Commit Graph

172 Commits

Author SHA1 Message Date
Chris Gagnon
80918bea22 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 5110714 by Chris Gagnon in Dev-Editor branch]
2019-02-21 13:05:30 -05:00
Chris Gagnon
a48e767b94 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4835066 by Chris Gagnon in Dev-Editor branch]
2019-01-29 16:15:19 -05:00
Chris Gagnon
1dd3e0189f Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4730305 by Chris Gagnon in Dev-Editor branch]
2019-01-15 18:47:22 -05:00
Chris Gagnon
8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00
Matt Kuhlenschmidt
7a313bf0eb Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4659626 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-12-13 17:04:16 -05:00
Matt Kuhlenschmidt
f4b5f6c454 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4650481 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-12-11 17:08:36 -05:00
Matt Kuhlenschmidt
cde8160913 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4572510 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-11-16 11:15:08 -05:00
Marc Audy
af90b7bcd4 Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main) @ 4395008
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4395058 by Marc Audy in Main branch]
2018-09-25 10:11:35 -04:00
Matt Kuhlenschmidt
66de316e41 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4307506 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-08-22 11:32:10 -04:00
Jason Bestimt
d3658c6d29 Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 4296730)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3775128 by Nick.Atamas

	Merging //UE4/Partner-Google-VR @ CL 3770408 to Dev-VR (//UE4/Dev-VR)

Change 4166311 by Jason.Bestimt

	#DEV-VR - Merge from //UE4/Dev-MagicLeap/... @ CL 4136411

Change 4185551 by Joe.Graf

	Added support to query and specify the desired video format for an AR session

Change 4269190 by Ethan.Geller

	[Dev-VR] #jira UE-62644 Deescalate resampling logs to display, and make sure that Lumin does not get Resampling settings from Android runtime settings.

Change 4269386 by Ryan.Vance

	#jira UE-62274

	We need to recompute the view frustum and related distances if the projection matrix is changed.

Change 4269401 by Ryan.Vance

	#jira UE-62155

	Debug canvas layer fixes

Change 4270710 by Chance.Ivey

	Merging //UE4/Dev-Partner-MagicLeap-4.20 to Dev-VR (//UE4/Dev-VR)
	 - 4262963
	 - 4261100
	 - 4261103
	 - 4265565

Change 4270822 by Ryan.Vance

	#jira UE-61462

	Work around for csm shadow culling bug on Lumiun

Change 4271396 by Jason.Bestimt

	#DEV-VR - Saving off original MLSDK variable for future editor "restarts" within the same process

	#JIRA: UE-58634

Change 4271402 by Jason.Bestimt

	#DEV-VR - Making bUseMobileRendering non-editable for binary builds

	#JIRA: UE-60956

Change 4271454 by Jason.Bestimt

	#DEV-VR - Integrating CL 4239939, 4236178 and 4269702 from Partners-Google-VR

Change 4272387 by Ryan.Vance

	#jira UEVR-1281

	Oculus 1.28 Plugin changes

Change 4273410 by Jason.Bestimt

	#DEV-VR - Fixing MagicLeapSDK Settings to be globaluserconfig (by removing the defaultconfig).

	#JIRA: UE-62092

Change 4273929 by Ryan.Vance

	#jira UE-62744

	Fixing missing includes..

Change 4274147 by Kyle.Fung

	Round-robin occlusion queries for stereoscopic rendering
	With the vr.RoundRobinOcclusion flag turned on, each frame will only render occlusion queries for one eye with an alternating scheme (ie odd frames only left eye, even frames only right eye).
	Additionally, the interface for class FPrimitiveOcclusionHistory has been changed along with a slight modification in its implementation. With round-robin occlusion, when extracing history entries we perform a search through the entire history to look for the oldest entry in a primitive's occlusion history.

	#jira UEVR-1289

Change 4274206 by Kyle.Fung

	Fixed some compiler warnings
	#jira UEVR-1289

Change 4275212 by Jason.Bestimt

	#DEV-VR - Fixing CIS error (forcing value to bool)

Change 4275973 by Jason.Bestimt

	#DEV-VR - Merging CL 4275879 from Partner-Google-VR

	GoogleVR 1.170 Release Update.
	- Removed reference to GetHMDDeviceType.
	- Updated to final version of SDK libraries.

Change 4276154 by Jason.Bestimt

	#DEV-VR - fix for CIS warning about PngPtr being used before it is checked

Change 4277171 by Jeff.Fisher

	UE-62399 Graphical corruption when opening the debug console
	-Switched from the fast hardware clear to the slower shader clear because the slower one works.  Perhaps a better fix exists that would make the faster clear work?  Costs 60us when debug ui is up, but only when rendering debug to a stereo layer (vr/ar).
	#jira UE-62399
	#review-4277026

Change 4277633 by Joe.Conley

	#jira UE-54565 - "Packaged game/Editor with Stereo Layers crashes when exiting game through steam VR overlay"

	Don't call GetStereoLayers if stereo is not enabled.

Change 4277723 by Ryan.Vance

	#jira UE-62776

	Cleaning up questionable partner code found by SA.
	I'm pretty confident the SA warning is a false positive, but there was a lot to fix here regardless.

Change 4280289 by Joe.Graf

	Added some "Ignored by ARCore" comments Google requested

Change 4280479 by Joe.Graf

	Fixed a member copy step in AppleARKitFrame::operator= that Wanghao reported

Change 4280824 by Jason.Bestimt

	#DEV-VR - removing stale comment about ML SDK Settings using defaultengine.ini

Change 4281117 by Jason.Bestimt

	#DEV-VR - Removing warnings on LUMIN from trying to load missing modules

	#JIRA: UE-62748

Change 4281514 by Jason.Bestimt

	#DEV-VR - Moving FunctionalTesting dependency under bCompileAgainstEngine

Change 4281847 by Joe.Graf

	Added a UPL file to AppleARKit that modifies the plist to include the requirement of ARKit and request for camera access

	#jira: UE-60050, UE-62837

Change 4281945 by Joe.Graf

	Removed the ensures from the ARBlueprintLibrary code since the code handles the failure cases properly

	#jira: UE-61845, UE-61846

Change 4282098 by Ethan.Geller

	#jira UE-62863 fix audio on lumin #rb none

Change 4283974 by Joe.Graf

	Deprecated bIsTracked on tracked images and face geo per Google API reunification feedback

Change 4284118 by Jason.Bestimt

	#DEV-VR - Moving FunctionalTest dependency to be both non-shipping and CompileAgainstEngine.  Allowing FunctionalTesting to be compiled in binary build

Change 4285339 by Ethan.Geller

	#jira UE-62087 Whitelist AudioCapture module for mac while not whitelisting the AudioCaptureEditor module, which should only work on Windows.

Change 4286024 by Ryan.Vance

	Copying //UE4/Partner-Microsoft-XR to Dev-VR (//UE4/Dev-VR)
	Windows mixed reality integration.
	Disabled by default

Change 4289812 by Jason.Bestimt

	#DEV-VR - Fix for non-unity build issue with windows header

Change 4296399 by Jason.Bestimt

	RSync fixes for xml files

	#JIRA: UE-62994

Change 4296679 by Jason.Bestimt

	#DEV-VR - Fixing remote iOS compile issue with BP projects that require plugins

	#JIRA: UE-62967

[CL 4299100 by Jason Bestimt in Main branch]
2018-08-17 19:56:07 -04:00
Matt Kuhlenschmidt
8e85b7737c Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4284387 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-08-14 14:13:34 -04:00
Jason Bestimt
536aaffd07 Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 4268149)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 4048227 by Rolando.Caloca

	VR - vk - Some Vulkan merge conflicts resolved

Change 4078631 by Mike.Beach

	Fixing MR Calibration so it scales the alignment model according the the capture's FOV (so they appear the same size across capture devices - leading to a homogenous experience).

	Also moved the FOV override config setting to be a console command/setting (mrc.FovOverride) to help in testing this.

	#jira UE-55499

Change 4080389 by Mike.Beach

	Speculative fix/guard against live crash - trying to catch malformed model data. Logging helpful information to give us insight in the future.

	#jira UE-57680

Change 4080792 by Joe.Graf

	Prep work for moving face ar to its own plugin

Change 4080852 by Joe.Graf

	Prep work for moving face ar support to its own plugin

Change 4081735 by Keli.Hlodversson

	Remove a workaround change from the Lumin branch that should not have been merged over.

Change 4081737 by Keli.Hlodversson

	Fix SteamVR forcing full screen regardless of user settings.
	#jira UE-51654

Change 4082323 by Joe.Graf

	Pulled face ar support into its own plugin so that it can be enabled/disabled independently from room ar

Change 4082334 by Joe.Graf

	Changed where face LiveLink was logging to

Change 4095529 by Joe.Graf

	Dramatically simplified the face API isolation to a separate plugin

Change 4103356 by Joe.Graf

	Fixed a threading bug that appeared when migrating the face ar code into its own plugin

Change 4109752 by Joe.Graf

	Added a setting to specify the type of AR world alignment transform type a session should use
	Deleted some old ARKit configuration code that wasn't really used
	Fixed the setting of light estimation using the wrong value to determine the setting on ARKit

	#jira: UE-58544, UE-59371

Change 4110601 by Jason.Bestimt

	#DEV-VR - Adding spaces to plugin names

	#JIRA: UE-58642, UE-58643

Change 4110721 by Jason.Bestimt

	#DEV-VR - Removing question mark from tooltip

	#JIRA: UE-58641

Change 4111412 by Joe.Graf

	Fixed a bad merge of BaseEngine.ini

Change 4111902 by Nick.Whiting

	Adding in support for locking HMD tracking to an external tracking environment (e.g. mo cap).  This is not meant to drive the position continually in lieu of an HMD's built in system, but is rather to help keep the HMD from generally getting out of alignment with another tracking system.  Two functions, CalibrateExternalTrackingToHMD and UpdateExternalTrackingHMDPosition allow for arbitrary rigid offsets between the HMD and the external tracking source, and updating as desired.

Change 4116059 by Joe.Graf

	First pass integration of ARKit 2.0 (very wip, thar be dragons everywhere)

Change 4116109 by Jason.Bestimt

	#DEV-VR - Disable editing of Tegra Debugger setting for installed builds

	#JIRA: UE-58636

Change 4117821 by Jason.Bestimt

	#DEV-VR - Fix for crash in DebugCanvas on application termination

	#JIRA: UE-58865

Change 4118560 by Joe.Conley

	MagicLeap ImageTrackerComponent: Adding check for PLATFORM_LUMIN to prevent PIE crash running code that was designed to only run on device.

	Tested PIE in editor and launching to device.

Change 4118626 by Jason.Bestimt

	#DEV-VR - Removing ES2 from bMobileRendering Tooltop

	#JIRA: UE-58640

Change 4119786 by Joe.Conley

	Merging CL-4118965 from Release-4.20 using DevVRtoRelease420

Change 4119906 by Joe.Conley

	Magic Leap settings: Changing comment/tooltip on mobile rendering flag to not mention vulkan and just say "mobile". Still technically possible to use ES2 but it's hidden.

	#jira UE-59755 "Magic Leap: Project setting to set vulkan or ES2 needs to be removed"

Change 4122067 by Jason.Bestimt

	#DEV-VR - Copying all relevant files for Resonance Audio

Change 4122930 by Keli.Hlodversson

	Use XR ThreadUtils when scheduling GameTrackingThread to Render and RHI thread.
	#jira UE-58852

Change 4123848 by Nick.Whiting

	Enabling RHI threading on Lumin

Change 4124116 by Nick.Whiting

	Adding support for DefaultStereoLayers on Lumin

Change 4151051 by Joe.Conley

	Magic Leap: Override IniPlatfromName() for LuminTargetPlatform to report "Lumin" rather than reporting the value from it's parent, AndroidTargetPlatform, "Android".

	#jira UE-60389 "Lumin - Need to switch the *Phaedra* launch on option "All_Android_On..." to a single "All_Phaedra_On..." with no expandable options"

	Unsure if this will affect more than just this display name, as IniPlatformName() is used in a few places in the code, but eventually it will need to be "Lumin" anyway so we'll fix fallout as we find it.

Change 4160099 by Nick.Whiting

	Enabling RHI threading on Vulkan by default on Magic Leap

Change 4163986 by Joe.Graf

	Merging using Dev-VR_to_Release-4.20

Change 4164500 by Joe.Graf

	Merging using Release-4.20_to_Dev-VR

Change 4166311 by Jason.Bestimt

	#DEV-VR - Merge from //UE4/Dev-MagicLeap/... @ CL 4136411

Change 4167085 by Ryan.Vance

	#integrating 4.20 cl 4132173 to fix mobile vulkan occusion query issues.
	#jira UE-61051

Change 4167151 by Jason.Bestimt

	#DEV-VR - Manual merge of Dev-MAIN to resolve conflicts for robomerge

Change 4167983 by Joe.Conley

	For Lumin, only build shaders for OpenGL or Vulkan, not both. Fix a shader compile error in BogMyrtle material (can't use SpeedTree node on mobile).

	#jira UE-61126 Lumin Sample: Warning: LogMaterial : Failed to compile material for GLSL_ES2

Change 4168244 by Nick.Whiting

	Fix for stereo layers crashing on exit, where the DebugCanvas was destroyed after the layer manager, causing a nullptr dereference

Change 4170213 by Mike.Beach

	CIS build fix - removing duplicate definition & adding a missing #pragma once to a header fille

	#mlqdr

Change 4170299 by Mike.Beach

	LNK fix - fixing up more fallout from the recent merge from DevMain. Adding in missing function that was dropped in the merge (matching Main's version).

Change 4170962 by Nick.Whiting

	Back out changelist 4160099:  Removing the enabling by default on lumin

Change 4171227 by Chance.Ivey

	Unreal Engine logos for Portal and Model. These need to be set in Project Settings.

Change 4171260 by Chance.Ivey

	Removing ML basic assets for project icons.

Change 4171939 by Joe.Conley

	#jira UE-61124 Lumin Sample: EDL errors during Launch On

	Change Lumin Sample to use vulkan, like we do for everything by default now.

	Didn't see this error after this change.

Change 4172321 by Mike.Beach

	Sizing the debug layer properly for the magic leap device (inverting the y when rendering with opengl).

	#jira UE-60299

	#mlqdr

Change 4174175 by Jason.Bestimt

	#DEV-VR - Fix for dragging a "skylight" from lighting menu directly into sequencer.

Change 4174237 by Jason.Bestimt

	#DEV-VR - fixing initializer order

	#JIRA - UE-61337

Change 4175281 by Joe.Graf

	Added support to stream a preview image and the accompanying AR world data for shared AR experiences

Change 4175656 by Ryan.Vance

	Copying //Tasks/UE4/Dev-VR-VulkanMedia to Dev-VR (//UE4/Dev-VR)
	Preliminary vulkan media player support for ML.

	There are a number of tasks left to do with this feature before committing to main:
	- Clean up leaked color conversion handles
	- Texture slot binding is not robust for media textures
	- Color conversion extension init should be move to a lumin platform function
	- Mobile renderer's base pass may collapse multiple materials together into the same drawing policy, so the immutable samplers referenced in the pso would bleed into other materials
	- Fixing above will allow us to remove the immutable samplers from the mobile material rendering proxy to ensure we don't re-introduce the fort bug listed in the related comment

Change 4175684 by Ryan.Vance

	Fix for vk media player crash

Change 4175699 by Nick.Whiting

	Merging CL 4175640 (fix for Audio Capture pausing and resuming) to Dev-VR

Change 4176804 by Joe.Conley

	Rolando originally hacked the RHI for Lumin with the ForceEnableDebugMarkers() function; return false there instead of if PLATFORM_LUMIN.

Change 4178261 by Ethan.Geller

	Back out changelist 4175699 #fyi nick.whiting #rb none

Change 4179088 by Mike.Beach

	Mirroring CL4178961.

	Removing spammy error log, per consult from ML - apparently, at this time, MLSnapshotGetTransform() can return NaNs (which we handle). It is currently expected from the API.

	#jira UE-61127
	#mlqdr

Change 4179629 by Jeff.Fisher

	UEVR-1209 Update to Magic Leap Hand Tracking API
	-Switched from the Gestures API to the HandTracking API
	-There is nothing like the 0 and 1 tracking point that change meaning per gesture in the new API, so I assigned the former Center/Pointer/Secondary special 1/3/5 2/4/6 to Center/IndexFingerTip/ThumbTip.
	#review-4178177
	#jira UEVR-1209

	#mlqdr

Change 4179705 by Jeff.Fisher

	MagicLeapHandTracking CIS fix.

Change 4181301 by Joe.Graf

	Moved FaceARSample to Samples/Sandbox/AR/ so we can have all of the AR samples together

Change 4181402 by Joe.Graf

	Fixed a missing #ifdef wrapper in the MagicLeap plugin

Change 4181445 by Joe.Graf

	Fixed another missing #ifdef wrapper in the MagicLeap plugin

Change 4181558 by Jeff.Fisher

	HandTracking LeftGestureButton fix
	-The reality is Nihav made the fix, and I reviewed it.

Change 4185551 by Joe.Graf

	Added support to query and specify the desired video format for an AR session

Change 4185843 by Joe.Graf

	Merged in absolute scale/location/rotation PR #4760 from Wang Hao

Change 4186875 by Joe.Graf

	Added stats for face ar

	#jira: UE-53883

Change 4187681 by Joe.Graf

	Fixed unity build compilation error

Change 4188782 by Joe.Graf

	Work around LiveLink interpreting ARKit timestamps incorrectly causing jitter and animation lag

	#jira: UE-61540

Change 4189204 by Joe.Graf

	Merging using Release-4.20_to_Dev-VR

Change 4189331 by Joe.Graf

	Removed all of my merge markers from the lab

Change 4189477 by Joe.Graf

	Added performance tuning options for Face AR to ARSessionConfig
	Added whether to mirror or be face relative for Face AR to ARSessionConfig

	#jira: UE-53881

Change 4189835 by Joe.Graf

	Changed how timestamps for ARKit objects are updated to make them more amenable with the engine

	#jira: UE-61550

Change 4190085 by Jeff.Fisher

	Duplicating from Dev-Partner-MagicLeap-4.20 cl 4189995
	HandTracking 'failed to load' errors.
	-Needed a package redirector as well as the various class and enum redirectors.
	#MLQDR

	#review-4189613

	Files:
	//UE4/Dev-Partner-MagicLeap-4.20/Engine/Config/BaseEngine.ini#8

Change 4190100 by Jason.Bestimt

	#DEV-VR - Adding script version string to make sure AutoSDK gets run again
	[To Fix CIS Builds for UE4 Lumin]

Change 4190795 by Joe.Conley

	#jira UE-61265 Audio Capture Components need to hook Lumin backgrounding notifications to pause capture

	Shelve 4175638 got committed but didn't compile.  Fixed compile errors and changed some checks from Handle != ML_HANDLE_INVALID to MlIsValidHandle(Handle), fixed functions to return false if they error, responded to the errors by not continuing further, etc...

	Don't know if this fixes all the functionality, but doesn't crash for me anymore.

Change 4196211 by Jason.Bestimt

	#DEV-VR - Fixes for Android platform with new Lumin Vulkan Color Conversion Functions

Change 4199020 by Jason.Bestimt

	Making sure bHaveVulkan is true for Lumin

Change 4199506 by Jason.Bestimt

	#DEV-VR - Merging CL 4199443 from Dev-Magicleap to clear cache on looping media

Change 4200139 by Joe.Graf

	Initial check in of a project to illustrate AR persistent sessions

Change 4200299 by Joe.Graf

	Fixed the plugin setup for ARSaveLoad

Change 4200327 by Joe.Graf

	Fixed adding face ar plugin instead of world ar plugin

Change 4200330 by Joe.Graf

	Added a sample for using ARKit's environment probe feature

Change 4200352 by Joe.Graf

	Changed the ARSessionConfig to use automatic environment probe generation

Change 4201607 by Zak.Parrish

	Moving latest version of FaceARSample to DevVR

Change 4203453 by Jason.Bestimt

	#DEV-VR - Fixing Audio Capture to not re-open stream if it's already open

	#JIRA: UE-61609

Change 4204527 by Joe.Graf

	Changed the AR World Save and AR Get Candidate Object latent actions to use the new mechanism to reduce code

Change 4204533 by Joe.Graf

	POC of saving and load an AR world

Change 4204806 by Joe.Graf

	Added more descriptive display names for AR blueprint operations

Change 4204870 by Jeff.Fisher

	HandTracking blueprint access to all keypoints
	-Duplicating for Dev-VR from Dev-Partner-MagicLeap-4.20
	-Created new GetGestureKeypointTransform blueprint function to get a keypoint's transform by hand and keypoint enum.
	-Deprecated the old GetGestureKeypoint methods
	-Fixed Special_1 and Special_2 to use hand center instead of wrist center.
	-Exposed all the keypoints to blueprint, so they can work right away when underlyign support appears in the OS.
	#MLQDR
	#review-4200777

Change 4204877 by Jeff.Fisher

	Updated gesture test content to replace deprecated hand tracking blueprint functions.

Change 4204915 by Joe.Graf

	Hid blueprint internal methods from being callable

Change 4205082 by Joe.Graf

	Split ImportFileAsTexture2D into two functions so you can also import from a buffer

Change 4205170 by Joe.Graf

	Made the proxy create function blueprint internal only

Change 4206898 by Joe.Graf

	Initial ARSharedWorld multiplayer sample check in

Change 4207396 by Joe.Graf

	Removed the FARSharedWorld from ARSharedWorldGameState to make things simpler/cleaner

Change 4207406 by Joe.Graf

	Hooked up the delivery of the AR shared world data to the clients in the MP sample

Change 4207444 by Joe.Graf

	Fixed the shadowing warning

Change 4207794 by zak.parrish

	Checking in first stage of usable Save/Load AR work. Some UI, foundational functionality. Not testable yet.

Change 4207832 by Joe.Graf

	For Zak

Change 4207952 by Joe.Graf

	For Zak part 2

Change 4208268 by zak.parrish

	Checking in changes to ARSaveLoad's game mode

Change 4208316 by zak.parrish

	Living in shame under JoeG's rough admonishment. And fixing UI bugs.

Change 4208404 by zak.parrish

	Actually saving... maybe?

Change 4208407 by Joe.Graf

	Fixed wrong platform name being used as the whitelist for the AppleImageUtils plugin

Change 4209764 by Joe.Graf

	Added missing module class for AppleImageUtilsBlueprintSupport

Change 4210695 by Joe.Graf

	Added compression and versioning to the AR saved world data

Change 4211461 by Joe.Graf

	Incremented the face live link packet version since the new blendshapes were added

Change 4211843 by Joe.Graf

	Split some of the methods for ARKit conversion into a cpp from being all in the header
	Added some logging during conversion

Change 4212020 by Joe.Graf

	Added support for telling the AR system whether to reset tracking and tracked objects (useful for generating a play space and then using lower cpu/gpu tracking only)

Change 4212878 by Joe.Graf

	Fixed inline problem and exported FAppleARKitConversion class

Change 4214969 by Ryan.Vance

	#jira UEVR-1257

	Adding initialization to all members in the default FAppleARKitFrame ctor

Change 4217193 by Jason.Bestimt

	#DEV-VR - Fix for swapping shader cache formats and using Launch On

	We now reload the settings each time they are used rather than caching once at startup

Change 4217487 by Jason.Bestimt

	#DEV-VR - Fix for CIS shadowed member variable error

Change 4220007 by Jason.Bestimt

	#DEV-VR - Fix for Dev-VR compile issue for Lumin Target Platform dependencies on Engine

Change 4223757 by Jason.Bestimt

	#DEV-VR - Moving Lumin Audio Platform above Android because Lumin is Android

Change 4230863 by Keli.Hlodversson

	Updating to SteamVR 1.0.15

Change 4235330 by Jason.Bestimt

	#DEV-VR - Selective Merge from Dev-Partner-MagicLeap-4.20

	CL 4117808
	SKIP 4166531, 4172433, 4173415, 4174167, 4175152, 4174192

	CL 4175448, 4175781, 4176126, 4176135, 4176138, 4176803, 4178961
	SKIP - 4179818, 4179864

	CL 4179921, 4179956, 4180229, 4180268, 4180298, 4182733, 4183548, 4184684, 4186883, 4187230, 4189420, 4189995, 4190527, 4190721
	SKIP - 4191085

	CL 4192219
	SKIP 4195948

	CL 4197287, 4197951, 4197956, 4201351, 4202541, 4202544, 4202547
	SKIP 4202774

	CL 4203462, 4203484
	SKIP 4204670

	CL 4206823, 4209729, 4209810, 4211003, 4215367, 4215662, 4215892, 4215898, 4220239, 4220257
	SKIP 4220295

	CL 4220307
	SKIP 4221842

	CL 4221866, 4222959, 4223772, 4225943
	SKIP 4226329, 4227773

	CL 4228213, 4228270
	SKIP 422902, 4229054, 4229365, 4230881, 4233277

Change 4235969 by Joe.Conley

	MagicLeap: Add quotes around the path to the tools (clang etc) in the mlsdk directory, so that it won't fail if the MLSDK directory has a space in the path.

Change 4239300 by Nick.Whiting

	Adding missing uplugin file to GoogleARCoreServices

Change 4240183 by Keli.Hlodversson

	Updating to SteamVR 1.0.16

Change 4241714 by joe.conley

	#jira UE-62189	- "Various QAARApp/Content/...uassets have been saved with empty engine version"

	Resaved assets.

Change 4242300 by Nick.Whiting

	Fix for ARCore Tools being in the wrong folder, emitting RuntimeDependency ref to make sure they're properly included

	#jira UE-62277

Change 4244428 by Mike.Beach

	Copying //UE4/Partner-Oculus-Staging to Dev-VR (//UE4/Dev-VR)

Change 4244671 by Jeff.Fisher

	Fxing 'Lumi" build break.

