Commit Graph

26 Commits

Author SHA1 Message Date
Ben Marsh
cfe09c649f Merging //UE4/Dev-Main to Dev-Build (//UE4/Dev-Build)
#rb none
#rnx

[CL 6922670 by Ben Marsh in Dev-Build branch]
2019-06-10 19:47:29 -04:00
Ben Marsh
c09b6d7f18 Merge from //UE4/Main.
#rb none
#rnx

[CL 4701155 by Ben Marsh in Dev-Build branch]
2019-01-10 11:10:29 -05:00
Ben Marsh
530369c613 Merging //UE4/Dev-Main to Dev-Build (//UE4/Dev-Build)
#rb none
#rnx

[CL 4662695 by Ben Marsh in Dev-Build branch]
2018-12-14 14:49:12 -05:00
Ben Marsh
983f6e4d86 Merging //UE4/Dev-Main to Dev-Build (//UE4/Dev-Build)
#rb none

[CL 4450587 by Ben Marsh in Dev-Build branch]
2018-10-11 09:04:26 -04:00
jerome delattre
9dcdc6c566 #ROBOMERGE-AUTHOR: jerome.delattre
Copying //Tasks/UE4/Release-4.20-EnterpriseLateFeatures to Release-4.20 (//UE4/Release-4.20)
#rb simon.tourangeau
#jira UE-59798, UE-58919, UE-59480

#ROBOMERGE-SOURCE: CL 4119095 in //UE4/Release-4.20/...
#ROBOMERGE-BOT: RELEASE (Release-4.20 -> Release-Staging-4.20)

[CL 4119100 by jerome delattre in Staging-4.20 branch]
2018-06-07 18:49:50 -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
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Matt Kuhlenschmidt
cd967bc733 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3807299)
#lockdown Nick.Penwarden
#rb none

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

Change 3528776 by Yannick.Lange

	Allow thumbnails to be captured from a viewport always.

	#jira UE-45392

Change 3564359 by Yannick.Lange

	Back out part of changelist 3528776: Revert allowing thumbnails to be captured from a viewport to fix UE-47827 & UE-47785.

	#jira UE-47785,  UE-47827

Change 3740671 by Matt.Kuhlenschmidt

	Make the font editor canvas respect dpi scale

Change 3740810 by Josh.Engebretson

	PR #4138: Log GenerateProjectFiles to file when using UVS (Contributed by projectgheist)
	#jira UE-51358

Change 3740939 by Cody.Albert

	Fixing some #ifdefs that should be #ifs

Change 3741089 by Alexis.Matte

	Make sure bImportBoneTracks is set to true when importing into level
	#jira UE-51999

Change 3741101 by Alexis.Matte

	Fix the import material search
	#jira UE-51857

Change 3741690 by Jamie.Dale

	Guard against an invalid index in SLocalizationCommandletExecutor::Tick

	#jira UE-52067

Change 3741710 by Jamie.Dale

	Made a static variable also const

Change 3741724 by Michael.Dupuis

	Added missing shader cache

Change 3742037 by Lauren.Ridge

	Details panels can now "own" a color picker so a different details panel refreshing doesn't close it. Also fixed refreshing state of the graph after changing texture or color parameter values

Change 3742250 by Matt.Kuhlenschmidt

	PR #4185: Output Log Filter tooltip shows %s instead of category. (Contributed by LordNed)


Change 3742308 by Lauren.Ridge

	Adding axis input to the material editor's viewport client

Change 3742380 by Matt.Kuhlenschmidt

	USD importer improvements

	- USD now stores source file information for reimports
	- Fixed bug where no geometry would be imported if an exporter had set a time code even without animated data
	- Prevent a crash if a mesh doesnt have enough valid data to be imported

Change 3742536 by Matt.Kuhlenschmidt

	Remove usd wrapper test project

Change 3743564 by Alexis.Matte

	Fix skeletal mesh screen size auto set value when importing a LOD

	#test none
	#jira UE-52100

Change 3743582 by Lauren.Ridge

	Fixing non-desktop compiles

Change 3743598 by Lauren.Ridge

	Fixing shadowed variable by renaming the global color picker weak ptr variable.

Change 3743636 by Lauren.Ridge

	Creating a new parameter immediately allows naming

Change 3743855 by Michael.Dupuis

	Added missing shader from cache

Change 3744277 by Lauren.Ridge

	Don't show empty Global group if it only contained the material layer param.

Change 3744330 by Lauren.Ridge

	Clarifying "no parameter" text

Change 3744529 by Lauren.Ridge

	Making Save to Child and Save To Sibling buttons work for material layer params, show on material layer param panel

Change 3744668 by Chris.Bunner

	Added shared layer input collection asset, a list of float/texture redirectors that allow setting globally in a material graph then retrieving within layer/blend graphs.
	Added output for number of unique shaders generated by a particular material instance.
	Show instruction counts when working on a material layer.
	Relaxed restrictions on material layers, base MA input is now optional.

	#jira UETOOL-1271, UETOOL-1278, UETOOL-1279

Change 3744669 by Chris.Bunner

	Added automated test for material layers, layer/blend instances and shared inputs.

Change 3744754 by Laz.Matech

	Adding localization data to QAGame for the Realtime Preview localization test.

	#jira none

Change 3744860 by Michael.Dupuis

	#jira UE-52049 : Do not update random stream in most case, only when adding new instances, or filling from built data

Change 3744965 by Chris.Bunner

	Rebuilt lighting in automated test map and updated reflection capture screenshot.

Change 3746015 by Michael.Dupuis

	#jira UE-52090: Added missing shader for forward rendering

Change 3746038 by Michael.Dupuis

	#jira UE-51494: Make sure index is valid for this instance as instances from template and instance could mismatch due to in level changes

Change 3746076 by Michael.Dupuis

	Removed unused code

Change 3746998 by Tim.Gautier

	QAGame: - Renamed UMG_RealtimePreview > UMG_InEditorPreview
	- Moved UMG_InEditorPreview into UMG > Localization, setting up for future Localization tests

Change 3747206 by Arciel.Rekman

	Linux: make UI scale more coarse to prevent unnecessary scaling (UE-52086).

	- Monitors whose physical dimensions fall in range of 80-110 DPI should still have scale=1.0.

	(Edigrating CL 3740942 from Release-4.18 to Dev-Editor)

Change 3747211 by Arciel.Rekman

	Make failure to launch SCW more apparent to the user (UE-47263).

	- Fixes frequent crash on Linux.

	(Merging 3747070 from Release-4.18 to Dev-Editor)

Change 3747726 by Tim.Gautier

	QAGame: Resubmitting updated Loc files

Change 3747872 by Tim.Gautier

	QAGame: Resubmitting compiled Loc assets

Change 3748118 by Lauren.Ridge

	Adding help text to the material layers preview tab

Change 3748398 by Lauren.Ridge

	Fixing tooltips for the material layer read-only preview

Change 3748565 by Arciel.Rekman

	Linux: fix RHIs settings being wrong when removed via project properties (UE-51203).

	- This was a deeper issue with config system than just Linux RHIs.
	- This is a better fix than one submitted to 4.18 branch in CL 3747086.

Change 3749441 by Matt.Kuhlenschmidt

	PR #4201: Fix a typo in a comment. (Contributed by dneelyep)


Change 3749442 by Matt.Kuhlenschmidt

	PR #4195: Incorrect specifier used for FText::Format (Contributed by projectgheist)


Change 3749496 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3749805 by Lauren.Ridge

	Fixing reset to default on MaterialLayerParam in base material

Change 3749838 by Lauren.Ridge

	Also correctly resetting names and layer states

Change 3750442 by Mieszko.Zielinski

	Added a safety check which addresses the crash #UE4

	Note that this is a temp fix. A proper fix is making sure ConvexShapeIndices doesn't contain any duplicates and will be inplemented in Dev-Framework.

	#jira UE-52123

Change 3752266 by Arciel.Rekman

	OpenGL: remove PLATFORM_WINDOWS exceptions.

	- Discrepancy in behavior between Windows and Linux OpenGL is unhelpful for bug reproducibility.
	- VAB bug should have been fixed long ago (on both platforms).

Change 3752929 by Arciel.Rekman

	Linux: avoid crashing on unknown drivers.

	- See https://answers.unrealengine.com/questions/724100/crashes-on-startup-after-first-run.html
	- Checks in IsDeviceIntel() and such fail if the drivers were not detected.

Change 3753254 by Michael.Dupuis

	Added missing shader for shader cache

Change 3753426 by Michael.Dupuis

	#jira UE-5751: Added the possibility to change material instance exposed params at runtime using a MID for texture, vector and scalar for 1 component or all components

Change 3753440 by Alexis.Matte

	Fix fbx scene importer morph target import crash

	#jira UE-52255

Change 3753457 by Michael.Dupuis

	build fix

Change 3753700 by Chris.Bunner

	Make GetSharedInput preview fallback always available in editor as this should handle previews, thumbnails and other editor-only cases.
	Refactor to remove duplicate code in material translator.
	Material layer expressions are required for client load, fixes cooked builds using layer instances in the base material layer stack.

Change 3754760 by Chris.Bunner

	Tidying up EngineTest/ShaderModels map.

Change 3754765 by Arciel.Rekman

	Avoid placing tooltip windows under the cursor (UE-12288).

	- Fixes inability to use some corners of the screen on Linux (the tooltips there aren't click-through).

Change 3754788 by Matt.Kuhlenschmidt

	Fix details panel crash after compiling blueprints that have edit conditon properties

Change 3754933 by Christina.TempelaarL

	Fixed typo in heightLerp (transistion->transition).
	#jira UE-46736

Change 3754946 by Cody.Albert

	Update loading movie code to properly calculate delta time when throttled at 60fps

Change 3755059 by Jamie.Dale

	Fixed game preview language not updating in realtime while PIE was enabled

	#jira UE-52209

Change 3755130 by Jamie.Dale

	Fixed game preview language not updating from native when switching between preview languages

	#jira UE-52348

Change 3755664 by Michael.Dupuis

	Fixed compile warning

Change 3755714 by Yannick.Lange

	Always allow capturing thumbnails from viewport.
	This also hides the thumbnail editing UI when a thumbnail was captured from a viewport.

Change 3755944 by Alexis.Matte

	Fix crash when importing morph target with "built in" tangent option

	#jira UE-52319

Change 3756109 by Christina.TempelaarL

	fixed FBX importer Import Textures tooltip, UMaterial -> Material in tooltip text
	#jira UE-48389

Change 3756169 by Jamie.Dale

	Added plural form pattern to SContentBrowser::GetPathText

Change 3756493 by Laz.Matech

	Updating Localization content to further test InEditor Preview Language in UMG

	#jira none

Change 3758336 by Alexis.Matte

	Fix a crash when importing morph target there was a unsync between some buffer depending on the import options

	#jira UE-52319

Change 3758947 by Jamie.Dale

	Fixed cursor position regression in search boxes

	This was caused by a call to SetText that was added in CL# 3627864

	This caused the text to update as it was changed, which made the cursor jump to the end of the text and made it impossible to type in the middle of a search term.

	This was done as a bound FText value had been passed to the InitalText of SSearchBox, which made the text resolution behave strangely. InitalText should always be a value, and SSearchBox now resolves any bindings during its constructor.

	#jira UE-48874

Change 3759000 by Laz.Matech

	Submitting the .PO file for CL 3756493

	#jira none

Change 3759480 by Matt.Kuhlenschmidt

	Safe guard against brush details crash

	#jira UE-52278

Change 3759665 by Matt.Kuhlenschmidt

	PR #4214: UE-52249: Use valid PreviewShadowsIndicatorMaterialName (Contributed by projectgheist)


Change 3761211 by Matt.Kuhlenschmidt

	Remove the restriction that a level must be writable to be locked/unlocked.
	Fixed duplicate icons being used by the level browser

Change 3761304 by Chris.Bunner

	MaterialAttributeLayers graph node BaseMA input is no longer required.
	Note: Requires "Use Preview Value" set to true on inputs.

Change 3761307 by Chris.Bunner

	New material layers and blends will have "Use Preview Value" set to true by default to avoid the need for connected inputs - Missed file on previous commit.

Change 3761357 by Chris.Bunner

	Renamed material shared input enum.

Change 3761419 by Chris.Bunner

	Updating material layers automated test assets after recent changes.
	Reverted some naming changes so existing screenshot tests can be reused.

Change 3762058 by tim.gautier

	QAGame: Adding Material Layer assets for testing (Content/Materials/LayerFunction)

Change 3763328 by Matt.Kuhlenschmidt

	Fix Slate warning at editor startup

Change 3763354 by Alexis.Matte

	Fix skeletal mesh material assign when reducing a LOD that was import from a file using simplygon reduction

	#jira UE-52505

Change 3763501 by Matt.Kuhlenschmidt

	Prevent shared asset thumbnail pools from having their resources forcefully released when they are in use.  ReleaseResources is now private and only called on destruction of the pool

Change 3763574 by Matt.Kuhlenschmidt

	Fix slate material box brushes not being keyed off image size

	#jira UE-40219

Change 3763678 by Jamie.Dale

	Disable realtime level editor viewport if running under remote desktop

	This makes the main editor window much more responsive by default under remote desktop

Change 3763679 by Jamie.Dale

	Added asset caching metrics for the loc gather

Change 3763693 by Matt.Kuhlenschmidt

	Changed the code that activates the actor details tab  when selection changes to a flash. There are simply too many things that change the selection and steal focus away from a tab being used

	#jira UE-51754

Change 3763826 by Michael.Dupuis

	Fixed Fortnite cooking crash

Change 3763864 by Harrison.Moore

	Adding New Default 'LayerBlend' assets

Change 3764028 by Christina.TempelaarL

	#jira UE-47695 Auto LOD bug

	Moved the sections dropdown to the LOD Picker category and modified Custom cb behavior, based on suggestions from charlie.

Change 3764031 by Christina.TempelaarL

	#jira UE-47695 Auto LOD in StaticMeshViewer

	moved LOD combo widget to LOD picker category and hide custom checkboxes until custom checked.

Change 3764076 by tim.gautier

	QAGame: Submitting UMG_Multitouch_test for initial Multitouch testing

Change 3764263 by Matt.Kuhlenschmidt

	Fix the floor mesh thumbnail

Change 3764284 by Chris.Bunner

	Removing some asserts for cases that can validly fail and are already handled.

Change 3764372 by Matt.Kuhlenschmidt

	PR #4196: Show edit icons in editor (Contributed by projectgheist)


Change 3764388 by Chris.Bunner

	Fixing logic for material, function and instance updating active materials and instances and their editors.

Change 3764674 by Harrison.Moore

	test materials added, Blend updates

Change 3764681 by Harrison.Moore

	Adding HMtest map

Change 3766238 by Chris.Bunner

	Material layer callers need to let their internal material function calls update their inputs/outputs.

Change 3766556 by Jamie.Dale

	Fixed crashes that could happen if some of the data table panels were closed

	We now always create the underlying widgets, even if they're currently hidden from view

	#jira UE-52552

Change 3767753 by Chris.Bunner

	When rebuilding a material function instance editor we must re-create and re-apply the proxies as the expressions have likely changed. Take care to maintain local parameter changes as these have not been saved yet.

Change 3768719 by Michael.Dupuis

	#jira UE-52521: Prevent possible crash if a segment have no point or invalid point

Change 3769157 by Jamie.Dale

	Fixed incorrect text selection if selecting via double click beyond the bounds of the line

	It would previously select the second to last word, rather than the last word

	#jira UE-51609

Change 3769159 by Harrison.Moore

	Belica Test update, New layer blends updated with texture type fix.

Change 3769205 by Jamie.Dale

	Fixed Windows file save dialog not appending the correct extension when there were multiple options available

	#jira UE-52180

Change 3769220 by Harrison.Moore

	Layer blend tweaks

Change 3769292 by Jamie.Dale

	Removing redundant code

	Applying the correct package ID, only to then strip it off again is rather pointless

Change 3769479 by Arciel.Rekman

	UBT: Use response files for compiler when compiling for Linux.

	- Some command lines are too long when cross-compiling on Windows.

Change 3769920 by Arciel.Rekman

	Linux: convert yet another initialization crash to a user-friendly message (UE-52457).

	#jira UE-52457

Change 3771055 by Alexis.Matte

	Make sure we set the Used by morph target material flag to material use by the morphtarget instead of all skinned mesh component
	Use the morph vertex factory only for section that has active morph target

	#jira UE-51483

Change 3771135 by Michael.Dupuis

	Fixed fortnite cooking

Change 3773054 by Yannick.Lange

	Avoid loading viewport interaction assets when starting the editor.

Change 3774184 by Arciel.Rekman

	Linux: disabled some gdb visualizers until the issue is fixed.

	- CL 3773942 by CengizT.

Change 3774303 by Matt.Kuhlenschmidt

	Pull requests to fix various typos

Change 3774305 by Matt.Kuhlenschmidt

	PR #4237: Visual Studio Repeatedly Opens (UE-51608) (Contributed by LordNed)


	#jira UE-51608

Change 3774701 by Arciel.Rekman

	OpenGL: fix ARB callback errors when hitting Build Lighting.

	- Merged from 4.18 shelf.

Change 3775812 by Matt.Kuhlenschmidt

	Fix One-off crash undo-ing while working with Material Params / Material Functions

	#jira UE-52680

Change 3775849 by Matt.Kuhlenschmidt

	More info for UE-52610

Change 3775850 by Matt.Kuhlenschmidt

	Guard against mesh paint crashes

	#jira UE-52618

Change 3775904 by Matt.Kuhlenschmidt

	Added logging to track down window shutdown issues

Change 3775913 by Matt.Kuhlenschmidt

	Pull requests for typos

	#jira UE-52751, UE-52748

Change 3776676 by Jamie.Dale

	Fixed being able to insert tabs into spin boxes with units

	#jira UE-52776

Change 3777006 by Michael.Trepka

	Process Mac windowDidBecomeMain and windowDidResignMain notifications immediately instead of deferring them. This solves issues with Slate code that closes and immediately opens new menu windows. Previously closing a window would schedule menu parent's activation event that could be processed after another menu's creation, making it immediately disappear.

	#jira UE-52145

Change 3777170 by Arciel.Rekman

	Linux: use Xft.dpi (most desktop environments expose their scale through that) as a DPI value (UE-52086, UE-52766).

	- Change by Brandon.Schaefer.
	- Limitation: no per-monitor DPI.

	(Edigrating CL 3776509 //UE4/Release-4.18/... to //UE4/Dev-Editor/...)

Change 3777292 by Arciel.Rekman

	Linux: fix symbol collision causing problems with AMD drivers (UE-51843).

	- We cannot have elf_end() hidden, because libcuda.so calls elf_end from libnvidia-fatbinaryloader.so and this breaks linking monolithic binaries ("hidden symbol referenced in DSO").
	- We cannot have elf_end() visible, because of a name collision with a different libelf used by AMD drivers.
	- The only possible workaround is to have elf_end() renamed.

	(Edigrating CL 3777242 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)

Change 3777686 by Joe.Conley

	Blueprint editor variable type tooltips: fix case mismatch that was preventing type name to be displayed properly in soft object/class reference tooltips.

Change 3778180 by Jamie.Dale

	Avoid a crash if a regex pattern or matcher outlive ICU during shutdown

	#jira UE-52770

Change 3778182 by Jamie.Dale

	Avoid a crash if a break iterator outlives ICU during shutdown

Change 3778368 by Jamie.Dale

	Added missing pragma once

Change 3778560 by Matt.Kuhlenschmidt

	Prevent non-shared DDC notification from triggering for epic internal builds

Change 3778709 by Lauren.Ridge

	Copying 4.18.2 array reordering propagating to children fix (originally 3778547)

Change 3779205 by Lauren.Ridge

	Duplicating 3776649 to fix a crash on compile due to partial GC of a widget.

	#jira UE-52260

Change 3779217 by Brandon.Schaefer

	GitHub #3678 Fix Setup.sh handling of special characters in PNG path

	#jira UE-46103

Change 3779341 by Brandon.Schaefer

	GitHub #3012 Use elemtry OS versions to set the ubuntu versions for depencies

	#jira UE-39364

Change 3780274 by Joe.Conley

	DataTables: Add documentation tooltips showing type information to header columns

Change 3780840 by Alexis.Matte

	Do a re-import when user re-import LOD 0
	Prevent importing more then MAX_SKELETAL_MESH_LODS
	#jira UE-52373

Change 3781067 by Arciel.Rekman

	Linux: fix OSSSteam cross-compilation (and CIS).

	- Broken by previous change that put compile-time arguments into response file and bulk-replaced \ with /, which affected things like Definitions.Add("STEAM_SDK_VER_PATH=TEXT(\"Steam" + SteamVersion + "\")");

Change 3781110 by Christina.TempelaarL

	#jira UE-47695 moved Static Mesh Editor LOD menu from tools to viewport tool bar

Change 3781531 by Christina.TempelaarL

	#jira UE-47695 added LOD menu to Static Mesh Editor viewport

Change 3781663 by Alexis.Matte

	Fix for cancel export fbx when previewing animation sequence export
	#jira UE-49743

Change 3782007 by Jamie.Dale

	Improved the ability to lockdown available game languages

	In addition to the previous "DisabledCultures" array, you can now add an array of "EnabledCultures" (using the same per-build config filters) to explicitly list the cultures that are allowed to be used in your build (if the list is empty, then everything is allowed unless otherwise disabled).

	This also stops the game from attempting to fallback to the native language if the native language has been disabled (we will fallback to the first available language instead).

Change 3782122 by Jordan.Walker

	test assets for material layers

Change 3782131 by Joe.Graf

	Added support for IOS and TVOS targets when generating CMake files on Mac

Change 3782218 by Christina.TempelaarL

	fixing include paths and capitalization causing build errors.

Change 3783171 by Michael.Dupuis

	Added the possibility to override default LOD rules for visible primitive and whole scene shadow casting primitive
	Added the possibility to store Custom data per view for the frame duration

Change 3783172 by Michael.Dupuis

	#jira UE-35097	: Refactored landscape rendering logic to improve general performance while using new custom data and custom lod feature
	Exposed many new settings to control component using sub sections rendering, tessellated component, shadow should be include into tessellation, tessellation falloff based on camera location
	Changed how LOD distribution is done to be in screen size instead of distance.
	Give the possibility to have a different distribution for LOD0 vs the other one.

Change 3783174 by Michael.Dupuis

	missing file to landscape refactor

Change 3783315 by Lauren.Ridge

	Changing a parameter in the Material Parameter Panel now dirties the material correctly.
	Changing a layer parameter in the Material Instance Editor now refreshes the details panel as well.

Change 3783374 by Chris.Bunner

	Adding MaterialSharedInputCollection to hidden list when MaterialLayers disabled.

Change 3783617 by Chris.Bunner

	Added a Channel Mask material expression parameter. Wraps up a vector parameter and dot product with a single channel selection interface, internally a regular vector parameter.
	Fixed GetSharedInput failing to return the preview texture in the Function Instance editor.

Change 3783676 by Lauren.Ridge

	Adding access to a material function instance's parent in the Material Instance Editor

Change 3783751 by Michael.Trepka

	PR #4248: Fixed C++ std in generated Xcode project to match rest of engine (C++14) (Contributed by Bo98)


Change 3783971 by Brandon.Schaefer

	Rename/Move all deploy/Deploy folder/files into AlembicDeploy. Due to case sensitivity on linux, need to maintain the correct case.

	#jira UE-37631

Change 3783992 by Michael.Dupuis

	#jira UE-35097: Remove tessellation on editor tools
	Fixed a case where tessellation multiplier at 0 would cause the component to not be visible
	Fixed minor tessellation falloff calculation error

Change 3784502 by Chris.Bunner

	Restored missing bool setter.
	Coding standards fix.

Change 3784614 by Arciel.Rekman

	Linux: better error message when running out of inotify watches (UE-50459).

	#jira UE-50459

Change 3784620 by Chris.Bunner

	Updated LayerBlend_TextureMask to use new ChannelMask parameter.

Change 3784725 by Lauren.Ridge

	Fixing groups not sorting correctly

Change 3785645 by Chris.Bunner

	Non-editor compile fix.

Change 3785666 by Arciel.Rekman

	Linux: restore ability to use Wayland instead of X11.

	- SDL libs recompiled and Wayland version is set to lower one to be compatible with the compositor shipped on Ubuntu 16.04 LTS
	- Change by Anthony.Bills.

Change 3785708 by Arciel.Rekman

	Linux: implement voice capture using SDL (non-server only) (UE-51298).

	- Based on pull request #4131 by mkirzinger.

Change 3785878 by Arciel.Rekman

	UBT: add VSCode to default generators on Linux.

Change 3786058 by Arciel.Rekman

	Do not add dependencies on other RHIs for servers (UE-48894).

	- Pull request #3944 contributed by pfoote.


	#jira UE-48894

Change 3786845 by Arciel.Rekman

	Code changes to make gcc support easier (UE-51978).

	- Contributed by a licensee (pull request #4181 by tomwardio "Collection of fixes to allow UE4 to be compiled by GCC on Linux").

Change 3786871 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3786883 by Matt.Kuhlenschmidt

	Fix HTML5

Change 3786923 by Matt.Kuhlenschmidt

	Fix engine layer blend asset referencing game content.  This is not allowed

	#jira UE-52888

Change 3786927 by Brandon.Schaefer

	Linux: Alembic support

	#jira: UE-37631

Change 3786994 by Arciel.Rekman

	Remove support for /-prefixed switches (UE-47429).

	- They collide with absolute file paths on Mac/Linux and a source of inconsistencies between platforms.

	#jira UE-47429

Change 3787032 by Michael.Trepka

	Initial support for building and running Niagara on Mac

Change 3787035 by Brandon.Schaefer

	GitHub #4166 Undef GL entrypoint macros after use

	#jira UE-51663

Change 3787144 by Lauren.Ridge

	Fixing material parameter group association resetting after undo

	#jira UE-52514

Change 3787839 by Jordan.Walker

	updated engine level layer blends to not include game content
	switched them to use Chris B's new mask selection node

Change 3787967 by Lauren.Ridge

	Fix for broken layer groups, related crash

Change 3787991 by Lauren.Ridge

	Fixing thumbnails for material function instances, resolving not being able to delete new function instances

	#jira UE-52967

Change 3788226 by Michael.Trepka

	Fixed a deadlock when closing Mac CrashReportClient which resulted from changes in CL 3777006

	#jira UE-53002

Change 3788557 by Brandon.Schaefer

	Fix shadow compiler warnings around our includes

Change 3789700 by Lauren.Ridge

	Experimental setting for turning on Material Layers - off by default.

Change 3789703 by Jamie.Dale

	Harden the LocMeta and LocRes loading to prevent loading files that are too new

Change 3789706 by Jamie.Dale

	Added localization ID to the package summary

	This will allow the localization gatherer to query it without having to load the entire package

Change 3789708 by Jamie.Dale

	Added a way to display and reset the package localization ID via the Content Browser

Change 3789709 by Jamie.Dale

	Added warning for duplicate package localization IDs when gathering asset localization

Change 3789713 by Jamie.Dale

	Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph

Change 3789736 by Christina.TempelaarL

	Fixed recently-introduced StaticMeshEditor bug - changing LOD dropdown menu selection was not changing LOD sections category.

Change 3789853 by Chris.Bunner

	Material instances should return overridden values when the caller is requesting the default, not leaving the request to fall through to the base material.

	#jira UE-52796

Change 3790185 by Brandon.Schaefer

	Add better error handling when using new SDK for linux on windows.

	#jira UE-50527

Change 3790195 by Jamie.Dale

	Fixed line-ending inconsistency when retrieving rich-text

	We were using LINE_TERMINATOR when getting the offsets, but \n when getting the text

Change 3790473 by Chris.Bunner

	When finding expression by GUID, only return FunctionCall result if expression was found. Fixes cases where searched-for expression is after a FunctionCall in the expressions list.

	#jira UE-52729

Change 3790650 by Arciel.Rekman

	UBT: Linux: print build details first before refusing to build.

	- Tweak to the previous feature that we forgot.

Change 3790681 by Arciel.Rekman

	UBT: Linux: tweaks to wording (SDK -> toolchain).

Change 3791459 by Brandon.Schaefer

	Linux: libcurl rebuild for version 7.57

	#jira OGS-870

Change 3791533 by Arciel.Rekman

	Better error messaging when UMB is unusable (UE-50658).

	- Should be replaced by a better fix, but merging this workaround in case the better fix will not be done in time for 4.19.

	(Edigrating CL 3789387, 3789787 from Release-4.18 to Dev-Editor)

Change 3791885 by Matt.Kuhlenschmidt

	Fix static analysis

	#jira UE-53097

Change 3791910 by Brandon.Schaefer

	Fix for not using proper libraries on x86_64 for libcurl

	#jira OGS-870

Change 3792017 by Jamie.Dale

	Fixed a conflict between the path settings and favorite settings

Change 3792022 by Jamie.Dale

	Fixed a crash that could happen when performing ARO on the property chains of a struct

	#jira UE-52999

Change 3792025 by Jamie.Dale

	Changed package summary localization ID to be versioned by the object version to avoid changing data in unversioned cooked assets

Change 3792066 by Michael.Dupuis

	#jira UE-5751: Fixed possible crash when using dynamic matrial instance
	Added missing shaders for landscape when using tessellation

Change 3792718 by Arciel.Rekman

	OpenGL: bringing back Windows workarounds to unblock copy-up (UE-52534).

	#jira UE-52534

Change 3793018 by Mike.Erwin

	new glTF importer plugin

	Import StaticMesh, Material, and Texture assets from the Khronos glTF 2.0 format. Text (.gltf) and binary (.glb) files are supported.

	Limitations:
	- There is no options UI. All assets from the file are imported.
	- The glTF format can describe animation and whole scenes, but the initial version of this plugin does not attempt either.
	- Data encoded as Base64 data URI is not supported. This is uncommon but is part of the glTF spec.

	#jira: UE-50695

Change 3793626 by Matt.Kuhlenschmidt

	Logging for HTML5 issue

Change 3794034 by Matt.Kuhlenschmidt

	Fix CIS

Change 3794271 by Michael.Dupuis

	#jira UE-53133: Fxed shadow calculation when using non whole scene shadow

Change 3794273 by Chris.Bunner

	Function call material nodes should be created with no outputs by default.

	#jira UE-53127, UE-53128, UE-52616

Change 3794334 by Lina.Halper

	- Fix animation reinitializing when just setting new animation with single node
	- Deprecated GetScalarParameterDefault and replace that with GetScalarParameterDefaultValue

	#jira: UE-52796

Change 3794338 by Michael.Dupuis

	Fixed lod visual popping when texture mip used for landscape is not ready

Change 3794350 by Mike.Erwin

	Fix glTF importer header includes.
	Build was failing on Linux.

Change 3794357 by Michael.Dupuis

	#jira UE-53166: buildfix: removed phase 2 landscape optim leftover...

Change 3794549 by Michael.Dupuis

	#jira UE-53166 : fixed compile error

Change 3794755 by Matt.Kuhlenschmidt

	Fix automation warning

Change 3794910 by Lina.Halper

	Change material default value to be red to keep the behavior same.

	- Previous code was getting default value of parent, which was wrong, but now since we're grabbing correct value, it's not doing what it meant to do. Changed content to keep same value as parent as default.

Change 3795296 by Mike.Erwin

	glTF: fix Linux build errors

	A variable was being shadowed.

	The other errors are due to an obscure corner of the C++ spec which clang enforces.
	https://stackoverflow.com/questions/21900237/do-i-really-need-to-implement-user-provided-constructor-for-const-objects

	#jira UE-53204

Change 3797313 by Chris.Bunner

	Re-built lighting in Rendering/ShaderModels automated test map and updated failing screenshots.

	#jira UE-53198

Change 3803962 by Jamie.Dale

	Fixed struct instances not comparing against the correct default values when gathering for localization

Change 3804771 by Michael.Dupuis

	Back out changelist 3783171

Change 3804772 by Michael.Dupuis

	Back out changelist 3783172

Change 3805258 by Michael.Dupuis

	Added missing shader cache for landscape

Change 3806105 by Matt.Kuhlenschmidt

	Disable harware benchmarking during automation tests, commandlets, and on the build machine

Change 3806438 by Michael.Dupuis

	#jira UE-53228: Fixed rendering path of new landscape optim when using GDoInitViewsLightingAfterPrepass(used in Orion)

Change 3806577 by Matt.Kuhlenschmidt

	Change plugin uploading to crash reporter to only do so in editor builds

Change 3806588 by Michael.Dupuis

	Remove temp test version in landscape version

Change 3806900 by Jamie.Dale

	Fixed 'inconsistent DLL linkage' error when using older versions of Python 2.7

	#jira UE-53353

Change 3807125 by Jamie.Dale

	Fixed UBT warning after Dev-Core merge

Change 3807299 by tim.gautier

	QAGame: Checking in test asset M_LandscapeMaterial_Foliage, quicker repro for UE-53442

[CL 3807911 by Matt Kuhlenschmidt in Main branch]
2017-12-14 10:07:13 -05:00
Thomas Sarkanen
59267dc158 Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3683440)
#lockdown Nick.Penwarden
#rb none

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

Change 3624599 by Thomas.Sarkanen

	Added the ability to rename shapes in the Physics Asset Editor

	Added "CanRenameItem" to skeleton tree item API so we are not limited to hard-coded bones/sockets
	Tweaked physics shape item widget to use editable text in the same vein as virtual bones etc.

	#jira UEAP-341 - Ability to name collision shapes

Change 3624765 by Benn.Gallagher

	Fixed bad blend profile references

	#jira UE-46227

Change 3624773 by Danny.Bouimad

	Content fix for #Jira UE-49191

Change 3625007 by Thomas.Sarkanen

	Fixed monolithinc game builds

	Moved new Name member to WITH_EDITORONLY_DATA, as the generated code still picks it up using WITH_EDITOR

Change 3625659 by Ori.Cohen

	Make sure that components being unwelded are always unwelded even if they are about to be deleted. This is needed for fixing dangling pointers.

Change 3625850 by Thomas.Sarkanen

	Fix for crash in physics asset editor after garbage collection

	Move bone proxies from rooting to FGCObject

Change 3625966 by Lina.Halper

	Instead of PinShownByDefault, changed to PinHiddenByDefault

	https://github.com/EpicGames/UnrealEngine/pull/3964

	#3964

	#jira: UE-49168

Change 3626020 by Martin.Wilson

	Protect against checkSlow when using post process instance without a main instance

	#jira UE-49275

Change 3627178 by Aaron.McLeran

	#jira UE-49322 Fixing background muting and preview sound

Change 3627179 by Aaron.McLeran

	Optimizing active sound by not processing active sounds if they are out of range.

	Allowing virtualized sounds to be exempt.

	Licensee says they saw a 6x improvement on active sound calculations in audio thread with this change.

Change 3627187 by Aaron.McLeran

	Allowing overriding the sample rate of synth components in C++.

	Useful for cases where synth component is being used to output media auido or VOIP.

Change 3627563 by Thomas.Sarkanen

	Tweaked tooltip so it isnt the same as other menus

	#jira UE-47817 - Two Viewport tooltips are the same in Physics Asset Editor

Change 3627580 by James.Golding

	PR #3974: UE-49200: Fixed typo in Physics Handle (Contributed by carloshellin)

	#jira UE-49264

Change 3627581 by James.Golding

	Reduce output verbosity during cooking

	#jira UE-47126

Change 3627584 by James.Golding

	PR #3954: Upgrade to V-HACD version 2.3 (Contributed by jratcliff63367)
	Auto-convex generation now exposes more useful 'max hulls' instead of 'accuracy'
	Auto-generation of convex collision is now done async in StaticMesh Editor

	#jira UE-49027

Change 3627599 by Martin.Wilson

	Make sure raw data debug bone rendering in the animation editors actually shows raw data in the case of additive track layers (used to show source instead)

Change 3627605 by James.Golding

	Forgot to remove Box2D from TargetRules.cs (see CL 3555437)

Change 3627627 by Martin.Wilson

	Change raw data evaluation so that virtual bone positions are built before interpolation is carried out

	#jira UE-42659

Change 3627663 by Martin.Wilson

	Fix typo

Change 3627730 by Martin.Wilson

	Allow notifies to be trigger on follower animations in a sync group

	#jira UE-46770

Change 3627852 by Thomas.Sarkanen

	Add warning to "Use Async Scene" property when shown in the physics asset editor, if the project doesn't currently use an async scene.

