	Added some missing delegate cleanup code.

Change 3272598 on 2017/01/25 by Justin.Augspurger

	#fortnite
	Add activatable panel function that returns if an input handler is set.

Change 3272411 on 2017/01/25 by Michael.Trepka

	Increased g.TimeoutForBlockOnRenderFence on Mac to 5 minutes

Change 3271913 on 2017/01/25 by Lukasz.Furman

	fixed conditions of movement's destinaiton oveshot check to work with setup in FTest maps
	#jira FORT-36375

Change 3271723 on 2017/01/25 by Bob.Tellez

	#UE4 Disabled MfMedia on windows.

Change 3271223 on 2017/01/25 by Jeff.Campeau

	Allow packaging to fall back to the engine directory for the lastchunk file if it's not present in the staged version.

Change 3271066 on 2017/01/24 by Chris.Gagnon

	- Properly clean up the UIManager and Analog Cursor when game/pie exists.
	- FortAnalogCursor now sequesters the mouse during InputSuspension.
	- Change the callback order for activate and deactivate so the classes can chain activate.

Change 3271064 on 2017/01/24 by Chris.Gagnon

	- NavigateToWidget() added to SlateApplication
	- SlistView and it's descendants now have the ability to navigate to the widget scrolled into view

Change 3270778 on 2017/01/24 by Michael.Trepka

	Fixed and enabled cook time binary shader cache generation for Mac

Change 3270645 on 2017/01/24 by Jeff.Campeau

	- New manifest generation (backward compatible)
	- True support for multiconfig packages
	- Settings all based in target settings in editor
	- Localized package resources with support to reduce redundancies
	- Resource table generation and manifest generation combined
	- Further reduced unneeded deploy copies

	#jira FORT-36413

Change 3270191 on 2017/01/24 by Lukasz.Furman

	reverted file unrelated to DecoyDistance fix

Change 3270133 on 2017/01/24 by Lukasz.Furman

	fixed item scoring in DecoyDistance test
	#jira FORT-36034

Change 3269363 on 2017/01/24 by James.Hopkin

	#online #stomp Added error logging for loss of heartbeat

	#jira FORT-34763

Change 3268921 on 2017/01/23 by Saul.Abreu

	#fortnite
	Renamed CommonWidgetGroup to emphasize that it is an abstract base class. Added ability to get the selected button out of CommonButtonGroup.

Change 3268913 on 2017/01/23 by Saul.Abreu

	#fortnite
	Recreated some minor changes to UEnumProperty so that TMap properties don't assert with enums as keys.

Change 3268436 on 2017/01/23 by Michael.Trepka

	Added rhi.Metal.AllowRHIThread to allow games to disable RHI thread on Mac to be able to use shader cache, which currently is incompatible with RHI thread. Disabled RHI thread on Mac in Fortnite.

	Also, temporarily disabled Metal validation layer in Fortnite until I have more information on the cost of various levels of validation.

Change 3266945 on 2017/01/20 by Bob.Tellez

	#UE4 Allowing more configurations to generate debug symbols

Change 3266814 on 2017/01/20 by Bob.Tellez

	#UE4 Moved MfMedia video track handling to the render thread, which removes the need for some buffer management in MediaTextureResource.cpp. Also, Mfmedia now emits the PlaybackEndReached event.

	#JIRA FORT-31753

Change 3266541 on 2017/01/20 by Lukasz.Furman

	moved navigation export of building actor's static mesh into owning actor data instead of using parent chain,
	attempt to fix husks passing through walls that lost navigation data at some point during game
	#jira FORT-35741

Change 3266269 on 2017/01/20 by Fred.Kimberley

	Change async loading of gameplay cues so that the gameplay cue manager maintains ownership of the assets and can control their lifetime.

Change 3266053 on 2017/01/20 by Michael.Trepka

	Fixed issues with shader cache not working properly with Mac Metal (but it still requires -norhithread to work at all). Enabled the shader cache by default if RHI thread is disabled.