Change 4247283 by Nick.Whiting

	Merging fix from CL 4247094 for ARCore external dependency locations

Change 4255817 by Ryan.Vance

	#jira UE-58854

	Vulkan Shared Texture Media Framework support cleanup
	Don't leak vk color conversion handles and only allocate if needed
	Move color conversion device init to a lumin platform call
	Add immutable sampler state to mobile base pass policy comparison
	Remove WITH_VULKAN_COLOR_CONVERSIONS wrappers around color conversion code
	TODO: FVulkanDescriptorSetsLayoutInfo::AddBindingsForStage still uses the first combined image sampler found when handking materials w/ immutable sampelrs which is not robust. The correct binding needs to be selected from reflection data generated by the compiler.

Change 4256021 by Jeff.Fisher

	UEVR-1261 MagicLeap HandTracking should be exposed to LiveLink
	-Exposed hand tracking transforms through live link.
	-Added blueprint function to get the livelink source.
	-Exposed LiveLikeSourceHandle through ILiveLinkSource.h so that it can be used by the MagicLeapPlugin.
	-The transforms are in tracking space.  They form a hierarchical skeleton with HandCenter as the root.  See FMagicLeapHandTracking::SetupLiveLinkData() for details on the hierarchy.  With the current magicleap runtime functionality many transforms in the skeleton are always identity.
	#jira UEVR-1261

	#review-4248322

Change 4258366 by Jeff.Fisher

	UE-62494 Dev-VR Editor fails to build with errors related to MagicLeapHandTrackingLiveLink.cpp
	-Fixed build break

Change 4260114 by Ryan.Vance

	#jira UE-62509

	Moving color conversion vk entry points to lumin platform to avoid failing to find them in android drivers.

Change 4263040 by Ryan.Vance

	Fixing scope issue.

Change 4263556 by Jeff.Fisher

	UE-62507 Fatal error crash opening packaged QAGame
	UE-62544 //UE4/Dev-VR - Run Automated Tests Cooked Win64 - Unhandled Exception
	-Updated #define OPENVR_SDK_VER TEXT("OpenVRv1_0_16")

	#jira UE-62507

Change 4265161 by Jason.Bestimt

	#DEV-VR - Fix for Lumin BP Projects not using their project specific ini files for compiling/cooking/packaging

	#JIRA: UE-62568

Change 4265739 by Ryan.Vance

	Marker API override for ML VK.
	The current ML driver unofficially supports debug markers, but will report the extension unsupported if queried directly.
	Once they add official support, we need to add the extension name back into the list.

Change 4267320 by Ryan.Vance

	We need to add the debug marker extension for all platforms but Lumin.

Change 4268149 by Michael.Trepka

	Fix for Lumin Toolchain failing to compile on Mac due to changes to the SDK

[CL 4268410 by Jason Bestimt in Main branch]
2018-08-08 10:57:55 -04:00
Matt Kuhlenschmidt
17e9370fac Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4153162 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-06-21 12:59:44 -04:00
Andrew Grant
24a57af222 Merging from //UE4/Release-4.20 - Added ability to suppress warning for blacklisted automation tests
#jira na
#rb na
#lockdown Nick.Penwarden

[CL 4147987 by Andrew Grant in Main branch]
2018-06-19 16:53:59 -04:00
Matt Kuhlenschmidt
e9f2982e4d Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4137243 by Matt Kuhlenschmidt in Dev-Editor branch]
2018-06-19 09:08:53 -04:00
Andrew Grant
7257446392 Merging change from //UE4/Release-Staging-4.20 - only display a warning for blacklisted tests if there is a reason specified
#lockdown Nick.Penwarden
#rb none

[CL 4133971 by Andrew Grant in Main branch]
2018-06-15 18:06:56 -04:00
Andrew Grant
bf668dff59 Merging fix for UE-6025, UE-60260, UE-60280 from //UE4/Release-Staging-4.20
Added GroundTruth for UE-60162

Merged Testblacklist work from Release-4.20

#lockdown Nick.Penwarden
#tests ran locally
#rb none

[CL 4133609 by Andrew Grant in Main branch]
2018-06-15 16:35:24 -04:00
Rex Hill
a84f4a452c Cleanup blueprint callable categories
Landscape Editor -> Landscape|Editor
Landscape Runtime -> Landscape|Runtime
Cloth -> Clothing Simulation
Cinematics -> Cinematic
Utility -> Utilities

#rb none

[CL 4119883 by Rex Hill in Dev-Editor branch]
2018-06-08 11:29:49 -04:00
Marc Audy
d90da4ab1a Merge to Dev-Main for 4.20 @ 4090813
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4091081 by Marc Audy in Main branch]
2018-05-23 21:04:31 -04:00
JeanMichel Dignard
81bc574d4c Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 4059031)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3974233 by Rex.Hill

	Optimized BuildStaticMeshVertexAndIndexBuffers and TEdgeBuilder

Change 3974234 by Rex.Hill

	Reduced number of calls to SaveRawMesh and LoadRawMesh

Change 3974235 by Rex.Hill

	Optimized SaveRawMesh by pre-allocating buffer

Change 3981370 by Jamie.Dale

	Added support for deprecated (renamed) classes, structs, enums, functions, and properties in Python

	The glue code generation will now use the existing redirects system to build deprecated entries for old names. You can also specify deprecated names to the ScriptName and ScriptMethod meta-data values by adding extra semi-colon separated entries (the first entry is the current name).

	Accessing deprecated objects in Python leads to a deprecation warning when developer mode is enabled.

Change 3983875 by Jamie.Dale

	Exposed some asset registry functions that may be useful in a commandlet environment

Change 3983901 by Jamie.Dale

	Hoisted some AssetData helpers onto the struct in Python

Change 3988367 by Jamie.Dale

	Python now honors EditInstanceOnly and EditDefaultsOnly when setting property values

Change 3988369 by Jamie.Dale

	Exposed generic get_default_object function that takes a type and returns you the CDO

	This is needed for types that aren't natively exposed to Python (such as Blueprint generated types)

Change 3989890 by Jamie.Dale

	Moved BlutilityActor to be Private in EditorScriptingUtils

	This can be removed once it's no longer needed.

Change 3989900 by Jamie.Dale

	Updated EditorScriptingUtilities to use the Public/Private folder structure for source code

Change 3990082 by Anousack.Kitisa

	Added plugin for Shotgun integration in Unreal.

	#jira UEENT-959

Change 3990783 by Anousack.Kitisa

	Changed ShotgunMenuItem to a struct.

Change 3991139 by Jamie.Dale

	Minimized use of GUnrealEd (favoring GEditor) so that this code can be used by commandlets

	Removed redundant usages of GEditor/GUnrealEd from within UEditorEngine itself, and fixed cases where null data was being accessed. Testing that loading, saving, and creating a new blank map will now work in a commandlet without crashing.

Change 3993189 by Jamie.Dale

	Fixed some mismatched return types

Change 3993191 by Jamie.Dale

	Inital support for taking the GIL at key points where external C code calls into Python

Change 3993683 by Patrick.Boutot

	[LTC]
	Add a CustomTimeStep that decode a LinearTimecode from the MediaSource. The MediaPlayer need to support buffering and should not run late since it's used to tick the engine time.
	Update DropTimecode to use the new Timecode structure in TimeManagement.

Change 3994430 by Jamie.Dale

	Adjusted how inline structs work so that types known at compile time can inline allocate without being fully hand-wrapped in Python

	They must now be registered via FPyWrapperTypeRegistry::RegisterInlineStructFactory before we start generating wrapped types

Change 3996083 by Jamie.Dale

	Added a distinct type for generated enum types so that you can query their available enum entries

Change 3998253 by conan.reis

	Remove redundant Perforce error output from the log

Change 4000307 by JeanMichel.Dignard

	Optimized FFbxImporter::ValidateAllMeshesAreReferenceByNodeAttribute()
	- Stored all scene nodes geometry ids in a set instead of looping on all scene nodes for every geometry. O(N) instead of O(N^2).
	- For 38685 scene nodes and 5417 geometry, the time went from 2 min 21.688 s to 0 min 0.098 s.

Change 4000605 by Jamie.Dale

	Added support for constant "hoisting"

	This allows you to tag a helper function that returns a constant with ScriptConstant meta-data (providing a potentially overridden name) to "hoist" that helper function to be a constant of the type it operates on when wrapped for Python (ScriptConstantHost can be used to host the constant on a struct rather than its own object).

Change 4001617 by Jamie.Dale

	Updated ScriptMethod and ScriptConstant to allow hoisting onto other classes as well as structs

	This allows you to have a runtime class be extended via methods in an editor-only module

Change 4005287 by Jamie.Dale

	Added a GIL lock when Slate Tick events call back into Python

Change 4005383 by Andrew.Rodham

	Sequencer: Initial scripting exposure and support

	First pass includes the following:
	  - Find/add/interate master tracks
	  - Find/add/interate bindings (both possessables and spawnables)
	  - Find/add/interate tracks on bindings
	  - Add/interate sections on tracks
	  - Get/Set section ranges

Change 4008609 by Jamie.Dale

	Added some missing native Python types to the documentation

	Native modules now build up a list of types and functions associated with them. This information is then passed through to the document generation to ensure that all exposed native types and functions are documented.

	In addition, any native Python module files are now assimilated into the unreal.py stub file and parsed so that they can be documented too.

Change 4008654 by Jamie.Dale

	Allow math operators to use the base type versions unless overridden

Change 4009740 by Patrick.Boutot

	Add BP function to convert a Timecode into a string.

Change 4009763 by Patrick.Boutot

	Update AudioCapture to retreive the SampleRate. Used by the LinearTimecode. Change the requested format from int16 to float since we converted it into that format later on.

Change 4009768 by Andrew.Rodham

	Removed explicit names from ScriptName methods, expanded sequencer scripting range functionality

Change 4009830 by Jamie.Dale

	Added support for UPARAM(ref) on arguments exposed to Python

	For standard functions, this just produces an input and output for the same argument (we can't mutate the input due to potential coercion).

	For ScriptMethod functions that use it on the 'self' argument, this will mark the function as "inline" and have the function apply the result of the 'self' argument back onto the 'self' instance after calling the function.

Change 4010034 by Jamie.Dale

	Added support for init_unreal.py start-up scripts

	These can be placed in any known sys.path in Python, including the Content/Python folders we automatically add, and the UnrealEngine/Python directory under the users home directory.

Change 4010422 by Jamie.Dale

	Improved errror reporting during Python generation

	It will now ensure if a debugger is attached to draw programmer attention to an error.

Change 4010498 by Patrick.Boutot

	Remove unnecessary loop Timecode.ToFrameNumber()

Change 4011312 by Jamie.Dale

	Duplicate deprecated names will no longer assert during Python glue generation

	They will now log a warning and continue

Change 4012068 by JeanMichel.Dignard

	Allow to render thumbnails for newly created packages.
	- To render a thumbnail, you either need a customer thumbnail renderer or a cached thumbnail. Querying cached thumbnails fails for newly created packages because it calls DoesPackageExist which check on disk. This call is unnecessary since we're relying on FindPackage which only works for packages that are loaded in memory.

Change 4013781 by Jamie.Dale

	FFrame::KismetExecutionMessage (or LogRuntimeError or LogRuntimeWarning) will now produce Python exceptions

	You can use these to emit warnings or errors from UFunctions wrapped for scripting, and when called from Python they will produce a Python exception (for errors), or Python warning (for warnings).

Change 4014337 by Jamie.Dale

	Struct coercion now errors if you provide a sequence with too many elements

	This also makes sure that PyConversion doesn't set an error state if ESetErrorState::No is passed (which could have previously happened from type casting calls).

Change 4015290 by Andrew.Rodham

	Sequencer: Moved runtime functionality from ISequencerChannelInterface to IMovieSceneChannelInterface

	  - Rename IBatchChannelInterface to IMovieSceneChannelInterface
	  - Removed MovieScene::Dilate()
	  - Added TMovieSceneChannelTraits::SupportsDefaults to automatically stub out functions relating to channel defaults

Change 4015664 by Jamie.Dale

	Renamed ScriptMathOp meta-data to ScriptOperator

Change 4016230 by Jamie.Dale

	Fixed incorrect make/break path in Importance Sampling Library (for Importance Texture)

Change 4017326 by Jamie.Dale

	Added make and break support in Python

	Structs that have a native make function will now use this as their constructor. This also adds support for breaking a struct into a tuple, either via a native break function, or via generic property enumeration.

Change 4017551 by Jamie.Dale

	Removed redundant outer parameter from find/load_asset/package

Change 4018594 by Jamie.Dale

	Added ScriptMethodSelfReturn as an alternative to UPARAM(ref)

	These two function signatures produce the same behavior and have the same cost in Python, the only difference is how they appear to Blueprints (and Blueprints seem to favor non-reference functions).

	UFUNCTION(..., meta=(ScriptMethod))
	static void DoThing(UPARAM(ref) FThingType&, int32);

	UFUNCTION(..., meta=(ScriptMethod, ScriptMethodSelfReturn))
	static FThingType DoThing(FThingType, int32);

Change 4020956 by Anousack.Kitisa

	Added Shotgun to the Level Editor/World Outliner and Content Browser context menus when there's a selected actor or asset.

	#jira UEENT-1219

Change 4021986 by Anousack.Kitisa

	Used the Python startup scripts mechanism to launch the Shotgun bootstrap script.

	Related to Jira UE-57896.

Change 4022993 by Jamie.Dale

	Added support for extra operators on Python structs

	You can now expose bool conversion and comparison operators (==, !=, <, <=, >, >=) in addition to the previous set of math operators. As part of this there is now stricter signature validation when generating the Python binding.

Change 4023226 by Jamie.Dale

	Added Make and Break function for FSoftClassPath

Change 4023348 by Jamie.Dale

	Exposed some methods and operators for PrimaryAssetId and PrimaryAssetType

Change 4027911 by Jamie.Dale

	Cross-outer redirects are no longer applied in Python

	#jira UETOOL-1382

Change 4029618 by JeanMichel.Dignard

	Unreal Studio UX
	- Made "Unreal Studio" the default tab in the new project wizard if we're using an installed enterprise build.
	- Create new projects as enterprise projects if we're using an insalled enterprise build.

	#jira UEENT-1231, UEENT-796

Change 4030217 by Jamie.Dale

	Exposed ScopedSlowTask to Python

	#jira UETOOL-1375

Change 4030784 by Matt.Hoffman

	Sequencer curve editor now shows vertical axis labels.

	#jira UE-58160

Change 4030858 by JeanLuc.Corenthin

	Expose LOD creation thru Python:
	- Create one struct to hold onto reduction settings per LOD
	- Create one struct to hold onto an array of reduction settings and a parameter to enable of disable automatic computation of screen size
	- Create new method to apply reduction settings to an array of StaticMeshActors

	#jira UEENT-1232

Change 4032239 by Jamie.Dale

	Cleanup pass over wrapped structs

	- Code dealing with reflected structs now uses UScriptStruct rather than UStruct.
	- The old PyConversion::NativizeStruct and PyConversion::PythonizeStruct have been renamed to PyConversion::NativizeStructInstance and PyConversion::PythonizeStructInstance.
	- New PyConversion::NativizeStruct and PyConversion::PythonizeStruct functions have been added to convert an object (or Python type) to a UScriptStruct (akin to what PyConversion::NativizeClass and PyConversion::PythonizeClass does for UClass).

Change 4032247 by Jamie.Dale

	Cleaned up some Python slow task code

Change 4032251 by Jamie.Dale

	Added functions to get the Python type associated with an Unreal class, struct, or enum

Change 4032258 by Jamie.Dale

	Added Python iterators for Unreal objects, classes, and structs, as well as the Python types wrapped by Unreal classes or structs

	#jira UETOOL-1380

Change 4032320 by Jamie.Dale

	Fixed Python object iterators skipping their first item

Change 4032321 by Jamie.Dale

	Added Python iterators for actors and selected actors

	#jira UETOOL-1380

Change 4033908 by Anousack.Kitisa

	Added Shotgun settings for metadata tags.

	#jira UEENT-1175

Change 4033909 by Anousack.Kitisa

	Added wrapper function to sync Content Browser to assets for scripting.

	#jira UEENT-1218

Change 4034951 by Matt.Hoffman

	Media Tracks now highlight when added to a Sequence/UMG animation.

Change 4034966 by Jamie.Dale

	Added GIL locks around post_init code that can be called from C++

Change 4035019 by Matt.Hoffman

	UMG Render Transforms + Margins now support infinite sections.

Change 4035470 by Andrew.Rodham

	Introduced a common base class for all movie scene channel data, FMovieSceneChannel.
	Removed IMovieSceneChannelInterface.
	Renamed FMovieSceneChannelEditorData to FMovieSceneChannelMetaData.
	Renamed FMovieSceneChannel and TMovieSceneChannel to FMovieSceneChannelData and TMovieSceneChannelData, to make way for common channel base class.
	Renamed instances of 'specialized' channel editor data to 'extended' channel editor data.
	Introduced non-templated FMovieSceneChannelHandle and a templated version. Changed internal implementation to use a lookup rather than a directly resolved weak ptr.
	Various pieces of documentation and cleanup.

Change 4037112 by Max.Chen

	Sequencer: Added some missing RF_Transactional flags to newly created sections.

Change 4037121 by Max.Chen

	Sequence Recorder: Timecode recording

	Introduced an FSourceTimecode which is saved as editor only data to the MovieSceneSection and MovieScene. FSourceTimecode consists of an FFrameNumber delta that correlates the section's initial start time to an FTimecode. The FFrameNumber is adjusted whenever the section is moved.

	One use case for this is through sequence recorder, which captures the timecode at the start of recording and saves an FSourceTimecode per movie scene section it creates. If the section is moved, it can always be returned to its source timecode by the section's right click menu, "Sync to Source Timecode".

	#jira UESEQ-406

Change 4038462 by Jamie.Dale

	Added support for using Python callables with delegates

	All the "x_function" methods on delegates and multicast delegates now have an "x_callable" equivalent that take a Python callable (we attempt basic validation of the signature, but that only allows us to check the input argument count is what we expect).

	Internally the callable is wrapped in a UObject, so certain GC restrictions are present (and is why coercion is disabled for callables). Delegates wrapped in Python (including as a direct property of an object or struct, or inside a container) will be kept alive via the Python reference collection, however once there are no Python references left the proxy object will be allowed to die unless something external has taken a reference to the proxy object.

Change 4039123 by James.McNatton

	Remove dependency on SteamController in VirtualCamera #rb none

Change 4039162 by Jamie.Dale

	Fixed linter warnings about unescaped backslashes in docstrings

Change 4039170 by Jamie.Dale

	No longer expose deprecated functions or properties if they clash with another Python exposed item

Change 4039429 by Max.Chen

	Sequence Recorder: Swap to editor actors on end PIE if the actors to record were set to the PIE actors

Change 4039442 by Max.Chen

	Sequence Recorder: Find the existing object binding and record into it if it exists. When recording to an existing object binding, if the track exists, remove all animation data and reuse the track.

Change 4039477 by Jamie.Dale

	Added warnings for conflicting Python type and field names

Change 4039478 by Jamie.Dale

	Fixed warnings for conflicting Python type and field names

Change 4039511 by Max.Chen

	Sequencer: Remove all animation data for spawn track

Change 4040649 by James.McNatton

	Multiple Virtual Camera bug fixes
	- Removed QAGame mannequin from test map
	- Fixed errors being generated when trying to load preset
	- Presets now properly load and save axis settings
	- Deleted presets should no longer linger in menus
	- Presets now save and load favorite status

Change 4041356 by Max.Chen

	Sequence Recorder: Takes system

	#jira UESP-544

Change 4041589 by Jamie.Dale

	Added C++ source information (plugin, module, and file) to the Python doc string

Change 4041746 by Jamie.Dale

	Made ScriptOperator more relaxed about its signature validation as long as the additional input parameters are defaulted

Change 4041757 by James.McNatton

	Virtual Camera Bug Fixes
	- The Input Source dropdown now accurately reflects user selection
	- Input source changed to EditDefaultsOnly
	- Focus should no longer be set when the settings menu is open

Change 4041823 by Jamie.Dale

	Made ScriptOperator more relaxed about its signature validation for defaulted input parameters

	Existing Blueprint exposed operator functions may both default required arguments, and add additional default arguments. ScriptOperator will now accept both of these as long as there are enough arguments, but not too many non-defaulted arguments.


Change 4042956 by James.McNatton

	VirtualCamera bug fixes related to focus plane visualization
	- Removed extra focus plane that was being displayed
	- Added logic to adjust for nonuniform scaling of objects when settings up tracking focus

Change 4043400 by James.McNatton

	Multiple bug fixes related to saving various values
	- Now saves matte opacity and updates on load
	- Now saves filmback format name and updates on load
	- Now saves desired distance units and updates on load

Change 4043481 by James.McNatton

	Fixed issue in Virtual Camera where joystick movement would not properly apply locks after rotating #rb none

Change 4044358 by Jamie.Dale

	Fixed some cases where empty default values would be lost from UHT

	Eg, empty strings, null objects

Change 4044362 by Jamie.Dale

	Fixed old-style enums being missed by the Python glue generation if they're only referenced by a property of function

Change 4044371 by Jamie.Dale

	Fixed default value application for some struct types that use a custom default value format when exported by UHT

Change 4044417 by Max.Chen

	Sequence Recorder: Better default group names with an underscore separator for letters

Change 4045164 by Jamie.Dale

	Hardened usage of CopyScriptStruct to ensure that the source type is a child of the destination type, and that the destination type is used to copy (to still allow slicing of derived data)

Change 4045195 by Jamie.Dale

	Updated FPropValueOnScope::GetValue to be able to return the value for a particular array index

Change 4045589 by James.McNatton

	Fixed packaging error for VirtualCamera plugin
	- Plugin is now a runtime plugin rather than developer
	- Fixed up associated warnings with saving and loading in editor

Change 4046208 by James.McNatton

	Virtual Camera bug fixes
	- Adjusted how mattes and filmback works together
	- Should now always respond properly to changing filmback settings in UI
	- Should now match the correct view size within the matte under all circumstances

Change 4046372 by Max.Chen

	Sequencer: Fix subsequence binding ids.

	#jira UE-55337

Change 4046694 by Max.Chen

	Sequence Recorder: Compile the template before finding the camera sequence id since the precompiled template is not up to date.

Change 4046801 by Jamie.Dale

	Improved default values and return types used in the unreal.py stub file

	 - Object and Struct types generate an __init__ function with the correct signature.
	 - Struct __init__ functions list the correct default values (including when using make/break functions).
	 - Methods now list the correct default values.
	 - Get/Set getters return a value of the correct type.
	 - Get/Set setters are no longer exported for read-only properties.
	 - Constants resolve to the correct type and value.

	#jira UETOOL-1377

Change 4047023 by Jamie.Dale

	Added missing hook-up for % and %= in Python

Change 4047100 by Jamie.Dale

	Operators are now exposed to unreal.py and generate docs stating which overloads are available

Change 4047105 by Jamie.Dale

	String is now "str" in doc strings to match the Python type

Change 4047714 by Max.Chen

	Sequencer: Resolved merge conflicts with Dev-Sequencer

Change 4048150 by Jamie.Dale

	Fixed single-culture PO import/export failing

	#jira UE-47079

Change 4048653 by Andrew.Rodham

	Sequencer: Automatic re-evaluation is now suppressed for external changes that modified only default values on channels

	  - The issue is that moving an object that is partially-keyed in sequencer, with auto-key off, will set default values for the non-keyed channels. Doing so will dirty the sequence, which causes a re-evaluation, which re-evalutes the keyed channels, which effectively undoes the external change.
	  - This is now fixed by suppressing the automatic re-evaluation for a specific signature of a specific sequence, if that is the only thing that has dirtied the sequence. Any subsequent changes to the sequence will cause a re-evaluation, and the suppression to be wiped.

	#jira UE-57519
	#jira UE-58487

Change 4048814 by Jamie.Dale

	Fixed syntax error if an enum had an unknown value

Change 4048819 by Jamie.Dale

	Fixed struct init functions having the wrong default values

Change 4048856 by JeanLuc.Corenthin

	- Removed LOD & collision functions from UEditorLevelLibrary
	- Created a new class, UEditorMeshLibrary, to hold onto functionalities related to StaticMeshes
	  - Added method to set LODs on a static mesh
	  - Added method to remove LODs from a static mesh
	  - Added method to get number of LODs on a static mesh
	  - Added method to get number of simple collisions onto a static mesh
	  - Added method to get number of convex collisions onto a static mesh
	  - Added method to add convex collision onto a static mesh
	  - Added method to remove all collisions onto a static mesh

	#jira UEENT-1232
	#jira UEENT-1233

Change 4048961 by Jamie.Dale

	Improved formatting of output parameters in doc strings

	#jira UETOOL-1376

Change 4048988 by Jamie.Dale

	Fixed context leakage between the console and files, and import "unreal" by default now in the console

	#jira UETOOL-1379

Change 4049912 by Max.Chen

	Sequence Recorder: Minor recording group name improvements.
	- Initialize newly created actor group with existing actor group's base path.
	- When duplicating, use the current group's name as the base.
	- When typing in a name, if it fits the group format, the name should be allowable if it doesn't conflict with existing group names/assets.

Change 4049934 by Andrew.Rodham

	Sequencer: Minor clean-up of sequencer interfaces and overloads

	  - Replaced remaining instances of void* with FMovieSceneChannel* now that we mandate a common base class
	  - Changed remaining explicit calls to SetDefault to SetChannelDefault overload so it works correctly with the SupportsDefaults trait
	  - Exposed ability to manually implement an ISequencerChannelInterface rather than using the default templated one

Change 4050608 by conan.reis

	Was getting link error about use of FFrameTime in  ULevelSequencePlaybackController::PlayFromBeginning() in the VirtualCamera plugin so added TimeManagement to its dependant modules so it compiles again.

