Commit Graph

195 Commits

Author SHA1 Message Date
Ben Cosh
a8e65e863a The log output was Modified to use 'Parent' instead of 'Super' as requested.
#TTP 304083 - ROCKET: TASK: K2:  Change verbage on the super call nodes
#Branch UE4
#Proj CoreUObject

ReviewedBy Chris.Wood

[CL 2251181 by Ben Cosh in Main branch]
2014-08-11 05:39:13 -04:00
Maciej Mroz
f1720d55cc BP: we need to avoid a case, when while class regeneration a different CDO is set, and now we set it to a stale one
ttp#343166 CRITICAL: ElementalVR: CRASH: Occurs when compiling BP_SimplePlanet.

#codereview Nick.Whiting, Mike.Beach

[CL 2248352 by Maciej Mroz in Main branch]
2014-08-08 06:52:20 -04:00
Dan Oconnor
7001a80531 #UE4 consistently bailing once we've ranaway, old behavior would bail only when we exactly hit the stack size limit. Fix for TTP#343294
[CL 2247229 by Dan Oconnor in Main branch]
2014-08-07 13:18:23 -04:00
Maciej Mroz
917e5513c5 ttp342904 CRASH:EDITOR: Attached character blueprint cause immediate crash upon opening blueprint editor
#codereview Nick.Whiting, Robert.Mauszewski

[CL 2246895 by Maciej Mroz in Main branch]
2014-08-07 08:36:52 -04:00
Ben Cosh
b89d6bc0e0 This adds an editor setting in the general project settings under blueprints to allow users can define the script maximum loop iterations
#TTP 340083 - +UE4: K2: Add editor exposed configuration of script max loop iterations count
#Branch UE4
#Proj Engine, CoreUObject

#Change added base engine config value MaximumLoopIterationCount defaulted to the same value as RUNAWAY_LIMIT in scriptcore.cpp
#Change added UEngine::MaximumLoopIterationCount UProperty to receive and store the config value
#Change replaced RUNAWAY_LIMIT define in sciptcore.cpp with GMaximumScriptLoopIterations and switched checks to use this variable
#Change added FBlueprintCoreDelegates::SetScriptMaximumLoopIterations as a feeder function to set GMaximumScriptLoopIterations in the CoreUObjectModule.
#Change Added call to update GMaximumScriptLoopIterations in UEngine::Init and UEditorEngine::PlayInEditor to forward any user changes at key points.

#codereview Chris.Wood, Mike.Beach

[CL 2246761 by Ben Cosh in Main branch]
2014-08-07 05:10:46 -04:00
Dmitriy Dyomin
155ec0e778 Changed world origin to a 3d location instead of 2d. Exposed Get/Set OriginLocation functions to blueprints.
[CL 2246744 by Dmitriy Dyomin in Main branch]
2014-08-07 05:00:43 -04:00
Dan Oconnor
68518828d0 #UE4 final fix for TTP#341121. Infinite loop detection could fire repeatedly if we managed to write a script that could rubberband around the runaway count. Revied by Nick W.
[CL 2244460 by Dan Oconnor in Main branch]
2014-08-05 13:21:00 -04:00
Maciej Mroz
57da7673ae BP: passing parameters by ref optimization - part 1 - native code (similar change should be done for VM calling).
The reference should always be retrieved from MostRecentPropertyAddress. There is no need to copy the parameter.

#codereview Michael.Noland, Nick.Whiting, Robert.Manuszewski

[CL 2244148 by Maciej Mroz in Main branch]
2014-08-05 06:54:03 -04:00
Ben Cosh
2582b0d23a ensured uncooked builds behave similarly with regards to find object in memory first when loading packages.
#TTP 342432 - CRITICAL: SWINGNINJA: CRASH: Opening P_City2 in uncooked game
#Branch UE4
#Proj CoreUObject

#Change simplified the check for attempting to find exports in memory first to be just a test for a cooked data build.

#info The assert was caused by UBlueprintGeneratedClass::ConditionalRecompileClass being triggered during the FScopedDependencyGather destructor on MyCharacter blueprint. The blueprint in question was not serialised in and the GeneratedClass member was null ( which pushed the load to EndLoad in LoadPackage ). The game can be forced to load without asserts but still has issues and I've found that only by forcing RegenerateBlueprintClass on MyCharacter_C results in the maps loading correctly. This change basically ensures that uncooked data builds follow the same load path, really shouldn't affect cooked data builds.

