forcing them in via emcc.py
#jira UE-71873 Launch on Linux to HTML5 fails due to undefined symbol: tzname
#rnx
#rb none
#lockdown jack.porter
#ROBOMERGE-OWNER: lina.halper
#ROBOMERGE-AUTHOR: nick.shin
#ROBOMERGE-SOURCE: CL 5710909 in //UE4/Release-4.22/... via CL 5711368
#ROBOMERGE-BOT: ANIM (Main -> Dev-Anim)
[CL 5720268 by nick shin in Dev-Anim branch]
Allows fast iteration of C++ changes without restarting the application. To use, select the "Live Coding (Experimental)" mode from the drop down menu next to the editor's compile button, or type "LiveCoding" into the console for a monolithic build. Press Ctrl+Alt+F11 to find changes and compile.
Changes vs standalone Live++ version:
* UBT is used to execute builds. This allows standard UE4 adaptive unity mode, allows us to reuse object files when we do regular builds, supports using any build executor allowed by UBT (XGE, SNDBS, etc..).
* Adding new source files is supported.
* Custom visualizer for FNames is supported via a weakly linked symbol in a static library (Engine/Extras/NatvisHelpers).
* Settings are exposed in the editor's project settings dialog.
* Standalone application has been rewritten as a Slate app ("LiveCodingConsole"). There is an additional option to start the program as hidden, where it will not be visible until Ctrl+Alt+F11 is hit. Similarly, closing the window will hide it instead of closing the application.
* Does not require a standalone licensed version of Live++.
Known issues:
* Does not currently support class layout changes / object reinstancing
#rb none
[FYI] Marc.Audy, Stefan.Boberg, Nick.Penwarden
#jira
#ROBOMERGE-OWNER: lina.halper
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 5304722 in //UE4/Release-4.22/... via CL 5309051
#ROBOMERGE-BOT: ANIM (Main -> Dev-Anim)
[CL 5325549 by ben marsh in Dev-Anim branch]
HTML5 - downgrading emscripten back to 1.38.20
#jira UE-69753 Multithreaded HTML5 loads into a black screen
#rnx
#rb none
#ROBOMERGE-OWNER: lina.halper
#ROBOMERGE-AUTHOR: nick.shin
#ROBOMERGE-SOURCE: CL 4980745 in //UE4/Release-4.22/... via CL 4980746
#ROBOMERGE-BOT: ANIM (Main -> Dev-Anim)
[CL 5042322 by nick shin in Dev-Anim branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 4125165 by Ben.Woodhouse
[INTEGRATE] Integrate from //UE4/Main/...@4124306 to //UE4/Dev-Console/...
Change 4136060 by Marcin.Undak
Editor: fixed device unclaiming
#jira UE-58464
Change 4190321 by Marcin.Undak
Linux: fixes for automation and RecordPerformance
#jira UE-61053
Change 4199010 by Marcin.Undak
Linux: remove unnecessary -g option
Change 4201876 by Marcin.Undak
First implementation of WebM media player for Windows and Linux
Change 4201922 by Marcin.Undak
Whitelisted WebMem plugin only for Windows and Linux
Change 4202203 by Marcin.Undak
WebM build fixes
Change 4223102 by Marcin.Undak
Vulkan: console commands for testing device lost
#jira UE-61789
Change 4225028 by Marcin.Undak
WebMMedia: disabled on Linux until fixed compilation issues
Change 4231444 by David.Harvey
UI - Fixing where the virtual cursor renders. It doesn't correctly take into account DPI scale, which isn't apparent except on the Xbox One.
Integrate as edit from CL 4166648.
#jira UE-62115
Change 4233057 by Marcin.Undak
TestPAL: added new test for string allocation size
Change 4234649 by Marcin.Undak
Linux: switched linux plaform to 16bit wide strings
Change 4235253 by Marcin.Undak
TestPAL: compilation fix for platforms that don't use DirectoryWatcher
Change 4235477 by Marcin.Undak
Linux: re-enabled WebMMedia plugin
Change 4242242 by Marcin.Undak
WebMMediaPlayer: implemented proper format retrieving. MediaFrameworkTest now works.
Change 4243321 by Marcin.Undak
WebMPlayer: static code analisys fix
Change 4243505 by Marcin.Undak
MediaFrameworkTest: added WebM video for testing
Change 4244646 by Marcin.Undak
WebMMedia: improved concurrency
Change 4244735 by Arciel.Rekman
Vulkan: skip unnecessary transitions properly (UE-62348, merge).
(Edigrating CL 4244274 from Release-4.20)
Change 4246685 by Arciel.Rekman
PhysX: remove Cygwin from %PATH% on Windows as it confuses CMake (UE-62326).