Change 4050899 by Max.Chen

	Sequencer: Allow actor components for synchronization

	#jira UE-58468

Change 4050900 by Max.Chen

	Sequence Recorder: Don't create a spawn section if the object is a possessable

	#jira UE-58272

Change 4050904 by Max.Chen

	Curve Editor: Fix for evaluation a section of time when one key is non-weighted and the other is weighted.  What we do is evaluate them both as being weighted, but we don't have the weight value for the non-weighted tangent. The weight of the non-weighted tangent is implicilty 1/3rd the distance between the two points, so we just calculate that if needed.

	#jira UE-58573

Change 4050905 by Max.Chen

	Curve Editor: When calculating vertical extents find feature points where slopes are zero and check them in addition to the keys if the curve is cubic. Curves now fit correclty vertically.

	Also changed fudge to 5% from 10% to match up old editor. Tighter fits seems better.

	#jira UE-58571

Change 4050972 by James.McNatton

	Added functions to ISequenceRecorder
	- Calling StartRecording with an empty array now triggers recording without clearning queued recordings
	- Added function to queue an actor to be recorded
	- Added function to check the next take number for a given actor when using groups

Change 4050994 by James.McNatton

	Bug fixes for Virtual Camera
	- Preset menu now shows dates in the timestamp
	- Resetting offsets now alerts the system to update UI

Change 4051431 by David.Hibbitts

	Added a component and blueprint library to access LiveLink data in blueprints which also works in editor.
	Deprecated LiveLink Driven component

	#jira UESP-577

Change 4051475 by Patrick.Boutot

	Rename EditorMeshLibrary
	Merge AssetScriptingUtilititesEditor with EditorScriptingUtilities. Add Redirects.

Change 4051558 by Patrick.Boutot

	EngineCustomTimeStep returns true when we also want to perform the default engine code.

Change 4052106 by Andrew.Rodham

	Sequencer: Adding an example that creates a sequence out of the current editor selection

Change 4052205 by Anousack.Kitisa

	Fixed selected asset paths referenced by selected actors when using context Shotgun menu.
	Added function to retrieve the work area directory for Shotgun.

	#jira UEENT-1220

Change 4052951 by James.McNatton

	Virtual Camera Sequence Recorder updates to integrate new take system
	- Takes no longer display unless sequence recorder has a group selected
	- Adjusted fix to packaging error
	- FPS value will no longer appear if sequence recorder isn't available

Change 4053130 by mason.seay

	Updated Game Mode Override

Change 4053273 by James.McNatton

	Virtual Camera cleanup adjustments

Change 4053627 by Max.Chen

	Sequencer: Disable bind sequencer to PIE/simulate while recording.

Change 4053628 by Max.Chen

	Sequence Recorder: Fix target animation not persisting

	#jira UE-58508

Change 4053871 by Max.Chen

	Image Plate: Fix icon path

Change 4054370 by Patrick.Boutot

	Remove LiveLink warning. Create base a class for FLiveLinkFrameRate as suggested in GenericPlatformCompilerPreSetup.h

Change 4054447 by Darren.Pegg

	AJA low level device API
	Blackmagic low level API
	MediaIOCore changes to support AJA/Blackmagic changes
	AJA Module converted to use MediaIOCore
	Blackmagic Module changes for MediaIOCore
	Blackmagic/AJA Binary files

Change 4054769 by Patrick.Boutot

	Packaging error issue introduce with CL 4054370.

	#jira UE-58749

Change 4055443 by Max.Chen

	Sequencer: Fix crash in adding filler shot

	#jira UE-58767

Change 4056577 by JeanMichel.Dignard

	Fixed crash with automation tests.
	We would bind the default UEditorEngine to Automation and on map load, it would call PIE on GEditor but with recent changes, PIE is called on this and the default UEditorEngine is not initialized so it would crash with a null GameViewportClass. Now we'll bind Automation on UEditorEngine InitializeObjectReferences so that we're in a good state and it's only called for GEditor.

	#jira UE-58792

Change 4057238 by Jamie.Dale

	Fixed crash when renaming Python generated classes or structs

Change 4058435 by Jamie.Dale

	Fixed lingering exception state when converting a dict to a struct

Change 4058486 by mason.seay

	Removed remote.host call from map

[CL 4060164 by JeanMichel Dignard in Main branch]
2018-05-09 10:24:50 -04:00
Marcus Wassmer
25eed01c13 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 4041614)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3774677 by Arne.Schober

	DR - Deprecated SetLocal from the RHICmdlist
	Fixed some unnecessary PSO collisions.

Change 3809579 by Chris.Bunner

	Back out changelist 3774677.

	#jira UE-53483

Change 3810363 by Mark.Satterthwaite

	More random fixes to mtlpp: most important is the extension to Buffer that allows creation of sub-buffers that are merely views onto a sub-range of the parent. These sub-buffers are valid to use throughout the mtlpp API with two exceptions: they may not be used for visibilityResultsBuffers and Set*BufferOffset functions cannot take this offset into account (as the encoder does not hold onto the buffers and I don't want it to). In the case of Set*BufferOffset the caller has to know what is going on and in the case of visibilityResultsBuffers it'll just assert as it isn't sensible.

	This makes it *much* easier to do things like sub-buffer allocation, though the caller must be aware of the alignment restrictions of their intended usage as they are not possible to enforce. For example, a call to SetVertexBuffer requires an offset alignment must match the alignment of the data-type in the shader for "device" resources, or for "constant" data it must be max(4, sizeof(datatype)) on iOS and 256 on macOS. This should allow for much more tightly packed sub-allocations than earlier approaches, though older drivers (e.g. Mac OS X 10.11) enforce only the coarser "constant" data restriction everywhere.

Change 3810407 by Marcus.Wassmer

	PR #4322: ShadowSetup Bug Fix: Only stencil mask drawn meshes (Contributed by DSDambuster)

Change 3810676 by Guillaume.Abadie

	Makes r.Test.SecondaryUpscaleOverride work with any arbitrary pixel size.

Change 3810696 by Guillaume.Abadie

	Adds support for #include "../MyFile.ush" in the shader compiler.

Change 3810698 by Guillaume.Abadie

	Implements enum class based shader permutation dimension.

Change 3810699 by Guillaume.Abadie

	Implements Diaphragm DOF ground work.

Change 3811536 by Guillaume.Abadie

	Pulls the trigger on CircleDOF's setup pass for DiaphragmDOF.

Change 3811958 by Mark.Satterthwaite

	More fixes for mtlpp.

Change 3811964 by Mark.Satterthwaite

	Only views onto a mtlpp::Buffer should return a valid parent-buffer.

Change 3812604 by Guillaume.Abadie

	Changes Diaphragm DOF's source file layout.

Change 3812827 by Mark.Satterthwaite

	More missing/broken functionality in mtlpp fixed and fixed obvious leaks.

Change 3812920 by Guillaume.Abadie

	Adds support for per mip level UAV in FSceneRenderTarget.

Change 3812926 by Mark.Satterthwaite

	Change the way we handle mtlpp resource construction to avoid leaks.

Change 3812960 by Rolando.Caloca

	DR - vk - Disable DFGI

Change 3812968 by Rolando.Caloca

	DR - Linker fix

Change 3813318 by Mark.Satterthwaite

	Fix linear texture allocation from a buffer sub-view.

Change 3813326 by Mark.Satterthwaite

	Fix another Metal mtlpp sub-buffer allocation failure.

Change 3813328 by Guillaume.Abadie

	Removes global samplers in TAA for GL4, Vulkan and Switch.

Change 3813937 by Rolando.Caloca

	DR - Fix logs not getting dumped when r.DumpSCWQueuedJobs is on

Change 3813947 by Rolando.Caloca

	DR - noshaderworker should override r.XGEShaderCompile

Change 3817017 by Uriel.Doyon

	Fixed texture editor black screen
	#jira UE-53653

Change 3818568 by Rolando.Caloca

	DR - Fix log when shader jobs crash
	- Move log10 to common
	- Added COMPILER_VULKAN define

Change 3818603 by Uriel.Doyon

	Fix to static analysis warning

Change 3818623 by Rolando.Caloca

	DR - Workaround hlslcc loop unrolling bug

Change 3819070 by Uriel.Doyon

	Fix to stat duplication.

Change 3819105 by Uriel.Doyon

	Refactored volume sample shader to avoid using texture dimension.

Change 3819136 by Rolando.Caloca

	DR - vk - Per platform files (empty)

Change 3819180 by Rolando.Caloca

	DR - vk - Move defines out of config into per platform

Change 3819247 by Rolando.Caloca

	DR - vk - Remove more defines into platform settings

Change 3819318 by Rolando.Caloca

	DR - vk - Fixes for linking

Change 3819868 by Rolando.Caloca

	DR - vk - Linux & Android fixes

Change 3819873 by Guillaume.Abadie

	Adds support for PermutationId on r.DumpShaderDebugInfo=1

Change 3819940 by Rolando.Caloca

	DR - vk - Fix Linux issues

Change 3819956 by Rolando.Caloca

	DR - vk - Invalid check

Change 3819961 by Michael.Lentine

	Hide attributes when plugin is not present

Change 3819980 by Rolando.Caloca

	DR - vk - Standard validation always

Change 3820039 by Rolando.Caloca

	DR - vk - Fix invalid ensure

Change 3820326 by Rolando.Caloca

	DR - vk - Linux compile fix

Change 3820422 by Michael.Lentine

	Add back GBufferAO.

Change 3820433 by Rolando.Caloca

	DR - Fix D3D12 crash on 20 thread (10x2 cores) machines

Change 3821677 by Rolando.Caloca

	DR - vk - Win32 compile fix

Change 3821961 by Rolando.Caloca

	DR - Vulkan uses real UB by default on non-Android

Change 3821968 by Rolando.Caloca

	DR - vk - Update glslang 1.0.65.1

Change 3821969 by Uriel.Doyon

	Added support for stat groups that must be sorted by name. Defined by DECLARE_STATS_GROUP_SORTBYNAME.

Change 3821983 by Rolando.Caloca

	DR - vk - Change to static array (0.1ms on 10k draw calls)

Change 3824141 by Rolando.Caloca

	DR - vk - Fix static analysis
	- Bumped up some (c) 2017->2018

Change 3824355 by Rolando.Caloca

	DR - vk - Accessor to find out if a cmd buffer has been submitted

Change 3824420 by Rolando.Caloca

	DR - Sanity check number of queries per batch on D3D11 as to not break other RHIs

Change 3824463 by Rolando.Caloca

	DR - Removed dummy ensure for D3D12

Change 3824609 by Rolando.Caloca

	DR - vk - Linux compile fix

Change 3826074 by Mark.Satterthwaite

	Start IMP-caching the various descriptor types in mtlpp.

Change 3826098 by Rolando.Caloca

	DR - vk - Dump layer compile fixes

Change 3826113 by Rolando.Caloca

	DR - vk - Missing dump functions

Change 3826302 by Rolando.Caloca

	DR - vk - Compile fix
	- Change dump handles to %p

Change 3826635 by Mark.Satterthwaite

	Forward declarations required for mtlpp compilation without exposing Metal headers - plus fixes to the mtlpp test compiler.

Change 3827072 by Mark.Satterthwaite

	Switch some more mtlpp descriptors over to IMPTables from objc_msgSend.

Change 3827909 by Guillaume.Abadie

	Replaces diaphragm DOF's prefiltering with LDS bank coherent bilateral reduction, and implements 1/8 res background gathering pass.

Change 3827952 by Guillaume.Abadie

	Updates copy right to year 2018 on diaphragm DOF's new files.

Change 3828055 by Rolando.Caloca

	DR - vk - Rename in prep for changes

Change 3828229 by Guillaume.Abadie

	Avoids to log multiple time global shader type name that have multiple permutations when verifying global shader map.

Change 3828427 by Guillaume.Abadie

	Reimplements Max3x3 gathering post filtering for Diaphragm DOF with proper shader permutation.

Change 3829979 by Guillaume.Abadie

	Fixes a color NaN source in diaphragm DOF's TAA pass.

Change 3830116 by Rolando.Caloca

	DR - vk - Fix GPU queries/frame time on old system
	- New system in place, disabled temporarily

Change 3830169 by Rolando.Caloca

	DR - vk - Fix async pso creation crash

Change 3830193 by Rolando.Caloca

	DR - vk - CPU RHI thread improvement

Change 3830291 by Guillaume.Abadie

	Automatically lower the number of gathering rings on background half res gather pass as far CoC is getting smaller.

Change 3830300 by Rolando.Caloca

	DR - vk - Static analysis fix: Split VulkanCommon.h out of VulkanConfiguration.h

Change 3830589 by Mark.Satterthwaite

	In mtlpp cache the IMPTables for all the Metal @protocol's that are dependent on the MTLDevice, this avoids a mutex & map lookup. Also make all the concrete types store their IMPTable statically as it won't change.

Change 3830793 by Mark.Satterthwaite

	Fix a small number of bugs introduced with the mtlpp descriptor and table caching.

Change 3831491 by Jian.Ru

	Fix driver version unknown
	#jira UE-53688

Change 3832335 by Rolando.Caloca

	DR - vk - Change include

Change 3832550 by Rolando.Caloca

	DR - vk - Occlusion query rewrite WIP

Change 3832589 by Rolando.Caloca

	DR - vk - Minor refactor to pools in prep for timestamps

Change 3832618 by Rolando.Caloca

	DR - vk - Do not block timestamp queries

Change 3832636 by Rolando.Caloca

	DR - vk - Fix old timestamp queries

Change 3833138 by Rolando.Caloca

	DR - vk - Fix timestamp queries

Change 3833249 by Rolando.Caloca

	DR - vk - Test lock

Change 3833667 by Rolando.Caloca

	DR - vk - Old queries wait on the RHI thread now instead of the driver (disabled)

Change 3833907 by Daniel.Wright

	Fixed NextStartOffset UAV index out of bounds

Change 3833918 by Daniel.Wright

	D3D12 RHI: only refcount uniform buffers if GRHINeedsExtraDeletionLatency is false, which is no longer the case for PC or Xbox.  The refcounting was heavy on performance as reported by a licensee because FRHIResource uses atomics for refcounting, which is only necessary when GRHINeedsExtraDeletionLatency is disabled.

Change 3834852 by Rolando.Caloca

	DR - vk - Missing file

Change 3834858 by Guillaume.Abadie

	Implements r.DOF.MinimalFullresBlurringRadius

Change 3834979 by Rolando.Caloca

	DR - vk - Fix

Change 3836117 by Rolando.Caloca

	DR - vk - Update to 1.0.65.1

Change 3836122 by Rolando.Caloca

	DR - vk - Added r.Vulkan.SubmitOcclusionBatchCmdBuffer
	- Added new error codes/messages

Change 3836421 by Mark.Satterthwaite

	For the purposes of debugging and conformance testing mtlpp make it possible to compile *without* the IMP cache so that we call the underlying Objective-C.

Change 3836896 by Uriel.Doyon

	Fixed concurrency and exit issues  around d3d12 pipeline states on windows.

Change 3837385 by Rolando.Caloca

	DR - vk - Dump memory on OOM

Change 3837427 by Rolando.Caloca

	DR - vk - Change some arrays to array views

Change 3837800 by Guillaume.Abadie

	Implements SHADER_PERMUTATION_RANGE_INT to make contiguous integer permutations that does not start to 0.

Change 3838128 by Rolando.Caloca

	DR - vk - Support for non-cached memory types

Change 3838540 by Guillaume.Abadie

	Refactors Diaphragm DOF's CoC tile buffer under a single API for better maintainability.

Change 3838731 by Rolando.Caloca

	DR - vk - Descriptor pools per command buffer pool (turned off)

Change 3838961 by Rolando.Caloca

	DR - vk - Use ring buffer for per frame uniform buffers
	- Enable descriptor pools per layout recycled per command buffer

Change 3839087 by Rolando.Caloca

	DR - vk - Compile fixes for Android

Change 3839106 by Marcus.Wassmer

	PR #4413: Removing unnecessary call to FString::ToLower (Contributed by gsfreema)


Change 3839252 by Mark.Satterthwaite

	Fix mtlpp::Resource move operators.

Change 3839426 by Marcus.Wassmer

	Duplicate 380972
	Make PC GPU Benchmarks more reliable

Change 3840041 by Guillaume.Abadie

	Fixes shader compilation failure in TAA with alpha channel through post processing support.

Change 3840257 by Chris.Bunner

	Swapping a mul() to * in HLSLTranslator::Dot to allow scalar transformations per a UDN ticket.

Change 3840308 by Rolando.Caloca

	DR - vk - Support for UB & non-UB on emulation mode

Change 3840586 by Rolando.Caloca

	DR - Copy 3840577
	Fix for CPUs with more than 16 cores

Change 3840671 by Rolando.Caloca

	DR - vk - Copy from 3840663
	Fix for layout ensure on HMD projects on Vulkan

Change 3840980 by Rolando.Caloca

	DR - vk - Android compile fixes

Change 3841989 by Guillaume.Abadie

	Slices Diaphragm DOF's Gather pass in multi shader files, and CFLAG_StandardOptimization flag for faster iteration time.

Change 3842216 by Guillaume.Abadie

	Fixes DDOF's foreground alpha channel.

Change 3842217 by Guillaume.Abadie

	Implements r.DOF.MaximalForegroundBlurringRadius

Change 3842353 by Guillaume.Abadie

	Allows to disable foreground gathering with r.DOF.MaximalForegroundBlurringRadius=0

Change 3842747 by Rolando.Caloca

	DR - vk - Missing use of GPoolSizeVRAMPercentage
	- Support for smaller allocations if page size is not available

Change 3842791 by Rolando.Caloca

	DR - vk - Use 95% of available GPU memory to handle some fragmentation

Change 3843690 by Guillaume.Abadie

	Fixes diaphragm DOF's foreground after all this refactoring.

Change 3844439 by Guillaume.Abadie

	Improves Coc dilate pass to make the gather pass as fast as possible, but still without artifacts caused by the fast gathering optimisation.

Change 3844946 by Mark.Satterthwaite

	rd_route v1.1.1 with attached TPS approval.

	For macOS function interposition which is useful for debugging and the occasional workaround.

Change 3845164 by Mark.Satterthwaite

	Add LLM support for macOS, including tracking of memory allocated in Objective-C. This makes use of runtime method swizzling in the Objective-C runtime and the rd_route library I added for Richard Wallis, which allows for arbitrary runtime function interposition and allows me to hook the custom allocators used in Apple's many Objective-C frameworks on which the whole macOS edifice is built. Objective-C objects are charged to the calling scope as they are too common to impose their own without murdering frame rate.

	We would need a TPS approval for an iOS function interposition library for this to work fully on iOS, if desired in the short term discarding LowLevelFree events that aren't in the map rather than asserting will workaround the problem.

Change 3845849 by Marcus.Wassmer

	Fix clang and some normal refactor errors

Change 3846026 by Rolando.Caloca

	DR - vk - Descriptor set allocation scheme rewrite
	- Type hash for each pool
	- Desc sets Pool on device

Change 3846169 by Rolando.Caloca

	DR - vk - Remove old code for non-layout descriptor set pools

Change 3846205 by Mark.Satterthwaite

	Disambiguate the PatchControlPointOut struct definitions in Metal tessellation shaders at Apple's suggestion to avoid a metallib gotcha.

Change 3846346 by Arne.Schober

	DR - Missing Vector instructions

Change 3847037 by Arne.Schober

	DR - Fix issue with GPU skincache where the offset of the clothbuffer is not relative to the offset of the actual vertexbuffer.
	Fixed MorphTarget Skincache Offset mixxup

Change 3847275 by Marcus.Wassmer

	Copying MGPU to Dev-Rendering (//UE4/Dev-Rendering)

Change 3847464 by Rolando.Caloca

	DR - vk - Fix static analysis warning

Change 3847707 by Michael.Lentine

	Only use MorphTargetOffset when the shader enables morph targets.

Change 3848533 by Richard.Wallis

	Handle Metal adding FirstInstance into [[ instance_id ]] which is different to other APIs.  SV_InstanceID and SV_VertexID should now have their respective base instance and base vertex ID's subtracted before use in the shader.

	#jira UE-51716

Change 3848625 by Richard.Wallis

	Compile Fix

Change 3848725 by Rolando.Caloca

	DR - Remove use of Build/SetLocalGraphicsPipelineState

Change 3848797 by Rolando.Caloca

	DR - Deprecate Build/SetLocalGraphicsPipelineState

Change 3849237 by Arne.Schober

	DR - AddCustom Ver for ModelVertex Serialization

Change 3851247 by Rolando.Caloca

	DR - vk - Util functions

Change 3851523 by Arne.Schober

	DR - Update Reflection Comparission shot from the BuildFarm.

Change 3851859 by Rolando.Caloca

	DR - vk - Skip loader

Change 3851889 by Krzysztof.Narkowicz

	Removed lights with lighting channels out of tiled deferred light list. Tiled deferred lights do not support lighting channels and it's wasn't worth to add extra complexity to this shader in order support this special case.

	#jira UE-51512

Change 3852181 by Rolando.Caloca

	DR - vk - Linux compile fix

Change 3852547 by Uriel.Doyon

	Fixed Pre-Exposure shader compilation and Temporal AA issue.

	#jira UE-54276

Change 3852637 by Arne.Schober

	DR - Fixing Normal Automated Test Result

Change 3853167 by Richard.Wallis

	AvfPlayer - support for streaming media.  Due to an operator new/delete mismatch in Apples CFNetwork - we've had to change out one of that framework allocators using rd_route to avoid  the memory corruption.

	#jira UE-35637

Change 3853447 by Chris.Bunner

	Fixing typos.

Change 3853645 by Krzysztof.Narkowicz

	Fixed light functions on subsurface materials
	Removed strange code from blending between static and dynamic shadows

	#jira UE-50275

Change 3853660 by Rolando.Caloca

	DR - Fix OpenGL overwriting texture samplers on forward renderer

Change 3853945 by Mark.Satterthwaite

	Duplicate #3831616

	Fix the black ground scattering on Metal - we've had issues with the atmospheric fog calculations for a long time - one or more intermediate operations generates different precision on Metal so we end up passing -ve values into sqrt which then generates NaN/INF. For Metal when compiling this file and this file only #define sqrt() to sqrt(abs()) so that we don't see anymore unexpected black in atmospheric rendering. This is far from ideal but I don't want to make abs all inputs into every sqrt because AFAIK this is the only case where we have an issue, and until we to investigate each intermediate calculation that isn't ridiculously, soul-crushingly tedious, it isn't practical to identify the source of the error.

	#jira UE-53720

Change 3853966 by Mark.Satterthwaite

	Duplicate #3835852

	Fix tessellation shaders in Metal with Manual Vertex Fetch enabled:
	- The control points idnex buffer shouldn't collide with anything else.
	- We can't use the optimisation of loading texture width & height from the buffer meta-table in tessellation shaders as the combined stages don't guarantee not to clobber unused buffer slots and screw it up when we use linear textures.

	#jira UE-53851

Change 3854250 by Uriel.Doyon

	Fix fbx automation tests

Change 3854736 by Uriel.Doyon

	Added a tooltip to the EV100 slider in the exposure menu.
	Using game settings now disables the slider.
	#jira UE-53945

Change 3855047 by Jian.Ru

	Fix DFAO getting NANs when samples out of ViewRect
	#jira UE-54403

Change 3858197 by Krzysztof.Narkowicz

	View frustum shadow caster culling for pointlights/spotlights

	#jira UE-54381

Change 3860081 by Krzysztof.Narkowicz

	Tighter bounding sphere for a spotlight
	Replaced IntersectSphere(LightProxy->Origin, LightProxy->Radius) with LightProxy->SphereBounds for tighter culling of spotlights
	Directional light GetBoundingSphere() now everywhere returns Sphere((0,0,0),HALF_WORLD_MAX) for consistency and proper SphereBounds

	#jira UE-54258

Change 3860324 by Mark.Satterthwaite

	Update the macOS deployment target version to 10.12 from 10.11 as we officially ended support for El Capitan a while ago. Should mean that libraries compiled for 10.12 and up won't cause link warnings.

Change 3860945 by Arne.Schober

	DR - Fix not releaseing SRV on render thread for FPositionVertexBuffer, FStaticMeshVertexBuffer, FColorVertexBuffer, FStaticMeshInstanceBuffer.

	#jira UE-54587

Change 3861129 by Jian.Ru

	Prevent distance culled objects from casting distance field direct shadows
	#jira UE-54533

Change 3861502 by Jian.Ru

	Exclude distance culled objects from DFAO calculation
	#jira UE-54533

Change 3862243 by Krzysztof.Narkowicz

	Changed radius of a directional light's bounding sphere from HALF_WORLD_MAX to WORLD_MAX in order to encopass entire WORLD_MAX box

Change 3863476 by Krzysztof.Narkowicz

	Added BuildReflections option to ResavePackages commandlet

	#jira UE-54581

Change 3863717 by Rolando.Caloca

	DR - vk - Missed using pipeline cache on compute PSOs

Change 3865332 by Arne.Schober

	DR - Fix UE-52356 Bone Weight

Change 3866220 by Rolando.Caloca

	DR - vk - Fixed GetNativeResource missing on textures
	- Added support for -preferNvidia|AMD|Intel
	- Added VulkanRHIBridge.h
	- Minor fixes

Change 3866222 by Rolando.Caloca

	DR - vk - Missed file

Change 3866951 by Krzysztof.Narkowicz

	Fixed FreezeRendering on non editor builds: ComputeAndMarkRelevanceForViewParallel was calling FrozenMatricesGuard on multiple threads, reading and writing view matrices state in parallel.

	#jira UE-53640

Change 3867231 by Guillaume.Abadie

	Adds alpha mode to allow the tonemapper to passthrough the alpha channel for broadcast industry.