ReviewedBy Nick.Whiting, Robert.Manuszewski

[CL 2244025 by Ben Cosh in Main branch]
2014-08-05 03:48:16 -04:00
Mike Beach
2f8e1bfe56 Heading off some potential blueprints issues that came out of a merge (fixing it up so that we properly pass the Blueprint ExportObject along in a circular load situation).
#codereview Maciej.Mroz

[CL 2240272 by Mike Beach in Main branch]
2014-08-01 17:04:13 -04:00
Maciej Mroz
6f5cb58cf6 The "_C" postif should not be visible in editor UI.
[CL 2240081 by Maciej Mroz in Main branch]
2014-08-01 14:08:30 -04:00
Maciej Mroz
e9c143a30b Blueprint should be fully loaded before regeneration.
ttp342952 BP: CRASH: UEdGraphNode::FindPinChecked()
ttp342956 CRITICAL: Regression: QAGAME: CRASH: Opening tracetest map (UEdGraphNode::FindPinChecked)

#codereview Mike.Beach

[CL 2240042 by Maciej Mroz in Main branch]
2014-08-01 13:18:30 -04:00
Ben Zeigler
db2bff5593 #UE4 Allow implicit property conversion between TSubclassOf and TAssetSubclassOf the same way that TAssetPtr and UObject can be converted. Also supporting both types with arrays
#codereview Robert.Manuszewski

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2227752 by Ben.Zeigler on 2014/07/22 18:46:09.

[CL 2239266 by Ben Zeigler in Main branch]
2014-07-31 20:05:18 -04:00
Mike Beach
6961322da5 Changing the order in which we fully regenerate blueprint classes (for circular dependencies)... Now passing the original ExportObject along with the class that needs regeneration so we can run through the whole process the first time we get into FBlueprintEditorUtils::RegenerateBlueprintClass.
(TTP #342058)

#codereview Nick.Whiting, Dan.Oconnor

[CL 2238821 by Mike Beach in Main branch]
2014-07-31 16:24:16 -04:00
Maciej Mroz
e078fc3b02 BP: validation and optimization related to RefreshAllNodes
#codereview Mike.Beach

[CL 2238282 by Maciej Mroz in Main branch]
2014-07-31 09:53:50 -04:00
Maciej Mroz
e9ab408c41 Break redundant recursive loading.
ttp341943 LIVE: BUILD: Class Array breaks shipping build

#codereview Robert.Manuszewski, Nick.Whiting

[CL 2238279 by Maciej Mroz in Main branch]
2014-07-31 09:49:01 -04:00
Robert Manuszewski
1b12d8aa39 Refactoring CoreUObject initialization to make LaunchEngineLoop not depend directly on CoreUObject module code.
#change Moved static class initalization to CoreUObject module (StartupModule)
#change Re-ordered PreInit initialization
#change Fixed a crash (when using dashes from Outlook) and duplicated code in commandline initialization

[CL 2238173 by Robert Manuszewski in Main branch]
2014-07-31 07:38:19 -04:00
Bob Tellez
ca304885e1 [AUTOMERGE]
#UE4 Fixed a WorldAssets issue caused by reseting loaders while in EndLoad. Initializing a world no longer resets loaders and even if it did, LoadPackage can now handle the case properly.

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2236494 by Bob.Tellez on 2014/07/29 19:13:22.

[CL 2236495 by Bob Tellez in Main branch]
2014-07-29 19:18:05 -04:00
Martin Mittring
009a1775bd * added comment
[CL 2235933 by Martin Mittring in Main branch]
2014-07-29 12:21:06 -04:00
Mikolaj Sieluzycki
b121d9efac Add missing #if guard.
[CL 2235708 by Mikolaj Sieluzycki in Main branch]
2014-07-29 08:04:19 -04:00
Mikolaj Sieluzycki
38aa5d6971 Add missing macro around FReferenceChainLink::GetReferencedByName
[CL 2235685 by Mikolaj Sieluzycki in Main branch]
2014-07-29 07:14:41 -04:00
Robert Manuszewski
0eb1832074 Don't mark packages as dirty in PIE
[CL 2235675 by Robert Manuszewski in Main branch]
2014-07-29 06:44:36 -04:00
Robert Manuszewski
1a892433de CIS Fixes for UnrealFrontend linker errors + initialization order fix
[CL 2235668 by Robert Manuszewski in Main branch]
2014-07-29 06:34:45 -04:00
Mikolaj Sieluzycki
e6a91a7fea Fix missing property names in obj refs output.
TTP #341661 CORE: 'Obj refs' output is sometimes missing property names.
#codereview Robert.Manuszewski

[CL 2235667 by Mikolaj Sieluzycki in Main branch]
2014-07-29 06:34:33 -04:00
Robert Manuszewski
26f250c9a2 Hot-reload: support for structural changes for hot-reload (adding/removing properties/classes/structs/enums)
#change Classes will now be defer registered instead of being created during static initialization
#change Added class re-instancing after hot-reload
#change Changes to UHT to keep track of generated code changes
#change Refactored a few CoreUObject delegates to a common namespace struct.

[CL 2235479 by Robert Manuszewski in Main branch]
2014-07-29 02:43:48 -04:00