#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3323393 on 2017/02/27 by Ben.Cosh
This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
#Proj Engine
Change 3379355 on 2017/04/04 by Lauren.Ridge
Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences.
Change 3379389 on 2017/04/04 by Nick.Darnell
Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated.
Change 3379551 on 2017/04/04 by Nick.Darnell
Automation - Adding more logging to the automation controller when generating reports.
Change 3379554 on 2017/04/04 by Nick.Darnell
UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts.
Change 3379565 on 2017/04/04 by Nick.Darnell
UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION. Will make bindings safer to call from blueprints.
Change 3379576 on 2017/04/04 by Lauren.Ridge
Parameter group dropdown now sorts alphabetically
Change 3379592 on 2017/04/04 by JeanMichel.Dignard
Fbx Morph Targets import optimisation
- Only reimport the points for each morphs and compute the tangents for the wedges affected by those points.
- Removed the full skeletal mesh rebuild on each morph target import.
- Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero.
Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file.
#jira UE-34125
Change 3380260 on 2017/04/04 by Nick.Darnell
UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted.
Change 3380551 on 2017/04/05 by Andrew.Rodham
Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level
#jira UE-43446
Change 3380555 on 2017/04/05 by Andrew.Rodham
Sequencer: Automated unit tests for the segment and track compilers
Change 3380647 on 2017/04/05 by Nick.Darnell
UMG - Tweaking some stuff on the experimental rich textblock.
Change 3380719 on 2017/04/05 by Yannick.Lange
Fix 'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData.
#jira UE-43667
Change 3380765 on 2017/04/05 by Nick.Darnell
UMG - Fixing a few more instances of OPTIONAL_BINDING.
Change 3380786 on 2017/04/05 by Yannick.Lange
Wrap SortPriority in GetParameterSortPriority with WITH_EDITOR.
Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt
PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist)
Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt
Expose static mesh material accessors to blueprints
#jira UE-43631
Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt
Added a way to enable or disable the component transform units display independently from unit display anywhere else. This is off by default
Change 3381705 on 2017/04/05 by Yannick.Lange
- Slate application multiple input pre-processors.
- Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor.
Change 3381959 on 2017/04/05 by Yannick.Lange
Back out changelist 3381705. Old changelist.
Change 3382049 on 2017/04/05 by Yannick.Lange
- Slate application multiple input pre-processors in a wrapper class.
- Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor.
- Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor.
Change 3382450 on 2017/04/06 by Andrew.Rodham
Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds
Change 3382468 on 2017/04/06 by Yannick.Lange
Rename AllowWorldMovement parameter to bAllow.
Change 3382474 on 2017/04/06 by Yannick.Lange
Make GetInteractors constant because we dont want it to be possible to change this arrray.
Change 3382492 on 2017/04/06 by Yannick.Lange
VR Editor: Floating UI's are stored in a map with FNames as key.
Change 3382502 on 2017/04/06 by Yannick.Lange
VR Editor: Use asset container for auto scaler sound.
Change 3382589 on 2017/04/06 by Nick.Darnell
Slate - Upgrading usages of SetInputPreprocessor. Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected. Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality.
Change 3382594 on 2017/04/06 by Nick.Darnell
UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead. For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect.
Change 3382672 on 2017/04/06 by Nick.Darnell
Build - Fixing incremental build.
Change 3382674 on 2017/04/06 by Nick.Darnell
Removing a hack added by launcher.
Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt
Fixed plugin browser auto-resizing when scrolling. Gave it a proper splitter
Change 3382875 on 2017/04/06 by Michael.Trepka
Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously.
#jira FORT-34952
Change 3383303 on 2017/04/06 by Lauren.Ridge
Adding sort priority to texture parameter code
Change 3383561 on 2017/04/06 by Jamie.Dale
Fixed MaximumIntegralDigits incorrectly including group separators in its count
Change 3383570 on 2017/04/06 by Jamie.Dale
Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled
Change 3384507 on 2017/04/07 by Lauren.Ridge
Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set.