	#jira UE-47964 User is not told to Enable Async Scene in Project Settings when enabling it on a physics asset

Change 3627864 by Lina.Halper

	Fix issue where "reset to default" on search box for bone doesn't work

	#jira: UE-48874

Change 3627946 by Thomas.Sarkanen

	Prevent undo/redo breaking when moving both a constraint and a body at the same time

	#jira UE-49344 - Physics Asset Editor: Moving both a body and a constraint causes undo.redo to break for the whole editor

Change 3628091 by Thomas.Sarkanen

	Fix dangling lines, poor search focus and graph not refreshing when making new constraints

	Found by Nick D in Main.

	#jira UE-47812 - Physics Asset Graph wires sometimes get stuck to the window not attached to a node

Change 3628107 by Lina.Halper

	Fixed issue where Blendspace 1D can't scale due to the property not exposed
	https://udn.unrealengine.com/questions/389958/input-interpolationaxis-to-scale-in-1d-blendspace.html

Change 3628108 by Arciel.Rekman

	Update Linux VHACD.

	- Also removed arm 32-bit version (the library is editor-only).

Change 3628437 by Michael.Trepka

	Updated Mac VHACD libraries and Xcode project

Change 3628667 by Lina.Halper

	- Fixed issue of showing combo box multiple times
	- Fixed issue of inconsistent combo box width
	- Fixed text of pick bone to "select" for more general instruction
	- Fixed issue with struct displaying children when pin is enabled

	#jira: UE-49295, UE-46496, UE-47427

Change 3629744 by Aaron.McLeran

	#jira UE-49383 Fix for source bus loading in sound waves and playing without audio mixer

Change 3629846 by Aaron.McLeran

	#jira UE-49390 Required API change to spatialization interface for google

Change 3630322 by Thomas.Sarkanen

	Fix right-click not displaying context menu for constraints correctly

	Selection logic was lightly broken

	#jira UE-49399 - Physics Asset Editor: Right-clicking constraints in the viewport does not bring up the context menu

Change 3630463 by Martin.Wilson

	Remove accidently submitted debug code

Change 3630523 by Jurre.deBaare

	Paint threshold and fill value and can be set to negative numbers
	#fix Added metadata and default values for cloth fill tool
	#jira UE-48352

Change 3632009 by Aaron.McLeran

	#jira UE-49470 Fix for iOS master volume not getting set

	Recent changes to master volume resulted in platforms which don't have a headroom value defined will not get their master volume updated. IOS doesn't have a headroom value set so the master volume is never set and the fade in is never triggered.

Change 3632699 by Thomas.Sarkanen

	Fix crash undo-ing primitive regeneration while simullation is in progress & stopping simulation

	#jira UE-49283 - Editor crashes if you regenerate and manipulate a phys body, simulate, undo and then exit simulation

Change 3633336 by James.Golding

	PR #3978: effect is the noun. affect is the verb (Contributed by cdietschrun)
	#jira UE-49324

Change 3634665 by Aaron.McLeran

	#jira UE-49538 Fixing param interpolation

Change 3634922 by James.Golding

	Static analysis fix (PhysXCookHelper.cpp)

Change 3634926 by James.Golding

	Fix HTML5 build (which builds with PhysX, but without APEX)

Change 3636005 by Thomas.Sarkanen

	Constraint setup shortcuts are now undo-able

	Also fixed body-body collision as you couldnt undo this either.
	Added transaction and calls to Modify().

	#jira UE-49484 - Shortcut for Swing1Motion (2, and 3) do not change physics asset state dirty.

Change 3636018 by Thomas.Sarkanen

	Added back constraint shortcut to PhAT toolbar

	#jira UE-48859 - Constraint quick set buttons are missing in the new Physics Asset tool

Change 3636086 by Martin.Wilson

	Fix for enabling Live Link plugin in Orion

Change 3638367 by Thomas.Sarkanen

	Connection reporting is now more user-freindly in the physics asset editor graph view

	Expanded UEdGraphSchema API to allow for more specific feedback when dragging over a graph.
	Implemented node & pin feedback for physics asset graphs.
	Also fixed alignment of icon for drag feedback as it stretches with multi-line text.

	#jira UE-47984 - No node created when dragging off of Constraint node in Physics Asset Graph

Change 3640144 by Aaron.McLeran

	#jira UE-49409 Attenuation focus audio tests on TM-AnimPhys on Cooked mac doesn't play any audio

	Fixing the recent optimization to not play active sounds in range. Code attempts to check if there's any possibility for a sound to have it's distance affected before trying to prune by max distance.

Change 3640276 by Aaron.McLeran

	#jira UE-49606 Project does not cook with actors containing ModularSynth component

Change 3640313 by Aaron.McLeran

	#jira UE-49675 Fixing shutdown of audio mixer

	- Final queued commands aren't getting pumped during audio mixer shutdown, added a new interface to get a final shutdown callback back to audio mixer device. We can do any cleanup or final shutdown tasks in this callback. Added a call to pump the source manager one last time. For cases of audio mixer running without audio plugins, this won't have much of an effect, but is a good thing to do anyway. For the case of audio plugins, who are depending on paired init and release calls, this is valueable to avoid memory leaks between subsequent PIE sessions.

Change 3640941 by Martin.Wilson

	Add editor only animation loading debug data in the hope of diagnosing rare loading crash

	#jira UE-49335

Change 3641976 by Ethan.Geller

	#jira UE-49675 ensure that we pump both command queues

Change 3642613 by James.Golding

	Add NoPhysX sample, for CIS testing compilation without PhysX

Change 3644001 by Aaron.McLeran

	#jira UE-49805 looping sounds are, in rare cases, extremely loud

Change 3644124 by Aaron.McLeran

	#jira UE-49787 [CrashReport] Mac crash - UE4Editor-AudioEditor.dylib!FSoundCueEditor::DeleteInput()

	Adding ensure on returned ptr to avoid crash but keep getting some logging.

Change 3644157 by Aaron.McLeran

	Fixing build error

Change 3644163 by Aaron.McLeran

	Fixing build error (for real)

Change 3650331 by Aaron.McLeran

	#jira UE-49994 SoundMix Fade Time not fading audio properly

	Making sure we properly set passive mix modifier states.

Change 3652648 by Aaron.McLeran

	#jira UE-49994 SoundMix Fade Time not fading audio properly

Change 3652995 by Aaron.McLeran

	#jira UE-50053 Reduce log level of audio mixer debug category

	Turning down the log spam level of the underrun category by switching to debug category and reducing level of the debug category.

Change 3653461 by James.Golding

	V-HACD updates from JohnR @ NVIDIA (adding new functions for future use)

Change 3654056 by Aaron.McLeran

	Fixing an issue with caching node states for editor builds and adding optimization to cache if we should apply interior volumes.

Change 3654579 by Aaron.McLeran

	Allow sound submixes and sound classes to be a blueprint type

	Made all properties of sound classes BlueprintReadOnly.

Change 3662519 by James.Golding

	Merge CL 3575543 from //Fortnite/Main to Dev-AnimPhys
	Don't call into UpdateKinematicBones if there are no physx bodies

Change 3664976 by Aaron.McLeran

	#jira UE-50175 New Tap Delay Submix Pan parameter does not work in Surround Sound

Change 3665751 by Aaron.McLeran

	Adding a simple panner effect

Change 3665851 by Aaron.McLeran

	Fixing naming convention for new panner source effect

Change 3666894 by Thomas.Sarkanen

	Bone modifications via transform type-in can now be undone

	Added RF_Transactional & called Modify()

	#jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work

Change 3666919 by Lina.Halper

	Fixed equal operator for bonereference to work when not initialized

Change 3668850 by Thomas.Sarkanen

	Skeleton tree now no longer allows selection of filtered items

	This fixes an issue where filtered-out constraints were being deselected after a select all operation because the tree thought it had no selection (all constraints were filtered).

	#jira UE-50200 - Constraint Details do not populate in the Details Panel if the Skeleton tree does not include Constraints

Change 3669028 by James.Golding

	Fix CIS error after merge-down

Change 3669053 by James.Golding

	Fix bad merge in SynthComponent.cpp

Change 3669273 by Lina.Halper

	- delete all tracks option
	- allow to opt out on bone track importing
	- fixed pose preview for fullbody to select weights that has pose from asset.

Change 3671396 by James.Golding

	Fix FSkelMeshComponentLODInfo cleaning up all override resources when it should only have been cleaning up one of them

Change 3671701 by Martin.Wilson

	Maya Live Link plugin
	- Added UI to Maya
	    - Display currently streamed subjects
	    - Allow add and removal of streamed subjects
	    - Display connection status to editor
	- Stream active camera as EditorActiveCamera
	- Refactored entire plugin so that streaming has a manager and streaming objects / interfaces
	- Reworked editor update hook so that streaming is more robust and facial rigs / leaf bones now correctly update.

Change 3672170 by Lina.Halper

	Remove track support for Animation Blueprint Library

Change 3675921 by Ethan.Geller

	Rollback invalidated check from copy down

Change 3677606 by Martin.Wilson

	Add live link driven component - allows an actor to take its rotation and translation from a live link subject

Change 3678594 by Lina.Halper

	Changed API name for clarification

Change 3680913 by Ethan.Geller

	#jira UE-50750 fix stuttering on AudioMixer on MacOS

Change 3681127 by Ethan.Geller

	#jira UE-50720 Fix invalidated audio clock time when audio device is unplugged on legacy audio engine

Change 3682729 by Ethan.Geller

	#jira UE-50832 Fix for null concurrency settings when removing active sounds from a concurrency group. [Dev-AnimPhys]

Change 3633185 by James.Golding

	Fix engine not compiling when WITH_PHYSX == 0
	PR #3691: 4.16_WITH_PHYSX_optional (Contributed by JacobNelsonGames)
	PR #3695: 4.16_PhysXVehicles_WITH_PHYSX_optional (Contributed by JacobNelsonGames)

Change 3637031 by Ethan.Geller

	#jira UE-49605 Platform Headroom fix for non-float devices.

Change 3642598 by James.Golding

	Change bCompileNvCloth to use same pattern as bCompileAPEX (on by default, disabled on some platforms). This allows game projects to disable it.

Change 3645224 by Martin.Wilson

	Fix for rare notify crash.

	For speed purposes Notify Queue caches a pointer to the notify, this is memory that is owned by the animation and if it gets garbage collected we have a pointer to invalid memory.
	This change caches a pointer to the owner of the notify memory to so we can track its validity.

	#jira UE-44869

Change 3668926 by James.Golding

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ 3668712

Change 3674824 by James.Golding

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ 3674368

[CL 3683447 by Thomas Sarkanen in Main branch]
2017-10-06 04:43:18 -04:00
Thomas Sarkanen
6b2c402ca8 Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3624379)
#lockdown Nick.Penwarden
#rb none

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

Change 3536809 by Ben.Marsh

	Fixing case of files in "iOS" directory, pt 1.

Change 3536814 by Ben.Marsh

	Fixing case of files in "iOS" directory, pt 2.

Change 3596207 by Thomas.Sarkanen

	Copying //Tasks/UE4/Dev-UEAP-29-PhATUpgrade to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3590250

	PhAT Upgrade

	#jira UEAP-29 - New PhysicsAsset editor

	Changelists from task stream:

	Change 3380649 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Initial pass at allowing viewports to be extended more easily, still plenty TOD, but just unearthing this old shelf and getting it working.

		This gets the Persona skeleton tree and viewport into PhAT, without any PhAT functionality added.

	Change 3380685 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Renaming PhAT files to PhysicsAssetEditor

	Change 3380749 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Rename PhAT -> PhysicsAssetEditor

	Change 3380832 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed up PhAT to Physics Asset Editor

	Change 3380884 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Reverted some over-zealous renaming

	Change 3380970 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Tweaked ISkeletonTreeBuilder interface to make way for actually making a derived class of it
		Added the ability to hide filter menus to skeleton tree

	Change 3381017 on 2017/04/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added new physics asset skeleton tree builder

	Change 3384407 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Skeleton tree extensions to support physics assets

		Only started this work - still much to do

	Change 3384460 on 2017/04/07 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Rearranged persona viewport menus

	Change 3392222 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed body/constraint modes.
		Added graph editor
		Added edit mode - moved viewport client code over
		Got PhAT skel mesh rendering in viewport

	Change 3392268 on 2017/04/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Increased hit proxy priority to improve selection

	Change 3401648 on 2017/04/20 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Skeleton tree gets bodies & shapes back.

		Selection works in graph, now displaying the correct constraint in the detials panel. Still need to add selection from viewport.

		Added multi-select to bone proxy customization

		Re-tweaked editor layout

	Change 3403701 on 2017/04/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Selection sync work.

		Customization of anim viewport menus.

		Context menus for physics asset items, as well as masking of various context menu items via settings.

	Change 3405246 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Started more work on viewport menu extensions, but need to refactor the toolbar system to use actual multiboxes. Up next!

	Change 3405274 on 2017/04/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		More viewport menu fixups (plus deleting duplicate functionality).

	Change 3409155 on 2017/04/26 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Got simulation working again - as we switched to the debug skel mesh comp, the normal tick path didnt work for post-blend physics (it tried to flip the buffer too early).
		Also tweaked debug skel mesh comp root motion consumption code to not reset transfor every frame if we are not using root motion.
		Cleaned up unused files & code

	Change 3410814 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Allow extensibility of viewport menu bars

		Slate changes:

		Allow menu bars to optionally specify an icon to use. This is intended to allow us to move viewport tool/menu bars over to use multibox, with all the attendant features and extension points.
		Allow menu bars to optionally invert-on-hover.
		Allow styling of menus to affect closed appearance of menu header. Previously only NoBorder was used.
		Adjusted core styling of menu bar elements.

		Other changes:

		Adjusted padding for various UI elements to preserve previoud behavior.
		Adjusted SAnimViewportToolbar to use the new menu bar builder.
		Exposed SEditorViewportViewMenu so that it can be used in a standard menu bar.

	Change 3410816 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added extension point to viewport menu bar

	Change 3410818 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Getting sim working again

		Moved over to using preview instance so we share functionality with Persona editors.
		Added time dilation options to persona preview scene.
		Removed PhAT specific recording functionality (it is in the viewport now).

	Change 3410840 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Recreate physics state on edit, not sim start

		This allows velocity to be inherited when simulation is started

	Change 3410863 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Moving viewport to continually-invalidated one like animation editors

		Fixed crash in non-extended viewport toolbars

	Change 3410936 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Bodies start off non-expanded

		Selection now synced between viewport and graph

		Constraint selection in graph not works on the first try

	Change 3410943 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added missing icon

	Change 3410966 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed shape listing from graph nodes

	Change 3411013 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Double click on body node recenters graph

		Fixed graph disappearing on right-click

	Change 3411111 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Prevented cursor getting swallowed in sim mode

	Change 3411126 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed overlapping text

	Change 3411213 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Node layout now takes dimensions into account

	Change 3411320 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed crash opening Persona editors

		Renamed file

	Change 3411327 on 2017/04/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Tweaks to profiles menu

	Change 3420822 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Profiles can now be edited in their own details panel

		Existing customizations folded into the new panel

		Tweaks to toolbar

		Added the ability for the persona details panel to have extra top/bottom content added

	Change 3420832 on 2017/05/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Add profile control to context menus

		Also delete old unused code

	Change 3422651 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Toolbar trimmed down & re-ordered

		Body/constraint ops moved to context menus

		Apply physmat now a context-menu option with an asset picker

	Change 3422654 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed extra warning dialog when auto-creating bodies

		Changed title of new asset dialog to "auto-create bodies"

	Change 3422680 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix "simulate selected"

		As we dont re-init the physics state each time we start simulating, our tweaked physics type was never applied. We now manually do this in the editor.

	Change 3422937 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Replaced EKCollisionPrimitiveType with EAggCollisionShape::Type

		Fixed up selection so body selection works & tree seleciton is properly synced with viewport
		Added recursion guard to selection delegate handlers.

		Removed vestigial instance property editing support (no longer needed).

		Removed unused old tree support code

	Change 3423034 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added constraints to tree

	Change 3423318 on 2017/05/04 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix bone proxiies stopping updating after initial viewport selection

	Change 3424993 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed up selection issues when creating new bodies

		Added constraint context menu

	Change 3424998 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Moved icons to central location

	Change 3425445 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Customized filtering of the skeleton tree

		Hide constraints by defualt

		Added option to hide parents when filtering (so the vertical space is nto wasted, but some idea of hierarchy is preserved).

		BREAKING CHANGE: changed skeleton tree filtering API to add args & removed bWillFilter bool.

	Change 3425488 on 2017/05/05 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen

		Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3425303

	Change 3427886 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Moved physics sim options to viewport menu (so seleciton changing is not required to change them)

		Moved physics-related rendering options to show menu

		We no longer switch to sim options when nothing is selected.

		During simulation we now disable the details panel

		Constraint scaling now works correctly (rather than just scaling the screen size limit that axes only are rendered)

	Change 3428040 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Small fixes based on feedback:

		Exposed Mirror tool to menus

		Exposed constraint quick actions to menus

		Added edit condition to Position & Velocity strength for physical animation

		Fixed up some tooltips & display names

	Change 3428143 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Defaulted to constraints as points

	Change 3428216 on 2017/05/08 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Request from Nick D:

		Update in-level primitive transforms immediately, rather than on mouse up. We only do this for non-convex primitives however, to avoid re-cooking meshes.

	Change 3430326 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Tweaks to rendering of constraints and shapes to allow for better seleciton & interaction with editor widgets.

		Slightly increased point-constraint rendering size and added crosshair cursor to constraints

	Change 3430327 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed object-reuse issue in skeleton tree items with sanem names (use a GUID instead)

	Change 3430391 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed duplicate time dilation (can just use viewport menu!)

	Change 3430419 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixup post-merge

		Prevent crash by attaching to root component in the correct place

		Add IWYU include for TArrayView

		Remove more unused code

	Change 3430443 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix constraint/body selection one final time

		Move constraint drawing to SDPG_World (apart from point mode)

		Remove depth offset in material

	Change 3430495 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Enabling/disabling collision between bodies is now clearer

		Menu items are now enabled and disabled correctly depending on collision state

		Tooltip reflects what actually gets done when the operation is enacted

		Also corrected a few functions that still reference constraint & body mode

	Change 3430553 on 2017/05/09 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added enable/disable collision with all

	Change 3432386 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Color code graph items based on current profile

	Change 3432401 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Color code tree items too

	Change 3432418 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Bone selection & manipulation now possible - allows for pose setup before simulation

		Item expansion now expands leaf nodes when selecting - helps with constraint selection etc.

	Change 3432427 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix compile error

		Color code according to simulated/kinematic status

	Change 3432428 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		File i missed

	Change 3432540 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added physics asset factory so physics assets can be created form the "new asset" menu.

		Skeletal mesh is picked then a defualt asset is generated

	Change 3432556 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Improve interactions with bones & bodies

		Clear bone selection when selecting bodies/constraints

		Always hide gizmo in simulate

	Change 3432703 on 2017/05/10 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed unused selection lock feature

		Fixed selection working incorrectly with details panel closed

	Change 3434710 on 2017/05/11 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Selection improvements

		Multiselect in tree now only selects non-collapsed tree elements

		Selection API revamped in shared data, so multiselect of constraints can work correctly (they appear more than once in the tree, so the preivous single-point-of-access API was insufficent).

	Change 3489030 on 2017/06/14 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen

		Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3488994

	Change 3491459 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixup post-merge issues

	Change 3491486 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Simulation now works in a simlar way to the level editor

		Only on 'simulate' button, which controls repeating the last simulation (be it selected or not). Options are on a dropdown.

	Change 3491529 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed selection color of wireframe drawing (this broke ages ago!)
		Fixed initialized environment color/intensity

	Change 3491537 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Tweaked materials so they dont repend on seperate translucency (which is optional, and disabled currently)

	Change 3491791 on 2017/06/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix crash when simulating selected new bodies

		Make sure we recreate physics state appropriately (it used to be done on simulation start, so wasnt needed each time)

	Change 3494359 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Select all is now a menu option

		Context menu pops when right-clicking nothing now too
		Menu no longer grows enormous when multiple types of objects are selected

	Change 3494373 on 2017/06/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Enlarged constraint rendering size
		Show constraints (rather than points) by default

	Change 3511708 on 2017/06/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Physics Assets now appear in the asset family shortcut bar

		Physics Assets now render thumbnails

		Skeleton tree can now work in 'picker' mode

		Constraints can now be created manually in the graph, tree and viewport

		Fixed double-click and mousewheel not working right sometimes

	Change 3513121 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed clicks incorrectly selecting bones in simulate mode

	Change 3513160 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Physics Asset config is now loaded/saved

		Fixed antoher corner case with viewport clicks in sim

	Change 3513540 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Moved body creation params over to a details panel & settings object

		Moved initial creation dialog over to use the new system too

	Change 3513591 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Renamed shapes and constraints in the tree view

	Change 3513752 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Constraints are now not filtered by default

	Change 3513797 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Selecting constraints now shows them (and the bodies involved) in the graph

	Change 3513859 on 2017/06/28 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed "Show Kinematic Bodies"

		We now always show kinematic status in simulate mode

	Change 3515732 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		PhAT rendering settings are now persisted across sessions.

		Access to sim/edit settings is now not gated on state of the editor. Sim/edit settings are always both available.

		Added editable opacity to collision rendering.

	Change 3515735 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		New materials with opacity parameter

	Change 3515757 on 2017/06/29 by thomas.sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Re-saved materials

	Change 3515759 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added ability to only show selected bodies as solid

	Change 3515812 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix focus 'F' shortcut sometimes not working

	Change 3515984 on 2017/06/29 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix a bunch of selection issues with the graph not keeping in sync

	Change 3517456 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen

		Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3516853

	Change 3517514 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed disappearing convex meshes on simulate

		Also fixes crash in thumbnail rendering

	Change 3517556 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Disabled selection on mesh. Fixes selection issues.

		Also made the hit proxy use a crosshair when over bodies, for easier selection

	Change 3517642 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added body/body collision buttons back to the main toolbar

		Fixed solid body drawing using the wrong material when no bodies are selected

	Change 3517828 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix delete shortcut not working when tree is focused

	Change 3517927 on 2017/06/30 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Integrated per-bone primitive generation with the new tab method

		Removed context menu item for bones (fixes duplicate popup)

		Fixed undo/redo not working for regenerating all bodies

	Change 3519931 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Disabled body regeneration when simulation is running

		Fixed up tab icons

	Change 3519978 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Preview mesh is now set like every other Persona editor (via toolbar picker of via preview scene settings)

		Animation picker removed from toolbar (we use the preview scene settings for this now)

		Fixed profiles tab icon

	Change 3519982 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Show attached assets in tree

	Change 3519995 on 2017/07/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix broken multi-selection of bone proxies

	Change 3532799 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed code that prevented parts of the UI (like simulation) from working in PIE

		Removed graph overlays & added "PHYSICS" label

	Change 3532837 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed arrows from graph

		Fixed dragging off constraints/input pins/bodies in constraint-created graphs

		Constraint names now include both bodies

	Change 3532880 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Switched from colors to icons in the skeleton tree

		Removed bold fonts

	Change 3532907 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Layout fixes

		Added border around generate button in tools panel

		Removed skeleton tree header in contexts where it is not needed

	Change 3532932 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added slow task dialog for body generation

	Change 3532992 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Rearranged context menus to be not so huge

	Change 3533134 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Rearranged menus some more

	Change 3533135 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Colorized details customization of swing/twist items

	Change 3533174 on 2017/07/12 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Auto-open assets when creating from skeletal mesh

		Tweaked tooltip on suggestion from Nick D

	Change 3535652 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed mirroring changes not showing up straight away

	Change 3535731 on 2017/07/13 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Moved over to Persona-style floor adjustment

	Change 3539689 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Tweaked tooltips for filtering items

	Change 3539693 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added "deselect all" option (Esc)

	Change 3539731 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Graph selection tweaks

		Selected bodies in the viewport/tree are now also selected in the graph.
		Selection outline is now matched to the graph outline instead of using default outline.
		Pin allocation no longer happens twice

	Change 3539750 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Switched simulate shortcut to Alt+Enter

		Avoids conflict with clobal PIS/SIE shortcuts

	Change 3539933 on 2017/07/17 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Minor body regeneration refactor

		Label for tools tab button is dynamic depending on selection context
		Generation setttings are now re-used by creation dialog too
		Added in per-bone and per-body regeneration menu items. Bone regeneration now deletes the old body(s) instead of aborting

	Change 3543884 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Resetting animation to default now correctly applies the animation

	Change 3544101 on 2017/07/19 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed up physics asset editor's use of debug skel mesh component

		This broke post-merge from Dev-AnimPhys.
		Kinda hacky, but we need to double-flip the buffers in this case as we want to force non-threaded work AND also wait on the physics tick group to complete (to blend in physics).
		This also requires making ShouldBlendPhysicsBones protected, otherwise the buffers are never flipped in the non=simulating case (before simulation is enabled in the physics asset editor).

	Change 3547893 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Moved code to add/remove/assign/unassign profiles to details customization

		Also allowed dupication again (via the menu)
		Allows correct naming of new profiles as before (as this is handled in PostEdit)

		#jira UE-47448 - Deleting profiles in Physics Asset Editor does not update the current profile
		#jira UE-47514 - Unable to duplicate profiles in Physics Asset Editor
		#jira UE-47384 - New profiles in Physics Asset Editor are all named the same
		#jira UE-47375 - Physics Asset Editor 'None' current profile Delete option is available
		#jira UE-47378 - Current Profile name boxes in Physics Asset Editor are size limited and overlap buttons if too long
		#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save

	Change 3547925 on 2017/07/21 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Prevented ctrl+selection of constraints from re-selecting

		Avoided defered broadcast of seleciton event from the graph

		#jira UE-47515 - Ctrl + click and Shift + click does not remove constraints from skeleton tree in Physics Asset Editor

	Change 3550332 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed bodies incorrectly simulating outside of 'simulate' mode

		Forced all bodies to be non-simulated when simulation is disabled.

		Also removed non-functioning motor menu options & disabled more menu options when simulating

		#jira UE-47579 - Entire mesh rotates uncontrollably after rotating a simulated body in Physics Asset Editor

	Change 3550355 on 2017/07/24 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed crash when failing to create a physics asset with multi convex hull

		#jira UE-47590 - Crash when New Physics Asset window is closed with no asset being created

	Change 3558007 on 2017/07/27 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed typo that disabled editability of profile names incorrectly

		#jira UE-47374 - Physics Asset Editor 'None' current profile text box is editable but doesn't save

	Change 3566157 on 2017/08/01 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed crash when opening a physics asset with a deleted preview skeletal mesh

		Now assigns default mesh as before

		If the mesh is then reset, the asset editor must be re-opened as the skeleton will have changed underneath it.

		#jira UE-47918 - Crash when opening certain Physics Assets

	Change 3568327 on 2017/08/02 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Prevent "set bodies below" from improperly enabling simulation on bodies

		#jira UE-47752 - Set all bodies below to simulated causes the viewport to simulate those bodies immediately in Physics Asset Editor

	Change 3570436 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Physics assets with simulated bodies no longer simulate when first opened

		#jira UE-48000 - Physics assets with simulated bodies begin simulating when first opened

	Change 3570470 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix excessive gravity crash when actors pop out of the world

		Also restrict gravity to non NaN-causing levels.

		#jira UE-48002 - Crash when mesh falls out of world due to high gravity simulation in Physics Asset Editor

	Change 3570717 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen

		Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3570581

	Change 3570781 on 2017/08/03 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix merge issues

	Change 3587760 on 2017/08/15 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed delegate for skeleton tree context menu extension, now uses an empty section

	Change 3589915 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Added comments to bone proxy & physics asset editor shared data

		Removed unused variables

	Change 3589976 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixed constraint 'all positions' rendering

		Removed empty override of unregister tab spawners

	Change 3589983 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fix crash when setting skeletal mesh

		Toast is not displayed when the skeleton is changed as well as the skeletal mesh.
		Toolkit was getting invalidated as setting the preview mesh to a different skeleton ends up restarting the sub-editor

		#jira UE-48196 - Crash when changing preview mesh of Physics Asset and applying

	Change 3589990 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Physics asset selection color now uses editor settings

	Change 3589994 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed unused functions

	Change 3589997 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Commented SetBodiesBelowPhysicsType as per code review

	Change 3590007 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Disabled physical material menu in simulate

	Change 3590130 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Removed unused code

		Commented a few functions

		Re-instated preview mesh selection

		Removed delegate allowing viewport client class creation

	Change 3590154 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Remove unused code

	Change 3590197 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Merge-Thomas.Sarkanen

		Merging //UE4/Dev-AnimPhys to Dev-UEAP-29-PhATUpgrade (//Tasks/UE4/Dev-UEAP-29-PhATUpgrade) @ CL 3589965

	Change 3590250 on 2017/08/16 by Thomas.Sarkanen@Dev-UEAP-29-PhATUpgrade-Thomas.Sarkanen

		Fixup merge errors

Change 3596227 by Jonathan.Poncelet

	Fixed physics substepping interpolation using the wrong starting value.

	#jira UE-48150 Physics Substepping doesn't have the same effect from 4.15 to 4.16

Change 3596241 by Jonathan.Poncelet

	Fixed cloth not being drawn correctly in the editor, due to bounds not being computed accurately.

	#jira UE-48243 Clothing disappears during cloth paint mode once you navigate to a section far from the origin

Change 3596247 by Thomas.Sarkanen

	Fixup CIS errors post PhAT Upgrade merge

Change 3596250 by Thomas.Sarkanen

	More CIS fixes

Change 3596255 by Benn.Gallagher

	Fixed compilation errors when nativizing animation blueprints that use subinstances

	#jira UE-46522

Change 3596256 by Benn.Gallagher

	Fixed orphaned sub anim instance pins hanging around
	#jira UE-46545

Change 3596257 by Benn.Gallagher

	Fixed skel surf particles being misplaced when clothing was active. And fixed particles spawning on disabled cloth proxy sections.

	#jira UE-48045

Change 3596258 by Benn.Gallagher

	Hide mass override when selecting skeletal meshes. Mass overrides are taken from physics asset and will be ignored on the component so it makes no sense to have this visible

	#jira UE-47755

Change 3596259 by Benn.Gallagher

	Fixed mismatch between paint values and view values for clothing tools

	#jira UE-48110

Change 3596260 by Benn.Gallagher

	Stopped property context menus killing the whole window stack when an item is clicked
	#jira UE-48158

Change 3596261 by Thomas.Sarkanen

	One last Mac CIS fix (hopefully)

Change 3596308 by Benn.Gallagher

	Removed outdated references to APEX in clothing example map.

Change 3596360 by Martin.Wilson

	Fixing inconsistent animation entries in blueprint context menu (displaying differently depending on whether the asset is loaded) + Cache correct tooltip when asset isn't loaded

	#jira UE-48452

Change 3596459 by Benn.Gallagher

	Fixed anim curves not correctly being updated to post process instances. Change made to curve update in Dev-General fixed main and sub instances but missed post process instances.

	#jira UE-47567

Change 3596967 by Aaron.McLeran

	Adding setting default reverb send level in audio settings.

Change 3596974 by Ethan.Geller

	Merge in fix from Christopher Oliver

Change 3597243 by Aaron.McLeran

	Checking in missing files.

Change 3597686 by Ethan.Geller

	Fix warnings/errors from CL 3597452

Change 3597846 by Ethan.Geller

	Fix errors, take 2

Change 3598290 by Ethan.Geller

	Panning Angle Issue

Change 3598412 by Ethan.Geller

	Change Core.h header to CoreMinimal.h, fix warnings

Change 3599797 by Jurre.deBaare

	LODs from Merge Actor tool have bad normals
	#jira UE-47129
	#fix normals weren't wrong but user was complaining about the lightmap resolution behaviour, so added a new feature that calculates the lightmap resolution according to:
		1) Summing all lightmap pixel counts for each mesh component being merged
		2) Calculating fitting texture dimension by taking square root of the total pixels

Change 3599863 by Lina.Halper

	PR #3919: rename flag 'DEPERCATED_PHYSBLEND_UPDATES_PHYSX' to 'DEPRECATED_PHYSBLEND_UPDATES_PHYSX' to fix the typo (Contributed by aziot)


Change 3599883 by Jurre.deBaare

	HLOD: update outliner tooltip when UE docs arrive

	#jira UE-20352

Change 3599944 by Martin.Wilson

	Smart name refactor
	- Remove guids entirely
	- Remove automatic fix up
	- Simplify smart name mapping container
	- Make animations deterministic for cooking

	#jira UEAP-264

Change 3600133 by Benn.Gallagher

	Fixed crash shutting down editor with active cloth paint tab, as mode manager was being used unsafely.
	#jira UE-48612

Change 3600166 by Benn.Gallagher

	Fixed cloth paint gradient allowing invalid values

	#jira UE-48114

Change 3600719 by Lina.Halper

	PR #3894: PlayMontage node bug Fix (Contributed by ArCorvus)


Change 3601668 by Jurre.deBaare

	Improve BlendSpace preview pin dragging controls
	#fix Click and drag now also works for the preview pin which should allign it with other pins on the grid and makes the preview functionality more discoverable
	#misc Also added tooltips on the grid to make the functionality more discoverable
	#jira UE-43011

Change 3601669 by Jurre.deBaare

	No easy way to tell which Blend Sample in the blend graph matches up to which Blend Sample in the Asset Details panel
	#fix I've added the SampleIndex to the names to make it easier recognizing which one is which
	#jira UE-46892

Change 3601731 by Benn.Gallagher

	Fixed cloth paint falloff to actually calculate falloff, and take brush strength into account.

	#jira UE-48329

Change 3601897 by Lina.Halper

	fixing issue with sequencer reinitialization

	#jira: UE-48556

Change 3602339 by Benn.Gallagher

	Fixed comment/tooltip typo

Change 3602502 by Benn.Gallagher

	Fixed clothing gradient tool renderer not showing selected points when camera was moving
	#jira UE-48331

Change 3602664 by Ethan.Geller

	Unshelved fixes from Dev-VR

Change 3602726 by Lina.Halper

	Back out revision 3 from //UE4/Dev-AnimPhys/QAGame/QAGame.uproject

	#jira: UE-48700

Change 3603011 by Lina.Halper

	Fix build error

Change 3604139 by Benn.Gallagher

	Restricted painter processing to no longer attempt painting while in simulation previews in cloth paint mode.

	#jira UE-47960

Change 3604284 by Benn.Gallagher

	Fixed crashes in physics asset editor and skeletal mesh editor when the preview scene clears out the preview mesh while clothing is running

	#jira UE-48687

Change 3604612 by Lina.Halper

	Fix curve issue from automation test
	- It was actual bug.

Change 3604614 by Lina.Halper

	- Fix crash with macro anim notify
	- Make sure macro anim notify doesn't show up in the menu

	#jira: UE-45036

Change 3604725 by Lina.Halper

	fixed issue with opening state machine from anim graph
	#jira: UE-48726

Change 3604971 by Aaron.McLeran

	#jira UE-48738 Launching Oculus Rift without -VR plays audio in the oculus rift.

	Bringing fix from 4.17 to Dev-AnimPhys

Change 3605787 by Aaron.McLeran

	Adding ability to pass in an optional owner in PlaySound2D and PlaySoundAtLocation BP calls

	- This is necessary in order to use the sound concurrency "limit by owner" feature

Change 3606851 by Jurre.deBaare

	UE4Editor Static Analysis Win64 - Warning fix

Change 3607022 by Lina.Halper

	Fix static analysis warning

Change 3607229 by Jurre.deBaare

	RemoveAllCurveData should not allow removing data from the Skeleton
	#jira UE-48107

Change 3607660 by Martin.Wilson

	Live link client can run in cooked builds too

	#jira UEAP-306

Change 3607668 by Ethan.Geller

	#jira UE-48792 fix null dereference case in audiodevice.cpp

Change 3607734 by Lina.Halper

	LOD linking to curve
	- consolidated to one param - curve eval option
	- for long time, looking at why morphtarget wasn't working on LOD 1, later realized it was due to simplified :(
	- fixed to make sure param to clear is always checking with default value - this is correct behavior and it's not too bad for perf because internally the default value is also in the TMap
	- flipped meaning to align with bAllowCurveEvaluation
	- also fixed issue with orion cooking - where transform curves are added as normal curves

	#jira:  UE-37996, UE-48782

Change 3607859 by Martin.Wilson

	Missed files from live link editor checkin

Change 3607958 by Martin.Wilson

	Redo Jurre's changes from CL 3607229 (were removed by CL 3607734)

Change 3608566 by Ethan.Geller

	change include to avoid header conflicts on Linux

Change 3609074 by Ethan.Geller

	Take 2: Fix capitalization on include, fix Linux build.