Change 4247808 by Marcin.Undak
WebMMediaPlayer: added support for seeking
Change 4254841 by Marcin.Undak
WebM: module dependencies fix
Change 4255124 by laz.matech
Updated UMG_AllPaletterWidgets' combo box to include options so that when selected, the dropdown presents 2 options instead of it appearing like it is broken
#jira none
Change 4256415 by Marcin.Undak
WebM: added missing editor module
Change 4256716 by Arciel.Rekman
Make SetReuseAddr() also set SO_REUSEPORT where available (UE-57076).
- Pull request #4617 by malavon.
#jira UE-57076
Change 4266049 by Marcin.Undak
Linux: UnrealLightmass and CrashReportClient compilation fixes
#jira UE-62521
#jira UE-62522
Change 4266678 by Arciel.Rekman
Merge speculative commit to get aligned pointer on mmap().
(Edigrating CL 4225330)
Change 4267998 by Anthony.Bills
Fix DBufferC clear color due to bad merge.
#jira UE-62649
Change 4269441 by Marcin.Undak
GenericPlatformStrings::VarArgs() implemented %-*s, %lu, %z, %h formatting
#jira UE-62582
Change 4269712 by Marcin.Undak
WebMMediaPlayer: removed LibSimpleWebM
Change 4272849 by Marcin.Undak
WebMMediaPlayer: fixed re-initialisation
Change 4277931 by Arciel.Rekman
Linux: switch to Vulkan by default (UE-62807).
- Default behavior: attempt Vulkan first, but in case of failure instead of quitting silently fall back to GL, unless -vulkan is passed.
- Forcing GL is still possible.
Change 4277965 by Arciel.Rekman
Fix standalone applications after the Vulkan switch.
Change 4277968 by Arciel.Rekman
Linux: make CrashReportClient headful (UE-14089).
- The -unattended flags keep even a headful CRC usable on the servers.
- ldd did not change. Need to check Localization stuff to see if there are any deployment concerns.
#jira UE-14089
Change 4279402 by Arciel.Rekman
Merge from 4.20.1: Vulkan: log validation errors. Also fix handling of some message types (UE-62628).
(Edigrating 4273516 from //UE4/Release-4.20/... to //UE4/Dev-Console/...)
Change 4279992 by Marcin.Undak
Linux: fix SlateViewer compilation
#jira UE-62831
Change 4285613 by Arciel.Rekman
Vulkan: fix mismatched layout.
- I tested with RecordPerformance on InfiltratorDemo and haven't found any impact.
Change 4285622 by Arciel.Rekman
Merged from 4.20.2: Linux: do not refuse to start if system limits cannot be raised (UE-62515).
- Too aggressive behavior, which can break cooking for no valid reason.
- If a commandline argument is used, the engine will still treat inability to raise the limits as an error.
(Edigrating 4273547 from //UE4/Release-4.20/... to //UE4/Dev-Console/...)
Change 4293083 by Arciel.Rekman
Merging //UE4/Main@4291654 to //UE4/Dev-Console
Change 4295297 by Marcin.Undak
Vulkan: temporary disable generic pipeline cache saving to prevent crashes
#jira UE-62848
Change 4300191 by Arciel.Rekman
Delete files added under lowercase directories.
Change 4300211 by Arciel.Rekman
Re-add files deleted in previous commit under camel-cased paths.
Change 4300895 by Arciel.Rekman
Linux: fix editor build
Change 4303543 by Ben.Marsh
Fix compile error for FortGPUTestBed.
Change 4305659 by Marcin.Undak
[Vulkan][Engine] Update the Vulkan RHI to obey r.VSync (and the vsync and novsync command-line arguments).
Change 4222769 by Jason.Stewart@Jason.Stewart_AMD_Dev_Rendering_threadripper-win10 on 2018/07/19 10:55:48
The original implementation ran into a latent thread hazard between the RHI thread and the rendering thread, where the rendering thread would try to use the backbuffer of the swap chain while the swap chain was being recreated (specifically after the swap chain recreation code had released and nulled out the back buffer, but before swap chain creation had actually happened to get a new back buffer). This implementation addresses that issue.
This is Tim's code. I'm just submitting it as Tim is currently out of office.
Change 4305661 by Marcin.Undak
Moved libwebm and libvpx inside WebMMediaPlayer directory
Change 4308659 by Marcin.Undak
Linux: fixed LLDB visualizers
#jira UE-52619
Change 4313650 by Marcin.Undak
WebMMediaPlayer: implemented looping
Change 4321713 by David.Harvey
removed hard-coded platform labels from device output log window in favour of ITargetPlatform::SupportsFeature + updated editor tooltip with correct platform list.
https://ec-01.epicgames.net/commander/link/jobDetails/jobs/8641984?
