#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358140 on 2017/03/22 by Rolando.Caloca
DR - Fix copy to cube face
- Compile fix when using dump layer
- Add new error enum
Change 3358301 on 2017/03/22 by Mitchell.Wilson
Initial check in of LODs in InfiltratorForward. First pass on optimization in level. Adding a visibility track for SceneCapture2D in tunnel section.
Change 3358477 on 2017/03/22 by Mitchell.Wilson
Updating Skeletal Mesh DPW_Robot_Export to resolve screen size being too low for LOD1. Cleaned up LOD1 which was showing some visible popping when transitioning.
Change 3358529 on 2017/03/22 by Mark.Satterthwaite
Globally disable clang's "constant-logical-operand" warning when running under Distcc - it is much easier and less invasive than constantly fixing the code.
Change 3358745 on 2017/03/22 by Mark.Satterthwaite
Disable another warning (parentheses-equality) under Distcc because again the separation of preprocessing from compilation means it turns up where it isn't expected.
Change 3358837 on 2017/03/22 by Joe.Graf
Merge of pull request #3214 for the RenderDocPlugin
#CodeReview: matt.kuhlenschmidt, marcus.wassmer
#rb: marcus.wassmer
Change 3359112 on 2017/03/22 by Ben.Salem
Update perf monitor to include frame time by default. Also, use only game/PIE world timers when in editor, instead of all worlds combined.
#tests Ran several Showdown test runs with plugin!
Change 3359363 on 2017/03/22 by Joe.Graf
First pass at non-unity & no pch compilation
Change 3359449 on 2017/03/22 by Joe.Graf
Added missing null check when exporting a EXR on Linux (UE-40268)
#CodeReview: dmitry.rekman
#rb: n/a
Change 3360349 on 2017/03/23 by Guillaume.Abadie
Fixes TAA's AA_FORCE_ALPHA_CLAMP causing DOF layouts.
#jira UE-42920
Change 3360405 on 2017/03/23 by Marcus.Wassmer
Better method for detecting Kepler
Change 3360718 on 2017/03/23 by Daniel.Wright
Planar reflections handle views smaller than the render target in a general way
* Fixes planar reflections with adaptive pixel density (ViewFamily size larger than actual views combined)
* Planar reflections are now supported in splitscreen
Change 3360758 on 2017/03/23 by Daniel.Wright
[Copy] Added new light property bCastVolumetricShadow, which defaults to true for directional and sky lights, but false for point / spot lights as supporting volumetric fog shadowing has significant GPU overhead
Change 3360762 on 2017/03/23 by Daniel.Wright
[Copy] Texture flags are now properly routed to RHICreateTexture3D from the render target pool
Change 3360768 on 2017/03/23 by Daniel.Wright
[Copy] Disabled GPUProfiler histogram by default, controlled by r.ProfileGPU.ShowEventHistogram
Change 3360770 on 2017/03/23 by Daniel.Wright
[Copy] Disabled fast clears on CustomDepth, saves .2ms on xbox
Change 3360771 on 2017/03/23 by Daniel.Wright
[Copy] Particle lights no longer force tiled deferred lighting. Tiled deferred lighting is only used if enough unshadowed lights + particle lights are on screen. Saves 1.5ms Xbox with one particle light.
Change 3360774 on 2017/03/23 by Daniel.Wright
[Copy] Distance field cvar comments
Change 3360782 on 2017/03/23 by Daniel.Wright
[Copy] Disabled selection color on Volume materials
Change 3360795 on 2017/03/23 by Daniel.Wright
[Copy] Volume materials now specify Albedo and Extinction, which is more intuitive than Scattering and Absorption. Albedo is [0-1] reflectance, while Extinction is a world space density.
Change 3360799 on 2017/03/23 by Daniel.Wright
[Copy] Cinematic scalability levels get 2x volumetric fog resolution in x and y
Change 3360806 on 2017/03/23 by Daniel.Wright
[Copy] Fixed volumetric fog being offset when viewport min is not 0
Change 3360809 on 2017/03/23 by Daniel.Wright
[Copy] Volumetric fog now adds a bias to the inverse squared light falloff denominator, prevents extreme aliasing from the hotspot. Can be controlled with r.VolumetricFog.InverseSquaredLightDistanceBiasScale.
Change 3361651 on 2017/03/23 by Brian.Karis
Higher quality sharp SSR at quality 4
Change 3361678 on 2017/03/23 by Brian.Karis
Fresnel darkens diffuse for clearcoat.
Change 3361683 on 2017/03/23 by Brian.Karis
Fixed SSR artifact
Change 3361691 on 2017/03/23 by Brian.Karis
Chagned min roughness limit
Change 3361707 on 2017/03/23 by Brian.Karis
Added inverse film tone map
Change 3361726 on 2017/03/23 by Brian.Karis
Better precision inverse
Change 3361758 on 2017/03/23 by Brian.Karis
Material flag normal curvature to roughness is no longer forward only.
Change 3361765 on 2017/03/23 by Brian.Karis
Update ACES
Change 3361774 on 2017/03/23 by Brian.Karis
Cleaned up alpha support and disabled screen edge clipping.
Change 3362478 on 2017/03/24 by Guillaume.Abadie
Cherry pick 3316084's PostProcessing.cpp: Fixes a bug in Circle DOF where the apply pass was no longer using the downres DOF's TAA output.
#author Brian.Karis
#jira UE-42920
Change 3362738 on 2017/03/24 by Rolando.Caloca
DR - Hide scene capture on IF
Change 3362890 on 2017/03/24 by Guillaume.Abadie
Renames r.SceneAlpha to r.PostProcessing.PropagateAlpha
Change 3363665 on 2017/03/24 by Mark.Satterthwaite
PR #3414: Add command line option "-noheartbeatthread" to disable heart beat thread (Contributed by JeffRous)
Change 3363866 on 2017/03/24 by Arne.Schober
DR - Updated NVAPI
#RB Marcus.Wassmer
Change 3364300 on 2017/03/24 by Brian.Karis
SSR use dynamic velocity
Change 3364372 on 2017/03/24 by Brian.Karis
Fix changing off axis projection velocities.
Change 3364373 on 2017/03/24 by Brian.Karis
Enabled velocity drawing in scene captures
Change 3365531 on 2017/03/27 by Guillaume.Abadie
Computes the material's screen position material expression directly from the pixel shader SvPosition
Change 3365764 on 2017/03/27 by Chris.Bunner
Lowering severity of crash for missing values in scalability.ini.
#jira UE-41331
Change 3365916 on 2017/03/27 by Guillaume.Abadie
Exposes the viewport offset within the view property material expression
Change 3365979 on 2017/03/27 by Brian.Karis
Fixed skylight intensity from double applying
Change 3365987 on 2017/03/27 by Brian.Karis
Stopped post process indirect lighting intensity from scaling skylight reflections
Change 3365991 on 2017/03/27 by Brian.Karis
Fix for static analysis
Change 3366028 on 2017/03/27 by Daniel.Wright
Volumetric fog supports static shadowing from Stationary lights
* Using bilinear on static shadowmap depths + 1 PCF to smooth out results
Change 3366029 on 2017/03/27 by Daniel.Wright
Static shadow depth maps for Stationary point and spot lights are 2x higher res by default (4x more texels), which is more appropriate for volumetric fog
Change 3366055 on 2017/03/27 by Guillaume.Abadie
Cherry picks 3251469: Implements scene capture component's CaptureSortPriority to control GPU execution order in order to manage inter dependencies.
Change 3366447 on 2017/03/27 by Simon.Tourangeau
Fix IES light profile importer.
- Bug in the LM-63-1986 format importer.
Change 3366836 on 2017/03/27 by Brian.Karis
ClearUAV now supports int types
Change 3367435 on 2017/03/28 by Benjamin.Hyder
Submitting Decal Automation map for initial approval
Change 3367572 on 2017/03/28 by Chris.Bunner
Changed ClampedPow {max(abs(x),0.00001)} to PositiveClampedPow {max(x,0)} to give more expected results to Power node in material graphs.
#jira UE-42989
Change 3367756 on 2017/03/28 by Olaf.Piesche
Niagara material usage flags
Change 3367835 on 2017/03/28 by Marcus.Wassmer
Fix crash when TileRenderer runs before anything else. Make explicit behavior when rendering at a time when there is no valid scene.
Change 3367837 on 2017/03/28 by Marcus.Wassmer
Missed a file.
Change 3367838 on 2017/03/28 by Richard.Wallis
Updated items from original shelved version by Mark Satt:
- Added MetalBackend.cpp to change main function string to have an initial crc + code length zero's
**Description below taken from Mark Satt's original verison of this in CL3343280**
Updated for Dev-Rendering's PSOs & integrates Richard's work on RHI shader libraries.
Replace the FShaderCache's cook-time binary shader cache with Dmitriy Dyomin's standalone FShaderCodeLibrary that saves all shader byte-code arrays to files named by the FSHAHash. This de-duplicates shaders so we only ever store the byte code once. Includes optional support for generating a platform specific library file - which Metal implements to provide a single Metal library. The platform-native implementation can perform more de-duplication and in the case of Metal has lower file overheads and will compress more efficiently.
- All of the support code for the FShaderCache's cook caching is gone, which affects all platforms. The FShaderCodeLibrary is currently supported by Cook-By-The-Book but can be used with iterate or child cookers - only DLC cooking requires further work.
- With further modifications it should be possible to support Cook-on-the-Fly as well (output directories would be needed in FShaderCodeLibrary::InitForCooking) and the file-access pattern should be changed to use async. IO so that Material loading is not considered complete until all required byte-code arrays are loaded into the FShaderCodeLibrary.
- For Metal archiving shaders this way will compile with debug information and the FShaderCodeLibrary, with some help from extensions to IShaderFormat, will save the debug information out into separate files during cooking - these can then be used to debug the game without having to locally recompile, recook & repackage but the shipped byte-code is stripped. Global shader caches are also subject to de-duplication in the library in order to support Metal's shader stripping.
- File Move operations need to respect the 'Replace' flag - for FShaderCodeLibrary to work we need Move to be atomic.
- This bumps the object version and will cause all content to recook.
- Native library support is optional - only Metal currently implements one, but so could Vulkan and D3D12. For Metal the big advantages are further de-duplication where different materials generate the same MetalSL text but a different FSHAHash, that the single Metal library has lower overhead and that as a single file it all compresses far better (esp. with LZMA - 5x smaller).
Change 3367854 on 2017/03/28 by Mark.Satterthwaite
Don't track or record draw call resources for non-OpenGL shader platforms in the shader-cache as it is unnecessary and makes it slower on the CPU than it needs to be.
Change 3367877 on 2017/03/28 by Brian.Karis
Fixed linux build hopefully
Change 3368001 on 2017/03/28 by Mark.Satterthwaite
Compile fixes from Richard's checkin caused by not having visibility to all platforms from my original shelves.
Change 3368019 on 2017/03/28 by Mark.Satterthwaite
And another fix for Windows compilation of MetalShaderFormat.
Change 3368042 on 2017/03/28 by Mark.Satterthwaite
And a couple of simpler MSVC errors.
Change 3368271 on 2017/03/28 by Mark.Satterthwaite
Make SceneRenderTargets compile again.
Change 3368691 on 2017/03/28 by Daniel.Wright
[Copy from BenW] Renamed r.Shadow.MaxCSMShadowResolution to r.Shadow.MaxCSMResolution to match scalability inis
Change 3369689 on 2017/03/29 by Marcus.Wassmer
Fix non editor compile for now
Change 3369862 on 2017/03/29 by Marcus.Wassmer
Get the rest of the things compiling again.
Change 3369896 on 2017/03/29 by Chris.Bunner
Enabling AMD HDR support by default.
#jira UE-42113
Change 3370535 on 2017/03/29 by Marcus.Wassmer
DR - Fix template explicit instantiation for ClearUAV permutations
#RB Brian.Karis, Arne.Schober
Change 3370704 on 2017/03/29 by Rolando.Caloca
DR - Rewrote GPU Skin Cache
- Per section buffers
- Limited memory per non-editor worlds (control with r.SkinCache.SceneMemoryLimitInMB)
Copied from 3370529
Change 3371389 on 2017/03/30 by Richard.Wallis
Remove temp working directories after archive packages built.
Change 3371641 on 2017/03/30 by Rolando.Caloca
DR - Copy 3371640 (fix mem leak)
Change 3372436 on 2017/03/30 by Uriel.Doyon
Added flags in UPrimitiveComponent to keep track of its state in the streaming manager.
This allows to avoid unnecessary callback and processing in begin destroy reattach and being destroy logic.
Removed the limitation of only processing UMeshComponent when handling spawed primitive.
This releases the level manager from having to manage dynamic primitives.
This improves performance by not having to manage dynamic references in the level manager.
Primitives managed as dynamic now have a callback when ever their proxy is udpated, handling
many cases automatically where previously a manual callback to notify would have been required.
Fixed an issue where primitives with no reference to streaming textures would loose they dynamic state
because of lack of references in the streamer.
Change 3372740 on 2017/03/30 by Chris.Bunner
[Experimental] Partial compute post process pipeline (r.PostProcess.PreferCompute).
StencilSceneTexture added to deferred list.
A few known issues to be fixed in a follow-up CL.
Change 3372765 on 2017/03/30 by Uriel.Doyon
Disabled concurrent call to NotifyPrimitiveUpdated while we don't have a safe concurrent update
Change 3372979 on 2017/03/30 by Richard.Hinckley
#jira UE-43501
The stencil buffer can now use single-channel bitmasks that ignore depth. This makes it possible to detect overlaps between stencil objects.
Change 3373053 on 2017/03/30 by Simon.Tourangeau
LPV Fade support
- mostly integrated from CL 2959511
Change 3373272 on 2017/03/30 by Uriel.Doyon
Added support for the concurrent update of dynamic primitives by the streaming manager.
Change 3373450 on 2017/03/30 by Rolando.Caloca
DR - FNT - Fix bad data for odd texcoord channels used on skin cache passthrough factory
Copy 3373364
#jira UE-43492
Change 3373470 on 2017/03/30 by Marcus.Wassmer
Nvidia Aftermath support
Change 3374187 on 2017/03/31 by Chris.Bunner
Volume texture support for CombineLUTs/Tonemap compute pass.
Refactored common param code to shared sub-class in CombineLUTs and Tonemap PS/CS.
Skip compute post process out-of-bounds writes.
Unsigned type conversion fixes.
Trimmed compute post process shader inputs.
Change 3374233 on 2017/03/31 by Chris.Bunner
Removed several redundant post process compute fences and resource transitions.
Added testing CVar to force compute post processes to async (r.PostProcess.ForceAsyncDispatch).
Change 3374412 on 2017/03/31 by Rolando.Caloca
DR - Fix static analysis
Change 3374544 on 2017/03/31 by Richard.Wallis
FShaderCache Parallel-Context-Aware Merged with FShaderCache Single Library.
Future Work
- This was done before Engine PSO were in so this now needs a refector in the recording and playback on pipeline states instead an emulate PSO in OpenGL Driver.
- Remove FShaderCacheState and replace the logic with FGraphicsPipelineStateInitializer which should be able to record from the RHI current pipeline state
- This would reduce the Locking required as it's naturally per thread/context and only the final record would need a lock
Change 3374588 on 2017/03/31 by Richard.Wallis
Windows Compile Fixes
Change 3374810 on 2017/03/31 by Benjamin.Hyder
updating recommended GPU drivers
Change 3375207 on 2017/03/31 by Rolando.Caloca
DR - vk - Fixed swapchain format selection for some Linux platforms
Change 3375248 on 2017/03/31 by Rolando.Caloca
DR - vk - Prefer D32S8
Change 3375495 on 2017/03/31 by Rolando.Caloca
DR - vk - Update to sdk 1.0.42.2
Change 3375496 on 2017/03/31 by Rolando.Caloca
DR - Force compiling with updated Vulkan SDK
Change 3375636 on 2017/03/31 by Mark.Satterthwaite
Copying Metal improvements from task stream, with some modifications:
- Off-by-default implementations for MTLFence & MTLHeap, including some small changes to the RHI interface for parallel contexts.
- Support for Apple's Instruments "Points of Interest" tool.
- Consolidation of some Mac & iOS compiler, memory and thread handling code.
- Fixes for Metal not having implicit buffer SRV typecasting for DistanceField effects.
- Improvements to the internal FMetalDebug layer, still off by default.
- Limited support for Xcode automatic code-signing for iOS/tvOS.
- Minimisation of render-target changes in some rendering code, esp. SceneOcclusion, DBufferDecals.
- Added RHISetResourceAliasability_RenderThread to FDynamicRHI for RHIs to implement simple render-target aliasing.
- Added FApplePlatformObject, a custom block allocator for Objective-C types (with NSZombie support) which is now used in MetalRHI to decrease allocation costs of Objective-C types.
- Smattering of lesser fixes.
Change 3375654 on 2017/03/31 by Mark.Satterthwaite
Incremental Windows build fix.
Change 3375656 on 2017/04/01 by Mark.Satterthwaite
Correct extern declaration, including the module export macro which Mac unhelpfully doesn't enforce (for now...).
Change 3375797 on 2017/04/01 by Mark.Satterthwaite
Nullability qualifiers to fix Mac build-farm compilation: perversely this is not a problem for local builds...
Change 3375798 on 2017/04/01 by Mark.Satterthwaite
Fix the first mis-merge in ParticleGpuSimulation - these changes clearly weren't properly resolved in the task-stream.
Change 3375835 on 2017/04/01 by Mark.Satterthwaite
Try again with nullability and fix the occlusion changes as the PSO work wasn't merged correctly.
Change 3376143 on 2017/04/02 by Mark.Satterthwaite
Switch back to flat dSYMs for Dev-Rendering - they don't work with Instruments etc. but they are required by our build system.
Change 3376324 on 2017/04/03 by Chris.Bunner
Fixed cvar re-registration log spam and flagged a testing-only cvar as such.
Change 3376726 on 2017/04/03 by Benjamin.Hyder
Submitting initial HDR test map (WIP)
Change 3376756 on 2017/04/03 by Guillaume.Abadie
Fixes scene captures ordering's backward compatibility.
Before, 2d scene captures were rendered before cube scene captures. The CaptureSortPriority broke backward compatibility by settings this new member to 0 in the USceneCaptureComponent's constructor. Since it is a higher come first policy, this CL set the default of this value to 1 in USceneCaptureComponent2D's constructor.
Change 3377378 on 2017/04/03 by Arne.Schober
DR - Fix ShaderRecompiling over and over again
#RB Chris.Bunner
Change 3377512 on 2017/04/03 by Daniel.Wright
[Copy] Fixed profilegpu in d3d12 - initialize FLongGPUTaskPS when it is safe to do so, and fixed FSlateRHIRenderer's incorrect usage of draw events
Change 3377518 on 2017/04/03 by Daniel.Wright
[Copy] Distance field atlas coalesces updates to reduce RHIUpdateTexture3D memory overhead on d3d12
Change 3377526 on 2017/04/03 by Daniel.Wright
[Copy] "Ran out of GPU queries!" log only happens once
Change 3377535 on 2017/04/03 by Daniel.Wright
[Copy] Fixed unreferenced local variable
Change 3377539 on 2017/04/03 by Daniel.Wright
[Copy] Xbox One RHIGetResourceInfo takes ESRAM into account - fixes render target pool 'VRamInKB request failed' messages
Change 3377546 on 2017/04/03 by Daniel.Wright
[Copy] Added r.LightMaxDrawDistanceScale for local light scalability
Change 3377553 on 2017/04/03 by Daniel.Wright
[Copy] Removed NEW_ESRAM_ALLOCATOR define and old unused path
Change 3377560 on 2017/04/03 by Daniel.Wright
[Copy] Fixed two d3d12 refcounting bugs causing -norhithread crashes
Change 3377565 on 2017/04/03 by Daniel.Wright
[Copy] Fixed Xbox One deleting GPU resources before the GPU is done reading from them (GRHINeedsExtraDeletionLatency was false)
Change 3377572 on 2017/04/03 by Daniel.Wright
[Copy] Disabled point / spot lights with MaxDrawDistance on LowPC
Change 3377586 on 2017/04/03 by Daniel.Wright
Fixed compile error
Change 3377699 on 2017/04/03 by David.Hill
FFT Code. Moved over from raven and refactored
#review-3374589 @guillaume.abadie
Change 3377910 on 2017/04/03 by David.Hill
GPU FFT: Fix Linux Build
adding a missing template<> to an IMPLEMENT_SHADER_TYPE
Change 3378751 on 2017/04/04 by Marcus.Wassmer
HQ particle lights now spawn attached to the same socket as their parent module.
Change 3378819 on 2017/04/04 by Richard.Wallis
Should be no need to protect shader cache against RHI thread now.
Change 3378823 on 2017/04/04 by Richard.Wallis
FRHIShaderLibrary Opaque Type
- Base FRHIShaderLibrary has no Create*Shader functions and is passed to Overloaded RHICreate*Shader functions instead of creation directly through the library.
- Assumed that only Native libraries will end up in the RHICreate*Shader functions.
- ShaderCache and ShaderCode Libraries now inherit from a common factory interface.
Change 3378883 on 2017/04/04 by Arne.Schober
DR - Fix DCC build
Change 3378885 on 2017/04/04 by Richard.Wallis
Metal resource cast compile fix post merge.
Change 3378946 on 2017/04/04 by Chris.Bunner
SM4 assert fix.
Change 3378953 on 2017/04/04 by Chris.Bunner
Fixed type-correctness on legacy BreakMA material nodes and set more flexible formats to global attributes which should result in much more forgiving graphs for users.
Allowed material nodes to opt out of mask-based pin coloration.
#tests Compiled most Paragon materials + QAGame test maps.
#jira UE-39885
Change 3379189 on 2017/04/04 by Arne.Schober
DR - Fix aftermath staging
Change 3379229 on 2017/04/04 by Arne.Schober
DR - Fix missing include
Change 3379374 on 2017/04/04 by Mark.Satterthwaite
Revert an accidentally merged change in MacPlatformProcess that relies on further changes from the Metal task stream.
Change 3379505 on 2017/04/04 by Rolando.Caloca
DR - Fix mismatched interpolators
Change 3379539 on 2017/04/04 by Mark.Satterthwaite
No FFT for any hlslcc platform - the IR for one or more RWTexture2D isn't quite right...
#jira UE-43626
Change 3379561 on 2017/04/04 by Rolando.Caloca
DR - Fix root signature issues on D3D12 PC
Change 3379590 on 2017/04/04 by Mark.Satterthwaite
Back out changelist 3379539 & change the shader slightly instead, the HLSLCC library generates bogus IR when you have an inout RWTexture.
#jira UE-43626
Change 3379917 on 2017/04/04 by Uriel.Doyon
Fix to input mismatch
Change 3380578 on 2017/04/05 by Chris.Bunner
Shader type fixes.
#jira UE-43652
Change 3380639 on 2017/04/05 by Rolando.Caloca
DR - Expose GetOrCreate PSO and document
Change 3380821 on 2017/04/05 by Guillaume.Abadie
Fixes a crash in USceneCaptureComponent::UpdateDeferredCaptures()
#jira UE-43642
Change 3381092 on 2017/04/05 by Guillaume.Abadie
Cherry pick 3362517: Implements TAA's scene color unpremultiplication from alpha channel to reduce DOF alpha channel temporal ghosting.
This CL take the oportunity to transform AA_ALPHA to an compile time enumeration, and add a basic TAA compile time configuration validation to improve readability of the different TAA passes' configurations.
Change 3381300 on 2017/04/05 by Mark.Satterthwaite
Quick fix for changes to MetalRHI's render-thread safe texture creation not correctly handling AVFoundation video player handing us an IOSurface.
#jira UE-43597
Change 3381359 on 2017/04/05 by Guillaume.Abadie
Back out changelist 3381092
Change 3381421 on 2017/04/05 by Mark.Satterthwaite
Amended CL #3380995 from Richard Wallis to address crash in the Material Editor under the validation layer - when there are no textures bound the default pass descriptor assigns store actions, which means we can't override them with our deferred store actions.
#jira UE-43689
Change 3381422 on 2017/04/05 by Mark.Satterthwaite
Absolute time queries can't be batched in Metal but I also can't rely on them being started with a call to BeginQuery - only EndQuery.
#jira UE-43691
Change 3381503 on 2017/04/05 by Daniel.Wright
More intuitive controls for Volumetric Fog
* Removed ScatteringScale / AbsorptionScale on Exponential Height Fog and added Albedo / Extinction
* InscatteringColorCubemap is now supported by Volumetric Fog
* Particle lights have a default VolumetricScatteringIntensity of 0 to avoid trailing
* Tweaked GVolumetricFogDepthDistributionScale better for nearby details
* Volume Materials have twice the interpolators available
Change 3381527 on 2017/04/05 by Mark.Satterthwaite
Disable Private GPU storage for PVRTC texture formats on iOS Metal - these require more changes to the blit-encoder usage as PVRTC has strange requirements.
Change 3381671 on 2017/04/05 by Mark.Satterthwaite
Better error message for failure to compile shaders remotely from PC for Metal.
Change 3381769 on 2017/04/05 by Rolando.Caloca
DR - Added lock texture array 2d on Vulkan
Change 3382003 on 2017/04/05 by Mark.Satterthwaite
Remove the automatic Metal aliasing/re-use when releasing some resource types as it doesn't work as intended.
Change 3382030 on 2017/04/05 by Zachary.Wilson
Fix compiling Metal text shaders from PC broken in merge from task stream.
#submitter mark.satterthwaite
#jira UE-43652
Change 3382880 on 2017/04/06 by Mark.Satterthwaite
Michael Trepka's CL #3379927:
VolumetricFogVoxelization implementation for Mac
Change 3383315 on 2017/04/06 by Mark.Satterthwaite
Partially revert CL #3382003 - the emulated Metal heaps require invoking makeAliasable in order to reclaim memory.
#jira UE-43739
Change 3384639 on 2017/04/07 by Marcus.Wassmer
Move ShaderResource version bump to RenderingObjectVersion
Change 3384704 on 2017/04/07 by Mark.Satterthwaite
Compile fix for merge.
Change 3384933 on 2017/04/07 by Rolando.Caloca
DR - Fix skin cache crash with BP (copy 3384714)
Change 3385104 on 2017/04/07 by Mark.Satterthwaite
Fix MetalRHI's abs(int2) handling - it can't be translated to fabs(int2) as that won't compile. Also rebuild hlslcc for my sanity.
#jira UE-43783
Change 3385105 on 2017/04/07 by Mark.Satterthwaite
Force a shader rebuild to ensure that everybody picks up the fix for #jira UE-43783
#jira UE-43783
Change 3385118 on 2017/04/07 by Arne.Schober
DR - [OR-37359] - Fix disapearing Decals when StencilLod Fade is enabled
#RB none
Change 3385149 on 2017/04/07 by Marcus.Wassmer
Fix skincache motion blur
Change 3385189 on 2017/04/07 by Rolando.Caloca
DR - Fix swapchain format for editor on Vulkan
Change 3385287 on 2017/04/07 by Mark.Satterthwaite
Enable SM5 on Intel as of 10.12.4 and later.
Change 3385347 on 2017/04/07 by Rolando.Caloca
DR - Temp fix for GL4 corruption on editor
#jira UE-43785
Change 3385363 on 2017/04/07 by Rolando.Caloca
DR - Actually fix all win platforms for GL bug
#jira UE-43785
Change 3385557 on 2017/04/07 by Arne.Schober
DR - [UE-43205] - Fix mesh paint
#RB none
Change 3385608 on 2017/04/07 by Daniel.Wright
Fixed SampleCmp being used on a non-depth texture, causing a d3d error
Change 3385980 on 2017/04/10 by Rolando.Caloca
DR - Remove transition functions RHIClearColor* RHIClearDepthStencilTexture
Change 3386042 on 2017/04/10 by Rolando.Caloca
DR - Fix metal merge issue
Change 3386157 on 2017/04/10 by Rolando.Caloca
DR - Remove VS2013 libs generation off hlslcc & glslang (to match main)
Change 3386356 on 2017/04/10 by Chris.Bunner
Resolving merge errors.