Change 3867233 by Guillaume.Abadie

	Fixes a compilation failures in TAAU with r.PostProcessing.PropagateAlpha==2

Change 3867594 by Daniel.Wright

	Removed EditorOnlyDefaultMaterials, which added 79s of shader compilation during startup
	Added a dialog when opening the Material Editor on a Default Material, warning of advanced workflow
	Preventing Material Editor Apply or Save for a Default Material when the preview material has compilation errors

Change 3870048 by Daniel.Wright

	Cleaned up formatting in TranslucentRendering from merges

Change 3870106 by Krzysztof.Narkowicz

	Fixed some FArchive Tell()/Seek() 64bit->32bit truncations

Change 3870211 by Rolando.Caloca

	DR - vk - Added -vulkanvalidation=N/-vulkanstandardvalidation/-novulkanstandardvalidation to set validation layer behaviour from cmd line

Change 3870225 by Rolando.Caloca

	DR - vk - Some platforms do not use a standard swapchain

Change 3870267 by Arne.Schober

	DR - SafeRelease SRVs that might be hold by the Vertexfactories (maybe due to indirect use in GlobalResources)
	Note that the VFs are not owners of the data, e.g the underlying Buffers might be released before this and this reference counting should be uneccessary

Change 3870647 by Daniel.Wright

	Moved FogRendering.h to Renderer

Change 3872130 by Krzysztof.Narkowicz

	Disable USE_GLOBAL_CLIP_PLANE for MATERIAL_DOMAIN_POSTPROCESS and MERIAL_DOMAIN_UI

	Merging GitHub Pull request #4459
	"When material domain is not needing global clip plane there is no need to generate any code involving it. This does not alter output but removes lot of code at vertex shader and pixel shaders. At least on mobile rendered was actually generating clipping code for ui materials."

	#jira UE-54616

Change 3872145 by Rolando.Caloca

	DR - vk - Optional SupportsMarkersWithoutExtension

Change 3872404 by Uriel.Doyon

	Added some guards when streaming virtual textures.
	Fixed optimized UCanvasRenderTarget2D::RepaintCanvas() to prevent resolving the texture twice.
	Fixed bad mipmap generation with UCanvasRenderTarget2D.

Change 3872507 by Arne.Schober

	Back out changelist 3870267

Change 3874176 by Ben.Marsh

	IncludeTool: Add an flag to prevent scanning source files for exported symbols.

Change 3874935 by Krzysztof.Narkowicz

	Fixed white thumbnails and other issues with sky lighting on ES3_1 path, by disabling GGX prefiltering, as mobile path doesn't have a single cubemap with all initialized mips. Instead it ping-pongs between 2 partially initialized.
	#jira UE-54656

Change 3875710 by Daniel.Wright

	Renamed uniform buffer member macros to be much shorter for readability

Change 3876665 by Guillaume.Abadie

	Cherry-pick 3870715: Implements DOF's hybrid scatering bare bones.

Change 3876666 by Guillaume.Abadie

	Cherry-pick 3871786: DOF hybrid scatering: fixes NaN source, transition to gather on close to screen edge and low intensity.

Change 3876677 by Guillaume.Abadie

	Cherry-pick 3872348: Implements neighbor comparison for DOF's scattering compilation pass.

Change 3876680 by Guillaume.Abadie

	Cherry-pick 3872357: Oups... fixes build...

Change 3876683 by Guillaume.Abadie

	Cherry-pick 3872475: Controls number of mip to generate with DOF's reduce pass.

Change 3876687 by Guillaume.Abadie

	Cherry-pick 3874104: Fixes various bugs in diaphragm DOF's hybrid scattering.

Change 3876690 by Guillaume.Abadie

	Cherry-pick 3874144: Packs multiple DOF scattering group into same draw instance.

Change 3876694 by Guillaume.Abadie

	Cherry-pick 3874275: Switches hybrid scattering with indexed indirect draw call to reduce scatter vertex shader invocation.

Change 3876695 by Guillaume.Abadie

	Cherry-pick 3874674: Records min and max coc on DOF's setup's draw event.

Change 3876783 by Rolando.Caloca

	DR - Static analysis fix

Change 3876845 by Guillaume.Abadie

	Implements USceneCaptureComponent::ProfilingEventName

Change 3877197 by Rolando.Caloca

	DR - vk - OQ fixes (disabled)

Change 3877428 by Krzysztof.Narkowicz

	Merged with tiny tweaks Ansel photography plugin improvements from Adam Moss (GitHub pull request #4426):
	-The free-roaming photography camera has new constraints by default, i.e. it can't pass through walls
	-Photography session can be started and stopped programmatically, e.g. making it possible to bind photography to an alternative hotkey or button combo. This was an often-requested feature.
	-Tweakables and utilities are now exposed through a Blueprint Function Library (rather than direct manipulation of console variables)
	-The Ansel photography session UI now exposes some engine effect tweakables as sliders. For example, if the game is using depth-of-field then sliders are made available to allow the photographer to change the focal depth etc. The developer may suppress this behavior through the Blueprint Function Library.
	-Letterboxing is now removed during multi-part capture, d'oh.
	-Tiled shots are taken at full resolution even if ScreenPercentage < 100
	-SSR is enabled during super-resolution shots since Ansel is now better at hiding any ensuing artifacts
	-Postprocess settings are frozen at session start to avoid discontinuities during photography, i.e. wandering between postprocess volumes when the camera auto-moves for stereo and 360 shots.
	#jira UE-54244
	#4426

Change 3879086 by Krzysztof.Narkowicz

	Fixed sky/reflection capture (without owner) update - they are now updated only with a correspoding world

Change 3879090 by Guillaume.Abadie

	Fixes tones of regressions on diaphragm DOF's recombine passes.

Change 3879198 by Rolando.Caloca

	DR - vk - Support for real uniform buffers on Android platforms

Change 3879993 by Krzysztof.Narkowicz

	-Fixed int64->int32 FArchive offset truncation in TShaderMap, VertexFactory and TextureDerivedData
	-Fixed FSerializationHistory bug, when trying to serialize 0 bytes
	#jira UE-43203

Change 3881462 by Guillaume.Abadie

	Implements full res DOF's setup pass for cheaper full res gathering in recombine pass.

Change 3881524 by Krzysztof.Narkowicz

	Fixed compilation by removing FTickableEditorObject from FPreviewScene

Change 3881724 by Chris.Bunner

	Static analysis fix.

	#jira UE-54762

Change 3881861 by Rolando.Caloca

	DR - vk - Fix layout warning when generating mip chain

Change 3881864 by Rolando.Caloca

	DR - Use render passes on HZB

Change 3882236 by Yuriy.ODonnell

	IndirectLightingColorScale is now applied to SubsurfaceLighting and DiffuseLighting. Was previously only applied to DiffuseLighting.

	#jira UE-42534
	#github 3326

Change 3882325 by Guillaume.Abadie

	Implements FocusOnly lower gathering pass for Diaphragm DOF's slight out focus temporal stability.

Change 3882340 by Rolando.Caloca

	DR - vk - Fix api dump

Change 3882430 by Rolando.Caloca

	DR - vk - KHR_maintenance2

Change 3882563 by Rolando.Caloca

	DR - Add depth-stencil access mode to PSO initializer

Change 3882929 by Rolando.Caloca

	DR - vk - Proper fix for maintenance extension macros

Change 3883087 by Mark.Satterthwaite

	Allow disabling VSync in windowed mode for macOS 10.13.4+ and above.

Change 3883597 by Guillaume.Abadie

	Collapses full and half res DOF setup passes together.

Change 3883702 by Guillaume.Abadie

	Fixes mac's build.

Change 3884747 by Uriel.Doyon

	Fix for static analysis warning

Change 3884975 by Rolando.Caloca

	DR - vk - Move some platform defines to platform properties

Change 3884988 by Rolando.Caloca

	DR - vk - Make an override per platform

Change 3885832 by Rolando.Caloca

	DR - vk - Cosmetic change to group similar members

Change 3885891 by Rolando.Caloca

	DR - vk - Some _RenderThread functions to avoid stalls

Change 3886044 by Rolando.Caloca

	DR - Added RHI api _RenderThread version of
	RHICreateTextureReference
	RHICreateShaderLibrary
	RHICreateRenderQuery

Change 3886560 by Guillaume.Abadie

	Fixes strong aliasing on TAAU's fast shader permutation.

	This adds a 6th neighbor sampling, and switch AA_TONE ON as TAA does for its fast shader permutation.

Change 3886749 by Guillaume.Abadie

	Cherry-pick 3884748: Implements DOF's BuildBokehLUT for diaphragm blades simulation.

	Only used in hybrid scattering for now.

Change 3886750 by Guillaume.Abadie

	Cherry-pick 3885457: Simulates diaphragm blades' curvature on bokeh.

Change 3886752 by Rolando.Caloca

	DR - Fix metal static analysis

Change 3887460 by Uriel.Doyon

	Fixed to more static analysis warning.

Change 3888201 by Rolando.Caloca

	DR - vk - Added r.Vulkan.SubmitAfterEveryEndRenderPass
	- Fixed bad layout on rendering back buffer

Change 3888209 by Rolando.Caloca

	DR - vk - Unity compile fix

Change 3888254 by Rolando.Caloca

	DR - vk - Fix async texture layout

Change 3888893 by Guillaume.Abadie

	Simulates bokeh in DOF's slight out of focus.

Change 3889085 by Guillaume.Abadie

	Fixes DOF's reduce pass sampling outside viewport.

Change 3889924 by Rolando.Caloca

	DR - vk - Skip seemingly bad validation error

Change 3890573 by Daniel.Wright

	Only initialize FDiaphragmDOFGlobalResource in Feature Level 5

Change 3890590 by Arne.Schober

	DR - Fix Paper2d crash. When addMesh is called the Vertex and Indexbuffers are nulled out. re-create Dynamic Mesh builder for every Mesh instead.

	#jira UE-55063

Change 3890638 by Arne.Schober

	DR - Better fix for Paper2d which honors batching

	#jira UE-55063

Change 3891099 by Krzysztof.Narkowicz

	1.5 texel shadow offset fix inside Manual2x2PCF based on #4485 GitHub pull request
	#jira UE-54985
	#4485

Change 3891234 by Krzysztof.Narkowicz

	Optimized PCF2x2 and PCF3x3 - merged #4494 GithHub pull request
	#jira UE-55121

Change 3891407 by Rolando.Caloca

	DR - vk - Set vendor id earlier

Change 3891417 by Rolando.Caloca

	DR - vk - Missing layout transitions

Change 3891718 by Arne.Schober

	DR - Do not recreate one Frame Resource for dynamic draws

	#jira UE-55063

Change 3891925 by Yuriy.ODonnell

	Fix/workaround for inconsistent preprocessor definitions for NVAftermath that result in FD3D11DynamicRHI class layout mismatch. NVAftermath support is now enabled by default for Win64.

	NVAftermath is declared as a private dependency in D3D11RHI. It does not automatically propagate to modules that explicitly include private RHI headers (OculusHMD, OSVR, OSVRInput). This results in NV_AFTERMATH being defined while compiling RHI module and not defined when compiling other modules, causing memory corruption at runtime.

	The long-term solution for this and similar issues requires some mechanism for adding transitive module dependencies, so that anyone that depends on D3D11RHI module would automatically also get the NVAftermath. Additionally, private headers should *never* be included directly by external modules.

	The short-term solution is to explicitly add NVAftermath dependency to OculusHMD, OSVR and OSVRInput.

	Additionally, NV_AFTERMATH is no longer forced by D3D11RHIPrivate.h when it's not defined. This allows catching this kind of mismatch in the future through a compiler warning (C4668).

	#jira UE-53065

Change 3891987 by Rolando.Caloca

	DR - vk - Support for dedicated allocations

Change 3892339 by Jian.Ru

	Fix a crash when tessellation shaders are used in dx12
	#jira UE-55127

Change 3892528 by Rolando.Caloca

	DR - vk - Update Linux headers

Change 3892867 by Rolando.Caloca

	DR - vk - Don't create swapchain if not needed

Change 3893416 by Guillaume.Abadie

	Implements bokeh simmulation on foreground and background gather.

Change 3893732 by Chris.Bunner

	GetRelevance_Internal should use the immediate parent resource, not the base, as some features are overridden by permutations e.g. UsesWorldPositionOffset.

	#jira UE-53404

Change 3893868 by Guillaume.Abadie

	Allocates diaphragm DOF's buffers and structered buffer only on supported platforms.

Change 3893917 by Chris.Bunner

	Potential fix for CIS.

Change 3893933 by Chris.Bunner

	Duplicating CL 2647737 as this is the same issue from that JIRA where accessing game-thread data was being prevented. We don't have this check in UMaterial::GetMaterialResource already, but presumably the UMaterialInstance case was never removed as we've not been calling it until now.

Change 3894218 by Rolando.Caloca

	DR - vk - Remove stat counters per draw call, gains 10% CPU on Infiltrator

Change 3894579 by Arne.Schober

	RT - Fix assert not in RenderingThread from Triangle Renderer.
	#jira UE-55247

Change 3894724 by Rolando.Caloca

	DR - vk - New API for batching barriers

Change 3894909 by Arne.Schober

	DR - Fix crash in Speedtree wind where Renderdata is unavailable
	#jira UE-54544

Change 3895414 by Rolando.Caloca

	DR - Add a configurable threshold for SCWs time outs

Change 3896429 by Marcus.Wassmer

	Allow variable frame-latency delay in FrameGrabber frames.  For performance you want at least a 1 frame delay so you don't sync the GPU to the CPU.

Change 3896495 by Marcus.Wassmer

	Set pointer properly
	Fix CIS

Change 3897253 by Guillaume.Abadie

	Fixes CIS warning in diaphragm DOF

Change 3899179 by Guillaume.Abadie

	Implements background hybrid scatter occlusion for diaphragm DOF.

Change 3903654 by Rolando.Caloca

	DR - vk - Rework dump layer to allow other layers

Change 3903766 by Rolando.Caloca

	DR - vk - More wrappers

Change 3904025 by Rolando.Caloca

	DR - vk - More wrappers

Change 3904342 by Rolando.Caloca

	DR - vk - Track image resources & callstacks

Change 3904346 by Rolando.Caloca

	DR - vk - Copy fix from 4.19 for flickering grass

Change 3904510 by Rolando.Caloca

	DR - vk - Compile fix

Change 3904914 by Daniel.Wright

	[Integrate] Fixed PS4 transitions with forward shading

Change 3904916 by Daniel.Wright

	[Integrate] Fixed PS4 transitions with occlusion queries

Change 3905975 by Rolando.Caloca

	DR - vk - Missing wrappers

Change 3905977 by Rolando.Caloca

	DR - vk - Missed file

Change 3907829 by Rolando.Caloca

	DR - Move depth bounds to the PSO

Change 3907832 by Rolando.Caloca

	DR - vk - Prep for delaying transitions

Change 3907834 by Rolando.Caloca

	DR - vk - Fix for depth stencil issues/validation errors

Change 3907967 by Rolando.Caloca

	DR - vk - Linux compile

Change 3908093 by Rolando.Caloca

	DR - vk - Fix depthstencil layout on descriptors

Change 3908393 by Rolando.Caloca

	DR - vk - Disable dedicated allocation as it causes crashes on Nvidia 700 series

Change 3908401 by Rolando.Caloca

	DR - Do transitions outside render pass

Change 3908422 by Rolando.Caloca

	DR - vk - Fix transition state not getting stored

Change 3908735 by Guillaume.Abadie

	Cherry-pick 3896619: Fixes after TAAU post process material that had wrong default buffer UV.

	#jira UE-55317

Change 3908736 by Guillaume.Abadie

	Cherry-pick 3891352: Fixes ensure when visualizing HDR with TAAU.

	#jira UE-55019

Change 3908753 by Guillaume.Abadie

	Lets the renderer layout the views in the internal render targets like it prefers.

Change 3909119 by Daniel.Wright

	Fix some static analysis warnings

Change 3911943 by Rolando.Caloca

	DR - vk - Fix for packaging Vulkan projects

Change 3912145 by Rolando.Caloca

	DR - vk - Fix layout on streaming textures

Change 3913029 by Rolando.Caloca

	DR - Fix missing transition

Change 3913048 by Rolando.Caloca

	DR - Fix for hlslcc

Change 3913054 by Rolando.Caloca

	DR - vk - Fix number of layers on barrier

Change 3913171 by Rolando.Caloca

	DR - vk - Fix for decal missing transition

Change 3913211 by Rolando.Caloca

	DR - vk - Add debug name to image tracking

Change 3913449 by Rolando.Caloca

	DR - vk - Restore transition

Change 3913466 by Rolando.Caloca

	DR - Fix Vulkan EngineTest

Change 3913537 by Rolando.Caloca

	DR - vk - Fixes independent samplers & textures (contributed by AMD)

Change 3913548 by Rolando.Caloca

	DR - vk - Warning fix

Change 3913691 by Rolando.Caloca

	DR - vk - Fixes for parallel (wip)

Change 3914656 by Rolando.Caloca

	DR - vk - Fix bug when using separate samplerstates and textures

Change 3914730 by Rolando.Caloca

	DR - vk - Bump version

Change 3914764 by Rolando.Caloca

	DR - vk - Don't crash on exit

Change 3915532 by Rolando.Caloca

	DR - vk - Parallel context fixes

Change 3915589 by Rolando.Caloca

	DR - vk - Hoist and rename transition and layout manager class out of the context

Change 3915592 by Rolando.Caloca

	DR - Fix gpu marker name

Change 3917607 by Rolando.Caloca

	DR - vk - Fix depth bounds on Vulkan

Change 3917609 by Rolando.Caloca

	DR - vk - Fix static analysis

Change 3917616 by Rolando.Caloca

	DR - Fix D3D11 initialization

Change 3920569 by Rolando.Caloca

	DR - vk - Prep for layout mgr refactor

Change 3921023 by Rolando.Caloca

	DR - vk - Dump layer fixes

Change 3921623 by Rolando.Caloca

	DR - vk - Prep refactor for layouts
	- Dump now shows marker tree

Change 3922007 by Rolando.Caloca

	DR - vk - Fix extra allocation per draw call

Change 3922442 by Rolando.Caloca

	DR - vk - Detect potential issues

Change 3922470 by Rolando.Caloca

	DR - vk - Minor optimization

Change 3922482 by Rolando.Caloca

	DR - vk - More minor optimizations

Change 3923158 by Rolando.Caloca

	DR - Move r.DisableEngineAndAppRegistration out to common RHI and use it on Vulkan

Change 3923486 by Rolando.Caloca

	DR - vk - Minor cpu optimizations

Change 3923505 by Rolando.Caloca

	DR - vk - Use bigger allocations for uniform buffers

Change 3923516 by Rolando.Caloca

	DR - vk - Android compile fix

Change 3923557 by Rolando.Caloca

	DR - vk - Cache descriptorset layouts, refactor duplicated code

Change 3923851 by Rolando.Caloca

	DR - vk - Linux compile fix

Change 3924153 by Rolando.Caloca

	DR - vk - Support for dynamic UBs

Change 3924193 by Rolando.Caloca

	DR - vk - Remove old per pso descriptor pools

Change 3924197 by Rolando.Caloca

	DR - vk - Remove unused global uniform buffer pool

Change 3924220 by Rolando.Caloca

	DR - vk - Wrap some unused classes in their define

Change 3924234 by Rolando.Caloca

	DR - vk - Show ring buffer wrapping messages

Change 3924243 by Rolando.Caloca

	DR - vk - Fix bad dynamic buffer

Change 3924902 by Rolando.Caloca

	DR - vk - Fix crash running infiltrator

Change 3925209 by Rolando.Caloca

	DR - vk - Fix bug with dynamic buffers
	- Remove old defines

Change 3925300 by Rolando.Caloca

	DR - vk - Allow packed uniforms as dynamic UBs (with r.Vulkan.DynamicGlobalUBs)

Change 3925627 by Rolando.Caloca

	DR - vk - Move DynamicOffsets into the pipeline state

Change 3925834 by Rolando.Caloca

	DR - vk - Cache per stage information

Change 3925835 by Daniel.Wright

	Fixed DisplayName for UParticleModuleCollisionGPU

Change 3925897 by Rolando.Caloca

	DR - vk - Split update descriptors loop

Change 3926488 by Rolando.Caloca

	DR - vk - 16MB for ring buffer on desktop, 8 MB for mobile

Change 3928168 by Guillaume.Abadie

	Cherry-pick 3917219: Implements r.DOF.RecombineQuality

Change 3928173 by Guillaume.Abadie

	Cherry-pick 3927888: Enables r.DOF.HybridScatter.BackgroundCompositing and r.DOF.HybridScatter.ForegroundCompositing to work when both enabled.

Change 3928216 by Rolando.Caloca

	DR - vk - Fix Android
	- Fix static analysis

Change 3929119 by Rolando.Caloca

	DR - vk - Rename some classes for clarity
	- Fix read-only cvar

Change 3929151 by Rolando.Caloca

	DR - vk - Rename class

Change 3930046 by Rolando.Caloca

	DR - Temp fix Vulkan flickering grass

Change 3930148 by Rolando.Caloca

	DR - vk - Only update dirty descriptors
	- Use dynamic descriptors for packed global uniform buffers

Change 3930998 by Guillaume.Abadie

	Packs shader permutation in different XGE submissions.

Change 3931079 by Rolando.Caloca

	DR - vk - Fixes for Android and non-real ubs platforms

Change 3931942 by Krzysztof.Narkowicz

	Depth rendering - When EarlyZPassMode is set to DDM_AllOccluders, dynamic objects need also to test bUseAsOccluder just like static ones

	#jira none

Change 3932819 by Daniel.Wright

	[Integrate] Scene Textures uniform buffer
	* Base Pass Uniform Buffer now contains a Scene Textures uniform buffer.  Previously the translucent base pass had to check ~40 loose scene texture parameters every draw.
	* FMeshMaterialShader's must now bind PassUniformBuffer and supply a valid pass uniform buffer.  For most passes this is just FSceneTextureUniformParameters.
	* FRendererModule::DrawTileMesh can now cleanly set dummy scene texture resources, just by configuring how the pass uniform buffer is created.
	* Moved scene texture shader functions out of Common, into SceneTexturesCommon which must be manually included by shaders that want to use them
	* Separate Mobile Scene Textures uniform buffer to silo the platform complexities

	Moved DBuffer inputs out of FDeferredPixelShaderParameters and into FOpaqueBasePassUniformParameters

	Removed per-frame material uniform expressions.  GameTime material node with period is now implemented with an fmod in the shader, without the use of MaterialFloat, so that it will happen at full precision.
	* Per-frame expressions were used when the GameTime material node had a period, to do the fmod on the CPU where 32 bit precision is guaranteed, for mobile GPU's where pixel shader precision is sometimes less than 32fp.

	Moved forward shading data into the Base Pass Uniform Buffer
	Removed instanced stereo support for the light cull grid - will have to be reimplemented without changing SRV's per draw
	Base pass sets View Uniform Buffer from DrawRenderState instead of choosing which one to set per-draw

	Fixed padding in nested uniform buffer structs
	Skip SRV members on Feature Level SM4 and below

Change 3932964 by Rolando.Caloca

	DR - vk - Renderdoc on Android

Change 3933095 by Daniel.Wright

	Moved FSceneTextureUniformParameters out of the opaque base pass uniform buffer.
	* Base Pass shaders now enable SCENE_TEXTURES_DISABLED when compiling for a material of any domain other than MD_Surface.  These are used when rendering thumbnails of a material in a different domain, which could be opaque, but the opaque base pass drawing policy does not bind a scene textures uniform buffer, so the shader must not bind it.
	* Opaque materials can no longer use EyeAdaptation.

Change 3933096 by Daniel.Wright

	Better d3d11 assert message when a uniform buffer was not set by the renderer

Change 3933176 by Rolando.Caloca

	DR - vk - Prefer mailbox if available

Change 3933271 by Ryan.Vance

	#jira UE-55936
	Fixed missing referenced uniform bindings on AR pass-through camera shaders.

Change 3934000 by Guillaume.Abadie

	Fixes Win32 build in ShaderCompilerXGE.cpp

Change 3934299 by Guillaume.Abadie

	Fixes a bug in DOF's reduce operator that was casusing color leaking between background and foreground.

Change 3934699 by Daniel.Wright

	Added bAffectDistanceFieldLighting to landscape

Change 3935190 by Daniel.Wright

	Forward Light Grid SRV's use StructuredBuffer on Metal, instead of 'invariant Buffer', which throws off RemoveUniformBuffersFromSource parsing

Change 3935606 by Daniel.Wright

	Removed LightmapPolicy::Set which was needed for vertex lightmaps
	Renamed FVertexFactory::Set to SetStreams to make it findable

Change 3936510 by Rolando.Caloca

	DR - vk - Update glslangValidator.exe to 1.0.65.1 for dumped debug SPIRV shaders

Change 3936545 by Richard.Wallis

	Clone of CL's (3925763, 3925430, 3925424, 3925385, 3925278) Mark Satt's Xcode fixes from task stream //Tasks/UE4/Dev-UERNDR-354-mtlpp/

	Plus XCode 9.2 compile fix in ApplicationPlatformCompilerPreSetup.h for -Wunused-lambda-capture.

Change 3938061 by Daniel.Wright

	Vulkan: Added support for SRV's in Uniform Buffers

Change 3938123 by Daniel.Wright

	Vulkan: Slightly better assert for null resources in uniform buffer

Change 3939197 by Rolando.Caloca

	DR - vk - Disable custom memory mgmt

Change 3939677 by Rolando.Caloca

	DR - vk - Fix static analysis warning

Change 3939809 by Rolando.Caloca

	DR - vk - Fixes for async compute

Change 3939875 by Rolando.Caloca

	DR - vk - Support for -vktrace

Change 3939977 by Rolando.Caloca

	DR - vk - Skip a condition during gather UBs
	- Set up efficient compute async var
	- Fix validation cmd line

Change 3939982 by Rolando.Caloca

	DR - vk - Revert mipchain

Change 3939984 by Rolando.Caloca

	DR - vk - Remove unnecessary asserts

Change 3940082 by Rolando.Caloca

	DR - vk - Custom mem mgr

Change 3940475 by Rolando.Caloca

	DR - vk - Fix DFAO (indirect draw offset)

Change 3940555 by Rolando.Caloca

	DR - vk - Minor fixes

Change 3940675 by Rolando.Caloca

	DR - vk - Fix indirect type mismatch

Change 3941111 by Rolando.Caloca

	DR - Renderpass bGeneratingMips

Change 3941847 by Daniel.Wright

	Fixed Volumetric Lightmaps on Static geometry only working if the geometry had been built with Surface Lightmaps before

Change 3941978 by Rolando.Caloca

	DR - vk - Minor fixes for presenting on compute queue

Change 3942074 by Rolando.Caloca

	DR - vk - Remove some RHI stalls
	- Fixed swap chain stat

Change 3943946 by Daniel.Wright

	Fixed Texcoord0 on Volume materials on a particle sprite, including SubUV particles.