Change 4321942 by Brandon.Schaefer
Linux: Use the Target RHI list as the default ordering for which RHI is prefered
Also update the RHI list in the project settings for our default list
#jira UE-59487
#review-4316134 @Arciel.Rekman
Change 4322230 by Brandon.Schaefer
Treat %lf as %f in GenericWidePlatformString
#jira UE-62582
Change 4322392 by Brandon.Schaefer
Make sure our fmt size is large enough to check indexes
#jira none
Change 4322895 by Brandon.Schaefer
Actually get the current size of Src as it could have been moved down
#jira none
Change 4327866 by Brandon.Schaefer
Linux: Tell the platform misc what RHI we are using
#jira none
Change 4328926 by Brandon.Schaefer
Linux: Add haptic support for controllers
Github PR #4167 (thanks maiself!)
#jira UE-51681
Change 4328963 by Arciel.Rekman
TestPAL: improve the test by randomizing allocation size.
- The range will no longer be constrained to <=128KB at once, allocations can be as big as 16MB but they will unevenly distributed, with smaller sizes being more frequent.
Change 4329208 by Arciel.Rekman
hlslcc: suppressed benign compiler warning during the Linux build (UE-43988).
Change 4329283 by Arciel.Rekman
Linux: replace CachedOSPageAllocator with PooledVirtualMemoryAllocator for Linux.
For the explanation of FPooledVirtualMemoryAllocator, see PooledVirtualMemoryAllocator.h
For the details, test data and comparisons, message Arciel Rekman.
Relevant command line args added:
-vmapoolscale=<float> (defaults to 1.4)
-vmapoolevict
-novmapoolevict
By default, freed memory will not be evicted from RAM (unless running on a server)
Also changed:
- Removed the fixed-size pool previously used by Linux (and supporting machinery like scaling it on start)
- Replaced the way we manage free blocks from pointers to a bitmap to reduce memory footprint.
Change 4331946 by Luke.Thatcher
[CONSOLE] [^] (merging CL 4162064) Implement new thread heart beat clock to solve the suspend/resume problem across all platforms.
- The hang and hitch detectors now maintain their own clocks which are ticked by their respective threads.
- If the title is suspended, the ticking thread will stop and the clock will stop advancing. On resume, the maximum delta in the clock is clamped to a small value, so we ignore all the time the thread was not ticking for (i.e. the duration of the title being suspended).
- As such, we don't need any logic for handling PLM suspend/resume in the hang and hitch detectors, so this change removes that too.
#jira FORT-96886
Change 4331973 by Luke.Thatcher
[CONSOLE] [^] (merging CL 4183499) Add frame-present-based hang detection.
- RHIs call FThreadHeartBeat::PresentFrame() whenever they present a frame to the swap chain.
- These calls form a separate heartbeat from the thread-based ones, allowing the hang detector to fire if, for example, the game thread is stuck in an async loading loop and is ticking the game thread heartbeat, but making no progress.
- Also refactored ThreadHeartBeat.cpp to move hang detection logging into a FORCENOINLINE function. This will put OnHang and OnPresentHang at the top of the callstack in retail crash dumps, making the bucketing easier to recognise.
Change 4332200 by Luke.Thatcher
[CONSOLE] [+] (merging CL 4227517) Add PlatformDebugData to FShaderResource.
- We can use this to store platform specific shader symbols etc. The data gets serialized to the DDC and can be retrieved during a cook.
- Data is entirely discarded in cooked builds, and is a no-op on platforms which don't implement support for shader debug data.
- Bumped shader version to invalidate DDC keys.
Change 4332407 by Luke.Thatcher
[CONSOLE] [CORE] [!] (merging CL 4279686) Fixed unaligned integer load macro inconsistencies.
- Renamed PLATFORM_SUPPORTS_UNALIGNED_INT_LOADS to PLATFORM_SUPPORTS_UNALIGNED_LOADS
- Merged it with REQUIRES_ALIGNED_ACCESS and REQUIRES_ALIGNED_INT_ACCESS
- Fixed Linux platform which had both the old macros defined to 1, which is wrong because they are mutually exclusive.
Change 4333386 by Luke.Thatcher
[CONSOLE] [!] (merging CL 4317367) Fix compile error in AnimationCompression.h
Change 4334395 by Arciel.Rekman
Corrected PLATFORM_DESKTOP definition.
Change 4336190 by Anthony.Bills
(Original CL4314280) Use the debug file writer when using framepro. This buffers more data which should reduce stalls when writing out on certain platforms.
#jira none
Change 4336291 by Anthony.Bills
Use a clamped local clock when timing out the renderthread.
- This prevents suspend and resume issues on platforms where suspend events may not occur or the system clock is not set to the process time.
#jira none
Change 4336292 by Anthony.Bills
(Orignal CL 4195778) Fix printing of the hang detector multiplier and other logging.
"f" is the correct format specifier for a double.
#jira none
Change 4336307 by Anthony.Bills
(Orignal CL 4257875) Use the correct clock when printing the scoped hitch stat.
- Needs to be the internal FGameThreadHitchHeartBeat clock incase FPlatformTime::Seconds becomes out of sync with FrameStartTime.