Change 3610024 by Lina.Halper

	Fix issue with material editor crashing due to missing load module of AdvancedPreviewScene

	- we used to load advanced preview setting by persona module
	- this has been moved to persona tool kit, and now all other modules are crashing
	- If we want to do it for tool kit, we have to make sure all other editor's loading should change also.

	#jira: UE-48809

Change 3610081 by Jurre.deBaare

	Animations can't be set on blend samples from the dropdown
	#fix Skeleton asset registry tag now includes 'AssetTypeName' PathToAsset, so replacing compare with contains
	#jira UE-48746

Change 3610088 by Jurre.deBaare

	Editor crashes if you CtrlZ several times after adding animations to a 1D blendspace
	#fix removed the hacky OnObjectPropertyChanged and tied the refresh into propertyhandles instead
	#misc found out of sync widget values due to incorrect encapsulation inside of lambdas
	#jira UE-48741

Change 3610862 by Ethan.Geller

	Fix submix effects for situations where number of input channels does not equal output channels

Change 3611346 by Aaron.McLeran

	Using audio thread platform affinity mask for audio render thread.

Change 3613297 by Ethan.Geller

	Simple delay submix

Change 3614435 by Martin.Wilson

	CIS fix

Change 3614482 by Martin.Wilson

	Store root motion on anim instance instead of proxy to avoid thread safety stalls

	#jira UE-46896

Change 3614483 by Martin.Wilson

	Evaluate curves in anim offsets

	#jira UE-47119

Change 3614495 by Jurre.deBaare

	Reimport alembic file with new source option does not automatically tick any tracks
	#fix If no tracks are set to import, reset them all to do so (we're assuming here the user is importing something completely different, and we wouldn't want her to import an empty animation either)
	#jira UE-46141

Change 3614645 by Thomas.Sarkanen

	Fixed physics assets not simulating when BlockAll was globally overridden

	Persona viewport was overriding the collision profile back to BlockAll, which projects can override. Setting to the internal PhysicsActor profile prevents this, as it used to in PhAT

	#jira UE-48591 - Physics assets not simulating correctly in Orion

Change 3614683 by Lina.Halper

	Fixed crash when modifying default physicsasset

	#jira: UE-48844

Change 3614721 by Jurre.deBaare

	Vertex painting on skeletal meshes bound by physics asset
	#fix Now try and find intersecting triangle if we do hit the mesh bounds, but not any physics bodies
	#jira UE-48004

Change 3614730 by Thomas.Sarkanen

	Fixed crash when regenerating multi convex hulls from zero-vert bones

	We handled this in the single convex hull case, but multi did not.

	#jira UE-48780 - Editor crashes if you regenerate a box body to a complex hull body

Change 3614763 by Jurre.deBaare

	Moving over:
	HLOD crash when dragging and dropping actors into their own cluster in the HLOD outliner - ALODActor
	#jira UE-48249
	#fix ensure that we nullptr check the static mesh as a LODActor can be reset to have a null static mesh

Change 3615029 by Lina.Halper

	Fix issue with highlight
	#jira: UE-48855

Change 3617593 by Thomas.Sarkanen

	Fixed crash when regenerating large amounts of bodies

	We were overflowing the PhysX shape limit for aggregates - this refers to shapes, not bodies, it seems

	#jira UE-48606 - Crash when adding new multi convex hull body to bone on skeleton that already has multi convex hull bodies

Change 3617609 by Jonathan.Poncelet

	Fixed crash that could occur when opening a physics asset and deleting bones.

	#jira UE-48971 Editor crashes if you clear a preview mesh on a physics asset and delete the bones when reopening it

Change 3617723 by Thomas.Sarkanen

	Prevented actors & components of anim preview scenes (and the preview scenes themselves) from persisting after editors are shut down

	Fixed up 2 locations where the persona toolkit was being held onto by a strong ptr (cloth paint and new PhAT). This should stop the preview scene from persisting.
	Moved AddToRoot pattern used for anim preview scene to FGCObject

	#jira UE-47227 - [CrashReport] UE4Editor_Persona!TSharedPtr<IEditableSkeleton,0>::ToSharedRef() [sharedpointer.h:794]
	#jira UE-47717 - SkelMesh Editor creates preview World, but it never gets destroyed

Change 3617818 by Benn.Gallagher

	Final v1 UX changes for clothing tool, and removed experimental flag

Change 3617937 by Jurre.deBaare

	Default bounds for Alembic skel-mesh are too large
	#fix bounds was initialised to zero and +-ed which meant that it would always include (0,0,0) and enlarge the bounds
	#jira UE-47139

Change 3618187 by Ethan.Geller

	Implement Audiomixer in HTML5

Change 3618188 by Lina.Halper

	Fix issue with highlight in persona

	#jira: UE-49020

Change 3618229 by Lina.Halper

	Fix crash on exit when modify is causing it to serialize again in the middle of tear down

	#jira: UE-48025

Change 3618248 by Lina.Halper

	fix issue by workaround where clamp is not happening with allowspin is false

	#jira: UE-47001

Change 3618289 by Aaron.McLeran

	Removing audio format types we're not using for simplicity

Change 3618291 by Martin.Wilson

	Fix duplicate of curve name appearing in list when renaming

	#jira UE-49041

Change 3618390 by Aaron.McLeran

	Removing a case for DTYPE_Xenon since this is never used.

Change 3618425 by Martin.Wilson

	Keep notify UI up to data across multiple editors when adding notifies to an animation

	#jira UE-48104

Change 3619023 by Aaron.McLeran

	Removing DTYPE_Xenon from XAudio2Buffer.cpp since it's not used

Change 3619129 by Aaron.McLeran

	Source bus feature.

	- New architectural feature for audio mixer that allows audio sources to route to other audio sources.
	- Buses can be routed to each other
	- Buses have a duration which can be set in bus asset
	- Buses can choose between mono and stereo channels
	- Sources can send to buses and also toggle to *only* output to buses (and bypass submixing)
	- Will allow persistent source effects on different source audio, while also maintaining 3d spatialization capabilities. Lots of future features will build on this change: 3d audio-volume-based submixing, sidechaining, environment reflections, diagetic microphones, etc.

	- Some engine changes and optimizations:
	  - Format conversion to float is done in async workers for decode vs the render callback
	  - Procedural sound waves can opt to output only float vs int16 PCM data (avoids a format conversion in audio mixer)
	- Apply master attenuation at the final output vs per-source
	- Fixed code that performs fade in/fade out for smooth startup and shutdown.
	- Moved FSourceParam to FParam into DSP utility so others can use it.
	 - Some engine fixes:
	    - Audio spat plugins that are external sends will not send audio to default/base submix. But will also allow their audio to be panned and sent to submix sends (e.g. reverb) so external HRTF rendering can also get reverb effects, etc.
	  - Fixed an issue with pause
	  - Fixed an issue with the final source buffer in a source voice not getting properly rendered and causing discontinuties
	- Fixed an issue with WorldID not getting set for listeners

	TODO:
	 - fill out source bus details panel customization to hide USoundBase params which aren't relevant to source buses

Change 3619159 by Ethan.Geller

	#jira UE-48950 fix steam audio crash on editor exit

Change 3619555 by Jonathan.Poncelet

	Fixed constraint debug drawing arrows in the physics asset editor being too large.

	#jira UE-48863 Limited constraints and free constraints are much larger on screen

Change 3619574 by Thomas.Sarkanen

	Fixed debug link for animation blueprints not persisting when changing preview mesh

	Anim instance is no longer re-created all the time when setting skeletal mesh, so we need to re-init the preview instance and re-set the linked skeletal mesh component manually when the mesh changes.

	#jira UE-46642 - Switching Preview mesh when you've selected an AnimBP breaks the link between the AnimBP and PIE session

Change 3619586 by Thomas.Sarkanen

	Fixed physics asset shortcut not working correctly in certain circumstances

	FBox was using uninitialized memory

	#jira UE-49034 - Pressing F to focus on a physics body focuses on the area in between the root and the physics body and not the selected body

Change 3619640 by Thomas.Sarkanen

	Assets with no preview mesh now no longer allow access to other skeleton's physics assets in their shortcut bars

	Unified the skeleton/mesh search code between FPersonaAssetFamily and FPersonaToolkit, so they bot *look* for a compatible skeletal mesh if one was not found on the asset (but still dont set it automatically).

	#jira UE-49038 - If you open a skeleton or an animation it won't open persona with the correct physics asset in the quick switch bar

Change 3619644 by James.Golding

	Change FBodyInstance::InstanceBodyIndex back to int32 (need to support ISMC with many instances)
	#jira UE-47652

Change 3619654 by Martin.Wilson

	Fix removing a curve when it isn't used on any animations

	#jira UE-49048

Change 3619771 by Thomas.Sarkanen

	Make sure the physics asset editor floor has collision, regardless of what BlockAll does

	#jira UE-49088 - PhysicsAsset Editor Floor should not depend on BlockAll config

Change 3619803 by Jonathan.Poncelet

	Fixed localization warnings caused by duplicate keys.

	#jira UE-48580 //UE4/Main: Step "Build Engine Localization" has completed with 4 Warnings

Change 3619813 by Jurre.deBaare

	Baked bones using a pose animation are rotated in the wrong direction
	#fix root bone transform wasn't being taken into account while generating final bone transforms
	#misc added debug logging for future work
	#jira UE-47362

Change 3619830 by Jurre.deBaare

	Biased Texture Size option is not functioning when Merging Actors
	#fix Fixed up material baking setup after refactoring, now sets correct texture sizes again according to texture sizing type, this will be removed in the long term anyhow
	#misc Found a bug in material rendering  if previous render size < current render size it would not set the viewport size/projection matrix correctly which broke the material bake
	#jira UE-48108

Change 3619859 by Thomas.Sarkanen

	Fixed HLOD selection sphere persisting on undo/redo

	Removed HLOD selection actors when the outliner is refreshed

	#jira UE-47032 - HLOD Cluster radius sphere remains in level if you move an actor in a cluster and then undo the movement.

Change 3619871 by Martin.Wilson

	Calculate root motion over the correct segment times, not the track times

	#jira UE-43719

Change 3619898 by Thomas.Sarkanen

	Improve UI feedback around bounds/in-game bounds in animation editor viewports

	Tooltip for in-game bounds is now more detailed
	In-game bounds cannot be selected if bounds is not also selected

	#jira UE-47958 - Bound vs In-game Bound in Viewport Show menu in Physics Asset Editor is confusing

Change 3619908 by Thomas.Sarkanen

	Fixed tooltip for PhysicsType

	#jira UE-48421 - Incorrect tooltip for Physics Type

Change 3620014 by Jurre.deBaare

	Only the first mesh bake material property in the array can be set to diffuse, diffuse cannot be selected on the other array elements
	#fix Changed the way the restriction is setup and retrieve the UMaterialOptions from the details view instead of GetDefault<>
	#misc Also added more delegates to ensure the restriction is up to date
	#jira UE-46980

Change 3620104 by Jurre.deBaare

	HLOD doesn't support renaming in levels
	#fix ensure that during renaming of UWorld we also rename the HLOD assets into their respective new HLOD package outer
	#jira UE-48072

Change 3620151 by Thomas.Sarkanen

	Undo/redo now correctly affects animation preview scene settings

	Preview scene desc is now transactional & state is correctly set up on undo/redo according to the current preview scene desc

	#jira UE-47816 - Undoing setting the animation mode to Refrence pose doesn't update the UI

Change 3620152 by Thomas.Sarkanen

	Exposed LOD menu in PhAT

	This allows auto LOD to be optionaly selected. It was hidden and we forced to LOD 0 before. We still default to forcing LOD 0 to preserve the old behavior.

	#jira UE-47970 - LODs not working in Physics Asset Editor

Change 3620177 by Benn.Gallagher

	PR #3696: Fix for USkinnedMeshComponent::GetCPUSkinnedVertices() (Contributed by Koderz)


Change 3620250 by Jurre.deBaare

	HLOD assets left in HLOD folder when clusters are deleted
	#fix some added lifetime management for HLOD assets, keeping list of 'stale' HLOD assets which if not Undo-ed will either be deleted when LODActor is saved, or marked PendingKill when LODActor is destroyed
	#jira UE-47450

Change 3620273 by James.Golding

	PR #3908: Removing duplicated forward declation (Contributed by celsodantas)
	#jira UE-48530

Change 3620274 by James.Golding

	PR #3909: Removing unnecessary conditional (Contributed by celsodantas)
	#jira UE-48531

Change 3620275 by James.Golding

	Add icon for destruction plugin

Change 3620401 by Ethan.Geller

	#jira UE-47684 Remove SDL dependencies from Win64

Change 3620586 by Jurre.deBaare

	Linux CIS fix

Change 3620660 by Martin.Wilson

	Fixes for state machines getting reinitialized in situations that users don't want them to.
	-Added option to state machine to allow it to skip reinitialization when it becomes relevant
	-Added option to slot nodes to keep source pose relevant while montage slot is playing.

	#jira UE-43578

Change 3620665 by Aaron.McLeran

	Making source buses only show relevant source bus data.

	- hiding sound wave categories that aren't relevant to source buses

Change 3621087 by Ethan.Geller

	#jira UE-49000 implement device change listener to ensure we are properly handling when audio is disabled.

Change 3621144 by Aaron.McLeran

	#jira UE-49147
	#jira UE-49145

	 Fixing concurrency and volume stats

Change 3621148 by Aaron.McLeran

	Fixing typo

Change 3621180 by Ethan.Geller

	#jira UE-49151 Fix for browser preview on bus only sounds

Change 3621421 by Ethan.Geller

	#jira UE-49165 Fix real time audio slider.

Change 3621604 by Ethan.Geller

	#jira UE-44847 fix iOS panning algorithm on non-audio mixer

Change 3621626 by Lina.Halper

	Fix issue with anim montage displaying when selecting animation

	#jira: UE-48749

Change 3621813 by Thomas.Sarkanen

	Fixing undo/redo of bone modifications in Physics Asset Editor (and others)

	Bone proxy objects now get recycled (instead of the pool constantly growing) as their names are stable and unique.
	Fixed broken skeleton tree RTTI (so selection persistance now works correctly on undo/redo again)
	We no longer force a re-selection on phyiscs asset changes (the tree takes care of that anyway).

	#jira UE-47862 - Undoing Bone transformations in Physics Asset Editor does not work

Change 3621831 by Jurre.deBaare

	Crash fix for Material baking when trying to analyse a MP_MAX material property
	#jira UE-49172

Change 3621936 by Thomas.Sarkanen

	Fixed CIS error from merge

Change 3621937 by Thomas.Sarkanen

	Fix merge issue with API change in USynthComponent

Change 3622173 by Thomas.Sarkanen

	Fixed ortho viewports being bright white in sub-editors

	Preview scenes in general are responsible by default for the background color.
	Advanced preview scenes now use background color from settings. Previously only te animation editors did this.

	#jira UE-48841 - The background of the orthographic viewports is bright white

Change 3622730 by Ethan.Geller

	#jira UE-49182 UE-49198 UE-49201 Fix for channel mismatch in procedural sound waves, remove singleton behavior for MMNotificationClient. CL by Aaron.McLeran

Change 3622759 by Ethan.Geller

	#jira 49170 reduce static analysis warnings for audiodevice.cpp

Change 3622901 by Benn.Gallagher

	Bumped PhysX DDC key after change in Orion caused verify failures

Change 3623458 by Aaron.McLeran

	#jira UE-49204 Delores monologue cut short in Odin elevator

Change 3623667 by Aaron.McLeran

	#jira UE-49204 UE-49243 Delores monologue cut short in Odin elevator

Change 3623752 by Aaron.McLeran

	#jira UE-49247 Sound Source Bus Properties Are Inappropriate

	Fixing issues with new source bus uobject so properties show up appropriately.

Change 3624058 by Ben.Marsh

	Fix stale module being enumerated when running UE4Editor-Cmd.exe, causing warning when running incremental automated tests.

	Module and version manifest filenames are derived from the executable filename, so when running the executable compiled for the console subsystem, we need to strip the -Cmd suffix from the executable name to find the correct path.

Change 3624193 by Ethan.Geller

	#jira UE-49170 Static analysis fix, take 2

Change 3354003 by Thomas.Sarkanen

	Back out changelist 3353914

Change 3355932 by Thomas.Sarkanen

	Back out changelist 3354003

	Reinstating merge from Main:

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839

Change 3477632 by Jurre.deBaare

	Automated test content and ground truths for Actor Merging and Material baking functionality

Change 3491464 by Jurre.deBaare

	Updated automation content for MergeActor behaviour

Change 3587878 by Thomas.Sarkanen

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @  CL 3587489

Change 3597452 by Ethan.Geller

	#jira UEAP-304, UEAP-280, UEAP-281: Major structural refactor of Audio Plugin interfaces, Oculus Audio plugin, Steam Audio Plugin. Introduction of Sony Audio3D plugin.

Change 3602935 by Lina.Halper

	Allow curve evaluation to be controlled by users

	#jira: UE-46446

Change 3606120 by Ethan.Geller

	Move Tap Delay Submix to Synthesis library, modify tap delay API

Change 3621830 by Thomas.Sarkanen

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3621691

Change 3622807 by Ethan.Geller

	#jira UE-49201 Fixing volume issues

	Issue is that these platforms weren't using the proper public function and an audio mixer refactor changed how volume is calculated to seperate out distance attenuation vs other volume gains.

[CL 3624383 by Thomas Sarkanen in Main branch]
2017-09-04 04:17:46 -04:00
Andrew Grant
4bf0e40696 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3483207)
#lockdown Nick.Penwarden
#rb na


Change 3483207 on 2017/06/09 by Laurent.Delayen

	Batch Animation Compression fixes.
	- Fixed incorrect 'MemorySavingsFromPrevious' resulting in picking suboptimal compressors.
	- Fixed uncompressed size calculation not taking into account scale component.
	- Fixed animations with 'bDoNotOverrideCompression' causing crashes because they were not recompressed.
	- Animation with 'bDoNotOverrideCompression' that use the automatic compressions are not skipped by the automatic batch compression.
	- Added 'CompressCommandletVersion' to DDC key, so we can force recompression on all animations easily.

	Repopulated DDC with all animations.

	#!codereview martin.wilson
	#!rb lina.halper
	#!tests loaded editor, ran a quick game.

Change 3483107 on 2017/06/09 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Non-shipping changes -
	 Added GPU health check if we are waiting for > 2 secs on the rendering thread
	 Changed param for GPU health checking from aftermath to gpucrashdebugging

	#!tests compiled
	#!rb arne

	#!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3483106 on 2017/06/09 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Non-shipping changes -
	 Added GPU health check if we are waiting for > 2 secs on the rendering thread
	 Changed param for GPU health checking from aftermath to gpucrashdebugging

	#!tests compiled
	#!rb arne

	#!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3483105 on 2017/06/09 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Non-shipping changes -
	 Added GPU health check if we are waiting for > 2 secs on the rendering thread
	 Changed param for GPU health checking from aftermath to gpucrashdebugging

	#!tests compiled
	#!rb arne

	#!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3483104 on 2017/06/09 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Non-shipping changes -
	 Added GPU health check if we are waiting for > 2 secs on the rendering thread
	 Changed param for GPU health checking from aftermath to gpucrashdebugging

	#!tests compiled
	#!rb arne

	#!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101 via CL 3483103
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3483103 on 2017/06/09 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Non-shipping changes -
	 Added GPU health check if we are waiting for > 2 secs on the rendering thread
	 Changed param for GPU health checking from aftermath to gpucrashdebugging

	#!tests compiled
	#!rb arne

	#!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/... via CL 3483101
	#!ROBOMERGE-BOT: ORION (Release-40.5 -> Main)

Change 3483101 on 2017/06/09 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Non-shipping changes -
	 Added GPU health check if we are waiting for > 2 secs on the rendering thread
	 Changed param for GPU health checking from aftermath to gpucrashdebugging

	#!tests compiled
	#!rb arne

	#!ROBOMERGE-SOURCE: CL 3483100 in //Orion/Release-40.4/...
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5)

Change 3483100 on 2017/06/09 by Andrew.Grant

	Non-shipping changes -
	 Added GPU health check if we are waiting for > 2 secs on the rendering thread
	 Changed param for GPU health checking from aftermath to gpucrashdebugging

	#!tests compiled
	#!rb arne

Change 3482985 on 2017/06/09 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Fixed up the allocated small pool memory stat.
	#!rb Andrew.Grant
	#!test Paragon startup
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3482984 on 2017/06/09 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Fixed up the allocated small pool memory stat.
	#!rb Andrew.Grant
	#!test Paragon startup
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3482983 on 2017/06/09 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Fixed up the allocated small pool memory stat.
	#!rb Andrew.Grant
	#!test Paragon startup
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3482982 on 2017/06/09 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Fixed up the allocated small pool memory stat.
	#!rb Andrew.Grant
	#!test Paragon startup
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3482981 on 2017/06/09 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Fixed up the allocated small pool memory stat.
	#!rb Andrew.Grant
	#!test Paragon startup
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448 via CL 3482449
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3482612 on 2017/06/09 by Frank.Fella

	Niagara - Fix various wiring issues.
	+ Reverting dynamic inputs no longer leaves the graph disconnected.
	+ Reverting dynamic inputs no longer leaves the controls in the stack.
	+ Adding multiple dynamic inputs to the same module now wires them correctly.
	+ Adding dynamic inputs when there is already an override read now wires correctly.
	+ Moving modules with dynamic inputs up and down and removing them now works correctly.

	#!tests Everything above.
	#!rb none

	#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime

Change 3482449 on 2017/06/09 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Fixed up the allocated small pool memory stat.
	#!rb Andrew.Grant
	#!test Paragon startup
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/... via CL 3482448
	#!ROBOMERGE-BOT: ORION (Release-40.5 -> Main)

Change 3482448 on 2017/06/09 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Fixed up the allocated small pool memory stat.
	#!rb Andrew.Grant
	#!test Paragon startup
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3482444 in //Orion/Release-40.4/...
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5)

Change 3482444 on 2017/06/09 by Daniel.Lamb

	Fixed up the allocated small pool memory stat.
	#!rb Andrew.Grant
	#!test Paragon startup
	#!lockdown Andrew.Grant

Change 3482261 on 2017/06/09 by Shaun.Kime

	Made Get/Set nodes available at all times.
	Tweaked the right-click menu on parameter map base to allow for particle namespaced custom variables and also limiting based on script context.

	#!rb none
	#!tests n/a

Change 3482147 on 2017/06/09 by Shaun.Kime

	Fixing crash when updating the vertex data and the vertex attributes are no longer part of the data set.

	#!rb none
	#!tests opened existing files

Change 3482076 on 2017/06/09 by Wyeth.Johnson

	Resave to prevent the constant recompiling of DefaultParticle

Change 3481302 on 2017/06/08 by Shaun.Kime

	Adding a FunctionCall derived node type that allows you to set any namespaced pin by name and type.

	#!rb none
	#!tests created emitter with values in spawn and update
	#!codereview frank.fella

Change 3480830 on 2017/06/08 by Laurent.Delayen

	First batch of recompressed animations.

	#!codereview jay.hosfelt, dwayne.martin
	#!lockdown Andrew.Bains

Change 3480524 on 2017/06/08 by Laurent.Delayen

	Fixed CompressAnimations Commandlet to work with new DDC refactor.

	#!codereview martin.wilson
	#!rb lina.halper
	#!tests Paragon full animation recompression.

Change 3480278 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Additional logging for OR-38938
	#!rb Ryan.Gerleve
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3480277 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Additional logging for OR-38938
	#!rb Ryan.Gerleve
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3480276 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Additional logging for OR-38938
	#!rb Ryan.Gerleve
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3480273 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Additional logging for OR-38938
	#!rb Ryan.Gerleve
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3480270 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Additional logging for OR-38938
	#!rb Ryan.Gerleve
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909 via CL 3479910
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3480090 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked 40.3 builds to 3472726
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3480089 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked 40.3 builds to 3472726
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3480088 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked 40.3 builds to 3472726
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3480087 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked 40.3 builds to 3472726
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3480086 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked 40.3 builds to 3472726
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204 via CL 3479205
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3480085 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Added stats to MallocBinned2.
	#!rb Andrew.Grant
	#!test Paragon PS4
	[CODEREVIEW] Gil.Gribb
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3480084 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Added stats to MallocBinned2.
	#!rb Andrew.Grant
	#!test Paragon PS4
	[CODEREVIEW] Gil.Gribb
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3480083 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Added stats to MallocBinned2.
	#!rb Andrew.Grant
	#!test Paragon PS4
	[CODEREVIEW] Gil.Gribb
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3480082 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Added stats to MallocBinned2.
	#!rb Andrew.Grant
	#!test Paragon PS4
	[CODEREVIEW] Gil.Gribb
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3480081 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Added stats to MallocBinned2.
	#!rb Andrew.Grant
	#!test Paragon PS4
	[CODEREVIEW] Gil.Gribb
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160 via CL 3479161
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3480073 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: jeff.williams
	Removing implicit requirements to display Badges

	Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges.

	#!rb none
	#!tests compile, validated export output

	#!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3480072 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: jeff.williams
	Removing implicit requirements to display Badges

	Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges.

	#!rb none
	#!tests compile, validated export output

	#!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3480071 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: jeff.williams
	Removing implicit requirements to display Badges

	Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges.

	#!rb none
	#!tests compile, validated export output

	#!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3480070 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: jeff.williams
	Removing implicit requirements to display Badges

	Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges.

	#!rb none
	#!tests compile, validated export output

	#!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3480069 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: jeff.williams
	Removing implicit requirements to display Badges

	Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges.

	#!rb none
	#!tests compile, validated export output

	#!ROBOMERGE-SOURCE: CL 3479012 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3479910 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Additional logging for OR-38938
	#!rb Ryan.Gerleve
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/... via CL 3479909
	#!ROBOMERGE-BOT: ORION (Release-40.5 -> Main)

Change 3479909 on 2017/06/08 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Additional logging for OR-38938
	#!rb Ryan.Gerleve
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3479906 in //Orion/Release-40.4/...
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5)

Change 3479906 on 2017/06/08 by Andrew.Grant

	Additional logging for OR-38938
	#!rb Ryan.Gerleve
	#!tests compiled

Change 3479800 on 2017/06/08 by Dan.Hertzka

	EditCondition UProperty metadata works on UStruct properties as well (including data table row structs)
	- Submitting on behalf of Jamie Dale (thanks Jamie!)

	#!rb Jamie.Dale
	#!tests EditCondition works for both UClass and UStruct properties

Change 3479765 on 2017/06/08 by Simon.Tovey

	Allow overriding of collections per component from BP and a functional test map for it.

	#!rb none
	#!tests test map works
	#!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime

Change 3479205 on 2017/06/07 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked 40.3 builds to 3472726
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203 via CL 3479204
	#!ROBOMERGE-BOT: ORION (Release-40.5 -> Main)

Change 3479204 on 2017/06/07 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked 40.3 builds to 3472726
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/... via CL 3479203
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5)

Change 3479203 on 2017/06/07 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked 40.3 builds to 3472726
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3479202 in //Orion/Release-40.3/...
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4)

Change 3479202 on 2017/06/07 by Andrew.Grant

	Locked 40.3 builds to 3472726
	#!ROBOMERGE: !40.4
	#!tests #!rb none

Change 3479161 on 2017/06/07 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Added stats to MallocBinned2.
	#!rb Andrew.Grant
	#!test Paragon PS4
	[CODEREVIEW] Gil.Gribb
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/... via CL 3479160
	#!ROBOMERGE-BOT: ORION (Release-40.5 -> Main)

Change 3479160 on 2017/06/07 by robomerge

	#!ROBOMERGE-AUTHOR: daniel.lamb
	Added stats to MallocBinned2.
	#!rb Andrew.Grant
	#!test Paragon PS4
	[CODEREVIEW] Gil.Gribb
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3479159 in //Orion/Release-40.4/...
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5)

Change 3479159 on 2017/06/07 by Daniel.Lamb

	Added stats to MallocBinned2.
	#!rb Andrew.Grant
	#!test Paragon PS4
	#!codereview Gil.Gribb
	#!lockdown Andrew.Grant

Change 3479012 on 2017/06/07 by Jeff.Williams

	Removing implicit requirements to display Badges

	Badge requirements are not considered while culling nodes from the build graph. This allowed implicit dependencies resolved before culling to invalidate badges afterwards. Only explicitly declared dependencies are now used to validate badges.

	#!rb none
	#!tests compile, validated export output

Change 3478991 on 2017/06/07 by Shaun.Kime

	Added auto-compile to emitters. It is an emitter-wide value, toggled by the dropdown next to the compile button.

	#!rb none
	#!tests made multiple edits to an emitter

Change 3478976 on 2017/06/07 by Max.Chen

	Sequencer: Fix burnin when there are warmup frames. The current time used for the burnin is offset from the playback range's start time. When using warmup frames, the start time will include the warmup time so it needs to be factored out when setting the actual current time for the frame.

	#!jira UE-45737
	#!rb none
	#!codereview andrew.rodham
	#!tests none

Change 3478426 on 2017/06/07 by David.Ratti

	Expose some ability system stuff to blueprints:
	-Query for AGE Handle based on GE Query
	-Methods for accessing AGE start/end/duration values

	Test asset for bill for example

	#!rb none
	#!tests pie
	#!review-3478427 Jon.Lietz, @John.Nielson

Change 3478424 on 2017/06/07 by Laurent.Delayen

	Prevent creating invalid 'VBCompactPoseData', resulting in crashes in Animation Modifiers.
	(Fix for licensee crash).

	#!rb lina.halper
	#!codereview martin.wilson
	#!tests Ice sync marker automator from Athomas.

Change 3478151 on 2017/06/07 by David.Ratti

	spot edigrate GameplayTagQuery customization fix for crash when editing query on bp defaults.
	#!rb none
	#!tests compile

Change 3477983 on 2017/06/07 by robomerge

	#!ROBOMERGE-AUTHOR: alexis.matte
	[NULL MERGE]
	Fix morph target import

	#!jira OR-38471
	#!rb none
	#!tests none
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3477982 on 2017/06/07 by robomerge

	#!ROBOMERGE-AUTHOR: alexis.matte
	[NULL MERGE]
	Fix morph target import

	#!jira OR-38471
	#!rb none
	#!tests none
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3477981 on 2017/06/07 by robomerge

	#!ROBOMERGE-AUTHOR: alexis.matte
	[NULL MERGE]
	Fix morph target import

	#!jira OR-38471
	#!rb none
	#!tests none
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3477980 on 2017/06/07 by robomerge

	#!ROBOMERGE-AUTHOR: alexis.matte
	[NULL MERGE]
	Fix morph target import

	#!jira OR-38471
	#!rb none
	#!tests none
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3477979 on 2017/06/07 by robomerge

	#!ROBOMERGE-AUTHOR: alexis.matte
	[NULL MERGE]
	Fix morph target import

	#!jira OR-38471
	#!rb none
	#!tests none
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925 via CL 3477941
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3477941 on 2017/06/07 by robomerge

	#!ROBOMERGE-AUTHOR: alexis.matte
	[NULL MERGE]
	Fix morph target import

	#!jira OR-38471
	#!rb none
	#!tests none
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/... via CL 3477925
	#!ROBOMERGE-BOT: ORION (Release-40.5 -> Main)

Change 3477925 on 2017/06/07 by robomerge

	#!ROBOMERGE-AUTHOR: alexis.matte
	Fix morph target import

	#!jira OR-38471
	#!rb none
	#!tests none
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3477453 in //Orion/Release-40.4/...
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Release-40.5)
	#!ROBOMERGE[ORION]: !Main

Change 3477774 on 2017/06/07 by Alexis.Matte

	implement a dev-editor cl 3470188
	Fix the material isolate for cloth or hair
	#!jira UE-38985
	#!rb none
	#!tests none

Change 3477722 on 2017/06/07 by Don.Eubanks

	Re-enabling D-Pad navigation support in card shop.

	Exposed OnNavigation to UserWidget in the form of NativeOnNavigation, leveraged this new feature to have the classes I care about (HandEntry / CardShopEquipSlot)

	Split out BaseButton_Group's "SelectNextButton" process into "GetButton" and "Select Button" so I could use the GetButton when doing navigation.

	#!rb matt.schembari
	#!tests Compile DebugGameEditor Win64 / Shipping Client PS4

Change 3477610 on 2017/06/07 by Shaun.Kime

	Fixing up emitter nodes in system graph when deleted

	#!rb none
	#!tests added/removed multiple emitters

Change 3477528 on 2017/06/07 by Simon.Tovey

	? Fixed up issue with interface function binding from the removal of variable IDs.
	? Fixed issue where system parameters were garbage on the first tick of a system.
	? Bypassed issue with component lifetime. When destroying systems in some cases the component is pending kill so it's weak ptr returns null.
	We need to investigate this further.

	#!rb none
	#!tests stuff works
	#!codereview Olaf.Piesche, Frank.Fella, Shaun.Kime

Change 3477453 on 2017/06/07 by Alexis.Matte

	Fix morph target import

	#!jira OR-38471
	#!rb none
	#!tests none
	#!ROBOMERGE: !Main
	#!lockdown Andrew.Grant

Change 3477182 on 2017/06/07 by Frank.Fella

	Niagara - Rename files from class renames in last check-in.

	#!tests Compiled.
	#!rb none

Change 3477171 on 2017/06/06 by Frank.Fella

	Niagara - Can now add dynamic inputs directly in the stack.

	#!tests Added dynamic inputs directly from the stack.
	#!rb none

	#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime

Change 3477115 on 2017/06/06 by Jeff.Williams

	Merging //Orion/Main to Release-40.5 (//Orion/Release-40.5) @3477068

	#!rb none
	#!tests none

Change 3477098 on 2017/06/06 by Jeff.Williams

	Initial branch of files from Release-40.4 (//Orion/Release-40.4) to Release-40.5 (//Orion/Release-40.5)

Change 3476585 on 2017/06/06 by Mieszko.Zielinski

	EQS touches to hopefully address the elusive EQS NaN in live build #!Orion

	#!test golden path
	#!rb none

Change 3476342 on 2017/06/06 by Laurent.Delayen

	FCSPose<PoseType>::ConvertToLocalPoses Allow root bone to be modified. Minor optimization: Take out root bone check from loop.

	#!rb lina.halper
	#!tests Ghost PIE

Change 3476336 on 2017/06/06 by Shaun.Kime

	First pass at trying to prevent Wyeth's crash in the EmitterInstance destructor.

	#!rb none
	#!tests tried iterating with multiple changes between emitters/systems
	#!codereview simon.tovey, frank.fella, olaf.piesche

Change 3476160 on 2017/06/06 by Shaun.Kime

	Removing ID's from FNiagaraVariables. Reworking existing code to properly handle this.

	#!rb none
	#!codereview simon.tovey, frank.fella, olaf.piesche
	#!tests recompiled and ran existing emitters, created system, iterated between system and emitter

Change 3476157 on 2017/06/06 by Shaun.Kime

	Fixing code dependency

	#!rb none
	#!tests n/a

Change 3476155 on 2017/06/06 by Shaun.Kime

	Added ability to get Emitter alias from parameter map

	#!tests n/a
	#!rb none

Change 3476152 on 2017/06/06 by Shaun.Kime

	Fixing comment so that system tooltip was meaningful from creation menu

	#!rb none
	#!tests  n/a

Change 3476148 on 2017/06/06 by Shaun.Kime

	Removing gamethread checks as we use a parallel for to update emitter instances, causing this to always fail with multiple emitters in a system.