#jira UE-21172
Change 3384804 on 2017/04/07 by Joe.Graf
Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer
#CodeReview: marc.audy
#rb: n/a
Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt
Fix dirtying levels just by copying actors if the level contains a foliage actor. The foliage system makes lazy asset pointers
#jira UE-43750
Change 3385127 on 2017/04/07 by Lauren.Ridge
Adding WITHEDITOR to OnDragDropCheckOverride
Change 3385241 on 2017/04/07 by Jamie.Dale
Removing warning if asking for a null or empty localization provider
Change 3385442 on 2017/04/07 by Arciel.Rekman
Fix a number of problems with Linux splash.
- Thread safety (UE-40354).
- Inconsistent font (UE-35000).
- Change by Cengiz Terzibas.
Change 3385708 on 2017/04/08 by Lauren.Ridge
Resaving VREditor asset container with engine version
Change 3385711 on 2017/04/08 by Arciel.Rekman
Speculative fix for a non-unity Linux build.
Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt
Fix stats not being enabled when in simulate
Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt
PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts)
Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt
PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts)
Change 3386381 on 2017/04/10 by Michael.Trepka
PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist)
Change 3388223 on 2017/04/11 by matt.kuhlenschmidt
Deleted collection: MattKTest
Change 3388808 on 2017/04/11 by Lauren.Ridge
Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor.
#jira UE-20882
Change 3388843 on 2017/04/11 by Lauren.Ridge
Forward declaring custom reset override. Fix for incremental build error
Change 3388950 on 2017/04/11 by Nick.Darnell
PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair).
Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes.
Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt
Removed crashtracker
Change 3389004 on 2017/04/11 by Lauren.Ridge
Fix for automated test error - additional safety check for if the reset button has been successfully created.
Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt
Removed editor live streaming
Change 3389077 on 2017/04/11 by Jamie.Dale
Removing QAGame config change
Change 3389078 on 2017/04/11 by Nick.Darnell
Fortnite - Fixing an input preprocessor warning.
Change 3389136 on 2017/04/11 by Nick.Darnell
Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago.
Change 3389147 on 2017/04/11 by Nick.Darnell
UMG - Fixing a critical error with the alignment of the lock icon.
#jira UE-43881
Change 3389401 on 2017/04/11 by Nick.Darnell
UMG - Adds a designer option to control respecting the locked mode.
Change 3389638 on 2017/04/11 by Nick.Darnell
UMG - Adding the Widget Reflector button to the widget designer.
Change 3389639 on 2017/04/11 by Nick.Darnell
UMG - Tweaking the respect lock icon.
Change 3390032 on 2017/04/12 by JeanMichel.Dignard
Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram")
Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt
PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames)
Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt
PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge)
Change 3390196 on 2017/04/12 by Lauren.Ridge
Fix for crash on opening assets without reset to default button enable
Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt
PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist)
#jira UE-5528
Change 3390427 on 2017/04/12 by Jamie.Dale
Fixed not being able to set pure whitespace values on FText properties
#jira UE-42007
Change 3390712 on 2017/04/12 by Jamie.Dale
Content Browser search now takes the display names of properties into account
#jira UE-39564
Change 3390897 on 2017/04/12 by Nick.Darnell
Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front.
Change 3390900 on 2017/04/12 by Nick.Darnell
Making a Cast CastChecked in UScaleBox.
Change 3390907 on 2017/04/12 by Nick.Darnell
UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI.
Change 3390934 on 2017/04/12 by Cody.Albert
Fix to set correct draw layer in FSlateElementBatcher::AddElements
Change 3390966 on 2017/04/12 by Nick.Darnell
Input - Force inline some core input functions.
Change 3391207 on 2017/04/12 by Jamie.Dale
Fixed moving a folder containing a level not moving the level
Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets
#jira UE-42091
Change 3391327 on 2017/04/12 by Mike.Fricker
Removed Twitch support and GameLiveStreaming
Change 3391405 on 2017/04/12 by Mike.Fricker
Removed Twitch support and GameLiveStreaming (part 2)
Change 3391407 on 2017/04/12 by Mike.Fricker
Removed some remaining EditorLiveStreaming and CrashTracker code
Change 3392296 on 2017/04/13 by Yannick.Lange
VR Editor: New assets in asset containers for gizmo rotation.