#jira none
Change 4336321 by Anthony.Bills
(Original CL 4258186) Add GetNoInit function to FGameThreadHitchHeartBeat.
#jira none
Change 4336397 by Anthony.Bills
Fix redefinition of macro.
#jira none
Change 4336738 by Brandon.Schaefer
Linux: Add options for ASan, TSan, and UBSan
#jira UE-62784 UE-62803 UE-62804
Change 4336791 by Brandon.Schaefer
Linux: Add missing xml comments
#jira none
Change 4336957 by Joe.Barnes
Integrate as edit CL#4218145:
Convert some of our Vector macros to inline functions as thier names class with 3rd party functions.
#jira ue-61733
Change 4338228 by Arciel.Rekman
Switch to v12 Linux cross-toolchain (UE-63589).
#jira UE-63589
Change 4339195 by Ben.Woodhouse
Integrate-as-edit latest CSV profiler changes up to CL 4292187
Change 4339237 by Ben.Woodhouse
Integrate-as-edit CL 4226269
Add support for extern GPU stats, so we can use one stat across multiple CPPs
Fix the Forward rendering GPUProjection stat
Change 4339239 by Ben.Woodhouse
Integrate-as-edit CL 4292520
Support different sized buffers for FArchiveFileWriterGeneric per-platform so we can tune per-platform as needed.
No changes to existing defaults values of 1KB for read, 4KB for write:
#define PLATFORM_FILE_READER_BUFFER_SIZE 1024
#define PLATFORM_FILE_WRITER_BUFFER_SIZE 4096
#define PLATFORM_DEBUG_FILE_WRITER_BUFFER_SIZE 4096
Change 4339241 by Ben.Woodhouse
Integrate-as-edit CL 4210462
Comment out an assert while I investigate properly (doesn't appear to be fatal)
Change 4339265 by Anthony.Bills
[Linux] Fix ContainerBuildThirdParty.sh to pick the first default interface.
#jira none
Change 4339274 by Anthony.Bills
[Linux] Cache the bundled toolchain when using git builds.
- Also will not attempt to download the toolchain if AutoSDK or Multiarch root are specified.
#jira UE-63394
Change 4339623 by Anthony.Bills
[Linux] Update native toolchain buildscript to support clang 6.0.1
- Main issue was due to libxml2 as an extra dependency of some test libraries, so needs to be disabled via DLLVM_ENABLE_LIBXML2.
#jira UE-63588
Change 4339685 by Anthony.Bills
[Linux] Update toolchain setup script to download v12 when it is available.
#jira UE-63588
Change 4339833 by Ben.Woodhouse
[INTEGRATE] Integrate from //UE4/Main/...@4339548 to //UE4/Dev-Console/...
Change 4339843 by Ben.Woodhouse
Attempt to fix a weird possible bad merge issue
Change 4339890 by Ben.Woodhouse
Fix a build issue
#jira nojira
Change 4340314 by Anthony.Bills
Fix mesh decal rendering when write mask is enabled and no deferred decals are in the scene.
#jira UE-55159
Change 4341099 by Marcin.Undak
Mediashader fix
#jira UE-63650
Change 4341106 by Marcin.Undak
QAGame: added MediaPlayer for Linux test
#jira UE-59667
#jira UE-62775
#jira UE-62780
Change 4341107 by Marcin.Undak
WebMMediaPlayer: blacklist all not supported platforms
#jira UE-59667
#jira UE-62775
#jira UE-62780
Change 4341110 by Marcin.Undak
WebMMediaPlayer: enable for Unix platforms
#jira UE-59667
#jira UE-62775
#jira UE-62780
Change 4341804 by Luke.Thatcher
[CONSOLE] [!] Fix memory scribble in black depth texture cube on platforms with 16-bit depth.
- Original code was writing a FColor into the locked texture data, which causes a 2 byte scribble if the PF_ShadowDepth format is 16-bits.
[!] Also fixed GWhiteTextureCube being black. FColor::White is not a compile-time constant, so an initialization order problem meant the value of FColor::White is actually black when the GWhiteTextureCube constructor runs.
#jira none
Change 4342244 by Anthony.Bills
[Linux] Allow restarting the crashed application from the crash report client
#jira UE-62903
Change 4342636 by Brandon.Schaefer
Linux: Update LLVM libc++.a libc++abi.a with version 6.0.1
#jira UE-63587
Change 4343420 by Marcin.Undak
Fixed assert in console
#jira UE-63643
Change 4345166 by Luke.Thatcher
[CONSOLE] [!] (merging CL 4345072) Fix initialization order bug with FColor and FLinearColor constants.
- The original constants were dynamically initialized during startup. Using these constants from other global constructors may result in getting the wrong value (transparent black) if a given constructor runs before FColor/FLinearColor's constructor.
- Adding constexpr to the FColor/FLinearColor constructor makes these constants known at compile-time, and included in the readonly data section, so they don't require dynamic initialization.