	#!rb none
	#!codereview simon.tovey, olaf.piesche
	#!tests added multiple emitters and didn't crash

Change 3475898 on 2017/06/06 by Mieszko.Zielinski

	Manual recreation of CL#!3465092 #!UE4

	By LukaszF: "fixed navigation area modifiers created from shape components: sphere and capsule"

	#!test golden path
	#!rb none

Change 3475817 on 2017/06/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Now with correctly unshelved CL - made Aftermath a command line option

	#!tests compiled, verified initialziation is command line driven
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3475816 on 2017/06/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Now with correctly unshelved CL - made Aftermath a command line option

	#!tests compiled, verified initialziation is command line driven
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3475815 on 2017/06/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Now with correctly unshelved CL - made Aftermath a command line option

	#!tests compiled, verified initialziation is command line driven
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3475814 on 2017/06/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Now with correctly unshelved CL - made Aftermath a command line option

	#!tests compiled, verified initialziation is command line driven
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3475813 on 2017/06/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Now with correctly unshelved CL - made Aftermath a command line option

	#!tests compiled, verified initialziation is command line driven
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/... via CL 3475812
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3475812 on 2017/06/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Now with correctly unshelved CL - made Aftermath a command line option

	#!tests compiled, verified initialziation is command line driven
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3475810 in //Orion/Release-40.4/...
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)

Change 3475810 on 2017/06/06 by Andrew.Grant

	Now with correctly unshelved CL - made Aftermath a command line option

	#!tests compiled, verified initialziation is command line driven
	#!rb none

Change 3475792 on 2017/06/06 by Jon.Lietz

	item cooldowns

	- added in native ability class (UOrionSourceItemAbility) that will be repsonsible for item keyword cooldowns and cost.
	- Moved Application, trigger and activation/deactivation of itemkeywords out of the deck instance and into UOrionSourceItemAbility.
	- added in support for cultivate card trait
	- added in to the engine FAbilityEndedData that will pass through delegates what ability ended the spec handle and if it was cancelled or not
	- added 2 delegates for when abilities end, one inside UAbilitySystemComponent::NotifyAbilityEnded() the other in UGameplayAbility::EndAbility() they bost pass through a const  FAbilityEndedData&

	#!rb david.ratti
	#!tests buy and play cards

Change 3475760 on 2017/06/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made aftermath iniitialization off by default and controlled by the -aftermath command line option
	Logs are now warnings if aftermath is requested but can't be initialized

	#!tests verified command line test works
	#!rb none
	@marcus.wassmer, @arne.schober

	#!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3475759 on 2017/06/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made aftermath iniitialization off by default and controlled by the -aftermath command line option
	Logs are now warnings if aftermath is requested but can't be initialized

	#!tests verified command line test works
	#!rb none
	@marcus.wassmer, @arne.schober

	#!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3475758 on 2017/06/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made aftermath iniitialization off by default and controlled by the -aftermath command line option
	Logs are now warnings if aftermath is requested but can't be initialized

	#!tests verified command line test works
	#!rb none
	@marcus.wassmer, @arne.schober

	#!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3475757 on 2017/06/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made aftermath iniitialization off by default and controlled by the -aftermath command line option
	Logs are now warnings if aftermath is requested but can't be initialized

	#!tests verified command line test works
	#!rb none
	@marcus.wassmer, @arne.schober

	#!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3475756 on 2017/06/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made aftermath iniitialization off by default and controlled by the -aftermath command line option
	Logs are now warnings if aftermath is requested but can't be initialized

	#!tests verified command line test works
	#!rb none
	@marcus.wassmer, @arne.schober

	#!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/... via CL 3475755
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3475755 on 2017/06/06 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made aftermath iniitialization off by default and controlled by the -aftermath command line option
	Logs are now warnings if aftermath is requested but can't be initialized

	#!tests verified command line test works
	#!rb none
	@marcus.wassmer, @arne.schober

	#!ROBOMERGE-SOURCE: CL 3475753 in //Orion/Release-40.4/...
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)

Change 3475753 on 2017/06/06 by Andrew.Grant

	Made aftermath iniitialization off by default and controlled by the -aftermath command line option
	Logs are now warnings if aftermath is requested but can't be initialized

	#!tests verified command line test works
	#!rb none
	#!review-3475754 @marcus.wassmer, @arne.schober

Change 3475491 on 2017/06/06 by Simon.Tovey

	Feeding parameter collection values into simulaitons.

	? Setup binding from parameter collections to simulation exec contexts. Data is fed in now.
	? Modified names of collection parameter such that they're always uniquely associated with a particular collection. In case two sets use the same name for example.
	Required some name conversion between the internals and the UI.
	? Modified node to not link to params by ID as they will be removed shortly.
	? NiagaraWorldManager now ticking to push parameter data from global collections.
	? Added BP function library call to grab the global collection instance for a collection and BP getters and setters for instances.
	? Components also can override the global instance though this isn't hooked up to anything as yet. I imagine this will be handy for creating override volumes in the world and having components interpolate between those similar to post process volumes.

	Minor/unrelated
	? Fixed crash on exit. Changed system instance in component to be Unique ptr and always access via component to more direcly control lifetime.
	? Crash fix when getting matrices from parameter map. TypeEditorUtilities was null.
	? Fixed bug in GetTypeDefaultValue()
	? Fixed property tagging on FNiagaraStatScope

	#!tests emitters work. Data is fed in.
	#!rb none
	#!codereview Olaf.Piesche, Shaun.Kime, Frank.Fella

Change 3474483 on 2017/06/05 by Laurent.Delayen

	Added new BlendBoneByChannel AnimNode to blend two poses, per bone, per channel. For example blend only translation from Pelvis.

	#!rb none
	#!test Ghost
	#!codereview lina.halper

Change 3474099 on 2017/06/05 by Alexis.Matte

	Copy/paste material should copy paste only the material instance
	#!rb none
	#!test none

Change 3474073 on 2017/06/05 by Daniel.Lamb

	Added estimated timing for reatltime updates.
	#!rb Trivial
	#!test Launch build paragon.

Change 3474066 on 2017/06/05 by Daniel.Lamb

	Increased heartbeat frequency for realtime cooking.
	#!rb Trivial
	#!test Realtime cooking

Change 3473623 on 2017/06/05 by Daniel.Lamb

	Using notimeouts on client and server when running realtime cooking, as the client is slowed down making it timeout.
	#!rb Trivial
	#!test Realtime cook paragon orion_entry.

Change 3473484 on 2017/06/05 by Frank.Fella

	Niagara - Preliminary support for dynamic inputs.

	#!tests Dynamic inputs are shown in the stack UI and their inputs are editable.
	#!rb none

	#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime

Change 3473481 on 2017/06/05 by Frank.Fella

	Niagara - Highlight the connecting wire when hovering the wire itself or one of it's connected pins.

	#!tests The wire highlights.
	#!rb none

	#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime

Change 3473480 on 2017/06/05 by Frank.Fella

	Niagara - Notify the graph that it has changed when adding and connecting pins on a node with dynamic pins.

	#!tests The graph is now shown as modified and needing compiling when connecting or adding pins on a node with dynamic pins.

	#!rb none
	#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime

Change 3473479 on 2017/06/05 by Frank.Fella

	Niagara - Fix an issue where module inputs were not getting aliased correctly when there was more than one of the same node when modifying them from the stack.

	#!test The inputs now get aliased correctly.
	#!rb none

	#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime

Change 3472889 on 2017/06/03 by Andrew.Grant

	Fixed merge error
	#!tests compiled
	#!rb none

Change 3472547 on 2017/06/02 by Olaf.Piesche

	Use the correct number of instances after sim step; this makes killing particles work properly in GPU sim

	#!codereview simon.tovey
	#!rb none
	#!tests GPUTest emitter and OrbitalMotion test emitter

Change 3472452 on 2017/06/02 by Olaf.Piesche

	More GPU spawn fixes; no more garbage particles in buffers after spawning with GPU simulation
	Bit more cleanup

	#!rb none
	#!tests GPUTest emitter
	#!codereview simon.tovey

Change 3472284 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server

	@Daniel.Lamb
	#!tests ran Gauntlet on build with / without server
	#!rb -

	#!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3472283 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server

	@Daniel.Lamb
	#!tests ran Gauntlet on build with / without server
	#!rb -

	#!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3472282 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server

	@Daniel.Lamb
	#!tests ran Gauntlet on build with / without server
	#!rb -

	#!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3472278 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server

	@Daniel.Lamb
	#!tests ran Gauntlet on build with / without server
	#!rb -

	#!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3472275 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server

	@Daniel.Lamb
	#!tests ran Gauntlet on build with / without server
	#!rb -

	#!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202 via CL 3472213
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3472213 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server

	@Daniel.Lamb
	#!tests ran Gauntlet on build with / without server
	#!rb -

	#!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/... via CL 3472202
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)

Change 3472202 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server

	@Daniel.Lamb
	#!tests ran Gauntlet on build with / without server
	#!rb -

	#!ROBOMERGE-SOURCE: CL 3471727 in //Orion/Release-40.3/...
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4)

Change 3471976 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: nick.reid
	Gauntlet script fixes
	#!tests ran locally
	#!rb AG

	#!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3471975 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: nick.reid
	Gauntlet script fixes
	#!tests ran locally
	#!rb AG

	#!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3471974 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: nick.reid
	Gauntlet script fixes
	#!tests ran locally
	#!rb AG

	#!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3471973 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: nick.reid
	Gauntlet script fixes
	#!tests ran locally
	#!rb AG

	#!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3471972 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: nick.reid
	Gauntlet script fixes
	#!tests ran locally
	#!rb AG

	#!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/... via CL 3471809
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3471966 on 2017/06/02 by Andrew.Grant

	Fixed robomerge integration
	#!tests #!rb none

Change 3471845 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: nick.reid
	AG - made local builds use editor server
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3471844 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: nick.reid
	AG - made local builds use editor server
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3471843 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: nick.reid
	AG - made local builds use editor server
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3471842 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: nick.reid
	AG - made local builds use editor server
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/... via CL 3471806
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3471835 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: ben.marsh
	Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this.

	#!rb none

	#!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3471834 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: ben.marsh
	Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this.

	#!rb none

	#!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3471833 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: ben.marsh
	Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this.

	#!rb none

	#!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3471832 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: ben.marsh
	Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this.

	#!rb none

	#!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3471831 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: ben.marsh
	Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this.

	#!rb none

	#!ROBOMERGE-SOURCE: CL 3471379 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3471809 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: nick.reid
	Gauntlet script fixes
	#!tests ran locally
	#!rb AG

	#!ROBOMERGE-SOURCE: CL 3471604 in //Orion/Release-40.4/...
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)

Change 3471806 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: nick.reid
	AG - made local builds use editor server
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3471566 in //Orion/Release-40.4/...
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)

Change 3471727 on 2017/06/02 by Andrew.Grant

	Gauntlet - if the specified build has a client but not a server, fallback to using the editor as a server

	#!review-3471728 @Daniel.Lamb
	#!tests ran Gauntlet on build with / without server
	#!rb -

Change 3471689 on 2017/06/02 by Zak.Middleton

	#!ue4-orion - Added virtual OnClientCorrectionReceived() to CharacterMovement.

	Stubbed implementation for Orion to be replaced/augmented for analytics.

	#!codereview Andrew.Grant
	#!rb none
	#!jira OR-37131
	#!tests Multi PIE

Change 3471654 on 2017/06/02 by Andrew.Grant

	Merging file cull from //Orion/Main to Dev-Balance (//Orion/Dev-Balance)
	#!tests #!rb na

Change 3471627 on 2017/06/02 by Andrew.Grant

	Merging file pruning from //Orion/Main to Dev-Cinematics (//Orion/Dev-Cinematics)
	#!tests #!rb na

Change 3471604 on 2017/06/02 by Nick.Reid

	Gauntlet script fixes
	#!tests ran locally
	#!rb AG

Change 3471566 on 2017/06/02 by Nick.Reid

	AG - made local builds use editor server
	#!tests ran locally
	#!rb none

Change 3471379 on 2017/06/02 by Ben.Marsh

	Remove setting to copy full crash dumps to \\epicgames.net\root\Projects\Paragon\QA_CrashReports. Don't think anyone is using this.

	#!rb none

Change 3471304 on 2017/06/02 by andrew.grant

	Removing some unused files to free up space across branches
	#!tests compiled locally, preflighted standard build
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024 via CL 3471072
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_Clothing_x86.lib
	//ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_ClothingCHECKED_x86.lib
	//ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_ClothingPROFILE_x86.lib
	//ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_Destructible_x86.lib
	//ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_DestructibleCHECKED_x86.lib
	//ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX/Lib/Win32/VS2015/APEX_DestructiblePROFILE_x86.lib
	//ROBOMERGE_ORION_Dev_General/Engine/Source/ThirdParty/PhysX...
	#!CodeReview: andrew.grant, jason.bestimt, jeff.williams

Change 3471231 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removing some unused files to free up space across branches
	#!tests compiled locally, preflighted standard build
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024 via CL 3471072
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3471205 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removing some unused files to free up space across branches
	#!tests compiled locally, preflighted standard build
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024 via CL 3471072
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3471072 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removing some unused files to free up space across branches
	#!tests compiled locally, preflighted standard build
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002 via CL 3471024
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)

Change 3471024 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removing some unused files to free up space across branches
	#!tests compiled locally, preflighted standard build
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/... via CL 3471002
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4)

Change 3471002 on 2017/06/02 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removing some unused files to free up space across branches
	#!tests compiled locally, preflighted standard build
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3470976 in //Orion/Release-40.2/...
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)

Change 3470976 on 2017/06/01 by Andrew.Grant

	Removing some unused files to free up space across branches
	#!tests compiled locally, preflighted standard build
	#!rb none

Change 3470672 on 2017/06/01 by Daniel.Lamb

	Added new commandline argument for gauntlet which allows seperate client commands.
	Fixed realtime cooking to pass commandline options correctly to the server and client.
	#!rb None
	#!test Realtime cooking paragon

Change 3470645 on 2017/06/01 by Olaf.Piesche

	GPU sim part 2; cleanup, more bug fixing

	#!lockdown Andrew.Bains
	#!codereview simon.tovey
	#!rb none
	#!tests the usual

Change 3470636 on 2017/06/01 by Daniel.Lamb

	Improved startup time of editor by reducing number of automatic cook platforms for realtime cooking.
	#!rb Trivial
	#!test Editor paragon.

Change 3470472 on 2017/06/01 by Shaun.Kime

	Checkpointing work on compiling system and emitter graph. Very simple graphs of these types work now. No harm has befallen any of the previously working graphs.

	Some constants did change and you will MANUALLY NEED TO UPDATE any graphs referencing them.

	// Engine parameters are always read-only, no matter what level you are at.
	Engine.DeltaTime
	Engine.InverseDeltaTime
	Engine.ExecutionCount
	Engine.Owner.Position
	Engine.Owner.Velocity
	Engine.Owner.XAxis
	Engine.Owner.YAxis
	Engine.Owner.ZAxis
	Engine.Owner.LocalToWorld
	Engine.Owner.WorldToLocal
	Engine.Owner.LocalToWorldTransposed
	Engine.Owner.WorldToLocalTransposed

	// System parameters are writable in System Spawn/Update scripts and read-only otherwise.
	System.Age

	// Emitter parameters are writable in System Spawn/Update & Emitter Spawn/Update scripts and read-only otherwise.
	Emitter.Age
	Emitter.SpawnRate
	Emitter.SpawnInterval
	Emitter.InterpSpawnStartDt
	Emitter.PreviousSpawnRemainder

	#!rb none
	#!tests all existing graphs
	#!code.review frank.fella, simon.tovey, olaf.piesche

Change 3469908 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Bumped script version to grab new publishing tools
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3469907 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Bumped script version to grab new publishing tools
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3469906 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Bumped script version to grab new publishing tools
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3469905 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Bumped script version to grab new publishing tools
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3469904 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Bumped script version to grab new publishing tools
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902 via CL 3469903
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3469903 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Bumped script version to grab new publishing tools
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/... via CL 3469902
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)

Change 3469902 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Bumped script version to grab new publishing tools
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3469901 in //Orion/Release-40.3/...
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4)

Change 3469901 on 2017/06/01 by Andrew.Grant

	Bumped script version to grab new publishing tools
	#!tests #!rb none

Change 3469459 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	UBT Merge from BenM:



	UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies.

	#!rb none
	#!tests single file compile

	#!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3469458 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	UBT Merge from BenM:



	UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies.

	#!rb none
	#!tests single file compile

	#!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3469457 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	UBT Merge from BenM:



	UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies.

	#!rb none
	#!tests single file compile

	#!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3469455 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	UBT Merge from BenM:



	UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies.

	#!rb none
	#!tests single file compile

	#!ROBOMERGE-SOURCE: CL 3469454 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3469454 on 2017/06/01 by David.Ratti

	UBT Merge from BenM:



	UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies.

	#!rb none
	#!tests single file compile

Change 3469422 on 2017/06/01 by Nick.Darnell

	Cursor - We shouldn't try to map the cursor for "None".  Also fixing the ensure to use printf formatting.

	#!fyi Matt.Schembari
	#!rb none
	#!tests ran on PS4

Change 3469368 on 2017/06/01 by Daniel.Lamb

	Added support for precooked cook on the fly with realtime updates.
	Prefly for short.
	#!rb Andrew.Grant
	#!review-3468486 @Andrew.Grant, @Ben.Zeigler
	#!test Cook paragon, prefly paragon, shared cooked builds paragon

Change 3469261 on 2017/06/01 by Simon.Tovey

	Main thrust of this CL is to improve parameter handling for both code complexity and performance.
	Also paves the way for simple binding of parameter collections.

	- Refactored much execution work into FNiagaraScriptExecutionContext and made them persistent objects. This should be usable for system level scripts too.
	- Moved paraemter storage to use FNiagaraParameterStore. Done away with all those arrays and searching to build a final temp buffer for execution.
	- Same buffer should work for CPU and GPU.
	- Now binding directly between parameter stores to push data down into execution contexts that use it.
	- Future CL will extend systems to bind to the parameter collections they use so edits to said collection will automatically propagate down into using emtiters.
	- Changed parameter collections slightly so their instances will always have the same layout and have a copy of all the collection's data. Will remove a couple of cases where a rebind would be required at runtime.

	MISC
	- Moved stats id creation to the script itself as this data was being duplicated for every emitter.
	- Moved previous frame parameter data for interpolated spawn to the start of the parameter buffer to better fit in with other changes.
	- Various minor bug fixes.

	#!rb Shaun.Kime
	#!tests Test emitters work. Maybe a few issues with GPU sim which I'll work through with Olaf.
	#!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche

Change 3469232 on 2017/06/01 by Ben.Marsh

	UBT: Fix single-file compile causing a different UHT manifest to be generated, potentially excluding hidden dependencies.

	#!rb none
	#!fyi David.Ratti
	#!tests single file compile

Change 3468842 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4

	A temp fix for hitches in OR-39101. Looking for a root cause now.

	#!rb none
	#!test golden path
	#!jira OR-39101
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3468841 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4

	A temp fix for hitches in OR-39101. Looking for a root cause now.

	#!rb none
	#!test golden path
	#!jira OR-39101
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3468840 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4

	A temp fix for hitches in OR-39101. Looking for a root cause now.

	#!rb none
	#!test golden path
	#!jira OR-39101
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3468839 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4

	A temp fix for hitches in OR-39101. Looking for a root cause now.

	#!rb none
	#!test golden path
	#!jira OR-39101
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3468838 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4

	A temp fix for hitches in OR-39101. Looking for a root cause now.

	#!rb none
	#!test golden path
	#!jira OR-39101
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106 via CL 3468107
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3468797 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locking Release-40.2 to network CL 3464164

	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3468796 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locking Release-40.2 to network CL 3464164

	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3468795 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locking Release-40.2 to network CL 3464164

	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3468794 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locking Release-40.2 to network CL 3464164

	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3468793 on 2017/06/01 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locking Release-40.2 to network CL 3464164

	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828 via CL 3467829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3468661 on 2017/05/31 by Andrew.Grant

	Merging fix, mostly to get a new CL
	#!tests #!rb none

Change 3468321 on 2017/05/31 by Andrew.Grant

	Merging //Orion/Dev-General @ 3466840 to Dev-General-Playtest (//Orion/Dev-General-Playtest)
	#!tests #!rb none

Change 3468107 on 2017/05/31 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4

	A temp fix for hitches in OR-39101. Looking for a root cause now.

	#!rb none
	#!test golden path
	#!jira OR-39101
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/... via CL 3468106
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)

Change 3468106 on 2017/05/31 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4

	A temp fix for hitches in OR-39101. Looking for a root cause now.

	#!rb none
	#!test golden path
	#!jira OR-39101
	#!lockdown Andrew.Grant

	#!ROBOMERGE-SOURCE: CL 3468105 in //Orion/Release-40.3/...
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4)

Change 3468105 on 2017/05/31 by Mieszko.Zielinski

	Changed 'ensureAlways' to 'ensure' in EnvQueryInstance.cpp #!UE4

	A temp fix for hitches in OR-39101. Looking for a root cause now.

	#!rb none
	#!test golden path
	#!jira OR-39101
	#!lockdown Andrew.Grant

Change 3467855 on 2017/05/31 by Andrew.Grant

	Removed leftover test-code
	#!tests #!rb none

Change 3467840 on 2017/05/31 by Andrew.Grant

	"redirected tag still in table" message will only be a warning if the redirected tag is not used as part of other hierarchies.

	E.g. Changing Foo to NewFoo will warn if NewFoo is still in the table, and Foo.Bar1 does not exist.

	#!review-3467804 @David.Ratti
	#!jira OR-39005
	#!tests verified warning is skipped
	#!rb none

Change 3467829 on 2017/05/31 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locking Release-40.2 to network CL 3464164

	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827 via CL 3467828
	#!ROBOMERGE-BOT: ORION (Release-40.4 -> Main)

Change 3467828 on 2017/05/31 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locking Release-40.2 to network CL 3464164

	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/... via CL 3467827
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Release-40.4)

Change 3467827 on 2017/05/31 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locking Release-40.2 to network CL 3464164

	#!tests #!rb na

	#!ROBOMERGE-SOURCE: CL 3467826 in //Orion/Release-40.2/...
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)

Change 3467826 on 2017/05/31 by Andrew.Grant

	Locking Release-40.2 to network CL 3464164

	#!tests #!rb na

	#!ROBOMERGE: !40.3

Change 3467610 on 2017/05/31 by David.Ratti

	Ability System: add non debug methods for getting direct access to attribute mods.

	#!rb none
	#!tests golden path
	#!review-3467611 @Jon.Lietz

Change 3467358 on 2017/05/31 by Andrew.Grant

	Better fix for crash loading maps via content browser from TomS
	#!tests compiled, verified can still load astrolabe via content browser
	#!rb TomS

Change 3466840 on 2017/05/31 by Andrew.Grant

	Better implementation of 3466788 workaround - now append old delegates to any new ones that have been added
	#!tests opened several maps
	#!rb none

Change 3466811 on 2017/05/30 by Jeff.Williams

	Merging //Orion/Main to Release-40.4 (//Orion/Release-40.4)

	#!rb none
	#!tests none

Change 3466796 on 2017/05/30 by Jeff.Williams

	Initial branch of files from Release-40.3 (//Orion/Release-40.3) to Release-40.4 (//Orion/Release-40.4)

Change 3466788 on 2017/05/30 by Andrew.Grant

	Work-around for crash that can occur when loading a map that contains skeletal meshes via the content browser

	#!tests no longer crash loading astrolable via content browser
	#!rb none

Change 3466787 on 2017/05/30 by Andrew.Grant

	Back out revision 33 from //Orion/Dev-General/Engine/Source/Runtime/Renderer/Private/RendererScene.cpp
	#!tests #!rb none

Change 3466773 on 2017/05/30 by Andrew.Grant

	Work-around for crash loading levels from the content browser
	#!tests double-clicking Astrolobe no longer crashes
	#!rb none

Change 3466192 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed engine hitch delegate to provide source of hitch as well as duration.

	Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.

	OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate

	#!tests ran solo game
	#!rb none
	@jason.bestimt, @daniel.lamb

	#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3466191 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed engine hitch delegate to provide source of hitch as well as duration.

	Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.

	OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate

	#!tests ran solo game
	#!rb none
	@jason.bestimt, @daniel.lamb

	#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3466190 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed engine hitch delegate to provide source of hitch as well as duration.

	Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.

	OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate

	#!tests ran solo game
	#!rb none
	@jason.bestimt, @daniel.lamb

	#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3466189 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed engine hitch delegate to provide source of hitch as well as duration.

	Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.

	OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate

	#!tests ran solo game
	#!rb none
	@jason.bestimt, @daniel.lamb

	#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3466188 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed engine hitch delegate to provide source of hitch as well as duration.

	Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.

	OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate

	#!tests ran solo game
	#!rb none
	@jason.bestimt, @daniel.lamb

	#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151 via CL 3464152
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3466187 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added config setting for amount of time to spend per-frame checkpointing actors.

	Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..

	#!tests ran local game and verified timeslice value is set and obeyed
	#!rb none
	@jason.bestimt, @daniel.lamb, @ryan.gerleve

	#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3466186 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added config setting for amount of time to spend per-frame checkpointing actors.

	Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..

	#!tests ran local game and verified timeslice value is set and obeyed
	#!rb none
	@jason.bestimt, @daniel.lamb, @ryan.gerleve

	#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3466185 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added config setting for amount of time to spend per-frame checkpointing actors.

	Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..

	#!tests ran local game and verified timeslice value is set and obeyed
	#!rb none
	@jason.bestimt, @daniel.lamb, @ryan.gerleve

	#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3466184 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added config setting for amount of time to spend per-frame checkpointing actors.

	Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..

	#!tests ran local game and verified timeslice value is set and obeyed
	#!rb none
	@jason.bestimt, @daniel.lamb, @ryan.gerleve

	#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3466183 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added config setting for amount of time to spend per-frame checkpointing actors.

	Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..

	#!tests ran local game and verified timeslice value is set and obeyed
	#!rb none
	@jason.bestimt, @daniel.lamb, @ryan.gerleve

	#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145 via CL 3464147
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3466182 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
	going to guarantee another hitch.

	#!tests ran solo game locally
	#!rb none
	@daniel.lamb, @jason.bestimt

	#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3466181 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
	going to guarantee another hitch.

	#!tests ran solo game locally
	#!rb none
	@daniel.lamb, @jason.bestimt

	#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3466180 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
	going to guarantee another hitch.

	#!tests ran solo game locally
	#!rb none
	@daniel.lamb, @jason.bestimt

	#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3466177 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
	going to guarantee another hitch.

	#!tests ran solo game locally
	#!rb none
	@daniel.lamb, @jason.bestimt

	#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3466176 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
	going to guarantee another hitch.

	#!tests ran solo game locally
	#!rb none
	@daniel.lamb, @jason.bestimt

	#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144 via CL 3464146
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3466175 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Moved WorldTick timeguard into world tick for clarity.
	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3466172 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Moved WorldTick timeguard into world tick for clarity.
	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3466171 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Moved WorldTick timeguard into world tick for clarity.
	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3466170 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Moved WorldTick timeguard into world tick for clarity.
	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3466169 on 2017/05/30 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Moved WorldTick timeguard into world tick for clarity.
	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136 via CL 3464137
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3465947 on 2017/05/30 by Andrew.Grant

	Initial branch of files from Dev-General (//Orion/Dev-General) to Dev-General-Playtest (//Orion/Dev-General-Playtest)

Change 3465650 on 2017/05/30 by Mieszko.Zielinski

	Plugged in Playbook-declared initial bot behaviors #!Orion

	The first behavior is going down to the jungle and placing wards
	Also:
	Implemented an Orion AITask for graph-pathfinding

	#!test golden path
	#!rb none

Change 3465622 on 2017/05/30 by Mieszko.Zielinski

	Fixed a bug in PathFollowingComponent's path segment switching that could result in wrong behavior or crashes #!UE4

	#!rb Lukasz.Furman
	#!test golden path

Change 3465382 on 2017/05/30 by Alexis.Matte

	Fix two morph target crash
	#!rb jeanmichel.dignard
	#!test none
	#!jira OR-38471

Change 3464152 on 2017/05/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed engine hitch delegate to provide source of hitch as well as duration.

	Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.

	OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate

	#!tests ran solo game
	#!rb none
	@jason.bestimt, @daniel.lamb

	#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150 via CL 3464151
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)

Change 3464151 on 2017/05/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed engine hitch delegate to provide source of hitch as well as duration.

	Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.

	OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate

	#!tests ran solo game
	#!rb none
	@jason.bestimt, @daniel.lamb

	#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/... via CL 3464150
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)

Change 3464150 on 2017/05/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed engine hitch delegate to provide source of hitch as well as duration.

	Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.

	OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate

	#!tests ran solo game
	#!rb none
	@jason.bestimt, @daniel.lamb

	#!ROBOMERGE-SOURCE: CL 3464148 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3464148 on 2017/05/29 by Andrew.Grant

	Changed engine hitch delegate to provide source of hitch as well as duration.

	Changed OrionGameState_Moba hitch reporting to issue HITCHHUNTER logs for clients as well as servers.

	OrionGameState_Moba now checks for an elapsed time > HitchThreshold while ticking. If reported this indicated outside forces are hampering the games ability to run at framerate

	#!tests ran solo game
	#!rb none
	#!review-3464149 @jason.bestimt, @daniel.lamb

Change 3464147 on 2017/05/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added config setting for amount of time to spend per-frame checkpointing actors.

	Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..

	#!tests ran local game and verified timeslice value is set and obeyed
	#!rb none
	@jason.bestimt, @daniel.lamb, @ryan.gerleve

	#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143 via CL 3464145
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)

Change 3464146 on 2017/05/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
	going to guarantee another hitch.

	#!tests ran solo game locally
	#!rb none
	@daniel.lamb, @jason.bestimt

	#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142 via CL 3464144
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)

Change 3464145 on 2017/05/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added config setting for amount of time to spend per-frame checkpointing actors.

	Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..

	#!tests ran local game and verified timeslice value is set and obeyed
	#!rb none
	@jason.bestimt, @daniel.lamb, @ryan.gerleve

	#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/... via CL 3464143
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)

Change 3464144 on 2017/05/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
	going to guarantee another hitch.

	#!tests ran solo game locally
	#!rb none
	@daniel.lamb, @jason.bestimt

	#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/... via CL 3464142
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)

Change 3464143 on 2017/05/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added config setting for amount of time to spend per-frame checkpointing actors.

	Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..

	#!tests ran local game and verified timeslice value is set and obeyed
	#!rb none
	@jason.bestimt, @daniel.lamb, @ryan.gerleve

	#!ROBOMERGE-SOURCE: CL 3464140 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3464142 on 2017/05/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
	going to guarantee another hitch.

	#!tests ran solo game locally
	#!rb none
	@daniel.lamb, @jason.bestimt

	#!ROBOMERGE-SOURCE: CL 3464138 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3464140 on 2017/05/29 by Andrew.Grant

	Added config setting for amount of time to spend per-frame checkpointing actors.

	Previously this was unbound (0) on Orion and would take ~60ms every second. In theory that means it needs a timeslice of 0.06ms each frame, but I'm going to be super generous and give it 4ms..

	#!tests ran local game and verified timeslice value is set and obeyed
	#!rb none
	#!review-3464141 @jason.bestimt, @daniel.lamb, @ryan.gerleve

Change 3464138 on 2017/05/29 by Andrew.Grant

	Removed debounce period from Timeguard reporting. Unlike stat dumphitches these are low overhead so one report is not
	going to guarantee another hitch.

	#!tests ran solo game locally
	#!rb none
	#!review-3464139 @daniel.lamb, @jason.bestimt

Change 3464137 on 2017/05/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Moved WorldTick timeguard into world tick for clarity.
	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135 via CL 3464136
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)

Change 3464136 on 2017/05/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Moved WorldTick timeguard into world tick for clarity.
	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/... via CL 3464135
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)

Change 3464135 on 2017/05/29 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Moved WorldTick timeguard into world tick for clarity.
	#!tests compiled
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3464134 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3464134 on 2017/05/29 by Andrew.Grant

	Moved WorldTick timeguard into world tick for clarity.
	#!tests compiled
	#!rb none

Change 3463889 on 2017/05/28 by David.Ratti

	refactor GE creation menu code to be less nesty
	#!rb none
	#!tests compiles on my machine

Change 3462711 on 2017/05/26 by David.Ratti

	Ensure unique asset name when creating GEs through GE creation menu (currently disabled until builder issue sorted)

	#!rb none
	#!tests editor

Change 3462619 on 2017/05/26 by Olaf.Piesche

	GPU sim work - WARNING: WORK IN PROGRESS

	You can get something on screen, but there's cleanup and bug fixing still left to do. Trying to get this checked in to avoid more merging problems in the near future. GPU dispatch execution works, rendering of sprites no longer creates an explicit vertex buffer and should be quite a bit faster for CPU sim as well.
	Still working on getting the sim step moved over entirely to the simulation batcher; currently, this has all sorts of problems with GPU sim, so please be advised that switching an emitter to GPU sim will currently not work with anything that uses data interfaces AND MAY CRASH YOUR MACHINE in rare instances.  I'm working on finalizing the remaining steps.

	tl;dr: CPU simulation should be unaffected. CPU rendering of sprites should be faster. GPU sim may make the universe implode.

	#!tests checked test emitters in CPU mode, ran GPUTest in GPU mode (works with known bugs when spawning)
	#!lockdown andrew.bains
	#!codereview simon.tovey
	#!rb none

Change 3462617 on 2017/05/26 by Matt.Kuhlenschmidt

	Exposed new methods of adding a struct on scope to a details panel and have it work properly with customizations.
	Refactored the niagrata script panel to use a proper details customization instead of custom widgets

	#!rb frank.fella
	#!tests niagara

Change 3462568 on 2017/05/26 by Andrew.Grant

	Disabling UGameplayEffectCreationMenu::AddMenuExtensions to get a build out.
	#!tests #!rb none

Change 3462372 on 2017/05/26 by Andrew.Grant

	Disable optimizations around this function to see if it prevents internal compiler errors on build machines.

	(Could be due to builders not running VS2015 SP3)

	#!tests compiled locally
	#!rb none
	#!review-3462373 @David.Ratti

Change 3462362 on 2017/05/26 by David.Ratti

	Fix for periodic damage GEs not properly pushing a GE context when they tick/execute. Was causing warnings / qualifiers to no work on periodic GEs.

	#!rb none
	#!tests pie
	#!review-3462364 @Jon.Lietz

Change 3462161 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: paul.moore
	[MatchMaking]
	- Merging MMS changes from DevGeneral to Main for v40.5.
	#!tests matchmaking, solo match, PS4 #!rb none
	#!lockdown andrew.grant

	#!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3462160 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: paul.moore
	[MatchMaking]
	- Merging MMS changes from DevGeneral to Main for v40.5.
	#!tests matchmaking, solo match, PS4 #!rb none
	#!lockdown andrew.grant

	#!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3462159 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: paul.moore
	[MatchMaking]
	- Merging MMS changes from DevGeneral to Main for v40.5.
	#!tests matchmaking, solo match, PS4 #!rb none
	#!lockdown andrew.grant

	#!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3462158 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: paul.moore
	[MatchMaking]
	- Merging MMS changes from DevGeneral to Main for v40.5.
	#!tests matchmaking, solo match, PS4 #!rb none
	#!lockdown andrew.grant

	#!ROBOMERGE-SOURCE: CL 3461655 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3461941 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed issue where test reports could fail
	Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
	Only show loaded mcp items during an object report
	#!tests ran soak test
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3461940 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed issue where test reports could fail
	Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
	Only show loaded mcp items during an object report
	#!tests ran soak test
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3461939 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed issue where test reports could fail
	Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
	Only show loaded mcp items during an object report
	#!tests ran soak test
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3461938 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed issue where test reports could fail
	Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
	Only show loaded mcp items during an object report
	#!tests ran soak test
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3461937 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed issue where test reports could fail
	Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
	Only show loaded mcp items during an object report
	#!tests ran soak test
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177 via CL 3460178
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3461868 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Physics PreTick timeguard to something that seems more appropriate

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3461867 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Physics PreTick timeguard to something that seems more appropriate

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3461866 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Physics PreTick timeguard to something that seems more appropriate

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3461865 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Physics PreTick timeguard to something that seems more appropriate

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3461861 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Physics PreTick timeguard to something that seems more appropriate

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702 via CL 3459703
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3461655 on 2017/05/26 by Paul.Moore

	[MatchMaking]
	- Merging MMS changes from DevGeneral to Main for v40.5.
	#!tests matchmaking, solo match, PS4 #!rb none
	#!lockdown andrew.grant

Change 3461648 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added TimeGuard's to more points in World Tick

	#!tests compiled server, ran locally
	#!rb none
	@David.Ratti

	#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3461645 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added TimeGuard's to more points in World Tick

	#!tests compiled server, ran locally
	#!rb none
	@David.Ratti

	#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3461644 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added TimeGuard's to more points in World Tick

	#!tests compiled server, ran locally
	#!rb none
	@David.Ratti

	#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3461643 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added TimeGuard's to more points in World Tick

	#!tests compiled server, ran locally
	#!rb none
	@David.Ratti

	#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3461642 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added TimeGuard's to more points in World Tick

	#!tests compiled server, ran locally
	#!rb none
	@David.Ratti

	#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696 via CL 3457697
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3461598 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Stability improvements to EnvironmentPerfTest
	#!tests ran test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3461597 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Stability improvements to EnvironmentPerfTest
	#!tests ran test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3461596 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Stability improvements to EnvironmentPerfTest
	#!tests ran test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3461595 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Stability improvements to EnvironmentPerfTest
	#!tests ran test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3461594 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Stability improvements to EnvironmentPerfTest
	#!tests ran test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370 via CL 3457371
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3461566 on 2017/05/26 by Andrew.Grant

	Merging blocked robomerge change from //Orion/Main to Dev-UI (//Orion/Dev-UI)
	#!tests #!rb none

Change 3461507 on 2017/05/26 by andrew.grant

	Merging some files from //Orion/Release-40.3 that were left stranded
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/OrionGame/Source/OrionGame/OrionEngine.h
	#!CodeReview: andrew.grant, jason.bestimt, jeff.williams

Change 3461500 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Merging some files from //Orion/Release-40.3 that were left stranded
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3461499 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Merging some files from //Orion/Release-40.3 that were left stranded
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3461498 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Merging some files from //Orion/Release-40.3 that were left stranded
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3456847 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3461495 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Add better way of getting peak memory for test report
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3461494 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Add better way of getting peak memory for test report
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3461493 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Add better way of getting peak memory for test report
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3461492 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Add better way of getting peak memory for test report
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3461491 on 2017/05/26 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Add better way of getting peak memory for test report
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823 via CL 3456829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3461467 on 2017/05/26 by David.Ratti

	GameplayEffectCreationMenu
	Data driven way to add heirachial list of common parent GEs that is accessible through content browser's right click menus

	Designers can maintain configable list of gameplay effects they want to appear in these menus.