Change 3392332 on 2017/04/13 by Nick.Darnell
Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up.
Change 3392349 on 2017/04/13 by Cody.Albert
Corrected typo
Change 3392688 on 2017/04/13 by Yannick.Lange
VR Editor: Resaved asset containers
Change 3392905 on 2017/04/13 by Jamie.Dale
Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file
Change 3393514 on 2017/04/13 by Yannick.Lange
VR Editor: Temp direct interaction pointer.
Change 3393930 on 2017/04/14 by Yannick.Lange
VR Editor: Remove unused transform gizmo
Change 3394084 on 2017/04/14 by Max.Chen
Audio Capture: No longer beta
Change 3394499 on 2017/04/14 by Cody.Albert
Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track
#rnx
Change 3395703 on 2017/04/17 by Yannick.Lange
Duplicate from Release-4.16 CL 3394172
Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles.
#jira UE-43964
Change 3395794 on 2017/04/17 by Mike.Fricker
#rn Fixed FastXML not loading XML files with attributes delimited by single quote characters
Change 3395945 on 2017/04/17 by Yannick.Lange
VR Editor: Swap end and start of laser, because they start of laser was using end mesh.
Change 3396253 on 2017/04/17 by Michael.Dupuis
#jiraUE-43693:
While moving foliage instance between levels, UI count was'nt updating properly
Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel
Ask to save foliage type as asset while moving between level foliage instances containing local foliage type
Change 3396291 on 2017/04/17 by Michael.Dupuis
#jira UE-35029:
Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree
Added possibility to register on bounds changed of a static mesh in editor mode
Rebuild the occlusion tree if the mesh bounds changed
Rebuild the occlusion tree if we change the mesh associated with a foliage type
Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation
Change 3396293 on 2017/04/17 by Michael.Dupuis
#jira UE-40685:
Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles
Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt
PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts)
Change 3397675 on 2017/04/18 by Alex.Delesky
#jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed.
Change 3397818 on 2017/04/18 by Yannick.Lange
ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY.
- Remove destructors for uobjects.
Change 3397832 on 2017/04/18 by Yannick.Lange
VR Editor: Remove unused vreditorbuttoon
Change 3397884 on 2017/04/18 by Yannick.Lange
VREditor: Addition to 3397832, remove unused vreditorbuttoon.
Change 3397985 on 2017/04/18 by Michael.Trepka
Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation.
#jira UE-43900
Change 3398030 on 2017/04/18 by Jamie.Dale
Fixed outline changes not automatically updating the text layout used by a text block
#jira UE-42116
Change 3398039 on 2017/04/18 by Jamie.Dale
Unified asset drag-and-drop
FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser.
#jira UE-39208
Change 3398074 on 2017/04/18 by Michael.Dupuis
Fixed crash in cooking fortnite
Change 3398351 on 2017/04/18 by Alex.Delesky
Fixing PlacementMode module build error
Change 3398513 on 2017/04/18 by Yannick.Lange
VR Editor: - Remove unused previousvreditor member.
- Removing extensions when exiting vr mode without having to find the extensions.
Change 3398540 on 2017/04/18 by Alex.Delesky
Removing a private PlacementMode header that was included in a public one.
Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt
Remove uncessary files from p4
Change 3400657 on 2017/04/19 by Jamie.Dale
Fixed potential underflow when using negative digit ranges with FastDecimalFormat
Change 3400722 on 2017/04/19 by Jamie.Dale
Removed some check's that could trip with malformed data
Change 3401811 on 2017/04/20 by Jamie.Dale
Improved the display of asset tags in the Content Browser
- Numeric tags are now displayed pretty printed.
- Numeric tags can now be displayed as a memory value (the numeric value should be in bytes).
- Dimensional tags are now split and each part pretty printed.
- Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time.
- The column view now shows the same display values as the tooltips do.
- The tooltip now uses the tag meta-data display name (if set).