[~] Also restores the original constant color values in RenderUtils.cpp
#jira none
Change 4345860 by Arciel.Rekman
Make StompMalloc return 16-byte aligned memory on 64 bit platforms (UE-63743).
#jira UE-63743
(Edigrating 4345734 from Release-4.20)
Change 4345950 by Brandon.Schaefer
Linux: Remove libelf/libdwarf fallback for symbolicating symbols during a crash
#jira UE-63103
Change 4350249 by David.Harvey
helper function to retrieve an LLM tag's name, including platform tags.
Change 4351184 by Ben.Woodhouse
[INTEGRATE] Integrate from //UE4/Main/...@4348973 to //UE4/Dev-Console/...
Change 4351593 by Ben.Woodhouse
Clean up aggressive batching (remove xbox specific #if and //TODO)
#jira UE-46780
Change 4351734 by James.Cobbett
Setting TM-ShaderModels_Niagara to always load
Change 4351984 by Marcin.Undak
QAGame: restored platform media source in TM-ShaderModels map
Change 4353508 by Ben.Woodhouse
[INTEGRATE] Integrate from //UE4/Main/...@4353110 to //UE4/Dev-Console/...
Change 4354237 by Anthony.Bills
[Linux] Fix Linux compilation issues due to change over to TCHAR being char16_t.
#jira UE-63544
Change 4354334 by Anthony.Bills
[Linux] (Missing file from CL 4354237) Fix Linux compilation issues due to change over to TCHAR being char16_t.
#jira UE-63544
Change 4355994 by Brandon.Schaefer
Linux: Agree not Agreed
#jira UE-63937
Change 4356068 by Joe.Barnes
Replace a duplicate DEFINE_EXPRESSION_NODE_TYPE(bool,...) causing errors with iOS unity build compiles. Remove version in ExpressionParser.cpp and include TextFilterExpressionEvaluator.h.
#jira ue-63877
Change 4357726 by David.Harvey
[iOS] add clean support for device output log, after catchup.
#jira none
Change 4357724 by Ben.Woodhouse
[INTEGRATE] Integrate from //UE4/Main/...@4357176 to //UE4/Dev-Console/...
Change 4359634 by Ben.Woodhouse
[INTEGRATE] Integrate from //UE4/Main/...@4359072 to //UE4/Dev-Console/...
Change 4359958 by Ben.Woodhouse
Fix FortGPUTestbed merge issues via p4 copy (content files didn't get moved before for some reason)
Change 4361108 by Anthony.Bills
Fix webm deprecation issues with DrawPrimitiveUp.
#jira UE-64012
Change 4361896 by James.Cobbett
Re-saving materials so that they render correctly outside of the editor.
Change 4362262 by Anthony.Bills
Fix for WebM video decoder crash.
#jira UE-64025
[CL 4362700 by Joe Barnes in Main branch]
updating old ones - and putting new ones in
these originally came from (mostly) onboarding the chrome team on UE4 emails. capturing most of that in markdown format.
#jria UEMOB-255 HTML5 Multithreading
#rn
#rb none
[CL 4230192 by Nick Shin in Dev-Mobile branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3795481 by Nick.Shin
HTML5 - disable SupportsScreenPercentage() - render the full screen
otherwise, this is causing HTML5 screen to only render a portion of the screen and in black...
- there may be another function is that not getting fired off "to render the screen" properly
- this may be due to IsMobileHDR checks that are not fully accounted for the HTML5 platform
#jira UE-52640 HTML5 only renders a black rectangle in the browser when launched
Change 3807007 by Nick.Shin
HTML5 - remove webgl1 only precompile guards (UE4_HTML5_TARGET_WEBGL2)
toolchain can "fallback" to webgl1 -- webgl2 functions in UE4 code are "if checked"/configured/setup at start up
#jira UE-51267 WebGL1 fails to compile
Change 3822593 by Nick.Shin
#jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code
Change 3823512 by Nick.Shin
#jira UE-27141 Remove all #if PLATFORM_HTML5 from high level code
Change 3824639 by Nick.Shin
HTML5 - OSX - RunMacHTML5LaunchHelper.command
- more helpful warning messages
#jira UE-49861 A copied RunMacHTML5LaunchHelper.command gives unspecific Mono error
Change 3829092 by Josh.Adams
- Updated UnrealRemote to 1.4.1
Change 3832708 by Chris.Babcock
Allow UE4Commandline.txt in APK
#jira
#ue4
#android
Change 3835867 by Nick.Shin
HTML5 - code cleanup
origial work was for: UE-27141 (Remove all #if PLATFORM_HTML5 from high level code)
this exposed an issue that i totally forgot about (.../Engine/Source/Developer/... only does builds tools -- which does not make use of PLATFORM_XXX preprocessor)
tested with HTML5 builds with QAGame project :: TM-ShaderModels map
#jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning
Change 3839967 by Mi.Wang
Override MaxObjectInGame on Android to save ~30M with the ObjectArray size.