Change 3265585 on 2017/01/20 by Bart.Hawthorne

	Enable Oodle in Fortnite

Change 3264678 on 2017/01/19 by Lukasz.Furman

	fixed crash on opening behavior trees with invalid decorator class (empty redirectors)
	#ue4

Change 3264473 on 2017/01/19 by Fred.Kimberley

	Tell the streamable manager to manage gameplay cue assets that are async loaded.

	#jira FORT-35171

Change 3262846 on 2017/01/18 by John.Pollard

	FORT-30352 - Fix by lowering network logging verbosity for benign condition

Change 3262535 on 2017/01/18 by Michael.Trepka

	Fix for FORT-35776

	Make sure to set reasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements

Change 3262386 on 2017/01/18 by John.Pollard

	Deprecate bPendingNetUpdate, NetUpdateTime and LastNetUpdateTime

Change 3262375 on 2017/01/18 by Ian.Fox

	#UE4, #XMPP - Handle Message stanza errors
	#JIRA OGS-505

Change 3262262 on 2017/01/18 by John.Pollard

	Turn on adaptive network updates by default

Change 3262215 on 2017/01/18 by Rob.Cannaday

	Fix for returned XMPP messages (to invalid recipient) triggering on message received delegates

Change 3262094 on 2017/01/18 by Jamie.Dale

	Cook on the fly builds now resolve string asset references

Change 3262091 on 2017/01/18 by Jamie.Dale

	Guarding against potentially invalid call to FString::Mid

Change 3262089 on 2017/01/18 by Jamie.Dale

	Fixing RedirectCollector issues with projects outside the UE4 directory

	It was storing relative paths, but MakeStandardFilename wouldn't make a relative path for anything outside of the UE4 directory. In addition to this, some code was testing filters using package style paths, so I converted all the code to use package style paths instead.

Change 3261201 on 2017/01/17 by Ben.Zeigler

	Perf improvements to PackageName that improve cooked load times by around a second. These string functions get called very often and Split is very slow, especially backwards searching or case insensitive.

Change 3261098 on 2017/01/17 by John.Pollard

	Fix for FORT-35711 - Edited buildings do not always replicate correctly

	We were removing the actor from the network object list too soon

Change 3260515 on 2017/01/17 by John.Abercrombie

	Fix MoveTo task ending with success when it's interrupted
	- Default the task to an invalid status rather than assuming we are successful

	#jira FORT-35497 - Defender can pick up a weapon from far away as they get knocked DBNO

Change 3260343 on 2017/01/17 by Lukasz.Furman

	fixed end of path conditions for crowd simulation when using string pulled path
	#jira FORT-35713

Change 3259419 on 2017/01/16 by John.Pollard

	Network actor list fixes:

	* Don't add add actor to network list if it will just immediately get removed
	* Remove destroyed actors from actor list on clients
	* Make sure actor Role is set to correct value before adding to network actor list

Change 3259104 on 2017/01/16 by Michael.Trepka

	Change the default for rhi.Metal.RuntimeDebugLevel  to 2, as 3 is too expensive for Development builds and disable METAL_DEBUG_OPTIONS in Test builds

Change 3259017 on 2017/01/16 by Saad.Nader

	#fort
	Added a missing remove delegate handler when widget is destructed.

Change 3258901 on 2017/01/16 by Saad.Nader

	#fort
	Added the ability to remove an input action from the list of actions we are listening for in an activatable panel.

Change 3258844 on 2017/01/16 by Ryan.Rauschkolb

	#fortnite
	Fixed issue where UUMGSequencePlayer:Tick would broadcast OnAnimationFinished before the final frame of the animation plays

Change 3258734 on 2017/01/16 by Michael.Trepka

	Fixed a crash on exit on Mac in FCocoaWindow's windowWillResize:

	#jira FORT-35720

Change 3258353 on 2017/01/16 by James.Hopkin

	#xmpp Fixed UserJid constructor to be constructed by value - same efficiency, less code and allows any combination of rvalues and lvalues.

Change 3257640 on 2017/01/13 by Saul.Abreu

	#fortnite
	#jira FORT-35387
	Item Quantity List widget, not yet complete.
	Minor tweak to widget factory (for pooling) to support player controllers as "outer"s.
	In progress refactor of list of resources given for a mulch operation, using the item quantity list widget.