Change 3386414 on 2017/04/10 by Chris.Bunner
Resolved merge issue in RendererScene.cpp.
Change 3386700 on 2017/04/10 by Mark.Satterthwaite
Silence documentation warnings.
Change 3387178 on 2017/04/10 by Chris.Bunner
Removed invalid mask correction on MakeMA material nodes.
Change 3388177 on 2017/04/11 by Marcus.Wassmer
Disable ensure that is no longer relevant now that we bind clear colors on texture creation
Change 3388261 on 2017/04/11 by Chris.Bunner
Static analysis fix.
[CL 3388266 by Chris Bunner in Main branch]
-Added runtime check that morpheus plugin is available to compiling the rgbatoyuv shader. Fixed the name of the shader in the 'optional' shader list. Wrapped shader in HAS_MORPHEUS. All of this makes it more like PostProcessMorpheus, which works correctly on all build configurations.
-Cleaned up some comments.
#lockdown Nick.Penwarden
#jira UE-43767
#rb Ryan.Vance
[CL 3385644 by Jeff Fisher in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3012064 on 2016/06/13 by Nick.Whiting
Merging Main -> DevVR
Change 3048060 on 2016/07/13 by Nick.Whiting
Integrating CL 3045721 from //depot/Partners/Google/AndroidVR-DevVR
Upgrade Android and iOS GVR SDK to the latest.
Fix the flipped vignette issue when using Unreal's post processing distortion.
Change the Daydream & Cardboard mode to use scanline racing.
Deprecate the ability to turn off individual UI elements.
Change 3235307 on 2016/12/14 by Keli.Hlodversson
Filter out excluded HMD modules during FEngineLoop:PreInitHMDDevice. The final selection still happens in UEngine::InitializeHMDDevice as all HMD plugins have not been loaded during PreInit
Change 3235308 on 2016/12/14 by Ryan.Vance
#jira UEVR-478
Monoscopic far field improvements
Shader changes are now gated behind the read only cvar vr.MonoscopicFarField. Changing this requires a shader compile.
Moved the mono rendering mode to the cvar vr.MonoscopicFarFieldMode. This is writable, so users can enable/disable mono rendering on the fly if the above cvar is enabled.
Only write to the alpha channel in the mobile base pass if the object is opaque and MONOSCOPIC_FAR_FIELD is defined.
Addressed code review comments.
Change 3235397 on 2016/12/14 by Keli.Hlodversson
[Oculus] Only enable GearVR platform on Windows if Oculus service is running
Original author: Loren.McQuade
Change 3235762 on 2016/12/14 by Keli.Hlodversson
Add explicit parentheses to placate the build bots.
Change 3242318 on 2016/12/21 by Ryan.Vance
Working around pixel density crash.
Change 3242522 on 2016/12/21 by Ryan.Vance
Missing flag clear so our adaptive test was always returning true.
Change 3243173 on 2016/12/22 by Ryan.Vance
Integrating post present callback implementation from 4.14.1
Change 3248633 on 2017/01/05 by Keli.Hlodversson
Copying //Tasks/UE4/Dev-VR-Refactoring to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
Change 3248723 on 2017/01/05 by Keli.Hlodversson
Fix after merge. EnablePositionalTracking no longer exists.
Change 3249484 on 2017/01/06 by Keli.Hlodversson
Add missing includes
Change 3249714 on 2017/01/06 by Keli.Hlodversson
Remove monolithic header include
Change 3249980 on 2017/01/06 by Keli.Hlodversson
SteamVR: Remove leftover unused WindowMirrorMode member variable
Change 3252432 on 2017/01/10 by Keli.Hlodversson
Submitting change by Loren McQuade to fix monolithic builds.
Unshelved from pending changelist '3251436':
Change 3257373 on 2017/01/13 by Keli.Hlodversson
#jira UEVR-411: Finish renaming/removing/remodelling the remaining Oculus (Rift+GearVR) commands
#jira UEVR-412: Rename and merge remaining Morpheus console commands
#jira UEVR-417: Remove Exec from IHeadMountedDisplay
Change 3269971 on 2017/01/24 by Jeff.Fisher
UEVR-498 move controller is missing world to meters
UEVR-522 PS4 motion controller worldscale support.
-Passing world to meters scale into getControllerOrientationAndPosition because the thing asking about it ought to be part of a world, and know what it should be. This also avoids making PS4 motion controllers dependent on the HMD. Note Google VR Controller doesn't do position, so doesnt' care about scale. Oculus already had internal threadsafe tracking of world scale, so I left that. Steam handles world scale below our input level.
-Also adding PlayerIndex member to FSceneView so we can figure out which view the MotionControllerComponent should get its worldscale from for the late render thread update.
#jira UEVR-498
#review-3384107
Change 3288308 on 2017/02/06 by Jeff.Fisher
UEVR-517 Detect MotionController Connectivity
-PS4 can only track 2 controllers and 1 hmd. Support for dealing with that is needed.
-Also need to support multiple motion controller components mapped to a single controller. Licencees have done that before.
-Created a new interface IMotionTrackingSystemManagement, and implements it for PS4Tracker on PS4.
-Created a MotionTrackedDeviceFunctionLibrary to expose that interface to blueprint.
-With those one can enable and disable tracking on ps4 controllers and query their state to stay within the controller tracking limit.
-PS4Tracker also keeps a blackboard of the enable/disable state so that one can enable or disable controllers that have not been connected yet, and have them enable tracking or not when they are connected.
-DS4 controller no longer jumps back to 000 if it loses tracking.
#review-3384107
#jira UEVR-517
Change 3288309 on 2017/02/06 by Keli.Hlodversson
Add file missing from CL#3257373.
Change 3288311 on 2017/02/06 by Jeff.Fisher
UEVR-517 Detect MotionController Connectivity - Test content.
-tm-motionControllers has a third mode where all playstation motion controllers for player 0 are availalbe. You can toggle them to track or not with ctrl-P,G,L,R for pad, gun, leftmove, rightmove or with alt-P,G,L,R. Ctrl tests doing so via MotionControllerComponent. Alt tests doing so by player index and controller type enum.
-ctrl-A disables tracking of all controllers
-alt-A disables tracking of all controllers for player 0
-ctrl-D toggles enabling new controllers by default
-Also fixed one button not working in one of the other test modes for the Aim (gun) controller.
-The controller 'models' have an arrow out the front. It is black if disabled. Red if enabled, but no tracker is active, yellow if tracked but inertial only, and green if fully tracked by the camera.
-This logic is in the QA_MoCoAll blueprint.
Change 3291601 on 2017/02/07 by Jeff.Fisher
UEVR-536 PSVR motion controller tracking problem with multiple controllers
-Previous code called GetRelativeTransform from the render thread, but the game thread could update it at any time. This caches that transform so that it can be safely used in the render thread.
#jira UEVR-536
#review-3384107 @Ryan.Vance
Change 3292460 on 2017/02/08 by Jeff.Fisher
PS4 sceVrTrackerGetResult() error warning logging improved, and explanatory comment added.
Change 3308771 on 2017/02/17 by Keli.Hlodversson
Rename GoogleVR console commands
#jira UEVR-412
Change 3309156 on 2017/02/17 by Keli.Hlodversson
Track changes in r.ScreenPercentage on GoogleVR and set RenderTargetSize accordingly.
Change 3311999 on 2017/02/20 by Keli.Hlodversson
Create a default implementation for RecordAnalytics.
Also create an initial stub for FHeadMountedDisplayBase for future default implementations of common HMD functionality.
Make implementing IHeadMountedDisplay::GetDeviceName mandatory instead of defaulting to "Unknown"
#jira UE-21878
#jira UEVR-213
Change 3313467 on 2017/02/20 by Ryan.Vance
#jira UE-41604
3278583
pCustomPresent->AllocateRenderTargetTexture may return false, if we blindly return true we can end up with an invalid render target since the fall back sceneviewport will be skipped.
3278536
Adding ovrError_NoHmd to our sanity check in OnStartGameFrame.
Change 3314002 on 2017/02/21 by Keli.Hlodversson
Fix compilation on PS4 and Linux
Change 3326722 on 2017/03/01 by Jeff.Fisher
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Integrating 4.15 from main.
Change 3327567 on 2017/03/01 by Jeff.Fisher
UEVR-588 Oculus crash on "stereo on" when the proximity sensor is not triggered.
Duplicating from Release-4.15 cl 3327481, 3327542
-Don't ovr_SubmitFrame when the layers need to be recreated. They stay dirty until rendering is unpaused.
#jira UEVR-588
#review-3384107
Change 3328098 on 2017/03/01 by Jeff.Fisher
4.15 merge fixes
-Fixed deprecated enum name function usage.
-Fixed world scale usage in GoogleVRController.
-Fixed compile break in PS4Tracker.
Change 3328271 on 2017/03/01 by Jeff.Fisher
2.15 merge
-restroging GoogleVRController::GetWorldToMetersScale... cause it is used everywhere.
Change 3328307 on 2017/03/01 by Jeff.Fisher
4.15 merge
-More googlevr worldscale fixes.
Change 3328312 on 2017/03/01 by Jeff.Fisher
4.15 merge
-removing 2 unused includes
Change 3330610 on 2017/03/02 by Jeff.Fisher
4.15 merge
-fixing linux build
Change 3333952 on 2017/03/06 by Keli.Hlodversson
Implement common stereo layer management base class and use it in SteamVR and PS4. Fixes an outstanding bug in SteamVR where texures are updated every frame regardles of whether the continous update flag is set or not.
#jira UEVR-628
#jira UE-42555
Change 3334961 on 2017/03/07 by Keli.Hlodversson
Add missing include to fix non-unity builds
Change 3336200 on 2017/03/07 by Keli.Hlodversson
Fix compilation issues. (https://ec-01.epicgames.net/commander/link/jobDetails/jobs/7568252?jobName=UE4+Dev-VR+-+CL+3334961+-+Nightly+Build&s=Jobs)
* Pre VS2015 compilers don't like mixing wide and unmarked strings in concatenation. Unfortunately LOCTEXT hides the call to the TEXT macro, completely hinding the prefix (which only gets added to the first fragment.)
* Switch apparently doesn't know how to format a size_t for analytics either.
Also: Typo in backwards compatibility command name alias
Change 3337347 on 2017/03/08 by Jeff.Fisher
UE-42631 Stereo off while prox sensor uncovered causes low framerate
-Setting maxfps appropriately on 'stereo on/off'.
#review-3384107
#jira UE-42631
Change 3338385 on 2017/03/08 by Ryan.Vance
r.DisableDistortion was only being used for the mobile renderer
Change 3342301 on 2017/03/10 by patrickr.donovan
Test updates to TM-VRSmoke.
Increased lightmap resolution on QA_MeshTypes meshes to improve readbility and reliablility of tests involving said asset.
Rebuilt lighting.
Change 3348133 on 2017/03/15 by Ryan.Vance
Moving mono cvars to scene rendering to avoid cross module references. There's not a good reason to have them in the hmd module anyway.
Change 3348836 on 2017/03/15 by Ryan.Vance
Direct multi-view support for gear vr
Monoscopic far field with multi-view (blit and direct) support for gear vr
Support for translucent objects on both sides of the mono clip plane (due to a sorting issue, objects that straddle the plane composite incorrectly)
Fixed missing discards/clears in the multi-view blit
Change 3348843 on 2017/03/15 by Ryan.Vance
Fixing color/depth target size mismatch when screen percentage scaling results in a size that isn't divisible by 16.
Change 3349276 on 2017/03/16 by Keli.Hlodversson
Fixing compile errors in GoogleVR after merge from main.
Change 3350932 on 2017/03/16 by Ryan.Vance
Re-enabling the gearvr plugin on windows.
Change 3351977 on 2017/03/17 by Jeff.Fisher
Fixing masked member variable.
Change 3352314 on 2017/03/17 by Ryan.Vance
We need to ensure that we don't select different lod levels for each eye.
Change 3352993 on 2017/03/17 by Nick.Whiting
Integrating CL 3345824 from Android-DevVR to Dev-VR. Support for device depth pass in SceneCaptureComponent2D
Change 3355185 on 2017/03/20 by Nick.Whiting
Added ability to disable the autoloading splash screen, which would prevent the hide splash screen node from ever working
Change 3355676 on 2017/03/20 by Nick.Whiting
PR #3384: [GNUX] SteamVR, OpenGL patch. (Contributed by yaakuro), with some minor modifications
Change 3357286 on 2017/03/21 by Jeff.Fisher
Fixing GenerateProjectFiles, looks like the .config. was removed from these references in main some time ago.
Change 3357435 on 2017/03/21 by Jeff.Fisher
Fixing editor build break, looks like a merge mistake.
Change 3359960 on 2017/03/23 by Keli.Hlodversson
Prevent potential crash when drawing tracking sensor location. Also only fetch HMD location once instead of once per tracking sensor.
Change 3361230 on 2017/03/23 by Jeff.Fisher
Fixing linux build opengl include problem... maybe.
Change 3361638 on 2017/03/23 by Jeff.Fisher
Another guess at fixing linux build.
Change 3364224 on 2017/03/24 by Keli.Hlodversson
Initial implementation of UEVR-576 - Base emulated layer implementation
#jira UEVR-668 - Base emulated layer implementation: Initial framework for overrideable default implementation
#jira UEVR-669 - Base emulated layer implementation: Face Locked Layers Support
#jira UEVR-670 - Base emulated layer implementation: Tracker Locked Layers Support
#jira UEVR-671 - Base emulated layer implementation: World Locked Layers Support
#jira UEVR-672 - Base emulated layer implementation: Add support for optionally rendering face locked layers into a separate layer
Change 3364242 on 2017/03/24 by Keli.Hlodversson
SteamVR layers do not support negatve Layer priorities
Change 3364263 on 2017/03/24 by Jeff.Fisher
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
Monoscopicfarfieldrendering was just 'accept source', Ryan is going to look at fixing it up.
Change 3364472 on 2017/03/24 by Jeff.Fisher
Merge fix
Change 3364475 on 2017/03/24 by Jeff.Fisher
Fixing gearvr include.
Change 3364486 on 2017/03/24 by Jeff.Fisher
merge fix
Change 3364532 on 2017/03/24 by Ryan.Vance
pso update for mono rendering and stereo layers.
Change 3364599 on 2017/03/24 by Ryan.Vance
Oculus changes for SI1.12
Change 3365159 on 2017/03/26 by Jeff.Fisher
include fix
Change 3365182 on 2017/03/26 by Jeff.Fisher
include fix
Change 3366087 on 2017/03/27 by Ryan.Vance
Remaining files from Oculus changes for SI1.12 merge request.
Fixing a bug in OnlineSubsystem.
Temporarily changing the eye padding change to be a shader clear to work around a clear color binding issue.
Change 3366492 on 2017/03/27 by Ryan.Vance
#jira UE-43294
Moved the clear before we setup state for drawing the mirror window content. It was stomping over state after the pso changes.
Going to leave the shader clear in the rift prerender for clearing the eye padding for now.
Change 3366929 on 2017/03/27 by Ryan.Vance
Fixing compile error
Change 3368549 on 2017/03/28 by Jeff.Fisher
Merging Change: 3357998 from //UE4/Partner-Google-VR/Engine/... to Dev-VR
Upgrade Google VR Plugin to v1.3:
*Upgraded GVR NDK to 1.30.0
*Changed some BlueprintFunction to use BlueprintPure
*Add the missing bDaydream flag in UEDeployAndroid.cs
#review-3384107
Change 3368975 on 2017/03/28 by Ryan.Vance
CIS clean up
#jira UE-43428, UE-43429, UE-43426, UE-43427
Change 3369028 on 2017/03/28 by Ryan.Vance
This is not exacly 'correct', but it's at least what the code was trying to do.
Change 3370203 on 2017/03/29 by Ryan.Vance
Adding gear vr controller component support.
Change 3370918 on 2017/03/29 by Ryan.Vance
Merging 3370569 using Partner-Google-VR_to_DevVR
Change 3371030 on 2017/03/29 by Ryan.Vance
Fixing linux build errors
#jira UE-43426
Change 3371036 on 2017/03/29 by Ryan.Vance
Oculus 4.16 integration.
Not terribly happy with the use of std::string. They promised to clean this up for the next release.
Change 3373495 on 2017/03/30 by Jeff.Fisher
Merging from Dev-Main, in preparation for 4.16
Change 3373578 on 2017/03/30 by Jeff.Fisher
build break, one comma short
Change 3373870 on 2017/03/31 by Jeff.Fisher
Include order fix.
Change 3374001 on 2017/03/31 by Keli.Hlodversson
Use DefaultStereoLayers as base for Morpheus implementation.
#jira UEVR-709 #jira UE-42919
#rb: Jeff.Fisher
Change 3374004 on 2017/03/31 by Keli.Hlodversson
Fix rendering for the default Stereo Layers implementation on mobile.
Depth test was set to "Never" instead of "Always"
Destination texture on GLES is flipped on the Y axis, the coordinates are reversed in the shade when compiled on the relevant platforms.
Change 3375125 on 2017/03/31 by Jeff.Fisher
UE-43506 Ensure using VRPreview with GoogleVR
-Removed the ensure, there is code in there to handle that case, and it works.
#jira UE-43506
Change 3375294 on 2017/03/31 by nick.bullard
Resaving Plugin content to resovle "saved with empty engine version"
#jira UE-43537
Change 3375480 on 2017/03/31 by Jeff.Fisher
UEVR-9 PSVR: Social Screen Support
-Experimental social screen support for 4.16.
-This does the basics of driving output through the Aux port in the proper format for display on the mirror monitor.
-Only supports 30fps on the mirror monitor. 60fps will require the implementation of sony system dialogs to deal with incompatable system features (video streaming, remote play).
-There is a project setting in Morpheus, under experiemental bEnableSocialScreenSeparateMode. This must be set to true to use this feature. When it is false we avoid allocating the back buffers.
-MorpheusFunctionLibrary blueprints now have a node "SetSocialScreenMode" which can switch between SystemMirror (hardware supported mirroring), SeparateTest (alternates black and white), SeparateTexture (displays a texture, eg a render target, specified via blueprint), and SeparateMirror(puts the hmd render buffer on screen - which is both eyes, like a debug mode).
-Also finally updated the bEnabled flag in project settings to tell people it's only for PC.
#jira UEVR-9
#review-3384107
Change 3375540 on 2017/03/31 by Ryan.Vance
#jira UE-43504
Fixing android build break when using a 64 bit isa.
Change 3375655 on 2017/03/31 by Jeff.Fisher
Fixing missing RGBAToYUV shader problem
-This at least unblocks our process. Will revisit before zbr.
Change 3375820 on 2017/04/01 by Jeff.Fisher
Fixing linux build warning about HAS_MORPHEUS
Change 3376050 on 2017/04/02 by Jeff.Fisher
UE-43515 Step 'UE4Editor Static Analysis Win64' - Module.OnlineSubsystemOculus.cpp Warnings
-Temporary fix for static analysis annotation warnings in OnlineSubsytemOculus. Longer term plan is to eliminate the use of the headers that trigger the warnings.
-Just wrap all standard headers in static analysis disables.
#jira UE-43515
Change 3376609 on 2017/04/03 by Jeff.Fisher
Fixing rgbatoyuvshader include.
Change 3377001 on 2017/04/03 by Jeff.Fisher
UE-43547 Launch On PS4 fails during Run command - Missing global shader FRGBAToYUV420CS
- shader c++ must be compiled so that it can be cooked for ps4.
#jira UE-43547
Change 3379858 on 2017/04/04 by Jeff.Fisher
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
pulling main this should get us ps4 sdk 4.508
Change 3379938 on 2017/04/04 by Ryan.Vance
#jira UE-43548
If stereo layers are not being used, don't setup overlay targets as we will never clear/initialize them.
The clear happens as part of the default layers PostRenderView_RenderThread call which wont be called if layers aren't being used in the scene.
Change 3381519 on 2017/04/05 by Jeff.Fisher
UEVR-733 PS4 sdk 4.500 hmd connection api changes break hmd connect.
-Handling failure of sceHmdGetDeviceInformation if the hmd is powered off. It now returns an error code about an invalid handle in that case, rather than reporting unready. We just treat the error code like an unready status.
#jira UEVR-733
#review-3384107
Change 3382019 on 2017/04/05 by Ryan.Vance
Linux: add Vulkan support from dev editor: 3381593
Change 3382021 on 2017/04/05 by Ryan.Vance
SteamVR on Linux using Vulkan
OpenVR rev to 1_0_6
PR #3412: [GNUX] Initial support for SteamVR using Vulkan on GNUX platform. (Contributed by yaakuro)
Change 3382076 on 2017/04/05 by Ryan.Vance
Fixing linux steamvr lib path. It changed to something less silly in 1.0.6
Removing the steamvr plugin from the white list for linux. It's looking for a runtime that no one will have installed.
Change 3383237 on 2017/04/06 by Ryan.Vance
#jira UE-43732
Fixing Android compile issues. We can't wrap portions of a macro with a definie. This should probably be some sort of recursive macro thing since there's so much overlap. Good enough for now.
Change 3383353 on 2017/04/06 by Ryan.Vance
Fixing include cycles.
Change 3383509 on 2017/04/06 by Jeff.Fisher
Merging //UE4/Dev-Main to Dev-VR (//UE4/Dev-VR)
merging the stuff from dev-mobile
[CL 3384106 by Ryan Vance in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3248667 on 2017/01/05 by Olaf.Piesche
Resaving default asset because of engine verison issue; maybe unnecessary, but resaving niagara engine content to be sure
#jira UE-40160
Change 3249324 on 2017/01/06 by Marcus.Wassmer
Resave with an actual version to stop cook warning
Change 3249611 on 2017/01/06 by Marcus.Wassmer
Just remove warning-causing niagara data for now.
Change 3308052 on 2017/02/16 by Rolando.Caloca
DR - Check for Vulkan SDK, and only use it if it's newer or the same as the headers we distribute
Change 3308109 on 2017/02/16 by Rolando.Caloca
DR - Upgrade glslang to 1.0.39.1
Change 3308111 on 2017/02/16 by Rolando.Caloca
DR - Update Vulkan distribution to 1.0.39.1
Change 3308153 on 2017/02/16 by Rolando.Caloca
DR - Updated glslang libs
Change 3308842 on 2017/02/17 by Rolando.Caloca
DR - Fixed copy/paste
Change 3310007 on 2017/02/17 by Chris.Bunner
Back out CL 3221219 - causing MIC generation issues and superseded by CL 3273971.
#jira UE-37792
Change 3310154 on 2017/02/17 by Chris.Bunner
Assert when attempting to add a custom material attribute already in the base attributes list.
Change 3310155 on 2017/02/17 by Chris.Bunner
PR #3231: Validate material index before accessing (Contributed by projectgheist)
#jira UE-41774, UE-41788
Change 3310162 on 2017/02/17 by Chris.Bunner
PR #3252: Added MobileMaterialInterface to UsedMaterials (Contributed by projectgheist)
#jira UE-41823, UE-41950
Change 3310176 on 2017/02/17 by Chris.Bunner
Merging CL 3233886: AMD HDR support (requires r.AMDSupportsHDRDisplayOutput=1 in ini).
Update to AGS 5.0.5.
Partial code tidy up.
Change 3310187 on 2017/02/17 by Chris.Bunner
Preserve constant expressions rather than always casting after translating a material attribute. Losing the notion of constant means we can't correctly detect used properties and falsely enable e.g. PDO. Happened because of the incorrect component masks in BreakMaterialNodes which then had to be downcast to the correct type which is done as an inline fragment rather than swizzle expression.
#jira UE-41594
Change 3310215 on 2017/02/17 by Chris.Bunner
Prevent SpeedTree node compiling for skeletal meshes (not supported as uses more UV sets than available).
More descriptive error for missing Cubemap UV input on TextureSample material node .
#jira UE-33098
Change 3310838 on 2017/02/18 by Joe.Graf
Moved some private functions to public for a licensee
#CodeReview: matt.kuhlenschmidt
#rb: n/a
Change 3311876 on 2017/02/20 by Rolando.Caloca
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
#jira UE-42014
Change 3314139 on 2017/02/21 by Rolando.Caloca
DR - Minor cleanup pass
- Remove FVulkanPendingState
- Renamed some classes for clarity
- Hoist pending UAVs for flush out to pending compute state
Change 3314642 on 2017/02/21 by Rolando.Caloca
DR - Some more renaming
Change 3315431 on 2017/02/21 by Ben.Salem
Properly set default values for test time out and tick. We now will default to ticking once per second, and tracking the macro stats of GPU/Render/Game thread time.
#tests Ran showdown demo several times
Change 3316710 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Fix refract intrinsic
Change 3316718 on 2017/02/22 by Rolando.Caloca
DR - hlslcc - Built libs to pick up change from 3316710 - refract fix
Change 3316820 on 2017/02/22 by Benjamin.Hyder
updating Tm-TrigNodes map
Change 3317192 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317528 on 2017/02/22 by Benjamin.Hyder
Updating QA-Decals map
Change 3317639 on 2017/02/22 by Benjamin.Hyder
Updating Decal on Complex Mesh example in QA-Decals
Change 3317764 on 2017/02/22 by Benjamin.Hyder
Final updates to QA-Decals
Change 3318319 on 2017/02/22 by Rolando.Caloca
DR - minor reorg/rename
Change 3318379 on 2017/02/22 by Rolando.Caloca
DR - more cleanup
Change 3321181 on 2017/02/24 by Rolando.Caloca
DR - Fix GL bug
Change 3321247 on 2017/02/24 by Rolando.Caloca
DR - Fix misc bugs
Change 3321898 on 2017/02/24 by Chris.Bunner
Only issue clear TLV dispatch if required.
#jira UERNDR-193
Change 3321904 on 2017/02/24 by Chris.Bunner
Added comment for potential future optimization.
Change 3322013 on 2017/02/24 by Uriel.Doyon
Fixed separate translucency being affected by Gaussian DOF
#jira UE-40489
Change 3322517 on 2017/02/24 by Uriel.Doyon
Fixed issue with InvestigateTexture command removing budget limit.
Fixed StreamingBounds show flag not working. It nows shows the streaming bound for the currently selected textures.
#jira UE-40485
Change 3323470 on 2017/02/27 by Chad.Garyet
Removing DDC job from dev-rendering
Change 3323479 on 2017/02/27 by Chad.Garyet
Removing RDU agent type
Change 3323519 on 2017/02/27 by Chad.Garyet
removing NCL/LHR/SEA agent types to clean up space
Change 3323639 on 2017/02/27 by Benjamin.Hyder
More updates to QA-Decals
Change 3324207 on 2017/02/27 by Uriel.Doyon
Fixed typo ScaleTexturesByGlobalMyBias -> ScaleTexturesByGlobalMipBias
Removed bad merge in FStreamingTextureLevelContext::GetBuildDataIndexRef
Change 3324396 on 2017/02/27 by Uriel.Doyon
Fixed an issue with the Streaming Bounds show flag interferring with the static level data initialization
#jira UE-40485
Change 3325227 on 2017/02/28 by Chris.Bunner
Fix-up AMD AGS libs.
Change 3325566 on 2017/02/28 by Uriel.Doyon
Fixed possible out-of-bound access in GetUsedTexture() when passing ERHIFeatureLevel::Num
Change 3326009 on 2017/02/28 by Uriel.Doyon
Better fix for 3325566, as the previous fix would ignore the material instance overrides.