#Android
Change 3842022 by Mi.Wang
Fix an AssetRegistry size calculation bug.
Change 3843552 by Sorin.Gradinaru
UE-54139 Possible crash with new virtual keyboard on Android if suggestions not disabled
#4.19
#Android
#jira UE-54139
S8 on 7.0 is not hiding suggestions and disabling predictive input. There are cases with this that can cause a crash.
Fix: On text change, downgrade to simple suggestions all the easy correction spans that are not a spell check span (remove android.text.style.SuggestionSpan.FLAG_EASY_CORRECT flags)
Change 3844210 by Nick.Shin
HTML5 - filter out "windows/super" keys - these are not used in UE4
- but, keycode are not the expected "91 or 92" values, SDL keys are "227 & 231" instead...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3844874 by Nick.Shin
HTML5 - detect "SyntaxError: " and do a forced reload
- an actual syntax error would be caught during compile time
- this is usually error condition is usually seen when browser is running "old/partial" cached data and it's fairly safe to just reload the page
#jira UE-54017 QAGame fails to launch properly on HTML5 Firefox 64 bit
Change 3846695 by Nick.Shin
#jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning
Change 3847309 by Nick.Shin
HTML5 - (not to) show virtual joystick
- virtual joysticks are not shown by default-- and the mouse not captured
- this now behaves like the win64 client version
#jira UE-33854 Virtual Joysticks In HTML5 if Mobile/Tablet Project is chosen
Change 3847310 by Nick.Shin
HTML5 - set controller axis and button max value in code instead of relying on emscripten_get_gamepad_status()
- seems emscripten might be uninitialized by the time controlers are used...
#jira UE-28513 - Using a controller in HTML5 causes error
Change 3850606 by Nick.Shin
HTML5 - more static warning fix ups
#jira UE-53524 UE4Editor Static Analysis Win64 (MSVC) - 1 repeat warning
Change 3850624 by Nick.Shin
HTML5 - tell user/developer to show unsupported WebGL browsers on old hardware -- will need to try another browser
note: using following jira to track progress:
#jira UE-47066 Packaged HTML 5 Map Prompts for Firefox Update in Chrome
Change 3855610 by Sorin.Gradinaru
UE-49173 Progress bar causes black screen on iOS
#iOS
#4.20
#jira UE-49173
The bug occurs on iOS with Metal, when the last Slate element to be draw in the scene is a ScrollBar with progress between 0 and 1.
As a workaround, adding another widget (eg. button, image) in the Blueprint solves the problem.
The bug can be reproduced by adding OutDrawElements.PushClip & OutDrawElements.PopClip in any SWidget::OnPaint.
The solution is to disable the scissor
RHICmdList.SetScissorRect(false, 0, 0, 0, 0);
in FSlateRHIRenderingPolicy::DrawElements after the batch rendering
Change 3855652 by Sorin.Gradinaru
iOS 3D browser
UE-53248 Web Browser on a Widget Component is 2D when launching on to iOS
#jira UE-53248
#iOS
#4.20
Uses the same WebTexture from the WebBrowser plugin as the Android version.
+ Code contributed by Juan.Belon from Alea S.r.l at https://udn.unrealengine.com/questions/390166/3d-world-space-widget-is-being-rendered-in-screen.html
Change 3856174 by Nick.Shin
HTML5 - python forking will still error while trying to terminate already terminated processes
- added same "WindowsError code 5" handler found in subprocess.py
#jira UE-51618 HTML5 fails to build, [Error 5] Access is denied
Change 3863322 by Sorin.Gradinaru
UE-54317 DXT apps fail on first launch when 'For Distribution' enabled, Unsupported Texture Format
#jira UE-54317
#Android
#4.19
Change 3878088 by Nick.Shin
UEMOB-425 superceeds this jira
#jira UE-25257 Mac HTML5 project crashes upon downloading expression HasFoundDataDirectory failed
Change 3884560 by Jack.Porter
Fix logspam in FAVMoviePlayer
#jira UE-54760
Change 3886533 by Mi.Wang
Fix a potential crash that the VirtualKeyboardWidget has been hide while trying to use in gamethread.
Change 3889081 by Sorin.Gradinaru
UE-54490 Android Startup Movie audio still playing when app paused, and after app resumed the movie is blackscreen until engine ticked.
#Android
#4.20
#jira UE-54490
Call ForceCompletion for the intial movie player on onPause.
Call App Restart on Resume.
Programmatically restarting an Android application basically consists in killing the current app, then using the launch intent as parameter for startActivity.
This can be done only in onResume , which means that the movie player still has to be manually paused/stopped in onPause.
I╞ve tried to kill the activity on onPause, tested on several devices, with various problems: the app doesn╞t restart anymore (onResume is not called) or the app is automatically sent to background (seems to be crashing when using the multitasking soft key).