Change 3257310 on 2017/01/13 by Bob.Tellez

	#UE4 Default stack size for windows is now configurable. There is a different number for windows editor targets than non-editor targets.

Change 3257094 on 2017/01/13 by John.Pollard

	Refactor network actor list management to be more efficient

	* Move dormancy list management to FNetworkObjectList
	* Optimize actor network dormancy by removing actors from the active list that are dormant on all connections
	* Removed NetUpdateTime on actor, and now use the NextUpdateTime on FNetworkObjectInfo (these values are more hot in the cache too)
	* We now early out of the consider logic faster when possible
	* Remove other misc unused network state/code and general cleanup

Change 3255891 on 2017/01/12 by Chris.Gagnon

	Added "Back" action to squads screens and armory landing.
	Added activation widget centering for squads screens.
	Added a couple Explicit navigations to get a better navigation experience.
	Added a bunch of Fkeys to the input binding table.
	Added PanelButton Widget.

Change 3254809 on 2017/01/11 by Bob.Tellez

	#UE4 Crash fix for shader views that get destroyed but still have pointers to them in the SRV cache.

Change 3254651 on 2017/01/11 by Bob.Tellez

	#UE4 Changed MfMedia track sync mode to Unbuffered since buffered causes a crash shortly after playing.

	#JIRA FORT-35566

Change 3254307 on 2017/01/11 by Lukasz.Furman

	fixed "Ftest start" command interfering with automation passes
	#jira FORT-35459

Change 3253625 on 2017/01/11 by Lukasz.Furman

	more accurate overshot detection for crowd simulation trying to reach last path corner
	#jira FORT-35502

Change 3252864 on 2017/01/10 by Lina.Halper

	fix for invalid anim curve issue when duplicating curves.

	#jira: FORT-35151

Change 3252427 on 2017/01/10 by Ben.Zeigler

	#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
	Copied from CL #3252418

Change 3252344 on 2017/01/10 by Lukasz.Furman

	added navmesh tile observation to hotspots
	now they will be able to reevaluate unreachable slots if nearby navmesh is updated (active only when more than half melee slots is unreachable)
	#jira FORT-35450

Change 3251644 on 2017/01/09 by Saul.Abreu

	#fortnite
	#jira FORT-35388
	Refactored common input so that the actions hold the per-platform key mappings. A config file holds the mapping of individual keys to their per-platform display data (icon-only for now). ALL ENTRIES IN THE INPUT ACTION DATA TABLE ARE NOW MISSING THEIR KEYS. RE-ADD THEM. I did test that it works.

Change 3251118 on 2017/01/09 by David.Hamm

	Corrected ability system logging messages that are turning up in bug reports.

Change 3250932 on 2017/01/09 by Bob.Tellez

	#UE4 Unshelved from DanielW. Fix for memory usage during map save for large maps

Change 3250093 on 2017/01/06 by Jeff.Campeau

	libstrophe UE4 modifications

Change 3249787 on 2017/01/06 by John.Pollard

	Add some replay/network stats

Change 3248808 on 2017/01/05 by Chris.Gagnon

	Fix for ensuring Main Tabs properly activates it's content.
	Includes a pretty hacky delay, will need to deal with that at somepoint.

Change 3248693 on 2017/01/05 by Chris.Gagnon

	NavigationEvent now gets populated with the modifier keys so that Shift  and Ctrl behaviors of the list work.

Change 3248647 on 2017/01/05 by Saul.Abreu

	Fixed shadowed variable warning in Create Event node.

Change 3248358 on 2017/01/05 by Saul.Abreu

	Added return type/outputs to the signature displayed in the CreateEvent node. Also added tooltip describing the syntax for display since it's non-standard.

Change 3247937 on 2017/01/05 by Chris.Gagnon

	- Refactored the Custom Navigation Event to be a part of the Viewport so that it functions properly with Multi PIE and doesn't interfere with the Editor while PIE is running.
	- Added the ability for an FReply to specify an explict navigation attempt directly.
	- Added ENavigationGenesis to the navigation system allowing SListView and STileView's bHandleGamepadEvents functionality to be hooked up again.