- The tag meta-data display name can now be used as an alias in the Content Browser search.
#jira UE-34090
Change 3401868 on 2017/04/20 by Cody.Albert
Add screenshot save directory parameter to editor and project settings
#rn Added options to the settings menu to specify screenshot save directory
Change 3402107 on 2017/04/20 by Jamie.Dale
Cleaned up the "View Options" menu in the Content Browser
Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI).
Change 3402283 on 2017/04/20 by Jamie.Dale
Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder
#jira UE-8892
Change 3402572 on 2017/04/20 by Alex.Delesky
#jira UE-42421
PR #3311: Improved log messages (Contributed by projectgheist)
Change 3403226 on 2017/04/21 by Yannick.Lange
VR Editor: - Removed previous quick menu floating UI panel.
- Added the concept of a info display floating UI panel.
- Used info display for showing sequencer timer.
Change 3403277 on 2017/04/21 by Yannick.Lange
VR Editor: - Set window mesh for info display panel.
- Add option to null out widget when hidden.
Change 3403289 on 2017/04/21 by Yannick.Lange
VR Editor: Don't load VREditorAssetContainer asset when starting editor.
Change 3403353 on 2017/04/21 by Yannick.Lange
VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization.
Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt
Fix typo
Change 3405378 on 2017/04/24 by Alex.Delesky
#jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled
Change 3405382 on 2017/04/24 by Alex.Delesky
#jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized
Change 3405384 on 2017/04/24 by Alex.Delesky
#jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename.
Change 3405386 on 2017/04/24 by Alex.Delesky
#jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail.
Change 3405388 on 2017/04/24 by Alex.Delesky
#jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus
Change 3405394 on 2017/04/24 by Alex.Delesky
#jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts
Change 3405429 on 2017/04/24 by Alex.Delesky
Fixing a naming issue for CL 3405378
Change 3405579 on 2017/04/24 by Cody.Albert
Fixed bad include from CL#1401868
#jira UE-44238
Change 3406716 on 2017/04/24 by Max.Chen
Sequencer: Add attach/detach rules for attach section.
#jira UE-40970
Change 3406718 on 2017/04/24 by Max.Chen
Sequencer: Set component velocity for attached objects
#jira UE-36337
Change 3406721 on 2017/04/24 by Max.Chen
Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence.
#jira UE-43966
Change 3406726 on 2017/04/24 by Max.Chen
Sequencer: Added StopAndGoToEnd() function to player
#jira UE-43967
Change 3406727 on 2017/04/24 by Max.Chen
Sequencer: Add cinematic options to level sequence player
#jira UE-39388
Change 3407097 on 2017/04/25 by Yannick.Lange
VR Editor: Temp asset for free rotation handle gizmo.
Change 3407123 on 2017/04/25 by Michael.Dupuis
#jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save)
Change 3407135 on 2017/04/25 by Max.Chen
Sequencer: Load level sequence asynchronously.
#jira UE-43807
Change 3407137 on 2017/04/25 by Shaun.Kime
Fixing comments to refer to correct function name.
Change 3407138 on 2017/04/25 by Max.Chen
Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template.
#jira UE-30007
Change 3407139 on 2017/04/25 by Max.Chen
Sequencer: Fix active marker in sub, cinematic, control rig sections.
#jira UE-44235
Change 3407229 on 2017/04/25 by Max.Chen
Sequencer: Prioritize buttons over label.
#jira UE-26813
Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt
Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc)
Change 3407401 on 2017/04/25 by Nick.Darnell
Slate - Adding a Round function to SlateRect. Also adding a way to convert a Transform2D to a full matrix.
Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt
Made AssetTools a uobject interface so it could be access from script.
A few methods were deprecated and renamed to enforce a consistent UI. Now all asset tools methods that expose a dialog have "WithDialog" in their name to differentiate them from methods that do not open dialogs and could be used by scripts for automation. C++ users may still access IAssetTools but should not ever need to use the UAssetTools interface class
Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt
Removed temp method
Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt
Exposed source control helpers to script
Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt
Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils). There is a new editor config setting to set which grouping utils class is used and defaults to the base class. The new utility methods are exposed to script.