	#!rb none
	#!tests editor
	#!review-3461469 @Billy.Bramer

Change 3461385 on 2017/05/26 by David.Ratti

	Change FContentBrowserModule::AssetContextMenuExtenders to use FContentBrowserMenuExtender_SelectedPaths delegate types. This enables extenders to get current path of the content browser.

	#!review-3461386 @Jamie.Dale
	#!rb none
	#!tests editor

Change 3461347 on 2017/05/26 by Andrew.Grant

	Restored deprecation mark
	#!rb #!tests none

Change 3461343 on 2017/05/26 by Don.Eubanks

	Added in some Analog Cursor features from Fortnite.

	OrionAnalogCursor now supports an "auto hover" mode, where Navigation events cause the cursor to be teleported to the center of the destination widget.  In Orion specifically we support using the left stick to transition out of Auto Hover mode back into regular analog cursor mode.

	Not-yet-implemented features:
	  * Need better resuming when transitioning from stick to d-pad, currently things you hover are not automatically focused, but they should be so that navigation will pick up at the right spot.
	  * Cursor doesn't properly fully hide on PC in PIE (potentially also in Client), needs more investigation.

	Added some better hover coloring / state data in Card Shop / Attribute Row so the d-pad highlighting is more apparent.

	#!rb philip.buuck
	#!tests Used d-pad to navigate through Card Shop, verified transition to sticks and back.  Verified that the feature does not work in the FrontEnd.

Change 3460684 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Unshelved from pending changelist '3456731':

	Improved memory test reporting and added support for running against older builds
	#!test ran test on old 39.5 build
	#!rb  none


	//ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs
	[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams

	#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3460683 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Unshelved from pending changelist '3456731':

	Improved memory test reporting and added support for running against older builds
	#!test ran test on old 39.5 build
	#!rb  none


	//ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs
	[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams

	#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3460682 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Unshelved from pending changelist '3456731':

	Improved memory test reporting and added support for running against older builds
	#!test ran test on old 39.5 build
	#!rb  none


	//ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs
	[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams

	#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3460681 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Unshelved from pending changelist '3456731':

	Improved memory test reporting and added support for running against older builds
	#!test ran test on old 39.5 build
	#!rb  none


	//ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs
	[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams

	#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3460680 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Unshelved from pending changelist '3456731':

	Improved memory test reporting and added support for running against older builds
	#!test ran test on old 39.5 build
	#!rb  none


	//ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs
	[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams

	#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730 via CL 3456756
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3460654 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Version locked v40.1 to 3452376
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3460653 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Version locked v40.1 to 3452376
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3460652 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Version locked v40.1 to 3452376
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3460651 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Version locked v40.1 to 3452376
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3460650 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Version locked v40.1 to 3452376
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649 via CL 3456650
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3460649 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Merge support for flat additive attribute channel from CL 3454524

	#!rb none
	#!test compile

	#!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3460648 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Merge support for flat additive attribute channel from CL 3454524

	#!rb none
	#!test compile

	#!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3460647 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Merge support for flat additive attribute channel from CL 3454524

	#!rb none
	#!test compile

	#!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3460645 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Merge support for flat additive attribute channel from CL 3454524

	#!rb none
	#!test compile

	#!ROBOMERGE-SOURCE: CL 3456500 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3460428 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
	#!tests Local memory testing
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3460427 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
	#!tests Local memory testing
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3460426 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
	#!tests Local memory testing
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3460425 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
	#!tests Local memory testing
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3460424 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
	#!tests Local memory testing
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642 via CL 3455697
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3460398 on 2017/05/25 by Andrew.Grant

	Fix for non-unity issues
	#!tests #!rb none

Change 3460178 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed issue where test reports could fail
	Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
	Only show loaded mcp items during an object report
	#!tests ran soak test
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176 via CL 3460177
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)

Change 3460177 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed issue where test reports could fail
	Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
	Only show loaded mcp items during an object report
	#!tests ran soak test
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/... via CL 3460176
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)

Change 3460176 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed issue where test reports could fail
	Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
	Only show loaded mcp items during an object report
	#!tests ran soak test
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3460175 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3460175 on 2017/05/25 by Andrew.Grant

	Fixed issue where test reports could fail
	Minor tweaks to adjust time before hitch warnings occur to be more generous and prevent false positives
	Only show loaded mcp items during an object report
	#!tests ran soak test
	#!rb none

Change 3460120 on 2017/05/25 by Alexis.Matte

	Fix Unregistering of SelectLodChanged delegate for staticmesh editor
	#!jira UE-45346
	#!rb none
	#!tests none

Change 3459820 on 2017/05/25 by Shaun.Kime

	Compile error fix
	#!rb none
	#!tests n/a

Change 3459703 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Physics PreTick timeguard to something that seems more appropriate

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701 via CL 3459702
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)

Change 3459702 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Physics PreTick timeguard to something that seems more appropriate

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/... via CL 3459701
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)

Change 3459701 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Physics PreTick timeguard to something that seems more appropriate

	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3459699 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3459699 on 2017/05/25 by Andrew.Grant

	Changed Physics PreTick timeguard to something that seems more appropriate

	#!tests ran locally
	#!rb none

Change 3459190 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Tweaked MemoryReport test
	- Always dump a memreport on a state change (very useful for comparing two builds)
	- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).

	#!tests ran MemReport test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3459189 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Tweaked MemoryReport test
	- Always dump a memreport on a state change (very useful for comparing two builds)
	- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).

	#!tests ran MemReport test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3459188 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Tweaked MemoryReport test
	- Always dump a memreport on a state change (very useful for comparing two builds)
	- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).

	#!tests ran MemReport test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3459187 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Tweaked MemoryReport test
	- Always dump a memreport on a state change (very useful for comparing two builds)
	- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).

	#!tests ran MemReport test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3459186 on 2017/05/25 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Tweaked MemoryReport test
	- Always dump a memreport on a state change (very useful for comparing two builds)
	- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).

	#!tests ran MemReport test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461 via CL 3452484
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3458973 on 2017/05/25 by Lina.Halper

	Slave mesh component not clearing morphtarget

	#!rb: Martin.Wilson
	#!jira: https://jira.it.epicgames.net/browse/OR-38475
	#!tests: PIE with Wukong

Change 3457697 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added TimeGuard's to more points in World Tick

	#!tests compiled server, ran locally
	#!rb none
	@David.Ratti

	#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695 via CL 3457696
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)

Change 3457696 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added TimeGuard's to more points in World Tick

	#!tests compiled server, ran locally
	#!rb none
	@David.Ratti

	#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/... via CL 3457695
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)

Change 3457695 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added TimeGuard's to more points in World Tick

	#!tests compiled server, ran locally
	#!rb none
	@David.Ratti

	#!ROBOMERGE-SOURCE: CL 3457691 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3457691 on 2017/05/24 by Andrew.Grant

	Added TimeGuard's to more points in World Tick

	#!tests compiled server, ran locally
	#!rb none
	#!review-3457692 @David.Ratti

Change 3457371 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Stability improvements to EnvironmentPerfTest
	#!tests ran test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369 via CL 3457370
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)

Change 3457370 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Stability improvements to EnvironmentPerfTest
	#!tests ran test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/... via CL 3457369
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)

Change 3457369 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Stability improvements to EnvironmentPerfTest
	#!tests ran test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3457367 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3457367 on 2017/05/24 by Andrew.Grant

	Stability improvements to EnvironmentPerfTest
	#!tests ran test locally
	#!rb none

Change 3457310 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed typo in obj command (non-shipping change
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3457307 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed typo in obj command (non-shipping change
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3457306 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed typo in obj command (non-shipping change
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3457305 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed typo in obj command (non-shipping change
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3457304 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed typo in obj command (non-shipping change
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908 via CL 3451912
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3457028 on 2017/05/24 by Andrew.Grant

	Copying fix for hidden window perf from 4.16 branch
	#!tests #!rb none

Change 3456896 on 2017/05/24 by Alexis.Matte

	Fix crash when adding LOD in a static mesh
	#!jira UE-45346
	#!rb none
	#!tests none

Change 3456853 on 2017/05/24 by Laurent.Delayen

	Fix for crash in FAnimationRuntime::CreateMaskWeights when MaskBoneIndex is not valid.

	#!rb none
	#!codereview lina.halper
	#!tests Medic in Monolith.

Change 3456847 on 2017/05/24 by Andrew.Grant

	Merging some files from //Orion/Release-40.3 that were left stranded
	#!tests #!rb none

Change 3456829 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Add better way of getting peak memory for test report
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822 via CL 3456823
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)

Change 3456823 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Add better way of getting peak memory for test report
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/... via CL 3456822
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)

Change 3456822 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Add better way of getting peak memory for test report
	#!tests ran locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3456821 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3456821 on 2017/05/24 by Andrew.Grant

	Add better way of getting peak memory for test report
	#!tests ran locally
	#!rb none

Change 3456811 on 2017/05/24 by Frank.Fella

	Niagara - Fix stack overflow when calling GetParameterMaps for a graph.

	#!tests No longer has a stack overflow.
	#!rb Shaun.Kime

Change 3456756 on 2017/05/24 by Andrew.Grant

	Unshelved from pending changelist '3456731':

	Improved memory test reporting and added support for running against older builds
	#!test ran test on old 39.5 build
	#!rb  none

	#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729 via CL 3456730
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)

	#!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand.
	//ROBOMERGE_ORION_Main/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Orion/Tests/OrionTest.BaselinePerformance.cs
	#!CodeReview: andrew.grant, jason.bestimt, jeff.williams

Change 3456730 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Improved memory test reporting and added support for running against older builds
	#!test ran test on old 39.5 build
	#!rb  none

	#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/... via CL 3456729
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)

Change 3456729 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Improved memory test reporting and added support for running against older builds
	#!test ran test on old 39.5 build
	#!rb  none

	#!ROBOMERGE-SOURCE: CL 3456726 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3456726 on 2017/05/24 by Andrew.Grant

	Improved memory test reporting and added support for running against older builds
	#!test ran test on old 39.5 build
	#!rb  none

Change 3456650 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Version locked v40.1 to 3452376
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645 via CL 3456649
	#!ROBOMERGE-BOT: ORION (Release-40.3 -> Main)

Change 3456649 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Version locked v40.1 to 3452376
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/... via CL 3456645
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Release-40.3)

Change 3456645 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Version locked v40.1 to 3452376
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3456644 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3456644 on 2017/05/24 by Andrew.Grant

	Version locked v40.1 to 3452376
	#!tests #!rb none
	#!ROBOMERGE: !40.2

Change 3456609 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Allow branch & CL to be passed into Gauntlet for reporting
	Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
	#!tests ran editor tests locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3456608 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Allow branch & CL to be passed into Gauntlet for reporting
	Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
	#!tests ran editor tests locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3456607 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Allow branch & CL to be passed into Gauntlet for reporting
	Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
	#!tests ran editor tests locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3456606 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Allow branch & CL to be passed into Gauntlet for reporting
	Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
	#!tests ran editor tests locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3456605 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Allow branch & CL to be passed into Gauntlet for reporting
	Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
	#!tests ran editor tests locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828 via CL 3449829
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3456575 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Properly exposing bSingleSampleShadowFromStationaryLights to BP

	[CODEREVIEW] Daniel.Wright
	#!rb none
	#!tests compile

	#!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3456574 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Properly exposing bSingleSampleShadowFromStationaryLights to BP

	[CODEREVIEW] Daniel.Wright
	#!rb none
	#!tests compile

	#!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3456573 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Properly exposing bSingleSampleShadowFromStationaryLights to BP

	[CODEREVIEW] Daniel.Wright
	#!rb none
	#!tests compile

	#!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3456572 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Properly exposing bSingleSampleShadowFromStationaryLights to BP

	[CODEREVIEW] Daniel.Wright
	#!rb none
	#!tests compile

	#!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3456571 on 2017/05/24 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Properly exposing bSingleSampleShadowFromStationaryLights to BP

	[CODEREVIEW] Daniel.Wright
	#!rb none
	#!tests compile

	#!ROBOMERGE-SOURCE: CL 3449606 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3456500 on 2017/05/24 by David.Ratti

	Merge support for flat additive attribute channel from CL 3454524

	#!rb none
	#!test compile

Change 3456463 on 2017/05/24 by Simon.Tovey

	Parameter collections phase 3.

	Instances and beginnings of improved storage for all parameters.

	#!codereview Frank.Fella, Shaun.Kime
	#!rb Frank.Fella, Shaun.Kime
	#!tests Asset and editor appear to be working. Few rough edges and bugs I'm sure.

Change 3456212 on 2017/05/24 by Jeff.Williams

	Merging //Orion/Main to Release-40.3 (//Orion/Release-40.3) @3456007

	#!rb none
	#!tests none

Change 3456197 on 2017/05/24 by Jeff.Williams

	Initial branch of files from Release-40.2 (//Orion/Release-40.2) to Release-40.3 (//Orion/Release-40.3)

Change 3456182 on 2017/05/24 by Andrew.Grant

	Merging 3456174 from 40.1 due to Robomerge being down.

	Added memory reporting at certain stages of engine lifecycle
	Updated BaselinePerformance report to save memory values to new spreadsheet

	#!tests ran BaselinePerformance locally
	#!rb none

Change 3456174 on 2017/05/24 by Andrew.Grant

	Added memory reporting at certain stages of engine lifecycle
	Updated BaselinePerformance report to save memory values to new spreadsheet

	#!tests ran BaselinePerformance locally
	#!rb none
	#!review-3456175 @Daniel.Lamb

Change 3456005 on 2017/05/23 by Matt.Schembari

	Invisible PS4 Cursor Bug -- we're getting louder
	- Added ensures for all the failure cases in GameViewportClient to help capture this.
	- Added tracing logs for the different cases that can cause values to change in OrionGameViewportClient.

	#!review-3456006 @nick.darnell, @andrew.grant

	#!rb none
	#!tests PIE and standalone, making sure we don't hit the ensures and that the logs are working

	#!QAReview This is to help with bug OR-36760. If anybody hits this OR sees and invisible cursor, capture logs and immediately reach out to me.

Change 3455797 on 2017/05/23 by Frank.Fella

	Niagara - Maintain the desired age of an effect instance when paused and resetting directly, or when seeking backwards.

	#!tests When resetting or seeking backward on an effect which is paused in the editor, the viewport no longer goes black, and the effect simulates to the correct time.
	#!rb none
	#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime

Change 3455697 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
	#!tests Local memory testing
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/... via CL 3455642
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)

Change 3455642 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
	#!tests Local memory testing
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3455640 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3455640 on 2017/05/23 by Andrew.Grant

	Include TimeSinceBoot in memreport, and PS4 heap sizes in mem report
	#!tests Local memory testing
	#!rb none

Change 3455634 on 2017/05/23 by Frank.Fella

	Niagara - Stack - Usability/style pass
	+ Move colors and brushes to the style class.
	+ Add a single expander to the bottom of module items which hides/shows the unpinned input/output collections.
	+ Adjust padding, background colors, and fonts to increase readability.
	+ Change the function call node title to format the name for display.

	#!tests The ui is more readable.
	#!rb none

Change 3455580 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m

	#!rb none
	@Daniel.Lamb
	#!tests deployed locally staged and network builds

	#!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3455579 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m

	#!rb none
	@Daniel.Lamb
	#!tests deployed locally staged and network builds

	#!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3455578 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m

	#!rb none
	@Daniel.Lamb
	#!tests deployed locally staged and network builds

	#!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3455577 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m

	#!rb none
	@Daniel.Lamb
	#!tests deployed locally staged and network builds

	#!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3455576 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m

	#!rb none
	@Daniel.Lamb
	#!tests deployed locally staged and network builds

	#!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372 via CL 3449474
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3455560 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).

	#!rb none
	@Andrew.Grant
	#!tests PS4 + Dedicated server (verified tag indices match again)

	#!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3455559 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).

	#!rb none
	@Andrew.Grant
	#!tests PS4 + Dedicated server (verified tag indices match again)

	#!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3455558 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).

	#!rb none
	@Andrew.Grant
	#!tests PS4 + Dedicated server (verified tag indices match again)

	#!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3455555 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).

	#!rb none
	@Andrew.Grant
	#!tests PS4 + Dedicated server (verified tag indices match again)

	#!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3455554 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).

	#!rb none
	@Andrew.Grant
	#!tests PS4 + Dedicated server (verified tag indices match again)

	#!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332 via CL 3449348
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3455543 on 2017/05/23 by andrew.grant

	Switch obj list forget and obj list remember to use FObjectKey for comparisons
	#!rb David.Ratti
	#!tests ran forget / remember commands in frontend

	#!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#!ROBOMERGE-SAYS: Unresolved conflicts. andrew.grant, please merge this change by hand.
	//ROBOMERGE_ORION_Dev_General/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp
	#!CodeReview: andrew.grant, jason.bestimt, jeff.williams

Change 3455281 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Switch obj list forget and obj list remember to use FObjectKey for comparisons
	#!rb David.Ratti
	#!tests ran forget / remember commands in frontend

	#!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3455280 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Switch obj list forget and obj list remember to use FObjectKey for comparisons
	#!rb David.Ratti
	#!tests ran forget / remember commands in frontend

	#!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3455279 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Switch obj list forget and obj list remember to use FObjectKey for comparisons
	#!rb David.Ratti
	#!tests ran forget / remember commands in frontend

	#!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3455278 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Switch obj list forget and obj list remember to use FObjectKey for comparisons
	#!rb David.Ratti
	#!tests ran forget / remember commands in frontend

	#!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329 via CL 3449345
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3455256 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - display duration stats at the end of a test
	#!rb none
	#!tests - ran tests

	#!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3455255 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - display duration stats at the end of a test
	#!rb none
	#!tests - ran tests

	#!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3455254 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - display duration stats at the end of a test
	#!rb none
	#!tests - ran tests

	#!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3455253 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - display duration stats at the end of a test
	#!rb none
	#!tests - ran tests

	#!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3455252 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - display duration stats at the end of a test
	#!rb none
	#!tests - ran tests

	#!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323 via CL 3449340
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3455246 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
	- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)

	#!tests ran soak locally
	#!rb none
	@David.Ratti, @Daniel.Lamb

	#!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3455245 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
	- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)

	#!tests ran soak locally
	#!rb none
	@David.Ratti, @Daniel.Lamb

	#!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3455244 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
	- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)

	#!tests ran soak locally
	#!rb none
	@David.Ratti, @Daniel.Lamb

	#!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3455243 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
	- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)

	#!tests ran soak locally
	#!rb none
	@David.Ratti, @Daniel.Lamb

	#!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3455242 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
	- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)

	#!tests ran soak locally
	#!rb none
	@David.Ratti, @Daniel.Lamb

	#!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321 via CL 3449338
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3455227 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.

	"obj list remember" resets that list

	#!rb none
	#!tests verified after "obj list forget" only new objects are reported
	@David.Ratti, @Michael.Noland

	#!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3455223 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.

	"obj list remember" resets that list

	#!rb none
	#!tests verified after "obj list forget" only new objects are reported
	@David.Ratti, @Michael.Noland

	#!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3455222 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.

	"obj list remember" resets that list

	#!rb none
	#!tests verified after "obj list forget" only new objects are reported
	@David.Ratti, @Michael.Noland

	#!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3455221 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.

	"obj list remember" resets that list

	#!rb none
	#!tests verified after "obj list forget" only new objects are reported
	@David.Ratti, @Michael.Noland

	#!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3455218 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.

	"obj list remember" resets that list

	#!rb none
	#!tests verified after "obj list forget" only new objects are reported
	@David.Ratti, @Michael.Noland

	#!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317 via CL 3449335
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3455141 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan

	#!rb none
	#!tests compile
	[CODEREVIEW] Daniel.Wright

	#!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3455138 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan

	#!rb none
	#!tests compile
	[CODEREVIEW] Daniel.Wright

	#!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3455137 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan

	#!rb none
	#!tests compile
	[CODEREVIEW] Daniel.Wright

	#!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3455136 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan

	#!rb none
	#!tests compile
	[CODEREVIEW] Daniel.Wright

	#!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3455135 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: dan.hertzka
	Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan

	#!rb none
	#!tests compile
	[CODEREVIEW] Daniel.Wright

	#!ROBOMERGE-SOURCE: CL 3449046 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3454889 on 2017/05/23 by Laurent.Delayen

	Added missing checks from CL #!1885745, to ensure parents are before children in RefSkeleton.

	#!rb lina.halper
	#!codereview martin.wilson
	#!tests  Ghost PIE

Change 3454884 on 2017/05/23 by Laurent.Delayen

	Minor optimization to FAnimationRuntime::CreateMaskWeights. Since Parents are before Children, use that to speed up Mask Weight creation.

	#!rb lina.halper
	#!codereview thomas.sarkanen
	#!tests  Ghost PIE

Change 3454882 on 2017/05/23 by Laurent.Delayen

	Minor refactor to AnimNode_LayeredBoneBlend.

	#!rb lina.halper
	#!tests  Ghost PIE

Change 3454876 on 2017/05/23 by Don.Eubanks

	Added "Focusable?" column to Widget Reflector, to help provide a jumping off point for tracking down potential issues with Slate focusability.  Hopefully this can help cut down on the arduous "WHY ISN'T THIS BEING FOCUSED" investigations that require Debug Editor and breakpoint voodoo.

	#!rb dan.hertzka
	#!review-3454877 @nick.darnell
	#!test Verified that Widget Reflector shows correct data in Focused? category, and that the data is correctly preserved when taking snapshots and saving/loading snapshots from disk across separate editor sessions.

Change 3454865 on 2017/05/23 by Shaun.Kime

	Catchall secondary integration from Orion\Dev-General to Dev-Niagara
	#!rb none
	#!tests ran normal tests
	#!lockdown Andrew.Grant

Change 3454822 on 2017/05/23 by Shaun.Kime

	Integrating from Orion\Dev-General to Dev-Niagara

	#!rb none
	#!tests opened all existing niagara assets and made sure that they still ran
	#!lockdown Andrew.Grant

Change 3454733 on 2017/05/23 by David.Ratti

	Orion: PIP attribute custom calculation classes

	Ability system: added FinalCurveLookup property to FCustomCalculationBasedFloat. This allows the output of the custom calc class (and pre/post adds) to be a lookup in a table rather than a raw value. Similiar to the table lookup that attribute based calculations support.

	#!rb lietz
	#!tests pie
	#!review-3454734 @Billy.Bramer, @Fred.Kimberley

Change 3454524 on 2017/05/23 by David.Ratti

	Support for generic FlatAdditive attribute channel: this is an extra channel that only allows additive mods on it. For doing things like "Flat Mana regen".

	#!rb Lietz
	#!tests PIE
	#!review-3454525 @Billy.Bramer

Change 3454462 on 2017/05/23 by Daniel.Lamb

	Potential fix for asset registry deterministic hash generation.
	#!rb Ben.Zeigler
	#!test Compile run editor

Change 3454042 on 2017/05/23 by Don.Eubanks

	Added accessor for FSlateApplication::NavigationConfig as I need to dynamically swap it in and out for this specific screen.

	#!rb phil.buuck
	#!review-3454043 @nick.darnell @nick.atamas
	#!tests Compiled Win64 / PS4

Change 3454019 on 2017/05/23 by Shaun.Kime

	Changed the signature of BuildParameterMapHistory so that we can build parameter maps even when there is no parameter map on the output pin. This was needed for Frank's DynamicInputs.

	Modified NiagaraNodeEmitter to allow you to override pins.


	#!rb none
	#!codereview frank.fella
	#!tests checked against all known example assets

Change 3453915 on 2017/05/23 by David.Ratti

	remove some logspam that was added to track down linux server issue

	#!rb none
	#!tests compile

Change 3453846 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Attempting to fix https://jira.it.epicgames.net/browse/OR-38702
	Added fallback in case we were not able to successfully CacheData, which could leave us with bad data.
	Added checks to make sure we're not getting bad data into core functions.

	[CODEREVIEW] lina.halper
	#!rb none
	#!tests Phase, Ice 2 client network game.

	#!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3453845 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Attempting to fix https://jira.it.epicgames.net/browse/OR-38702
	Added fallback in case we were not able to successfully CacheData, which could leave us with bad data.
	Added checks to make sure we're not getting bad data into core functions.

	[CODEREVIEW] lina.halper
	#!rb none
	#!tests Phase, Ice 2 client network game.

	#!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3453842 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Attempting to fix https://jira.it.epicgames.net/browse/OR-38702
	Added fallback in case we were not able to successfully CacheData, which could leave us with bad data.
	Added checks to make sure we're not getting bad data into core functions.

	[CODEREVIEW] lina.halper
	#!rb none
	#!tests Phase, Ice 2 client network game.

	#!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3453841 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Attempting to fix https://jira.it.epicgames.net/browse/OR-38702
	Added fallback in case we were not able to successfully CacheData, which could leave us with bad data.
	Added checks to make sure we're not getting bad data into core functions.

	[CODEREVIEW] lina.halper
	#!rb none
	#!tests Phase, Ice 2 client network game.

	#!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3453840 on 2017/05/23 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Attempting to fix https://jira.it.epicgames.net/browse/OR-38702
	Added fallback in case we were not able to successfully CacheData, which could leave us with bad data.
	Added checks to make sure we're not getting bad data into core functions.

	[CODEREVIEW] lina.halper
	#!rb none
	#!tests Phase, Ice 2 client network game.

	#!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/... via CL 3447281
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3453819 on 2017/05/23 by Mieszko.Zielinski

	Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion

	Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing.

	Related to jira OR-38537

	Manually resolved conflicts robomerge was complaining about

	#!rb none
	#!test golden path

	#!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170
	ORION (Main -> Dev-General)

	#!CodeReview: jason.bestimt, andrew.grant, jeff.williams

Change 3453150 on 2017/05/22 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion

	Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing.

	Related to jira OR-38537

	#!rb none
	#!test golden path

	#!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3453149 on 2017/05/22 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion

	Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing.

	Related to jira OR-38537

	#!rb none
	#!test golden path

	#!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3453147 on 2017/05/22 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion

	Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing.

	Related to jira OR-38537

	#!rb none
	#!test golden path

	#!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3453144 on 2017/05/22 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion

	Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing.

	Related to jira OR-38537

	#!rb none
	#!test golden path

	#!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/... via CL 3447170
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3452484 on 2017/05/22 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Tweaked MemoryReport test
	- Always dump a memreport on a state change (very useful for comparing two builds)
	- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).

	#!tests ran MemReport test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/... via CL 3452461
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)

Change 3452461 on 2017/05/22 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Tweaked MemoryReport test
	- Always dump a memreport on a state change (very useful for comparing two builds)
	- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).

	#!tests ran MemReport test locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3452458 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3452458 on 2017/05/22 by Andrew.Grant

	Tweaked MemoryReport test
	- Always dump a memreport on a state change (very useful for comparing two builds)
	- Only dump leak/alloc reports if > 1m into the game (While notimeouts stops the game disconnecting, draft and moba games don't do well if the client is non-responsive).

	#!tests ran MemReport test locally
	#!rb none

Change 3452042 on 2017/05/22 by Matt.Kuhlenschmidt

	Exposing more niagara types to details panel

	#!codereview frank.fella
	#!rb shaun.kime
	#!tests none

Change 3451912 on 2017/05/22 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed typo in obj command (non-shipping change
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/... via CL 3451908
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)

Change 3451908 on 2017/05/22 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fixed typo in obj command (non-shipping change
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3451906 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3451906 on 2017/05/22 by Andrew.Grant

	Fixed typo in obj command (non-shipping change
	#!tests #!rb none

Change 3451835 on 2017/05/22 by Philip.Buuck

	Potential fix for fonts not loading in cooked, prevent font cache from constantly reloading font.

	#!rb none (shelved by Jamie.Dale)
	#!tests PIE
	#!review-3451837 Matt.Schembari, Dan.Hertzka, Don.Eubanks

Change 3451832 on 2017/05/22 by Daniel.Lamb

	Fixed issue with reflection captures not refreshing correctly in resavepackages commandlet.
	#!rb Daniel.Wright
	#!test Resave packages commandlet with allow commandlet rendering.

Change 3449936 on 2017/05/19 by Andrew.Grant

	Removing super-spammy post-merge warning.
	#!tests compiled
	#!rb none

Change 3449829 on 2017/05/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Allow branch & CL to be passed into Gauntlet for reporting
	Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
	#!tests ran editor tests locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/... via CL 3449828
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)

Change 3449828 on 2017/05/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Allow branch & CL to be passed into Gauntlet for reporting
	Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
	#!tests ran editor tests locally
	#!rb none

	#!ROBOMERGE-SOURCE: CL 3449827 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3449827 on 2017/05/19 by Andrew.Grant

	Allow branch & CL to be passed into Gauntlet for reporting
	Pass branch and CL in to Gauntlet for editor tests so logs end up under branch folder
	#!tests ran editor tests locally
	#!rb none

Change 3449759 on 2017/05/19 by Andrew.Grant

	Merging //UE4/Main @ 3441199 through //UE4/Orion-Staging
	#!tests QA pass
	#!rb none

Change 3449606 on 2017/05/19 by Dan.Hertzka

	Properly exposing bSingleSampleShadowFromStationaryLights to BP

	#!codereview Daniel.Wright
	#!rb none
	#!tests compile

Change 3449518 on 2017/05/19 by Frank.Fella

	Niagara - Stack - Fixes
	+ StackScriptItemGroup - Fix the code which traverses the graph so that it only returns actual modules instead of every function call.  This prevents trying to generate module items for dynamic input function calls.
	+ StackEntry - Don't force generating children when initializing the colors.

	#!Tests no longer ensures and crashes when opening an emitter with test dynamic inputs.
	#!rb none

Change 3449474 on 2017/05/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m

	#!rb none
	@Daniel.Lamb
	#!tests deployed locally staged and network builds

	#!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/... via CL 3449372
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)

Change 3449372 on 2017/05/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m

	#!rb none
	@Daniel.Lamb
	#!tests deployed locally staged and network builds

	#!ROBOMERGE-SOURCE: CL 3449370 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3449370 on 2017/05/19 by Andrew.Grant

	Changed Gauntlet file copy to use parallel-for with 2 threads. Takes deploy time down from ~14m to 11m

	#!rb none
	#!review-3449371 @Daniel.Lamb
	#!tests deployed locally staged and network builds

Change 3449348 on 2017/05/19 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).

	#!rb none
	@Andrew.Grant
	#!tests PS4 + Dedicated server (verified tag indices match again)

	#!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/... via CL 3449332
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)

Change 3449345 on 2017/05/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Switch obj list forget and obj list remember to use FObjectKey for comparisons
	#!rb David.Ratti
	#!tests ran forget / remember commands in frontend

	#!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/... via CL 3449329
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)

Change 3449340 on 2017/05/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - display duration stats at the end of a test
	#!rb none
	#!tests - ran tests

	#!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/... via CL 3449323
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)

Change 3449338 on 2017/05/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
	- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)

	#!tests ran soak locally
	#!rb none
	@David.Ratti, @Daniel.Lamb

	#!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/... via CL 3449321
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)

Change 3449335 on 2017/05/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.

	"obj list remember" resets that list

	#!rb none
	#!tests verified after "obj list forget" only new objects are reported
	@David.Ratti, @Michael.Noland

	#!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/... via CL 3449317
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)

Change 3449332 on 2017/05/19 by robomerge

	#!ROBOMERGE-AUTHOR: david.ratti
	Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).

	#!rb none
	@Andrew.Grant
	#!tests PS4 + Dedicated server (verified tag indices match again)

	#!ROBOMERGE-SOURCE: CL 3449051 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3449329 on 2017/05/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Switch obj list forget and obj list remember to use FObjectKey for comparisons
	#!rb David.Ratti
	#!tests ran forget / remember commands in frontend

	#!ROBOMERGE-SOURCE: CL 3448662 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3449323 on 2017/05/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Gauntlet - display duration stats at the end of a test
	#!rb none
	#!tests - ran tests

	#!ROBOMERGE-SOURCE: CL 3447866 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3449321 on 2017/05/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
	- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)

	#!tests ran soak locally
	#!rb none
	@David.Ratti, @Daniel.Lamb

	#!ROBOMERGE-SOURCE: CL 3447863 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3449317 on 2017/05/19 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.

	"obj list remember" resets that list

	#!rb none
	#!tests verified after "obj list forget" only new objects are reported
	@David.Ratti, @Michael.Noland

	#!ROBOMERGE-SOURCE: CL 3447574 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3449152 on 2017/05/19 by Andrew.Grant

	3440740 from DG
	#!tests #!rb none

Change 3449051 on 2017/05/19 by David.Ratti

	Fix tag issue. FName comparison on instances FName("A") not consistent between platforms due to static init order. Sorting should be done on the full tag name, which is unique for the gameplay tag system. (Vs the simple tag, which are the "subtags" which are not unique. End result is a bunch of comparisons on FName("A") instances not being the same between platforms).

	#!rb none
	#!review-3449052 @Andrew.Grant
	#!tests PS4 + Dedicated server (verified tag indices match again)

Change 3449046 on 2017/05/19 by Dan.Hertzka

	Exposing BP write access to UPrimitiveComponent::bSingleSampleShadowFromStationaryLights for Jordan

	#!rb none
	#!tests compile
	#!codereview Daniel.Wright

Change 3449009 on 2017/05/19 by Shaun.Kime

	Now using the Instance.Alive parameter to decide whether or not we kill the particle rather than doing it entirely on the CPU in PostProcessParticles.

	Created KillOnCollision and GenerateEventOnDeath modules.

	Currently the VM crashes writing to an int32 in the spawn script if you add a KillOnCollision module to the end of BouncableFountain.uasset.

	#!rb none
	#!tests recompiled all the known emitters
	#!code.review olaf.piesche

Change 3448662 on 2017/05/19 by Andrew.Grant

	Switch obj list forget and obj list remember to use FObjectKey for comparisons
	#!rb David.Ratti
	#!tests ran forget / remember commands in frontend

Change 3447866 on 2017/05/18 by Andrew.Grant

	Gauntlet - display duration stats at the end of a test
	#!rb none
	#!tests - ran tests

Change 3447863 on 2017/05/18 by Andrew.Grant

	- Added stats about loaded MCP items while reporting memory heartbeat for post-mortem analysis
	- Run a Trim() while switching loading mode (may help with OOMs while transitioning from draft -> game)

	#!tests ran soak locally
	#!rb none
	#!review-3447864 @David.Ratti, @Daniel.Lamb

Change 3447574 on 2017/05/18 by Andrew.Grant

	Added "obj list forget" to exclude all current objects from future "obj list" reports. This allows all current objects to be excluded when trying to track leaks, object ownership etc.

	"obj list remember" resets that list

	#!rb none
	#!tests verified after "obj list forget" only new objects are reported
	#!review-3447575 @David.Ratti, @Michael.Noland

Change 3447281 on 2017/05/18 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Attempting to fix https://jira.it.epicgames.net/browse/OR-38702
	Added fallback in case we were not able to successfully CacheData, which could leave us with bad data.
	Added checks to make sure we're not getting bad data into core functions.