Change 3247887 on 2017/01/05 by Bob.Tellez

	#UE4 UpdateExistingPackagePriorities does not work in EDL. It is now disabled.

	#JIRA FORT-35193

Change 3247770 on 2017/01/05 by Fred.Kimberley

	Fix an issue where PreAttributeBaseChange was not always being called and sometimes called after the attribute base value had changed.

Change 3247133 on 2017/01/04 by Saul.Abreu

	UWidget designer method renaming to avoid extremely likely naming collisions.

Change 3246507 on 2017/01/04 by Chris.Gagnon

	Created CommonBorder and UCommonBorderStyle very simple but will allow consistent sharing of styles.
	Cleaned up palette category usage and a few misc things.
	Updated the UI test material, and created a UI Test BorderStyle to utilize it.

Change 3245517 on 2017/01/03 by Chris.Gagnon

	Copying over slate material changes to provide more functionalit.
	Added a UITest Material as an example

Change 3245371 on 2017/01/03 by Lukasz.Furman

	fixed husks attacking props from far away
	#jira FORT-34655

Change 3245363 on 2017/01/03 by Justin.Sargent

	Tracked down a CEF viewport scaling issue to some changes made for supporting high DPI. After talking it over with Trepka, we decided to revert the specific change causing the CEF viewport regression. Trepka will be following up with a proper fix.

	#jira OPP-6513

Change 3244525 on 2017/01/02 by Chris.Gagnon

	Activatable panels now clear out action handlers when the slate widgets are released.

Change 3244517 on 2017/01/02 by Chris.Gagnon

	New frontend major refactors.
	- New content api for UI States
	- New intro / outro functionality for activatable panels
	- New CommonWidgetStack widget
	- Landing pages
	- Navigation suport for SListView, STileView
	- Navigation changes
	- Lots of New UI layout changes and functionality changes
	- More things that I'm forgetting

Change 3242434 on 2016/12/21 by Ben.Zeigler

	Improve package saving time by stopping export sorting from recursing into dependencies outside of the package. It has no control over them so it doesn't care about their load order.

Change 3242433 on 2016/12/21 by Ben.Zeigler

	Small perf improvement for quad tree, stop it from constantly reallocating memory when removing nodes as they will likely get filled again or the node will get deleted

Change 3242294 on 2016/12/21 by Bob.Tellez

	#UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled

Change 3241034 on 2016/12/20 by John.Abercrombie

	Add or UpdateBlueprintSearchMetadata when we don't have a TargetPlatform
	- Better fix for issue mentioned in CL 3241023

Change 3241023 on 2016/12/20 by John.Abercrombie

	Fixed UBlueprint::PreSave crashing when there is no TargetPlatform (default behavior)

Change 3240988 on 2016/12/20 by Lukasz.Furman

	fixed melee defenders not finishing move then their goal is outside tether range
	#jira FORT-34673

Change 3240966 on 2016/12/20 by Ben.Zeigler

	Disable find in blueprint query when cooking for non editor platforms, saves around 50 seconds off of a Fortnite fast cook.
	UBlueprint::PreSave gets called even though they get filtered out of cooked builds, as the filtering is after PreSave.

Change 3240898 on 2016/12/20 by Lukasz.Furman

	fixed memory corruption in template A* solver
	#fortnite

Change 3239920 on 2016/12/19 by Ben.Zeigler

	Fix warning display for string asset references while cooking, now that failed to find errors add to KnownMissing, we need to check KnownMissing before doing the find, and turn off the internal warnings as the redirect collector has more context info

Change 3239819 on 2016/12/19 by Lukasz.Furman

	fixed uninitialized debug draw delegate pointers
	#ue4

Change 3238789 on 2016/12/16 by Ben.Zeigler

	Fix issue where spawned cues triggered from async loads wouldn't have a proper world
	Fix issue where bShouldSyncLoad/bShouldAsyncLoad were backwards

Change 3238782 on 2016/12/16 by Ben.Zeigler

	#jira FORT-34825 Fix issue where Macro CDOs had corrupted persistent ubergraph frames during blueprint compile on load, by changing it so no CDOs have persistent frames.
	This also saves memory as using persistent frames is incorrect for CDOs, things like latent functions do not make sense.
	Fix from Dan O'Connor

Change 3238685 on 2016/12/16 by Bob.Tellez

	#UE4 Graceful recovery for actors that changed mobility between frames in TextureInstanceManager.