Change 3408220 on 2017/04/25 by Alex.Delesky
#jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders.
Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt
Added a file helpers API to script. This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon
Change 3408314 on 2017/04/25 by Jamie.Dale
Fixed typo
Change 3408911 on 2017/04/25 by Max.Chen
Level Editor: Delegate for when viewport tab content changes.
#jira UE-37805
Change 3408912 on 2017/04/25 by Max.Chen
Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default.
#jira UE-37805
Change 3409073 on 2017/04/26 by Yannick.Lange
VR Editor: Fix starting point of lasers.
Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt
Fix CIS
Change 3409497 on 2017/04/26 by Alexis.Matte
Fix crash importing animation with skeleton that do not match the fbx skeleton.
#jira UE-43865
Change 3409530 on 2017/04/26 by Michael.Dupuis
#jira UE-44329: Only display the log if we're not running a commandlet
Change 3409559 on 2017/04/26 by Alex.Delesky
#jira none - Fixing case of header include for CL 3408220
Change 3409577 on 2017/04/26 by Yannick.Lange
VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact.
Change 3409614 on 2017/04/26 by Max.Chen
Sequencer: Add Scrub() to movie scene player.
Change 3409658 on 2017/04/26 by Jamie.Dale
Made the handling of null item selection consistent in SComboBox
If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again.
Change 3409659 on 2017/04/26 by Jamie.Dale
Added preset Unicode block range selection to the font editor UI
#jira UE-44312
Change 3409755 on 2017/04/26 by Max.Chen
Sequencer: Back out bIsUISound for scrubbing.
Change 3410015 on 2017/04/26 by Max.Chen
Sequencer: Fix crash on asynchronous level sequence player load.
#jira UE-43807
Change 3410094 on 2017/04/26 by Max.Chen
Slate: Enter edit mode and return handled if not read only.
Change 3410151 on 2017/04/26 by Michael.Trepka
Fix for building EngineTest project on Mac
Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt
Expose editor visibility methods on Actor to blueprint/script
Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt
Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save.
PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist)
Change 3411187 on 2017/04/27 by Jamie.Dale
No longer attempt to use the game culture override in the editor
Change 3411443 on 2017/04/27 by Alex.Delesky
#jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid.
Change 3411809 on 2017/04/27 by Max.Chen
Sequencer: Prioritize buttons over label.
#jira UE-26813
Change 3411810 on 2017/04/27 by Cody.Albert
Scrollbox now properly calls Invalidate while scrolling
Change 3411892 on 2017/04/27 by Alex.Delesky
#jira UE-40031
PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien)
Change 3412002 on 2017/04/27 by Jamie.Dale
Fixed crash when using an invalid regex pattern
#jira UE-44340
Change 3412009 on 2017/04/27 by Cody.Albert
Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions
Change 3412631 on 2017/04/27 by Jamie.Dale
Implemented support for hiding empty folders in the Content Browser
"Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown.
This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history.
#jira UE-40038
Change 3413023 on 2017/04/27 by Max.Chen
Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children.
Change 3413309 on 2017/04/28 by Jamie.Dale
Fixed shadow warning
Change 3413327 on 2017/04/28 by Jamie.Dale
Added code to sanitize some known strings before passing them to ICU
Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt
Allow AssetRenameData to be exposed to blueprints/script
Change 3413630 on 2017/04/28 by Jamie.Dale
Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor
Change 3414164 on 2017/04/28 by Jamie.Dale
Removing some type-unsafe placement new array additions
Change 3414497 on 2017/04/28 by Yannick.Lange
ViewportInteraction: - Add arcball sphere asset.
- Add opacity parameter to translucent gizmo material.
Change 3415021 on 2017/04/28 by Max.Chen
Sequencer: Remove spacer nodes at the top and bottom of the node tree.
This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree.
#jira UE-28931
Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt
#rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert)
Change 3415836 on 2017/05/01 by Alex.Delesky
#jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut.