Change 3944065 by Daniel.Wright

	Fixed SceneDepth collision getting broken on GPU particles when a scene capture is rendering

Change 3944158 by Daniel.Wright

	Fixed ViewUniformShaderParameters accessing GEngine->PreIntegratedSkinBRDFTexture too early during slate loading screen

Change 3944865 by Rolando.Caloca

	DR - vk - Prep for render passes

Change 3945196 by Rolando.Caloca

	DR - Move render pass validate to cpp

Change 3945202 by Rolando.Caloca

	DR - vk - Some fixes for using real render passes

Change 3945357 by Rolando.Caloca

	DR - Fix bad condition

Change 3946295 by Yuriy.ODonnell

	Added a sentinel member to FLightMap, which is initialized in the ctor and reset in the dtor. Sentinel is then checked in FLightCacheInterface::GetLightMapInteraction().
	This aims to shed some more light on a hard-to-repro crash, which is suspected to be a use-after-free bug: http://crashreporter/Buggs/Show/1785593

Change 3946407 by Rolando.Caloca

	DR - vk - Prep for refactor

Change 3946648 by Rolando.Caloca

	DR - vk - Fixes for async compute (wip)

Change 3947299 by Rolando.Caloca

	DR - vk - FIx static analysis

Change 3948434 by Rolando.Caloca

	DR - vk - Fix exiting with parallel

Change 3948928 by Rolando.Caloca

	DR - vk - Fix enabling draw markers for tools

Change 3949021 by Rolando.Caloca

	DR - vk - Buffer tracking layer

Change 3949602 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3949757 by Rolando.Caloca

	DR - vk - Remove bogus parameter

Change 3949810 by Rolando.Caloca

	DR - vk - Move waits for cmd buffer

Change 3950270 by Guillaume.Abadie

	Implements dedicated gather pass for foreground hole filling to avoid being VGPR bound in foreground gather pass, but still being hable to amend foreground.

Change 3950272 by Rolando.Caloca

	DR - vk - Minor refactor for semaphores

Change 3950279 by Guillaume.Abadie

	Oups... fixes build

Change 3950298 by Rolando.Caloca

	DR - vk - Gather wait semaphores in the cmd buffers

Change 3950371 by Rolando.Caloca

	DR - vk - fixes for async compute

Change 3950597 by Rolando.Caloca

	DR - vk - Fix for clip distance (fixes planar reflections)

Change 3951075 by Rolando.Caloca

	DR - vk - Fix for async compute

Change 3952524 by Guillaume.Abadie

	Some DOF enum refactoring.

Change 3955016 by Daniel.Wright

	Fixed BuiltData package getting renamed into the map package during a content browser folder move, causing a redirector to be incorrectly placed in the map package

Change 3955668 by Guillaume.Abadie

	Fixes a bug where full res coc buffer was computed even if not doing slight out of focus.

Change 3956722 by Guillaume.Abadie

	Fixes a bug where r.DOF.MaximalForegroundBlurringRadius was screen percentage dependent.

Change 3959212 by Guillaume.Abadie

	Prefixes all DOF's shaders files with DOF keyword.

Change 3959705 by Guillaume.Abadie

	Optimises the DOF setup pass outputing half res and full res with LDS downsample.

Change 3959941 by Guillaume.Abadie

	Halfs DOF's hybrid scatter compilation by using a unique downsampling for both foreground and background, instead of 2 reduce passes.

Change 3962273 by Rolando.Caloca

	DR - Fix typos

	#jira UE-56317
	PR #4586

Change 3962615 by Rolando.Caloca

	DR - vk - Compile fix

Change 3962949 by Rolando.Caloca

	DR - Fix DOFDownsample extension

Change 3962993 by Guillaume.Abadie

	Back out changelist 3962949

Change 3963016 by Guillaume.Abadie

	Adds missing DOFDownsample.usf

Change 3963041 by Rolando.Caloca

	DR - vk - Misc changes to help integrate

Change 3964293 by Guillaume.Abadie

	Fixes DOF's setup pass reading outside of the viewport.

Change 3964475 by Guillaume.Abadie

	Collapses DOF's hybrid scatter compilation passes into reduce passes.

Change 3964883 by Daniel.Wright

	Fixed 3d texture in uniform buffer on unsupporting RHI

Change 3964897 by Rolando.Caloca

	DR - Compile fixes

Change 3964914 by Guillaume.Abadie

	Fixes a bug on r.DOF.RecombineQuality=0

Change 3965153 by Guillaume.Abadie

	Fixes compile warning in D3D12Commands.cpp.

Change 3965814 by Rolando.Caloca

	DR - Prep for integration conflict resolve

Change 3965899 by Rolando.Caloca

	DR - Fix odd linkage issue

Change 3966072 by Rolando.Caloca

	DR - More prep for merge

Change 3966163 by Rolando.Caloca

	DR - Merge prep

Change 3966844 by Guillaume.Abadie

	Packs multiple DOF scattered bokeh per instance and uses PT_RectList in DOF for platforms that can.

Change 3967116 by Rolando.Caloca

	DR - Compile fixes for integration

Change 3967273 by Rolando.Caloca

	DR - Use same path for mip generation

Change 3967277 by Rolando.Caloca

	DR - vk - Fix mips on cubemaps

Change 3967693 by Rolando.Caloca

	DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, missing shaders

Change 3967851 by Rolando.Caloca

	DR - Copying //UE4/Dev-Main@3912313 to //UE4-DevRendering, Engine 2/2

Change 3968083 by Rolando.Caloca

	DR - Integration compile fixes

Change 3968240 by Rolando.Caloca

	DR - Shader compile fixes for integration

Change 3968270 by Rolando.Caloca

	DR - Fix for missing hash calculation

Change 3969426 by Rolando.Caloca

	DR - vk - Fix warning

Change 3969869 by Krzysztof.Narkowicz

	Back out changelist 3946295 - UE-54537 is fixed, so no need for this debug sentinel.
	#jira none

Change 3969944 by Rolando.Caloca

	DR - Warning fix

Change 3970020 by Rolando.Caloca

	DR - Bump after integration

Change 3970052 by Rolando.Caloca

	DR - Fix for mobile

Change 3970236 by Daniel.Wright

	Causing decal shader to recompile to fix a merge bug

Change 3970270 by Daniel.Wright

	Bump shader version from merge

Change 3970339 by Olaf.Piesche

	Replace series of locks/unlocks with a single one for curve injection

	#tests QAGame

Change 3970390 by Rolando.Caloca

	DR - Rename FSceneTextureUniformParameters to FSceneTexturesUniformParameters
	- Remove duplicate method for occlusion queries

Change 3970523 by Rolando.Caloca

	DR - Fix serialization of shaders

Change 3970533 by Arne.Schober

	DR - fix for removing the Speed tree wind when the scene gets deleted. The original enque rendercommand requeues the element onto the renderthread although the call already came from the Renderthread and the scene can get lost in between.

	#jira UE-56322

Change 3971160 by Guillaume.Abadie

	Fixes CompositeEditorPrimtive pass and SelectionOutline pass for VR editor to work with TAAU.

Change 3971516 by Guillaume.Abadie

	Cherry-pick 3912629: Fixes SSR that was computing vigneting according to PrevScreen that could let some outside viewport samples going through when rotating the camera.

	#jira UE-55353

Change 3971594 by Krzysztof.Narkowicz

	Fixed assert inside BindLightMapVertexBuffer. FSplineMeshSceneProxy was calling BindLightMapVertexBuffer for invalid (still not generated) lightmap UV channel after mesh reimport. Simplified assert, as at the moment almost all of the high callsites already clamp lightmap uv channel.
	#jira UE-56321

Change 3971622 by Krzysztof.Narkowicz

	Fixed crash inside Indirect Lighting Cache. Data (reflection captures and lightmap) generation calls ULevel::GetOrCreateMapBuildData(), which can destroy lightmap data if level has legacy data. Last Lightmap generation step recreates this data, but if user cancels lightmap generation - it won't do that.
	#jira UE-56171

Change 3974788 by Rolando.Caloca

	DR - Remove GSupportsGenerateMips

Change 3974789 by Rolando.Caloca

	DR - Remove bogus function

Change 3974986 by Rolando.Caloca

	DR - vk - Tracking fixes

Change 3974989 by Rolando.Caloca

	DR - vk - Don't submit dummy barriers

Change 3975075 by Olaf.Piesche

	Update for particle curve injection improvement, fixing ES2 problems

	#tests QAGame tm-shadermodels, various color curve tests in-editor

Change 3975957 by Uriel.Doyon

	Fixed invalid max texture resolution when using the bake material tools.

Change 3978471 by Daniel.Wright

	New cvar r.SkylightUpdateEveryFrame

Change 3978779 by Rolando.Caloca

	DR - Accessor for texture sizes

Change 3978797 by Rolando.Caloca

	DR - Clean up RHI CopyTexture API

Change 3978832 by Rolando.Caloca

	DR - vk - Workaround for RenderDoc crashing due to Descriptor Pool reset

Change 3978836 by Rolando.Caloca

	DR - vk - Remove generate mips

Change 3979201 by Rolando.Caloca

	DR - vk - RHI CopyTexture. Uses general layout for generating mips

Change 3979204 by Rolando.Caloca

	DR - Use render passes and CopyTexture to generate mips

Change 3979592 by Rolando.Caloca

	DR - Warning fix

Change 3980855 by Krzysztof.Narkowicz

	Optimize bounding sphere radius after non-uniform scale by using bounding box extent.

	#jira UE-56227

Change 3981065 by Rolando.Caloca

	DR - vk - Fix bad layout

	#jira UE-56238

Change 3981346 by Rolando.Caloca

	DR - Copy from 3707257
	Support for not flushing compute jobs (r.D3D11.UAVFlushNV)

Change 3981347 by Rolando.Caloca

	DR - Copy from 3707257
	Don't flush between morph dispatched

Change 3981932 by Mark.Satterthwaite

	Generate the shader hash and function name when a Metal shader error needs to be reported so that even without shader code we get something to go on.

Change 3982442 by Rolando.Caloca

	DR - Fix warning

Change 3982652 by Rolando.Caloca

	DR - vk - Signal semaphore cleanup

Change 3983917 by Richard.Wallis

	Clone of CL 3974146 converted for mtlpp along with extra mtlpp usage suggestions by Mark Satt:

	Fix for black flickering on first paint with weighted material landscape on Mac.  When using AsyncCopyFromBufferToTexture in Metal we put the blit operation on the prologue encoder - however after a draw call using that resource the copy operation should happen after on the current encoder, this keeps the correct order of operations.

	Added Bool return from various Asnyc renderpass resource requests so caller can decide correct further action.  Updated to include the other async functions.

Change 3984409 by Guillaume.Abadie

	Attempts to make static analysis happy again.

Change 3984435 by Nick.Bullard

	Checking in Performance Test level provided to us by Tor Frick based on UE-44841.
	This has been utilized for checking issues against Aftermath performance impact.
	The Map includes 2 Level Book marks, most testing has been done against Bookmark 1 view, in fullscreen, in game mode

Change 3985087 by Mark.Satterthwaite

	Make sure that the particle scratch buffer is large enough to hold all the data for the curve texture we are rendering to, otherwise a full set of curves will start scribbling memory after 64Kb (the curve texture is 256Kb of data - 512x512x4 as sizeof(RGBAUInt8) == 4). This happens in ElementalDemo.

Change 3985201 by Rolando.Caloca

	DR - Fix bad CopyTexture

Change 3985258 by Mark.Satterthwaite

	Try and detect orientation changes so that we don't blow-up on iOS due to a huge mismatch between the drawable texture for the display and the scene's depth-stencil target. I can't just fiddle with the depth-stencil texture itself without running  the risk of obliterating in-use data and really we shouldn't permit such a mismatch anyway but it is fallout from 3620990.

	#jira UE-55756

Change 3986449 by Rolando.Caloca

	DR - vk - Update & consolidate Vulkan headers to 1.1.70.1
	Consolidate SDK into one

Change 3986571 by Guillaume.Abadie

	Makes PVS-Studio happy again in DOF.

Change 3987039 by Yuriy.ODonnell

	Initial implementation of tracing profiler to show CPU and multiple GPUs on the same timeline. Currently only supported on DX12 platforms.

	Use `TracingProfiler frames=N` console command to trigger a capture of the next N frames. Trace is saved to disk as a JSON file into `Saved/Profiling/Traces` directory.
	Trace file uses Google Tracing format and can be visualized in Chrome built-in profiler (chrome://tracing).

	`r.GPUStatsChildTimesIncluded=1` CVar makes timing scopes hierarchical.
	`TracingProfiler.BufferSize=N` CVar controls the size of the tracing buffer, which may need to be increased for long traces (default is 65k events). Only can be set at startup.

Change 3987074 by Yuriy.ODonnell

	Implemented timestamp calibration on DX11. Calibration is only performed when tracing profiler session starts.

Change 3987160 by Yuriy.ODonnell

	Added thread naming and ordering to the tracing profiler output

Change 3987331 by Mark.Satterthwaite

	Remove the Nvidia hack to retain resource references in command-buffers for UE-46604 as the mtlpp refactor provides stronger resource lifetime guarantees.

	#jira UE-46604

Change 3987754 by Mark.Satterthwaite

	Fix MetalRHI memory reporting in non-default path.

	PR #4568

Change 3988184 by Arciel.Rekman

	Linux: Fix editor OpenGL performance (UE-55960).

	- GetCurrentThreadId() calls became much more frequent with the OpenGL RHIT refactor.
	- We used to only cache that value in monolithic builds, because having per-thread static variables in dynamic libraries is risky due to OS limits.
	- This change adds dynamically-managed per-thread cache for non-monolithic builds.

	#jira UE-55960

Change 3988394 by Rolando.Caloca

	DR - vk - Improve memory mgmt
	- Use 256MB pages for Device heap (or 1/8th if less).
	- Remove texture allocations not going through resource manager

Change 3988405 by Marcin.Undak

	Fix VulkanQuery crash on exit #codereview rolando.caloca #codereview arciel.rekman #rb arciel.rekman

Change 3988567 by Rolando.Caloca

	DR - vk - Support for packed global UBs on pci aperture heap

Change 3988668 by Rolando.Caloca

	DR - vk - Remove old comments

Change 3988956 by Marcin.Undak

	RecordPerformance: added option to skip building/cooking before tests #rb none #codereview arciel.rekman

Change 3989161 by Yuriy.ODonnell

	Static analysis error fix

Change 3989196 by Guillaume.Abadie

	Fixes a crash in light shaft's TAA pass.

	#jira UE-57366

Change 3989207 by Yuriy.ODonnell

	Refactored FRealtimeGPUProfilerFrame to avoid splitting profile events when calculating exclusive times of scopes. This allows tracing profiler to retain the hierarchical view of the data, while keeping CSV and GPU Stat system behavior intact.

Change 3989469 by Rolando.Caloca

	DR - vk - Fix for bad index; fix for bad transition

Change 3989772 by Yuriy.ODonnell

	Implemented timestamp calibration on Vulkan

Change 3990040 by Marcus.Wassmer

	Aftermath enabled by default.
	Removed unnecessary warning for other vendors

Change 3990064 by Mark.Satterthwaite

	Ensure that packed globals are reuploaded when the command-encoder is restarted - don't simply invalidate the existing parameters. This properly handles cases where a single logical render-pass is broken into multiple command-encoders and/or command-buffers - otherwise all shaders must reset all parameters each time. When we move between frames we *do* want to perform a full state reset though as previous frame globals are treated as invalid.

Change 3990080 by Mark.Satterthwaite

	Change the way we invalidate the visibility buffer between command-buffers and command-encoders so that on iOS you can reuse the same buffer within the same command-buffer, but not across more than one. The code provides an exception to this rule when running under the MetalRHI validation tools which can break each draw call into its own buffer.

Change 3990084 by Mark.Satterthwaite

	Get MetalStatistics compiling again.

Change 3990381 by Arciel.Rekman

	Bring back D3D12 in RecordPerformance.

Change 3991113 by Rolando.Caloca

	DR - Fix crash on RHI thread on mobile preview
	- Check RHI objects are not null in the PSO initializer

Change 3991191 by Ryan.Vance

	#jira UE-55952

	Reimplemented instanced stereo for forward lighting cull grid after the srv/ub clean up.

Change 3991343 by Rolando.Caloca

	DR - Copy from 3911492
	UE4 - Disabled parallel mobile bass pass by default. This is experiemental and not known to be useful on any mobile platform.

Change 3991375 by Mark.Satterthwaite

	Proper copyright assignment in the mtlpp debugger header.

Change 3993151 by Daniel.Wright

	Fix RTDF resource transition found by Rolando

Change 3993818 by Rolando.Caloca

	DR - Missed file

Change 3993923 by Krzysztof.Narkowicz

	Fixed crashes inside RemoveSpeedTreeWind() and RemoveSpeedTreeWind_RenderThread().
	FStaticMeshComponentRecreateRenderStateContext didn't flush deferred render updates causing stale RenderData to be left:
	1. Thumbnail manager called SetStaticMesh(nullptr), which added StaticMeshComponent to deferred render updates.
	2. UStaticMesh::Build called FStaticMeshComponentRecreateRenderStateContext and destroyed DenderData, but didn't touch Thumbnail's manager StaticMeshComponent as it was nullptr.
	3. This resulted in a StaticMeshComponent with stale RenderData pointer.

	#jira UE-54544

Change 3994033 by Rolando.Caloca

	DR - vk - Reworked layers & extensions, as we were not doing it properly
	- Remove -vulkanstandardvalidation and -novulkanstandardvalidation as they are not needed anymore

Change 3994275 by Mark.Satterthwaite

	Change to linking against mtlpp via AddEngineThirdPartyPrivateStaticDependencies and marking its header with THIRD_PARTY_* macros in the vain hope that might convince the remote compilation code to distribute the module to the remote machine when building MetalRHI.

	#jira UE-57507

Change 3994365 by Mark.Satterthwaite

	Pilfer some code from the old MetalHeap file to handle calculating texture memory size on older macOS and iOS builds when running with stats or LLM enabled.

	#jira UE-57513

Change 3994382 by Rolando.Caloca

	DR - vk - Some missing locks during image tracking

Change 3994422 by Rolando.Caloca

	DR - vk - Remove bogus shader format

Change 3995530 by Rolando.Caloca

	DR - vk - Fix for crash when validation is enabled

Change 3995531 by Rolando.Caloca

	DR - vk - Fix static analysis

Change 3995532 by Rolando.Caloca

	DR - vk - Added support for r.Vulkan.SaveValidationCache

Change 3995610 by Uriel.Doyon

	Texture Streaming Changes and Fixes:
	- Using the small FOV items (like scopes) now only affect visible primitives (through "r.Streaming.MaxHiddenPrimitiveViewBoost").
	- Static components added after the level is registered in the streaming manager are now handled correctly (fixes the low quality on the chests)
	- Dynamic components do not need to register to the streaming manager anymore.
	- Optimized dynamic component management by removing duplicate entries in the update list.
	- Added a pregarbage collect pass to the dynamic component management to optimize GC handling.
	- Added a budget reset logic whenever the scene requirements change significantly.
	- PIE worlds now have correct visibility information.
	- Fixed possible invalid memory access when processing the streaming manager slave views.
	- Refactored the incremental level texture data build to prevent new components from being unhandled.
	- Removed StreamingManager callbacks for NotifyActorSpawned() and NotifyPrimitiveAttached()
	- Added a StreamingManager callback NotifyPrimitiveUpdated(), to be used whenever a primitive streaming state must be updated.

	#jira none

Change 3995908 by Arciel.Rekman

	Fix compile errors when using new Vulkan queries.

Change 3995990 by Arciel.Rekman

	More compile fixes to new Vulkan queries.

	- MSVC did not catch this, clang did.

Change 3996101 by Rolando.Caloca

	DR - vk - Win32 compile fix

Change 3996323 by Mark.Satterthwaite

	Use the right include path to export the mtlpp headers.

	#jira UE-57507

Change 3996392 by Arciel.Rekman

	Vulkan: fix crash on start when using new queries.

	- CommandBufferManager was not yet set at that point and the code in queries relied on it.

Change 3996585 by Rolando.Caloca

	DR - Slight improvement to GL being black, but just a temporary 'workaround' as it's not correct.

Change 3998806 by Arciel.Rekman

	Fix Linux build (UE-57602).

	#jira UE-57602

Change 3998866 by Arciel.Rekman

	SubwaySequencer: fix old shader platform name.

Change 3998947 by Mark.Satterthwaite

	Silence deprecation warnings in CEF on macOS now that we've moved to 10.12 as the minimum.

	#jira UE-57577

Change 3998951 by Mark.Satterthwaite

	Fix last of the deprecation errors that I am aware of for macOS 10.12.

	#jira UE-57581

Change 3998984 by Mark.Satterthwaite

	Build mtlpp for iOS 9.0 not 9.3.

	#jira UE-57586

Change 3999065 by Rolando.Caloca

	DR - vk - Make sure we use version 1.0.0

	#jira UE-57521

Change 3999071 by Arne.Schober

	DR - [UE-55433, UE-57361] Hack SNORM support in OpenGL by re-interpreting UNORM. Underlying data is always SNORM.

	#jira UE-55433, UE-57361

Change 3999494 by Rolando.Caloca

	DR - Enable r.UnbindResourcesBetweenDrawsInDX11 in debug
	- Clear compute resources when r.UnbindResourcesBetweenDrawsInDX11 is enabled

Change 4000197 by Krzysztof.Narkowicz

	Mesh simplifier - normalize TexCoordWeights using min/max TexCoord range. This fixes precision issues for very big TexCoord values and allows to optimize for all TexCoord channels when channels have values of different magnitudes (e.g. non standard TexCoord data).
	#jira UE-54935

Change 4000305 by Yuriy.ODonnell

	Suppress PVS Studio warning V547 (Expression is always true) related to Aftermath

	Reported issue to PVS team and to NVIDIA. Confirmed false positive, fix coming in future PVS version (v6.24).

	#jira UE-57579

Change 4000853 by Arciel.Rekman

	Linux: fix not calling CrashReportClient (UE-57678).

	#jira UE-57678

Change 4001504 by Rolando.Caloca

	DR - vk - Fix transition

Change 4002460 by Krzysztof.Narkowicz

	Toggle for contant shadow length in word space
	Exposed contact shadows to Blueprints
	#jira none

Change 4002608 by Rolando.Caloca

	DR - vk - Fix static analysis
	- Fix potential debug image tracking crash
	- Comment out unused methods

Change 4002615 by Rolando.Caloca

	DR - vk - Allow r.Vulkan.WaitForIdleOnSubmit to be set at startup (e.g. in ConsoleVariables.ini)
	Previously, if your map needed to UpdateSkyCaptureContents on startup, an ensure would fail if GWaitForIdleOnSubmit was set.
	PrepareForCPURead needs to wait for the command buffer to finish before trying to read the results back, but the wait has already happened when r.Vulkan.WaitForIdleOnSubmit is set. Trying to wait again correctly complains that the command buffer is not in the correct state. So, skip the WaitForCmdBuffer call when r.Vulkan.WaitForIdleOnSubmit is set.

Change 4002640 by Rolando.Caloca

	DR - vk - Missing support for CVarDefaultBackBufferPixelFormat

Change 4002919 by Guillaume.Abadie

	Implements DOF's temporal upsampling pass for better dynamic resolution stability.

Change 4002984 by Guillaume.Abadie

	Integrates Sebastian Aaltonen's ALU optimisations for TAAU.

Change 4003112 by Olaf.Piesche

	Fir for TBB stall (resulting in severe hitches and hangs in the editor with stats active); tested multiple scenarios and encountered no hitches.

	#tests QAGame PerformanceTest and RenderTest map with various stats on and off

Change 4003159 by Mark.Satterthwaite

	Undo parts of changelist 3970553 - the ref-counted pointer approach to returning textures to the pool is not working as expected so we'll remove that. It'll be faster on the CPU without it and everything works thanks to the changes this CL made to the way textures were released.

	#jira UE-57538

Change 4003287 by zachary.wilson

	Adding reflection capture content to TM-LightingScenarios

Change 4003395 by Arne.Schober

	DR - Fix unitzialised value when clicking Go To in the editor
	#jira UE-57048

Change 4003425 by Rolando.Caloca

	DR - vk - Fix for new occlusion queries

Change 4003530 by Arne.Schober

	DR - Disable GPU Benchmark in headless configurations

	#jira UE-57673

Change 4003717 by Rolando.Caloca

	DR - vk - Fix for depth not store, stencil store

Change 4003719 by Rolando.Caloca

	DR - Minor switch to render pass

Change 4003720 by Mark.Satterthwaite

	Don't suballocate private memory buffers on Vega and only Vega as there is something wrong with the blits in those cases but I can't capture a GPU trace to find out what right now (the driver is broken) - could be a bug in my code but this works on Polaris and Nvidia so it will need to be filed as a radar for AMD.
	Remove the FMetalBufferChunk from FMetalBuffer and simply store a pointer to the owning Heap/Magazine allocator. The FMetalResourceHeap now calls a new Release function to return the buffer to the allocator which will be faster on the CPU.

	#jira UE-57659

Change 4003854 by Mark.Satterthwaite

	Undo parts of 3990064 and try a different approach to get the uniforms to upload and remain available in the right places. As the original bug has been lost to time we should keep an eye out for missing buffer bindings by running under the Metal validation layer periodically.