	#JIRA FORT-34833

Change 3238671 on 2016/12/16 by Ben.Zeigler

	Fix ensure opening widget palette view, it was trying to create asset data for trash classes becuase it was just doing a raw class iterator, which is no longer supported.

Change 3238606 on 2016/12/16 by Rob.Cannaday

	Fix crash in FInternetAddrBSD::SetIp when InAddr is an empty string.
	#jira FORT-34826

Change 3238594 on 2016/12/16 by Ben.Zeigler

	#jira FORT-34704 Fix bNetTemporary actors to be created with reliable packets, to keep sending until their initial send is done.
	The code that used to resend incomplete net temporary actors appears to have stopped working sometime during UE4 networking refactors. Remove unused flags related to that code

Change 3238315 on 2016/12/16 by Lukasz.Furman

	fixed composite navigation path usage for husks not controlled by crowd simulation
	#jira FORT-34509

Change 3238145 on 2016/12/16 by Lukasz.Furman

	fixed crash in EQS profiler
	#jira FORT-34831

Change 3237479 on 2016/12/15 by Ben.Zeigler

	Don't crash if cue manager has no world, not sure how it got into this state

Change 3236992 on 2016/12/15 by Michael.Trepka

	Don't fall back to SM4 on Intel GPUs on Mac any more

Change 3236929 on 2016/12/15 by Bob.Tellez

	#UE4 Fixed an ensure that was caused by an FResourceSizeEx being initialized with the wrong type

Change 3236867 on 2016/12/15 by Bob.Tellez

	#Fortinte Submitted change from Gil to fix EDL crash loading into Outpost on PS4

	#JIRA FORT-34794

Change 3236747 on 2016/12/15 by Ben.Zeigler

	Fortnite fixes for asset manager/async loading changes
	FortItemDefinitions now async load needed assets on demand. Currently this is only loading AttributeTemplate, which may not even be in use
	The blueprints needed for weapons are now async loaded when the player puts them on their quickbar, instead of being loaded once and staying in memory forever
	FortAssetManager is now being used in parallel to the loading code in FortGlobals, I will remove the FortGlobals code in the next checkin once I know things are working
	Change it so the MissionEventNames are loaded asynchronously when clicking the picker, this code was half completed already so I finished it up
	Change it so GameplayCueNotifies get async loaded on demand instead of async loaded at startup, this improves startup load times
	Change it so the CommonUIModule uses the global assetmanager instead of a passed in StreamableManagerHandler
	Item json changed because it got resorted, no actual json changes other than a few cosmetics that were added yesterday
	Change it so FortItem implements the mcp item interface directly, instead of FortWorldItem and FortAccountItem implementing it separately

Change 3236746 on 2016/12/15 by Ben.Zeigler

	Add ProcessAsyncLoadingUntilComplete which will process async loading until a predicate is true or time runs out
	Change streamable manager to return a handle structure, that can be used to block or poll as needed. Active handles will keep objects in memory even after the load finishes
	FStreamableManager::SynchronousLoad now does high-priority-async-load-and-wait instead of doing a full async flush/static load object if asynch loading is in progress, this should make stalls much shorter when sync loading a single asset
	Deprecate some of the StreamableManager functions now that handles exist. The fact that SynchronousLoad kept an object from ever GCing was not expected behavior by most users

	Add Experimental feature AssetManager, which is a global singleton that supports loading assets on demand. It is disabled by default
	Add concept of PrimaryAssetID which is a Type:Name pair that globally identifies an asset. This is returned by GetPrimaryAssetId on UObject and is needed for the asset manager to work
	Add PrimaryAssetData class, which supports the primary asset and bundle concepts natively
	Add concept of an AssetBundleEntry/Data, which is a scoped map from name -> list of assets. If you modify an AssetBundleData it will get baked into the asset registry at runtime