	[CODEREVIEW] lina.halper
	#!rb none
	#!tests Phase, Ice 2 client network game.

	#!ROBOMERGE-SOURCE: CL 3447278 in //Orion/Release-40.2/...
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)

Change 3447278 on 2017/05/18 by Laurent.Delayen

	Attempting to fix https://jira.it.epicgames.net/browse/OR-38702
	Added fallback in case we were not able to successfully CacheData, which could leave us with bad data.
	Added checks to make sure we're not getting bad data into core functions.

	#!codereview lina.halper
	#!rb none
	#!tests Phase, Ice 2 client network game.

Change 3447170 on 2017/05/18 by robomerge

	#!ROBOMERGE-AUTHOR: mieszko.zielinski
	Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion

	Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing.

	Related to jira OR-38537

	#!rb none
	#!test golden path

	#!ROBOMERGE-SOURCE: CL 3447169 in //Orion/Release-40.2/...
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)

Change 3447169 on 2017/05/18 by Mieszko.Zielinski

	Fixes to BotScriptedBehaviors are being run and how Bot AFK behavior is implemented #!Orion

	Switched AFK behavior from overriding the whole BT to using scripted behaviors, which surfaced some bugs that this CL is fixing.

	Related to jira OR-38537

	#!rb none
	#!test golden path

Change 3447072 on 2017/05/18 by Frank.Fella

	Niagara - Spacebar now resets the simulation as long as you don't have the sequencer timeline focused, also starting and stopping the simulation with sequencer no longer resets the system 50% of the time.

	#!tests Verified the issues above were fixed.
	#!rb none

	#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime

Change 3446668 on 2017/05/18 by Shaun.Kime

	Removed the previous way of setting module defaults and instead moved to a method where the get node is allowed to specify the defaults all on its own.

	Tested adding a default curve to AnimatedDynamicMaterialParameter and it properly animates until the user overrides it, see FunctionalTests/DefaultCurve

	#!rb none
	#!codereview simon.tovey, frank.fella, olaf.piesche
	#!tests re-saved all of our existing modules and reviewed sample emitters.

Change 3446043 on 2017/05/18 by Jurre.deBaare

	Issue with hitches when vertex painting
	#!fix FStaticMeshComponentRecreateRenderStateContext was incorrectly scoped/used
	#!misc add preventive check for invalid vertex buffer
	#!codereview Andrew.Grant
	#!rb none
	#!tests painted pointed out meshes by PatJ in Astrolabe

Change 3444712 on 2017/05/17 by Frank.Fella

	Niagara - Stack - Add module outputs

	#!tests Module stack items now have a read-only section for their outputs
	#!rb none

	#!codereview Olaf.Piesche,Simon.Tovey,Shaun.Kime

Change 3444672 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero.

	Fixes Wukong double jump sometimes looking like it's hitting a wall.

	[CODEREVIEW] frank.gigliotti
	#!rb none
	#!tests wukong double jump

	#!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3444671 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero.

	Fixes Wukong double jump sometimes looking like it's hitting a wall.

	[CODEREVIEW] frank.gigliotti
	#!rb none
	#!tests wukong double jump

	#!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3444670 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero.

	Fixes Wukong double jump sometimes looking like it's hitting a wall.

	[CODEREVIEW] frank.gigliotti
	#!rb none
	#!tests wukong double jump

	#!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3444669 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero.

	Fixes Wukong double jump sometimes looking like it's hitting a wall.

	[CODEREVIEW] frank.gigliotti
	#!rb none
	#!tests wukong double jump

	#!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3444668 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero.

	Fixes Wukong double jump sometimes looking like it's hitting a wall.

	[CODEREVIEW] frank.gigliotti
	#!rb none
	#!tests wukong double jump

	#!ROBOMERGE-SOURCE: CL 3444666 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3444666 on 2017/05/17 by Laurent.Delayen

	Fixed FRootMotionSource_JumpForce not maintaining velocity on the last tick. TimeFractions were not correctly adjusted when going over Duration, resulting in reduced velocity applied, sometimes really close to zero.

	Fixes Wukong double jump sometimes looking like it's hitting a wall.

	#!codereview frank.gigliotti
	#!rb none
	#!tests wukong double jump

Change 3444525 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for OR-38662 (Invalid Table warning)
	#!rb David.Ratti
	#!tests verified warning is gone

	#!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3444524 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for OR-38662 (Invalid Table warning)
	#!rb David.Ratti
	#!tests verified warning is gone

	#!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3444523 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for OR-38662 (Invalid Table warning)
	#!rb David.Ratti
	#!tests verified warning is gone

	#!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3444522 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for OR-38662 (Invalid Table warning)
	#!rb David.Ratti
	#!tests verified warning is gone

	#!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3444521 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for OR-38662 (Invalid Table warning)
	#!rb David.Ratti
	#!tests verified warning is gone

	#!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024 via CL 3443025
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3443073 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug.

	#!rb none
	#!tests wukong RMB

	#!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3443072 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug.

	#!rb none
	#!tests wukong RMB

	#!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3443071 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug.

	#!rb none
	#!tests wukong RMB

	#!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3443070 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug.

	#!rb none
	#!tests wukong RMB

	#!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3443068 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug.

	#!rb none
	#!tests wukong RMB

	#!ROBOMERGE-SOURCE: CL 3441628 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3443025 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for OR-38662 (Invalid Table warning)
	#!rb David.Ratti
	#!tests verified warning is gone

	#!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/... via CL 3443024
	#!ROBOMERGE-BOT: ORION (Release-40.2 -> Main)

Change 3443024 on 2017/05/17 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Fix for OR-38662 (Invalid Table warning)
	#!rb David.Ratti
	#!tests verified warning is gone

	#!ROBOMERGE-SOURCE: CL 3443023 in //Orion/Release-40.1/...
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Release-40.2)

Change 3443023 on 2017/05/17 by Andrew.Grant

	Fix for OR-38662 (Invalid Table warning)
	#!rb David.Ratti
	#!tests verified warning is gone

Change 3442508 on 2017/05/16 by Jeff.Williams

	Merging //Orion/Main to Release-40.2 (//Orion/Release-40.2) @3442434

	#!rb none
	#!tests none

Change 3442172 on 2017/05/16 by Jeff.Williams

	Initial branch of files from Release-40.1 (//Orion/Release-40.1) to Release-40.2 (//Orion/Release-40.2)

Change 3441928 on 2017/05/16 by Alexis.Matte

	rephrase fbx re-import preview skeleton warning
	#!rb none
	#!tests none

Change 3441882 on 2017/05/16 by Andrew.Grant

	Integrating UE-44837 from Dev-Editor
	#!tests #!rb none

Change 3441848 on 2017/05/16 by Jeff.Williams

	Initial branch of files from Dev-UI (//Orion/Dev-UI) to Dev-UI-Playtest (//Orion/Dev-UI-Playtest)

Change 3441628 on 2017/05/16 by Laurent.Delayen

	Added different methods for scaling chain in AnimNode_ScaleChainLength. Based on chain length, or distance between end points. Also exposed Alpha to Display Debug.

	#!rb none
	#!tests wukong RMB

Change 3441486 on 2017/05/16 by Simon.Tovey

	Fixed spelling error

	#!rb none
	#!tests none

Change 3441425 on 2017/05/16 by Simon.Tovey

	Second phase of parameter collections.
	Graph node linking to collection and compiling into a script.

	#!codereview Shaun.Kime, Olaf.Piesche, Frank.Fella

	#!tests basics work
	#!rb none

Change 3441422 on 2017/05/16 by Simon.Tovey

	First step of NiagaraParameterCollections

	Asset and editor.
	Currently not used anywhere.

	#!tests Basics work.
	#!rb Shaun.Kime
	#!codereview Shaun.Kime, Frank.Fella, Olaf.Piesche

Change 3441246 on 2017/05/16 by Alexis.Matte

	Remove the alternate color feature in the Detail panel
	#!rb matt.kuhlenschmidt
	#!tests none

Change 3440999 on 2017/05/16 by Andrew.Grant

	Address editor perf by disabling code that was creating temp widget rows.
	#!tests compiled
	#!rb MattK
	#!review-3441000 @alexis.matte

Change 3440874 on 2017/05/16 by Shaun.Kime

	Added ability to create emitter stacks as well as display the event stack in the stack list. We will need to auto-collapse and do some more work to make this manageable in the long run. Added tooltips to each section to help make it clear what it does.

	#!rb none
	#!tests n/a
	#!codereview simon.tovey, frank.fella, olaf.piesce

Change 3440771 on 2017/05/16 by Benn.Gallagher

	Fix for subinstance ensures during re-register operation. We were incorrectly stopping reinitialization after unregister.
	#!rb Martin.Wilson
	#!tests Wukong test level for ensure in PIE + -game

Change 3440740 on 2017/05/16 by David.Ratti

	Fix crash editing tag queries in blueprint defaults
	#!rb none
	#!tests editor

Change 3440308 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug.

	#!rb none
	#!tests wukong

	#!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3440307 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug.

	#!rb none
	#!tests wukong

	#!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3440306 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug.

	#!rb none
	#!tests wukong

	#!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3440305 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug.

	#!rb none
	#!tests wukong

	#!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3440304 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: laurent.delayen
	Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug.

	#!rb none
	#!tests wukong

	#!ROBOMERGE-SOURCE: CL 3440110 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3440255 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?)
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3439864 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3440254 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?)
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3439864 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3440253 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?)
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3439864 in //Orion/Main/...
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3440110 on 2017/05/15 by Laurent.Delayen

	Fixed AimOffset's Alpha not getting properly updated during tick. Also added Alpha to display debug.

	#!rb none
	#!tests wukong

Change 3439885 on 2017/05/15 by Andrew.Grant

	Merging //Orion/Main to Dev-General (//Orion/Dev-General)
	#!tests #!rb none

Change 3439864 on 2017/05/15 by Andrew.Grant

	Merging 3439766 from //Orion/Dev-UI to Main (fix for tags perf?)
	#!tests #!rb none

Change 3439767 on 2017/05/15 by Andrew.Grant

	Defaulting Aftermath to off
	#!tests #!rb none

Change 3439766 on 2017/05/15 by Jon.Lietz

	fixing issue where the OnLastChanceToAddNativeTags() static function was returning a copy of the delegate letting who ever wanted to bind to it only bind to a copy that fell out of scope. fixing it so the function returns a ref to the delegate.

	#!rb none
	#!tests native tags are added and loaded
	#!codereivew david.ratti

Change 3439471 on 2017/05/15 by Shaun.Kime

	Added the ability for each script to specify what other script types can use it, its description, and category. These are all available from the asset registry, making it possible to filter addition of modules in the stack. Necessitated changing this UI to look closer to the graph-based UI for adding modules.

	Changed Spawn and Update scripts to Particle Spawn Script and Particle Update Script. Redirects have been put in place for enum values. Additional enum values were added for emitter and system spawn/update.

	Updated all known modules to have this info now.

	#!rb none
	#!codereview frank.fella, simon.tovey, olaf.piesche
	#!tests opened several existing emitters and made sure that they recompiled successfully

Change 3439217 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked v40 builds to net-cl 3435991
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3439216 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked v40 builds to net-cl 3435991
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3439215 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked v40 builds to net-cl 3435991
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3439212 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked v40 builds to net-cl 3435991
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3439211 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked v40 builds to net-cl 3435991
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209 via CL 3439210
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3439210 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked v40 builds to net-cl 3435991
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/... via CL 3439209
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Main)

Change 3439209 on 2017/05/15 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	[NULL MERGE]
	Locked v40 builds to net-cl 3435991
	#!tests #!rb none

	#!ROBOMERGE-SOURCE: CL 3439208 in //Orion/Release-40/...
	#!ROBOMERGE-BOT: ORION (Release-40 -> Release-40.1)

Change 3439208 on 2017/05/15 by Andrew.Grant

	Locked v40 builds to net-cl 3435991
	#!tests #!rb none
	#!ROBOMERGE: !40.1

Change 3438941 on 2017/05/15 by Alexis.Matte

	Import Preview windows
	Meshes editor UI refactor
	Fbx import options Reset to default
	#!jira UE-42755
	#!jira UE-44149
	#!jira UE-44463
	#!jira UE-38985

	#!rb matt.kuhlenschmidt
	#!tests run fbx automation tests

Change 3437669 on 2017/05/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made warning an info
	#!rb none
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Cinematics)

Change 3437668 on 2017/05/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made warning an info
	#!rb none
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614
	#!ROBOMERGE-BOT: ORION (Main -> Dev-Balance)

Change 3437667 on 2017/05/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made warning an info
	#!rb none
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614
	#!ROBOMERGE-BOT: ORION (Main -> Dev-REGS)

Change 3437666 on 2017/05/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made warning an info
	#!rb none
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614
	#!ROBOMERGE-BOT: ORION (Main -> Dev-UI)

Change 3437665 on 2017/05/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made warning an info
	#!rb none
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613 via CL 3437614
	#!ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3437614 on 2017/05/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made warning an info
	#!rb none
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/... via CL 3437613
	#!ROBOMERGE-BOT: ORION (Release-40.1 -> Main)

Change 3437613 on 2017/05/12 by robomerge

	#!ROBOMERGE-AUTHOR: andrew.grant
	Made warning an info
	#!rb none
	#!tests compiled

	#!ROBOMERGE-SOURCE: CL 3437612 in //Orion/Release-40/...
	#!ROBOMERGE-BOT: ORION (Release-40 -> Release-40.1)

Change 3437612 on 2017/05/12 by Andrew.Grant

	Made warning an info
	#!rb none
	#!tests compiled

[CL 3489016 by Andrew Grant in Main branch]
2017-06-14 08:40:01 -04:00
Thomas Sarkanen
1102c5e12c Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main (Source: //UE4/Dev-AnimPhys @ 3384744)
#lockdown Nick.Penwarden

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

Change 3294073 on 2017/02/09 by Thomas.Sarkanen

	Delete old location of FriendViewModel.h that did not get picked up correctly in the merge

Change 3354003 on 2017/03/20 by Thomas.Sarkanen

	Back out changelist 3353914

Change 3355932 on 2017/03/21 by Thomas.Sarkanen

	Back out changelist 3354003

	Reinstating merge from Main:

	Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839

Change 3358776 on 2017/03/22 by Ori.Cohen

	Recreate physics when changing mobility of components - fixes debug rendering issue

	#JIRA UE-39328

Change 3360075 on 2017/03/23 by James.Golding

	Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.

Change 3362695 on 2017/03/24 by Thomas.Sarkanen

	Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor

	#jira UE-41100 - Persona code calling incorrect extenders when building menus.

Change 3362696 on 2017/03/24 by Thomas.Sarkanen

	Facial animation experimental feature now pops up restart editor toast

	#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer

Change 3362699 on 2017/03/24 by Thomas.Sarkanen

	Enable snapping for translation in animation viewports

	#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
	#jira UE-39748 - Translating bones in Persona is not affected by Snap Options

Change 3362700 on 2017/03/24 by Thomas.Sarkanen

	Curve source nodes now dont update their source title if the source is a pin

	The title of the node is not recached when the pin default changes, so we cant display it in the title

	#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in

Change 3362721 on 2017/03/24 by Thomas.Sarkanen

	CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports

	#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona

Change 3362724 on 2017/03/24 by Thomas.Sarkanen

	Fix animation preview scene keyboard bindings

	Also moved advanced preview scene into its own module

	#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.

Change 3362783 on 2017/03/24 by Ori.Cohen

	Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.

Change 3362796 on 2017/03/24 by Ori.Cohen

	Fix welded capsules not using the right rotation

	#JIRA UE-41546

Change 3362803 on 2017/03/24 by Ori.Cohen

	Recreate physics when changing mobility of components - fixes debug rendering issue

	#JIRA UE-39328

Change 3363013 on 2017/03/24 by Thomas.Sarkanen

	Fix CIS issue

Change 3363202 on 2017/03/24 by Ori.Cohen

	Fix bad #endif

Change 3363295 on 2017/03/24 by Ori.Cohen

	Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.

	#JIRA UE-40783

Change 3363435 on 2017/03/24 by Jon.Nabozny

	Fix infinite jump on client when Jump Max Hold Time is not 0.

	#jira UE-41004

Change 3363451 on 2017/03/24 by Jon.Nabozny

	Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).

	#jira UE-39567

Change 3363504 on 2017/03/24 by Jon.Nabozny

	Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
	(Code originally came from SCE via UDN)

	#jira UE-41049

Change 3363532 on 2017/03/24 by Ori.Cohen

	Change default to SkipSimulatedBones.

	#JIRA UE-41404

Change 3363537 on 2017/03/24 by Ori.Cohen

	Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.

	#JIRA UE-30826

Change 3363681 on 2017/03/24 by Jon.Nabozny

	Reapply 3292286 after it was clobbered by 3360002
	(Only clobbered in Ocean).

	#jira UE-37512

Change 3363722 on 2017/03/24 by mason.seay

	Updated map to improve testing

Change 3365351 on 2017/03/27 by Thomas.Sarkanen

	Fix non-PCH CIS errors

	#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name

Change 3365422 on 2017/03/27 by Thomas.Sarkanen

	Fixed skinned mesh LOD not updating in editor under various physics-related circumstances

	#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport

Change 3365423 on 2017/03/27 by Thomas.Sarkanen

	Fix ensure when setting Spline IK Bone Axis  to 'None'

	Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.

	#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK

Change 3365424 on 2017/03/27 by Thomas.Sarkanen

	Fix control rigs being convertable to possessables

	Also prevent 'export to anim sequence' button from appearing on standard level sequences

	#jira UE-42070 - Crash converting a control rig to Possessable

Change 3365425 on 2017/03/27 by Thomas.Sarkanen

	When selecting bones that are non-required, we dont render gizmos or text labels

	#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona

Change 3365426 on 2017/03/27 by Thomas.Sarkanen

	Fixed foot placement IK doing line traces on worker threads

	Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
	Note: Node is not actually used

	#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread

Change 3365428 on 2017/03/27 by Thomas.Sarkanen

	Skeleton selection no does not lag behind choice made in viewport

	#jira UE-42236 - Mesh Overlay always lags behind actual selection

Change 3365429 on 2017/03/27 by Thomas.Sarkanen

	Fix anim BPs that contain state machines having blank palettes

	#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs

Change 3365435 on 2017/03/27 by Jurre.deBaare

	Undoing Channel selection in Paint mode does not work
	#fix use duplicated CDO object instead of CDO directly
	#jira UE-42621

Change 3365436 on 2017/03/27 by Jurre.deBaare

	Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
	#fix use duplicated CDO object instead of CDO directly
	#jira UE-40347

Change 3365437 on 2017/03/27 by Jurre.deBaare

	Ensure that HLOD cannot be set up in sub-levels
	#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
	#jira UE-40301

Change 3365438 on 2017/03/27 by Jurre.deBaare

	2D Blendspace breaks when aligning samples in a straight line
	#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
	#jira UE-42744

Change 3365439 on 2017/03/27 by Jurre.deBaare

	Color View Mode doesn't reset when closing/reopening editor
	#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
	#jira UE-42466

Change 3365440 on 2017/03/27 by Jurre.deBaare

	LOD Model field scrubbing is very sensitive
	#fix made sure that max slider value is also driven by data
	#jira UE-42980

Change 3365441 on 2017/03/27 by Jurre.deBaare

	Replacing an asset in a sequence player node does not register in undo history
	#fix added transaction for dropping anim assets on player nodes
	#jira UE-39152

Change 3365442 on 2017/03/27 by Jurre.deBaare

	Crash on Mac importing some alembic files
	#fix disable multithread abc file reading with HDF5 backend
	#jira UE-39783

Change 3365443 on 2017/03/27 by Jurre.deBaare

	Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"

Change 3365444 on 2017/03/27 by Jurre.deBaare

	Moving over Alembic fixes:
	- Time offset issues > changed how we determine frame indices and frame steps
	- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
	- Automatically set recompute tangent flag on skeletal mesh sections

Change 3365451 on 2017/03/27 by Jurre.deBaare

	CIS: include needed for GetTransientPackage

Change 3365460 on 2017/03/27 by Jurre.deBaare

	CIS: apparently CIS wants explicit cast to UObject

Change 3365463 on 2017/03/27 by Jurre.deBaare

	CIS: final fix, was actually UPackage include missing ugh

Change 3365486 on 2017/03/27 by Thomas.Sarkanen

	Fix case error in include for Linux builds

Change 3365499 on 2017/03/27 by James.Golding

	Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
	Fix FCollsiionProfileData typo
	#jira UE-42490

Change 3365500 on 2017/03/27 by Jurre.deBaare

	Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
	#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
	#jira UE-42637

Change 3365501 on 2017/03/27 by James.Golding

	Disable rather than hide anim picker when no mesh assigned
	#jira UE-35537

Change 3365505 on 2017/03/27 by James.Golding

	Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
	https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
	#jira UE-43061

Change 3365515 on 2017/03/27 by Jurre.deBaare

	Using Alt+Click to break Transition node connections cannot be undone using the Undo command
	#fix added transactions to breaking node links
	#jira UE-39068

Change 3365528 on 2017/03/27 by Jurre.deBaare

	Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
	#fix added validation on blendspaces when removing or adding sync markers in animation editor
	#jira UE-39814

Change 3365535 on 2017/03/27 by Jurre.deBaare

	Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
	#fix lock camera if erasing as well
	#jira UE-42474

Change 3365539 on 2017/03/27 by Jurre.deBaare

	Painting on animation sequence paints on invisible T-pose skeleton
	#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
	#jira UE-42484

Change 3365545 on 2017/03/27 by Jurre.deBaare

	Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
	#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
	#jira UE-43091

Change 3365549 on 2017/03/27 by Jurre.deBaare

	CIS: include fix

Change 3365555 on 2017/03/27 by Jurre.deBaare

	Missing change from 3365545

Change 3365561 on 2017/03/27 by Jurre.deBaare

	Missing change from 3365545

Change 3365918 on 2017/03/27 by Ori.Cohen

	PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)

	#JIRA UE-43337

Change 3366234 on 2017/03/27 by Ori.Cohen

	Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.

	#JIRA UE-43339

	#pr 3427

Change 3367252 on 2017/03/28 by Jurre.deBaare

	Vertex Weight Painting options are no longer present in MeshPaint mode
	#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
	#jira UE-43357

Change 3367340 on 2017/03/28 by Jurre.deBaare

	GC fix for recent changes to painting / alembic settings

Change 3367445 on 2017/03/28 by Thomas.Sarkanen

	Fix fallout from Main merge

	OrionEditor needs to depend on the new AdvancedPreviewScene module.

Change 3367741 on 2017/03/28 by Ori.Cohen

	Remove unused physics warning when moving simulated object during physics

	#jira UE-41465

Change 3368072 on 2017/03/28 by Ori.Cohen

	Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade

	#JIRA UE-42956

Change 3368479 on 2017/03/28 by Ori.Cohen

	Fix GetClosestPoint incorrectly considering welded bodies.

	#JIRA UE-39329

Change 3368620 on 2017/03/28 by Lina.Halper

	Added code comment

	#rb:none
	#jira: UE-38836

Change 3368752 on 2017/03/28 by mason.seay

	Updated test map since UE-338836 came back as by design

Change 3369370 on 2017/03/29 by James.Golding

	Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
	Add separate options for showing simple and complex collision in StaticMesh Editor
	#jira UE-42844

Change 3369438 on 2017/03/29 by Lina.Halper

	Fix issue where it updates more often when you give too high update rate - i.e. 60

	#jira: UE-38844
	#code review: Laurent.Delayen

Change 3369462 on 2017/03/29 by Thomas.Sarkanen

	Add preview mesh to animation blueprints

	Auto set preview mesh for animation assets and animation blueprints based off meshes.

	#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona

Change 3369463 on 2017/03/29 by Thomas.Sarkanen

	We now select current preview mesh in the preview mesh dropdown

Change 3369464 on 2017/03/29 by Thomas.Sarkanen

	Ticks now appear properly on anim sequence scrub bar

	#jira UE-41197 - No additional ticks appear on the timeline when you zoom in

Change 3369465 on 2017/03/29 by Thomas.Sarkanen

	Persona now depends publicly on SkeletonEditor

	GitHub PR #3431 from kayama-shift

	#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically

Change 3369466 on 2017/03/29 by Thomas.Sarkanen

	Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package

	#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints

Change 3369467 on 2017/03/29 by Thomas.Sarkanen

	Tweaked combo box alignment for world/local transform

	Appearance is now closer to that of the level editor

Change 3369469 on 2017/03/29 by Thomas.Sarkanen

	Prevent switching to unsupported widget modes when editing control rigs

	#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly

Change 3369588 on 2017/03/29 by Thomas.Sarkanen

	Make import data and thumbnail data transactional

	#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)

Change 3369609 on 2017/03/29 by Thomas.Sarkanen

	Montages are now correctly initialized when created

	They can be used straight away without first opening them in the montage edtior.
	Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.

	#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP

Change 3369610 on 2017/03/29 by Thomas.Sarkanen

	Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved

	#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names

Change 3369647 on 2017/03/29 by Ori.Cohen

	Fix mass debug not working when moving components in the editor.

	#JIRA UE-43437

Change 3369875 on 2017/03/29 by Ori.Cohen

	Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.

	#JIRA UE-25923

Change 3370144 on 2017/03/29 by Lina.Halper

	Fix on the retargeting child anim BP

	#rb: Martin.Wilson
	#jira: UE-39928

Change 3371480 on 2017/03/30 by James.Golding

	Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.

	#jira UE-42132

Change 3371484 on 2017/03/30 by Thomas.Sarkanen

	We now propagate thread safety flags to child Animation Blueprints

Change 3371486 on 2017/03/30 by Thomas.Sarkanen

	Fixed crash and effector selection issues for two bone IK

	Crash occured when selecting the root bone as the end of the chain.
	Viewport selection was not working at all as we werent creating any selection proxy actors any more.

Change 3371497 on 2017/03/30 by Thomas.Sarkanen

	Added warning when Sequencer tries to write to properties that have changed type

	#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert

Change 3371614 on 2017/03/30 by Martin.Wilson

	Clean up deprecated property value after load so we dont get extra anim blueprint references

	#jira UE-42501

Change 3371619 on 2017/03/30 by James.Golding

	Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs

Change 3372452 on 2017/03/30 by Jon.Nabozny

	Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.

	#jira UE-36546

Change 3373043 on 2017/03/30 by Lina.Halper

	- Consolidating to FastLerp to simply code
	- Added comment on FastLerp as the result is not normalized

	#rb: Michael.Noland, David.Hill

Change 3373292 on 2017/03/30 by Jeff.Farris

	Made Actor.DispatchPhysicsCollisionHit virtual.

	(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)

Change 3373293 on 2017/03/30 by Jeff.Farris

	Added PhysicalAnimationComponent.GetBodyTargetTransform

	(Copied 3256175 from RoboRecall to Dev-AnimPhys)

Change 3373318 on 2017/03/30 by Jeff.Farris

	Added option for components to opt out of physics impulses on damage.

	(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)

Change 3374064 on 2017/03/31 by Thomas.Sarkanen

	Renaming curves in animations is now saved properly

	Guids were not being set, so loading code obliterated the rename after an editor restart

	#jira UE-40582 - Curve name is not updated when user changes it in persona editor.

Change 3374175 on 2017/03/31 by Thomas.Sarkanen

	Two bone IK UI consistency fixes

	Completely removed all bone select actors. They have a terrible UX anyway.
	We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.

	#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set

Change 3374216 on 2017/03/31 by Martin.Wilson

	Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data

	#jira UE-37897

Change 3374253 on 2017/03/31 by Thomas.Sarkanen

	Supplementary fix to CL 3371497

	Adding name exposure for property types that we support

Change 3374298 on 2017/03/31 by Jeff.Farris

	Code change from nVidia that improves physX perf (afterIntegration time).

	(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)

Change 3374432 on 2017/03/31 by Lina.Halper

	Make sure AcitveBoneIndices contains parent

	#jira: UE-14597
	#rb: Martin.Wilson
	#code review: Benn.Gallagher, Alexis.Matte, James.Golding

Change 3374836 on 2017/03/31 by Jon.Nabozny

	Fixup hits returned before start of trace in raycast_capsule.

	This change is copied from CL-3297212

	#jira UE-42532

Change 3375195 on 2017/03/31 by Lina.Halper

	resave animation sequence for increasing info to warning

	#code review: Thomas.Sarkanen
	#jira: UE-40643

Change 3375282 on 2017/03/31 by Lina.Halper

	Fix odin content for animation : resave animation sequence for increasing info to warning

	#code review: Thomas.Sarkanen
	#jira: UE-40643

Change 3375288 on 2017/03/31 by Lina.Halper

	reverting code of degrading warning to info to avoid warning

	#jira: UE-40643

Change 3375865 on 2017/04/01 by Lina.Halper

	fix build error

Change 3375868 on 2017/04/01 by Lina.Halper

	fix build warning on shadow var

	#code review: Thomas.Sarkanen

Change 3376283 on 2017/04/03 by Thomas.Sarkanen

	Reworked, more generic property path handling in object change listener

	This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
	The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
	Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
	IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
	Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).

	#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys

Change 3376320 on 2017/04/03 by Benn.Gallagher

	Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
	#jira OR-36926

Change 3376413 on 2017/04/03 by Benn.Gallagher

	Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
	#jira OR-36927

Change 3376421 on 2017/04/03 by Benn.Gallagher

	Missed file from OR cloth fixes merge

Change 3376456 on 2017/04/03 by Lina.Halper

	Resave fortnite animation to remove warning

	#rb: none

Change 3376479 on 2017/04/03 by Jon.Nabozny

	Touch PhysXLibs to ensure physx links properly.
	(Needed for CL-3374836)

Change 3376610 on 2017/04/03 by Martin.Wilson

	Fix for crash when reimporting lodded mesh with virtual bones

	#jira UE-43557

Change 3376618 on 2017/04/03 by Jurre.deBaare

	Mesh Paint decrement rate is too slow when used with hotkeys
	#fix change way we increase/decrease brush value
	#jira UE-43402

Change 3376650 on 2017/04/03 by Benn.Gallagher

	Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
	#jira UE-41739

Change 3376771 on 2017/04/03 by Benn.Gallagher

	Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
	#jira UE-41737

Change 3378117 on 2017/04/04 by Thomas.Sarkanen

	Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified

	Also added a warning to inform users of the issue.

	#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur

Change 3378118 on 2017/04/04 by Thomas.Sarkanen

	Fix 2-bone IK flickering

	First changed non-triangular range check to be >= instead  of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.

	#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched

Change 3378192 on 2017/04/04 by Benn.Gallagher

	Trivial fix to clothing dropdowns to unbind clothing assets when switching

Change 3378206 on 2017/04/04 by Thomas.Sarkanen

	Fix IncludeTool static analysis errors

	Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.

	#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error

Change 3378207 on 2017/04/04 by Thomas.Sarkanen

	Fix static analysis warning

Change 3378267 on 2017/04/04 by Benn.Gallagher

	Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.

Change 3378268 on 2017/04/04 by Benn.Gallagher

	Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
	#jira UE-40407

Change 3378342 on 2017/04/04 by Jurre.deBaare

	Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
	#fix ensure that we update the skeleton tree when changes to the bones are made
	#misc made sure the reapply button its visibility is dynamic
	#misc made sure we always re-add previously removed bones when necessary
	#jira UE-40500

Change 3378374 on 2017/04/04 by Thomas.Sarkanen

	Fixed animation not working for dynamically-bound wheeled-vehicle anim instances

	Vehicle anim instance now looks for a wheeled vehicle component when it initializes.

	#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns

Change 3378518 on 2017/04/04 by Jon.Nabozny

	Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.

	#jira UE-23695

Change 3378538 on 2017/04/04 by Martin.Wilson

	Speculative fix for unreproducable crash on loading animations

	#jira OR-37157

Change 3378592 on 2017/04/04 by Jurre.deBaare

	Mesh painting tools not working outside of QAGame
	#fix required a direct loadmodule call

Change 3378622 on 2017/04/04 by Jurre.deBaare

	CIS shadow variable fix

Change 3378742 on 2017/04/04 by Thomas.Sarkanen

	Fixed crash entering PIE in Orion

Change 3378907 on 2017/04/04 by Benn.Gallagher

	Re-added wind adaptiive effects to legacy wind path.
	Fixed math error in damping calculations (log2/loge).
	#jira UE-42044

Change 3379240 on 2017/04/04 by Jon.Nabozny

	Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies

Change 3379415 on 2017/04/04 by Jon.Nabozny

	Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.

	#JIRA UE-32598

Change 3379502 on 2017/04/04 by Lina.Halper

	Mirroring issue with flipping rotation due to not counting scale

	#jira: UE-33646, UE-34489
	#rb: Ori.Cohen
	#code review: Zak.Middleton

Change 3380544 on 2017/04/05 by Thomas.Sarkanen

	Fix warning spam when playing back UMG sequences animating visibility

	Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
	Also removed message log usage in shipping/test builds.

	#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.

Change 3380605 on 2017/04/05 by Benn.Gallagher

	Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
	#jira UE-43624

Change 3381025 on 2017/04/05 by Jon.Nabozny

	Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.

Change 3381475 on 2017/04/05 by Lina.Halper

	Fix crash on creating montage and setting slot node

	#jira: UE-43698
	#rb: Ori.Cohen

Change 3381558 on 2017/04/05 by Lina.Halper

	Better clean up of flipping issue of quaternion issue

	#jira: UE-33646, UE-34489
	#rb: Zak.Middleton

Change 3381789 on 2017/04/05 by Jon.Nabozny

	Revert InitAnim changes from CL-3379415 to fix cook warnings.
	(Will have proper fix for 4.17 instead).

Change 3381978 on 2017/04/05 by Aaron.McLeran

	#jira UE-43654 Fixing oculus audio SDK sample rate issue

Change 3383181 on 2017/04/06 by Lina.Halper

	Remove copy right of Dual quaternion since we no longer uses

	#code review:Leslie.Nivison

Change 3383283 on 2017/04/06 by Ori.Cohen

	Fixed missing invalidation for body setup when modifying materials

	#JIRA UE-43680

Change 3383602 on 2017/04/06 by Lina.Halper

	Fixed scroller in retargeting window

	#jira: UE-43736

Change 3384369 on 2017/04/07 by Jurre.deBaare

	Wrong bone is sometimes highlighted in skeleton editor
	#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
	#jira UE-43735

Change 3384744 on 2017/04/07 by Jon.Nabozny

	Fix body rotation being killed on load.

	#JIRA UE-43771

[CL 3385232 by Thomas Sarkanen in Main branch]
2017-04-07 16:51:51 -04:00
Matt Kuhlenschmidt
b7723933a6 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3279756)
#lockdown Nick.Penwarden
#rb none

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

Change 3229490 on 2016/12/09 by Cody.Albert

	Integrated fix to support named changelists in SVN

Change 3229574 on 2016/12/09 by Simon.Tourangeau

	Fix actor mobility getting changed on scene reimport

	#jira UE-39102

Change 3229692 on 2016/12/09 by Cody.Albert

	Fixing an XML Parser assert when parsing a root tag that completes on the same line.

	#jira UE-30393

Change 3230582 on 2016/12/12 by Matt.Kuhlenschmidt

	PR #3024: Correct the outdated error message instructions for how to fix being unable to launch on an iOS device. (Contributed by CleanCut)

Change 3231470 on 2016/12/12 by Matt.Kuhlenschmidt

	Eliminate editor sounds that play when  you PIE, simulate or possess the player.  They get in the way of game sounds, are annoying to hear when you are constantly starting and stopping pie, and flush async loading that the game might be doing when they load.

Change 3231475 on 2016/12/12 by Alex.Delesky

	#jira UE-39023 - Using the High Resolution screenshot tool with the "custom depth as mask" option checked should no longer crash the editor or a PIE viewport when the screen percentage is not set to 100.

Change 3231476 on 2016/12/12 by Alex.Delesky

	#jira UE-39380 - Thumbnails for static meshes in the foliage paint mode window should now update to show the correct mesh if the thumbnail pool has been exhausted. This also increases the number of foliage thumbnals that can exist onscreen at once.

Change 3231477 on 2016/12/12 by Alex.Delesky

	#jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection.

Change 3231479 on 2016/12/12 by Alex.Delesky

	#jira UE-39376 - Changing the number of players or changing the dedicated server options in PIE settings should now always persist on editor shutdown.