Change 3415837 on 2017/05/01 by Alex.Delesky
#jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window.
Change 3415839 on 2017/05/01 by Alex.Delesky
#jira UE-42049
PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi)
Change 3415842 on 2017/05/01 by Michael.Dupuis
#jira UE-44514 : Removed the warning as it's causing more issue than it fixes.
Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt
Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block. This prevents these functions from being generated in non-editor builds
Change 3416520 on 2017/05/01 by Yannick.Lange
Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor.
- Add helper function to add a unique extension by subclass.
Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt
Exposed EditorLevelUtils to script. This allows creation of streaming levels, setting the current level and moving actors between levels
Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt
Prevent foliage from marking actors dirty as HISM components are added and removed from the scene.
Change 3416988 on 2017/05/01 by Lauren.Ridge
PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist)
Changed the highlight style to be around the icon and match the content browser color and style.
#jira UE-40437
Change 3418014 on 2017/05/02 by Yannick.Lange
Viewport Interaction: Remove material members from base transform gizmo and use asset container to get materials.
Change 3418087 on 2017/05/02 by Lauren.Ridge
Adding minor tab icon surrounds
Change 3418602 on 2017/05/02 by Jamie.Dale
Fixed a crash that could occur due to bad data in the asset registry
It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry).
These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed.
Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt
Fix USD files that reference other USD files not finding the referenced files by relative path. Requires USD third party changes only
Change 3419071 on 2017/05/02 by Arciel.Rekman
UBT: optimize FixDeps step on Linux.
- Removes the need to re-link unrelated engine libraries when recompiling a code project.
- Makes builds faster on machines with multiple cores.
- The module that has circularly referenced dependencies is considered cross-referenced itself.
- Tested compilation on Linux (native & cross) and Mac (native).
Change 3419240 on 2017/05/02 by Cody.Albert
Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash
Change 3420011 on 2017/05/02 by Max.Chen
Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges.
#jira UE-44569
Change 3420507 on 2017/05/03 by Lauren.Ridge
Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode
Change 3420643 on 2017/05/03 by andrew.porter
QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings
Change 3420678 on 2017/05/03 by andrew.porter
QAGame: Updating override binding sequence
Change 3420961 on 2017/05/03 by Jamie.Dale
Exposed some missing Internationalization functions to BPs
Change 3422767 on 2017/05/04 by Yannick.Lange
ViewportInteraction: Extensibility for dragging on gizmo handles
Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle.
Change 3422789 on 2017/05/04 by Yannick.Lange
ViewportInteraction: Fix duplicate console variable.
Change 3422817 on 2017/05/04 by Andrew.Rodham
Sequencer: Changed level sequence object references to always use a package and object path based lookup
- Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs)
- Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References)
- Level sequence binding references no longer use native serialization now that TMap serialization is fully supported.
- Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI.
#jira UE-44490
Change 3422826 on 2017/05/04 by Andrew.Rodham
Removed erroneous braces
Change 3422874 on 2017/05/04 by James.Golding
Adding MaterialEditingLibrary to allow manipulation of materials within the editor.
- Refactored code out of MaterialEditor where possible
Marked some material types as BP-accessible, to allow to editor-Blueprint access.
Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage
Change 3422942 on 2017/05/04 by Lauren.Ridge
Tab padding adjustment to allow tabs with icons to be the same height as tabs without
Change 3423090 on 2017/05/04 by Jamie.Dale
Added a way to get the source package path for a localized package path
Added tests for the localized package path checks.
Change 3423133 on 2017/05/04 by Jamie.Dale
Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator
Change 3423301 on 2017/05/04 by Max.Chen
Sequencer: Add JumpToPosition which updates to a position in a scrubbing state.
Change 3423344 on 2017/05/04 by Jamie.Dale
Updated localized asset group caching so that it works in non-cooked builds
Change 3423486 on 2017/05/04 by Lauren.Ridge
Fixing deselection code in VWI
Change 3423502 on 2017/05/04 by Jamie.Dale
Adding automated localization tests
Change 3424219 on 2017/05/04 by Yannick.Lange
- Hide FWidget when ViewportWorldInteraction starts.
- Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility.
Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt
PR #3527: Modified comments (Contributed by projectgheist)
Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt
Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown.
Change 3425241 on 2017/05/05 by Max.Chen
Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner.
#jira UE-44559
Change 3425286 on 2017/05/05 by Jamie.Dale
Text duplicated as part of a widget archetype now maintains its existing key
#jira UE-44715
Change 3425477 on 2017/05/05 by Andrew.Rodham
Sequencer: Do not deprecate legacy object references since they still need to be serialized on save
- Also re-add identical via equality operator so that serialization works again
Change 3425681 on 2017/05/05 by Jamie.Dale
Fixed fallback font height/baseline measuring
Change 3426137 on 2017/05/05 by Jamie.Dale
Removing PPF_Localized
It's an old UE3-ism that's no longer tested anywhere
Change 3427434 on 2017/05/07 by Yannick.Lange
ViewportInteraction: Null check for viewport.
Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt
Removed the concept of a global selection annotation. This poses a major problem when more than one selection set is clearing it. If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets. This change introduces the concept of a per-selection set annotation to avoid being out of sync. Actor and ActorComponent now override IsSelected (editor only) to make use of these selections.
#jira UE-44655
Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt
Fix other usage of USelection not having a selection annotation
#jira UE-44786
Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt
Fix crash on platforms without a cursor
#jira UE-44815
Change 3429862 on 2017/05/08 by tim.gautier
QAGame: Enable Include CrashReporter in Project Settings
Change 3430385 on 2017/05/09 by Lauren.Ridge
Resetting user focus to game viewport after movie finishes playback
#jira UE-44785
Change 3430695 on 2017/05/09 by Lauren.Ridge
Fix for crash on leaving in the middle of a loading movie
#jira UE-44834
Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt
Fixed movie player setting all users to focus which breaks VR controllers
[CL 3432852 by Matt Kuhlenschmidt in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3358702 on 2017/03/22 by Marc.Audy
Always mark child actors pending kill when in PostLoad as often the World is too early to have a WorldContext which causes issues in DestroyActor
#jira UE-42679
Change 3358737 on 2017/03/22 by Mieszko.Zielinski
Exposed UBrainComponent::IsRunning() and UBrainComponent::IsPaused() to Blueprint #UE4
Change 3359062 on 2017/03/22 by Michael.Noland
Blueprints: Show the Save and Find in CB buttons when working with level script blueprints (they will save/show the map package)
#jira UE-30748
Change 3359066 on 2017/03/22 by Michael.Noland
PR #3348: Make fields of FAttributeMetaData editable (Contributed by hoelzl)
#jira UE-42620
Change 3359069 on 2017/03/22 by Michael.Noland
PR #3288: InverseLerp Blueprint Tooltips Clarification (Contributed by wunawuna)
#jira UE-42250
Change 3359108 on 2017/03/22 by Michael.Noland
Blueprints: Fix an issue where running the editor in a different culture could break pins on nodes that have optional arrays of pins (e.g., animation graph nodes like blend by layer)
#jira UE-36232
Change 3359235 on 2017/03/22 by Marc.Audy
Expose bShouldPerformFullTickWhenPaused to blueprints and details panel
#jira UE-17286
Change 3359324 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Disable collision on NavModifierVolumes. Previously they had an OverlapAll response and generated overlap events. They are only supposed to be used for preventing nav mesh generation, but overlap events could affect gameplay, and also are bad for performance.
(Integrate CL 3249525 from Odin).
Change 3359326 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Optimization during attachment to check bool before expensive casts and body instance fetching.
(Integrate CL 3261262 from Odin).
Change 3359327 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make bSkipAgentHeightCheckWhenPickingNavData actually ignore height when picking data.
(Integrate CL 3231908 from Odin)
Change 3359328 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make a static FName in UMovementComponent::OverlapTest const and move it to a namespace.
(Integrate CL 3259985 from Odin)
Change 3359329 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix ProjectileMovementComponent continuing to simulate (and generate hit events) after it is deactivated during simulation. HasStoppedSimulation() should check if bIsActive is false.