	Fix KismetSystemLibrary and GameplayCueManager to use the new streaming functionality

Change 3234031 on 2016/12/13 by Ian.Fox

	#UE4, #XMPP - Finish libstrophe MUC (Multi-User Chat) implementation
	- Pull history when joining channels
	- Handle configuring of XMPP channels we create (and global chat rooms if we managed to create them)

[CL 3291644 by Bob Tellez in Main branch]
2017-02-07 23:55:24 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

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

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

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

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

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

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

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

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Marc Audy
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
Max Chen
dfad80bd9e Copying //UE4/Dev-Sequencer to Dev-Main (//UE4/Dev-Main)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2800717 on 2015/12/11 by Max.Chen

	Sequencer: Sort the key times for drawing to fix path trajectory.
	#jira UE-24331

Change 2803299 on 2015/12/15 by Max.Chen

	Sequencer: Fix property names so that they're the display names. For example, "DepthOfFieldFStop" now reads as "Aperture F Stop"

Change 2804586 on 2015/12/15 by Max.Chen

	Sequencer: Add zoom in/out with shortcuts underscore and equals.

Change 2811823 on 2015/12/23 by Max.Preussner

	Editor: Added UI action for creating new content browser folders; code cleanup; removed dead code

	Based on GitHub PR #1809 by artemavrin (https://github.com/EpicGames/UnrealEngine/pull/1809)

	#github: 1809

Change 2811839 on 2015/12/23 by Max.Preussner

	StereoPanorama: Code cleanup pass

	Based on GitHub PR# 1756 by ETayrienHBO (https://github.com/EpicGames/UnrealEngine/pull/1756)

	Also:
	- NULL to nullptr
	- namespaced enums to enum classes
	- consistent whitespace, line breaks and parentheses

	#github: 1756

Change 2819172 on 2016/01/07 by Andrew.Rodham

	Sequencer: Marquee and move modes are now automatically activated based on sequencer hotspot

Change 2819176 on 2016/01/07 by Andrew.Rodham

	Sequencer: Various cosmetic fixes

	  - Added icons to tracks
	  - Removed SAnimationOutlinerTreeNode dependency from FSequencerDisplayNode (to enable future customization of shot/event track etc)
	  - Added spacer nodes between top level display nodes
	  - Various hover states and highlights

Change 2819445 on 2016/01/07 by Andrew.Rodham

	Sequencer: Rendering out a capture from the composition graph now renders at the correct size even if r.ScreenPercentage is not 100.
	#jira UE-24920

Change 2820747 on 2016/01/08 by Andrew.Rodham

	Sequencer: Added option to close the editor when capturing starts
	#jira UE-21932

Change 2827701 on 2016/01/13 by Max.Preussner

	Media: Updating audio track specs each frame to better support streaming media and variable streams.

Change 2828465 on 2016/01/14 by Max.Preussner

	Media: Better visualization of unknown media durations

Change 2828469 on 2016/01/14 by Max.Preussner

	Media: Checking URL scheme on URLs that didn't pass the file extension filter

Change 2834888 on 2016/01/19 by Max.Preussner

	Core: TQueue modernization pass

Change 2834934 on 2016/01/19 by Max.Preussner

	Core: Implemented TTripleBuffer for triple buffers.

Change 2834950 on 2016/01/19 by Max.Preussner

	Core: Added unit tests for TTripleBuffer dirty flag

Change 2835488 on 2016/01/20 by Max.Preussner

	Core: More descriptive method names, initialization constructor, unit tests for TTripleBuffer

Change 2837515 on 2016/01/20 by Max.Chen

	Sequencer: Command line options for custom passes.

Change 2837517 on 2016/01/20 by Max.Chen

	Sequencer: Fix crash in visibility track instance on PIE.

Change 2837518 on 2016/01/20 by Max.Chen

	Sequencer: Add option to lock to frame rate while playing.
	#jira UETOOL-475

Change 2837523 on 2016/01/20 by Max.Chen

	Sequencer: Capture thumbnail on level sequence asset save.