	#jira UE-57576

Change 4004709 by Rolando.Caloca

	DR - Support for D3D 11, 12 & Vulkan for UAVs off Index Buffers

Change 4005149 by Guillaume.Abadie

	Adds shader permutation to avoid clamping input buffer UV in DOF's gather pass.

Change 4005284 by Uriel.Doyon

	Resaved volume texture assets with proper engine version.

	#jira UE-57534

Change 4005286 by Guillaume.Abadie

	Reduces constant setup in DOF's gather pass.

Change 4005359 by Rolando.Caloca

	DR - vk - Fix annoying warning

Change 4005363 by Rolando.Caloca

	DR - Fix android not finding vulkan shaders

Change 4005457 by Rolando.Caloca

	DR - vk - Fix swapchain crash

Change 4005473 by Patrick.Kelly

	UE-57135: Editor crash if set Reflection Capture Resolution to be 64 and New a Default level

	Codde by Daniel
	Tested by Patrick

Change 4005474 by Rolando.Caloca

	DR - vk - Remove glsl code from shaders. Packaged QAGame goes from 176MB to 162MB

Change 4005759 by Krzysztof.Narkowicz

	Fixed a bug, where reflection capture build is called, even though we are in mobile preview mode.
	#jira UE-57743

Change 4005774 by Mark.Satterthwaite

	Update the wave intrinsics to avoid implicit bool->uint conversion that Apple don't like.

	#jira UE-57750

Change 4005974 by Mark.Satterthwaite

	Don't use cubemap array types on iOS Metal as they aren't available on all devices and we need to maintain backward compatibiliy for years to come.

	#jira UE-57083

Change 4006056 by Mark.Satterthwaite

	Remove the use of the PrimitiveType argument from Metal draw calls.

	#jira UE-57822

Change 4006139 by Mark.Satterthwaite

	- Move the render-pass functions into the MetalRHI implementation for later alteration.
	- Implement Index buffer UAVs for Metal - makes them more like vertex-buffers so this is one more step on the road to a unified buffer base-class implementation.

Change 4006215 by Mark.Satterthwaite

	Metal's begin & end render/compute pass API implementation will take some time, but for now make it not depend on the parent stub implementation.

Change 4006394 by Mark.Satterthwaite

	In lieu of a real instruction count just use the number of lines in the "Main" function of the shader as the instruction count for Metal.

	#jira UE-57551

Change 4006493 by Mark.Satterthwaite

	MetalRHI can currently support 4-component formats for Buffer UAVs - this might need some thought in the future as the API evolves but we might as well take advantage while we can.

Change 4006495 by Daniel.Wright

	Integrate from Refactor branch
	* New FMaterialRenderProxy function GetMaterialWithFallback which provides both the FMaterialRenderProxy and FMaterial.  Needed when falling back to default material, so that proxy and material resource match.
	* Local vertex factory uniform buffer

Change 4006851 by Brian.Karis

	Fix for joined charts forming an L to inflate both axii.

	Thanks to Jess Kube of The Coalition.

Change 4006852 by Brian.Karis

	Fix for hard coded reflection capture cube map size. Should fix light static light aliasing in captures

Change 4006918 by Brian.Karis

	New ByteBuffer functionality. Memcpy and scatter upload. Can implement GPU side TArray reflection.

	Not yet used by checked in code. WIP optimization.

Change 4007246 by Guillaume.Abadie

	Creates lower quality permutation for DOF's gathering pass, without Coc based weighting of the samples, and lower number of gathering ring for fast accumulator.

Change 4007291 by Guillaume.Abadie

	Exposes more DOF scalability settings.

Change 4007328 by Guillaume.Abadie

	Optimises DOF's half res only setup pass using gather4

Change 4007627 by Richard.Wallis

	Fix for when Magic Mouse cannot zoom in World Composition editor.  Missing default SNodePanel::OnMouseMove behaviour.  Tested using a classic 2xbutton + wheel mouse and a Mac MagicMouse.

	#jira UE-57030

Change 4007682 by Richard.Wallis

	No video when playing HLS streaming video on Mac.  2 Issues, FPS was zero making duration for video sample buffer nonsense and Video Track dimensions were going to zero on the AVAsset once fully initialized when playing HSL streams.  Now cache relevant details and handle zero frame rate.

	Notes:
	- Caching the frame rate is not as important as we could look it up each time and fix for zero - ignoring that at the moment.
	- Assume we DO NOT want the FrameSize to be the last fetched video frame size from the AvfMediaVideoSampler as I think that is the video quality for streaming video and not the media frame size.
	- Renamed a variable in the AvfMediaVideoSample - was called FrameRate but it was the FrameDuration by that point.

	#jira UE-56734

Change 4007731 by Rolando.Caloca

	DR - Disable byte buffers on non-hlsl based platforms

	#jira UE-57851

Change 4007741 by Rolando.Caloca

	DR - Disable byte buffers on hlslcc platforms

Change 4007782 by Mark.Satterthwaite

	Force Metal shaders, including the stdlib, to recompile.

Change 4007918 by Rolando.Caloca

	DR - vk - Some static asserts

Change 4008404 by Arciel.Rekman

	Do not crash on incompatible Vulkan drivers (UE-57521).

	#jira UE-57521

Change 4008442 by Daniel.Wright

	Better comments on ERHIFeatureLevel expectations

Change 4008494 by Arne.Schober

	DR - moved bDeletedThroughDeferredCleanup before begincleanup to catch cases where the reference is added twice to the array. also removed finishcleanup as all they ever did was deleting the pointer anyway, and it sould be adfded if such functionallity is ever required fom outside of the regular destructor.

	#jira UE-57754

Change 4008730 by Mark.Satterthwaite

	After the most recent changes to handling uniform buffer dirty bits in MetalRHI we should guard against attempts to set an unbound uniform buffer.

	#jira UE-57870

Change 4008949 by Brian.Karis

	Fix compile warning

Change 4008951 by Brian.Karis

	Added LTC LUT textures

Change 4009326 by Guillaume.Abadie

	Compiles out DOF's gathering bokeh simulation on platform other than desktop.

Change 4009380 by Krzysztof.Narkowicz

	Moved area light code before the contact shadows, so contact shadows use representative light's direction.
	Merged all contact shadows shader code.
	Contact shadows keep constant screen space length independent of FoV settings.
	Contact shadows for translucents.
	Contact shadows for eye.

Change 4009555 by Guillaume.Abadie

	Splits DOFCocTile.usf in two.

Change 4009999 by Yuriy.ODonnell

	MallocStomp can now be enabled on certain platforms using '-stompmalloc' command line argument.

	Previously it was necessary to modify MallocaStomp.h and re-compile the engine.
	Currently supported platforms: Win64, Mac, Linux.

	Replaced hard-coded page size with FPlatformMemory::GetConstants().PageSize.

Change 4010288 by Rolando.Caloca

	DR - vk - Fix for vertex streams

Change 4010289 by Krzysztof.Narkowicz

	D3D12 - fixed depth bounds bug, where depth bounds wasn't properly set to [0;1] after disabling.

	#jira UE-57510

Change 4010297 by Rolando.Caloca

	DR - vk - Remove some functions for android

Change 4010315 by Rolando.Caloca

	DR - vk - Remove create info macro

Change 4010451 by Rolando.Caloca

	DR - vk - Reuse samplers
	- Infiltrator goes from 5759 to 24 samplers!

Change 4010627 by Rolando.Caloca

	DR - vk - Fix missing values for tracking swapchain validation

Change 4011924 by Guillaume.Abadie

	Implements tile based early return optimisation on DOF's postfiltering method.

Change 4011941 by Guillaume.Abadie

	Shaves some ALU in DOF's accumulator for LowQuality permutation.

Change 4012093 by Yuriy.ODonnell

	Disable MallocStompOverrunTest() in static analysis config, as it intentionally performs an out-of-bounds access.

Change 4012195 by Rolando.Caloca

	DR - vk - Fix for mobile backbuffer layout

Change 4012202 by Rolando.Caloca

	DR - vk - Don't use staging buffers on UMA

Change 4012467 by Rolando.Caloca

	DR - Remove redundant check

Change 4012486 by Rolando.Caloca

	DR - Fix missing transition

Change 4012518 by Guillaume.Abadie

	Implements fast shader permutation for DOF's TAA pass.

Change 4013084 by Arciel.Rekman

	Fix for Linux clock discrepancy.

	- Causing at least one precision issue, possibly more.

	(Edigrating 4003273, 4012462 from //UE4/Dev-Editor/... to //UE4/Dev-Rendering/...)

Change 4013266 by Uriel.Doyon

	Fixed crash when setting SceneDepthTextureNonMS and not having valid depth buffers in the  SceneContext.

Change 4013626 by Uriel.Doyon

	Fixed crash in the lighting build when creating a blueprint of the ALight and placing a light component in it.
	#jira UE-51672

Change 4013805 by Rolando.Caloca

	DR - Fix more missing transitions

Change 4014128 by Arne.Schober

	DR - Do not create LocalVFUniformBuffer when running without MVF

	#jira UE-57929

Change 4014193 by Uriel.Doyon

	Editing component transforms now invalidate the component's lighting cache.

	#jira UE-48134

Change 4014282 by Rolando.Caloca

	DR - vk - Remove extra validation during dump

Change 4014584 by Uriel.Doyon

	Duplicated static meshes now generate a new GUID to prevent possible issues with lightmass.
	#jira UE-49064

Change 4014604 by Uriel.Doyon

	UStaticMesh  postduplicate now only generates a new GUID if !bDuplicateForPIE.

Change 4015460 by Guillaume.Abadie

	Composes separate translucency within DOF's recombine pass.

Change 4015571 by Guillaume.Abadie

	Refactors tonemapper to use global shader permutation API, that adds permutation for HDR output device rather than dynamic branching that some shader compiler are not very well optimizing.

Change 4015984 by Krzysztof.Narkowicz

	Fixed crash inside DFAO resource allocation, when DFAO viewport has zero area.

	#jira UE-58000

Change 4016056 by Mark.Satterthwaite

	Fix Mac Metal shader compilation of texture cube arrays.

Change 4016062 by Richard.Wallis

	Convert things like Space, Delete, F6 etc to unicode so they display correctly on the Mac menu rather than first letter of word.  Added the default Mac commands to the GenericCommands so we get a Chord overwrite message and stop things like cmd+ q / w / h from getting bound.

	#jira UE-46999

Change 4016109 by Mark.Satterthwaite

	One unified Metal buffer implementation - will make further changes a heck of a lot easier.

Change 4016221 by Patrick.Kelly

	UE-57617: Ensure changing viewmode to ShaderComplexity while in -game

Change 4016238 by Guillaume.Abadie

	Makes clang happy again in Tonemapper.

Change 4016309 by Mark.Satterthwaite

	More *_RenderThread implementations for MetalRHI.

Change 4016414 by Mark.Satterthwaite

	And MetalRHI version of CreateStructuredBuffer_RenderThread...

Change 4016498 by Mark.Satterthwaite

	Don't hold on to the uniform buffers bound to the hull shader when switching to a tessellated draw call as they'll have the wrong buffer layout.

	#jira UE-57930

Change 4017394 by Juan.Canada

	OpenGL: Fixed shading artifacts due incorrect UNORM/SNORM conversions in skin/skincache/computetangent shaderss.
	#jira UE-57691

Change 4017522 by Rolando.Caloca

	DR - vk - Remove unused code path (old mip generation detection)

Change 4017539 by Rolando.Caloca

	DR - vk - Fix for sky lighting mips showing green on AMD

Change 4017542 by Arciel.Rekman

	Moved appCountTrailingZeros to a non-SSE header (fixes ARM64 build).

	- Arguably WITH_SLI shouldn't apply to Linux on ARM but the fact that the function wasn't available is bad on its own.

Change 4017827 by Guillaume.Abadie

	Optimises DOF's scattering cost by a third.

Change 4017835 by Rolando.Caloca

	DR - Only allow a render pass to generate mips for one color render target

Change 4017889 by Mark.Satterthwaite

	Cache all the Metal state objects to avoid hitting the API unnecessarily.

Change 4018251 by Mark.Satterthwaite

	Fix broken rendering on Metal that tracked back to the innocuous looking changes in CL #4006495 (no blame attached - these changes are entirely reasonable) and cause various bugs in QAGame's TM-DistanceFields, ElementalDemo and probably more. Doesn't fix broken SpeedTree rendering :(.

	MetalRHI was allowing uniform buffers to blow away linear texture buffers when the constant buffer has been elided due to dead-code elimination. This problem can manifest without linear textures if the uniform buffer contains both constant data and a resource-table but the shader doesn't use any of the constant data. That's because Metal doesn't separate constant buffers from any other kind of buffer unlike D3D which separates all the slots out - and Metal doesn't provide enough buffers to emulate the D3D arrangement. So far this has only manifested in the MVF + Linear Texture case but a more robust solution will be necessary long term.

Change 4018514 by Guillaume.Abadie

	Implements r.DOF.Scatter.MinCocRadius.

Change 4018553 by Guillaume.Abadie

	Implements r.DOF.Scatter.MaxSpriteRatio to control the budget upperbound of DOF's scattering

Change 4020369 by Yuriy.ODonnell

	Disable MallocStompOverrunTest in all static analysis configs (using USING_CODE_ANALYSIS macro)

	Previously was only disabled for PVS-Studio.

Change 4020620 by Arciel.Rekman

	Fix XboxOne CIS (fallout of appCountTrailingZeros move).

Change 4020949 by Guillaume.Abadie

	Configures DOF in scalability settings.

Change 4021593 by Rolando.Caloca

	DR - vk - Support for Aftermath style api on AMD

Change 4021740 by Rolando.Caloca

	DR - vk - Change log output

Change 4022008 by Uriel.Doyon

	Fixed renderthread stalls when streaming texture mips on low end systems.

Change 4022135 by Rolando.Caloca

	DR - vk - Fix last mip's layout during mip chain creation

Change 4022607 by Jian.Ru

	Speculative fix for a bug where an invalid vertex buffer is deferenced
	#jira UE-56229

Change 4022890 by Rolando.Caloca

	DR - Fix reference count not getting released

Change 4023540 by Mark.Satterthwaite

	Avoid some pointless retain/release calls on Metal Encoders.

Change 4023796 by Marcus.Wassmer

	Tell users they are over the maximum size when allocating very large rendertargets.

Change 4025337 by Yuriy.ODonnell

	Improved use-after-free detection mechanism and physical memory usage of MallocStomp on Windows.

	MallocStomp on Windows will now reserve virtual address space for every allocation and then commit physical pages only to the valid usable part.
	Physical pages will be unmapped on Free, but virtual address space will not be released and therefore will never be re-used.

	Virtual address space is allocated from the OS in blocks of 1GB and then linearly sub-allocated.
	This reduces VA space usage, as VirtualAlloc returns blocks on 64KB granularity even if we just need 4KB. As a small bonus, this also reduces number of syscalls per allocation.

	This dramatically increases accuracy of use-after-free detection, but consumes significant amount of memory for the OS page table.
	Virtual memory limit for a process on Win10 is 128 TB, which means we can afford to keep virtual memory reserved for a long time.
	Running Infiltrator demo consumes ~700MB of virtual address space per second.

	Additionally, committing physical pages only for the usable part of the entire virtual block reduces physical memory usage by ~30% compared to old behavior,
	which allocated and committed entire block of pages via BinnedAllocFromOS and then marks border page as non-accessible.

Change 4026047 by Rolando.Caloca

	DR - Fix test/shipping

	#jira UE-58148

Change 4026150 by Krzysztof.Narkowicz

	Force proper ordering of buffer visualization materials - after tonemapping (so exposure doesn't influence it) and before editor stuff like icons.
	#jira UE-57992

Change 4026226 by Rolando.Caloca

	DR - Fix static analysis

	#jira UE-58150

Change 4026354 by Jian.Ru

	Debug check trying to catch a crash. Only enabled in editor build
	#jira UE-50111

Change 4026655 by Rolando.Caloca

	DR - Fix for static analysis

	#jira UE-58149

Change 4026763 by Rolando.Caloca

	DR - Remove references to defunct CCT to avoid confusing licensees

Change 4027167 by Uriel.Doyon

	Fixed possible out of bound buffer access when serializing with FDuplicateDataWriter.

	#jira UE-56509

Change 4027850 by Jian.Ru

	Prevent log spam
	#jira UE-50111

Change 4029546 by Rolando.Caloca

	DR - Compile fixes

Change 4029624 by Yuriy.ODonnell

	Addressed static analysis errors in MallocStomp

	- VirtualAlloc return value is now explicitly checked.
	- C6250 is suppressed, as VirtualFree does not release address space by design.

Change 4030225 by Yuriy.ODonnell

	Static analysis warning fix: make sure declaration of Sleep() is consistent between Windows headers and TBB

	The complexity with this particular case is that the warning is generated in synchapi.h, which is included by some Windows headers.
	If a module includes TBB and then Windows platform headers, static analyzer will report this warning.
	Suppressing it would require wrapping all instances of Windows header includes in third-party macros.

	Current pragmatic solution is to modify the Sleep() declaration in TBB header to be consistent with Windows and to report the issue to Intel for a permanent fix.

Change 4030440 by Rolando.Caloca

	DR - Fix crash on mobile

	#jira UE-58222

Change 4030570 by Daniel.Wright

	Allow null SRV's in uniform buffers for feature levels that don't support SRV's in shaders

Change 4030618 by Arne.Schober

	DR - missing tangent/normal sign conversion after integration from main
	#jira UE-58224

Change 4031588 by Rolando.Caloca

	DR - vk - Fix compile error when missing vkCmdWriteBufferMarkerAMD

Change 4032145 by Mark.Satterthwaite

	Fix UE-58268 by only emitting the base_instance/base_vertex variables required to fix-up the instance/vertex ID values to match D3D when the Metal version is 1.1 or higher, earlier versions don't support these features.

	#jira UE-58268

Change 4032209 by Rolando.Caloca

	DR - Fix crash on EngineTest: Mesh Batch's UserIndex is not a union anymore

Change 4033178 by Guillaume.Abadie

	Fixes FXAA sampling outside viewports, that was causing black outline on bottom and right edge of the screen when ViewSize != BufferSize, problematic for some screenshot automated test.

	#jira UE-58151

Change 4034489 by Daniel.Wright

	Fixed UStaticMeshComponent modifying its UStaticMesh when undoing a change.  This caused a crash when other static mesh components using the same mesh asset were rendered, since their rendering state was not recreated.  A component should not modify its asset during PostEditUndo.
	 * This behavior has been present for a long time but was previously hidden because only the vertex factory of the mesh asset is cached in static draw lists, not any of its rendering resources (eg vertex declaration).

Change 4035157 by Uriel.Doyon

	Fixed deadlock in the streaming code when running with -onethread.
	#jira UE-58299

Change 4035198 by Rolando.Caloca

	DR - vk - Fix issue when an older SDK was installed, UBT would pick it (should pick the newer of ThirdParty\Vulkan or installed SDK).

	#jira UE-58267

Change 4035730 by Arne.Schober

	DR - Fix missing Fog parameters during LightScattering Injection

	#jira UE-57608

Change 4035843 by Daniel.Wright

	Reimplemented support for EyeAdaptation node in opaque materials

Change 4036837 by Marcus.Wassmer

	Replace some of the screenshots to match new un-tonemapped buffer visualization

Change 4036980 by Rolando.Caloca

	DR - vk - Fix deadlock contention during mem allocation on Linux

Change 4037225 by Guillaume.Abadie

	Fixes jittering selection outline.

	#jira UE-58350

Change 4038056 by Marcus.Wassmer

	roll back changelist 4026150.  breaks a bunch of automated tests by cutting off half the image.
	Change can go back in later with that part fixed also

Change 4038296 by Jian.Ru

	Static analysis fix
	#jira UE-58377

Change 4038402 by Ben.Marsh

	Suppress IncludeTool warnings caused by CL 3998947.

Change 4038514 by Arne.Schober

	DR - Fix case with MVF where instance offset is not supported by the API (in this case only foliage OpenGL and TvOS), usually the buffers are offsetted instead but with MVF we do not use offsetted buffers, therfore the offset needs to be passed into the shader although we are drawing with offset of 0.

	#jira UE-57652

Change 4038747 by Marcus.Wassmer

	Back out changelist 3853645, causing us to lose shadows in the shaderhair test

Change 4040138 by Rolando.Caloca

	DR - Fix compile warning

Change 4041614 by Rolando.Caloca

	DR - vk - Fix for Oculus module

	#jira UE-58267

Change 3810277 by Daniel.Wright

	Ray Traced Distance Field shadows use a two pass tile culling algorithm with no tile max - fixes flickering from tile overflow in dense areas or with a low sun angle.  Costs .2ms on PS4.
	The distance field scene buffers now use float4 on PS4 and Xbox, saves .1ms on PS4.

Change 3817029 by Uriel.Doyon

	Added UVolumeTexture, which use 3D textures. Compressed formats are supported on DX11, DX12, PS4 and XB1.
	Projects targetting OpengGL don't have access to compressed formats (as the implementation has texture tiling issues).
	Add "r.AllowVolumeTextureAssetCreation" set as 0 by default, which controls whether volume texture can be sampled in materials and whether they can be created from 2D texture assets.
	Platform not supporting BC7, will now fallback on RGBA8 instead of DXT to preserve quality, in an attemps to increase usage of BC7.

	#jira UE-32263

Change 3819960 by Michael.Lentine

	Expose UEPhysics Clothing Parameters through UI.

Change 3823401 by Rolando.Caloca

	DR - Add NumQueriesInBatch to RHIBeginOcclusionQueryBatch

Change 3844805 by Arne.Schober

	DR - Increased Intermediate normal of Umodel and Skelmesh from 8bit Unorm Compressed to float. A resave/rebuid/reimport of the meshes is recommended to recover some lost precision.
	Fixed an issue with compressed (packed) normals on the GPU which were off by one integer representation. Also switched from UNORM to SNORM to get a discrete zero representation and removed some mads from all the VertexShaders.

Change 3847283 by Marcus.Wassmer

	Extra fixes from Uriel

Change 3876607 by Rolando.Caloca

	DR - Use render passes when running occlusion queries
	- Removes the RHI(Begin|End)OcclusionQueryBatch API

Change 3903799 by Daniel.Wright

	[Integrate] Pass Uniform Buffers
	* All pass-constant shader inputs should go into the appropriate pass uniform buffer, instead of being set per-draw
	* Moved many per-draw base pass parameters over to the Base Pass Uniform Buffer
	* Opaque and Translucent base pass shaders have different uniform buffers, which allows compile errors when accessing an invalid resource (eg GBuffer in Opaque), instead of silently falling back to GBlackTexture

	Uniform buffers can now contain nested structs with UNIFORM_MEMBER_STRUCT()
	* This allows composing a uniform buffer at a particular update frequency out of many features, with encapsulation of each feature's parameters in a struct.
	* Eg deferred fog uses FFogUniformParameters, but so does translucency in the base pass, where FFogUniformParameters is reused nested inside the base pass uniform buffer.
	* Resources can now be located anywhere in the uniform buffer.  Padding is inserted to the cbuffer representation to keep memory layouts matching.  In the future the cbuffer could be compacted.
	* RemoveUniformBuffersFromSource() which works around HLSLCC lack of struct initializers now handles nested structs

Change 3917500 by Rolando.Caloca

	DR - Change depth bounds so only the enable bit is in the PSO, allow min/max to be dynamically modified

Change 3964907 by Guillaume.Abadie

	Implements RectList topology support in RHI.

Change 3979171 by Mark.Satterthwaite

	Copying //Tasks/UE4/Dev-UERNDR-354-mtlpp to Dev-Rendering (//UE4/Dev-Rendering):

	Rewrites MetalRHI in terms of mtlpp, which is a C++ wrapper library built around Metal's Objective-C API that attempts to reduce overheads and eliminate resource lifetime errors.

	Regarding mtlpp:
	- The mtlpp library uses C++ constructor/destructor and smart-pointer style management of Objective-C retain/release calls to prevent over- and under-release problems.
	- To reduce Objective-C overheads the mtlpp library caches the internal C-function that implements the Objective-C selectors for the most commonly used Metal protocol types and calls the function directly - this avoids objc_msgSend which does this look-up dynamically and thus improves CPU performance slightly.
	- Another advantage is that mtlpp provides infrastructure to extend the Metal API slightly to help improve MetalRHI - the two important aspects are mtlpp::CommandBufferFence which provides a consistent CPU<->GPU synchronisation primitive and sub-buffer allocations from mtlpp::Buffer which allow for far superior memory management.
	- Validation functionality is also provided by mtlpp to detect CPU vs. GPU data races and resource lifetime validation - this is expensive and is thus optional and compiled out from Shipping binaries that should be used when performance is most critical. The validation only works between resource modification and *submitted* command-buffers - anything that is being actively encoded on the CPU is ignored and it remains the responsibility of the application to validate the order of operations when encoding.

	Apple Platform:
	- LLM support which tracks Objective-C objects is enabled only on macOS - we don't have the necessary libraries to intercept and override the internal system calls on iOS.

	MetalRHI:
	- All the types are switched over, (mostly) insuling the external API from the horror of Metal and Objective-C.
	- Buffers are now managed quite differently, small buffers are allocated from a magazine allocator that allocates in fixed blocks from a larger parent buffer, intermediate sized buffers are allocated from a simple heap allocator that wraps a larger buffer and anything of reasonable size (>2Mb) will use the pooled allocator. This *radically* reduces the number of buffer resources, by as much as a factor of 10, because they are now sub-allocated without the need to use MTLHeap or MTLFence so they are performance equivalent to the existing implementation on the GPU and much faster on the CPU. Total memory use is approximately the same.
	- Vertex & index buffer management has been updated to reflect changes in the management and to avoid reallocating buffers which provide a Linear Texture (for SRVs) unless strictly necessary. This ensures that even in cases where a dynamic buffer is updated multiple times in a frame it will still work acceptably well.
	- The Metal ring-buffer implementation is completely different again, this time it can use Managed memory on macOS which allows for much better performance on eGPUs which will be more and more important for Mac.
	- Everyone that needs to wait on a command-buffer fence (rather than a command-buffer itself) now use mtlpp::CommandBufferFence, which prevents race conditions between the different command-buffer handlers (which sometimes execute out of order).
	- LLM tracking should now report the same data as the MetalRHI stats group for buffer & texture allocations - there is no segmentation for Vertex/index/Structured/Uniform allocations in Metal so these numbers are going to be wrong and will need to be rethought.
	- What will be unseen are the number of small but important resource usage fixes that avoid stale resources from being bound to the device after the point at which they become invalid. This should eliminate a class of errors where the GPU uses a resource pointer that is modified by the CPU and was necessary to satisfy the new mtlpp validation code.