Change 3890320 by Chris.Babcock
Fix initializer ordering
#jira UE-55189
#ue4
Change 3958226 by Nick.Shin
HTML5 disable memory poison tests
and fix a bug during Realloc() // for Linux... and in turn for HTML5
#jria none
Change 3958250 by Nick.Shin
HTML5 - FText::FormatStr - skip if multi-threading not supported
#jira none
Change 3968328 by Nick.Shin
HTML5 CORS fixes
still need datarouter.ol.epicgames.com fixes to completely solve these issues. (API server own estimates no later than mid-April)
note: the following are all related:
+ answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers
+ answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server
+ UE-22285 - Session events are not generated for HTML5
+ UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing
#jira UE-19330
Change 3971405 by Nick.Shin
HTML5 suppress double printing to console.log
#jira none
Change 3978767 by Nick.Shin
HTML5 CORS fixes
note: the following are all related:
+ answerhub 756723 - HTML5 CORS / Access-Control-Allow-Headers
+ answerhub 756942 - HTML5 CORS Issue to my Hosts API / Hosted Server
+ UE-22285 - Session events are not generated for HTML5
+ UE-19330 - HTML5 Analytics cross-origin request blocked header Access-Control-Allow-Origin missing
tested (against datarouter.ol.epicgames.com fixes) and found to be functional
#jira UE-22285
Change 3981103 by Nick.Shin
HTML5 - num pad keys crashes project
match latest Engine/Source/Runtime/InputCore/Private/Linux/LinuxPlatformInput.cpp to HTML5PlatformInput.cpp
also fix a HUD crash...
#jira UE-54056 HTML5 crashes inside browser upon pressing windows key
Change 3983424 by Sorin.Gradinaru
UE-57107 Attempting to load a streamed media source causes the app to become unresponsive when device is not connected to internet
#jira UE-57107
#Android
#4.20
The ANR is because the android.media.MediaExtractor.setDataSource(UrlPath) calls an underlying api which retries the download (10-30 times).
Additional issue (all platforms): the MediaFrameworkTest/StreamSource_Infiltrator souce seems to have been removed (no longer at https://docs.unrealengine.com/latest/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4). According to the docs (https://docs.unrealengine.com/en-US/Engine/MediaFramework/HowTo/StreamMediaSource) the new location of the Sample Video is at https://dnnrz1gqa.blob.core.windows.net/portals/attachments/Engine/MediaFramework/HowTo/StreamMediaSource/Infiltrator%20Demo.mp4?sr=b&si=DNNFileManagerPolicy&sig=F%2BBpnYueeQTUTSW0nCRSrXEfr35LIawe7C3MQoe2%2FPI%3D
Change 3985248 by Nick.Shin
HTML5 game window size
add project setting drop down box to select canvas scaling mode
#jira UE-46555 HTML5 game window does not scale with browser size
Change 3986190 by Sorin.Gradinaru
UE-56076 Android Launch On "Running..." toast intermittently doesn't appear
#jira UE-56076
#Android
#4.10
When cancelling Launch on Device, always call CancelContinuations for the current task
Change 3986412 by Nick.Shin
CIS error fix
#jira none
Change 3987007 by Nick.Shin
HTML5 fullscreen size fix
- when using FIXED scale mode initially, there's some strange padding margins
- but, setting UE4_fullscreenScaleMode to anything "but FIXED scale mode" will work...
#jira UE-46555 HTML5 game window does not scale with browser size
Change 3988408 by Nick.Shin
HTML5 call EndSession() onbeforeunload()
? should PreExit() be called instead?
#jira UE-57207 Session End event is not generated for HTML5
Change 3991828 by Nick.Shin
HTML5 shipping build crash
some FVector2D needs ContainsNaN() checks
#jira UE-57401 Projects packaged for Shipping HTML5 do not launch the engine in the browser
Change 3992884 by Nick.Shin
HTML5 call EndSession() onbeforeunload() code cleanup
#jira UE-57207 Session End event is not generated for HTML5
Change 3992887 by Nick.Shin
datarouter: Session events code cleanup
#jira UE-22285 - Session events are not generated for HTML5
Change 4002603 by Sorin.Gradinaru
UE-56177 Unplugging a device while launching onto it from a source build will result in the "Running..." toast staying open
#jira UE-56177
#Android
#iOS
#4.10
Using the device discovery to signal when the running device gets disconnected
Change 4007162 by Dmitriy.Dyomin
Merging using Dev-Mobile->FortMain
Added ObjectOrientation material node for decals, returns decal projection direction ( X-axis)
#jira none
Change 4012196 by Sorin.Gradinaru
UE-57120 Lighting needs to be rebuilt error appears on Camera test app on Nexus 9 and Note 4.
#jira UE-57120
#Android
#4.20
Level lightings rebuilt and QA-Media_Camera_BuiltData.uasset added.