Change 2837527 on 2016/01/20 by Max.Chen

	Sequencer: Added preroll for subsequences. Refactor instance update to combine data in EMovieSceneUpdateData.
	#jira UE-25380

Change 2837537 on 2016/01/20 by Max.Chen

	Sequencer: Add sequencer transport controls back into viewports.
	#jira UE-25460

Change 2837561 on 2016/01/20 by Max.Chen

	Sequencer: Added ability to convert a possessable to a spawnable

	  - This option is available for any root-level possessable object bindings
	  - It will currently delete the existing possessable (we could make this behaviour optional in future)
	  - There is currently no check to sett if the actor is possessed by subsequent sub-sequences. If this is the case, using a possessable, or externally owned spawnable would be a better bet.

Change 2837565 on 2016/01/20 by Max.Chen

[CL 2858958 by Max Chen in Main branch]
2016-02-08 13:35:28 -05:00
Bob Tellez
b51555abf7 Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden

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

Change 2806454 on 2015/12/16 by Bob.Tellez

	#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.

	#rb Ben.Zeigler

	#codereview Dmitry.Rekman

Change 2805502 on 2015/12/16 by Ben.Zeigler

	#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
	As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
	#codereview mike.beach, bob.tellez

Change 2805288 on 2015/12/16 by David.Nikdel

	#HTTP #HttpRetry
	- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
	- Changed HTTP retry logic a little bit
	  * If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
	  * If a response was not received and we did not send a full request, automatically retry
	  * If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
	- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
	  * Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
	  * Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
	- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
	  * Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
	#RB: Sam.Zamani
	#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
	#Fixes: FORT-17804

Change 2803864 on 2015/12/15 by Bob.Tellez

	#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.

	#rb Dmitry.Rekman

	#codereview Nick.Darnell

Change 2803677 on 2015/12/15 by Billy.Bramer

	- Expose equality and inequality operators for gameplay attributes

	#rb Todd.Eckert

Change 2802881 on 2015/12/14 by Bob.Tellez

	#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.

	#rb Phillip.Kavan, Maciej.Mroz

	#codereview Phillip.Kavan, Maciej.Mroz

Change 2801636 on 2015/12/14 by Bob.Tellez

	#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.

	#codereview Graeme.Thornton

Change 2800400 on 2015/12/11 by Jonathan.Lindquist

	Submitting a new Pivot Painter Edition
	- now renders to textures
	- improved workflow
	- greater capabilities

Change 2799579 on 2015/12/11 by John.Abercrombie

	[AUTOMERGE]

	Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4

	Fixes FORT-18649 - Patrols don't spawn consistently
	- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire

	#rb me (this code was written by MieszkoZ)
	(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)

	--------
	Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.

Change 2799018 on 2015/12/10 by Bob.Tellez

	#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.

	#rb Fred.Kimberley

	#codereview Peter.Knepley

Change 2798926 on 2015/12/10 by Bob.Tellez

	#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.

	#jira FORT-18514

	#codereview Martin.Mittring

Change 2797758 on 2015/12/10 by Mark.Satterthwaite

	Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.

Change 2781204 on 2015/11/25 by Dmitry.Rekman

	Linux: use jemalloc by default if available.

	- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.

	#rb Bob.Tellez
	#codereview Bob.Tellez, Ben.Zeigler

Change 2779398 on 2015/11/24 by Mark.Satterthwaite

	Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Nick Darnell
a147971380 UE-21493 - ScrollBox: ScrollWidgetIntoView no longer crashes if you pass it a null widget.
[CL 2708011 by Nick Darnell in Main branch]
2015-09-28 13:30:40 -04:00
Sammy James
4aa5bd1ef4 ScrollBox in UMG will now scroll to the selected descendent, or back to the begining when clicking on children in the layout tree.
[CL 2678607 by Sammy James in Main branch]
2015-09-03 10:44:22 -04:00
Nick Darnell
e5b25f725b Slate/UMG - Exposing the scroll into view function in a much better way. We no longer allow/expect the user to pass in geometry for the scrollbox, instead they simply request the widget to scroll into view and on the next layout pass we make that happen. Also exposing that to blueprints for the UMG version of the scrollbox.
[CL 2582052 by Nick Darnell in Main branch]
2015-06-09 18:50:04 -04:00
Nick Darnell
da5695256f UMG - UE-16247 - We now correctly call SyncProperties on all core widgets. Additionally there's now an ensure to prevent future mistakes due to forgetting to call Super::SyncProperties().
[CL 2567849 by Nick Darnell in Main branch]
2015-05-27 21:35:30 -04:00
Nick Darnell
ad84dbbcad UMG - PR #962: Scrollbox Update (Contributed by JaredTherriault), additional small cleanup to make it const.
[CL 2488089 by Nick Darnell in Main branch]
2015-03-23 14:20:32 -04:00
Chris Gagnon
1e0cd38318 Added EConsumeMouseWheel functionality to the SScrollBox.
Inspired by pull request #886, however we deemed it better to use the previously existing EConsumeMouseWheel enumeration to keep the feature inline with the ListView functionality. UE-11386