	Other:
	- Remove the Metal focused workarounds from the ClothBuffer resource binding and related vertex-buffer SRV - these were put in when MetalRHI/MetalShaderFormat couldn't handle float->uint conversions correctly and they should now.
	- Fix a validation error caused by trying to render a 0-sized scissor rect which is invalid in Metal and simply pointless elsewhere.
	- Consistency of disabling the Manual Vertex Fetch behaviour in shaders.

	#jira UERNDR-354

Change 3979312 by Rolando.Caloca

	DR - Remove bogus bKeepOriginalSurface parameter in CopyToResolveTarget

Change 4005122 by Rolando.Caloca

	DR - Support for PS4 Index Buffer UAVs

Change 4016298 by Guillaume.Abadie

	Fixes DOF hybrid scattering on platforms that supports RectList topology.

Change 4018575 by Guillaume.Abadie

	Optimises DOF's reduce pass when doing scattering compilation.

Change 4020317 by Guillaume.Abadie

	Implements WaveBroadcastIntrinsics.ush.

[CL 4042226 by Marcus Wassmer in Main branch]
2018-05-01 10:36:33 -04:00
Ben Marsh
7ce4c05fda Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3851142 by Robert.Manuszewski

	When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it.

Change 3853797 by Ben.Marsh

	BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc...

	Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option.

Change 3857540 by Graeme.Thornton

	Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed

Change 3860062 by Steve.Robb

	Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example).

Change 3860138 by Steve.Robb

	Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters.

Change 3860273 by Steve.Robb

	Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors.

Change 3863203 by Steve.Robb

	Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.).

	See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html

Change 3864588 by Graeme.Thornton

	Crypto Keys Improvements
	 - Removed UAT command line params for encryption. Centrally configured by the editor settings now.
	 - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata
	 - Minor refactoring of UAT encryption processing to use the new cryptokeys json file
	 - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>"
	 - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks

Change 3864691 by Robert.Manuszewski

	Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever.

Change 3864744 by Robert.Manuszewski

	Added the ability to get the actual filename of the log file FOutputDeviceFile writes to.

Change 3864816 by Graeme.Thornton

	TBA: Minor formatting improvements to textasset commandlet

Change 3868939 by Graeme.Thornton

	TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory

Change 3869031 by Graeme.Thornton

	TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log

Change 3871802 by Steve.Robb

	Class cast flags and property flags are now visible in the debugger.

Change 3871863 by Robert.Manuszewski

	Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.

Change 3874413 by Steve.Robb

	Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections.
	TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement.

Change 3874457 by Ben.Marsh

	When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests.

	The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes.

Change 3876435 by Robert.Manuszewski

	Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever

Change 3878762 by Robert.Manuszewski

	Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed.

Change 3878850 by Robert.Manuszewski

	SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance.

Change 3881331 by Graeme.Thornton

	TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter

Change 3886983 by Ben.Marsh

	UGS: Fix notification window not expanding to fit long captions.

Change 3887006 by Ben.Marsh

	UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10.

Change 3887500 by Ben.Marsh

	UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names).

	Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style.

Change 3887513 by Ben.Marsh

	UGS: Fix badge text drawing outside the clipping bounds.

Change 3888010 by Josh.Engebretson

	Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path
	#jira none

Change 3888418 by Ben.Marsh

	UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing.

Change 3889457 by Steve.Robb

	GitHub #4457 : Display abbreviations properly when converting FNames to display string

	#jira UE-54611

Change 3889547 by Ben.Marsh

	UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description.

	Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this:

	[Badges]
	+DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1")

	The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked.

Change 3889726 by Ben.Marsh

	UGS: Fix description badges that don't have any associated URL.

Change 3889995 by Ben.Marsh

	UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead.

Change 3890007 by Ben.Marsh

	UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious.

Change 3890057 by Ben.Marsh

	UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly.

Change 3891069 by Robert.Manuszewski

	Fixing a crash in MallocBinned2 when running with malloc profiler enabled.

Change 3891084 by Steve.Robb

	Back out changelist 3881331 because it's causing cook errors.

Change 3891100 by Ben.Marsh

	UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows:

	[//UE4/Main/Samples/Games/ShooterGame.uproject]
	Message=:alert:  Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15.

	A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert:

Change 3891346 by Steve.Robb

	TSharedPtr::operator bool, and some usage of it.

Change 3891787 by Steve.Robb

	Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack().

Change 3892379 by Ben.Marsh

	UGS: Fix notification window containing the group fix for each build type.

Change 3892400 by Ben.Marsh

	UGS: Shrink the size of the alert panel.

Change 3892496 by Ben.Marsh

	UGS: Dim badges for changes which aren't eligable for syncing.

Change 3893932 by Steve.Robb

	Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205.

Change 3895872 by Ben.Marsh

	UGS: Show the stream name in tab labels by default.

Change 3896366 by Ben.Marsh

	UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges.

	Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show.

Change 3896367 by Ben.Marsh

	UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel.

Change 3896425 by Ben.Marsh

	UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations.

Change 3896461 by Ben.Marsh

	UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file:

	[//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject]
	StatusPanelColor=#dcdcf0

Change 3899530 by Ben.Marsh

	Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section.

Change 3901164 by Ben.Marsh

	UGS: Add a class to store all the resources for the status panel.

Change 3901165 by Graeme.Thornton

	TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written

Change 3901301 by Ben.Marsh

	UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes.

Change 3902454 by Ben.Marsh

	UGS: Fix logo not being redrawn in the correct position when starting to sync.

Change 3903416 by Ben.Marsh

	UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'.

Change 3904154 by Josh.Engebretson

	Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad)
	#jira UE-55442

Change 3904648 by Ben.Marsh

	UGS: Remove files from the workspace that are excluded by the sync filter.

	The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter.

	#jira UE-47335

Change 3905442 by Steve.Robb

	Change of the ConvertFromType() multi-bool return value to a more descriptive enum.
	Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change.

Change 3905629 by Ben.Marsh

	UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely.

Change 3906447 by Steve.Robb

	Rename EConvertFromTypeResult enumerators.

Change 3906574 by Steve.Robb

	Crash fix for container conversion failure during tagged property import.

Change 3909255 by Daniel.Lamb

	Fixed issue with DLCpackaging crashing on windows
	#jira UE-42880
	#test EngineTest windows

Change 3909270 by Steve.Robb

	Seek instead of skipping bad properties byte-by-byte.

Change 3909324 by Steve.Robb

	Use switch statement instead of repeated if/else.

Change 3909525 by Ben.Marsh

	UGS: Use the StudioEditor target when syncing content-only Enterprise projects.

Change 3911754 by Daniel.Lamb

	Fix for building pak patches.

	#jira UE-55340

Change 3911942 by Robert.Manuszewski

	Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one.

Change 3913067 by Ben.Marsh

	UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter.

Change 3913209 by Ben.Marsh

	UGS: Fix incorrect target name when compiling Enterprise projects.

Change 3917358 by Steve.Robb

	Fix for GetLen(FString).

Change 3919610 by Ben.Marsh

	Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around.

	CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file.

Change 3921002 by Ben.Marsh

	UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects).

Change 3921008 by Ben.Marsh

	UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line.

Change 3921906 by Steve.Robb

	New interpolation functions for quaternions.

	https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html

Change 3921978 by Graeme.Thornton

	TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it.

Change 3924520 by Graeme.Thornton

	UnrealPak: Improve encryption summary log messages

Change 3924522 by Graeme.Thornton

	UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames

Change 3924604 by Graeme.Thornton

	UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys.

Change 3924638 by Graeme.Thornton

	Crypto: Improvements to parsing of old fashioned encryption.ini settings:
	 - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings.
	 - Signing keys will emit an error when they are too long (>64bytes)
	 - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues

	#jira UE-55080

Change 3924747 by Steve.Robb

	Fix for degrees.

Change 3925459 by Chad.Garyet

	Adding check to not to attempt to delete autosdk workspace if it doesn't already exist.

Change 3926703 by Ben.Marsh

	BuildGraph: Include the path to the XML file when displaying an XML parse error.

Change 3926917 by Ben.Marsh

	UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles).

	Set the solution name using an entry in BuildConfiguration.xml as follows:

		<ProjectFileGenerator>
			<MasterProjectName>UE4_Main</MasterProjectName>
		</ProjectFileGenerator>

Change 3927683 by Graeme.Thornton

	UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file.

Change 3928111 by Ben.Marsh

	UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in.

Change 3928926 by Ben.Marsh

	BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties.

Change 3931041 by Graeme.Thornton

	TBA: Add option to textasset commandlet to also include engine content in a resave

Change 3931043 by Graeme.Thornton

	TBA: Redirect some more FArchive members in FArchiveProxy

Change 3931913 by Ben.Marsh

	UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync.

	#jira UE-47368

Change 3932419 by Ben.Marsh

	UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first.

	#jira UE-33541

Change 3932483 by Ben.Marsh

	PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic)


Change 3932624 by Ben.Marsh

	UGS: Add an error dialog when trying to clean the workspace before closing the editor.

	#jira UE-42308

Change 3932679 by Ben.Marsh

	UGS: Add the date/time to the end of the sync log.

	#jira UE-33540

Change 3932705 by Ben.Marsh

	UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist.

	#jira UE-53182

Change 3933318 by Ben.Marsh

	UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary.

	#jira UE-33535, UE-53914

Change 3933840 by Graeme.Thornton

	TBA: When loading assets, only use structured archive adapters for exports when loading text files.

Change 3936040 by Ben.Marsh

	UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update.

	Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background.

	#jira UE-52870

Change 3940230 by Robert.Manuszewski

	Fixes for FilenameToLongPackageName crashes when runnign commandlets

Change 3940240 by Graeme.Thornton

	Automated cycling of encryption and signing keys

Change 3940243 by Graeme.Thornton

	UAT: CryptoKeys automation script

Change 3940321 by Ben.Marsh

	UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range.

Change 3940538 by Ben.Marsh

	UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line.

Change 3941285 by Gil.Gribb

	UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight.
	#jira none

Change 3942404 by Graeme.Thornton

	Pak Signing:
	 - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter
	 - Format the signedarchivereader output to match the pak precacher
	 - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load.
	 - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure
	 - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call.

Change 3942825 by Ben.Marsh

	UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build.

Change 3942839 by Ben.Marsh

	UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number.

Change 3943153 by Ben.Marsh

	Use the correct logical processor count in ParallelExecutor.

Change 3943210 by Ben.Marsh

	UGS: Add an option to the editor arguments window that allows prompting before launching the editor.

Change 3943329 by Ben.Marsh

	UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel.

Change 3944294 by Ben.Marsh

	UGS: Prompt for confirmation before removing any files from the workspace.

Change 3945283 by Ben.Marsh

	UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring.

Change 3945325 by Ben.Marsh

	PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040)


Change 3947359 by Graeme.Thornton

	TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file.

Change 3947360 by Graeme.Thornton

	TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats.

Change 3949431 by Graeme.Thornton

	TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks

Change 3950843 by Ben.Marsh

	UBT: Add a better error if an XML config file is corrupt.

Change 3952504 by Steve.Robb

	GitHub #4545 : UE-55924: CaseSensitive token recognition

	#jira UE-55961
	#jira UE-55924

Change 3952707 by Graeme.Thornton

	Make RandInit(...) log message verbose

Change 3954694 by Ben.Marsh

	BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml.

	To define a Macro, use the syntax:

		<Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage">
			<Log Message="First message" If="$(PrintFirstMessage)"/>
			<Log Message="Second message" If="$(PrintSecondMessage)"/>
			<Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/>
		</Macro>

	To expand a macro, use the syntax:

		<Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/>

	An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified.

	Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded.

Change 3954695 by Ben.Marsh

	PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib)


	#jira UE-56283

Change 3954961 by Ben.Marsh

	UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files.

	#jira UE-56040

Change 3955785 by Steve.Robb

	GitHub #4546 : Don't discard errors from zlib inflate

	#jira UE-55969

Change 3955940 by Steve.Robb

	Redundant and confusing macro check removed.

Change 3956809 by Ben.Marsh

	Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem.

Change 3959590 by Steve.Robb

	Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed.

Change 3959864 by Robert.Manuszewski

	Increasing the size of permanent object pool to fix warnings in cooked ShooterGame

	#jira UE-56001

Change 3960956 by Steve.Robb

	New ToCStr function which generically gets a TCHAR* from a 'string-like' argument.

Change 3963628 by Ben.Marsh

	UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it.

Change 3964349 by Ben.Marsh

	Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows.

Change 3964821 by Ben.Marsh

	Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly.

Change 3965269 by Ben.Marsh

	Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment.

Change 3966554 by James.Hopkin

	#core Removed redundant cast

Change 3966558 by James.Hopkin

	#core Removed redundant casts and changed some MakeShareables to MakeShared

	#robomerge #fortnite

Change 3966754 by Ben.Marsh

	Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe.

Change 3967397 by Ben.Marsh

	Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list.

Change 3967664 by Ben.Marsh

	Update UGS solution to use Visual Studio 2017.

Change 3967838 by Ben.Marsh

	Couple of fixes to conform scripts.

Change 3968767 by Ben.Marsh

	Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime.

Change 3968771 by Ben.Marsh

	Fix compiled-in engine path being subject to macro expansion.

	#jira UE-56504

Change 3968886 by Robert.Manuszewski

	Merging 3914301:

	Remove any references we had added to the GGCObjectReferencer during Init

Change 3968978 by Steve.Robb

	FString->FName fixes for module names in HotReload.

Change 3969019 by Steve.Robb

	Minor refactor of property skipping logic in SerializeTaggedProperties().

Change 3969041 by Steve.Robb

	Simplification of Build.version filename construction.

Change 3969049 by Steve.Robb

	Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable.

	This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename().

	#jira UE-52405

Change 3969120 by Ben.Marsh

	Enable errors for using undefined identifiers in conditional expressions by default.

Change 3969161 by Ben.Marsh

	Remove log line that should only be included in the log.

Change 3969216 by Steve.Robb

	Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling.
	This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed.

	#jira UE-52405

Change 3969346 by Steve.Robb

	Missed some bad FScript(Map/Set)Helper usage from CL# 3698969.

Change 3969598 by Ben.Marsh

	Fix warning from VS2017.

Change 3971101 by Graeme.Thornton

	TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves.

Change 3971407 by Ben.Marsh

	UBT: Fix exception when enumerating toolchains if the directory does not exist yet.

Change 3971523 by Graeme.Thornton

	Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching

Change 3971613 by Ben.Marsh

	Fix Lightmass non-unity compile errors.

Change 3971649 by Ben.Marsh

	Disable optimization around FTickerObjectBase constructor on Win32 due to ICE.

Change 3971829 by Ben.Marsh

	Fix deprecated header warning from PVS Studio.

Change 3972503 by Ben.Marsh

	Changes to build failure notifications:

	* Only people that submitted between builds with different error messages will be included on emails by default.
	* Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line).
	* Anyone that starts a build will be included on all failure emails.

Change 3972732 by Ben.Marsh

	Changes to ensure notification messages are stable.

Change 3972810 by Ben.Marsh

	Write debug information about the digest computed for a change, to assist with debugging it if it's not stable.

Change 3973331 by Ben.Marsh

	Fix missing dependency on linker response file. Prevents target being relinked when build environment changes.

Change 3973343 by Ben.Marsh

	PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff)


Change 3973820 by Ben.Marsh

	Fix incorrect error message when unable to find Visual C++ install directory.

Change 3974295 by Robert.Manuszewski

	Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds.

Change 3975336 by Robert.Manuszewski

	CIS fix after the last merge from main

Change 3976999 by Ben.Marsh

	Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly.

	This should cause CIS to better errors for compiling Odin editor.

Change 3977934 by Ben.Marsh

	UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object.

Change 3977953 by Ben.Marsh

	UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions.

Change 3978544 by Ben.Marsh

	UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later.

Change 3978780 by Ben.Marsh

	Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs.

Change 3979313 by Ben.Marsh

	UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder.

Change 3980499 by Ben.Marsh

	UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions.

Change 3980890 by Ben.Marsh

	UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files.

Change 3981495 by Ben.Marsh

	Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products.

	#jira UE-54343

Change 3982157 by Ben.Marsh

	Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch.

Change 3982239 by Ben.Marsh

	Update tooltip directing users to install Visual Studio 2017 instead of 2015.

Change 3983395 by Graeme.Thornton

	Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file

Change 3983523 by Graeme.Thornton

	Backwards compatibility for pak files with compressed chunk offsets

Change 3983769 by Ben.Marsh

	UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found.

Change 3984529 by Ben.Marsh

	BuildGraph: When run with the -Preprocess=... argument, no steps will be executed.

Change 3984557 by Ben.Marsh

	BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task.

Change 3986520 by Ben.Marsh

	Remove hacks to uniquify response file name on Android and Linux.

Change 3987166 by Steve.Robb

	Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures.

Change 3989061 by Graeme.Thornton

	TBA: Text asset loading/saving work
	 - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports.
	 - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives.
	 - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely.

Change 3989109 by Graeme.Thornton

	TBA: TextAsset commandlet emits a warning when binary package determinism fails

Change 3990823 by Ben.Marsh

	UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI.

Change 3990832 by Ben.Marsh

	UGS: Make the schedule window resizable.

Change 3991569 by Steve.Robb

	GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message

Change 3991970 by Steve.Robb

	Fix for 4096 char limit on FParse::Value.

Change 3992222 by Steve.Robb

	Advice added to the coding standard for using default member initializers.

Change 3993675 by Ben.Marsh

	UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced.

Change 3994199 by Ben.Marsh

	UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects.

	In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK.

	Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx

Change 3994243 by Ben.Marsh

	UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered.

Change 3994260 by Ben.Marsh

	UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself.

Change 3994350 by Ben.Marsh

	UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user.

Change 3995159 by Ben.Marsh

	UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters.

	Indend to re-introduce this functionality through the manual 'clean workspace' operation.

Change 3995169 by Ben.Marsh

	UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls.

Change 3995228 by Ben.Marsh

	UGS: Update recently opened projects list when editing project for an existing tab.

Change 3995312 by Ben.Marsh

	UGS: Stop showing all dialogs in the taskbar.

Change 3995929 by Robert.Manuszewski

	Completely rewritten FReferenceChainSearch class used by 'obj refs' command.

	- 3+ times faster
	- Uses the same code as GC to track all the references down
	- Actually reports all reference chains properly
	- Less code that is more readable than the previous version

Change 3995981 by Ben.Marsh

	UGS: Clean workspace window will now force-sync files that have been deleted or which are writable.

Change 3996113 by Ben.Marsh

	UGS: Fix crash upgrading config files from older versions.

Change 3997990 by Ben.Marsh

	UGS: Prevent error when syncing an empty workspace.

Change 3998095 by Ben.Marsh

	UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job.

	Also forcibly terminate the process on dispose to handle cases where the job object wasn't created.

Change 3998264 by Ben.Marsh

	UGS: Fix exception when switching projects in-place.

Change 3998643 by Ben.Marsh

	Fix shared DDC not being used for installed engine builds.

	#jira UE-57631

Change 4000266 by Ben.Marsh

	UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is:

	    UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options]

	The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified.

Change 4000293 by Ben.Marsh

	Add a compression flag that allows selecting compressor without using the default platform implementation.

Change 4000315 by Ben.Marsh

	Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL.

Change 4000610 by Ben.Marsh

	UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts.

Change 4000627 by Ben.Marsh

	UBT: Include enabled plugin info in the UBT log.

Change 4000793 by Ben.Marsh

	UBT: Remove some member variables from VCEnvironment that don't need to be stored.

Change 4000909 by Ben.Marsh

	UBT: Add VS2017 installations to the list of paths checked for MSBuild installations.

Change 4001923 by Ben.Marsh

	UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic.

	At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist.

Change 4001927 by Ben.Marsh

	Fixes for compiling against the Windows 10 SDK.

Change 4002439 by Robert.Manuszewski

	Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of  TFastReferenceCollector

Change 4003508 by Ben.Marsh

	UGS: Fix new workspaces not having the correct owner and host set.

Change 4003622 by Ben.Marsh

	UGS: Add support for "skipped" as a build result.

Change 4004049 by Robert.Manuszewski

	Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy

Change 4005077 by Ben.Marsh

	UGS: Update version number.

Change 4005112 by Ben.Marsh

	UBT: Reduce number of times a target has to be constructed while generating project files.

Change 4005513 by Ben.Marsh

	UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files.

Change 4005516 by Ben.Marsh

	UBT: Add warnings whenever a module adds an include path or library path that doesn't exist

Change 4006168 by Ben.Marsh

	CIS fixes.

Change 4006236 by Ben.Marsh

	UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control.

Change 4006266 by Ben.Marsh

	UGS: Swap around the new workspace/existing file boxes on the open project dialog.

Change 4006552 by Ben.Marsh

	If staging fails because a restricted folder name is found, include a list of them in the error message.

Change 4007397 by Steve.Robb

	Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container.

Change 4007458 by Ben.Marsh

	UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed.

Change 4009343 by Ben.Marsh

	UGS: Set the rmdir option on new workspaces by default.

Change 4009501 by Ben.Marsh

	UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change.

Change 4009509 by Ben.Marsh

	UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler.

Change 4010543 by Ben.Marsh

	Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported).

Change 4010553 by Ben.Marsh

	UAT: Include platform groups in restricted folder names when staging.

Change 4012030 by Ben.Marsh

	UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace.

Change 4012204 by Chad.Garyet

	- Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text)
	- Create directory for sqlite db if it doesn't exist
	#jira none

Change 4014209 by Brandon.Schaefer

	New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows

	#review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills

Change 4015606 by Brandon.Schaefer

	Missed a code project that needed updating for new Breakpad changes for Mac

Change 4017795 by Robert.Manuszewski

	GC assumption verification should now be 3-4x faster.

	- Refactored Disregard For GC to use TFastReferenceCollector
	- Move both Disregard For GC and Cluster verification code to separate source files

Change 4020381 by Ben.Marsh

	Add link to the new official doc page for UnrealGameSync.

Change 4020665 by Ben.Marsh

	UBT: Prevent plugins being precompiled if they don't support the current target platform.

Change 4021829 by Ben.Marsh

	Update message about downloading a new version of Visual Studio.

Change 4022063 by Ben.Marsh

	UBT: Suppress toolchain output when generating project files.

Change 4023248 by Ben.Marsh

	Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run().

	(Also fix an exception within the exception handler, if GError has not been created yet)

Change 4025759 by Ben.Marsh

	Fix universal CRT include paths not being added to compile environment for VS2015.

Change 4026002 by Ben.Marsh

	UBT: Check the old registry locations for the Windows SDK installation directory.

Change 4026068 by Ben.Marsh

	UBT: Use the correct compiler version in the error message for not having the UCRT.

Change 4026181 by Ben.Marsh

	Fix DebugGame editor configurations not enumerating modules correctly.

	#jira UE-58153

Change 4026285 by Ben.Marsh

	UBT: Add additional logging for enumerating Windows SDKs.

Change 4026708 by Ben.Marsh

	UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders.

Change 4029404 by Ben.Marsh

	Remove incorrect include paths to fix CIS warnings.

Change 4031517 by Steve.Robb

	Fix for UHT errors not being clickable in the Message Log.

	#jira UE-58173

Change 4031544 by Ben.Marsh

	Fix errors building asset catalog for IOS due to modifying shared build environment.

	#jira UE-58240

Change 4032227 by Ben.Marsh

	BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph.

Change 4032262 by Ben.Marsh

	BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml.

Change 4032288 by Ben.Marsh

	Remove UFE from the BuildEditorAndTools script.

Change 3833533 by Ben.Marsh

	Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.

Change 3838569 by Steve.Robb

	Algo moved up a folder.

Change 3848581 by Robert.Manuszewski

	Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems.

	#jira UE-49446

Change 3864743 by Steve.Robb

	Fix for buffer overrun when copying a context string.
	Fix for being unable to link to MallocLeakDetection.
	Fix to prefix for FMallocLeakDetection::ContextString.
	New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string.
	Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations.

	#jira UE-54612

Change 3865020 by Graeme.Thornton

	TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions

Change 3869550 by Josh.Engebretson

	New SymGen and SymUpload tasks (ShooterGame usage example)
	Example C# symbolicator (using saved crash and data router formats)
	Updates for stack walking and crash runtime xml on Windows/Mac

Change 3905453 by Steve.Robb

	USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO.

Change 3910012 by Ben.Marsh

	UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails.

Change 3920044 by Graeme.Thornton

	TBA: Text asset loading

	* Added a structured archive layer to FLinkerLoad
	* Wrapped export loading in a ArchiveUObjectFromStructuredArchive
	* Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content
	* Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename.
	* Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading.
	* Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives.

Change 3921587 by Steve.Robb

	Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings.
	Fixes for various misuses.

	#jira UE-55681

Change 3942873 by Ben.Marsh

	UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not.

Change 3944629 by Graeme.Thornton

	Merging back a couple of fixes from Fortnite
	 - Extra parenthesis around some calculations in the pakprecacher
	 - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature()
	 - Added documentation for build script crypto options

Change 3945381 by Ben.Marsh

	Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value.

Change 3968969 by Steve.Robb

	Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array.

Change 3969417 by Ben.Marsh

	Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs.

	Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest".

Change 3972443 by Ben.Marsh

	Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything.

Change 3977198 by Ben.Marsh

	Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug.