Change 3327058 on 2017/03/01 by Benjamin.Hyder
Preparing TM_Shadermodels map for automation
Change 3328222 on 2017/03/01 by Chris.Bunner
Prevent decals from drawing in separate translucency pass. Whilst user control and material relevance were already removed, if the flag was checked before being disabled (by swapping to decal domain) this was still being read in the render loop, now explicitly ignores decals.
#jira UE-42449, UE-42446
Change 3329848 on 2017/03/02 by Uriel.Doyon
Added some extra logs to help track UE-42168
Change 3329977 on 2017/03/02 by Rolando.Caloca
DR - Fix bad clear value
Change 3330008 on 2017/03/02 by Benjamin.Hyder
More preparations for QA-Decals automation
Change 3330754 on 2017/03/02 by Daniel.Wright
Prominent comment explaining reflection env async compute usage and why it's not overlapped with anything
Change 3331451 on 2017/03/03 by Marc.Olano
Manually unroll simplex noise loop to avoid PSO bug on AMD/Metal
Change 3331839 on 2017/03/03 by Rolando.Caloca
DR - hlslcc - add missing file to project
Change 3332247 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel
PR #3305
#jira UE-42393
Change 3332259 on 2017/03/03 by Rolando.Caloca
DR - Fix bad index into pixel formats
PR #3237
#jira UE-41855
Change 3332305 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers
PR #3271
#jira UE-32618
Change 3332313 on 2017/03/03 by Rolando.Caloca
DR - Fix for integrated intel (properly)
PR #3305
#jira UE-42393
Change 3332317 on 2017/03/03 by Rolando.Caloca
DR - OpenGL SRV for index buffers (properly)
PR #3271
#jira UE-32618
Change 3332368 on 2017/03/03 by Rolando.Caloca
DR - Minor fixes so -sm4 and -sm5 can be used on windows with OpenGL/Vulkan
Change 3333690 on 2017/03/06 by Daniel.Wright
[Copy] Changing movable skylight properties no longer affects static draw lists
Change 3333693 on 2017/03/06 by Daniel.Wright
[Copy] Added 'r.AOListMeshDistanceFields' which dumps out mesh distance fields sorted by memory size, useful for directing content optimizations
Change 3333705 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance fields are now 8 bit fixed point by default, but can be changed back to 16 bit floating piont with a project setting.
* 8 bit uses half memory but introduces error for thin surfaces or large meshes.
Change 3333721 on 2017/03/06 by David.Hill
DecalProxy:
Copy float FadeScreenSize to FDeferredDecalProxy for use in the render thread. This avoids pointer chasing to the UDecalComponent (game thread component).
Change 3333772 on 2017/03/06 by Daniel.Wright
[Copy] Scene motion blur data is only updated for the main renderer frames. Fixes scene captures and planar reflections breaking object motion blur.
Change 3333790 on 2017/03/06 by Daniel.Wright
[Copy] Mesh distance field generation uses Embree, for a 2.5x speedup
* Can switch back to old kDOP generation with 'r.DistanceFieldBuild.UseEmbree 0' for debugging
Change 3333822 on 2017/03/06 by Daniel.Wright
[Copy] Moved mesh distance field code into MeshDistanceFieldUtilities.cpp
* Moved FMeshUtilities to its own header so the 8k line MeshUtilites.cpp file can be further split up
Change 3333827 on 2017/03/06 by Daniel.Wright
[Copy] Range compress 8bit distance fields - gets one extra bit of precision on average
Change 3333828 on 2017/03/06 by Daniel.Wright
[Copy] Raised High ShadowQuality to 2048 as 1024 for CSM is way too low
Change 3333831 on 2017/03/06 by Daniel.Wright
Non-editor compile fix
Change 3333836 on 2017/03/06 by Daniel.Wright
[Copy] Workaround for gobal distance field volume textures being bloated by 4x on PS4 due to the recommended tiling modes. They now use a 2d tiling mode which avoids the bloat, saving 96Mb.
Change 3333843 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionExponent to skylight component
* Useful for brightening up indoors without losing contact shadows as MinOcclusion does
Change 3333845 on 2017/03/06 by Daniel.Wright
[Copy] Capsule shadow BP functions
Change 3333850 on 2017/03/06 by Daniel.Wright
[Copy] Added OcclusionCombineMode to skylight component
Change 3333854 on 2017/03/06 by Daniel.Wright
[Copy] Gnm properly registers clears as GPU work so those events show up in profilegpu
Change 3333857 on 2017/03/06 by Daniel.Wright
[Copy] Clear light attenuation for local lights with a quad covering their screen extents
* Clearing the entire light attenuation buffer costs .1ms on PS4. This optimization lowers the minimum cost of a shadow casting light from .15ms -> .03ms.
* Shadowed lights in Fortnite with 25 lights 3.7ms -> 1.42ms on PS4
Change 3333860 on 2017/03/06 by Daniel.Wright
[Copy] Flush deferred deletes when reallocating distance field atlas to reduce peak memory
Change 3333861 on 2017/03/06 by Daniel.Wright
[Copy] Disable all distance field features on Intel cards as HD 4000 hangs in the RHICreateTexture3D call to allocate the large atlas
Change 3333869 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.
Change 3333894 on 2017/03/06 by Daniel.Wright
[Copy] Initialize GDummyVolumetricFogGlobalDataUniformBuffer outside of parallel rendering
Change 3333902 on 2017/03/06 by Daniel.Wright
[Copy] Better handling of volumetric fog enabled with distance of 0
Change 3333903 on 2017/03/06 by Daniel.Wright
[Copy] Fixed volumetric fog trying to render light functions for a point light
Change 3333908 on 2017/03/06 by Daniel.Wright
[Copy] Volumetric materials
* Added new material domain Volume, which can output Scattering, Absorption and Emissive. All properties are in world space densities.
* Particle systems using the Volume domain are voxelized based on their ParticlePosition and ParticleRadius
* Volumetric fog integration is now energy conservative - scattering is integrated against transmission over the depth of each slice.
* Added bOverrideLightColorsWithFogInscatteringColors to exponential height fog, which can be enabled to make Volumetric Fog match Height fog more closely
Change 3334134 on 2017/03/06 by Daniel.Wright
[Copy from Michael Trepka] Added Embree 2.14.0 and changed MeshUtilities to use it as this solves issues with Embree leaking TLS keys. UnrealLightmass is still using older Embree 2.7.0 until we can find time to properly test it with the new version. Also, invalidated distance field DDC to force it to rebuild with updated Embree.
Change 3334420 on 2017/03/06 by Daniel.Wright
Fixed RTDF shadows
Change 3335467 on 2017/03/07 by Benjamin.Hyder
Initial submission of QA-Decals map to EngineTest
Change 3335556 on 2017/03/07 by Daniel.Wright
Changed mesh distance field default format back to R16f
Change 3338020 on 2017/03/08 by Daniel.Wright
Disable volumetric fog in vertex shaders for feature levels which don't support it
Change 3339394 on 2017/03/09 by Chris.Bunner
Correctly handle material texture translation error edge case.
#jira UE-42579, UE-42670
Change 3339992 on 2017/03/09 by Daniel.Wright
Only compile volumetric fog shaders on supporting platforms
Change 3341858 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
#RB Rolando.Caloca, Marcus.Wassmer, Daniel.Wright, Nick.Penwarden, Mark.Satterthwaite
Change 3342004 on 2017/03/10 by Arne.Schober
Copying //UE4/Dev-Rendering-PSO to Dev-Rendering (//UE4/Dev-Rendering)
Fix unity build
#RB Marcus.Wassmer
Change 3343307 on 2017/03/13 by Marcus.Wassmer
Update showflags when we are guaranteed it will happen in all possible ways to spawn the scenecapture. (drag into editor, PIE, -game, etc)
Change 3343732 on 2017/03/13 by Rolando.Caloca
DR - Vulkan compute pipeline & refactor
Change 3344846 on 2017/03/14 by Rolando.Caloca
DR - Android compile fixes
Change 3344883 on 2017/03/14 by Rolando.Caloca
DR - Add missing stencil load/store to PSO initializer
Change 3344985 on 2017/03/14 by Rolando.Caloca
DR - Made load/store actions uint8
Change 3345141 on 2017/03/14 by Rolando.Caloca
DR - vk - Rework render pass hash
Change 3345304 on 2017/03/14 by Benjamin.Hyder
Updating TM-Distancefields map to include TemplateFloor mesh
Change 3345387 on 2017/03/14 by Rolando.Caloca
DR - Add _RenderThread calls for Create*Shader so RHIs can choose not to stall when creating
Change 3345388 on 2017/03/14 by Rolando.Caloca
DR - Do not stall when creating shaders on Vulkan
Change 3345722 on 2017/03/14 by Chris.Bunner
PR #3357: MinimalAPI add to many material expressions (Contributed by DeanoC)
#jira UE-42752
Change 3345723 on 2017/03/14 by Chris.Bunner
Reduce log verbosity causing spamming during landscape editing.
#jira UE-42714
Change 3345725 on 2017/03/14 by Chris.Bunner
[Duplicate 3341860] Fixed material translation error with multiple connections from custom interpolator nodes.
Change 3345726 on 2017/03/14 by Chris.Bunner
Typo fixes.
Change 3345732 on 2017/03/14 by Rolando.Caloca
DR - Decouple vertex declaration off BSS
Change 3345746 on 2017/03/14 by Chris.Bunner
Added sign() intrinsic material graph node and delisted material function workaround.
Change 3346042 on 2017/03/14 by Chris.Bunner
Implement missing size query interface for FRenderTargetResources.
#jira UE-41672
Change 3346387 on 2017/03/14 by Daniel.Wright
[Copy] Added VolumetricScatteringIntensity to particle lights
Change 3346389 on 2017/03/14 by Daniel.Wright
[Copy] Clamp Volumetric material attributes to fp16 range to avoid INFs
Disable volumetric fog when the fog show flag is disabled
Change 3346392 on 2017/03/14 by Daniel.Wright
[Copy] Fixed skylight being much too bright on volumetric fog
Change 3346406 on 2017/03/14 by Daniel.Wright
[Copy] CSM resolution is now controlled by r.Shadow.MaxCSMResolution.
* Changed HighPC to use 1024 MaxShadowResolution (max for all non-CSM shadows), saves 60Mb in Fortnite
Change 3346412 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for translucency lighting 3d textures, saves 13Mb
Change 3346414 on 2017/03/14 by Daniel.Wright
[Copy] TexCreate_ReduceMemoryWithTilingMode for volumetric fog 3d textures, saves 13Mb
Change 3346415 on 2017/03/14 by Daniel.Wright
[Copy] Missing file from cl 3338451
Change 3346421 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaNs in volumetric fog due to rendering when height fog is disabled
* Volumetric fog converts NaNs to black now so they don't spread
Change 3346422 on 2017/03/14 by Daniel.Wright
[Copy] Fixed NaN in volumetric fog with low density values
Change 3346423 on 2017/03/14 by Daniel.Wright
[Copy] Changed default VolumetricFogScatteringDistribution to .2
Change 3346430 on 2017/03/14 by Daniel.Wright
[Copy] New translucent material option to compute fog per pixel instead of the default per vertex
Change 3346432 on 2017/03/14 by Daniel.Wright
[Copy] Moved Volumetric Fog parameters to view uniform buffer for translucency pass
Fixed lifetimes of temporary Volumetric Fog render targets
Change 3346526 on 2017/03/14 by Daniel.Wright
[Copy] Volumetric Fog supports point and spot light shadows
* These lights are injected separately so that per-light resources can be bound (shadow depth map, static shadow depth map)
* Forward lighting of local lights can be forced with 'r.VolumetricFog.InjectShadowedLightsSeparately 0'
* Shadowed lights come at a cost: 2.9ms for volumetric fog on 970 -> 4.2ms with shadowing
Change 3347053 on 2017/03/15 by Rolando.Caloca
DR - android compile fix
Change 3347384 on 2017/03/15 by Rolando.Caloca
DR - Fix merge issue
Change 3347643 on 2017/03/15 by Marcus.Wassmer
Fix some bugs with the 'disable stationary skylight ffor the project' feature.
Fixes lighting in Persona on Paragon.
Change 3347979 on 2017/03/15 by Rolando.Caloca
DR - Allow to automatically apply cached rendertargets to PSO initializer
Change 3348024 on 2017/03/15 by Rolando.Caloca
DR - Remove NullPS on Vulkan to avoid deadlock
Change 3348303 on 2017/03/15 by Rolando.Caloca
DR - Fix for debugging SCW with material SRT
Change 3348357 on 2017/03/15 by Marcus.Wassmer
Fix stencildither and a stencilref bug that was probably breaking decals sometimes.
Change 3348549 on 2017/03/15 by Marcus.Wassmer
Hopefully fix static analysis for potential nullptr access.
Change 3348614 on 2017/03/15 by Marcus.Wassmer
Duplicate some switch changes to fix crash on launch.
Change 3349369 on 2017/03/16 by Gil.Gribb
Fixed botched merge
Change 3349947 on 2017/03/16 by Rolando.Caloca
DR - Fix for mismatched primitive type
Change 3349956 on 2017/03/16 by Benjamin.Hyder
initial updates to TM-DistanceFields map
Change 3350151 on 2017/03/16 by Rolando.Caloca
DR - Fix UT compile issue
Change 3350155 on 2017/03/16 by Rolando.Caloca
DR - Catch mismatched primitive type on PSOs on D3D11
Change 3350192 on 2017/03/16 by Daniel.Wright
Fix for point light shadow depths rendering with wrong cull mode due to PSO refactor
Change 3350736 on 2017/03/16 by Daniel.Wright
Fixed formatting from merge
Change 3350881 on 2017/03/16 by Rolando.Caloca
DR - Fix texture arrays as UAVs on Metal
Change 3350927 on 2017/03/16 by Rolando.Caloca
DR - Fix warning
Change 3350935 on 2017/03/16 by Daniel.Wright
Fix for materials with non-Surface domains being skipped in mesh passes
Change 3351583 on 2017/03/17 by Marcus.Wassmer
Fix clang platforms
Change 3351917 on 2017/03/17 by Marcus.Wassmer
Fix linux compile
Change 3351973 on 2017/03/17 by Marcus.Wassmer
Fix mismatched rendertargetformat
Change 3352038 on 2017/03/17 by Daniel.Wright
Enabled GetAndOrCreateGraphicsPipelineState ensures in Development for testing
Change 3352110 on 2017/03/17 by Marcus.Wassmer
Fix missing RT PSO apply
Change 3352695 on 2017/03/17 by Arne.Schober
DR - Remove PSO Rendertarget check in DX12 Resolve with Shader.
#RB Rolando.Caloca
Change 3352960 on 2017/03/17 by Arne.Schober
DR - Fix some things that slipped trough the PSO merge
#RB none
Change 3353150 on 2017/03/18 by Rolando.Caloca
DR - compile fix
Change 3353205 on 2017/03/18 by Arne.Schober
DR - Fix Incremental Compile and PS4 runtime error where CMASK is not allowed for ThickTile Mode
#RB none
Change 3353207 on 2017/03/18 by Arne.Schober
DR - Fix Confusion
#RB none
Change 3355183 on 2017/03/20 by Nick.Bullard
Fixed up Content orginzation for Decals automation tests in EngineTest
Change 3355627 on 2017/03/20 by Arne.Schober
DR - [UE-43094] - removed ensure in comporiton graph as control of the clear color cannot be gurantueed.
Change 3356342 on 2017/03/21 by Marcus.Wassmer
Fix clang errors
Change 3356591 on 2017/03/21 by Arne.Schober
DR - Fix ensure message
#RB none
Change 3356873 on 2017/03/21 by Arne.Schober
DR - Fix comparission of undefined values in RendertargetApply Check
Change 3357261 on 2017/03/21 by Marcus.Wassmer
Fix LinuxEditor compile
Change 3357294 on 2017/03/21 by Marcus.Wassmer
Add missing SSE functions
Change 3357351 on 2017/03/21 by Frank.Fella
Fix win32 and linux compiler errors
Change 3357370 on 2017/03/21 by Arne.Schober
DR - disable ensure in test builds
#RB Marcus.Wassmer
[CL 3357449 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3233612 on 2016/12/13 by Ben.Marsh
UGS: Fix cases where precompiled binaries are submitted for a content change.
Change 3235584 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.
Change 3235741 on 2016/12/14 by Ben.Marsh
UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.
Change 3238176 on 2016/12/16 by Ben.Marsh
UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.
Change 3238249 on 2016/12/16 by Ben.Marsh
UBT: Add attribute-driven command line parser.
Change 3238462 on 2016/12/16 by Ben.Marsh
UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.
Change 3238564 on 2016/12/16 by Ben.Marsh
UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.
Change 3239919 on 2016/12/19 by Ben.Marsh
UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.
Change 3240061 on 2016/12/19 by Ben.Marsh
UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.
Change 3240175 on 2016/12/19 by Ben.Marsh
UBT: Add the target name and project file location to the target rules.
Change 3240490 on 2016/12/19 by Ben.Marsh
UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.
Change 3240717 on 2016/12/20 by Ben.Marsh
UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.
Change 3240718 on 2016/12/20 by Ben.Marsh
UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.
Change 3241002 on 2016/12/20 by Ben.Marsh
UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.
Change 3241027 on 2016/12/20 by Ben.Marsh
Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.
Change 3241055 on 2016/12/20 by Ben.Marsh
UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.
Change 3241156 on 2016/12/20 by Ben.Marsh
Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.
Change 3241205 on 2016/12/20 by Ben.Marsh
Replace all uses of TargetRules.TargetType with TargetType.
Change 3241881 on 2016/12/21 by Ben.Marsh
UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.
Change 3241895 on 2016/12/21 by Ben.Marsh
UBT: Remove toolchain support for Windows XP.
Change 3241908 on 2016/12/21 by Ben.Marsh
UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.
Change 3242835 on 2016/12/22 by Ben.Marsh
UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.
Change 3242837 on 2016/12/22 by Ben.Marsh
Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.
Change 3242923 on 2016/12/22 by Ben.Marsh
Build: Fixes for conforming incremental workspaces:
* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.
Change 3242961 on 2016/12/22 by Ben.Marsh
UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.
Change 3242981 on 2016/12/22 by Ben.Marsh
UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.
Change 3242999 on 2016/12/22 by Ben.Marsh
UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.
Change 3243022 on 2016/12/22 by Ben.Marsh
UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.
Change 3243083 on 2016/12/22 by Ben.Marsh
UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.
Change 3243090 on 2016/12/22 by Ben.Marsh
UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.
Change 3243423 on 2016/12/23 by Ben.Marsh
UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.
Change 3243516 on 2016/12/23 by Ben.Marsh
UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)
Change 3244020 on 2016/12/28 by Ben.Marsh
UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.
Change 3244074 on 2016/12/28 by Ben.Marsh
UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.
Change 3244076 on 2016/12/28 by Ben.Marsh
UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.
Change 3244083 on 2016/12/28 by Ben.Marsh
UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.
Change 3244441 on 2016/12/31 by Ben.Marsh
UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.
Change 3244687 on 2017/01/03 by Matthew.Griffin
Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs
Change 3246112 on 2017/01/04 by Ben.Marsh
UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.
Change 3246223 on 2017/01/04 by Ben.Marsh
UBT: Prevent version manifests being overridden if a file is not being built as part of the target.
Change 3246387 on 2017/01/04 by Ben.Marsh
UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.
Change 3247004 on 2017/01/04 by Ben.Marsh
UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.
Change 3247250 on 2017/01/04 by Ben.Marsh
UBT: Prevent precompiled binaries being added to the list of app binaries twice.
Change 3247594 on 2017/01/05 by Ben.Marsh
Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.
Change 3247763 on 2017/01/05 by Ben.Marsh
UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.
Change 3247775 on 2017/01/05 by Ben.Marsh
UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.
Change 3247811 on 2017/01/05 by Ben.Marsh
EC: Add a batch file for testing postp filters.
Change 3247839 on 2017/01/05 by Ben.Marsh
EC: Include the name of the file being compiled when parsing MSVC errors and warnings.
Change 3248101 on 2017/01/05 by Ben.Marsh
UBT: Fix Android support for force included headers.
Change 3248533 on 2017/01/05 by Ben.Marsh
PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)
Change 3249205 on 2017/01/06 by Ben.Marsh
UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.
Change 3249249 on 2017/01/06 by Ben.Marsh
UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.
Change 3249486 on 2017/01/06 by Ben.Marsh
UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.
Change 3249736 on 2017/01/06 by Ben.Marsh
UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.
Change 3250179 on 2017/01/07 by Ben.Marsh
Fix creating installed build when root directory contains a space in the name.
Change 3250181 on 2017/01/07 by Ben.Marsh
UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.
Change 3250223 on 2017/01/07 by Ben.Marsh
UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.
Change 3250233 on 2017/01/07 by Ben.Marsh
UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.
Change 3250241 on 2017/01/07 by Ben.Marsh
UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.
Change 3250400 on 2017/01/08 by Ben.Marsh
UBT: Move executor config settings onto the executor instances.
Change 3257708 on 2017/01/13 by Ben.Marsh
UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.
Change 3260535 on 2017/01/17 by Ben.Marsh
Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.
Change 3260875 on 2017/01/17 by Ben.Marsh
EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.
To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.
Change 3261724 on 2017/01/18 by Ben.Marsh
Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.
Change 3261756 on 2017/01/18 by Ben.Marsh
IncludeTool: Prevent matching a full enum declaration as a forward declaration.
Change 3261932 on 2017/01/18 by Ben.Marsh
EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:
"Monday, Tuesday and Wednesday at 10:30"
"Daily except Sunday and Wednesday at 14:30"
Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.
#jira UEB-729
Change 3262676 on 2017/01/18 by Ben.Marsh
UBT: Split UBTMakefile into its own file. (From PR #3106)
Change 3263893 on 2017/01/19 by Ben.Marsh
UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...
Change 3264291 on 2017/01/19 by Ben.Marsh
UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.
Change 3264534 on 2017/01/19 by Ben.Marsh
UBT: Include plugin config files in generated projects.
Change 3264571 on 2017/01/19 by Ben.Marsh
UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.
Change 3265745 on 2017/01/20 by Ben.Marsh
UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.
Change 3265777 on 2017/01/20 by Ben.Marsh
UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.
Change 3268314 on 2017/01/23 by Ben.Marsh
UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.
Change 3269601 on 2017/01/24 by Ben.Marsh
UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.
Change 3269607 on 2017/01/24 by Ben.Marsh
UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.
Change 3269608 on 2017/01/24 by Ben.Marsh
UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.
Change 3271062 on 2017/01/24 by Ben.Marsh
UBT: Fixes for bugs detected by PVS Studio (PR #3161)
Change 3272421 on 2017/01/25 by Ben.Marsh
Fix commends regarding DDC in BaseEngine.ini
#jira UE-41076
Change 3272810 on 2017/01/25 by Ben.Marsh
Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.
Change 3272935 on 2017/01/25 by Ben.Marsh
Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.
Change 3274167 on 2017/01/26 by Ben.Marsh
Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.
#jira UE-36457
Change 3275557 on 2017/01/27 by Ben.Marsh
Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.
Change 3275628 on 2017/01/27 by Ben.Marsh
UBT: Splitting configuration files into one class per-file.
Change 3276784 on 2017/01/29 by Ben.Marsh
Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.
Change 3276792 on 2017/01/29 by Ben.Marsh
UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.
Change 3277263 on 2017/01/30 by Ben.Marsh
IncludeTool: Merging various fixes.
* Fix warnings about #include directives after first code block from parsing monolithic headers.
* Fix exception on startup if the intermediate directory does not already exist.
* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
* Remove (unused) code which makes assumptions about files ending with "Classes.h".
* Add a verbose per-file output log to aid with debugging.
* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.
Change 3277307 on 2017/01/30 by Ben.Marsh
UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.
[CL 3278101 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3136778 on 2016/09/22 by Max.Preussner
Merged Dev-Main to Dev-Sequencer
Change 3179199 on 2016/10/29 by Max.Chen
Sequencer: Fade only oin the current player context, not on all worlds.
Copy from Release-4.14. Copied fix to FadeTrackInstance to FadeTemplate.
#jira UE-37939
Change 3179340 on 2016/10/29 by Max.Preussner
PS4Media: Fixed audio track dropping first frame
Change 3180391 on 2016/10/31 by Max.Preussner
UdpMessaging: nulling out message processor in destructor
Change 3180459 on 2016/10/31 by Max.Chen
Sequencer: Fix copy/paste crash in UMG.
Change 3180607 on 2016/10/31 by Andrew.Rodham
UMG: Fixed parent bindings not being adhered to correctly. Fixed slot widgets that get recreated not having their object bindings updated.
#jira UE-38021
#jira UE-38018
Change 3181405 on 2016/11/01 by Lina.Halper
#ANIM/SEQUCNER: sequencer animation blending support including additive
- created multiway blend node - extension of two way blend
- created anim sequencer instance to be used in sequencer for blending multiple animations and additives
- hooked up to sequencer track players
- renamed AnimationNode_TwoWay to AnimNode_TwoWay to be consistent with other node names.
- Make sure you can't choose montage when selecting animation in Sequencer
- Fixed Anim BP playing with multi group montages
#code review: Max.Chen
Change 3181870 on 2016/11/01 by Andrew.Rodham
Sequencer: Made sequence pointers stored in sequence template instances weak object ptrs
- We can't guarantee the lifetime of the objects here
#jira UE-38051
Change 3182851 on 2016/11/02 by Andrew.Rodham
Sequencer: Assert that a GetScriptStructImpl has been overridden correctly on templates
Change 3182852 on 2016/11/02 by Andrew.Rodham
Sequencer: Added 'Restore Animated State' command (CTRL+R) and button to sequencer toolbar
Change 3183161 on 2016/11/02 by Max.Preussner
Media: Added supported file extensions & URL schemes
Change 3183476 on 2016/11/02 by Max.Preussner
Merged Dev-Main to Dev-Sequencer
Change 3185181 on 2016/11/03 by Max.Chen
Sequencer: Refactor general options button menu into play options and select options. Add Select Sections in Selection Range and Select All in Selection Range.
Fix issues with convert to spawanble and convert to possessable. Convert to possessable now deletes the spawn track so that it's not left lying around, which when deleted would end up deleting the converted possessable actor.
#jira UE-37854
Change 3185184 on 2016/11/03 by Max.Chen
Sequencer: Add hotkey to toggle camera cut track lock/unlock camera.
Change 3185409 on 2016/11/03 by Max.Chen
Sequencer: Fix crash in skeletal mesh section drawing.
#jira UE-38090
Change 3185444 on 2016/11/03 by Max.Chen
UMG: Expose label browser for UMG
Change 3185662 on 2016/11/03 by Max.Chen
Sequencer: Paste track fixes.
- Loosen restrictions on paste track destination. This allows the paste to operate on spawnables and on properties that don't have an explicit Set function.
- Allow pasting onto all types of tracks, not just property tracks.
- Fix when pasting the copied tracks onto multiple objects.
Tested pasting transform tracks from possessable to spawnables.
Tested pasting skeletal animation tracks from spawnable to possessables.
#jira UETOOL-1206
Change 3185920 on 2016/11/03 by Andrew.Porter
Adding test content for multiple audio video tracks.
Change 3186404 on 2016/11/03 by Max.Preussner
Merged Dev-Main to Dev-Sequencer
Change 3187957 on 2016/11/04 by Max.Preussner
MediaAssets: Exposed CanPlaySource in BP
Change 3187988 on 2016/11/05 by Max.Preussner
Fixed documentation
Change 3188035 on 2016/11/05 by Max.Chen
Sequencer: Show camera name in cinematic viewport.