Change 3231480 on 2016/12/12 by Alex.Delesky

	#jira UE-39417 - A texture will now match to update a dropped in file if the source path differs from that of the dropped in file

Change 3231508 on 2016/12/12 by Alex.Delesky

	Removing todo comment

	#jira none

Change 3231603 on 2016/12/12 by Matt.Kuhlenschmidt

	Exposed a 0-1 UV set and the scaled pixel size for Box and Border brushes
	Also added a material function that exposes all of the current UV sets with nice names instead of indexed coordinates

Change 3231618 on 2016/12/12 by Alex.Delesky

	#jira UE-38732 - When editing a spin box with a delta value, committing the value with the Enter key and then clearing the focus from the spin box will no longer change the internal value to match the snapped value.

Change 3231638 on 2016/12/12 by Matt.Kuhlenschmidt

	Add RF_Transactional to the list of default flags for creating or importing new assets.  All should be transactional by default

Change 3231642 on 2016/12/12 by Matt.Kuhlenschmidt

	Brighten up the output log by default

Change 3231648 on 2016/12/12 by Alex.Delesky

	#jira UE-38033 - Selecting a Named Slot that's part of a widget in a Widget Switcher will now show that widget instead of the widget at index 0. This also applies to any content set inside the named slot.

Change 3231666 on 2016/12/12 by Alex.Delesky

	#jira UE-38952 - Widgets that have been copied and pasted into the same hierarchy will now retain the same name in the hierarchy. This does not fix widgets that have been previously copied and pasted from other widgets, nor copies of those widgets.

Change 3231674 on 2016/12/12 by Alex.Delesky

	#jira UE-37106 - When using or simulating touch for Widget Components, the hover/clicked state will now be accurately determined rather than showing hover on initial touch.

Change 3231745 on 2016/12/12 by Alex.Delesky

	Back out changelist 3231477 to fix build error C2259

Change 3232417 on 2016/12/13 by Simon.Tourangeau

	Add the following attributes to the Editor.Usage.FBX.Import EngineAnalytics event
	- FBX Version
	- Filename Hash
	- Import Type

	#jira UE-37453

Change 3232477 on 2016/12/13 by Michael.Dupuis

	#jira UE-39675 : There was an issue when the Neutral Value == the Min or Max value, so we simply prevent using the concept of neutral value if min or max == neutral as it mean you only want a log on one side.

Change 3232571 on 2016/12/13 by Alex.Delesky

	Back out changelist 3231745

	#jira none - Extending the IPluginWizardDefinition interface to allow it to return the descriptor type of the plugin. This fixes a merge conflict from Odin where the new plugin wizard was modified to allow for multiple template selection.

Change 3232675 on 2016/12/13 by Alexis.Matte

	Fix a crash when reordering material with a fbx containing unused materials, add a fbx automation test to prevent similar issue.
	#jira UE-39692

Change 3232975 on 2016/12/13 by Alex.Delesky

	Fix to build error C2259 for the IPluginWizardDefinition API change.

Change 3233146 on 2016/12/13 by Michael.Dupuis

	#jira UE-38766 : Added eye dropper to select flatten height
	Fixed a rounding errors resulting in not flattening to the specified height
	Fixed a rounding error resulting in LandscapeDataAccess::GetTexHeight not always returning the appropriate value

Change 3233153 on 2016/12/13 by Alexis.Matte

	We cannot anymore change the instance override materials array topology, the topology is limited by the mesh materials array
	#jira UE-38827

Change 3234406 on 2016/12/14 by Matt.Kuhlenschmidt

	Fix window handle and device context being accessed by scene viewports after the underlying window has been destroyed by the OS.  This is an invalid state on linux and using some vr devices.

	#jira UE-7388

Change 3234485 on 2016/12/14 by Michael.Dupuis

	tentative build fix for Mac

Change 3234495 on 2016/12/14 by Matt.Kuhlenschmidt

	Made a setting to control if PIE enter and exit sounds are played.  Off by default

Change 3236709 on 2016/12/15 by Simon.Tourangeau

	Fix camera export rotation offset

	#jira UE-34692
	#jira UE-39740

Change 3236782 on 2016/12/15 by Jamie.Dale

	Fixed EmitTermExpr failing to use the correct package ID

	FBPTerminal::Source used to be set to the pin, however when pins were moved away from being UObjects, FBPTerminal::SourcePin was added and FBPTerminal::Source is typically null.

Change 3236853 on 2016/12/15 by Alexis.Matte

	Fix the serialization of the staticmesh property FMeshSectionInfoMap

Change 3236890 on 2016/12/15 by Matt.Kuhlenschmidt

	Remove old define

Change 3239328 on 2016/12/18 by Richard.TalbotWatkin

	Fixed Focus Viewport action in Static Mesh Viewport. Problem was that the conversion to Orbit Camera for storing the camera position was trashing the desired position during cvamera transitions.  Orbit camera position is now only stored at the end of a transition.
	#jira UE-39825 - Key "F" for Focus acts Sporadically in the Static Mesh Editor Viewport

Change 3239660 on 2016/12/19 by Alex.Delesky

	#jira UE-38968, UE-36826 - Components attached to actors can now be directly scaled to negative values using the transform gizmo for that component.

Change 3239662 on 2016/12/19 by Alex.Delesky

	#jira UE-39007 - The data table row editor now contains a Reset to Default control.

Change 3239663 on 2016/12/19 by Alex.Delesky

	#jira UE-39698 - Importing CSV files will now show the name of the file in the import dialog.

Change 3240696 on 2016/12/20 by Michael.Dupuis

	#jira UETOOL-1009:
	Added paddiing to columns view
	Added auto resize of column when double clicking on splitter handle in the header
	Remove right number alignment after discussion with Matt K.

Change 3240758 on 2016/12/20 by Michael.Dupuis

	added missing non abstract implementation

Change 3240782 on 2016/12/20 by Michael.Dupuis

	Added missing documentation for content browser column auto resizing

Change 3240817 on 2016/12/20 by Alex.Delesky

	#jira UE-38940 - Copying a Material-Custom node with a tab character should now correctly render the tab.

Change 3240834 on 2016/12/20 by Michael.Dupuis

	tentative fix for build error

Change 3240984 on 2016/12/20 by Michael.Dupuis

	Removed unnecessary functions

Change 3241174 on 2016/12/20 by Matt.Kuhlenschmidt

	Fix compile errors

Change 3241966 on 2016/12/21 by Chris.Wood

	Fixed Typo and changed execution order in "ComboBoxString" Component
	[UE-38994] - GitHub 2971 : Fixed Typo and changed execution order in "ComboBoxString" Component

	PR #2971: Fixed Typo and changed execution order in "ComboBoxString" Component (Contributed by eXifreXi)
	#github https://github.com/EpicGames/UnrealEngine/pull/2971

Change 3242126 on 2016/12/21 by Alexis.Matte

	Back out changelist 3236853
	We have to back out this change list because the change was implement in the 4.15 release branch and the EditorObjectVersion.h change is now implement in the ReleaseObjectVersion.h.

Change 3244492 on 2017/01/02 by Jamie.Dale

	Improved error message

Change 3244545 on 2017/01/02 by Nick.Darnell

	Navigation - Making it so we don't attempt to load HotReload during shutdown, we only access it if it's still loaded.

Change 3244549 on 2017/01/02 by Nick.Darnell

	Slate - Implementing custom hardware cursor loading across Windows, Mac and Linux and supports loading cursors from PAK files.  All platforms support loading PNGs through the FHardwareCursor interface.  Some platforms support additional formats, for multiresolution support, but there's a naming convention that can be used on PNGs for the same capability.  All of it is documented in the FHardwareCursor header.  The platform layer for ICursor, now has support for replacing cursor shapes as an override, and can be reset safely.

	The FHardwareCursor supports loading cursors from raw pixel buffers as well, the plan is to allow for the option to UTextures to also be used for hardware cursors.

	Now users through C++ can load and replace the hardware cursors with custom ones of their own,

	e.g. FSlateApplication::Get().RegisterCursor(EMouseCursor::Default, MakeShareable(new FHardwareCursor(FPaths::GameContentDir() / "Slate/FancyPointer", FIntPoint(0,0))));

	The next step is to expose a game friendly layer that supports caching cursors, and letting users change them out by name, without a bunch of destruction of OS resources.

Change 3244845 on 2017/01/03 by Jamie.Dale

	Fixing typo

	#jira UE-39920

Change 3244903 on 2017/01/03 by Jamie.Dale

	PR #3044: fix link error when FAssetData::PrintAssetData() is used in project (Contributed by kayama-shift)

Change 3245125 on 2017/01/03 by Alexis.Matte

	Put back the dev-editor version because there was some data create before we back it out

Change 3246106 on 2017/01/04 by Chris.Wood

	Removed broken CrashReportReciever pre-upload phase from CrashReportClient.
	[UE-40153] - CrashReportClient fails when used in legacy mode with a CrashReportReciever

Change 3246251 on 2017/01/04 by Alex.Delesky

	#jira UE-39869 - Moving an asset before saving it and then hitting Save All from the file menu will no longer save the asset in its original location.

Change 3246252 on 2017/01/04 by Alex.Delesky

	#jira UE-39793 - Fixes an issue with the AutoReimporter where specifying a non-existent mount point (a directory in the content browser) would cause a crash when attempting to auto-import an asset from a monitored directory, as well as ensuring that valid mount points will be able to create new assets from auto-import.

	The "Map Directory To" field when setting directories to monitor for auto-reimport has also been changed to use the content browser path picker instead of relying on the user to manually enter a mount point.

Change 3247620 on 2017/01/05 by Nick.Darnell

	Automation - Removing an adjustment to the number of shots we take for high res shots.

Change 3247621 on 2017/01/05 by Nick.Darnell

	Automation - Adding a few more rendering tests to the cornell box.

Change 3247629 on 2017/01/05 by Nick.Darnell

	Automation - Improving the comparison row display for screenshots so it's obvious what each image represents.

Change 3248811 on 2017/01/05 by Matt.Kuhlenschmidt

	PR #3091: Removed unnecessary UPackage casts (Contributed by projectgheist)

Change 3248860 on 2017/01/06 by Matt.Kuhlenschmidt

	Made the plugin browser select the "built in" category by default instead of the 2D category.  There is no reason for a sub-category to be selected first as it makes searching for plugins globally an extra click because you have to click on the base category first

Change 3249264 on 2017/01/06 by Matt.Kuhlenschmidt

	Fixed automation test warnings

	#jira UE-40198

Change 3249481 on 2017/01/06 by Michael.Dupuis

	#jira UE-37875 : Fill empty layers of components on assignation or creation
	Also fill new component added with the tool from neighbours predominance

Change 3249505 on 2017/01/06 by Matt.Kuhlenschmidt

	PR #3093: Include guard cleanup (Contributed by projectgheist)

Change 3249544 on 2017/01/06 by Michael.Dupuis

	#jira UE-40299: validate if UISettings is valid

Change 3250738 on 2017/01/09 by Nick.Darnell

	UMG - The WIC now checks if the Widget is enabled before it claims that it's over an interactable or keyboard focusable widget.

	#jira UE-39845

Change 3250865 on 2017/01/09 by Nick.Darnell

	Slate - Updating EAutoCenter and ESizingRule to use the newer enum class style enums.

Change 3250867 on 2017/01/09 by Nick.Darnell

	Slate - Adding more logging to the hardware cursor code so that it reports more information when it doesn't find an exact match when it comes to cursor size.

Change 3250936 on 2017/01/09 by Nick.Darnell

	Automation - Refactoring the screenshot comparison tool to no longer require one one generated report.  Doing screenshot comparions now generates individual reports for each failed comparison so that they can be evaluated in bits, and as changes occur as the user reviews aspects, we can remove the reports.  There is now async image loading for the comparison view so that it doesn't hitch.

Change 3250937 on 2017/01/09 by Nick.Darnell

	Automation - Adding another example to the CornellBox test.

Change 3250958 on 2017/01/09 by Nick.Darnell

	Slate - Fixing some other cases where people were referring to ESizingRule::Type.

Change 3251162 on 2017/01/09 by Nick.Darnell

	Slate - Fixing some other cases where people were referring to ESizingRule::Type.

Change 3251254 on 2017/01/09 by Matt.Kuhlenschmidt

	Attempt to fix static analysis warnings

Change 3251373 on 2017/01/09 by Nick.Darnell

	Core - Now writing a log warning instead of ensuring if calling LoadModule wouldn't have been safe to do here, depending on load order.

Change 3251525 on 2017/01/09 by Nick.Darnell

	Automation - Fixing a build issue in ImageComparer.

Change 3252321 on 2017/01/10 by Alex.Delesky

	#jira UE-40164 - Importing multiple files to overwrite existing assets such as sounds will now correctly persist the "Yes to All" / "No to All" dialog selections.

Change 3252354 on 2017/01/10 by Nick.Darnell

	Image Compare - Fixing a potential threading hazard in the image comparer.

Change 3252356 on 2017/01/10 by Nick.Darnell

	Automation - The screenshot metadata now captures the commit/CL that the screenshot was taken at and records it in the metadata.

Change 3252601 on 2017/01/10 by Alexis.Matte

	Fbx automation test, reload feature implementation

Change 3252761 on 2017/01/10 by Jamie.Dale

	Fixing some IWYU errors with PCH disabled

Change 3252765 on 2017/01/10 by Jamie.Dale

	Fixing some static analysis warnings

Change 3252793 on 2017/01/10 by Jamie.Dale

	Fixing FText natvis

	The text data visualizers have to be defined before the text visualizer

Change 3253987 on 2017/01/11 by Matt.Kuhlenschmidt

	PR #3108: Git Plugin: use asynchronous "MarkForAdd" and "CheckIn" operations for the initial commit (Contributed by SRombauts)

Change 3254378 on 2017/01/11 by Matt.Kuhlenschmidt

	Refactor scene importing to allow for plugins to make scene importers

Change 3254679 on 2017/01/11 by Matt.Kuhlenschmidt

	Fix calling LoadModule in perforce source control off the main thread

Change 3256472 on 2017/01/12 by Jamie.Dale

	Improved error reporting from IncludeTool

	- The error reporting was using zero-based line indices which was misleading.
	- The error reporting now includes the offending line to remove ambiguity.

Change 3256725 on 2017/01/13 by Jamie.Dale

	IncludeTool can now parse typedef in Fwd headers

Change 3256758 on 2017/01/13 by Jamie.Dale

	Added support for String Tables

	String Tables provide a way to centralize your localized text into one (or several) known locations, and then reference the entries within a string table from other assets or code in a robust way that allows for easy re-use of localized text.

	String Tables can be defined in C++ (using the LOCTABLE family of macros), loaded via CSV file, or created as an asset. They can be referenced in C++ using either the LOCTABLE macro, or the static FText::FromStringTable function. INI files can reference them using the LOCTABLE macro syntax, and FText properties in assets can reference them via the advanced settings combo.

Change 3257018 on 2017/01/13 by Alexis.Matte

	FbxAutomationTest fix the import reload operation, it was calling garbagecollect with no keep flag

Change 3257168 on 2017/01/13 by Jamie.Dale

	Removed code that was writing null into bytecode during save

Change 3257344 on 2017/01/13 by Jamie.Dale

	Backing out changelist 3256725, and excluding my header from the scan instead

Change 3257426 on 2017/01/13 by Nick.Darnell

	Slate - Adding the ability to invert alpha when drawing slate textures.  Going to be used in the future for rendering render targets for the scene which have inverted alpha.

Change 3257572 on 2017/01/13 by Nick.Darnell

	Slate - Fixing a build error.

Change 3257970 on 2017/01/14 by Jamie.Dale

	Fixing exclude path

Change 3258458 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3135: GameViewportClient: FOnCloseRequested is now a multicast delegate (Contributed by Nadrin)

Change 3258472 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3126: Fix to load editor style assets (Contributed by projectgheist)

Change 3258473 on 2017/01/16 by Matt.Kuhlenschmidt

	PR #3124: Fix wrong result with Image-DrawAsBox with PaperSprite. (Contributed by valval88)

Change 3258539 on 2017/01/16 by Nick.Darnell

	Slate - Pixel Snapping has been moved to the GPU for the RHI rendering policy.  Additionally, widgets with a render transform of Scale, Rotation or Sheer, and their children are no longer pixel snapped, this should reduce some of jittering seen by users when animations are applied to widgets.  NOTE: This only affects render transforms, any transform in layout space is still subject to pixel snapping.

Change 3258607 on 2017/01/16 by Nick.Darnell

	Fixing the mac build.

Change 3258661 on 2017/01/16 by Matt.Kuhlenschmidt

	Actors with experimental components no longer say
	"Uses experimental class: Actor" when selecting the actor root in the details panel

	#jira UE-40535

Change 3258678 on 2017/01/16 by Nick.Darnell

	Platform - Introducing a way to get the mimetype for a file on Windows.  Other platforms don't yet have an implementation outside of returning application/unknown.

Change 3258924 on 2017/01/16 by Nick.Darnell

	Platform - Implementing a fallback for the generic platform http, that can do some basic mimetype lookups.

Change 3258929 on 2017/01/16 by Nick.Darnell

	UMG - Fixing the animation to finish the evaluation before it notifies that the animation completed.

Change 3259109 on 2017/01/16 by Nick.Darnell

	Platform - The GetMimeType function now only takes in FilePath, since some platforms will require that actually resolve to a file on disk in order to determine the true mimetype.

Change 3259111 on 2017/01/16 by Alexis.Matte

	Avoid to move the camera when we re-import in the static mesh editor
	#jira UE-40613

Change 3259275 on 2017/01/16 by Matt.Kuhlenschmidt

	Fix crash when a slate window is resized and calls into a scene viewport during loading code when the scene viewport is not in a slate hierarchy and thus has no widget

Change 3259300 on 2017/01/16 by Nick.Darnell

	UMG - Introducing PreConstruct and NativePreConstruct to the base UUserWidget.  Users can now visualize non-binding based changes in the designer by evaluating a very limited amount of the blueprint code.  In the event your user widget crashes on load, due to calling something unsafe, you can disable evaluation in the editor preferences under Widget Designer.

Change 3259306 on 2017/01/16 by Nick.Darnell

	Games - Removing the Game Specific implementations of PreConstruct.

Change 3260182 on 2017/01/17 by Matt.Kuhlenschmidt

	Fix static analysis

Change 3261049 on 2017/01/17 by Nick.Darnell

	Slate - Putting in some fixes for the non-gpu pixel snapping mode, and disabling gpu snapping while we dig into why it looks weird.

Change 3261434 on 2017/01/17 by Nick.Darnell

	Fixing the mac build.

Change 3261435 on 2017/01/17 by Nick.Darnell

	Slate - Tweaking some aspects of the slate rounding code on the GPU.  There's still some precision loss somewhere causing subtle differences in where the snap occurs, that's different from previously.

Change 3261460 on 2017/01/17 by Nick.Darnell

	UMG - Tweaking the defintiions of NativePreConstruct, dropping passing in design time since that is readily available in native code.

Change 3261833 on 2017/01/18 by Alexis.Matte

	Fix all warning for fbx automation tests
	#jira UE-40208

Change 3261874 on 2017/01/18 by Matt.Kuhlenschmidt

	PR #3136: Fix Submit to Source Control Window for Git plugin : use CanCheckIn() to filter out unmodified assets files (Contributed by SRombauts)

Change 3262000 on 2017/01/18 by Jamie.Dale

	Updated Slate to allocate widgets using MakeShared

	This saves one allocation per-widget

Change 3262003 on 2017/01/18 by Nick.Darnell

	UMG - Widget Interaction Components now ignore Visible(false) Widget Components when tracing.

	#jira UE-40523

Change 3262052 on 2017/01/18 by Alexis.Matte

	Put back the staticmesh skinxx workflow
	#jira UE-40782

Change 3262775 on 2017/01/18 by Nick.Darnell

	Slate - Ditching moving vertex rounding to the GPU, some precision issues could not be overcome.  Ended up writing a clean way to implement it on the CPU.

Change 3262818 on 2017/01/18 by Alex.Delesky

	#jira UE-40668 - Editor preferences will now save for data pin styles

Change 3263679 on 2017/01/19 by Nick.Darnell

	Slate - Adding some comments to the Slate Vertex Rounder.

Change 3265154 on 2017/01/19 by Nick.Darnell

	Slate/UMG - Putting in some more time into pixel snapping.  I've re-introduced the old constructors, and decided to go with the templated approach, as to not break old code that relied on the FSlateVertex working a certain way.

Change 3265478 on 2017/01/20 by Chris.Wood

	Added config support for hang detection time and switching hang detection on/off in UnrealWatchdog
	[UE-40838] - Make hang time configurable and increase default in UnrealWatchdog

Change 3265600 on 2017/01/20 by Nick.Darnell

	Slate - Making some const local variables const.

Change 3265714 on 2017/01/20 by Alex.Delesky

	#jira UE-40791 - The ForceFeedback thumbnail's Play and Stop icons will now render correctly, and will only be visible while an effect is playing or when the cursor hovers over the icon.

Change 3265865 on 2017/01/20 by Alex.Delesky

	#jira UE-40511 - The Content Browser file path will now update when inside a folder that is deleted from the Sources Panel.

Change 3267989 on 2017/01/23 by Jamie.Dale

	Exposed String Tables to Blueprints

Change 3268018 on 2017/01/23 by Jamie.Dale

	Small API clean-up for string tables

Change 3268455 on 2017/01/23 by Matt.Kuhlenschmidt

	Fix SaveAs (Which says SaveCurrentAs) not saving the current level and only saving the persistent level and then reloading everything thus causing work to be lost if editing a sub-level

	#jira UE-40930

Change 3269388 on 2017/01/24 by Chris.Wood

	Refactored tick timing in UnrealWatchdog to stop bug where it doesn't close.
	[UE-40839] - UnrealWatchdog running and blocking use of Unreal Game Sync for internal users

	Standalone tool code only - doesn't touch engine

Change 3270205 on 2017/01/24 by Cody.Albert

	Updated FUnrealEdMisc::OnMessageTokenActivated to properly traverse up the outer hierarchy of an object.

Change 3270231 on 2017/01/24 by Cody.Albert

	Renamed and exposed GetFullScreenAlignment and GetViewportAnchors for consistency with the setters

Change 3271734 on 2017/01/25 by Michael.Dupuis

	#jira UE-38631
	Add sorting for landscape target layer, user can now sort alphabetical, material based or custom
	Added a new vertical box SDragNDropVerticalBox to handle drag & drop of FSlot
	Fixed SDropTarget to only consider the drop action if it was started by it
	Added visibility toggle to only show used layers in the currently loaded data

Change 3271797 on 2017/01/25 by Jamie.Dale

	Renamed HasBeenAlreadyMadeSharable to DoesSharedInstanceExist as the old name was nonsense

Change 3271813 on 2017/01/25 by Jamie.Dale

	Fixed bad access of a shared this during widget destruction when a context menu was open

Change 3271988 on 2017/01/25 by Nick.Darnell

	Slate - Removing some old checkbox deprecated code from the 4.3 and 4.6 days.

Change 3271992 on 2017/01/25 by Nick.Darnell

	Blueprints - Making the checked call better to log out more information when dragging and dropping a missing property.

Change 3272134 on 2017/01/25 by Jamie.Dale

	Updated the GatherText commandlet to no longer hold a ConfigFile pointer while it runs

	This pointer is internal to GConfig, and may be updated (or invalidated) when other config files are loaded (as can happen via game code while gathering text).

Change 3272301 on 2017/01/25 by Nick.Darnell

	Slate - More cleanup from the removal of a old legacy enum that people were still using.

Change 3273070 on 2017/01/26 by Chris.Wood

	Fix CIS errors in landscape code from CL 3271734

Change 3273123 on 2017/01/26 by Chris.Wood

	Fix crash during init of CRC when running packaged without access to main engine config hierarchy.

Change 3273194 on 2017/01/26 by Nick.Darnell

	Fixing some build warnings.

Change 3273242 on 2017/01/26 by Michael.Dupuis

	#jira UE-39948 : if we detect there is multiple levels in the current persistent when we add a new foliage asset we ask to save the foliage as an asset to permit paiting over multiple levels

Change 3273279 on 2017/01/26 by Jamie.Dale

	String Table INI redirects are now in the "Core.StringTable" section (rather than "/Script/Engine.Engine")

Change 3273483 on 2017/01/26 by Alex.Delesky

	#jira UE-32047 - Made changes to the FixupRedirects commandlet to ensure that files that are marked for delete are moved from the default changelist to the pending changelist and submitted when using Perforce.

	Also makes a slight change to the ResavePackages commandlet to submit files marked for delete.

Change 3273568 on 2017/01/26 by Alex.Delesky

	Modifying changes made to SPluginWizard to have the plugin loading phase determined by the wizard's definition rather than from the first selected template.

	#jira none

Change 3273855 on 2017/01/26 by Alex.Delesky

	#jira UE-41117 - Updating the tooltip on the "Allow Paint of all LODs" option for mesh paint mode.

Change 3274200 on 2017/01/26 by Alex.Delesky

	For IPluginWizardDefinition, temporarily adding function bodies to two methods instead of having them be pure virtual methods.

Change 3274317 on 2017/01/26 by Jamie.Dale

	Deleting a seemingly corrupted asset that was accidentially submitted

Change 3275072 on 2017/01/27 by Michael.Dupuis

	#jira UE-38631 tweaks
	Fix typo error
	Iterate all components, not only active one
	Force expand the Target Layers widget

Change 3275249 on 2017/01/27 by Alexis.Matte

	Color grading controls: Keep the vector ratio when changing the master slider
	#jira UETOOL-1098

Change 3275282 on 2017/01/27 by Alexis.Matte

	Color grading controls: Cosmetic changes
	#jira UETOOL-1099

Change 3275292 on 2017/01/27 by Alexis.Matte

	Make sure the build is called once when we import a staticmesh.
	#jira UE-40947

Change 3275430 on 2017/01/27 by Alexis.Matte

	Add some fbx automation tests
	- Import a mesh with no material
	- Import corrupted asset with no section in a LOD
	- Import morph targets
	- Materials name clash
	- Max Multimap material ordering

Change 3275683 on 2017/01/27 by Michael.Dupuis

	#jira UE-41215 : when saving an asset do not register the transaction, and make sure that the duplicate wont keep a copy in the transaction buffer as an asset can't be undo

Change 3276237 on 2017/01/27 by Jamie.Dale

	Deleting a seemingly corrupted asset that was accidentially submitted

Change 3276266 on 2017/01/27 by Jamie.Dale

	Fix for accessing a potentially null pointer

Change 3277065 on 2017/01/30 by Chris.Wood

	Move crash report temp files to saved config and cleanup on schedule.
	[UE-39506] - CrashReportClient ini folders are not cleaned when opening the editor

Change 3277236 on 2017/01/30 by Matt.Kuhlenschmidt

	Fix crash when cancelling SaveCurrentLevelAs

	#jira UE-41182

Change 3277409 on 2017/01/30 by Jamie.Dale

	Improved text rendering when the last resort font is missing

	The last resort font is no longer included in shipping builds, so this change makes some improvements to text rendering when it's missing.

	- The legacy font cache no longer tries to use the last resort font if it's not available (preventing warnings).
	- The Slate font renderer no longer tries to use the last resort font if it's not available.
	- Text shaping will use the last resort character if none of the available fonts can render a given character (likely because the last resort font is missing).
	- HarfBuzz shaped text now uses the fallback character correctly.

Change 3277749 on 2017/01/30 by Nick.Darnell

	Slate - Moving ESlateDrawEffect & ESlateBatchDrawFlag over to be enum class, found cases where users were improperly assuming the enum order, and so now it won't be possible to just treat an int32 or a bool as the draw effect value.

	Core - Adding EnumHasAllFlags and EnumHasAnyFlags, templated functions to make it easier to check for the existance of a flag on enum classes.

Change 3277805 on 2017/01/30 by Nick.Darnell

	Rendering - Changing some LoadModuleChecked calls to GetModuleChecked, as these calls are not happening on the main thread and are not safe to make.

Change 3277914 on 2017/01/30 by Matt.Kuhlenschmidt

	Fix Niagara slate style warning on startup

Change 3278058 on 2017/01/30 by Matt.Kuhlenschmidt

	Fixed compile error

Change 3278132 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278133 on 2017/01/30 by Matt.Kuhlenschmidt

	Fixed compile errors

Change 3278186 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278525 on 2017/01/30 by Nick.Darnell

	Fixed compile error

Change 3278534 on 2017/01/30 by Nick.Darnell

	Automation - Clearing up several warnings/errors with automation results, trying to get Automation Tests to at least yellow before integration.

Change 3278941 on 2017/01/31 by Nick.Darnell

	Fixing a build warning due to build team refactor.

Change 3278949 on 2017/01/31 by Nick.Darnell

	Fixing incrmenetal build issues.

Change 3278953 on 2017/01/31 by Nick.Darnell

	Fixing some incrmental linux build issues.

Change 3278964 on 2017/01/31 by Nick.Darnell

	FIxing more incremental build issues.

Change 3279256 on 2017/01/31 by Michael.Dupuis

	#jira UE-41319
	#jira UE-41315
	#jira UE-41316
	Instead of getting the Landscape Actor, call GetLandscapeProxy so all case are handled, either proxy or landscape actor

Change 3279270 on 2017/01/31 by Chad.Garyet

	re-updating the automation test pool

[CL 3279775 by Matt Kuhlenschmidt in Main branch]
2017-01-31 15:22:49 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

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

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

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

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

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

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

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

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Gil Gribb
ab5d7150f4 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3154632)
#lockdown Nick.Penwarden
#rb none

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

Change 3122543 on 2016/09/13 by Ben.Woodhouse

	Override HasOcclusion for Widget3DComponentProxy to detect if the material is has depth testing enabled.

	#jira UE-35878

Change 3122544 on 2016/09/13 by Ben.Woodhouse

	Shadow stencil optimisation with cvar (enabled by default)

	Avoids redundant clearing the stencil buffer for per-object and pre shadows by zeroing the stencil during testing, following discussion on UDN.

	This means we don't benefit from Hi Stencil on GCN for the shadow projection draw calls, but it's still faster in all the cases I could find, including for the player character where the bounding box is quite large. (Note: early stencil still works fine, according to PIX)

	Shadow projection GPU time profiling :
	Test map with 35 characters, stationary directional light
	  - 4ms-2ms on XB1
	  - 2.5ms to 0.9ms on PC (r9-390X)
	  - 3ms-2ms on PS4

	Paragon PS4 (roughly 20% reduced - from ~0.39ms)

Change 3122687 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix ES31 crash

Change 3122691 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fixes for SDK 1.0.26.0

Change 3122778 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix number of layers on barrier

Change 3122921 on 2016/09/13 by Rolando.Caloca

	DR - vk - Fix ES3.1

Change 3122925 on 2016/09/13 by Ben.Woodhouse

	Fix sky lighting issue with skin and re-enable non-checkerboard lighting by default (fallout from lightaccumulator refactor)
	#jira UE-35904

Change 3123016 on 2016/09/13 by Chris.Bunner

	Fixed adaptive tessellation, broken by CL 3089208 refactor.
	#jira UE-35341

Change 3123079 on 2016/09/13 by Rolando.Caloca

	DR - vk - Force StoreOp store instead of DontCare everywhere (temporarily)

Change 3123503 on 2016/09/13 by David.Hill

	#jira UE-25623
	converted a check() to checkf() to include better diagnostic information.

Change 3123617 on 2016/09/13 by Guillaume.Abadie

	Fixes artifact when the camera direction is almost parallel to a wide plane with SSR.

	#jira UE-35128

Change 3123743 on 2016/09/13 by Brian.Karis

	Separate mesh reduction interfaces for static and skeletal.

	Zero bad tangents from input mesh.

Change 3125378 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Extract all the State which is necessary to execute the DebugTextDrawingDelegate from the SceneProxy into its own Helpers to be drawn to the canvas later on. The issue was that the SceneProxys are only owned by the RT after their creation and the GT should avoid reading from or writing state to them.

Change 3125527 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix UT build and mac

Change 3125741 on 2016/09/14 by Rolando.Caloca

	DR - Extra debug mode for tracking down SCW crashes (r.DumpSCWQueuedJobs=1)

Change 3125763 on 2016/09/14 by Rolando.Caloca

	DR - vk - Added new Renderpass cache
	- Fix buffer barrier warning

Change 3125769 on 2016/09/14 by Rolando.Caloca

	DR - Renamed cvar to r.DumpSCWQueuedJobs

Change 3125771 on 2016/09/14 by Rolando.Caloca

	DR - Added support for SV_ClipDistance on GL3 & 4

Change 3125792 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix Odin and PS4

Change 3125880 on 2016/09/14 by Arne.Schober

	DR - [UE-34481] - Fix Fortnite

Change 3125968 on 2016/09/14 by Brian.Karis

	Removed comment

Change 3126315 on 2016/09/15 by Ben.Woodhouse

	GPU profiler robustness
	-  Change stat gathering update to handle multiple views and non-scenerenderer stats (such Slate) properly
	- Simplify gathering logic
	- Fix race condition where we could read back queries before they're submitted on the RHI thread.
	- Fix for movie player stat gathering - disable gathering outside of the main engine tick
	#jira UE-35975

Change 3126792 on 2016/09/15 by Rolando.Caloca

	DR - vk - Release render pass cache

Change 3126804 on 2016/09/15 by Rolando.Caloca

	DR - vk - Fix UpdateTexture2D()
	#jira UE-34151

Change 3126884 on 2016/09/15 by Rolando.Caloca

	DR - vk - Compile fix

Change 3126953 on 2016/09/15 by Rolando.Caloca

	DR - Enable GPU capture when running OpenGL under RenderDoc
	- Will also set the memory mode to non coherent so not to kill performance on RenderDoc

Change 3126966 on 2016/09/15 by Rolando.Caloca

	DR - Allow cooking for Vulkan SM4 to help with packaging

Change 3127082 on 2016/09/15 by Guillaume.Abadie

	Wraps up contact shadows for release fixing different artifacts and handling correctly their screen space length.

	#jira UE-35367, UE-33602, UE-33603, UE-33604
	#review-3125887 @brian.karis

Change 3127130 on 2016/09/15 by Mark.Satterthwaite

	Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
	#jira FORT-25869
	#jira UE-34263

Change 3127475 on 2016/09/15 by Rolando.Caloca

	DR - vk - Debug dump

Change 3128131 on 2016/09/16 by Ben.Woodhouse

	(Integrated from //UE4/Private-Partner-NREAL/...)

	Alpha output support for postprocess materials (optional via a parameter)

	Needed for end of frame compositing. Could be used to pass intermediate data from one blendable postprocess to another (e.g edge detection)

Change 3128135 on 2016/09/16 by Ben.Woodhouse

	GPU profiler (PS4) - remove bubbles between commandlist submissions from query times

	Use r.ps4.AdjustRenderQueryTimestamps cvar to enable/disable (defaults to on)

	Also fixes some potential precision issues with unit GPU timing

Change 3128247 on 2016/09/16 by Rolando.Caloca

	DR - vk - Cache framebuffers

Change 3128593 on 2016/09/16 by Rolando.Caloca

	DR - vk - Fix for crash loading map
	#jira UE-36072

Change 3128759 on 2016/09/16 by Mark.Satterthwaite

	Back out changelist 3127130 - its causing a build failure in FPostProcessVelocityScatterVS because hlslcc is picking the wrong as_* overload.

Change 3130236 on 2016/09/19 by Chris.Bunner

	Exposed full SceneCaptureComponent classes instead of select methods.
	#jira UE-35996

Change 3130388 on 2016/09/19 by Rolando.Caloca

	DR - Avoid crash when adding dynamic primitives
	#jira UE-35327

Change 3130393 on 2016/09/19 by Marc.Olano

	Improve vector noise tooltips & documentation

Change 3130547 on 2016/09/19 by Ben.Woodhouse

	Fix for ensure fail when initializing point light shadowmaps.

	This came about because cubemap rendertargets always have Extents of (Resolution, 0). The Y component was implicitly used to determine if it was a cubemap, which is odd... The fix was to make the definition explicit via a flag and initialize both the X and Y parameters.

	I suspect the ensure started happening recently due to a more recent change, but fixing the underlying logic seems like the correct fix.
	#jira UE-35837

Change 3130578 on 2016/09/19 by Daniel.Wright

	Workaround OpenGL/NVidia bug with non-power-of-2 textures by disabling CSM atlassing if we're using OpenGL

Change 3130682 on 2016/09/19 by Rolando.Caloca

	DR - Better fix for UE-35327
	#jira UE-35327

Change 3130767 on 2016/09/19 by Uriel.Doyon

	Better handling of color array in VisualizeComplexity code to prevent assert.
	#jira UE-29332

Change 3130965 on 2016/09/19 by Arne.Schober

	DR - [UE-35679] - the crash was caused by the Resource of the UTexture being Null. And one of the Kismet Nodes calling a function on that resource. The solution was to disable that call from Kismet when only cooking.