[CL 2484807 by Chris Gagnon in Main branch]
2015-03-19 13:50:38 -04:00
Matthew Griffin
f3489ab89d [INTEGRATE] Change 2431842 by Nick.Darnell@Nick.Darnell_Dev on 2015/02/04 11:44:03
UMG - Fixing the scrollview widget to properly use the Bar style.

[CL 2438208 by Matthew Griffin in Main branch]
2015-02-09 11:37:17 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Mike Fricker
9759e2b0a5 Fixed UMG widget visibility being reset to "Visible" on load (regression)
#codereview nick.darnell

[CL 2363714 by Mike Fricker in Main branch]
2014-11-18 14:19:37 -05:00
Nick Darnell
a6de286e78 UMG - Fixing spelling of Visibility on widgets. Now using a class enum with a specified size, this appears to fix the issue with visibility bindings returning bogus values on the stack, likely due to it being seen as an int16/32 vs. int8 sized value in different places. The event binding customization now also uses the new SPropertyBinding widget instead of the old customization code path. It's now possible to bind widgets to parent functions and parent properties of the user widget, including ones defined in native code.
[CL 2358465 by Nick Darnell in Main branch]
2014-11-13 10:36:20 -05:00
Nick Darnell
35dae925b5 UMG - ScrollBox now has scroll to end/start UFunctions.
[CL 2347250 by Nick Darnell in Main branch]
2014-11-03 15:28:55 -05:00
Nick Darnell
30a6c8110b Slate/UMG - Exposing more properties on the slate Scrollbar and ScrollBox. Can now change the visibility of the scrollbox's internal scrollbar as well as thickness.
[CL 2337140 by Nick Darnell in Main branch]
2014-10-22 13:35:53 -04:00
Jaroslaw Palczynski
7c41927cf4 Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer.

UECORE-7

[CL 2328384 by Jaroslaw Palczynski in Main branch]
2014-10-14 10:29:11 -04:00
Nick Darnell
f12afd3836 UMG - Modal has been removed from AddToViewport now that the PlayerController controls it with SetInputMode. Updating all widgets to better handle destruction and cleanup of slate resources. Fixing an issue specifically with STextBlock accessing style information on Tick, which just after a Blueprint compiled can be removed. UTextBlock's now forcefully clear the style of widgets before being destroyed just in case they're still held onto someone that's presenting them for an extra frame.
[CL 2305861 by Nick Darnell in Main branch]
2014-09-22 15:09:37 -04:00
Dan Hertzka
7337a9f929 Updated UMG to consistently use the term "Palette"
[CL 2298211 by Dan Hertzka in Main branch]
2014-09-15 11:21:09 -04:00
Nick Darnell
77e340c864 UMG - Upgrading ScrollBox to use the new method of styling.
[CL 2293837 by Nick Darnell in Main branch]
2014-09-11 11:44:47 -04:00
Dan Hertzka
ebd02f3441 -Moved all widget toolbox categories from metadata to virtual UWidget::GetToolboxCategory()
[CL 2283123 by Dan Hertzka in Main branch]
2014-09-03 12:32:27 -04:00
Marc Audy
40d6729d74 Fix spelling of Synchronize
[CL 2255195 by Marc Audy in Main branch]
2014-08-13 17:04:49 -04:00