#jira UE-28115
Change 3188603 on 2016/11/07 by Max.Preussner
WmfMedia: Added missing nullptr check
Change 3188788 on 2016/11/07 by Max.Preussner
MediaPlayerEditor: Removed property buttons from PlatformMediaSource customization (UE-37948)
#jira UE-37948
Change 3188808 on 2016/11/07 by Max.Preussner
MediaAssets: Moved media player implementation into reusable class
Also moved overlay text handling into separate asset.
Change 3188919 on 2016/11/07 by Max.Preussner
Media: Changed the handling of invalid media and media that failed to open (UE-38014)
#jira UE-38014
Change 3189112 on 2016/11/07 by Max.Preussner
WmfMedia: Added rudimentary H.265 HEVC support for Windows 10 (UE-38324)
#jira UE-38324
Change 3189376 on 2016/11/07 by Max.Preussner
WmfMedia: Removed Windows specific code from factory module
Change 3189381 on 2016/11/07 by Max.Preussner
Atrac9Audio: Fixed log category
Change 3189497 on 2016/11/07 by Max.Preussner
Media: Added binary sinks support
Change 3189666 on 2016/11/07 by Max.Chen
Curve Editor: Add option to show time in frame numbers
#jira UE-27210
Change 3190339 on 2016/11/08 by Max.Preussner
MediaAssets: Removed SetDesiredPlayerName since the field is public
Change 3190342 on 2016/11/08 by Andrew.Porter
Adding sequencer test content for animation blueprint
Change 3190398 on 2016/11/08 by Max.Preussner
Media: Renamed binary tracks to metadata tracks
Change 3190458 on 2016/11/08 by andrew.porter
Updating Skeleton with new slots.
Change 3191167 on 2016/11/08 by Max.Chen
Sequencer: Fix crash in validating paste tracks buffer. Validate the tracks instead of actually pasting into temp.
#jira UE-38353
Change 3191336 on 2016/11/09 by Andrew.Rodham
Slate: Added the ability to set and retrieve a host tab manager from a details view
Change 3191338 on 2016/11/09 by Andrew.Rodham
Editor: Added the ability to extend default layouts
- FLayoutExtender can be used to provide basic tab layout extensions on default themes.
- This can be used by external plugins to inject tabs to other interfaces where necessary.
- Currently this is supported by the blueprint editor's unified component layout, and the level editor layout.
Change 3191346 on 2016/11/09 by Andrew.Rodham
Sequencer: Added new (experimental) ActorSequence module and editor
- Sequences can now be added to actors via the UActorSequenceComponent.
- An embedded sequencer will appear on details panels, with the option to break it out into a tab.
- Separated common playback elements from ULevelSequencePlayer into UMovieSceneSequencePlayer, from which specific players can derive.
- The majority of level editorintegration with sequencer has been separated out into a separate singleton class that can manage multiple sequencers.
- All movie scene data now defaults to instanced, such that it can be duplicated and instanced correctly.
- Added read-only mode for sequencer which is used for actor sequence components that come from a blueprint archetype to prevent erroneous editing.
Change 3191387 on 2016/11/09 by Andrew.Rodham
Orion: Fixed deprecation warnings
Change 3191388 on 2016/11/09 by Andrew.Rodham
Orion: Added dependency on MovieScene module
Change 3191403 on 2016/11/09 by Andrew.Rodham
Sequencer: Fix initialization order warning
Change 3191428 on 2016/11/09 by Andrew.Rodham
Sequencer: Added missing include
Change 3191510 on 2016/11/09 by Andrew.Rodham
Header include fixes
Change 3191599 on 2016/11/09 by Max.Chen
Sequencer: Add option to lock the playback range per movie scene. The toggle is stored as editor only and should be a saved value so that it can persist as the asset is passed from user to user.
#jira UE-34677
Change 3191664 on 2016/11/09 by Andrew.Rodham
Sequencer: Ensure keyframe handlers are only added once
Change 3192373 on 2016/11/09 by Max.Preussner
MediaAssets: Fixed regression: playlists no longer open
Change 3192408 on 2016/11/09 by Max.Preussner
MediaAssets: Fixed OpenPlaylistIndex crashing
Change 3192878 on 2016/11/09 by Max.Chen
Camera Rig: Fix log spam trying to unregister component.
#jira UE-38435
Change 3192989 on 2016/11/10 by Andrew.Rodham
Slate: Added constructor to appease old VS2013 compiler warning about non-constructible type
Change 3192991 on 2016/11/10 by Andrew.Rodham
Sequencer: Moved lambda out-of-line to fix static analysis warning
Change 3193420 on 2016/11/10 by Max.Preussner
MediaAssets: Replaced CopyToResolveTarget with new TransitionTarget API
Change 3193478 on 2016/11/10 by Max.Chen
Sequencer: Moved Fix Actor References back under the General Options menu.
Change 3193870 on 2016/11/10 by Max.Preussner
MediaPlayerEditor: Removed additional buttons in per-platform overrides (UE-37948)
#jira UE-37948
Change 3193873 on 2016/11/10 by Lina.Halper
- Sequencer fix with anim instance reinit
- Fixed TMap issue with memory by changing to pointer from ref.
#code review: Max.Chen
Change 3194184 on 2016/11/10 by Max.Chen
Sequencer: Only expand section when setting keys when there are keys. Otherwise if you set the default value while the time position is outside of the section range, the section will expand, which seems undesirable.
Change 3194187 on 2016/11/10 by Max.Chen
Sequencer: Backwards compatibility if a track no longer supports multiple rows, its sections are split to other duplicate tracks.
Change 3194191 on 2016/11/10 by Max.Chen
Sequencer: Add audio volume and pitch curves.
#jira UE-30009
Change 3194256 on 2016/11/10 by Max.Chen
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Change 3194282 on 2016/11/10 by Max.Chen
Movie Capture: Add some frame rate bounds. Max frame rate for recording is 200. Min is 1.
#jira UE-38502
Change 3194355 on 2016/11/11 by Max.Chen
Sequencer: Minimum handle size for time slider scrubber.
#jira UE-34676
Change 3194767 on 2016/11/11 by Max.Chen
Sequencer: Mark duplicated tracks as changed so that their template gets regenerated.
Change 3195094 on 2016/11/11 by Max.Preussner
Media: Removing game thread dependencies
This change removes game thread dependencies from all media players so that we can use the media framework for startup movies where the game thread is block while loading the Engine. The players now have two new methods, TickPlayer and TickVideo, which need to be called from the external code that owns the players. On the Engine side, this is taken care of by UMediaPlayer, which calls TickPlayer from the game thread and TickVideo from the render thread. In startup movies, this will be taken care of by a special thread.
AvfMedia: This change does not fully remove game thread dependencies in AvfMediaPlayer yet. There are some async callbacks scheduled to execute on the game thread that need to be refactored. The execution of these events should be performed in TickPlayer instead.
All platform owners, please review these changes for your platform and make sure that everything still works. I have not had time to test all platforms yet.
Change 3195396 on 2016/11/11 by Max.Preussner
AvfMedia: Removed remaining game thread dependencies
Change 3195670 on 2016/11/11 by Max.Preussner
MediaUtils: Renamed function
Change 3195690 on 2016/11/11 by Max.Preussner
MediaAssets: MediaPlayerBase instance is now a field instead of pointer.
Change 3195802 on 2016/11/11 by Max.Preussner
Media: Removed UMediaPlayer::GetNativePlayer
Change 3195843 on 2016/11/11 by Max.Preussner
Kismet: Fixed non-unity
Change 3195851 on 2016/11/11 by Max.Preussner
Fixed typo.
Change 3195854 on 2016/11/11 by Max.Preussner
MediaUtils: Added missing forward declaration
Change 3195937 on 2016/11/11 by Max.Chen
Media: CIS Fix
Change 3196120 on 2016/11/13 by Max.Chen
Sequencer: Weight curve for skeletal animation section.
Changed skeletal template evaluation so that it works with multiple animation tracks. The shared track clears all the weights, the section gathers up all the data, and the shared track evaluates the data. Otherwise, the multiple track evaluations would conflict with each other in setting states back and forth.
#jira UE-38374, UEFW-128
Change 3196265 on 2016/11/13 by Max.Chen
Sequencer: Fix audio waveforms so that they're regenrated when audio start time is changed.
#jira UE-38543
Change 3196421 on 2016/11/14 by Andrew.Rodham
Sequencer: Fixed modified tracks not being written to the transaction buffer when replacing object bindings
#jira UE-38423
Change 3197131 on 2016/11/14 by Max.Chen
Sequencer: Null checks.
#jira UE-38570, UE-38593
Change 3197209 on 2016/11/14 by Max.Chen
Cine Camera: Reset focus smoothing interpolation on PostEditChangeProperty. This fixes an issue where if you enable focus smoothing, the manual focus distance that is input isn't used since the interpolation happens from the last current focus distance.
#jira UE-27055
Change 3198691 on 2016/11/15 by Max.Chen
Sequence Recorder: Optimize record transforms by setting all the keyframes at once. Also, added option to toggle removing redundant keyframes from the recorded tracks.
#jira UE-38489
Change 3198711 on 2016/11/15 by andrew.porter
Adding test content for MEdia Framework Track Switching.
Change 3199174 on 2016/11/15 by Lina.Halper
Sequencer backward compatibility fix with root motion
Make sure you could remove root motion fine
#jira : UE-38591
Change 3199260 on 2016/11/15 by tim.gautier
Updated QA-Media_TrackSwitch - changed Trigger Collision to only detect overlap from PlayerPawn
Change 3199663 on 2016/11/15 by Max.Chen
Anim Sequencer: Fix deprecation warning for bCanUseParallelUpdateAnimation. Updated to use bUseMultiThreadedAnimationUpdate.
Change 3199727 on 2016/11/15 by Max.Chen
Matinee to Level Sequence: Set default scale when converting matinee move tracks to sequencer.
#jira UE-38688
Change 3199847 on 2016/11/16 by Max.Chen
Sequencer: Add menu option to reduce keys of all sections in the current level sequence
Change 3200351 on 2016/11/16 by Max.Chen
Level Editor/Sequencer: Fixes to allow for component keyframing. The transform track operates on the components that changed, not the actor. The level editor viewport broadcasts begin/end movement on the components that changed.
#jira UE-38649, UE-38646
Change 3200474 on 2016/11/16 by Max.Chen
Sequencer: Move reduce keys to section context menu.
Change 3200888 on 2016/11/16 by Max.Chen
Sequencer: Clamp skeletal animation evaluation remapping of time to section bounds. This is necessary when evaluating nearest is enabled and the time is beyond the section bounds.
Also, set the shared track template to have higher priority so that it always clears/initializes weights before each section's template adds section params for evaluation.
Change 3201633 on 2016/11/17 by Max.Chen
Matinee to Level Sequence: Fix matinee 3d scale track conversion to level sequence.
Also, added paste matinee vector track to sequencer's vector track.
#jira UE-38688
Change 3202458 on 2016/11/17 by Max.Chen
Sequencer: Fix track editor commands getting unregistered when switching from one level sequence to another. The sequence of events is: track editor commands get bound when a level sequence is edited. When switching to another level sequence, the existing track editor is released after the new one is registered, causing the commands to ultimately get unbound.
#jira UE-38693
Change 3202606 on 2016/11/17 by Max.Chen
Actor Sequence: Null check in CanPossessObject for a component's owner.
#jira UE-38514
Change 3203522 on 2016/11/17 by Max.Chen
Sequencer: Audio start time deprecated in favor of start offset which is an offset into the audio clip. Also, limit the start offset to positive values since you can just crop into the audio clip by dragging the section's start time.
Audio track no longer supports multiple rows (should have been checked in along with the audio volume and pitch multiplier curves).
#jira UE-38549, UE-38554, UE-38547
Change 3203863 on 2016/11/18 by Andrew.Rodham
Engine: Ensure that world settings actor is considered by network object list when sorting the actor list for a level
Change 3203865 on 2016/11/18 by Andrew.Rodham
Sequencer: Fixed play rate track interaction between servers and clients
- The logic for evaluation was previously flawed (it would only run in editor builds). Play rate is now only evaluated on servers and standalone clients, with the time dilation being replicated to network clients.
Change 3203900 on 2016/11/18 by Andrew.Rodham
Sequencer: Changed CreateLevelSequencePlayer to create a transient level sequence actor
#jira UE-37277
Change 3205038 on 2016/11/18 by Max.Preussner
Slate: Corrected comment
Change 3205046 on 2016/11/18 by Max.Preussner
WmfMedia: Added missing nullptr check
#jira UE-38825
Change 3205073 on 2016/11/18 by Max.Chen
Sequencer: Fix audio upgrade case when start time is 0.
Change 3205277 on 2016/11/19 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Please take a look at SequencerEdMode.cpp and Sequencer.cpp. I ended up accepting latest Dev-Sequencer, which seemed to be the right thing to do.
Change 3205465 on 2016/11/20 by Max.Preussner
MovieScene: Fixed non-unity build
Change 3205467 on 2016/11/20 by Max.Preussner
Engine: Fixed spelling
Change 3206264 on 2016/11/21 by Max.Preussner
Kismet: Added missing forward declaration
Change 3206493 on 2016/11/21 by Max.Preussner
PS4Media: Added remaining changes for removing game thread dependencies
Change 3206512 on 2016/11/21 by Andrew.Porter
Adding test content to QAGame for Sequencer animation weight blending.
Change 3206529 on 2016/11/21 by Lina.Halper
Fixed anim notifes to work in Sequencer Instance
- Give proper delta in editor preview
- Make sure not to recreate AnimInstance
#jira: UE-38849
#code review:Max.Chen
Change 3206552 on 2016/11/21 by Max.Preussner
QAGame: Enabled looping by default
Change 3207462 on 2016/11/22 by andrew.porter
QAGame: updating QA-Sequencer with changes to animation blending test cases
Change 3207499 on 2016/11/22 by tim.gautier
Added Streaming Sources, added Streaming Source options for BP_MediaPlayer. Specified Media Option Categories with BP_MediaPlayer to clean up details panel.
#jira none
Change 3207571 on 2016/11/22 by Max.Chen
Curve Editor: Expose curve editor settings to Editor Preferences.
#jira UE-38907
Change 3207690 on 2016/11/22 by Max.Chen
Sequencer: Speculative crash fix for switching UMG animations.
#jira UE-29333
Change 3207744 on 2016/11/22 by tim.gautier
Removed unnecessary nodes from BP_MediaPlayer. Created a variable visible in the Details Panel to allow the user to specify a URL to Stream media without specifying a Source in-editor.
#jira none
Change 3207935 on 2016/11/22 by Max.Chen
Sequencer: Temporary fix for skeletal animation track scrubbing. Verified that anim notifies still fire when playing and scrubbing.
#jira UE-38964
Change 3207938 on 2016/11/22 by Max.Chen
Sequence Recorder: Set reduce keys back to true so that there's no change in current behavior. This should be toggled off for performance reasons but in general is nice to have reduced keys.
Change 3207950 on 2016/11/22 by Lina.Halper
- Fixed so that mesh space additive won't show up in sequencer
- Added warning if you change type later or existing ones
#jira: UE-38062?
Change 3208278 on 2016/11/22 by andrew.porter
QAGame: Adjusting level blueprint for test case.
Change 3208285 on 2016/11/22 by andrew.porter
QAGame: adding SequencerBP animation blueprint.
Change 3208538 on 2016/11/23 by Max.Chen
Actor Sequence: Fix plugin filename.
Change 3208916 on 2016/11/23 by Max.Chen
Sequencer: Fix material parameter initialization so that the value is retrieved from the material instance and not the parent material.
#jira UE-34317
Change 3208924 on 2016/11/23 by Max.Chen
Save As: Cancel should not save over the existing asset. It should just return.
Change 3208939 on 2016/11/23 by andrew.porter
QAGame: reset some content back to its default state for testing
Change 3209053 on 2016/11/23 by Max.Chen
Sequencer: Ensure the section id is unique.
Change 3209161 on 2016/11/23 by Max.Chen
Save As: Follow up fix for cancelling save as.
Change 3210540 on 2016/11/26 by Max.Preussner
WmfMedia: Reworked fallback stride calculations to fix issues with some exotic video formats
Change 3210546 on 2016/11/26 by Max.Preussner
WmfMedia: Fixed NV12 vertical buffer alignment
Change 3211567 on 2016/11/28 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Step 1 of 2
Change 3212408 on 2016/11/28 by Max.Preussner
Fixed fallout from Dev-Main merge
Change 3212456 on 2016/11/28 by Max.Preussner
ActorSequenceEditor: Removed monolithic header dependencies
Change 3212562 on 2016/11/28 by Max.Preussner
ActorSequenceEditor: Removed monolithic header usage
Change 3212649 on 2016/11/28 by Max.Chen
Fix CIS
Change 3212671 on 2016/11/28 by Max.Chen
Sequencer: Add option to restore to the pre animated state.
#jira UE-38862
#2953
Change 3212672 on 2016/11/28 by Max.Chen
Sequencer: Select object binding node corresponding to selected components and vice versa (select components in level when object binding node is selected)
Change 3212673 on 2016/11/28 by Max.Chen
Sequencer: Follow-up fix for component keyframing - key area needs to be updated by component.
#jira UE-38649
Change 3212676 on 2016/11/28 by Max.Chen
Level Editor: PostEditMove should only be called on the actor if it is moved.
#jira UE-38646
Change 3212688 on 2016/11/29 by Max.Chen
Sequencer: Force refresh event parameters customization when struct contents change but not a full refresh when struct child contents change.
#jira UE-39094
Change 3212831 on 2016/11/29 by Andrew.Rodham
Disabled ActorSequenceEditor plugin by default while it's experimental
Change 3213219 on 2016/11/29 by Max.Preussner
AvfMedia: Added missing include
Change 3213333 on 2016/11/29 by Andrew.Rodham
Sequencer: Added the ability to override bindings when playing back a level sequence on a level sequence actor
#jira UETOOL-746
Change 3213905 on 2016/11/29 by Max.Preussner
More IWYU fixes for macOS
Change 3214203 on 2016/11/29 by Michael.Gay
Some demo files to test Sequencer timing.
Change 3214205 on 2016/11/29 by Max.Preussner
More IWYU fixes for macOS
Change 3214548 on 2016/11/29 by Max.Preussner
More IWYU fixes for macOS
Change 3214564 on 2016/11/29 by Max.Preussner
More IWYU fixes
Change 3214567 on 2016/11/29 by Max.Chen
More IWYU fixes for Win32
Change 3214573 on 2016/11/29 by Max.Preussner
More IWYU fixes
Change 3214576 on 2016/11/29 by Max.Preussner
More IWYU fixes
Change 3214621 on 2016/11/30 by Max.Preussner
Atrac9Decoder: Fixed log category declaration
Change 3214630 on 2016/11/30 by Max.Preussner
More IWYU fixes
Change 3214747 on 2016/11/30 by Andrew.Rodham
Sequencer: Fixed shadow variable
Change 3214957 on 2016/11/30 by Andrew.Rodham
Core: Changed Algo::Find to use TElementType
- This allows it to support c style arrays
Change 3215127 on 2016/11/30 by Andrew.Rodham
Sequencer: Made burn-in options and init settings instanced
- This ensures they work correctly when defined on archetypes and blueprints
#jira UE-38645
Change 3215754 on 2016/11/30 by Max.Chen
Sequencer: Fix skeletal animation track evaluating tracks in the wrong time space. Cache the evalulation time and weight value in each section's template and then execute with those values in the shared track's template.
#jira UE-39145
Change 3216603 on 2016/12/01 by Max.Chen
Sequencer: Set audio volume/pitch only if changed.
Change 3216613 on 2016/12/01 by Max.Chen
Sequencer: Add component selector when there are multiple components that have sockets. This fixes a crash when there are multiple components to attach to.
#jira UE-39167
Change 3217175 on 2016/12/01 by Max.Chen
Sequencer: Set skeletal animation track evaluation to be upper bound exclusive. This gives better behavior when two clips butt up against each other since the sections would overlap in time and evaluation would normalize they weighted contribution of each.
#jira UE-37184
Change 3217292 on 2016/12/01 by Max.Chen
Sequencer: Rework upgrading track rows to include overlapping sections. For skeletal animation sections, set weight values based on the evaluation bounds since there was no blending prior to 4.15.
Change 3217860 on 2016/12/01 by Max.Preussner
Media: Fall-through for media options
Change 3217965 on 2016/12/01 by Max.Preussner
MediaAssets: Renamed media option name
Change 3218470 on 2016/12/01 by Max.Chen
Sequencer: Fix start time deprecation value so that negative values are supported.
#jira UE-39259
Change 3218473 on 2016/12/01 by Max.Chen
Sequencer: Fix crash if start seq length is negative.
Change 3219021 on 2016/12/02 by Max.Chen
Sequencer: Add multiply and divide to transform box.
Change 3219374 on 2016/12/02 by Max.Chen
Sequencer: Teleport simulating components when moving them through the transform track. This fixes bugs with recording simulating actors (ie. vehicle game) where recorded actors don't playback with the recorded positions and there are warnings about attempting to move a fully simulated skeletal mesh.
#jira UE-38442, UE-38444, UE-38852
Change 3219638 on 2016/12/02 by Max.Preussner
Projects: Fixed error message
Change 3220584 on 2016/12/03 by Andrew.Rodham
Sequencer: Blueprint generated classes are now always removed from level sequences on load in the editor
- This ensures that old (and perhaps corrupt) BP generated classes are destroyed
#jira UE-39173
Change 3220585 on 2016/12/03 by Andrew.Rodham
Editor: Fix EditInstanceOnly properties that aren't variables on the generated class being editable in blueprints
Change 3220973 on 2016/12/04 by Max.Chen
Fix CIS
Change 3222833 on 2016/12/05 by Max.Chen
Sequencer: Fixed some recorded components not being generated.
#jira UE-34289
Change 3224450 on 2016/12/06 by Max.Chen
Sequencer: Fix convert spawnable to posessable. Logic for setting the parent was mistakenly removed in runtime eval.
#jira UE-39419
Change 3225301 on 2016/12/07 by Max.Preussner
AvfMedia: Added settings class
Change 3225304 on 2016/12/07 by Max.Preussner
Fixed typo
Change 3225723 on 2016/12/07 by Max.Preussner
Fixed typo.
Change 3225871 on 2016/12/07 by Max.Preussner
Forgot to check in
Change 3225932 on 2016/12/07 by Max.Preussner
Added missing header
Change 3226266 on 2016/12/07 by Max.Preussner
Media: Fixed various module dependencies
Change 3226451 on 2016/12/07 by Max.Preussner
Include fixes
Change 3226455 on 2016/12/07 by Max.Preussner
LevelSequence: Added missing include
Change 3227135 on 2016/12/08 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Change 3227143 on 2016/12/08 by Max.Preussner
LevelSequencer: Added missing header
Change 3227731 on 2016/12/08 by Max.Preussner
LevelSequencer: Added missing include
Change 3228222 on 2016/12/08 by Max.Preussner
UBT: Fixed delay load library support for remote compilation to macOS
Change 3228266 on 2016/12/08 by Max.Preussner
PluginBrowser: Added missing includes
Change 3228755 on 2016/12/09 by Andrew.Rodham
Sequencer: Fixed copy-paste of event keys
- Also added a key-value iterator to TCurveInterface (both const and non-const)
#jira UE-39526
Change 3228777 on 2016/12/09 by Luke.Thatcher
[PLATFORM] [PS4] [!] Reimplement fixes from Fortnite for PS4 media framework in //UE4/Dev-Sequencer.
Based on Original CL 3227137
- Event callback from AvPlayer was enqueing the processing of events over to the player thread, so the "State" member of FPS4MediaPlayer doesn't get updated until the following frame. This breaks cases with multiple calls to SetRate within a single frame.
- Removed time check in FPS4MediavideoSampler::Tick. There are cases where the time check failed, even when a new frame was available from the AvPlayer libs. The video sampler now always calls sceAvPlayerGetVideoDataEx. This returns immediately if no frame data is available.
- FPS4MediaPlayer::Seek was failing if the video is in a playing/paused state. We now restart the stream if a seek command occurs after the video has stopped (e.g. due to EOF reached).
- Shared a single critical section between the FPS4MediaTracks, FPS4MediaVideoSampler and FPS4MediaPlayer objects. Fixes deadlocks between the decoder/player threads where each will be waiting on each others' critical section.
[~] Enabled debug warnings from AvPlayer library in non-shipping builds.
[~] Changed log levels of UE_LOGs to match their severity.
-------------------------
[!] Also, fixed rendering artifacts on videos using a cropping rectangle
- e.g. 1080p videos are actually decoded as 1920x1088, with an extra 8 pixels height, which contained garbage.
- We determine the final media texture size as the size of the cropping rectangle, and use modified UVs during the YCbCr->RGB converstion shader to do the mapping.
Change 3228793 on 2016/12/09 by Andrew.Rodham
Sequencer: Edits to actor sequences now correctly mark their parent blueprints for compilation
#jira UE-38723
Change 3228877 on 2016/12/09 by Luke.Thatcher
[PLATFORM] [PS4] [!] Fix track switching issues in PS4 media player.
- Sony's AvPlayer library does not support switching tracks (audio or video) on-the-fly after a stream has begun playback.
- The higher level UMediaPlayer enables track 0 automatically, which would be committed to the AvPlayer, and therefore lock out other streams.
- Actual track selection is now deferred until the stream is started, after which changing tracks is prohibited.
- Tracks must be selected before calling SetRate for the first time.
#jira UE-37225
Change 3229501 on 2016/12/09 by Max.Preussner
Media: Better display names for media player plug-ins
Change 3229515 on 2016/12/09 by Max.Preussner
MediaPlayerEditor: Sorting player plug-ins alphabetically; consistent display in both media player editor and media source customization
Change 3229716 on 2016/12/09 by andrew.porter
Adding PlayRate sequence to my dev folder
Change 3230554 on 2016/12/12 by Andrew.Rodham
Back out changelist 3220584
- Currently this causes actor instances to fail to load because they are instanced of dead classes. Need to think of a more robust solution here.