Change 3130967 on 2016/09/19 by Chris.Bunner

	Hid redundant texture sampler properties from texture object parameter.
	Hid redundant texture property input on texture parameter nodes.
	Fixed copy-paste error in expression texture parameter docs.
	#jira UE-32724

Change 3131118 on 2016/09/19 by Mark.Satterthwaite

	Second attempt - this time with the correct input types. Add overloads to as* functions in hlslcc - HLSL allows you to call these on variables of the same type, in which case it simply returns the existing value but we had only defined the float<->u/int conversions, so hlslcc added implicit casts that broke such cases (i.e. asuint(uint) -> floatBitsToUint(float(uint))). This change defines the missing overloads as returns with regular casts.
	#jira FORT-25869
	#jira UE-34263

Change 3131153 on 2016/09/19 by Rolando.Caloca

	DR - Fix recompute normals when triangles have a LHS tangent basis

	Integrate from 3028634
	- Also make meshes that don't have morphs be able to run through the recompute normals path
	#jira UE-35472

Change 3131228 on 2016/09/19 by Mark.Satterthwaite

	Duplicate CL #3114668: Always disable asynchronous shader compilation for the global shader map on Metal as some of them are needed very early.
	#jira UE-35240

Change 3131246 on 2016/09/19 by Rolando.Caloca

	DR - Shrink gpu skinning permutations

Change 3131261 on 2016/09/19 by Mark.Satterthwaite

	Fix Metal validation failures due to particle rendering not binding buffers to all buffer inputs declared in the shader.
	ContentExamples Effects no longer aborts complaining that the particle system didn't bind a required buffer.

Change 3131265 on 2016/09/19 by Mark.Satterthwaite

	Fix FMetalDynamicRHI::RHIReadSurfaceData for shared textures on iOS.

Change 3131271 on 2016/09/19 by Mark.Satterthwaite

	Use private memory for the Metal stencil SRV workaround needed on El Capitan.

Change 3131273 on 2016/09/19 by Mark.Satterthwaite

	Disable the lazy-encoder construction in Metal for AMD - there is a situation that causes the lazy construction to perform a clear that isn't wanted and so far this hasn't been tracked down and fixed. Until then, this will render correctly.

Change 3131280 on 2016/09/19 by Mark.Satterthwaite

	For GLSL interpolation mode flags must come before storage mode flags and you can't redeclare the system variable gl_Layer to use a differing interpolation mode.

Change 3131283 on 2016/09/19 by Mark.Satterthwaite

	Change the ShaderCache to not cache resource bindings in the draw states for shader platforms that don't care - reduces the number of draw states considered significantly without reducing effectiveness. We can support ShaderCache with Metal SM5 but not the RHI thread enabled so change when we enable it and make sure we load the binary shader cache.

Change 3131402 on 2016/09/19 by Rolando.Caloca

	DR - Disambiguate callstack
	#jira UE-34415

Change 3131469 on 2016/09/19 by Rolando.Caloca

	DR - vk - Check if we can allocate descriptors off a pool

Change 3131482 on 2016/09/19 by Rolando.Caloca

	DR - vk - Remove unused var

Change 3131506 on 2016/09/19 by Mark.Satterthwaite

	With permission from Josh.A & Michael.T, deprecate Mac OpenGL support. For now this just means visibly warning users with message boxes - but in a future release OpenGL support will be removed from macOS.

Change 3131536 on 2016/09/19 by Rolando.Caloca

	DR - vk - Compile fix

Change 3131564 on 2016/09/19 by Rolando.Caloca

	DR - vk - Submit Hint
	- Disable framebuffer recycling as its causing a hang

Change 3131625 on 2016/09/19 by Mark.Satterthwaite

	Inside MetalRHI add an optional cache for disposed texture objects so we may reuse them - controlled by CVAR rhi.Metal.TextureCacheMode which must be set prior to running as it can't be changed at runtime. Settings: 0 = off, 1 (default) = will attempt to reuse private memory texture objects within the frame they are released otherwise they are disposed of as before. Setting 2 extends the caching to all textures - though Managed/Shared textures cannot be reused until after the frame in which they were released has been processed on the GPU. In this mode id<MTLTexture> objects are never returned to the OS so in order to conserve VRAM calls to setPurgeableState are made to allow the driver to reclaim unusued memory if required.

Change 3131630 on 2016/09/19 by Mark.Satterthwaite

	More statistics in Metal added to track down where performance was going in a particular project but which may be more generally useful.

Change 3131955 on 2016/09/20 by Gil.Gribb

	Merging //UE4/Dev-Main@3129758 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3131978 on 2016/09/20 by Gil.Gribb

	CIS fix

Change 3132584 on 2016/09/20 by Ben.Woodhouse

	Add some additional checks to help track down a rare crash with terrain rendering and shader recompiling

	#jira UE-35937

Change 3132696 on 2016/09/20 by Mark.Satterthwaite

	Use set*Bytes to handle uploading buffers < 4Kb when available - this is faster than lots of small Metal buffers and reduces the amount of GPU heap fragmentation. Where the API feature isn't available or hasn't been tested yet we'll use another ring-buffer inside the MetalCommandEncoder to emulate it.

Change 3132772 on 2016/09/20 by Mark.Satterthwaite

	Rework Metal's handling of RHISetStreamSource calls that override the stride of vertex declarations to be much more efficient.

Change 3132870 on 2016/09/20 by Ben.Woodhouse

	Fix mac compile error

Change 3133049 on 2016/09/20 by Brian.Karis

	Changed light source shapes in reflection captures to use alpha

Change 3133057 on 2016/09/20 by Brian.Karis

	Alphaed out on spot light cone as well.

Change 3133263 on 2016/09/20 by Rolando.Caloca

	DR - vk - Debug names for objects

Change 3133292 on 2016/09/20 by Rolando.Caloca

	DR - vk - Fix SRGB upload/formats

Change 3133395 on 2016/09/20 by Rolando.Caloca

	DR - vk - SM5 fixes

Change 3134026 on 2016/09/21 by Gil.Gribb

	Merging //UE4/Dev-Main@3133983 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3134663 on 2016/09/21 by Chris.Bunner

	Merging Dev-MaterialLayers to Dev-Rendering, CL 3134208. Initial material attribute extensibility changes.
	#jira UE-34347

Change 3134730 on 2016/09/21 by Arne.Schober

	DR - [UE-34481] - Fix minor brokenness found by Gil

Change 3134792 on 2016/09/21 by Chris.Bunner

	Fixed compile errors for non-editor builds.

Change 3135214 on 2016/09/21 by Rolando.Caloca

	DR - vk - Fix visualize texture
	- Dump memory when OOM (to track leaks)

Change 3135225 on 2016/09/21 by Rolando.Caloca

	DR - vk - Ensure on exit if mem leak
	- Update fences if running wait for idle

Change 3135672 on 2016/09/22 by Gil.Gribb

	Merging //UE4/Dev-Main@3135568 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3135793 on 2016/09/22 by Rolando.Caloca

	DR - vk - Set dynamic state after binding pipeline or on a fresh cmd buffer

Change 3135816 on 2016/09/22 by Rolando.Caloca

	DR - Add names for d3d on renderdoc

Change 3135894 on 2016/09/22 by Chris.Bunner

	Fixed initialization order warning.

Change 3136024 on 2016/09/22 by Rolando.Caloca

	DR - vk - Fix stencil faces

Change 3136042 on 2016/09/22 by Marcus.Wassmer

	Fix compile error

Change 3136046 on 2016/09/22 by Chris.Bunner

	Renamed material for PostTonemapHDRColor visualization to reflect actual usage.

Change 3136308 on 2016/09/22 by Uriel.Doyon

	Changed how the component relative rotation is computed, in order to have more consistency after blueprint rescript.
	#jira UE-36094

Change 3136798 on 2016/09/22 by Chris.Bunner

	Gather object references from stereo view state in USceneCaptureComponent. This matches behavior of other classes such as ULocalPlayer.

Change 3137092 on 2016/09/22 by Rolando.Caloca

	DR - vk - Rename pipeline to gfx pipeline

Change 3137263 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135157:
	Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
	#jira FORT-30061

Change 3137265 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135169:
	Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).

Change 3137266 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3135237:
	Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.

Change 3137268 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3136033:
	To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
	Fix GPU selection code in MetalRHI to confirm everything is working.
	#jira FORT-30385

Change 3137269 on 2016/09/22 by Mark.Satterthwaite

	Duplicate CL #3137164:
	Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
	#jira FORT-30377

Change 3137606 on 2016/09/23 by Gil.Gribb

	Merging //UE4/Dev-Main@3137560 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3137936 on 2016/09/23 by Rolando.Caloca

	DR - Split RHICmdList clear into color & ds in prep for changes

Change 3138346 on 2016/09/23 by Rolando.Caloca

	DR - vk - Some renaming and splitting classes in prep for compute

Change 3138628 on 2016/09/23 by Rolando.Caloca

	DR - vk - Fix mem leak on framebuffers

Change 3138721 on 2016/09/23 by Daniel.Wright

	Better comment for r.DefaultFeature.AntiAliasing

Change 3138722 on 2016/09/23 by Daniel.Wright

	Fixed assert from decals with MSAA due to binding the Scene Depth Texture instead of surface

Change 3138723 on 2016/09/23 by Daniel.Wright

	Corrected GC doc

Change 3138892 on 2016/09/23 by Daniel.Wright

	Fixed instanced static meshes being unbuilt after a lighting build if you ever cancelled a previous lighting build

Change 3138905 on 2016/09/23 by Daniel.Wright

	"Optimizations" -> "Optimization Viewmodes"

Change 3138939 on 2016/09/23 by Daniel.Wright

	Disabled the stationary light overlap viewmode with forward shading

Change 3139710 on 2016/09/26 by Rolando.Caloca

	DR - Rename and added texture RHIClearDepthStencil -> RHIClearDepthStencilTexture

Change 3139820 on 2016/09/26 by Rolando.Caloca

	DR - Remove prefix from shader frequency strings

Change 3139828 on 2016/09/26 by Marcus.Wassmer

	Add SetShaderValue() specialization for bools on AsyncCompute commandlists to match the Gfx specialization.

Change 3139840 on 2016/09/26 by Benjamin.Hyder

	Adding VectorNoise Examples to TM-Noise map

Change 3139862 on 2016/09/26 by Rolando.Caloca

	DR - Better log to track down crash
	#jira UE-36271

Change 3140142 on 2016/09/26 by Rolando.Caloca

	DR - Fix clang warning

Change 3140145 on 2016/09/26 by Rolando.Caloca

	DR - Rename RHIClearColor(MRT) to RHIClearColorTextures and pass textures as parameters

Change 3140360 on 2016/09/26 by Daniel.Wright

	Lighting Scenarios and lightmaps moved to separate package
	* Levels can be marked as lighting scenarios (eg Day, Night).  Lighting is built separately for each lighting scenario with actors / lights in all other scenario levels hidden.  Only one lighting scenario level should be visible at a time in game, and its lightmaps will be applied to the world.
	* Most outputs of the lighting build now go into a separate _BuiltData package.  This improves level Save and AutoSave times as the separate package will only be dirtied after lighting rebuilds.
	* If a lighting scenario is present, all lightmaps are placed inside it's _BuiltData package.  This means that only the currently loaded lighting scenario's lightmaps will be loaded (Day or Night, but not both).  This also means that lightmaps for a streaming level will not be streamed with it.
	* For backwards compatibility, existing lightmaps are moved to a new _BuiltData package on load.
	* Reflection captures and precomputed visibility were not moved to the separate package.  Reflection captures are force updated on load of a lighting scenario level, which can increase load times.

Change 3140361 on 2016/09/26 by Daniel.Wright

	Lighting Scenarios UI

Change 3140582 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140166
	Fix the video playback in Fortnite - bind our shader resource texture as the render-target texture as for some reason the playback code expects it there, even though we could never provide one.
	#jira FORT-30551

Change 3140584 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140131:
	Fix crash under the validation layer & Nvidia's El Capitan (10.11) drivers when distance field particle collisions are used without any scene distance fields available - bind the black volume texture when that is the case to avoid bad access on the GPU.
	#jira FORT-30622

Change 3140586 on 2016/09/26 by Mark.Satterthwaite

	Duplicate CL #3140450:
	Fix launching the game on Intel GPUs by disabling Tiled Reflections on Intel for macOS Sierra like we did for El Capitan as there's currently a driver bug to means it doesn't work properly.
	#jira FORT-30649

Change 3140594 on 2016/09/26 by Zabir.Hoque

	Fix benchmark shaders register bindings. TEXCOORD0 was bound to register 1 in VS and then register 0 in PS. DX12 treats this a PSO creation failuer unlike DX11 this was an error.

Change 3140601 on 2016/09/26 by Marcus.Wassmer

	New 'Cinematic' Scalability level.  Remove unused 'new' motionblur CVAR

Change 3140602 on 2016/09/26 by Zabir.Hoque

	CreateTexture3D on XB1 DX11 was leaking ESRAM by reserving it but not allocating to it.

	#Tests: Fix was tested by licensee (GearBox).

Change 3140622 on 2016/09/26 by Rolando.Caloca

	DR - vk - More prep for sm5

Change 3140765 on 2016/09/26 by Rolando.Caloca

	DR - Fix ensure from bad clear depth surface

Change 3141251 on 2016/09/27 by Rolando.Caloca

	DR - vk - Rename & cleanup

Change 3141394 on 2016/09/27 by Rolando.Caloca

	DR - vk - Compute pipeline state

Change 3141463 on 2016/09/27 by Mark.Satterthwaite

	Fix the include order to avoid compile errors on Mac.

Change 3141529 on 2016/09/27 by Gil.Gribb

	Merging //UE4/Dev-Main@3139632 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3141830 on 2016/09/27 by zachary.wilson

	Adding testing content for lighting scenarios to collaborate with Ben

Change 3141941 on 2016/09/27 by Olaf.Piesche

	Speculative fix for UE-34815; have yet to repro this but there's really only so many things it could be. I currently don't see how the sim resources could go away after queueing, so I'm replacing the check with an ensure and null checking the resource pointer.

Change 3142035 on 2016/09/27 by Olaf.Piesche

	Fix compiler error from silly leftover bit of code.

Change 3142065 on 2016/09/27 by Benjamin.Hyder

	Updating Lighting Scenario map

Change 3142262 on 2016/09/27 by Mark.Satterthwaite

	Change Apple RHI initialisation to select the first compatible shader platform to decide which RHI to initialise. Internally in MetalRHI we must gracefully fallback to a lower feature-level when this initial selection is not available on the current device/OS, in which case we need to validate that the selected shader platform was actually packaged. The order of initialisation is different per-platform:
	On Mac: Order of initialisation is the order listed in TargetedRHIs .ini specifications.
	On iOS/tvOS: Order is explicit: Metal MRT > Metal ES 3.1 > OpenGL ES 2
	#jira UE-35749

Change 3142292 on 2016/09/27 by Rolando.Caloca

	DR - hlslcc - Fix for warning X3206: implicit truncation of vector type causing error
	#jira UE-31438

Change 3142397 on 2016/09/27 by Mark.Satterthwaite

	Update hlslcc for Mac including RCO's changes in CL #3142292.
	#jira UE-31438

Change 3142438 on 2016/09/27 by Daniel.Wright

	UMapBuildDataRegistry's created for legacy lightmap data are placed in the map package, which avoids problems with cooking

Change 3142452 on 2016/09/27 by Rolando.Caloca

	DR - Proper support for int defines

Change 3142519 on 2016/09/27 by Arne.Schober

	DR - [UE-33438] - Added a Project Setting to enable Skincache Shader Permuations. The Default value for the Skincache mode was changed to enabled. The reasoning behind this was that it will be auto disabled when Skincache Shaders are disabled, and runtime toggle is a debuging feature that mainly programmers are dealing with. The Recompute Tangents option in the Skinned Mesh is now automatically grayed out when no Skincache Shader Permuations are available.

Change 3142537 on 2016/09/27 by Daniel.Wright

	Fixed r.ScreenPercentage with MSAA - a scissor rect was being setup during the resolve and not reset

Change 3142691 on 2016/09/27 by Daniel.Wright

	Disabled renaming of legacy ULightmap2D's to the separate package since UMapBuildDataRegistry is no longer put in a separate package for legacy content

Change 3142711 on 2016/09/27 by Daniel.Wright

	GComponentsWithLegacyLightmaps entries get handled by USceneComponent::AddReferencedObjects, fixes a crash when you open a map directly from the content browser

Change 3142712 on 2016/09/27 by Daniel.Wright

	Separate category for ParticleCutout properties

Change 3142762 on 2016/09/27 by Uriel.Doyon

	Added per static mesh and per skeletal mesh UV density data. The data is now saved and available in cooked builds.
	The density are computed by the engine but can be overridden by the user in the material tabs.

	Texture streaming intermediate component data is now per material instead of per lod-section.

	New ViewModeParam in FSceneViewFamily allowing context specific param per viewmode.
	This is currently used to show which UV channel and which texture index is being
	shown in the texture streaming accuracy viewmodes.
	This replaces r.Streaming.AnalysisIndex

	Renamed texture streaming viewmodes:
	MeshTexCoordSizeAccuracy -> MeshUVDensityAccuracy
	MaterialTexCoordScalesAccuracy -> MaterialTextureScaleAccuracy
	MaterialTexCoordScalesAnalysis -> OutputMaterialTextureScales

	Improved UV density computation and viewmode.

	LightmapUVDensity is now computed separately from UVChannel Density.

	Fixed texture streaming for instanced static mesh component and derived types.

Change 3143464 on 2016/09/28 by Daniel.Wright

	Removed 'experimental' from forward shading setting

Change 3143508 on 2016/09/28 by Chris.Bunner

	Added component type handling to FoldedMath and Length material expressions.
	#jira UE-36304

Change 3143557 on 2016/09/28 by Rolando.Caloca

	DR - Back out changelist 3142292

Change 3143563 on 2016/09/28 by Rolando.Caloca

	DR - vk - Force hlslcc re-link

Change 3143648 on 2016/09/28 by Daniel.Wright

	Moved GetMeshMapBuildData to UStaticMeshComponent since FStaticMeshComponentLODInfo::OwningComponent can't be initialized reliably in the case of SpawnActor off of a blueprint default that has LODData entries already.

Change 3143661 on 2016/09/28 by Chris.Bunner

	Warning fix.

Change 3143723 on 2016/09/28 by Daniel.Wright

	DumpUnbuiltLightIteractions after lighting build for debugging

Change 3143822 on 2016/09/28 by Arne.Schober

	DR - Refactoring of the ViewMatrices. Moved the Derived Matrices into the FViewMatrix struct. Made all members private do emphasize the static constness of that struct after creation. Renamed the heavy weight members on this struct to Compute*. Methods that modify The ViewMatrices have been renamed to Hack* to discurage their use in the future until a better solution for those problems is found. The ViewMatrix modification is especially misleading because it only changes the State of the ViewMatrices to read their Position from the Material Editior as if coming from the Lightsource (mainly for manual bilboards) as well as doing someting similar to generate CPU bilboards for shadows.

Change 3143860 on 2016/09/28 by Benjamin.Hyder

	Updating TM-Noise map to include 3d noise examples

Change 3143939 on 2016/09/28 by Rolando.Caloca

	DR - vk - Better debugging of submissions
	- Added r.Vulkan.IgnoreCPUReads to help track down hangs on some ihvs

Change 3144006 on 2016/09/28 by Brian.Karis

	Fixed PixelError not being set correctly with LOD groups.

	Removed unneeded Simplygon references.
	Mesh reduction module can now be chosen by name with r.MeshReductionModule

Change 3144026 on 2016/09/28 by Benjamin.Hyder

	Updating QA-Effects map to correct numbering issue

Change 3144098 on 2016/09/28 by Arne.Schober

	DR - ViewMatrices Refactoring - Fix UT

Change 3144158 on 2016/09/28 by Rolando.Caloca

	DR - Undo splitting RHI command context

Change 3144952 on 2016/09/29 by Rolando.Caloca

	DR - vk - Missing swapchain flag

Change 3145064 on 2016/09/29 by Olaf.Piesche

	#jira UE-36091

	Pulling range update for vector distributions even when UDist is not dirty; some content has a lookup table and a clean dist, but the range values have not been baked; always pulling them should be safe and not significantly costly.

Change 3145354 on 2016/09/29 by Benjamin.Hyder

	Updating Tm-ContactShadows

Change 3145485 on 2016/09/29 by Daniel.Wright

	Made SeamlessTravelLoadCallback handle legacy lightmaps

Change 3145527 on 2016/09/29 by Daniel.Wright

	Don't clear legacy lightmap annotations on each map - fixes lighting unbuilt when doing seamless travel

Change 3145530 on 2016/09/29 by Simon.Tovey

	UE-36188 - Editor crash when updating hierarchical instance static mesh component

	Dirtied render state rather than unsafe update of bounds.

Change 3145608 on 2016/09/29 by Gil.Gribb

	Attempt to fix a random compiler error under win32

Change 3145749 on 2016/09/29 by Uriel.Doyon

	Fix for static analysis warning

Change 3146091 on 2016/09/29 by Zabir.Hoque

	RHI Interface changes to support PSO based APIs

Change 3146092 on 2016/09/29 by Zabir.Hoque

	D3D12 RHI support for PSO based APIs.

Change 3146590 on 2016/09/30 by Gil.Gribb

	Merging //UE4/Dev-Main@3146520 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3146731 on 2016/09/30 by Rolando.Caloca

	DR - Fix merge conflicts

Change 3146778 on 2016/09/30 by Rolando.Caloca

	DR - More integration compile fixes

Change 3146790 on 2016/09/30 by Rolando.Caloca

	DR - Integration fix

Change 3146849 on 2016/09/30 by Rolando.Caloca

	DR - Final integration fix

Change 3146899 on 2016/09/30 by Daniel.Wright

	Static analysis fix for dereferencing World

Change 3147020 on 2016/09/30 by Rolando.Caloca

	DR - vk - Fix depth issue on AMD cards
	- Added VULKAN_KEEP_CREATE_INFO to help debugging creation
	- Added num color attachments to pipeline key

Change 3147034 on 2016/09/30 by Rolando.Caloca

	DR - Fix Kite crash where shader pipelines were optimizing non-tessellation pipelines
	#jira UE-36277
	#jira UE-36500

Change 3147080 on 2016/09/30 by Rolando.Caloca

	DR - vk - Disable debug info by default

Change 3147082 on 2016/09/30 by Chris.Bunner

	Allow tessellation to be used with DrawTile calls by swapping fixed mesh to triangle list.
	#jira UE-36491

Change 3147388 on 2016/09/30 by Chris.Bunner

	Blacklisted Nvidia driver 372.70 as it has known stability issues skewing our top crashes list. Also updated recommended version numbers.
	#jira UE-35288

Change 3147394 on 2016/09/30 by Chris.Bunner

	Additional logging for rare error.
	#jira UE-35812

Change 3147459 on 2016/09/30 by Rolando.Caloca

	DR - vk - Some more srgb formats

Change 3147537 on 2016/09/30 by Rolando.Caloca

	DR - vk - Standarize srgb flag like D3D11
	- Minor FVulkanShader cleanup

Change 3147620 on 2016/09/30 by Olaf.Piesche

	#jira UE=34486
	particle component tick function task can be invalid during pause; add check

Change 3148028 on 2016/10/01 by Daniel.Wright

	Renamed RenderingSettings.cpp to match header

Change 3148059 on 2016/10/01 by Daniel.Wright

	Disabled reparenting in the profiler which is disorienting

Change 3148067 on 2016/10/01 by Daniel.Wright

	Support for ReflectionEnvironment and light type show flags with ForwardShading

Change 3148069 on 2016/10/01 by Daniel.Wright

	Added CapsuleIndirectShadowMinVisibility to SkinnedMeshComponent, so artists have control over indirect capsule shadow darkness without changing cvars

Change 3148072 on 2016/10/01 by Daniel.Wright

	Added a rendering setting to disable the new lightmap mixing behavior, where smooth surfaces don't have any mixing.  r.ReflectionEnvironmentLightmapMixBasedOnRoughness

Change 3148073 on 2016/10/01 by Daniel.Wright

	r.VertexFoggingForOpaque only affects forward shading - manual copy of Ben's fix from Orion stream

Change 3148074 on 2016/10/01 by Daniel.Wright

	Enabled planar reflection receiving on the material used for the preview of a APlanarReflection

Change 3148084 on 2016/10/01 by Daniel.Wright

	Fixed reflections on Surface TranslucencyVolume in deferred

Change 3148085 on 2016/10/01 by Daniel.Wright

	Fixed planar reflection composite being done too many times in stereo deferred

Change 3148086 on 2016/10/01 by Daniel.Wright

	Clamp IndirectLightingQuality to 1 in preview builds - keeps preview useful even with IndirectLightingQuality jacked up to 10.

Change 3148107 on 2016/10/01 by Daniel.Wright

	CIS fix

Change 3148113 on 2016/10/01 by Daniel.Wright

	Translucency lighting modes for forward shading
	* Per-vertex modes use GetSimpleDynamicLighting since they can't support specular anyway

Change 3148306 on 2016/10/02 by Rolando.Caloca

	DR - vk - Fix for some NV drivers on Win10

Change 3148307 on 2016/10/02 by Rolando.Caloca

	DR - vk - Compute pipeline

Change 3148358 on 2016/10/02 by Rolando.Caloca

	DR - vk - Consolidate and renumber enum for binding types

Change 3148396 on 2016/10/03 by Rolando.Caloca

	DR - vk - Warning fix

Change 3148697 on 2016/10/03 by Benjamin.Hyder

	Submitting M_Chromebal after enabling planar reflectionsl

Change 3148799 on 2016/10/03 by Rolando.Caloca

	DR - vk - static analysis fix

Change 3148934 on 2016/10/03 by Chris.Bunner

	Added pre-skinned local position material graph node, vertex shader only.

Change 3148994 on 2016/10/03 by Chris.Bunner

	Added missing header file.

Change 3149085 on 2016/10/03 by Daniel.Wright

	Support for ReflectionEnvironment show flag in base pass reflections without any shader overhead

Change 3149095 on 2016/10/03 by Rolando.Caloca

	DR - vk - Disable new render passes

Change 3149125 on 2016/10/03 by Rolando.Caloca

	DR - vk - Fix for multiple memory types

Change 3149181 on 2016/10/03 by Rolando.Caloca

	DR - Better message when missing pipelines

Change 3149215 on 2016/10/03 by Rolando.Caloca

	DR - RHIClearColor -> RHIClearColorTexture
	#tests Orion Editor run match on Agora_P

Change 3149288 on 2016/10/03 by Chris.Bunner

	Added PreTonemapHDRColor for buffer visualization and target output.
	#jira UE-36333

Change 3149402 on 2016/10/03 by Daniel.Wright

	Light attenuation buffer is now multisampled, fixes preshadows with MSAA (depth testing failed during stencil pass) but adds a resolve (.12ms at VR res)

Change 3149403 on 2016/10/03 by Daniel.Wright

	Forward lighting supports lighting channels

Change 3149574 on 2016/10/03 by Marcus.Wassmer

	PR #2817: Ansel/Photography system (Contributed by adamnv)
	Modified to become a plugin

Change 3149615 on 2016/10/03 by Rolando.Caloca

	DR - vk - Fix PF_G16R16 which fixes reflections

Change 3149639 on 2016/10/03 by Olaf.Piesche

	Adding more ensures to catch NaNs occasionally appearing in particle locations early

Change 3149745 on 2016/10/03 by Uriel.Doyon

	Moved UVDensity computation in the staticmesh DDC.

Change 3149749 on 2016/10/03 by Daniel.Wright

	Fixed lightmaps on BSP, which was fallout from Lighting Scenarios backwards compatibility

Change 3149755 on 2016/10/03 by Benjamin.Hyder

	Checking in built lighting for QA-postprocessing

Change 3149758 on 2016/10/03 by Benjamin.Hyder

	re-submitting built lighting for QA-PostProcessing

Change 3149940 on 2016/10/04 by Gil.Gribb

	Merging //UE4/Dev-Main@3149754 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3150098 on 2016/10/04 by Marcus.Wassmer

	Fix some clang and win32 errors

Change 3150323 on 2016/10/04 by Rolando.Caloca

	DR - vk - Static analysis fix

Change 3150456 on 2016/10/04 by Daniel.Wright

	Revert temp logs

Change 3150731 on 2016/10/04 by Daniel.Wright

	Static lights now add a dummy map build data entry for their ULightComponent::IsPrecomputedLightingValid

Change 3150795 on 2016/10/04 by Marcus.Wassmer

	Fix RHIClearUAV and Drawindirect bugs on PS4.
	Also fix PS4 compile error from bad merge.

Change 3151065 on 2016/10/04 by Ben.Marsh

	Merging //UE4/Dev-Main to Dev-Rendering (//UE4/Dev-Rendering)

Change 3151134 on 2016/10/04 by Brian.Karis

	Fixed corrupt mesh generation from quadric simplifier due to uninitialized color array.

Change 3151201 on 2016/10/04 by Marcus.Wassmer

	Nvidia approved icon for ansel plugin.

Change 3151240 on 2016/10/04 by Marcus.Wassmer

	Fix string concat build error.

Change 3151258 on 2016/10/04 by Ben.Marsh

	Fix compile error.

Change 3151290 on 2016/10/04 by Marcus.Wassmer

	Bumping static mesh DDC key to hopefully fix distancefield crashes after brian's quadric simplifier fix.

Change 3152104 on 2016/10/05 by Chris.Bunner

	Workaround for legacy BreakMA material node invalid component masks.
	#jira UE-36832

Change 3152130 on 2016/10/05 by Ben.Woodhouse

	Fix issue with skylight SH and fast semantics on DX11. We need to clear the cube scratch textures before writing to them to avoid issues when reading them back for mip downsampling
	#jira UE-35890

Change 3152240 on 2016/10/05 by Rolando.Caloca

	DR - Fix for missing gizmo colors
	#jira UE-36515

Change 3152338 on 2016/10/05 by Daniel.Wright

	Hopeful fix for FDistanceFieldVolumeTexture assert in the cooker

Change 3152833 on 2016/10/05 by Brian.Karis

	Improved precision of quadrics. Fixes bad triangles on large meshes

Change 3153376 on 2016/10/06 by Rolando.Caloca

	DR - Fix for SM4 missing pipelines fallout

Change 3153650 on 2016/10/06 by Gil.Gribb

	Merging //UE4/Dev-Main@3153068 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3153656 on 2016/10/06 by Uriel.Doyon

	Fixed main integration compilation issues.
	Some of the Mesh UVDensity UI is temporary disabled.

Change 3153725 on 2016/10/06 by Uriel.Doyon

	Fixed crash when source data is missing for lightmaps
	#jira UE-36157

Change 3153998 on 2016/10/06 by Gil.Gribb

	Merging //UE4/Dev-Main to Dev-Rendering@3153705 (//UE4/Dev-Rendering)

Change 3154056 on 2016/10/06 by Marcus.Wassmer

	Fix compile errors from merge.  Also restore some light scencario code

Change 3154176 on 2016/10/06 by Marcus.Wassmer

	Fix deprecation warning

Change 3154252 on 2016/10/06 by Marcus.Wassmer

	Fix more deprecation warnings

Change 3154632 on 2016/10/07 by Chris.Bunner

	Fix for incorrect re-entrant detection with a function called twice in a row. The function input Preview expression is overridden when the function is called to link it into the caller graph, but it was restored too late for chained calls to the same function.
	#jira UE-37002

[CL 3154728 by Gil Gribb in Main branch]
2016-10-07 10:20:36 -04:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
James Golding
72fa7c6508 Use new VHACD library for generating auto convex collision (only enabled on windows until other platforms can test)
#codereview ori.cohen, ben.marsh, michael.trepka, mark.satterthwaite, dmitry.rekman

[CL 2495503 by James Golding in Main branch]
2015-03-30 07:26:43 -04:00
Rolando Caloca
e463935a85 UE4 - Save generated LODs for static meshes
#codereview Nick.Penwarden

[CL 2454746 by Rolando Caloca in Main branch]
2015-02-21 13:20:31 -05:00
Richard TalbotWatkin
3d132f3e1b Added socket snap to vertex and socket metadata. Merged pull request, adapted to latest build, and added feature to set orientation of the socket to the normal of the selected vertex.
#jira UE-4621 - GitHub 200 : Socket snap to vertex and socket meta data
#github Pull request #200

[CL 2398522 by Richard TalbotWatkin in Main branch]
2015-01-06 04:14:48 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Andrew Brown
7c0d45da38 Creating new static mesh collision enables collision view (if not already enabled)
#ttp 345296 - NUX: When creating collision in static mesh editor, enable collision viewing so you can see result

#branch UE4

#change Also added a param to AddPrim to specify whether we want to clear the selection, just to remove duplicate code.

reviewed by Thomas.Sarkanen

[CL 2305555 by Andrew Brown in Main branch]
2014-09-22 10:22:29 -04:00
Brian Karis
9d26f950d0 Tore out D3DX generate UVs and the mesh editor tab for it.
[CL 2285473 by Brian Karis in Main branch]
2014-09-04 19:57:12 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Andrew Brown
b0f3feca6f Static mesh editor can now create Box/Sphyl and have multiple collision primitives, which can be manipulated.
#ttp 334968 - TOOLS FEATURE: Add primitive collision inside the static mesh editor

#branch UE4

#change
GenerateSimpleCollision funcs now return true if any collision was built
Moved Prompt to build collision into a func (to remove duplicate code), and modified so that the options are Yes=Replace, No=Add-To, Cancel = Cancel.
Added CalcBoundingSphyl code which is loosely based on the Sphere code in that it finds the best axis to align the sphyl with (but locally rotates so it can treat the Z axis as length, regardless). It they finds the radius to best enclose the Sphyl (same as Sphere, but 2D). Then it increase the length of the Sphyl until that encapsulates all the remaining points.

Replace instances of AddZeroed with Add(FKTypeElem()) so that the vtable would be created correctly if a base struct was introduced.
Moved PhysX code which scales the Elems from ModifyPrimitiveSize to their own struct func (ScaleElem) so that it could be used elsewhere.

Added new struct FPrimData which contains the PrimType and PrimIndex so we can look the corresponding collision Elem up in our BodySetup. The static mesh editor session which is open for a particular static mesh keeps track of these using the following:
IsPrimValid û Checks to see if the prim data could be valid
HasSelectedPrims û Returns true if there are any selected prims
IsSelectedPrim û Check to see if the prim data is selected
AddSelectedPrim û Adds prim data to our selection
RemoveSelectedPrim û Removes prim data from our selection
RemoveInvalidPrism - Removes any prims which are no longer valid from the selection
ClearSelectedPrims û Removes all the prim data from our selection
DuplicateSelectedPrims û Duplicates the selected prims
TranslateSelectedPrims - Translates the selected prims by a specified amount
RotateSelectedPrims - Rotates the selected prims by a specified amount
ScaleSelectedPrims - Scales the selected prims by a specified amount
CalcSelectedPrimsAABB - Calculates the bounding box of the selected prims
DeleteSelectedPrims û Deletes the selected prims
GetLastSelectedPrimTransform û Gets the transform of the last prim which was added to the selection.
GetPrimTransform - Gets the transform of a specified prim
SetPrimTransform - Sets the transform of a specified prim
Added placeholder calls to begin/end transaction where itÆs needed whenever the bodysetup prims are modified.

Added new Static Mesh Editor menu option to create a capsule/sphyl
Added dedicated collision toggle flag to the Static Mesh Editor so we could manage our own handling of the draw functions in order to inject hit proxies where needed so we can test when theyÆve been clicked on in the viewport.
Widget now works when selecting collision Elems. Space toggles the manipulation method.
SelectedPrims can be trans/rot/scaled using the editor widget.
Prims can be duplicated or deleted either using menu entries or keyboard shortcuts. Alt+drag is also supported for duplication.
ProcessClick was updated so that whenever a new selection type is clicked on the previous types are deselected (sockets, prims, edges), and other code location were updated to clear the selected prims where appropriate.
Modified OnFocusViewportToSelection so that it also focuses on the selected elems too
Modified SetSelectedSocket so that when passing NULL it deselects all the sockets

[CL 2104326 by Andrew Brown in Main branch]
2014-06-13 05:03:24 -04:00