Change 3979632 by Ben.Marsh

	Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist.

	* Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime.
	* The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command).
	* The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees.

Change 3981738 by Ben.Marsh

	Move utility classes for filtering files and matching wildcards into DotNETUtilities.

Change 3983888 by Steve.Robb

	Warning C4868 disabled, about evaluation order of braced initializer lists.

	https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html

Change 3984019 by Steve.Robb

	FString::Printf formatting argument checking added.
	Vararg support for FText::Format.
	All remaining usage fixed.

Change 3985502 by Steve.Robb

	Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'.

Change 3985999 by Graeme.Thornton

	TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT.
	 - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA

Change 3986461 by Ben.Marsh

	Fixup lots of platforms not adding response files as a prerequisite.

	This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts.

Change 3990081 by Ben.Marsh

	Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE.

	Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases).

Change 3996714 by Chad.Garyet

	UGSRestAPI, conversion of UGS to use it.

	#jira none

Change 4008287 by Ben.Marsh

	UBT: Change the engine to use the Windows 10 SDK by default.

	Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file.

	The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7).

Change 4008516 by Chad.Garyet

	- Adding support for both SQLite and MsSql
	- API now reads from only MsSql, but writes to both
	- Added support for POST to CIS for badges
	- PostBadgeStatus now writes out via API Url rather than a direct connection to the DB

	#jira none

Change 4010296 by Chad.Garyet

	Moving SQLite db initilization into Application_Start.  An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404.
	#jira none

Change 4024045 by Ben.Marsh

	Set the list of supported target platforms for OnlineSubsystemGameCircle.

	#jira UE-57887

Change 4031014 by Ben.Marsh

	UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names.

[CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
Simon Tourangeau
19f8663b5a Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3821754 by Jamie.Dale

	[Python] Class property conversion now goes through NativizeClass/PythonizeClass

	This allows it to coerce from Python wrapped object types

Change 3833107 by Patrick.Boutot

	Added functions to fill an existing DataTable from an existing CSV/JSON file.

Change 3835044 by Aaron.Carlisle

	Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename.

Change 3835466 by Patrick.Boutot

	Hide function from Python that need special compile command to be executed by the VM.

Change 3839237 by Jamie.Dale

	Added a way to inspect the full chain of properties that are currently being serialized by an archive

	You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct).

Change 3839974 by Jamie.Dale

	Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else

Change 3842311 by Jamie.Dale

	Fixing potential null level assert

Change 3842313 by Jamie.Dale

	Updated settings editor to handle external properties

Change 3842316 by Jamie.Dale

	Allowing a console command to be given to GEditor/GEngine even if there's a player

	CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue.

Change 3842867 by Jamie.Dale

	Added a way to generate diffs from editor transactions

	The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted.

	These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events.

Change 3844428 by Patrick.Boutot

	Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script.

Change 3845966 by Jamie.Dale

	Added support for minimal game RPC worlds

	These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world)

Change 3848844 by Patrick.Boutot

	Expose EComponentMobility to blueprint.

Change 3854616 by Patrick.Boutot

	Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise.

Change 3856650 by Jamie.Dale

	Fixed a bug where transaction finalization could miss changes since the last snapshot

Change 3864951 by Patrick.Boutot

	Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed.

Change 3867158 by JeanMichel.Dignard

	UBT
	- Added the ability for dll programs to export symbols.

	#jira UEENT-541

Change 3872342 by Jamie.Dale

	Merging static analysis fixes from 4.19

Change 3879305 by Jamie.Dale

	Improved the processing of py files from exec commands

	The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments.

Change 3879306 by Jamie.Dale

	Added a minimal commandlet for invoking Python scripts

Change 3881631 by Jamie.Dale

	Added basic RTTI to Python meta-data types

Change 3885384 by Jamie.Dale

	[Python] Prevent glue code using reserved names

Change 3888957 by Patrick.Boutot

	In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject.
	The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing.

Change 3888961 by Patrick.Boutot

	Fix FInterval::IsValid return type.

Change 3888980 by Patrick.Boutot

	Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948.

Change 3889165 by Patrick.Boutot

	Fix build. Missing include for Timespan. Introduce with CL 3888980.

Change 3889261 by Jamie.Dale

	[Python] Fixing some more name conflicts in generated code

Change 3889504 by Darren.Pegg

	Add option to change PreferredPixelFormat

Change 3891193 by Patrick.Boutot

	Fix build. Missing include for Interval. Introduce with CL 3888980.

Change 3897108 by Patrick.Boutot

	TTinterval use it own traits. Create a Interval traits for Timespan.
	#jira UEENT-947

Change 3899669 by Jamie.Dale

	Fixed Functions sometimes being exposed to Python as if they were Structs

Change 3900692 by Jamie.Dale

	Removed some boilerplate associated with wrapping a basic type to Python

	You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example)

Change 3901066 by conan.reis

	UE4 editor script bindings (Cobra) and helper functions for version control
	- exposed SourceControl class with common source control methods and associated SourceControlState structure
	- commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard)
	- commands store any errors in a shared error text object which is optionally printed to the error log
	- renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile()
	- included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages.

Change 3901388 by Jamie.Dale

	Minimal Slate hooks for Python

Change 3901456 by Jamie.Dale

	Added missing file

Change 3901549 by Jamie.Dale

	Removing some more Windows defines that were causing build issues

Change 3904518 by conan.reis

	Source Control
	- ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider

Change 3905612 by Francis.Hurteau

	Optimize RemoveDuplicates somewhat using a TSet
	#jira UEENT-217

Change 3912626 by Jamie.Dale

	Fixed ShouldExcludeDerivedClasses option not working

	RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering.

Change 3917739 by Jamie.Dale

	Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget

Change 3917744 by Jamie.Dale

	Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name

	Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime.

Change 3918832 by Jamie.Dale

	Removed field iteration from Python function calls

	We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields.

Change 3920648 by Patrick.Boutot

	Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen.
	Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization.

Change 3921396 by Jamie.Dale

	Split up the generated type data to correspond to the type being wrapped

	A lot of types can just use the minimal set, but classes and structs have some extra data.

Change 3921619 by conan.reis

	- add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again.
	- also added result info to FSourceControlWindows::PromptForCheckin()

	#jira UE-55255

Change 3921624 by conan.reis

	Removed Source Control common files from pre compiled header
	- main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp
	- remaining files have includes changed to accomodate

Change 3921958 by conan.reis

	Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619

Change 3922740 by conan.reis

	Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion.
	They were previously removed in CL3921624

Change 3923375 by Jamie.Dale

	Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings

Change 3926547 by Jamie.Dale

	Added support for struct method "hoisting"

	This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python.

Change 3927050 by conan.reis

	Source control - ensured that  ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers

	#JIRA UE-55256

Change 3929268 by conan.reis

	- fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected
	- removed Perforce error message about file folders outside of the workspace client mappings
	- clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled()

	#JIRA UE-55254

Change 3931024 by Rex.Hill

	Expose FBX and Texture import to python

Change 3931273 by Rex.Hill

	Hide re-import slate notification pop-up during python automated asset import

Change 3931368 by Jamie.Dale

	Stopped bools coercing to numeric types in Python nativization

Change 3931374 by Jamie.Dale

	Added support for struct math operator "hoisting"

	This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python.

Change 3932586 by Rex.Hill

	Removed file read into unused memory buffer during Fbx import

Change 3934308 by Jamie.Dale

	Added a public interface for the Python plugin

	Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log.

Change 3935088 by conan.reis

	- Added info/warning and error message storage to all the source control operation structures so additional information can be made available.
	- Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion.

	#JIRA UE-55257

Change 3936668 by Rex.Hill

	#jira UE-55985
	Avoid re-allocation of memory buffer holding file bytes during asset import

Change 3940596 by Rex.Hill

	#jira UE-55989 Optimize skeletal mesh import performance scaling

	Overlapping vertex check was O (N^2)
	100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds

Change 3942629 by Rex.Hill

	#jira UE-55995 Read fbx file only once during import

	Fixes a memory leak of FbxScene and reduces wait time during import.

Change 3942884 by Rex.Hill

	Python asset import can now customize destination asset name

Change 3946278 by Jamie.Dale

	Added stricter conversion for math operator arguments

	PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion.

	This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads).

Change 3948455 by Jamie.Dale

	Added generic Tick function to FPythonScriptPlugin

	This can also handle init logic for after the engine is fully initialized

Change 3948888 by Jamie.Dale

	Added settings for the Python plugin

	You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings).

Change 3948982 by Jamie.Dale

	Fixed Python 3 build error caused by CObject being removed in Python 3.2

Change 3949614 by Francis.Hurteau

	Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer
	#jira UEENT-1053

Change 3950829 by Rex.Hill

	Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION

Change 3953452 by Jamie.Dale

	Fixed some dependencies

Change 3953645 by Jamie.Dale

	Fixed Python parameter packing treating bool output paramers as potential return values

	void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool.

Change 3953850 by Jamie.Dale

	Fixed doc string generation for a function with multiple output paramters and no return value

Change 3954279 by Jamie.Dale

	Initial support for exposing deprecated properties and functions to Python

	This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left.

Change 3954922 by Rex.Hill

	Expose UnloadPackages to python

Change 3955209 by Jamie.Dale

	Initial support for exposing deprecated classes to Python

Change 3955248 by Jamie.Dale

	Added a way to load Unreal modules via Python

	unreal.load_module("modulename")

Change 3955561 by Rex.Hill

	Expose asset export to python

Change 3956068 by Rex.Hill

	Linux compile fix.

Change 3960449 by Rex.Hill

	Fix automated test using bCombineMeshes

Change 3960495 by Patrick.Boutot

	Add a temporary menu to show the MetaData of an asset.
	The menu will need to be updated to have a look and feel of the Detail View and support edition at one point.

Change 3961599 by Rex.Hill

	Reduced peak memory during import of meshes related to duplicate vertex tracking

Change 3962104 by Rex.Hill

	Disable import mesh overlapping corners memory optimization to because it can change uv generation

Change 3962507 by Rex.Hill

	Fix uv generation

Change 3965285 by Rex.Hill

	Add support for FBX export as ASCII
	#jira UE-56465

Change 3965287 by Rex.Hill

	Forgotten file, fbx export as ascii

Change 3966772 by Simon.Tourangeau

	Fix MaterialExpressionFunctions for ExternalTexture support

Change 3967014 by Jamie.Dale

	Added a way to get the CDO in Python

	Wrapped objects now have a get_default_object class method

Change 3967151 by Jamie.Dale

	Added stats to track Python generation time

Change 3968006 by Simon.Therriault

	Media Samples

	- Removed Locks and Min/Max SampleTime from queues
	- Added methods to fetch NextSampleTime and SampleCount in queues
	- Added MediaSource base class for players that want to be time synchronized

	#jira UEENT-948

Change 3969119 by Patrick.Boutot

	Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other.

[CL 3972277 by Simon Tourangeau in Main branch]
2018-03-29 13:32:35 -04:00
Marc Audy
d5628cd986 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx

============================
  MAJOR FEATURES & CHANGES
============================

Change 3804281 by Fred.Kimberley

	Improve contrast on watches in blueprints.

Change 3804322 by Fred.Kimberley

	First pass at adding a watch window for blueprint debugging.

Change 3804737 by mason.seay

	Added some Descriptions to tests that didn't have any, and fixed some typos

Change 3806103 by mason.seay

	Moved and Renamed Timers test map and content appropriately

Change 3806164 by Fred.Kimberley

	Add missing property types to GetDebugInfoInternal.

	#jira UE-53355

Change 3806617 by Dan.Oconnor

	Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator

	#jira UE-31754, UE-42431, UE-53315, UE-53172

Change 3808541 by Fred.Kimberley

	Add support for redirecting user defined enums.
	This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html

Change 3808565 by mason.seay

	Added a few more struct tests

Change 3809840 by mason.seay

	Renamed CharacterMovement.umap to CharacterCollision.  Fixed up content to reflect this change.

Change 3809847 by mason.seay

	Added Object Timer tests.  Fixed up existing timer test to remove delay dependency

Change 3811704 by Ben.Zeigler

	Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical

Change 3811946 by Ben.Zeigler

	#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations

Change 3812061 by Dan.Oconnor

	Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'

	#jira UE-52854

Change 3812259 by Dan.Oconnor

	Fix asset broken by removal of an unkown enum

	#jira UE-51419

Change 3812904 by Ben.Zeigler

	Make ResolveRedirects on StreamableManager public as it can be used to validate things

Change 3812958 by Ben.Zeigler

	#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts

Change 3812975 by Mieszko.Zielinski

	Added contraptions to catch a rare eidtor-time EQS crash #UE4

	#jira UE-53468

Change 3818530 by Phillip.Kavan

	Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.

	Change summary:
	- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
	- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.

	#jira UE-52167

Change 3819733 by Mieszko.Zielinski

	Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4

	#jira UE-15089

Change 3821776 by Marc.Audy

	Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class

Change 3823851 by mason.seay

	Moved and renamed blueprints used for Object Reference testing

Change 3824165 by Phillip.Kavan

	Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.

	Change summary:
	- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.

	#jira UE-53111

Change 3830309 by mason.seay

	Created Literal Gameplay Tag Container test

Change 3830562 by Phillip.Kavan

	Blueprint nativization bug fixes (reviewed/taken from PR).

	Change summary:
	- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
	- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
	- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
	- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
	- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
	- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
	- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.

	#4202

	#jira UE-52188

Change 3830579 by Fred.Kimberley

	Add support for turning off multiple watches at once in the watch window.

	#jira UE-53852

Change 3836047 by Zak.Middleton

	#ue4 - Dev test maps for overlaps perf tests.

Change 3836768 by Phillip.Kavan

	Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.

	Change summary:
	- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.

	#jira UE-53908

Change 3838085 by mason.seay

	Functional tests around basic blueprint functions

Change 3840489 by Ben.Zeigler

	#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing

Change 3840648 by mason.seay

	Updated Descriptions on tests

Change 3842914 by Ben.Zeigler

	Improve comments around stremable handle cancel/release

Change 3850413 by Ben.Zeigler

	Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
	Copy of CL #3849610

Change 3850426 by Ben.Zeigler

	Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
	Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
	Copy of CL #3850389

Change 3853449 by Phillip.Kavan

	Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.

	Change summary:
	- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
	- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
	- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
	- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
	- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
	- Fixed a few typos.

	#jira UE-53960

Change 3853465 by Phillip.Kavan

	Fix plugin module C++ source template to conform to recent public include path changes.

Change 3857599 by Marc.Audy

	PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
	#jira UE-54281
	#jira UE-54399

Change 3863259 by Zak.Middleton

	#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.

	#jira UE-46293

Change 3863491 by Zak.Middleton

	#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.

	Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.

	#jira UE-21264

Change 3865325 by Zak.Middleton

	#ue4 - Fix static analysis warning about possible null PC pointer.

	#jira none

Change 3869828 by Ben.Zeigler

	#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry

Change 3869969 by mason.seay

	Character Movement Functional Tests

Change 3870099 by Mason.Seay

	Submitted asset deletes

Change 3870105 by mason.seay

	Removed link to anim blueprint to fix errors

Change 3870238 by mason.seay

	Test map for Async Loading in a Loop

Change 3870479 by Ben.Zeigler

	Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
	We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames

Change 3875224 by mason.seay

	Functional tests for Event BeginPlay execution order

Change 3875409 by mason.seay

	Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)

Change 3878947 by Mieszko.Zielinski

	CIS fixes #UE4

Change 3879000 by Mieszko.Zielinski

	More CIS fixes #UE4

Change 3879139 by Mieszko.Zielinski

	Even moar CIS fixes #UE4

Change 3879742 by mason.seay

	Added animation to Nativization Widget asset

Change 3880198 by Zak.Middleton

	#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.

	#jira UE-54875
	github #4479

Change 3880266 by Zak.Middleton

	#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).

	#jira UE-54875

Change 3881546 by Mieszko.Zielinski

	*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4

Change 3881547 by Mieszko.Zielinski

	Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4

	Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).

Change 3881742 by mason.seay

	Additional crouch test to cover UE-54875

Change 3881794 by Mieszko.Zielinski

	Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4

Change 3884503 by Mieszko.Zielinski

	Fixed TopDown code template to make it compile after navsys refactor #UE4

	#jira UE-55039

Change 3884507 by Mieszko.Zielinski

	Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4

	It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.

	#jira UE-55033

Change 3884594 by Mieszko.Zielinski

	Added a const FNavigationSystem::GetCurrent version #UE4

	lack of it was causing KiteDemo to not compile.

Change 3884602 by Mieszko.Zielinski

	Mac editor compilation fix #UE4

Change 3884615 by Mieszko.Zielinski

	Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4

Change 3885254 by Mieszko.Zielinski

	Guessfix for UE-55030 #UE4

	The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro

	#jira 55030

Change 3885286 by Mieszko.Zielinski

	Changed how NavigationSystem module includes DerivedDataCache module #UE4

	#jira UE-55035

Change 3885492 by mason.seay

	Minor tweaks to animation

Change 3885773 by mason.seay

	Resaving assets to clear out warning

Change 3886433 by Mieszko.Zielinski

	Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4

	#jira UE-55108

Change 3886783 by Mieszko.Zielinski

	Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4

Change 3887019 by Mieszko.Zielinski

	Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4

Change 3891031 by Mieszko.Zielinski

	Fixed missing includes in NavigationSystem.cpp #UE4

Change 3891037 by Mieszko.Zielinski

	ContentEample's navigation fix #UE4

	#jira UE-55109

Change 3891044 by Mieszko.Zielinski

	PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)

	#UE4

Change 3891598 by mason.seay

	Resaving assets to clear out "empty engine version" spam

Change 3891612 by mason.seay

	Fixed deprecated Set Text warnings

Change 3893334 by Mieszko.Zielinski

	Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4

	#jira UE-55041

Change 3893394 by Mieszko.Zielinski

	Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4

	Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).

Change 3893395 by Mieszko.Zielinski

	Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4

	The message is printed as an error-level log line and it says what should the offending section be renamed to.

Change 3895563 by Dan.Oconnor

	Mirror 3895535
	Append history from previous branches in source control history view

	#jira none

Change 3896930 by Mieszko.Zielinski

	Added an option to tick navigation system while the game is paused #UE4

	Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.

	#jira UE-39275

Change 3897554 by Mieszko.Zielinski

	Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4

Change 3897556 by Mieszko.Zielinski

	Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4

	#jira UE-45261

Change 3898064 by Mieszko.Zielinski

	Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4

	#jira UE-50436

Change 3899004 by Mieszko.Zielinski

	Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4

	Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.

Change 3901733 by Mieszko.Zielinski

	Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4

Change 3901925 by Ben.Zeigler

	#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks

Change 3902166 by Marc.Audy

	Make ULevel::GetWorld final

Change 3902749 by Ben.Zeigler

	Fix it so pressing refresh button in asset audit window actually refreshes the asset management database

Change 3902763 by Ben.Zeigler

	#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only

Change 3905578 by Phillip.Kavan

	The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.

	#4392

	#jira UE-53779

Change 3905848 by Phillip.Kavan

	First pass of the experimental Blueprint graph bookmarks feature.

	#jira UE-10052

Change 3906025 by Phillip.Kavan

	CIS fix.

Change 3906195 by Phillip.Kavan

	Add missing icon file.

Change 3906356 by Phillip.Kavan

	Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.

Change 3910628 by Ben.Zeigler

	Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
	This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child

Change 3912470 by Ben.Zeigler

	#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged

Change 3913045 by Marc.Audy

	Fix issues where recursion in to child actors wasn't being handled correctly

Change 3913398 by Fred.Kimberley

	Fixes a misspelled name for one of the classes in the ability system.

	PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
	#github

	#jira UE-54327

Change 3918016 by Fred.Kimberley

	Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.

	#jira UE-52668

	PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
	#github

Change 3924653 by Mieszko.Zielinski

	Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4

	#jira UE-55378

Change 3925614 by Phillip.Kavan

	Fix ForEachEnum node to skip over hidden enum values in new placements by default.

	Change summary:
	- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
	- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
	- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
	- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).

	#jira UE-34563

Change 3925649 by Marc.Audy

	Fix up issue post merge from Main with navigation system refactor

Change 3926293 by Phillip.Kavan

	Temp fix to unblock CIS.

	#jira UE-34563

Change 3926523 by Marc.Audy

	Ensure that a renamed Actor is in the correct Actors array

	#jira UE-46718

Change 3928732 by Fred.Kimberley

	Unshelved from pending changelist '3793298':

	#jira UE-53136

	PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
	#github

Change 3928780 by Marc.Audy

	PR #4309: The display names of the functions. (Contributed by SertacOgan)
	#jira UE-53334

Change 3929730 by Joseph.Wysosky

	Submitting test assets for the new Blueprint Structure test cases

Change 3931919 by Joseph.Wysosky

	Deleting BasicStructure asset to rest MemberVariables back to default settings

Change 3931922 by Joseph.Wysosky

	Adding BasicStructure test asset back with default members

Change 3932083 by Phillip.Kavan

	Fix Compositing plugin source files to conform to updated relative include path specifications.

	- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.

Change 3932196 by Dan.Oconnor

	Resetting a property to default now uses the same codepath as assigning the value from the slate control

	#jira UE-55909

Change 3932408 by Lukasz.Furman

	fixed behavior tree services attached to task nodes being sometimes recognized as root level
	#jira nope

Change 3932808 by Marc.Audy

	PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
	#jira UE-50871

Change 3934101 by Phillip.Kavan

	Revise ForEachEnum node expansion logic to exclude hidden values at compile time.

	Change summary:
	- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
	- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.

	#jira UE-34563

Change 3934106 by Phillip.Kavan

	Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.

	Change summary:
	- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.

Change 3934116 by Phillip.Kavan

	UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.

	Change summary:
	- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.

Change 3934382 by Phillip.Kavan

	Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.

Change 3936387 by Mieszko.Zielinski

	Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4

Change 3936905 by Ben.Marsh

	Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.

Change 3940537 by Marc.Audy

	Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
	#jira UE-55938

Change 3940901 by Marc.Audy

	Properly name CVar global to reflect what it is for

Change 3943043 by Marc.Audy

	Fix world context functions not being able to be used in CheatManager derived blueprints
	#jira UE-55787

Change 3943075 by Mieszko.Zielinski

	Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4

Change 3943089 by Mieszko.Zielinski

	Fixed how WorldSettings.NavigationSystemConfig gets created #UE4

	Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
	The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
	Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.

Change 3943225 by Marc.Audy

	Fix spelling of Implements

Change 3950813 by Marc.Audy

	Include owner in attachment mismatch ensure
	#jira UE-56148

Change 3950996 by Marc.Audy

	Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays

	#jira UE-55482

Change 3952086 by Marc.Audy

	PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
	#jira UE-54974

Change 3952720 by Marc.Audy

	PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
	#jira UE-56248

Change 3952804 by Richard.Hinckley

	Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.

Change 3952962 by Marc.Audy

	UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
	#jira UE-49610

Change 3952977 by Phillip.Kavan

	Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.

	Change summary:
	- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
	- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
	- Fixed a few typos in existing API names.

	#jira UE-48233

Change 3953658 by Marc.Audy

	(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
	#jira UE-56270

Change 3954727 by Marc.Audy

	Add friendly name to custom version mismatch message

Change 3954906 by Marc.Audy

	(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
	#jira UE-56313

Change 3954997 by Marc.Audy

	Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type

Change 3955091 by Marc.Audy

	Do not register subcomponents that are not auto register
	#jira UE-52878

Change 3955943 by Marc.Audy

	Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed

Change 3956185 by Zak.Middleton

	#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.

	This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().

	#jira none

Change 3958102 by Marc.Audy

	Clean out dead code path from k2node_select
	Select node now resets pins to wildcard if none of the pins are in use

Change 3958113 by Lukasz.Furman

	added OnSearchStart call to root level behavior tree services
	#jira UE-56257

Change 3958361 by Marc.Audy

	Fix literal input pins on select being set to wildcard during compilation

Change 3961148 by Dan.Oconnor

	Mirror 3961139 from Release 4.19
	Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
	#jira UE-55742

Change 3961640 by Marc.Audy

	Select node now displays Add Pin button
	Undo of changing select node index type now works correctly.
	Connections to option pins now maintained across change of index pin type
	#jira UE-20742

Change 3962262 by Marc.Audy

	Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"

Change 3962795 by Phillip.Kavan

	Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.

	- Mirrored from //UE4/Release-4.19 (3962782)

	#jira UE-56316

Change 3962991 by Marc.Audy

	Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
	Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
	#jira UE-54807

Change 3963114 by Marc.Audy

	Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.

Change 3963427 by Marc.Audy

	Fix initialization order
	Initialize bUseBackwardsCompatForEmptyAutogeneratedValue

Change 3963781 by Marc.Audy

	Fix without editor compiles

Change 3964576 by Marc.Audy

	PR #4599: : Working category for timelines (Contributed by projectgheist)
	#jira UE-56460
	#jira UE-26053

Change 3964782 by Dan.Oconnor

	Mirror 3964772 from Release 4.19

	Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing

	#jira UE-56447

Change 3965156 by Mieszko.Zielinski

	PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)

	#jira UE-56435

Change 3965173 by Marc.Audy

	(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
	#jira UE-56431

Change 3966117 by Marc.Audy

	Fix select nodes inside macros using wildcard array inputs having issues resolving type.
	#jira UE-56484

Change 3878901 by Mieszko.Zielinski

	NavigationSystem's code refactored out of the engine and into a new separate module #UE4

	The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.

Change 3879409 by Mieszko.Zielinski

	Further fallout fixes after ripping out NavigationSystem out of the engine #UE4

	- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
	- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)

Change 3897655 by Ben.Zeigler

	#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
	It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references

	Change 3962780 by Marc.Audy

	When preventing a split pin from being orphaned, all sub pins must also be prevented.
	#jira UE-56328
	Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)

[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
Marc Audy
7a0f229e8d Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3876564)
#lockdown Nick.Penwarden
#rnx
#rb none

[CL 3903710 by Marc Audy in Main branch]
2018-02-22 11:25:06 -05:00