#jira UE-39398
Change 3230922 on 2016/12/12 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Change 3232059 on 2016/12/12 by Max.Preussner
MediaUtils: Better error message for when no suitable media player plug-in was found
Change 3232097 on 2016/12/13 by Max.Preussner
Switch: Temp fix for borked folder name on case-sensitive platforms
Change 3232100 on 2016/12/13 by Max.Preussner
MediaAssets: Split up UMediaSource into UBaseMediaSource
Also added color space related properties
Change 3232101 on 2016/12/13 by Max.Preussner
Media: Started to implement support for color spaces
Change 3232119 on 2016/12/13 by Max.Preussner
MediaAssets: Fixed buffer not recreated if color space changed
Change 3232799 on 2016/12/13 by Max.Preussner
PS4Media: Fixed build
#jira UE-39706
Change 3233170 on 2016/12/13 by Max.Preussner
Merging //UE4/Dev-Main to Dev-Sequencer (//UE4/Dev-Sequencer)
Change 3233250 on 2016/12/13 by Max.Preussner
MediaPlayerEditor: Added separator in track menu
Change 3233309 on 2016/12/13 by andrew.porter
QAGame: Edited text render actors in QA-Media_TrackSwitch
Change 3233439 on 2016/12/13 by Chris.Babcock
Standardize Android media track DisplayName
Change 3233817 on 2016/12/13 by Chris.Babcock
Fix virtual keyboard EditableTextBox update when comitted text matches current text from change updates
#jira UE-39424
#ue4
#mobile
Change 3234421 on 2016/12/14 by Andrew.Rodham
Sequencer: Fixed nullptr crash
Change 3234423 on 2016/12/14 by Andrew.Rodham
Sequencer: Fixed incorrect copying of base-class from compiler rules
Change 3234429 on 2016/12/14 by Andrew.Rodham
Sequencer: Fixed empty space not being added between the last and penultimate segments when required
#jira UE-39442
Change 3234635 on 2016/12/14 by Max.Preussner
MediaAssets: Exposed UTexture properties in UMediaTexture
Change 3234681 on 2016/12/14 by Max.Preussner
MediaAssets: Made MediaTextureResources support -onethread
Change 3234878 on 2016/12/14 by Andrew.Rodham
Sequencer: Fixed crash with "Evaluate Sub Sequences in Isolation" enabled
- This occurred when there were tracks at the root level of the sub sequence, because it would incorrectly hash in the parent ID, rather than just using it directly
Change 3234901 on 2016/12/14 by Max.Preussner
MediaPlayerEditor: Detail customization improvements
Change 3235275 on 2016/12/14 by Chris.Babcock
Fix WMF stream ordering to match other players
#jira UE-39703
#ue4
#mediaframework
Change 3235390 on 2016/12/14 by Max.Preussner
DesktopPlatform: Added IniPlatformName to FPlatformInfo; fixed up indentation
Change 3235402 on 2016/12/14 by Max.Preussner
MediaAssets: Fixed platform player name overrides ignored in packaged builds (UE-39771)
#jira UE-39771
Change 3235667 on 2016/12/14 by Max.Preussner
Media: Moved enums into separate header file, so they can be shared
Change 3235984 on 2016/12/14 by Max.Preussner
Back out changelist 3235667
Change 3236040 on 2016/12/14 by Max.Preussner
Core: Added modulus operator to FTimespan
Change 3236139 on 2016/12/15 by Max.Preussner
Core: Added FTimespan::IsZero
Change 3236527 on 2016/12/15 by Max.Preussner
Fixed initialization order
Change 3237101 on 2016/12/15 by Andrew.Rodham
Sequencer: Skeletal animation and audio tracks now support multiple rows again.
- In practice there were too many edge-cases to account for whilst considering backwards compatability
- The impossible scenario was 2 sections on different rows, but evaluating nearest section - this cannot be represented as separate tracks.
- Reorganised animation runtime template to use execution tokens rather than ::Initialize to ensure that animation operates correctly on the first frame for spawned objects
#jira UE-39442
#jira UE-39725
Change 3237213 on 2016/12/15 by Andrew.Rodham
Sequencer: Fixed crash when setting event key properties
#jira UE-39347
Change 3237255 on 2016/12/15 by Chris.Babcock
Fix Multi with ETC2 and PVRTC selecting ES3.0 instead of 2.0
#jira UE-39839
#ue4
#android
Change 3237294 on 2016/12/15 by Andrew.Rodham
Sequencer: Fixed shadowed variable warnings
Change 3237366 on 2016/12/15 by Max.Preussner
Media: Removed color space changes; we'll do these in material graphs instead
Change 3237436 on 2016/12/15 by Andrew.Rodham
Sequencer: Fixed montages not being stopped for specific animation slots when animation sections were no longer evaluated
#jira UE-39847
Change 3237458 on 2016/12/15 by Andrew.Rodham
Sequencer: Always force regeneration of templates when PIE to eliminate the posibility of combining stale data
Change 3237516 on 2016/12/15 by Max.Preussner
Media: Attempting to fix Crash in fortnite just before exiting onboarding (UE-39841)
#jira UE-39841
Change 3237532 on 2016/12/15 by Max.Preussner
Added missing scope lock
Change 3237991 on 2016/12/16 by Max.Preussner
PS4Media: Fixed build
[CL 3238204 by Max Preussner in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3209340 on 2016/11/23 by Ben.Marsh
Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.
Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.
* Every header now includes everything it needs to compile.
* There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
* There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
* Every .cpp file includes its matching .h file first.
* This helps validate that each header is including everything it needs to compile.
* No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
* You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
* There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
* No engine code explicitly includes a precompiled header any more.
* We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
* PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.
Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.
[CL 3209342 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3149443 on 2016/10/03 by Max.Preussner
MediaAssets: Better parameter names for MediaPlayer BP functions
Change 3149756 on 2016/10/03 by Max.Chen
Sequence Recorder: Set some settings to be clamped at 0 (sequence length, recording delay, audio gain, audio input buffer size, nearby actor recording proximity)
#jira UE-35233
Change 3149795 on 2016/10/03 by Max.Chen
Curve Editor: Set tangent to user when flattening or straightening tangents only when the tangent mode is auto and the interp mode is cubic.
#jira UE-36734
Change 3150378 on 2016/10/04 by Max.Preussner
PS4Media: Made video buffer sizes for file and HLS sources configurable (UE-36807)
#jira UE-36807
Change 3151414 on 2016/10/05 by Max.Chen
Sequencer: Fix case where restoring the last view target was getting skipped. It should always restore if the camera object and the unlock if camera actor object is null.
#jira UE-35285
Change 3152038 on 2016/10/05 by Max.Preussner
UdpMessaging: Code & documentation modernization pass
Change 3152471 on 2016/10/05 by Max.Chen
Cine Camera: Don't enable/disable actor ticking based soley on actor tracking since actor ticking is needed for other purposes. Instead, always enable actor ticking and only update actor tracking on tick if necessary. This fixes a
bug where the cine camera actor won't tick if you hook in event tick.
#jira UE-36625
Change 3152692 on 2016/10/05 by Max.Preussner
Messaging: API code & documentation modernization pass
Mostly removed shared pointer/ref typedefs as they prevent forward declarations and increase include complexity.
Change 3153824 on 2016/10/06 by Max.Preussner
Messaging: Renamed IConnectionBasedMessagingModule to ITcpMessagingModule and moved it into TcpMessaging
I recommend that we refactor this API. The dependency should be reversed, i.e. instead of AndroidDeviceDiscovery depending on the TcpMessaging plug-in module, the Engine should provide a central registry that device discovery
modules can notify, and that message transport plug-ins can register with and listen to OnConnectionAdded/Removed events etc. That way it supports an arbitrary number of transport plug-ins, and the Engine is not coupled to any of them. This
functionality is not necessarily related to messaging, and the Messaging API is transport agnostic anyway. I'll think about this some more.
Change 3153826 on 2016/10/06 by Max.Preussner
Messaging: Removed remaining typedefs in IMessageTracer to enable forward declaration and reduce include dependencies
Change 3153857 on 2016/10/06 by Max.Chen
Sequencer: Set snap time to dragged key on by default.
Change 3153980 on 2016/10/06 by Max.Preussner
SessionServices: Removed typedefs; code and documentation modernization pass
Change 3154313 on 2016/10/06 by Max.Chen
Sequencer: Set the paste keys time to the current time, rather than the mouse time.
Change 3154332 on 2016/10/06 by Max.Chen
Sequencer: Remove click to rename shot functionality in the shot thumbnail. Added rename shot to the shot context menu.
Change 3154377 on 2016/10/07 by Max.Chen
Sequencer: Add ability to step to beginning and ends of sections/shots using the hotkeys: , and .
Change 3154788 on 2016/10/07 by Max.Chen
Sequencer: Fix offsets that created when moving multiple sections. The offsets were being created because section bounds were being generated for all sections except for the current section. Instead, they should be computed for all
sections except for any that aren't being moved.
#jira UE-29152
Change 3159274 on 2016/10/11 by Max.Preussner
Core: Documentation fixes
Change 3159275 on 2016/10/11 by Max.Preussner
UdpMessaging: Added missing header
Change 3160746 on 2016/10/12 by Max.Preussner
MediaAssets: Added BP functions to query width, height, and aspect ratio of UMediaTexture instances
#jira UE-37241
Change 3160975 on 2016/10/12 by Max.Preussner
PS4Media: Better logging for SetRate failures
Change 3160995 on 2016/10/12 by Max.Preussner
MediaPlayerEditor: Fixed Media player selection is ignored if media specifies player overrides (UE-37248)
#jira UE-37248
Change 3161066 on 2016/10/12 by Max.Preussner
PS4Media: Enforcing minimum 8 byte alignment for media allocations
Change 3161069 on 2016/10/12 by Max.Preussner
PS4Media: Fixed log spam when setting play rate to current rate
Change 3162567 on 2016/10/13 by Max.Preussner
PS4Media: Made track switching code more readable
Change 3163447 on 2016/10/14 by Max.Preussner
PS4Media: Fixed array out of bounds assertions
Change 3163772 on 2016/10/14 by Max.Preussner
MfMedia: Fixed a number of timing related issues
Change 3163980 on 2016/10/15 by Max.Chen
Sequencer: Remove folder name numeric padding so that the naming convention is similar to creating objects in the level.
Change 3164581 on 2016/10/17 by Andrew.Rodham
Sequencer: Ensure global pre-animated state is restored in reverse order
Change 3164582 on 2016/10/17 by Andrew.Rodham
Sequencer: Ensure pre animated state is restored for all actor components before saving default state
Change 3164583 on 2016/10/17 by Andrew.Rodham
Sequencer: Re-enabled support for pre and post roll
Change 3165464 on 2016/10/17 by Max.Chen
Sequencer: Default number frame handles to 0 so that there's no change in behavior when rendering out a master sequence of shots. Handle frames need to enabled explicitly by the user.
Copy from Release-4.14
#jira UE-37416
Change 3165483 on 2016/10/17 by Max.Chen
Sequencer: Enable restore state for attach section completion
Change 3165771 on 2016/10/18 by Andrew.Rodham
Sequencer: Force evaluate when rendering thumbnails
#jira UE-37321
Change 3166057 on 2016/10/18 by Andrew.Rodham
Sequencer: Only set defaults for tracks that have no keys, and where the requested default has changed
#jira UE-37285
Change 3166218 on 2016/10/18 by Max.Preussner
MediaPlayerEditor: Failure opening media, even though it opened successfully (UE-37470)
#jira UE-37470
Change 3166247 on 2016/10/18 by Max.Preussner
WmfMedia: Showing progress bar while media is being resolved
Change 3166289 on 2016/10/18 by Max.Preussner
MfMedia: Showing progress bar while media is being resolved
Change 3166993 on 2016/10/18 by Max.Preussner
MfMedia: Fixed info string not reset on media close.
Change 3166999 on 2016/10/19 by Max.Preussner
Media: Fixed NV12 and NV21 support
Change 3167008 on 2016/10/19 by Max.Preussner
Media: Removed vertical NV12 alignment
Change 3167029 on 2016/10/19 by Max.Preussner
WmfMedia: Temp fix for RGB32 encoded AVIs rendering upside-down and too bright (UE-37505)
#jira UE-37505
Change 3168593 on 2016/10/19 by Max.Chen
Sequencer: Change paste at time to local time, so that the paste happens in the local time of the sequence rather than the global time if pasting in a shot level sequence.
Change 3168626 on 2016/10/19 by Max.Chen
Sequencer: Clamp to view bounds should snap to frame if frame snapping is on.
Change 3168627 on 2016/10/19 by Max.Chen
Sequencer: Initialize working and view range to be 10% larger than playback range.
Change 3168760 on 2016/10/20 by Max.Preussner
Media: Revamped media texture buffer management to support padded frames
Added support for Windows bitmap buffers.
Fixed a number of format, conversion and/or looping issues in WmfMedia and MfMedia.
Not all shaders have been updated yet.
Change 3169640 on 2016/10/20 by Max.Chen
Sequencer: Add current camera to FLevelSequencePlayerSnapshot. Adjust DefaultBurnIn to include a few more parameters like focal length and focus distance.
#jira UE-37407
Change 3170677 on 2016/10/21 by Max.Chen
Movie Scene Capture: Add toggle to override engine scalability settings to cinematic scalability.
#jira UE-36560
Change 3170710 on 2016/10/21 by Max.Preussner
Media: Optimized handling of RGB input
Change 3170712 on 2016/10/21 by Max.Preussner
Media: Fixed NV21 conversion shader scaling
Change 3170923 on 2016/10/21 by Max.Preussner
UBT: Copied XboxOne project generator fix from Fortnite CL# 3170868
Change 3171494 on 2016/10/23 by Max.Chen
Sequencer: Fix fbx export from master sequence not finding bound objects.
#jira UE-35752
Change 3171506 on 2016/10/23 by Max.Chen
Sequencer: Draw where in and out points of the shot section are, just like subsequences do. Change to only draw the green starting line if StartOffset is negative.
#jira UE-35473
Change 3171743 on 2016/10/24 by Andrew.Rodham
Editor: Added support for detail customizations on root structs
- Also added the ability to add external struct data onto a detail category builder, and property type customization.
Change 3171752 on 2016/10/24 by Andrew.Rodham
Sequencer: Fixed spawnable ownership
- Spawnables are no longer destroyed when the cursor leaves the master playback range.
- Spawnable ownership now operates as it previously did before the evaluation rework.
- bIgnoreOwnershipInEditor has been removed since its existence was a work around for when we didn't evaluate sub sequences from the master sequence.
- FMovieSceneSequenceID is now a struct so that it can be used in array properties
- Meta data now exists for each segment of an evaluation field. Currently this only includes the sub sequence IDs that exist at that time, but it may be expanded to include all evaluation entities (tracks + sections) in future so
we don't have to calculate that at runtime.
Change 3171756 on 2016/10/24 by Andrew.Rodham
Sequencer: Added ability to trigger events with parameters
- It's now possible to supply an event payload on event track keys which are to be passed to a given event. The structure must match the signature of the event, or a warning will be emitted.
- Added a templated TGenericKeyArea, TKeyFrameManipulator and TCurveInterface that allow to generic manipulation of keyframe section data. In time we will port the other key areas over to this representation.
- This new architecture affords the common manipulation of time-based keyframes in a value-agnostic manner.
Change 3172935 on 2016/10/24 by Max.Preussner
MediaPlayerEditor: Fixed MediaPlayer asset not being dirtied when creating media sound wave or texture for it
Change 3173947 on 2016/10/25 by Max.Preussner
SlateRemote: Disabled plug-in, but enabled server by default
Change 3174510 on 2016/10/26 by Max.Chen
Sequencer: Fix slomo track crash
#jira UE-37802
Change 3174698 on 2016/10/26 by Andrew.Rodham
UMG: Fixed objects bound to a panel slot animating their slot's content instead of the slot itself
#jira UE-37775
Change 3174780 on 2016/10/26 by Max.Preussner
MediaAssets: Accepting decoder defined buffer dimensions for RGB buffers
Change 3174789 on 2016/10/26 by Max.Preussner
MediaPlayerEditor: Showing desired player name instead of current player name if no media loaded
Change 3174817 on 2016/10/26 by Max.Preussner
WmfMedia: Added support for Motion JPEG (MJPG)
Change 3174825 on 2016/10/26 by Max.Preussner
WmfMedia: Added support for non-RGB32 uncompressed formats
Change 3174834 on 2016/10/26 by Max.Preussner
MediaPlayerAssets: Allow pausing while buffering media
Change 3174886 on 2016/10/26 by Andrew.Rodham
Core: Fixed range test that was testing incorrect behavior
Change 3174889 on 2016/10/26 by Andrew.Rodham
Sequencer: Fixed AssignActor behavior
- Also ensure that cached object state is invalidated when playback context changes
#jira UE-37798
Change 3174905 on 2016/10/26 by Andrew.Rodham
Sequencer: Changed assert when failing to create an audio component to a log message
- Audio no longer plays when GEngine->UseSound() is false
#jira UE-37772
Change 3174980 on 2016/10/26 by Andrew.Rodham
Sequencer: Remove warning when event endpoint could not be found for a given context
#jira UE-37824
Change 3175001 on 2016/10/26 by Andrew.Rodham
Sequencer: Evaluate sequence with EMovieScenePlaybackStatus::Jumping on Pause.
- Also protect Pause() against reentrancy when being called from an event
Change 3175012 on 2016/10/26 by Max.Chen
Sequence Recorder: Fixes an empty working and view range after recording.
On StopRecording() update playback range after nullifying the current sequence so that the playback range isn't empty.
Added SetViewRange and SetWorkingRange.
#jira UE-34191
Change 3177760 on 2016/10/28 by Max.Chen
Sequence Recorder: Don't update the current sequence name if it's already set. This fixes a bug where if you pass in a sequence name to record to, it gets reset to the name in the sequence recorder settings.
#jira UE-37808
Change 3178529 on 2016/10/28 by Max.Chen
Matinee to Level Sequence: Added interface to extend the matinee to level sequence converter
#jira UE-37328
#2864
[CL 3178562 by Max Chen in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3106830 on 2016/08/30 by Daniel.Lamb
Fix hang in cooker caused by not processing async shader compilation.
#test cook shootergame git hub
#jira UE-35329
Change 3104890 on 2016/08/29 by Marc.Audy
Provide backwards compat fixup for ProcMesh components created in the window where they were no longer transient, but not yet marked public
#jira UE-35280
Change 3104847 on 2016/08/29 by Dan.Oconnor
Fix, for the fix. Moved pin link destruction out of the volatile context, now doing it after text buffer has been consumed.
#jira UE-35276
Change 3104828 on 2016/08/29 by Marc.Audy
Since ProcMeshBodySetup is instanced, it needs to be Public in the BP so that the Archetype reference doesn't cause a GLEO
#jira UE-35280
Change 3104706 on 2016/08/29 by Dan.Oconnor
Make sure pin links are destroyed when attempting to destroy a node that cannot be copy/pasted into a different graph
#jira UE-35276
Change 3104329 on 2016/08/29 by Marcus.Wassmer
Fix PostProcess materials being broken in SM4
#jira UE-35267
Change 3103964 on 2016/08/28 by Mitchell.Wilson
Rebuildt lighting in Content Examples lighting level
#jira UE-34656
Change 3103819 on 2016/08/27 by nick.bullard
Submitting change as fallback for next build
#jira UE-29618
Change 3103810 on 2016/08/27 by Daniel.Wright
Point and spot lights are now supported in orthographic projections using standard deferred
#jira UE-35198
Change 3103756 on 2016/08/27 by Steve.Robb
Back out revision 2 from //UE4/Release-4.13/Engine/Source/Runtime/Engine/Classes/AI/Navigation/NavigationTypes.h
#jira UE-34361
Change 3103632 on 2016/08/26 by Steve.Robb
Fixes for FGCObject usage. Hopefully will fix partially-initalized pointers being passed to the GC.
#jira UE-34361
Change 3103541 on 2016/08/26 by Marcus.Wassmer
Duplicate 3102654
Fix for D3D error with mismatched vertex/pixel shader registers for SV_POSITION input. Remove unused PixelPosition attribute from interpolators
#jira UE-33424
Change 3103313 on 2016/08/26 by Mitchell.Wilson
Rebuilt lighting on multiple levels in Content Examples
#jira UE-34656
Change 3103283 on 2016/08/26 by Mark.Satterthwaite
Mac binaries for hlslcc update in CL #3076397.
#jira UE-32629
Change 3103126 on 2016/08/26 by Nick.Shin
since last checkin (CL: 2981945) - prints are crashing the browser - this change will allow browser to print the details via console.log()
PULLING from CL: #3102900
#jira UE-26047 - HTML5 HTTP Response Headers not implemented
Change 3102929 on 2016/08/26 by Marc.Audy
Don't display inaudible sounds when using stat soundcues
#jira UE-35237
Change 3102563 on 2016/08/26 by Matthew.Griffin
Changed CS tools step so that Swarm projects are only built on Windows, causing problems for Mac and Linux
Change 3102491 on 2016/08/26 by Matthew.Griffin
Mark Nightly build as including Editor, Tools, Monolithics & DDC to prevent multiple DDC jobs being kicked off after it starts
Change 3102424 on 2016/08/26 by Matthew.Griffin
Changed ClearString to reset the string instead of allocate a new one in case this is the cause of crash on exit on Mac
Change 3102265 on 2016/08/26 by Jack.Porter
Fixed crash due to landscape texture streaming on iOS referring to PC-only data
#jira UE-34874
Change 3102194 on 2016/08/25 by Zabir.Hoque
Fix FD3D12ResouceLocation being created without a valid device.
#jira UE-35137
Change 3102079 on 2016/08/25 by Chris.Babcock
Fix Android OnControllerConnectionChange event to return right controller ID
#jira UE-25697
#ue4
#android
Change 3102001 on 2016/08/25 by Jeff.Campeau
Force root path for era.xvd
#jira UE-35138
Change 3101468 on 2016/08/25 by Peter.Sauerbrei
fix for no debug information in development, debug, debug game, or test
#jira UE-35203
Change 3100475 on 2016/08/24 by Jeff.Campeau
Include the side loaded ERA from the XDK we're building with when deploying loose file builds from tools (VS and packaging take care of this for us).
#jira UE-35138
Change 3100347 on 2016/08/24 by Max.Preussner
Media: Fixed media shader pixel conversion, interpolation, and brightness issue in Kite demo (UE-35162)
#jira UE-35162
Change 3100277 on 2016/08/24 by Jeremiah.Waldron
Fixing UPL setStringFromProperty to use the default value if the ConfigIni fails to find a value for the given property in the given section
Previously, if a value was missing from the ini, UPL variables would be set to an empty string rather than the default value in this case
Copied from Dev-Platform CL 3100246
#jira UE-35173
Change 3100244 on 2016/08/24 by Aaron.McLeran
#jira UE-35141 Audio no longer plays once window loses focus
Fix is to not include application volume changes (tabbing or application volume) when evaluating sound waves for inclusion in wave instance list, etc. Only use the "actual" volume when setting the volume on playing sound sources.
#tests tab out of game when running, audio returns to normal like it should (including 1-shot sounds)
Change 3100076 on 2016/08/24 by Dmitry.Rekman
Fix crash on Linux server start (UE-35102)
- Avoid initializing VR resources on servers.
- The issue seems to be caused by inability to load VRText_RobotoLarge.uasset in -server mode. Proper fix is tracked as UE-35166.
#jira UE-35102
Change 3099964 on 2016/08/24 by Graeme.Thornton
Make sure hot reload is disabled in all server builds
#jira UE-35140
Change 3099761 on 2016/08/24 by Matt.Kuhlenschmidt
Fix crash when deleting sample content from a project. At some point along the line a blueprint is deleted which forces a GC and cleans up an object prematurely. This is fine as the cleaned up object is already deleted. We just need to check for nulls in the object to delete array
#jira UE-35104
Change 3099744 on 2016/08/24 by Mitchell.Wilson
Rebuilt lighting and geometry on Sanctuary map.
#jira UE-34991
Change 3099707 on 2016/08/24 by Mitchell.Wilson
Added EndGFX_Source.uasset and updated other media assets for changes to media framework. Updated cinematic level BP to play new media properly.
#jira UE-34856
Change 3099660 on 2016/08/24 by Chris.Babcock
Make SPIRV default shader format for Vulkan on Android
#jira UE-35159
#ue4
#android
Change 3099629 on 2016/08/24 by Tom.Looman
Fixed issue in VR Template with floating teleport indicator.
#jira ue-35145
Change 3099570 on 2016/08/24 by Peter.Sauerbrei
development provision out of date which was causing Game Center to ignore login requests
#jira UE-35089
Change 3099442 on 2016/08/24 by Gareth.Martin
Fixed landscape accidentally being made blueprintable in 4.13
#jira UE-35147
Change 3099304 on 2016/08/24 by Benn.Gallagher
Added reinit for skeletal mesh components of actors that have been compiled, to mitigate hard to track crash from previews.
#jira UE-35030
Change 3099232 on 2016/08/24 by Max.Preussner
Fixed non-unity build.
#jira UE-35124
Change 3099148 on 2016/08/24 by Matthew.Griffin
Normalize path separators of ParentDir so that check against root build storage directory succeeds
Change 3099137 on 2016/08/24 by Matthew.Griffin
Added node to Clean old Packaged Samples now that we're happy they're working correctly
Change 3099133 on 2016/08/24 by Matthew.Griffin
Added BuildCommand to use CleanFormalBuilds in BuildGraph scripts
Change 3099082 on 2016/08/24 by Matthew.Griffin
Adding token for Github promotion step so that it can't be run twice
Change 3099028 on 2016/08/24 by Max.Chen
Movie Capture: Fix matinee movie capture not getting ticked
#jira UE-35116
Change 3098890 on 2016/08/23 by Max.Preussner
PS4Media: Implemented an option to play audio tracks via the OS sound mixer
#jira UE-35125
Change 3098887 on 2016/08/23 by Max.Preussner
WmfMedia: Moved settings into shared module
#jira UE-35124
Change 3098700 on 2016/08/23 by Leslie.Nivison
Updating UE credits
#jira UEPROD-879
Change 3098682 on 2016/08/23 by Mark.Satterthwaite
Fix "Match3 crashes on device after locking and unlocking the screen on iOS", accidentally left a Mac-only assert in MetalStateCache::SetRenderTargetsInfo.
#jira UE-35117
Change 3098645 on 2016/08/23 by Marc.Audy
Handle RegisterSoundClasses on the AudioThread correctly
#jira UE-35130
Change 3098591 on 2016/08/23 by Mitchell.Wilson
Back out changelist 3095222
#jira UE-35120
Change 3098579 on 2016/08/23 by Max.Preussner
WmfMedia: Implemented an option to play audio tracks via the OS sound mixer (UE-35124)
#jira UE-35124
#jira UEPLAT-1375
Change 3098559 on 2016/08/23 by Marc.Audy
Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
#jira UE-34998
Change 3098461 on 2016/08/23 by Richard.TalbotWatkin
Changed notification text when geometry errors are detected in a level which has just been loaded; it's now clear that the issues are due to faults in previous versions of the editor, and not due to user error. Added a timeout of 25 seconds to the notification, so that it'll disappear if you don't do anything. Added extra code to the ResavePackages commandlet to automatically perform a geometry rebuild on any levels suffering this issue.
#jira UE-35047 - CLONE - Geometry Requires Rebuilding Opening OrionEntry in Editor
Change 3098451 on 2016/08/23 by Peter.Sauerbrei
fix for low end devices which don't support arm64 not being able to install on device
#jira UE-35109
Change 3098425 on 2016/08/23 by Olaf.Piesche
replicating CL 3098418
#jira UE-34838
Change 3098415 on 2016/08/23 by Max.Preussner
MediaAssets: Fixed image sink not being reset (UE-35114)
#jira UE-35114
Change 3098389 on 2016/08/23 by Chris.Babcock
Add Android Mediaplayer GetInfo support
#jira UE-35111
#ue4
#android
Change 3098181 on 2016/08/23 by Jeff.Fisher
UEVR-134 Morpheus HMD sceCommonDialogInitialize should not assert if already initialized
-duplicating fix in dev-VR for 4.13
-Replace the assert & return with logging. Its ok if this is already initialized, and it really ought not fail in any other way... and if it does, well lets continue to setup VR mode. Dialogs may not function, however.
#jira UEVR-134
Change 3098111 on 2016/08/23 by Ben.Marsh
UAT: Insert quotes as appropriate when printing out the command line for a command.
Change 3098082 on 2016/08/23 by Ben.Marsh
EC: Fix missing argument to build_agent_setup().
Change 3098076 on 2016/08/23 by Ben.Marsh
Tidy up token diagnostic messages.
Change 3098065 on 2016/08/23 by Ben.Marsh
EC: Pass the token signature to child jobs such as triggered builds, so they can continue to use the same entitlements.
Change 3097830 on 2016/08/23 by Max.Chen
Fbx Export: Fix sequencer skeletal animation track export so that it exports out the correct frame range (the playback range of the movie scene).