The message appeared (rarely and only on certain devices) because the engine tries to load the pre-computed lightmap data on the render thread, then to add it to the scene on the game thread (in FPrecomputedVolumetricLightmap::AddToScene).
Most of the times there is a desync and the data is not yet loaded when the lightmap is validated (in FScene::AddPrecomputedVolumetricLightmap).
Change 4013034 by Sorin.Gradinaru
UE-55427 iOS application crashes when suspending and resuming the startup movie in rapid succession
#jira UE-55427
#iOS
#4.20
Caused by ToggleSuspend waiting for FDefaultGameMoviePlayer::WaitForMovieToFinish()
Renamed InitialMovie to StartupMovie, including the methods related to the Android platform.
Change 4015449 by Sorin.Gradinaru
UE-38306 "Running xxx on yyy" panel Cancel button should terminate app
#jira UE-38306
#Android
#4.10
Run on device: Pressing Cancel on the "Running..." message should stop the application, if running
Cancel Android builds using "adb shell am force-stop <bundle_id> <device_id>"
Note: Using a new AutomationTool command (re-starting the Automation tool after canceling the BuildCookRun task chain) is too slow - takes 3-10 sec depending on the PC configuration.
AutomationTool is used now only to correctly retrieve the bundle id for each Android device. This is done inside the BuildCookRun command when the application is deployed on the device(s). Cannot simply use the current project's properties to retrieve the bundle id, because when using Launch-> Device Launcher, the user can choose to cook&deploy a different project/texture format, also the user can create & use a profile with multiple devices / with different texture formats.
Change 4016057 by Sorin.Gradinaru
UE-57845 GitHub 4666 : Pull request clipboard on android
#jira UE-57845
#4.20
#Android
#4666https://github.com/EpicGames/UnrealEngine/pull/4666
Implemented Clipboard function on Android.
Change 4020229 by Sorin.Gradinaru
UE-57845 GitHub 4666 : Pull request clipboard on android
#jira UE-57845
#Android
#4.20
GameActivity.java: moving the methods related to clipboard above the native public declarations
Change 4021188 by Sorin.Gradinaru
UE-57876 Location accuracy is ignored by ULocationServicesIOSImpl
#jira UE-57876
#iOS
#4.30
In ULocationServicesIOSImpl::InitLocationServices(ELocationAccuracy Accuracy, float UpdateFrequency, float MinDistance) the first param must be converted to CLLocationAccuracy and used as the first param of LocationDelegateinitLocationServices, rather than using the hardcoded kCLLocationAccuracyHundredMeters.
Also fixed a compilation error (!) when enabling The Location Services plugin on iOS
Change 4024839 by Sorin.Gradinaru
UE-38306 "Running xxx on yyy" panel Cancel button should terminate app
#jira UE-38306
#Android
#4.10
Removed unnecessary #include "AndroidTargetDevice.h", causing circular reference => nightly build errors
Change 4024962 by Cosmin.Sulea
UE-56294 - Packaging step fails when packaging project for distribution
#jira UE-56294
Change 4026122 by Sorin.Gradinaru
UE-57149 Razer Phone: Crash after Switching Camera Format 22-26 times
#jira UE-57149
#Android
#4.20
jobject obj = env->GetObjectArrayElement must be followed by env->DeleteLocalRef(obj)
The bug can probably be reproduced by using a MediaPlayer.
Change 4038185 by Nick.Shin
HTML5 - merge error fix
MallocAnsi.cpp was stomped on
#jira UE-58367 //UE4/Dev-Mobile - Compile UE4Game HTML5 - use of undeclared identifier 'malloc_usable_size'
Change 4039521 by Dmitriy.Dyomin
Export WorldBrowser API so plugin makers can use it
#jira UE-57323
Change 4039523 by Dmitriy.Dyomin
Exposed MobilePatchingLibrary API
#jira UE-55941
Change 4039526 by Dmitriy.Dyomin
Fixed: Hierarchy filtering does not work in world composition
#jira UE-57900
Change 4039529 by Dmitriy.Dyomin
Fixed: 'Apply Fogging' in Material does not work on Mobile (GitHub 4357)
#jira UE-53618
#4357
Change 4039874 by Sorin.Gradinaru
UEMOB-436 Support "All Android" Launch On and Project Launcher options
The main change is in the DeviceProxy class.
A new type ("All devices" proxy) was added, and the proxy now holds a list of physical device IDs for every variant (texture format), instead of a single device ID.
The "All devices" proxy is updated automatically by the device discovery thread.
The change was necessary because the list in the Project Launcher is using the device proxy list.
#jira UEMOB-436
#Android
#UE4
#4.19
Change 4041446 by John.Mauney
Fix that Chris B made locally on my machine
#jira UE-58420
Change 4041791 by Jack.Porter
Fix CIS incremental UE4Editor Win64
#jira 0
[CL 4047603 by Jack Porter in Main branch]