#jira UE-1112 - If a normal map texture is imported and it has an alpha channel it will not be recognized as a normal map.
[CL 2539102 by Richard TalbotWatkin in Main branch]
Original code was by Wes Fudala, contacted him and the reason he wrote it orginally (2012) was with the assumption that it would be possible to paint to seperate LOD levels.
- Removed RemoveInstanceVertexColorsWorker(MeshPaintEdMode) function (unnecessary and very similar to RemoveInstanceVertexColorsFromLOD (StaticMeshComponent)
- Altered RemoveComponentInstanceVertexColors (MeshPaintEdMode), does original checks but now calls RemoveInstanceVertexColors (StaticMeshComponent) which has the desired outcome
[CL 2539060 by Jurre DeBaare in Main branch]
UE-15030 - Linker errors when deriving from ADecalActor in game
Also cleaned up some inline forward declarations so they're done at the top of the file instead.
[CL 2538876 by Jamie Dale in Main branch]
#jira UE-12512 - Multi-edit gameplay tags on data assets only applies the changes to one asset, not all assets
#codereview Billy.Bramer
[CL 2538848 by Richard TalbotWatkin in Main branch]
Fix for FShader crash while streaming a level.
- Made FShader ref counting more thread safe
- Added extra locks when unregistering the shader so that released shaders can't be found in the shader id map while a shader is being released
- Made sure FShaderType::FindShaderById adds a reference to existing shaders while serializaing inline shader maps.
[INTEGRATE] Change 2532254 by Robert.Manuszewski@Robert_Manuszewski_Raptor1 on 2015-04-30 14:18
Better fix for crashes when streaming. Making FShader AND FShaderResource handling thread safe
[CL 2538774 by Robert Manuszewski in Main branch]
- Use the binary name that matches the staged binary.
- Do not require IP if running under Linux and not starting remotely.
[CL 2538679 by Dmitry Rekman in Main branch]
- Unlike Windows, quotes from paths weren't stripped out on Linux. Mac might have been affected as well.
#codereview Michael.Trepka
[CL 2538576 by Dmitry Rekman in Main branch]
- Add GetGameplayEffectCount as a blueprint callable function on ability system components
- Returns the sum of the number of the specified effect on the target ability system component (this sum includes stack counts)
- Example:
- Non-stacking GE applied 7 separate times: GetGameplayEffectCount returns 7
- Stack by target GE with a limit of 5, applied 2 times by caster A, 1 time by caster B, and 3 time by caster 3: GetGameplayEffectCount returns 5
- Stack by source GE with a limit of 5, applied 5 times by caster A, 4 times by caster B: GetGameplayEffectCount returns 9
- Can also be given an optional instigator ability system component, in which case will only include count applied by that component
- NOTE: Stack by target GEs only store their last instigator, so they are not particularly useful with the instigator filter
#codereview David.Ratti
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2536839 by Billy.Bramer on 2015/05/04 22:35:28.
[CL 2538494 by Billy Bramer in Main branch]