#jira UE-35092
Change 3097829 on 2016/08/23 by Gareth.Martin
Fixed crash loading a landscape level after deleting a layer info it depends on
#jira UE-35059
Change 3097700 on 2016/08/23 by Mason.Seay
Back out revision 2 from //UE4/Release-4.13/QAGame/Content/Materials/BaseColor/MI_BaseColor_Yellow.uasset (was deleted by accident)
#jira UE-29618
Change 3097687 on 2016/08/23 by Ben.Woodhouse
Change the per-object shadow depth bias to match the CSM one to avoid self-shadowing artifacts.
#jira UE-32221
Change 3097667 on 2016/08/23 by Mitchell.Wilson
Rebuilt geometry to resolve rebuilt pop up when launching the project.
#jira UE-34991
Change 3097664 on 2016/08/23 by mason.seay
Deleted old blueprint
#jira UE-29618
Change 3097622 on 2016/08/23 by Ben.Marsh
BuildGraph: Output a more useful list of skipped target nodes due to pre-existing tokens.
Change 3097602 on 2016/08/23 by Ben.Marsh
Remove dependency on DeploymentInterface from UAT modules.
Change 3097592 on 2016/08/23 by Jurre.deBaare
Force one smoothing group did not work for Alembic objects that don't contain normals
#fix Number of smoothing groups should equal number of faces not indices
#jira UE-35026
Change 3097574 on 2016/08/23 by Gareth.Martin
Fixed crash importing a heightmap larger than the landscape
#jira UE-35054
Change 3097361 on 2016/08/22 by Max.Chen
Sequencer: Move ExportEDL to close()
#jira UE-35032
Change 3097297 on 2016/08/22 by Jeff.Campeau
LibCurl built with support for WinXP (GetTickCount instead of GetTickCount64).
Separate lib under Win32/VS2013_xp to avoid degrading functionality of non-XP builds.
Reset the lib path for XP in UEBuildWindows.cs
#jira UE-31243, UE-32421
Change 3097292 on 2016/08/22 by Max.Chen
Sequencer: Fix export not writing out edl files.
#jira UE-35032
Change 3097176 on 2016/08/22 by Mike.Beach
Mirroring CL 3097150 from Dev-BP
When converting function entry/exit nodes from an interface, set the replacement user-defined pins "DesiredDirection" properly (we now reject pins that don't match the expected direction, and user-defined pins created this way were setup wrong).
#jira UE-34985
Change 3097161 on 2016/08/22 by Aaron.McLeran
#jira UE-35072 Crash dragging Sound Wave onto Output node in Newly Created Empty Sound Cue
Change 3097128 on 2016/08/22 by Dmitry.Rekman
Linux: fix crash on exit (UE-34909).
- Caused by race condition between FPThreadRunnableThread destructor and PostRun().
- This is a patch, issue will be addressed properly in UE-35074.
#jira UE-34909
Change 3097126 on 2016/08/22 by Marc.Audy
Reenable stat soundmixes
Fix long names not having a unique enum value
#jira UE-35070
Change 3096987 on 2016/08/22 by Max.Preussner
Media: Fixed media not playing on Android (UE-34898)
#jira UE-34898
Change 3096843 on 2016/08/22 by Marc.Audy
Fix up weights and has been used arrays in PostLoad instead of repeatedly in Parse. Avoids crash in GetNumSounds if Parse has never been called
#jira UE-35055
Change 3096732 on 2016/08/22 by Marc.Audy
Just use the default physics volume if there is no WorldSettings object
#jira UE-35060
Change 3096448 on 2016/08/22 by Mitchell.Wilson
Removed "Gear:" from HUD to be consistant with C++ version of template.
#jira UE-34756
Change 3096447 on 2016/08/22 by Gareth.Martin
Fixed crash running Landscape levels on mobile
#jira UE-34874
Change 3096399 on 2016/08/22 by Mitchell.Wilson
Re-saving asset to resolve empty engine version warning.
#jira UE-35012
Change 3096364 on 2016/08/22 by alan.willard
Checkin to update engine version.
#jira UE-34683
Change 3096358 on 2016/08/22 by Jurre.deBaare
Crash when importing Alembic asset as "skeletal," replacing a Geometry Cache instance of the asset
#fix underlying issue was that the FrameEnd value wasn't being set correctly in the reimport path and thus FrameStart and FrameEnd would be 0
#misc added check + error message when trying to import an invalid frame range
#jira UE-35014
Change 3096309 on 2016/08/22 by Jurre.deBaare
Materials are not imported with an alembic cache when it is reimported
#fix Notify asset registry of created materials (to make them visible in content browser immediately)
#jira UE-35038
Change 3096271 on 2016/08/22 by Peter.Sauerbrei
fix for incorrect architecture list in generated plist
#jira UE-35002
Change 3096255 on 2016/08/22 by Gareth.Martin
Fixed Mac compile of CL 3096155
#jira UE-34574
Change 3096220 on 2016/08/22 by Jurre.deBaare
Alembic importer does not remove duplicate verts in skeletal mesh
#fix Added duplicate vertex removal to skeletal mesh import path
#jira UE-35025
Change 3096215 on 2016/08/22 by Jurre.deBaare
Force one smoothing group did not work for Alembic objects that don't contain normals
#fix Check for the import settings flag and generate normals/smoothing groups accordingly
#JIRA UE-35026
Change 3096191 on 2016/08/22 by Jurre.deBaare
Should force import type to remain the same when reimporting any Alembic assets
#fix Added setting customization and reimporting flag to restrict import type restrictions during reimporting process
#jira UE-35024
Change 3096188 on 2016/08/22 by Jurre.deBaare
Crash when PIE after reimporting a geometry cache alembic file with materials
#fix Return correct material object, otherwise transient would be used and destroyed somewhere along the way
#jira UE-35020
Change 3096187 on 2016/08/22 by Mitchell.Wilson
Re-saving level again to resolve vetex paint warning.
#jira UE-34662
Change 3096155 on 2016/08/22 by Gareth.Martin
Fixed another missing shader crash in landscape editor
#jira UE-34574
Change 3096132 on 2016/08/22 by Jack.Porter
Fixed issue with missing landscape components in ElementalDemo
#jira UE-34918
Change 3096116 on 2016/08/22 by Mitchell.Wilson
Adding D-pad controls for certain controllers
#jira UE-34726
Change 3096089 on 2016/08/22 by Matthew.Griffin
Adding Tokens to Installed Build to avoid clashes
Change 3096082 on 2016/08/22 by Joe.Conley
Small PS4 save data fix.
Fixing copy and paste typo that was passing a mismatched parameter to sceSaveDataSetParam
#jira UE-35021 - Passing a mismatched parameter to sceSaveDataSetParam on PS4
Change 3096046 on 2016/08/22 by Richard.TalbotWatkin
PR #2715: Fix array out of bounds on USplineComponent::RemoveSplinePoint (Contributed by 0lento).
Also fixed some other issues introduced with the recent spline code changes.
#jira UE-34930 - GitHub 2715 : Fix array out of bounds on USplineComponent::RemoveSplinePoint
Change 3095848 on 2016/08/21 by Dmitriy.Dyomin
Fixed: Text in Mobile Packaging Wizard UI points to missing documentation
#jira UE-35015
Change 3095540 on 2016/08/19 by Gareth.Martin
Fixed errors if Landscape Component GIBakedBaseColorTexture had been reassigned
#jira UE-34794
Change 3095248 on 2016/08/19 by Mitchell.Wilson
Updating PostProcessing level Screen Percentage to be more noticable.
#jira UE-34950
Change 3095247 on 2016/08/19 by Nick.Whiting
Removing r.FinishCurrentFrame=1 from VR Template config, which shouldn't be there.
#jira UE-34970
Change 3095222 on 2016/08/19 by Mitchell.Wilson
Re-saving all levels in Elemental Demo to resolve vert paint warnings
#jira UE-34864
Change 3095119 on 2016/08/19 by Lauren.Ridge
Reverting TapJoy implementation in Unreal Match 3
#jira UE-33256
Change 3095094 on 2016/08/19 by Mark.Satterthwaite
Fix black flickering in Metal rendering when using Metal SM5:
- Compute shaders write to a UAV texture so mark a texture as written when bound as a UAV.
#jira UE-34917
Change 3095058 on 2016/08/19 by Mitchell.Wilson
Re-saving all levels in Showdown to resolve vert paint warnings.
#jira UE-34722
Change 3094985 on 2016/08/19 by Benn.Gallagher
Fixed debris firing in infiltrator demo on PS4 after the main character leaves the sewer. Caused by some undefined behavior in a bitfield write due to an optimization.
#jira UE-34832
Change 3094957 on 2016/08/19 by Mitchell.Wilson
Updating spelling errors on multiple levels in Content Examples.
#jira UE-34910 UE-34907 UE-34911
Change 3094924 on 2016/08/19 by Marc.Audy
Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
#jira UE-34951
#author aaron.mcleran
Change 3094644 on 2016/08/19 by Mitchell.Wilson
Re-saving asset to resolve empty engine version warning
#jira UE-34846
Change 3094641 on 2016/08/19 by Mitchell.Wilson
Updated location of Ledge_17
#jira UE-34848
Change 3094606 on 2016/08/19 by Lina.Halper
#ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
- assumed the name is all set by now
#jira : UE-34886
Change 3094500 on 2016/08/19 by Matthew.Griffin
Pass on Initial Properties when reading projects recursively so that we use the desired platform and configuration
Change 3094477 on 2016/08/19 by Gareth.Martin
Fixed crash loading old Landscape levels with tessellation
#jira UE-34877
Change 3094472 on 2016/08/19 by Gareth.Martin
Fixed crash loading old landscape levels with bad collision in standalone uncooked game
#jira UE-34843
Change 3094471 on 2016/08/19 by Graeme.Thornton
Mark PC platforms as not exiting immediately after launching when using UAT
- Causes cook on the fly servers that were spawned when doing launch-on in the editor to close down when the client exits
#jira UE-34788
Change 3094362 on 2016/08/19 by Max.Chen
Sequencer: Fix Export FBX so that when exporting selected nodes, all descendant object binding nodes are exported.
#jira UE-34459
Change 3093997 on 2016/08/18 by Mitchell.Wilson
Added gamepad keybinding for breaking free at the beginning of platformer game.
Updated jump and slide gamepad controls to be left stick up/down
#jira UE-34726
Change 3093979 on 2016/08/18 by Max.Chen
Sequencer: Fixed byte, integer and string properties not being able to be exposed to cinematics on blueprints
#jira UE-32141
Change 3093893 on 2016/08/18 by Max.Chen
Back out changelist 3093883
#jira UE-32141
Change 3093883 on 2016/08/18 by Max.Chen
Sequencer: Fixed byte, integer and string properties not being able to be exposed to cinematics on blueprints
#jira UE-32141
Change 3093699 on 2016/08/18 by Dmitry.Rekman
Linux: fixed crash on converting BSP shapes to mesh (UE-28322).
- Was a particular case of a more generic problem: race condition between accessing the window on render thread (Slate queued it for drawing) and deleting it on game thread (can happen as a result of a chain of delegates called from an event handler, like OnMouseUp).
- The current solution is to defer native window deletion so that it survives for at least one more tick (Slate window will get deleted and won't be drawn anymore).
- Investigation why FlushRenderingCommands() (see FSlateRHIRenderer::OnWindowDestroyed) has not prevented it is tracked as UE-34906.
#jira UE-28322
Change 3093613 on 2016/08/18 by Alan.Willard
Updated trace behavior in HMDLocomotionPawn.uasset to trace to a location near walls, not into walls
#jira UE-34683
Change 3093544 on 2016/08/18 by Mitchell.Wilson
Changed mapping for thrust on controller to Right Stick Up/Down to resolve duplicate mapping error.
#jira UE-34419
Change 3093328 on 2016/08/18 by James.Golding
Fix description and tool text of Pose Driver to match new name (no longer Orientation Driver)
#jira UE-34015
Change 3093255 on 2016/08/18 by Matthew.Griffin
Corrected case of output folder so that it's not treated as different folder on Linux
Change 3093236 on 2016/08/18 by Allan.Bentham
Fix android VK crashes.
#jira UE-33593
Change 3093129 on 2016/08/18 by Benn.Gallagher
Fix for possible crash shutting down editor with attached components in active worlds. Skip creating new simulation bodies and weld constraints when we are purging for exit
#jira UE-34739
Change 3092702 on 2016/08/17 by Mark.Satterthwaite
Fix playback of movies on Mac/iOS that have spaces in the filename.
#jira UE-34857
Change 3092565 on 2016/08/17 by Dmitry.Rekman
Fixed incorrect window size in fullscreen (UE-19996).
"True" fullscreen mode on Linux (which involves monitor resolution change) has been disabled long ago due to problems like X11 being messed up if the program crashes, or even drivers being messed up during the resize for no reason. However, the distinction between Fullscreen and WindowedFullscreen modes was preserved and caused bugs because higher level code assumed different window size.
The less invasive fix is to disallow non-windowed fullscreen mode to be set altogether. Proper resolution tracked as UE-34854.
#jira UE-19996
Change 3092550 on 2016/08/17 by Chris.Babcock
Add exception trap for failing to save OBB
#jira UE-34852
#ue4
#android
Change 3092508 on 2016/08/17 by Chris.Babcock
Force OBB to never use Zip64 format
#jira UE-34849
#ue4
#android
Change 3092431 on 2016/08/17 by Chris.Babcock
Correct reading past end of central directory in OBB
#jira UE-34841
#ue4
#android
Change 3092407 on 2016/08/17 by Lauren.Ridge
Adding config for TapJoy
#jira UE-33256
Change 3092346 on 2016/08/17 by Mark.Satterthwaite
Address Mac Metal + Nvidia specific crash on launch-on for BlankProject with StarterContent:
- Disable RHI thread on Nvidia on Mac OS X El Capitan.
- Fix Metal validation error - ForwardLocalLightBuffer in LightGridInjection.usf:LightGridInjectionCS must always be bound even if the number of elements is zero as that's how the Metal spec. works.
#jira UE-34721
Change 3092208 on 2016/08/17 by Richard.TalbotWatkin
When errors in geometry are detected upon loading a level in the editor, a toast notification is now created so the user can choose whether to fix them or not.
Downgraded the output log warning to a regular info log.
Allowed both dynamic and static brushes to be fixed up.
#jira UE-34646 - //UE4/Release-4.13: Cook Orion Win64 completed with warnings: 78 warnings
Change 3092064 on 2016/08/17 by Max.Chen
Sequencer: Fix tangents on import FBX.
#jira UE-34823
Change 3091985 on 2016/08/17 by Brent.Pease
+ UnrealTargetConfiguration is now passed into deploy and package methods
+ The UIRequiredDeviceCapabilities plist key now only considers the architectures from the corresponding target configuration (shipping or development)
(Manual merge from Dev-Platform)
#jira UE-34773
Change 3091962 on 2016/08/17 by Jurre.deBaare
Force View is enabled after Generating Proxy Meshes
#issue due to latest changes the HLOD meshes were forced into view
#fix setting staticmesh component view distances after generating mesh, and restoring the correct forced LOD level afterwards
#misc replaced duplicate code with function call
#jira UE-34807
Change 3091890 on 2016/08/17 by Matt.Kuhlenschmidt
Fix crash with enum properties when there is metadata to define the allowed enum values per property
#jira UE-34804
Change 3091852 on 2016/08/17 by Lina.Halper
Change ensure to Clamp as this isn't any critical warning.
#jira: UE-34776
Change 3091845 on 2016/08/17 by Gareth.Martin
Fixed crash with masked landscape materials
#jira UE-34513
Change 3091816 on 2016/08/17 by Matthew.Griffin
Added Store Released Symbols job, to add symbols to server for a known release.
Change 3091805 on 2016/08/17 by Matthew.Griffin
Also adding source info into UE4Editor and Windows build tools for completeness
Change 3091753 on 2016/08/17 by Mitchell.Wilson
Adjusted the height of some bumps in Vehicle Advanced so the vehicle cannot get stuck.
#jira UE-34667
Change 3091613 on 2016/08/17 by Graeme.Thornton
Generate unique names for FLauncherWorker instances to avoid a thread metadata warning in the log
#jira UE-34785
Change 3091553 on 2016/08/17 by Gareth.Martin
Fixed older levels having default material on landscape when launched in uncooked standalone game
#jira UE-34348
#jira UE-34428
Change 3091519 on 2016/08/17 by Gareth.Martin
Fixed crash cooking landscape for mobile
Also fixes "object in other map" on sub-level save after using mobile preview and move to level tool
Based on Dmitriy.Dyomin's changes
#jira UE-34257
Change 3091354 on 2016/08/16 by Max.Chen
Fbx Export: Fix rich curve tangents on export for level sequence.
- Set tangent mode to user.
- Always bake rotations on cameras.
- Invert values and tangents when converting from unreal coords to fbx.
#jira UE-34459
Change 3091065 on 2016/08/16 by Stephan.Jiang
Duplicate icon changes for asset SoundConcurrency
#jira UE-24350
Change 3091001 on 2016/08/16 by Dmitry.Rekman
Fix for crash during "debug crash" handling (UE-34450).
Compounded problem:
- Debug versions of libc++ were running out of alt stack and smashing static variables next to it, resulting in more mysterious crashes down the road.
- In addition to that, crash malloc sometimes was running out of pools for certain allocation sizes.
Fixes:
- Replaced libc++ with release version.
- Added code to set a guard page on alt stack, so if the issue reoccurs it'll be easier to catch. Increased alt stack size somewhat to account for that.
- Increased crash malloc pools (and thus memory reserved on startup) for Linux.
#codeview Mark.Satterthwaite, Chris.Wood, Steven.Hutton
#jira UE-34450
Change 3090937 on 2016/08/16 by Mitchell.Wilson
Updated multiple template overview BPs so assets are properly highlighted while moving forward and back.
#jira UE-34139
Change 3090646 on 2016/08/16 by Martin.Wilson
Fix for cook warnings in Fortnite
#jira UE-34648
Change 3090645 on 2016/08/16 by James.Golding
Fix face normal on cap faces when slicing proc mesh
#jira UE-33301
Change 3090619 on 2016/08/16 by Richard.TalbotWatkin
Fixed issue where spline components were sometimes not rendered correctly when unselected in the editor. This was due to the render proxy not being updated when the spline is updated.
#jira UE-34758 - SplineComponent debug render is sometimes not in sync with the current spline points
Change 3090520 on 2016/08/16 by Olaf.Piesche
Replicating 3089104 for
#jira UE-34241
Change 3090513 on 2016/08/16 by Jurre.deBaare
LOD's pop in after LOD actors is visible in viewport.
#fix Was actually not baking the materials out, set the LOD selection type for HLOD to default to calculate LOD model and to MergeAllLODs for MeshMerging tool (possible for user to change in this case)
#misc Fix with in WorldSettings post-load hack for Hierarchical LOD settings
#jira UE-34689
Change 3090512 on 2016/08/16 by Jurre.deBaare
Prevent preview scene assets being loaded in game
#fix moved UAssetViewerSettings and SceneProfiels file into UnrealEd and replaced the default cube map with smaller filesize one
#jira UE-34701
Change 3090494 on 2016/08/16 by Keith.Judge
Xbox One - Remove CPU/GPU sync when updating or unlocking textures. This was causing stutters.
#jira UE-34735
Change 3090450 on 2016/08/16 by Richard.TalbotWatkin
Added calls to invalidate the viewport and hit proxy when adding or deleting points from a spline.
#jira UE-34627 - Crash using Camera Rig Rail when deleting a point moving another
Change 3090441 on 2016/08/16 by Frank.Fella
Sequencer - Fix the key struct generatrion and synchronization for vector sections. Prevents a crash and creates the correct UI based on what type of vector you're animating.
#jira UE-34611
Change 3090420 on 2016/08/16 by Matthew.Griffin
Enable Source Indexing for Windows UE4Game targets so that we can add released versions to symbol server
Changed some nodes to rely on just the editor rather than everything produced by that node
Change 3090370 on 2016/08/16 by Mitchell.Wilson
Re-saving levels to resolve vertex color warnings.
Clearing material interface and saving M_Sign_Bloc to resolve warning
#jira UE-34722
Change 3090287 on 2016/08/16 by Keith.Judge
Xbox One - Fix mix up with ESRAM flags/byteusage that was causing some code to think of textures as in ESRAM that weren't and vice versa. Amazingly, this only manifested as a perf drop and some strange bloom along the bottom of the screen with some render settings.
#jira UE-34735
#jira UE-32086
Change 3090258 on 2016/08/16 by Luke.Thatcher
[RELEASE] [!]
Fix crash bug in canvas rendering. It is not valid to pass a null texture.
#jira UE-33077
Change 3090241 on 2016/08/16 by Jurre.deBaare
Adding TPS file for Alembic logo usage
#JIRA UE-123
Change 3090131 on 2016/08/16 by Matthew.Griffin
Added additional cook platforms per platforms listed in Samples List Spreadsheet
Change 3090061 on 2016/08/16 by Joe.Conley
#jira UE-34733 - "Crash when closing the timeline tab inside UMG editor and reopening UMG editor"
Adding a few IsValid() checks to prevent the crash
Change 3089968 on 2016/08/15 by Lina.Halper
Fixed Mac compile error
#jira: UE-30405
Change 3089918 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 Fixing compile warning on ignoring output from CoInitialize
Change 3089914 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 Fixing compile error
Change 3089905 on 2016/08/15 by Peter.Sauerbrei
fix for Samples build failure with Match3
#jira UE-34719
Change 3089867 on 2016/08/15 by Dmitry.Rekman
Fix misspelled case in OrionXpAssembly (OR-27441),
#jira OR-27441
Change 3089859 on 2016/08/15 by Zabir.Hoque
Fix undefined symbol FMMNotificationClient* NotificationClient & static XAUDIO2_DEVICE_DETAILS DeviceDetails; on XB1.
#jira UE-34715
Change 3089790 on 2016/08/15 by John.Billon
Changed integer modulus operations to float modulus operations in media shaders to support ES2.
#Jira UE-34712
Change 3089760 on 2016/08/15 by Lina.Halper
Fix issue with mesh merge crash in packaged build
- reverted that change, and fixed the original issue properly : due to mixed extra vertex influence, not copying data correctly
#jira: UE-30405
Change 3089718 on 2016/08/15 by Mitchell.Wilson
Saving M_TempAATrick_01 to resolve warning.
Saving multiple maps to resolve vertex color warning.
#jira UE-34661 UE-346662 UE-34654
Change 3089710 on 2016/08/15 by Michael.Trepka
Restored code for staging Steam library for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34639
Change 3089706 on 2016/08/15 by Marc.Audy
Avoid crash if PlayerStateClass is null
#jira UE-34702
Change 3089585 on 2016/08/15 by Chris.Babcock
Fix StrategyGame for Android compile
#jira UE-34697
#ue4
#android
Change 3089473 on 2016/08/15 by Chris.Babcock
Added <insertNewline/> command to UnrealPluginLanguage
#jira UE-34699
#ue4
Change 3089429 on 2016/08/15 by John.Billon
Fixed crash with media shaders not being loaded in ES2.
#Jira UE-34514
Change 3089383 on 2016/08/15 by Mitchell.Wilson
Adjusted some values in the PlayerCharacter so physics objects can be grabbed and dropped correctly.
#jira UE-34663
Change 3089375 on 2016/08/15 by Max.Chen
Fbx Export: Convert spaces in level sequence actors to underscores.
#jira UE-34459
Change 3089308 on 2016/08/15 by Max.Chen
Fbx Export: Fix rich curve tangents on export for level sequence.
#jira UE-34459
Change 3089296 on 2016/08/15 by John.Billon
Fixing compile issue with openGL.
#Jira UE-34688
Change 3089290 on 2016/08/15 by Aaron.McLeran
#jira UE-34680 CLONE - Client stops working and crashes if headphones are unplugged on windows 10
Implementing CL 3062338 into 4.13
Change 3089242 on 2016/08/15 by Mitchell.Wilson
Resized text on sample 1.6 in Material_Properties.
#jira UE-34658
Change 3089235 on 2016/08/15 by Daniel.Wright
Copy - Fixed atmospheric fog on translucency
#jira UE-34590
Change 3089230 on 2016/08/15 by Benn.Gallagher
Added warnings and recovery to contact prefilter when given a null px shape. we now ignore the contact and dump some info so we can hopefully track down the broken actor if it happens again.
#jira UE-34622
Change 3089204 on 2016/08/15 by Mitchell.Wilson
Raised displays above nav mesh, rebuilt paths and lighting.
#jira UE-34660
Change 3089054 on 2016/08/15 by Mark.Satterthwaite
On iOS & tvOS when the application is in the background there won't be a valid back-buffer, which means draw calls will be issued with an invalid render-target state. To avoid a crash we must ignore these draw calls by returning early from PrepareToDraw and then also from the draw call. This will prevent issuing invalid commands into the command buffer and the game will resume rendering once it is brought to the front.
#jira UE-32323
Change 3089052 on 2016/08/15 by John.Billon
Fixed OpenGL4 crash by implementing ClearUAV for OpenGL.
#Jira UE-33752
Change 3089043 on 2016/08/15 by Mitchell.Wilson
Rebuilt lighting and resaved landscape level
Resaved landscape layer info
Verified no warnings/errors in landsacpe master material and resaved
Resaved landscape material instance.
#jira UE-34653
Change 3089020 on 2016/08/15 by Ben.Marsh
Remove 'Full Build' option from dashboard in release branches, and include a non-unity compile in nightly builds.
Change 3088985 on 2016/08/15 by Marc.Audy
Mac non-unity fix
#jira UE-34101
Change 3088973 on 2016/08/15 by Matthew.Griffin
Fixed copy paste errors with Mac nodes depending on Win64 ones
Added Build Tools dependencies to all cook nodes
Change 3088960 on 2016/08/15 by Mitchell.Wilson
Moving VR.umap to TestMaps folder
#jira UE-34665
Change 3088886 on 2016/08/15 by Ben.Marsh
Remove dependency to 'Compile UE4Editor Win64' node from code documentation step; we generate headers as part of building code documentation, so it just causes previous build products to be clobbered and the build to fail.
Change 3088676 on 2016/08/15 by Richard.TalbotWatkin
Improved warning output when a BSP poly is discovered with broken normals. Now the specific level which needs resaving is named.
#jira UE-34646 - //UE4/Release-4.13: Cook Orion Win64 completed with warnings: 78 warnings
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
[CL 3112924 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
Change 3110660 on 2016/9/1 by Andrew.Grant
Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress.
HLOD warning is updated every 20 secs to deal with streaing levels.
Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon).
#rb Michael.Noland
#tests verified we see our unbuilt HLOD warning in v31 :(
Change 3106649 on 2016/08/30 by Cody.Haskell
#Orion
- Input Axis Work
#rb DanH
#tests PIE
Change 3106299 on 2016/08/30 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 31.2 @ CL 3105865
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3106213 on 2016/08/30 by Ben.Marsh
BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file.
#rb none
#tests preflight
Change 3105994 on 2016/08/30 by Martin.Wilson
Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input)
#jira UE-35289
#rb Thomas.Sarkanen
#tests Tested UI in editor
Change 3105331 on 2016/08/29 by Uriel.Doyon
Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias
Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget.
#rb marcus.wassmer
#tests launched editor and played game
#jira OR-25814
Change 3105143 on 2016/08/29 by Josh.Markiewicz
#UE4 - added assert when histogram input parameters don't match
#rb none
#tests launched/ran/won game golden path
#codereview dmitry.rekman, michael.noland, bart.bressler
Change 3104976 on 2016/08/29 by Jon.Lietz
pickup refector
- fixed a big that would allow mixed replication to call a gameplay cue's added twice.
- All pickups now use the pick up manager, consolidated all pick up code into the manager.
- added to the XP set so we can define the CXP bounty for targets.
#RB Dave.Ratti
#tests Bot match, test maps, spawning coins and pickups.
Change 3103480 on 2016/08/26 by Josh.Markiewicz
#UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession
#rb none
#tests golden path matchmaking
#codereview paul.moore, eric.newman
Change 3103410 on 2016/08/26 by Max.Chen
Movie Capture: Fix commandline burnin option.
#rb none
#tests Render movie with commandline -UseBurnIn=yes option.
Change 3102134 on 2016/08/25 by Brian.Karis
Fix for HDR output exposure. Added 1000nit output option.
#rb marcus
#tests agora
Change 3101276 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_31 - Merging CL 3100347 (head revision of 2 files :o )
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3101267 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_DUI - Integrating Media changes from 4.13 (head revision)
#RB:none
#Tests:none
/Engine/Plugins/Media
/Engine/Source/Runtime/Media
/Engine/Source/Runtime/MediaAssets
[CodeReviewed] matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100378 on 2016/08/24 by John.Pollard
Fix a crash that can occur when scrubbing in replays
#codereview David.Ratti
#tests Replays
#rb DavidR
This is the output:
[2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage
Change 3100375 on 2016/08/24 by Laurent.Delayen
Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket).
#rb none
#codereview lina.halper
#tests Tacticia's RMB Targeting
Change 3100278 on 2016/08/24 by Laurent.Delayen
Fix for fast path struct copy being broken for FVectors.
#rb lina.halper
#codereview thomas.sarkanen
#tests Chains' hook, Tacticia's LaserBeam and OrientationWarping
Change 3100161 on 2016/08/24 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix issue with refresh viewer command failing due to backend congestion
#rb RyanG
#tests Replays
Change 3100114 on 2016/08/24 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3098849
#RB:none
#Tests:none
#CodeReview: kerrington.smith, matt.schembari
#R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100015 on 2016/08/24 by Michael.Noland
Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
#jira UE-34998
#rb Aaron.McLeran
[re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13]
#tests Compiled and ran a golden path match with headphones on
Change 3100012 on 2016/08/24 by Michael.Noland
UE-34951 - Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
#rb marc.audy
[re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran]
#tests Compiled and ran a golden path match with headphones on
Change 3099889 on 2016/08/24 by Max.Chen
Sequencer: Added command line option to enable burnin
#rb none
#tests Render movie from command line wtih -UseBurnIn=yes
Change 3099801 on 2016/08/24 by Lina.Halper
Removed unnecessary comment
#rb: none
#code review: Benn.Gallagher
#tests: compile
Change 3099787 on 2016/08/24 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#http
- fix for cancelled requests that have not been started never triggering a completion delegate
- fixes soft lock when handling disconnects during login
OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting
#rb josh.markiewicz, alex.fennell
#tests none
#R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3099252 on 2016/08/24 by Lina.Halper
Fixed menu text
#rb: none
#code review: Thomas.Sarkanen
#tests: open editor and create child montage and replaced the animation
Change 3099251 on 2016/08/24 by Lina.Halper
Deterministic cooking of skeleton
- abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked
#jira: UE-34834
#rb: Martin.Wilson
#tests: cooking orion and make sure it works
Change 3098504 on 2016/08/23 by Bart.Bressler
Add server time between sending packets monitoring histogram
#rb dmitry.rekman
#tests ran server locally and made sure analytics events were sent
Change 3098494 on 2016/08/23 by Michael.Noland
Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements
- Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer)
- Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected
#tests Tested by calling while stat dumphitches was active and confirmed that the interval changed
#codereview ben.salem, gil.gribb
#rb none
Change 3098491 on 2016/08/23 by Mieszko.Zielinski
Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4
#rb Lukasz.Furman
#test golden path
Change 3098070 on 2016/08/23 by Lina.Halper
Fix crash with UI update reconstructing
- will have to come up with a better solution than this.
#rb: Martin.Wilson
#tests: child anim montage
Change 3097914 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
Merging CL #3097879
from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/...
to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/...
#Analytics #OSS: Adjusted cohort selection algorithm and test cases
[CodeReviewed]: Philip.Buuck
#TESTS: unit tests
#RB: none
#R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097745 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Megre 30.2/31 @ CL 3096895
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097722 on 2016/08/23 by Chris.Bunner
Update texture expression properties before triggering parent material recompile.
#rb John.Billon
#tests Editor replace references, Golden path
#jira OR-27531
Change 3097694 on 2016/08/23 by Lina.Halper
#Child Anim Montage
- Duplicate from parent of the information it cares to get
- Currently it is selective on copying what data
- Modified GetAllAnimationSequencesReferred to get a partial data
- Added ParentAsset/AssetMappingTable in AnimationAsset
- Sequence Browser opening would also add to history
- AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on
#code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti
#rb:Martin.Wilson
#tests: creating child montage, editing, lots of UI functionality, notifies placement
Change 3097513 on 2016/08/23 by Thomas.Sarkanen
Non-POD structs can now be copied using the fast path
We now always use CPP struct ops to perform copies when dealing with struct properties.
#jira UE-34571 - Support struct member access on AnimBP fast path
#rb Laurent.Delayen
#tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games.
Change 3096729 on 2016/08/22 by Mieszko.Zielinski
Fixes to EQS scoring function preview #UE4
#rb Lukasz.Furman
#test golden path
Change 3096596 on 2016/08/22 by Jason.Bestimt
#ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970)
#RB:none
#Tests:none
#CodeReview: matt.schembari, max.preussner
#R@BOMERGE: MAIN
Change 3096550 on 2016/08/22 by Jurre.deBaare
Fix for HLOD dirty clusters PIE warning message
#tests Simulated Origin with built HLOD clusters, and with one dirty cluster
#rb none
Change 3096532 on 2016/08/22 by Mieszko.Zielinski
Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4
As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized
#codereview Lukasz.Furman
#rb none
#test golden path
Change 3096455 on 2016/08/22 by Jason.Bestimt
#R@BOMERGE-AUTHOR: keli.hlodversson
#CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases
#RB David.Nikdel
#TESTS none
#R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3096316 on 2016/08/22 by Sammy.James
Resave to fix log warnings.
BPC changes to ensure type saves.
#rb #tests editor
Change 3096040 on 2016/08/22 by bruce.nesbit
Revised fix for landscape crash
#rb GarethM
#tests Game
#codereview Bart.Bressler
Change 3096015 on 2016/08/22 by bruce.nesbit
Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server
#rb none
#tests game
#codereview Bart.Bressler
Change 3095578 on 2016/08/19 by Mieszko.Zielinski
Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4
This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor
#rb none
#test golden path
#codereview Lukasz.Furman
Change 3095397 on 2016/08/19 by Lina.Halper
Fix issue with crash when deleting all segment
#rb: Laurent.Delayen
#tests: delete segment and make sure it doesn't crash
#jira: UE-34830
Change 3095060 on 2016/08/19 by Bart.Bressler
Don't load ULandscapeComponent objects on dedicated servers to save memory.
#tests cooked server data and played a Solo vs. AI game
#rb gareth.martin
#codereview james.golding
Change 3095037 on 2016/08/19 by Lina.Halper
Potential fix with montage trigger ensure on marker sync group
#jira: OR-27685
#rb: Benn.Gallagher
#code review: Martin.Wilson
#tests: attack primhelilx with knock up
Change 3094962 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort
#RB: None
#TESTS: test suite in source
[CodeReviewed]: Philip.Buuck
#R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094950 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merge #UE4 - Made FMD5 const-correct
#RB: none
#TEST: none
#R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094619 on 2016/08/19 by Lina.Halper
#DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
- assumed the name is all set by now
#rb: Benn.Gallagher
#jira : UE-34886
#tests: cooking infiltrator that showed same issue and run game.
Change 3094532 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3094498
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3093260 on 2016/08/18 by Josh.Markiewicz
#UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel)
- removed unnecessary cast
#rb bart.bressler
#codereview bart.bressler, rob.cannaday
#tests launched game, some basic party testing
Change 3093224 on 2016/08/18 by Josh.Markiewicz
#UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games
#rb paul.moore
#codereview anthony.carter
#tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining
Change 3092597 on 2016/08/17 by Daniel.Lamb
Added Ben Crocker to the rebuild lighting emails.
#rb Trivial
#Test none
Change 3092063 on 2016/08/17 by andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb #tests none
Change 3091081 on 2016/08/16 by Jurre.deBaare
Fixing non-Editor build errors
#fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty)
#tests Build Editor + Game
#rb none
Change 3091009 on 2016/08/16 by Mieszko.Zielinski
Added a way to configure a map to not spawn AISystem instance at all #UE4
#rb none
#test golden path
Change 3090932 on 2016/08/16 by Michael.Noland
Vixen: Added indication to the analytics and FPS charts
#rb marcus.wassmer
#tests Compiled for the platform
Change 3090844 on 2016/08/16 by Laurent.Delayen
Replicated CL 3090734 from Fortnite.
---
Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage
Here's the issue in the version of the code prior to this checkin:
- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
- It also means if we were playing a montage, and then stop, we'll start ticking
- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing
#codereview john.abercrombie
#rb none
#tests golden path
Change 3090832 on 2016/08/16 by Michael.Noland
Windows: Fixed a whitespace issue
#rb none
#tests Compiled for windows
Change 3090688 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb none
#tests built
#R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3090547 on 2016/08/16 by Jurre.deBaare
Need a warning message similar to lighting unbuilt when HLOD cluster is not built
#fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour
#jira UE-34335
#rb none
#codereview Michael.Noland
#tests pie Agora with and without dirty HLOD clusters
Change 3090285 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3090267
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3089413 on 2016/08/15 by paul.mader
Agora 2.0 assets
Change 3089266 on 2016/08/15 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
#rb none
#tests Convert steel to possessable in Gameplay_PS4 map.
Change 3089136 on 2016/08/15 by Mieszko.Zielinski
Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4
#rb Lukasz.Furman
#codereview Dan.Youhon
#test golden path
Change 3089118 on 2016/08/15 by Mieszko.Zielinski
Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4
#rb none
#test golden path
Change 3088976 on 2016/08/15 by Andrew.Grant
Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules.
Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting.
Removed superflous /Os from VC debugg settings
#rb none
#tests verified module built with 'Never' on PS4/Win is built without optimizations.
#codereview Marcus.Wassmer, Ben.Marsh
Change 3088830 on 2016/08/15 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3088807
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3088597 on 2016/08/14 by Jason.Bestimt
#ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG)
#RB:none
#Tests:none
#CodeReview: andrew.grant, david.ratti, matt.schembari
Change 3087827 on 2016/08/12 by Bart.Bressler
Updates to skeletal mesh memory saving on dedicated server
#rb lina.halper
#tests Cooked server data, played a game for a while in Solo vs. AI
Change 3087351 on 2016/08/12 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
#jira OR-27406
#rb RyanG
#tests Replays
Change 3087118 on 2016/08/12 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3086747
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3086176 on 2016/08/11 by Marcus.Wassmer
Fix PS4 ShaderPipelines not matching pixel/vertex shader properly.
#rb Rolando.Caloca
#tests Broken PS4 content before/after
Change 3085992 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Unclog R@BOMERGE
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3085911 on 2016/08/11 by Laurent.Delayen
Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex
#rb none
#tests Orientation Warping
Change 3085614 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3085547
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3084507 on 2016/08/10 by Marcus.Wassmer
Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen.
#rb none
#tests paragon ps4/vixen
#codereview Olaf.Piesche
Change 3084136 on 2016/08/10 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3083799
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083424 on 2016/08/09 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#tests Use sequence recorder to record a skeletal mesh actor
#rb none
Change 3083134 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#online,store,ps4
- creating one offer entry per entitlement
#rb david.nikdel, ian.fox
#tests MTX purhcase on PS4
#lockdown: andrew.grant
#R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083069 on 2016/08/09 by Marcus.Wassmer
Vixen scalability changes
#rb Michael.Noland
#tests vixen/ps4
#codereview jordan.walker
Change 3083063 on 2016/08/09 by Marcus.Wassmer
Most games will probably run out of memory if setup to do auto-4k.
Make this a setting that's off by default.
#rb Michael.Noland
#codereview Luke.Thatcher, Lee.Clark
#tests vixen on 4k.
Change 3082778 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087)
#rb none
#tests Agora on vixen.
Change 3082772 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for detail mode reregistration (3065543)
#rb none
#tests Toggled detail mode, observe proper items spawning
Change 3082765 on 2016/08/09 by Marcus.Wassmer
Don't crash when trying to use windowed vsync on vixen
#rb Michael.Noland
#test ran paragon on vixen
#codereview Luke.Thatcher,Lee.Clark
Change 3082764 on 2016/08/09 by Marcus.Wassmer
fix HLOD distance scale not working properly when components are re-registered.
#rb michael.noland
#codereview jurre.debarre
#tests setting multiple times, setting on boot via deviceprofile
Change 3082429 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-30.1 to Main (//Orion/Main)
Change: 3082419
#online,store,PS4
OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen
- added config option for toggling store on PS4
[OnlineSubsystemPS4]
bStoreEnabled=true
- can also override via title specific json values in <titleid>\title.json
allow_mtx=true
[CodeReviewed]: andrew.grant, phillip.buck, ian.fox
#lockdown: andrew.grant
#rb none
#tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support)
#R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3082194 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3082105
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080984 on 2016/08/08 by Lina.Halper
Issue with not being able to set static animation data via BP
- artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP
- also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called.
#rb: Martin.Wilson
#tests: Sword Beauty map
Change 3080665 on 2016/08/08 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3080081
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080565 on 2016/08/08 by Laurent.Delayen
Fix for curve values during URO interpolation.
Fixes flashing of materials and Twinblast's ult weapon.
https://jira.ol.epicgames.net/browse/OR-27107https://jira.ol.epicgames.net/browse/OR-24358
#rb lina.halper, martin.wilson
#tests Twinblast's ult and Coil's primary.
Change 3079832 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: marcus.wassmer
Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline
#rb none
[CodeReviewed] Chris.Wood
#tests checked crashcontext on PC/PS4
#lockdown Andrew.Grant
#R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3079045 on 2016/08/05 by Lina.Halper
Adding more log to figure out why ActivePlayers.Count becomes inconsistent.
#rb: Martin.Wilson
#tests: PIE with bots
Change 3078944 on 2016/08/05 by Rolando.Caloca
O - Update blacklisted driver
#jira OR-27051
#rb Marcus.Wassmer
#tests Run with AMD card
Change 3078735 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3078670
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3078122 on 2016/08/04 by Dmitry.Rekman
Linux: treat abort() / SIGABRT as crash.
- Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler.
- Rewrote RequestExit() because it used abort() itself.
- Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason.
#rb Mark.Satterthwaite
#codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant
#review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant
#tests Ran Linux server, crashed using different methods.
Change 3077887 on 2016/08/04 by Dmitry.Rekman
Initialize StackCount to 0 (kills valgrind warning).
#rb David.Ratti
#codereview David.Ratti
#tests Ran Linux server.
Change 3077257 on 2016/08/04 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3077193
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3077242 on 2016/08/04 by Dmitry.Rekman
Linux: stop heartbeat thread before handling the crash.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski, Andrew.Grant
#tests Compiled and ran Linux server, crashed it.
Change 3076676 on 2016/08/03 by Dmitry.Rekman
Linux: print details about memory access (read or write).
- Also print all the 16 digits of the pointer.
- Read/write detection only implemented for x86_64.
#rb Andrew.Grant
#codereview Andrew.Grant
#tests Compiled (natively) and ran Linux server.
Change 3076675 on 2016/08/03 by Dmitry.Rekman
Print a bit more info about the array in assert.
#rb Andrew.Grant
#codereview Andrew.Grant
#test Compiled and ran Linux server.
Change 3076010 on 2016/08/03 by Laurent.Delayen
Moved OrionAnimNode_LegIK from Paragon to Engine.
#codereview lina.halper
#rb none
#tests Grim.exe + Iggy & Scorch
Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt
Reimplemented 3070766 for Orion:
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#rb none
#tests none
Change 3075446 on 2016/08/03 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3075422
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3075394 on 2016/08/03 by HaarmPieter.Duiker
Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in.
#rb marcus.wassmer
#tests post process color correction
Change 3074314 on 2016/08/02 by Dmitry.Rekman
Linux: change optimization from -O2 to -O1 (temporarily?).
- The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier.
- Also adds a line to UBT output during compilation to draw attention.
#rb Michael.Noland
#codereview Michael.Noland, Andrew.Grant, Bart.Bressler
#tests Compiled and ran Linux server.
Change 3073553 on 2016/08/02 by jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3073360
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
#R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3073505 on 2016/08/02 by Daniel.Lamb
Added cook modification delegate stats to cooker stats.
#rb Wes.Hunt
#test cook paragon.
Change 3072440 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries.
#rb none
#tests SHIPPING
Change 3072259 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback.
#rb Michael.Noland
#tests PIE
Change 3071908 on 2016/08/01 by John.Pollard
Fix null reference crash
#rb DavidR
#tests Live game + replays
Change 3071876 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player
#rb none
#tests FN + Paragon live game + replays
#codereview Andrew.Grant
Change 3071875 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Finalize replay version system
* No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions)
* Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore.
* Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions)
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071874 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix gameplay tags to work better with backwards compatibility in replays
* We use the net field export group system in the package map to export tag names as a packed index
* This will allow us to see the names of tags that no longer exists on the remote side
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071776 on 2016/08/01 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3071738
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3071258 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together.
- Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now.
#rb none
#tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues.
Change 3071099 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads.
#rb none
#tests ran paragon with change and noticed no change in audio quality
Change 3070916 on 2016/07/29 by Andrew.Grant
Missed file!
#rb #tests na
Change 3070915 on 2016/07/29 by Andrew.Grant
Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging
#rb none
#tests Engine QA, Orion QA smoke
Change 3070576 on 2016/07/29 by Uriel.Doyon
Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize.
#review-3070386 @marcus.wassmer
#jira OR-25941
#rb marcus.wassmer
#tests Run Game on PS4, and in editor
Change 3070086 on 2016/07/29 by Martin.Wilson
Fixed ensure triggering during sequencer playback due to double update.
#jira UE-33938
#rb Thomas.Sarkanen
#tests opened affected asset and verified problem no longer occured
Change 3070016 on 2016/07/29 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30 @ CL 3069935
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3069435 on 2016/07/28 by Ian.Fox
#Orion, #Mcp - Check if Price Engine is configured before attempting query
#rb Sam.Zamani
#tests none
#codereview Sam.Zamani
Change 3069381 on 2016/07/28 by Michael.Noland
Animation: Demoted a check() in anim sync group code to an ensure() to unblock others
#rb nick.penwarden
#tests Loaded Paragon cine asset that was crashing
#codereview lina.halper, martin.wilson
Change 3069203 on 2016/07/28 by Dmitry.Rekman
Headless client: do not draw windows.
- Disables a bunch of code, including reaching into font cache to estimate width.
- Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets).
#rb Nick.Atamas
#review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem
#codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem
#tests Compiled and ran Orion Linux client.
Change 3069181 on 2016/07/28 by Lina.Halper
Fix struct redirector for Orion anim node moving to engine
#rb: Maciej.Mroz
#code review:Laurent.Delayen
#tests: editor loading the anim BP that caused the name conversion
Change 3069092 on 2016/07/28 by Aaron.McLeran
OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
- Not all active sounds have sound classes, was causing a crash
#codereview marc.audy
#rb zabir.hoque
#tests Run game with stat soundcues and not crash
Change 3068969 on 2016/07/28 by David.Ratti
Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too.
#rb none
#tests compile
Change 3068902 on 2016/07/28 by David.Ratti
Code for tracking down UGameplayCueManager::GetInstancedCueActor crash.
#rb none
#tests compile
Change 3068831 on 2016/07/28 by Aaron.McLeran
OR-26417 Reverb is too loud in-game in Dev-General
- Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set.
#rb Jeff.Campeau
#tests run a map with no reverb audio volume and reverb is not super wet
Change 3068529 on 2016/07/28 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config)
#RB: none
#TESTS: none
#R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3068399 on 2016/07/28 by Andrew.Rodham
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira OR-25769
#tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly.
#rb Benn.Gallagher
Change 3068138 on 2016/07/28 by Marcus.Wassmer
Disable mallocleak testing by default
#rb none
#test none
Change 3068121 on 2016/07/28 by Marcus.Wassmer
Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled.
Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also.
#rb Robert.Manuszewski
#tests stack tracing / symbolication with mallocleak on windows.
Change 3068119 on 2016/07/28 by Marcus.Wassmer
Fix MallocLeakProxy deadlock
#rb Robert.Manuszewski
#tests mallocleak start/stop/dump on windows
Change 3067752 on 2016/07/27 by Michael.Noland
Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands
- IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer
- The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class.
- The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered
- Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code
Upgrade Notes:
- DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly
- In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands)
- HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name)
- Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future)
Paragon:
- Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event
- Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it.
#rb dmitry.rekman
#codereview bob.tellez, peter.knepley, andrew.grant, john.mauney
#review-3067607 @Dmitry.Rekman, @Bob.Tellez
#tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI
Change 3067654 on 2016/07/27 by Michael.Noland
FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.
#rb steve.robb
#jira UE-31959
[duplicating CL# 3039827]
#tests Tried moving a folder in the editor
Change 3067644 on 2016/07/27 by Aaron.McLeran
OR-24537 Looping audio sometimes persists in Agora
Adding stopping sounds if audio component is destroyed while playing a looping sound
#rb jeff.campeau
#tests audio component stops looping sound if audio component is destroyed prematurely
Change 3067560 on 2016/07/27 by Aaron.McLeran
OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters
- Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call
- using xaudio2 operation sets to ensure that voice and effect params are executing in sequence
- only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands
- Don't call EnsureCompletion on pending async tasks on teardown
#rb Jeff.Campeau
#tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions
Change 3067420 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge 29.2/30 @ CL 3067312
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067316 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3065602
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari
#R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067025 on 2016/07/27 by Michael.Noland
Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes
#rb none
#tests Compiled
Change 3067020 on 2016/07/27 by Michael.Noland
Core: Various improvements to FHistogram and split it out into separate files
- Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate)
- Added O(1) getters for total sample counts and sum of all measurements
- Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex
- Added support for specifying explicit histogram bucket thresholds
#rb dmitry.rekman
#tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage
Change 3066681 on 2016/07/27 by Frank.Gigliotti
Camera anim field of view fix;
* The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value.
* Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees.
#RB None
#CodeReview Jeff.Farris
#Tests Multiple camera animations in PIE
Change 3066508 on 2016/07/27 by Lina.Halper
Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#rb: Martin.Wilson
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
Change 3066246 on 2016/07/27 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Fix for non-unity error
#rb none
#tests compiled
#R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3066167 on 2016/07/27 by Benn.Gallagher
Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding.
#rb Ori.Cohen
#tests Editor, PIE, Applying clothing to characters.
Change 3065868 on 2016/07/27 by Michael.Noland
Blueprints: Fixing non-editor build (missing WITH_EDITOR)
#rb none
#tests Compiled PS4
Change 3065749 on 2016/07/26 by Michael.Noland
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
#codereview mike.beach, marc.audy
#tests Loaded and recovered a corrupted Blueprint on Cameron's machine
#rb Phillip.Kavan
Change 3065706 on 2016/07/26 by Josh.Markiewicz
#UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons
- fixed non shipping cmd line override to be correct
#rb none
#codereview andrew.grant, paul.moore
#tests none
Change 3065359 on 2016/07/26 by Rob.Cannaday
Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit.
Break up calls in batches of 100 ids.
#jira OR-20674
#rb ian.fox
#tests login to front end with PC, PS4. forced tests to simulate > 100 requests.
Change 3065197 on 2016/07/26 by Bart.Bressler
Change how PS4 sessions work:
- We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions.
- Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable
- Added comments, other misc. code cleanup.
#rb josh.markiewicz, sam.zamani, rob.cannaday
#tests created cross play parties with multiple pc + ps4 players
#jira OR-20332
Change 3065158 on 2016/07/26 by Lina.Halper
Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#rb: Martin.Wilson
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3064735 on 2016/07/26 by Dmitry.Rekman
Linux: added WebRTC libs.
- Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc).
#rb none
#tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform.
(Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064727 on 2016/07/26 by Dmitry.Rekman
Fix crash on cooker exit (UE-33583).
- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.
#rb none
#tests Compiled and ran Linux server and Linux client.
(Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064725 on 2016/07/26 by Dmitry.Rekman
Linux: use libc++ instead of libstdc++.
- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
- Bundled libc++ 3.8.1 (TPS cleared).
- Turned off ICU compilation (needs recompile against libc++).
- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.
#rb none
#tests Built and ran a number of Linux targets.
(Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064572 on 2016/07/26 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3064545
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3064523 on 2016/07/26 by Jon.Lietz
Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements.
#RB none
#tests BP compiles and stays not dirty
#codereview dave.ratti@epicgames.com
[CL 3111290 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2840895 on 2016/01/23 by Max.Chen
Sequencer: Moved key proxy handling from section into key area; added support for grouped keys; exposed color properties in context menu.
Change 2937981 on 2016/04/08 by Max.Chen
Sequencer: Refactored GetKeyHandles to take a time range for filtering keys
Change 3051834 on 2016/07/15 by Max.Chen
Sequencer: Adjust tooltips for autokeying and key all to be more descriptive.
#jira UE-33081
Change 3053057 on 2016/07/17 by Max.Chen
Sequencer: String track editor
#jira UE-32141
Change 3053083 on 2016/07/18 by Max.Chen
Sequence Recorder: Add an option to maximize the viewport when starting recording.
Change 3053084 on 2016/07/18 by Max.Chen
Added UnmapAction to FUICommandList
Sequencer uses this to re-hook into the level editor commands without issue when it re-opens.
Change 3053085 on 2016/07/18 by Max.Chen
Sequence Recorder: Display name of next sequence in sequence recorder
Also display on-screen during countdown
Change 3053086 on 2016/07/18 by Max.Chen
Sequence Recorder: Improved recording indicator icon, text & timer
Also fixed a bug with record/stop button where they would not show/enable correctly if no animations were being recorded for a sequence.
Change 3053089 on 2016/07/18 by Max.Chen
Sequencer: Added hotkey for recording selected actors
Alt+R now records selected actor into sequencer.
Change 3055488 on 2016/07/19 by Max.Chen
Sequencer: Fixed NotifyCameraCut() being erroneously called every frame (in FSequencer), and not being called at all in ULevelSequencePlayer
Change 3056783 on 2016/07/19 by Max.Preussner
PS4Media: Attempting to fix playlist advance on PS4 (UE-33481)
#jira UE-33481
[CL 3057666 by Max Chen in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3006483 on 2016/06/08 by Simon.Tovey
Fix for UE-31653
Instance params from the Spawn, Required and TypeData modules were not being autopopulated.
Change 3006514 on 2016/06/08 by Zabir.Hoque
MIGRATING FIX @ Request
Off by 1 error on reflection roughness calculation affecting 4.12. When I hoisted the max mip index i did a -1 on both sides(c++ & hlsl). This is the simplest hotfix. In 4.13 I'll remove the shader instruction and only do the "-1" in c++ this 1 less shader instruction.
#CodeReview: Marcus.Wassmer, Daniel.Wright
Change 3006605 on 2016/06/08 by Rolando.Caloca
DR - vk - Remove a bunch of unused code, clean up some todos
Change 3006969 on 2016/06/08 by HaarmPieter.Duiker
Add #ifdefs around inverse tonemapping to avoid performance hit in normal use
Change 3007240 on 2016/06/09 by Chris.Bunner
Made a pass at fixing global shader compile warnings and errors.
Change 3007242 on 2016/06/09 by Chris.Bunner
Don't force unlit mode when re-loading a map.
#jira UE-31247
Change 3007243 on 2016/06/09 by Chris.Bunner
Cache InvalidLightmapSettings material for instanced meshes.
#jira UE-31182
Change 3007258 on 2016/06/09 by Chris.Bunner
Fixed refractive depth bias material parameter.
Change 3007466 on 2016/06/09 by Rolando.Caloca
DR - Use vulkan debug marker extension directly from header
Change 3007504 on 2016/06/09 by Martin.Mittring
added refresh button to ImageVerifier
Change 3007528 on 2016/06/09 by Martin.Mittring
ALU optimization to SSR, minor perf difference on NVTitan, needs to to be profiled on lower end
make render more deterministic
Change 3007551 on 2016/06/09 by Chris.Bunner
Reverted constant type change in previous commit.
Change 3007559 on 2016/06/09 by Martin.Mittring
updated ImageValidator
Change 3007584 on 2016/06/09 by Rolando.Caloca
DR - Fix case when not running under RD
Change 3007668 on 2016/06/09 by Rolando.Caloca
DR - vk - Split layers/extensions by required/optional
Change 3007820 on 2016/06/09 by Rolando.Caloca
DR - Android compile fix
Change 3007926 on 2016/06/09 by Martin.Mittring
fixed UI scaling in ImageVerifyer
Change 3007931 on 2016/06/09 by John.Billon
-Fixed cutouts not working for certain sized texture/subUV size combinations.
-Also fixed issue with subUV module not being postloaded consistently on startup.
#Jira UE-31583
Change 3008023 on 2016/06/09 by Martin.Mittring
refactor noise code in shaders
Change 3008127 on 2016/06/09 by Zabir.Hoque
Merging back hot fixes:
1. Fix DX12 crashing due to oclusion queries waiting on incorrect sync point. Integrating change from MS.
2. Immediate context should flush directly and not attempt to flush the immediate context, ie. itself.
Change 3008129 on 2016/06/09 by Daniel.Wright
Disabled r.ProfileGPU.PrintAssetSummary by default due to spam
Change 3008169 on 2016/06/09 by Rolando.Caloca
DR - Fix mobile rendering not freeing resource when using RHI thread
Change 3008429 on 2016/06/09 by Uriel.Doyon
Enabled texture streaming new metrics.
Added progress bar while texture streaming is being built.
Added debug shader validation to prevent crashes when there are uniform expression set mismatches.
Added texture streaming build to "Build All"
Change 3008436 on 2016/06/09 by Uriel.Doyon
Fixed shipping build
Change 3008833 on 2016/06/10 by Rolando.Caloca
DR - Allow RenderTargets to be easily shared via GPU to other DX or OpenGL applications
Submitted by Allar
PR #1864
#jira UE-24545
Change 3008842 on 2016/06/10 by Rolando.Caloca
DR - Remove vertex densities view mode
Change 3008857 on 2016/06/10 by John.Billon
Added a PostLoad to ParticleModuleSubUV to call postload on the SubUV animation to ensure that the animation is loaded in time for caching.
Change 3008870 on 2016/06/10 by Rolando.Caloca
DR - Rebuild hlslcc libs (missing from last merge)
Change 3008925 on 2016/06/10 by John.Billon
Fixed r.ScreenPercentage.Editor
#Jira UE-31549
Change 3009028 on 2016/06/10 by Daniel.Wright
Shadow depth refactor
* Shadow setup and render target allocation now happens in InitViews, and shadow depth rendering happens at one spot in the frame
* This provides control over where shadow depths are rendered for things like async compute, and allows easy atlasing of shadowmaps for forward shading
* The 33Mb of shadow depth buffers in FSceneRenderTargets has been removed, and shadow depth buffers are now allocated as needed
* A large amount of duplicated code to handle each shadow type has been combined
* Cleaner parallel rendering: no more view hacking for the shadow depth pass, no more shadow depths in the middle of translucency
* 'vis ShadowDepthAtlas' or 'vis WholeSceneShadowMap' must now be used to visualize the shadow depth textures
Change 3009032 on 2016/06/10 by Daniel.Wright
Fixed crash with simple forward shading in the material editor
Change 3009178 on 2016/06/10 by Rolando.Caloca
DR - Add support for multi callbacks on HlslParser, added a write to string callback
Change 3009268 on 2016/06/10 by Daniel.Wright
Warning fixes
Change 3009416 on 2016/06/10 by Martin.Mittring
moved decal rendering code in common spot for upcoming MeshDecal rendering
Change 3009433 on 2016/06/10 by John.Billon
Adding ensures for translucency lighting volume render target acesses.
#Jira UE-31578
Change 3009449 on 2016/06/10 by Daniel.Wright
Fixed whole scene point light shadow depths getting rendered redundantly
Change 3009675 on 2016/06/10 by Martin.Mittring
fixed Clang compiling
Change 3009815 on 2016/06/10 by Martin.Mittring
renamed IsUsedWithDeferredDecal to IsDeferredDecal
to be more correct
Change 3009946 on 2016/06/10 by Martin.Mittring
minor optimization
Change 3010270 on 2016/06/11 by HaarmPieter.Duiker
Update gamut transformations used when dumping EXRs to account for bug UE-29935
Change 3011423 on 2016/06/13 by Martin.Mittring
fixed default of bOutputsVelocityInBasePass
#code_review:Rolando.Caloca
#test:PC
Change 3011448 on 2016/06/13 by Martin.Mittring
minor engine code cleanup
#code_review:Olaf.Piesche
#test:PC
Change 3011991 on 2016/06/13 by Daniel.Wright
Fixed downsampled translucency crash in VR
Change 3011993 on 2016/06/13 by Daniel.Wright
Stationary Mobility for primitive components is allowed again, with the meaning 'moves rarely'
Mobility tooltips now reflect whether a primitive component or light component is being inspected
Change 3012096 on 2016/06/13 by Daniel.Wright
Missing file from cl 3011993
Change 3012546 on 2016/06/14 by John.Billon
Added r.ContactShadows.Enable CVar to allow contact shadows to be globally disabled/enabled
#Jira OR-23282
Change 3012706 on 2016/06/14 by John.Billon
Renamed r.ContactShadows.Enable to r.ContactShadows
Change 3012992 on 2016/06/14 by Rolando.Caloca
DR - vk - Fixed backbuffer/swapchain order with RHI thread enabled
- Added support for CustomPresent
Change 3013030 on 2016/06/14 by Rolando.Caloca
DR - vk - Fix dev issue
Change 3013423 on 2016/06/14 by Martin.Mittring
removed code redundancy for easier upcoming changes
#test:PC
Change 3013451 on 2016/06/14 by Martin.Mittring
removed no longer needed debug cvar
#test:PC
Change 3013643 on 2016/06/14 by Zabir.Hoque
Fix API only being inlined in the cpp and not avaialble in the .h
Change 3013696 on 2016/06/14 by Olaf.Piesche
Adding missing quality level spawn rate scaling on GPU emitters
Change 3013736 on 2016/06/14 by Daniel.Wright
Cached shadowmaps for whole scene point and spot light shadows
* Controlled by 'r.Shadow.CacheWholeSceneShadows', defaults to enabled (7ms -> 1.5ms of shadow depths on Titan for ~20 lights)
* Primitives with Static or Stationary mobility have their depths cached, as long as the light is not moving
* Primitives with Movable mobility or using World Position Offset in their materials will not have their depths cached
* Cached shadowmaps are copied each frame and then movable primitive depths composited
* Fast paths exist for when there were no static primitives (skip cached shadowmap) or movable primitives (project directly from cached shadowmap)
* 'r.Shadow.CacheWPOPrimitives' controls whether materials using WPO can be cached (default is off for correctness)
* 'r.Shadow.CachedShadowsCastFromMovablePrimitives' can be used to force off all support for movable primitives, skipping the shadowmap copies (1.5ms -> 0ms of shadow depths for ~20 lights)
Change 3014103 on 2016/06/15 by Daniel.Wright
Compile fix
Change 3014507 on 2016/06/15 by Simon.Tovey
Resurrected Niagara playground and moved to Samples/NotForLicencees
Change 3014931 on 2016/06/15 by Martin.Mittring
moved r.RenderInternals code into renderer to be able to access more low level data
#test:PC, paragon
Change 3014933 on 2016/06/15 by Martin.Mittring
nicer text
Change 3014956 on 2016/06/15 by Daniel.Wright
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)
Change 3014985 on 2016/06/15 by Uriel.Doyon
Enabled Texture Build shaders on Mac
Exposed IStreamingManager::AddViewSlaveLocation in ENGINE_API
Fixed issue FStreamingManagerTexture::ConditionalUpdateStaticData which would to update some data in shipping.
Fixed r.Streaming.MipBias not affecting maximum allowed resolution, showing warnings of texture streaming overbudgets
#jira UE-30566
#jira UE-31098
Change 3014995 on 2016/06/15 by Rolando.Caloca
DR - vk - Removed RHI thread wait on acquire image
- Move Descriptor pool into context
Change 3015002 on 2016/06/15 by Rolando.Caloca
DR - Add (disabled) additional cvar for r.DumpShaderDebugWorkerCommandLine
Change 3015041 on 2016/06/15 by Martin.Mittring
fixed ImageValidator crashing when using files that exist only in ref or test folder
Change 3015309 on 2016/06/15 by Rolando.Caloca
DR - vk - Enable fence re-use on SDKs >= 1.0.16.0
Change 3015356 on 2016/06/15 by Rolando.Caloca
DR - vk - Prep for staging buffer refactor
Change 3015430 on 2016/06/15 by Martin.Mittring
minor optimization for subsurfacescatteringprofile
Change 3016097 on 2016/06/16 by Simon.Tovey
Enabling Niagara by default in the Niagara playground
Change 3016098 on 2016/06/16 by Simon.Tovey
Some misc fixup to get niagara working again
Change 3016183 on 2016/06/16 by Rolando.Caloca
DR - vk - Recreate buffer view for volatile buffers
Change 3016225 on 2016/06/16 by Marcus.Wassmer
Duplicate reflection fixes from 4.12 hotfixes.
Change 3016289 on 2016/06/16 by Chris.Bunner
Always gather MP_Normal definitions as they can be shared by other material properties.
#jira UE-31792
Change 3016294 on 2016/06/16 by Daniel.Wright
Fix for ensure accessing CVarCacheWPOPrimitives in game
Change 3016305 on 2016/06/16 by Daniel.Wright
Raised r.Shadow.CSM.MaxCascades to 10 on Epic scalability level, which it should have always been
Change 3016330 on 2016/06/16 by Daniel.Wright
Cached shadowmaps are tossed after 5s of not being used for rendering - helps in the case where you fly through a bunch of lights and never look back
Skipping shadow depth cubemap clear if there will be a cached shadowmap copy later - saves .4ms on PS4 for a close up point light
Stats for shadowmap memory used under 'stat shadowrendering'
Change 3016506 on 2016/06/16 by Daniel.Wright
Fixed crash building map in SunTemple due to null access
Change 3016703 on 2016/06/16 by Uriel.Doyon
Fixed warning due to floating point imprecision when building texture streaming
Change 3016718 on 2016/06/16 by Daniel.Wright
Volume lighting samples use adaptive sampling final gather
* Increases their build time by 2x but improves quality in difficult cases (small bright sources of bounce lighting)
Change 3016871 on 2016/06/16 by Max.Chen
Sequencer: Added support for the named "PerformanceCapture" event which like Matinee, calls GEngine->PerformanceCapture to output a screenshot when the event fires. Refactor event track/sections so that the player is passed to the trigger events evaluation.
Copy from Dev-Sequencer
#jira UE-32093
Change 3017189 on 2016/06/16 by Zabir.Hoque
Fix GBuffer format selection type-o.
#CodeReview: Marcus.Wassmer
Change 3017241 on 2016/06/16 by Martin.Mittring
optimized and cleaned up rendering in transluceny, distortion, custom mesh drawing
#code_review:Daniel.Wright, Marcus.Wassmer, Nick.Penwarden
Change 3017856 on 2016/06/17 by Rolando.Caloca
DR - Missing GL enum
Change 3017910 on 2016/06/17 by Ben.Woodhouse
- Added a Video Buffer to ensure smooth submission of frames from CEF. Without this, we can get multiple texture updates per engine frame, which causes stuttering at high framerates
- Disable hardware acceleration on Windows, since this causes severe performance issues with video rendering
Please note: To actually see 60fps video, you need to ensure the browser frame rate passed into FWebBrowserSingleton::CreateBrowserWindow is set to 60 (default is 24)
#RB:Keli.Hloedversson,Martin.Mittring
Change 3018126 on 2016/06/17 by Ben.Woodhouse
Fix build warning on Mac
#RB:David.Hill
Change 3018167 on 2016/06/17 by Chris.Bunner
Handle case when float4 is passed to TransformPosition material node.
#jira UE-24980
Change 3018246 on 2016/06/17 by Benjamin.Hyder
Submitting Preliminary ShadowRefactor TestMap
Change 3018330 on 2016/06/17 by Benjamin.Hyder
labeled ShadowRefactor map
Change 3018377 on 2016/06/17 by Chris.Bunner
Removed additional node creation when initializing a RotateAboutAxis node.
#jira UE-8034
Change 3018433 on 2016/06/17 by Rolando.Caloca
DR - Fix some clang warnings on Vulkan
Change 3018664 on 2016/06/17 by Martin.Mittring
unified some code for easier maintainance, fixed missing multiply from former change (CL 2933812)
#test:PC
#code_review:Marcus.Wassmer,Brian.Karis
Change 3019023 on 2016/06/19 by Benjamin.Hyder
Re-Labeled ShadowRefactor map
Change 3019024 on 2016/06/19 by Benjamin.Hyder
Correcting Translucent Volume (Non-Directional) settings
Change 3019026 on 2016/06/19 by Benjamin.Hyder
Correcting Lighting ShadowRefactor map
Change 3019414 on 2016/06/20 by Allan.Bentham
Refactor mobile shadows
Change 3019494 on 2016/06/20 by Gil.Gribb
Merging //UE4/Dev-Main@3018959 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3019504 on 2016/06/20 by John.Billon
-Created a blueprint node (ExportRenderTarget and ExportTexture2D) to export render targets/textures as HDR images to disk.
-Moved HDR export code(FHDRExportHelper and CubemapUnwrapUtils) to runtime from editor to allow access from blueprints.
-Created a small common interface for blueprints and the editor itself to use for exporting.
#Jira UE-31429
Change 3019561 on 2016/06/20 by Gil.Gribb
UE4 - Worked around afulness of windows scheduler. This would occasionally cause hitches on quad core machines with additional load in the tick task manager.
Change 3019616 on 2016/06/20 by Rolando.Caloca
DR - Replicate change in DevRendering to fix splotches on characters with morph targets
Change: 3019599
O - Fix flickering on heroes with morph targets
Change 3019627 on 2016/06/20 by Rolando.Caloca
DR - Doh! Compile fix
Change 3019674 on 2016/06/20 by Simon.Tovey
Ripped out the quick hacky VM debugger I wrote a while back.
Over complicated the VM and didn't do enough work to justify it.
Will revisit debugging and profiling of VM scripts in future.
Change 3019691 on 2016/06/20 by Ben.Woodhouse
Add a per-object shadow setting for directional lights (r.Shadow.PerObjectDirectionalDepthBias), which is independent of the CSM setting. Often a smaller bias is desirable on per-object shadows, where detailed self-shadowing is needed.
This change also makes the CSM naming consistent with what the setting actually does (the old setting was named r.shadow.csm, although it affects per-object shadows as well as CSMs).
#RB:Martin.Mittring, Daniel.Wright
Change 3019741 on 2016/06/20 by John.Billon
Fixed compile error on mac.
Change 3019984 on 2016/06/20 by Martin.Mittring
minor optimization
Change 3020172 on 2016/06/20 by Zachary.Wilson
Fixing mesh distance fields for engine content cube and cylinder by setting distance field resolution to 2. for UE-26783 #rb: none
Change 3020195 on 2016/06/20 by Zachary.Wilson
Fixing engine coontent sphere's distance fields for UE-26783, distance fields resolution set to 2. #rb: none
Change 3020196 on 2016/06/20 by Rolando.Caloca
DR - Appease static analysis
Change 3020231 on 2016/06/20 by Zachary.Wilson
Making basic shapes consistent distance field resolution scale. #rb: none
Change 3020468 on 2016/06/20 by David.Hill
CameraWS UE-29146
Change 3020502 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee Camera for RenderOutputValidation
Change 3020508 on 2016/06/20 by Benjamin.Hyder
Adding AutomationMatinee for RenderOutputValidation
Change 3020514 on 2016/06/20 by Benjamin.Hyder
Setting Autoplay for AutomationMatinee (sequence)
Change 3020561 on 2016/06/20 by Daniel.Wright
Removed outdated comment on uniform expression assert
Change 3021268 on 2016/06/21 by Daniel.Wright
Scaled sphere intersection for indirect capsule shadows
* Fixes the discontinuity when capsule axis points close to the light direction
* GPU cost is effectively the same (more expensive to compute, but tighter culling)
Change 3021325 on 2016/06/21 by Daniel.Wright
Split ShadowRendering.cpp into ShadowDepthRendering.cpp
Change 3021355 on 2016/06/21 by Daniel.Wright
Fixed RTDF shadows (broken by shadowmap caching)
Change 3021444 on 2016/06/21 by Daniel.Wright
Fixed crash due to Depth drawing policy not using the default material shader map properly
Change 3021543 on 2016/06/21 by Daniel.Wright
Fixed drawing to a Canvas after EndDrawCanvasToRenderTarget causing a crash
Fixed DrawMaterialToRenderTarget breaking the Canvas object that BeginDrawCanvasToRenderTarget returns
Change 3021749 on 2016/06/21 by Daniel.Wright
Moved RenderBasePass and dependencies into BasePassRendering.cpp
Moved RenderPrePass and dependencies into DepthRendering.cpp
Change 3021766 on 2016/06/21 by Benjamin.Hyder
Adding 150dynamiclights level to Dev-Folder
Change 3021971 on 2016/06/21 by Daniel.Wright
Removed the CPU-culled light grid which is used to implement TLM_SurfacePerPixelLighting, in preparation for a GPU-culled light grid implementation
* TLM_SurfacePerPixelLighting now behaves like TLM_Surface
Change 3022760 on 2016/06/22 by Chris.Bunner
Merge fixup.
Change 3022911 on 2016/06/22 by Rolando.Caloca
DR - Added r.D3DDumpD3DAsmFile to enable dumping the fxc disassembly when dumping shaders
Change 3023037 on 2016/06/22 by Rolando.Caloca
DR - Fix for the case of global destructors calling FlushRenderingCommands() after the RHI has been destroyed
Change 3023139 on 2016/06/22 by Daniel.Wright
Added on screen message for when VisualizeMeshDistanceFields is requested but engine scalability settings have DFAO disabled
Change 3023231 on 2016/06/22 by Daniel.Wright
Only allowing opaque per-object shadows or CSM in the mobile renderer
Change 3023415 on 2016/06/22 by Daniel.Wright
Fix crash in dx12 trying to clear stencil when there is no stencil in the depth target
Change 3024888 on 2016/06/23 by Daniel.Wright
Fixed preshadows being rendered redundantly with multiple lights
Change 3025119 on 2016/06/23 by Martin.Mittring
added MeshDecal content to RenderTest
Change 3025122 on 2016/06/23 by Martin.Mittring
enabled DBuffer for RenderTest
Change 3025153 on 2016/06/23 by Marc.Olano
Fix Spherical Particle Opacity. Particles using this stopped rendering sometime after 4.10.
Needed to use world space without shader offsets, not absolute world space.
Change 3025180 on 2016/06/23 by Marc.Olano
Use translated world space for particle centers.
Better fix for Spherical Particle Opacity problems, but with fingers in more pies. Includes rename of particle center vertex factory variables.
Change 3025265 on 2016/06/23 by David.Hill
Bilbords translucent during PIE - lighting model was incorrectly set in gbuffer
#jira UE-26165
Change 3025269 on 2016/06/23 by Ryan.Brucks
Adding new Testmap for Pixel Depth Offset velocities with Temporal AA
Change 3025345 on 2016/06/23 by Benjamin.Hyder
Submitting MeshDecal Content
Change 3025444 on 2016/06/23 by Benjamin.Hyder
updating content for MeshDecal
Change 3025491 on 2016/06/23 by Benjamin.Hyder
Updating DecalMesh Textures
Change 3025802 on 2016/06/23 by Martin.Mittring
added to readme
Change 3026475 on 2016/06/24 by Rolando.Caloca
DR - Show current state of r.RHIThread.Enable when not using param
Change 3026479 on 2016/06/24 by Rolando.Caloca
DR - Upgrade glslang to 1.0.17.0
Change 3026480 on 2016/06/24 by Rolando.Caloca
DR - Vulkan headers to 1.0.17.0
Change 3026481 on 2016/06/24 by Rolando.Caloca
DR - Vulkan wrapper for extra logging
Change 3026491 on 2016/06/24 by Rolando.Caloca
DR - Missed file
Change 3026574 on 2016/06/24 by Rolando.Caloca
DR - vk - Enabled fence reuse on 1.0.17.0
- Added more logging info
Change 3026656 on 2016/06/24 by Frank.Fella
Niagara - Prevent sequencer uobjects from being garbage collected.
Change 3026657 on 2016/06/24 by Benjamin.Hyder
Updating Rendertestmap to latest
Change 3026723 on 2016/06/24 by Rolando.Caloca
DR - Fix for ES3.1 RHIs
Change 3026784 on 2016/06/24 by Martin.Mittring
New feature: Mesh Decals / Material layers (Chris.Bunner is the goto person on MeshDecals from now on)
Change 3026866 on 2016/06/24 by Olaf.Piesche
#jira OR-18363
#jira UE-27780
fix distortion in particle macro uvs
[CL 3028922 by Gil Gribb in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2719147 on 2015/10/07 by Mark.Satterthwaite
Allow the shader cache to perform some precompilation synchronously on load before falling back to asynchronous compilation to balance load times against total time spent precompiling. Added a stat to the group that reports how long the precompile has been running until it completes so it is easier to track.
Change 2719182 on 2015/10/07 by Mark.Satterthwaite
Refactor the ShaderCache's internal data structures and change the way we handle recording whether a particular predraw state has been submitted to try and make it more efficient.
Change 2719185 on 2015/10/07 by Mark.Satterthwaite
Merging CL #2717701: Try and fix random crashes on Mac when manipulating bound-shader-states caused by ShaderCache potentially providing a bogus shader state pointer on exit from predraw.
Change 2719434 on 2015/10/07 by Mark.Satterthwaite
Make sure that Mac ensures reports have a source context and a sane callstack when sent to the crash-reports server.
Change 2724764 on 2015/10/12 by Josh.Adams
[Initial AppleTV support]
Merging //depot/YakBranch/... to //UE4/Dev-Platform/...
Change 2726266 on 2015/10/13 by Lee.Clark
PS4 - Calc reserve size required for DMA copy when using unsafe command buffers
Change 2726401 on 2015/10/13 by Mark.Satterthwaite
Merging CL #2716418: Fix UE-15228 'Crash Report Client doesn't restart into project editor on Mac' by reporting the original command line supplied by LaunchMac, not the modified one that strips the project name. The CRC can then relaunch as expected.
#jira UE-15228
Change 2726421 on 2015/10/13 by Lee.Clark
PS4 - Don't try to clear invalid targets
Change 2727040 on 2015/10/13 by Michael.Trepka
Merging CL 2724777 - Fixed splash screen rendering for images with DPI different than 72
Change 2729783 on 2015/10/15 by Keith.Judge
Fix huge memory leak in Test/Shipping configurations, caused because I am a numpty.
Change 2729847 on 2015/10/15 by Mark.Satterthwaite
Merging CL #2729846: On OS X unconstrain windows from the dimension of the parent display when in Windowed mode - it is OK for them to be larger in this case. They do need to be repositioned if on the Primary display so that they don't creep under the menu bar and become unmovable/unclosable and Fullscreen windows still need to be constrained to a single display. We can now take screenshots of windows that are larger than the display & not get grey bars beyond the cutoff.
#jira UE-21992
Change 2729865 on 2015/10/15 by Keith.Judge
Fast semantics - Finish up resource transitions, adding resource decompression where appropriate and using non-fast clears where we can't determine the resource transition.
Change 2729897 on 2015/10/15 by Keith.Judge
Fast Semantics - Make sure all GetData() calls are made safe with GPU fences.
Change 2729972 on 2015/10/15 by Keith.Judge
Removed the last vestiges of ID3D11DeviceContext/ID3D11DeviceContext1 from the Xbox RHI. Everything now uses ID3D11DeviceContextX directly.
This should be marginally quicker as it stops a double call to ClearState().
Change 2731503 on 2015/10/16 by Keith.Judge
Added _XDK_VERSION to the DDC key for textures, which should solve the issue of the tiling mode changing in August XDK (and future changes Microsoft may inflict).
Change 2731596 on 2015/10/16 by Keith.Judge
Fast Semantics - Add deferred resource deletion queue to make deleted resources be actually deleted a number of frames later so that the GPU is definitely finished with them. Hooked up the temporary SRVs for dynamic VBs as a first step.
Change 2731928 on 2015/10/16 by Michael.Trepka
PR #1659: Mac/Build.sh handles additional arguments (Contributed by judgeaxl)
Change 2731934 on 2015/10/16 by Michael.Trepka
PR #1618: added clang 3.7.0 -Wshift-negative-value ignore in JpegImageWrapper.cpp (Contributed by bsekura)
Change 2732018 on 2015/10/16 by Mark.Satterthwaite
Emit a shader code cache for each platforms requested shader formats, this is separate to the targeted formats as not all can or need to be cached.
- The implementation extends the ShaderCache's hooks in FShaderResource's serialisation function to capture the required shaders.
- Each target platform has its own list of cached shader formats, analogous to the list of targeted RHIs. Presently only the Mac implements this.
- Code cached shaders are now compressed (for size) to reduce the overhead associated with keeping all the shader code around - this works esp. well for text-based formats like GLSL.
Change 2732365 on 2015/10/16 by Josh.Adams
- Packaging a TVOS .ipa now works (still haven't tried any of the Editor integration like Launch On)
Change 2733170 on 2015/10/18 by Terence.Burns
Fix for Android IAP query not returning entire inventory.
Change 2733174 on 2015/10/18 by Terence.Burns
Fix Movie player issue where wait for movie to finish isnt being respected.
Seems a stray bUserCanceled event flag was causing this not to be observed.
Added some verbose logging to apple movie player.
Change 2733488 on 2015/10/19 by Mark.Satterthwaite
Added the ability to merge the .ushadercache files used by the ShaderCache to store shader & draw state information.
- Fixed a bug that would cause invalid shader membership and draw state information to be logged.
- Added a separate command-line tool to merge shader cache files, currently Mac-only but in theory should work on other platforms too.
Change 2735226 on 2015/10/20 by Mark.Satterthwaite
Fix temporal AA rendering on GL/Mac OS X - you can't rely on EyeAdaptation values unless SM5 is available so only perform that code on SM5 & we must correctly clamp saturate(NaN) to 0 as the current hlslcc won't do that for us (& is required by the HLSL spec). The latter used to be clamped in the AA_ALPHA && AA_VELOCITY_WEIGHTING code block that was removed recently.
#jira UE-21214
#jira UE-19913
Change 2736722 on 2015/10/21 by Daniel.Lamb
Improved performance of cooking stats system.
Change 2737172 on 2015/10/21 by Daniel.Lamb
Improved cooking stats performance for ddc stats.