(Integrate CL 3260001 from Odin)
Change 3359330 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix accumulated forces in CharacterMovement when movement mode or activation changes.
- Added CharacterMovementComponent::ClearAccumulatedForces()
- AddForce() and related functions now avoid adding the force if in MovementMode "None". When ticking in "None", forces are cleared so they don't pile up until the next valid movement mode. Forces are also cleared if the updated component changes or when the capsule simulates physics.
- CharacterMovementComponent::Deactivate() implemented to stop movement and call ClearAccumulatedForces().
- ClearAccumulatedForces() now also clears pending launch velocity.
- Exposed ClearAccumulatedForces() to blueprints.
- AddForce() and AddImpulse() now also check that character movement is active (not deactivated, able to tick).
- ApplyAccumulatedForces() does not call ClearAccumulatedForces(), since that would prevent pending launch.
- SimulateMovement() handles pending launch and clears forces regardless of whether it's simulated proxy. Added note to investigate using ApplyAccumulatedForces() in SimulateMovement().
- Inlined ActorComponent::IsActive().
(Integrate CLs 3259933, 3266018 from Odin)
Change 3359338 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) TickCharacterPose() and clear root motion before abandoning tick in UCharacterMovementComponent::PerformMovement() when movement mode is None. Prevents root motion building up until next valid movement mode.
(Integrate CL 3271928 from Odin)
Change 3359345 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix characters sliding when landing on slanted surfaces or stairs, when aggressive "Perch" settings could cause a line trace (from the center of a capsule) instead of capsule trace and thereby screw up the floor distance checks.
(Integrate CL 3273026 from Odin)
Change 3359381 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Performance tweak to ApplyRadialDamageWithFalloff(). Don't rebuild FRadialDamageEvent each loop over hit actors. Added stats for BreakHitResult()/MakeHitResult() under "stat game".
(Integrate CLs 3275415, 3276810 from Odin).
Change 3359422 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Fix build (CollisionProfile included).
Change 3359442 on 2017/03/22 by Michael.Noland
Blueprints: Prevent comment boxes from clipping the last letter of some words at the edge by increasing the padding on the wrap-at position
Change 3359445 on 2017/03/22 by Michael.Noland
PR #2989: Improved BP comment nodes (Contributed by projectgheist)
#jira UE-36788
#jira UE-39118
Change 3359446 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Add support for FScopedMovementUpdate to be able to queue up overlaps that do not require reflexive bGenerateOverlapEvents. This allows custom inspection or processing of overlaps within a scoped move. Overlap events from the move will still only trigger in UpdateOverlaps() if bGenerateOverlapEvents is enabled on both components, as before.
(Integrate CL 3278307 from Odin)
Change 3359494 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Make some data in FScopedMovementUpdate protected rather than private so it can easily be subclassed, and expose a new helper SetWorldLocationAndRotation().
(Integrated CL 3280775 from Odin).
Change 3359506 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) MovementComponent::Deactivate() calls StopMovement() to clear cached velocity. It's silly that reactivation many seconds or frames later would restore that velocity. Some special handling in CharacterMovement to keep it acting as before (it cleared velocity, but did not clear the path request, leaving that alone).
(Integrate CL 3287026 from Odin).
Change 3359514 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Collision.ListComponentsWithResponseToProfile command includes pending kill objects.
(Integrate CL 3293322 from Odin)
Change 3359553 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Optimization in CharacterMovement tick to not extract transform values twice.
(Integrate CL 3299098 from Odin).
Change 3359554 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: optimize UKismetMathLibrary::GetForwardVector() (converts Rotator to forward direction). This way we avoid building a matrix, and avoids 1 more SinCos call.
(Integrate CL 3296254 from Odin).
Change 3359555 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Add OnComponentCollisionSettingsChangedEvent delegate to PrimitiveComponent. Fixed SkeletalMeshComponent not calling Super implementation.
(Integrate CL 3295744 from Odin)
Change 3359561 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: AActor::GetComponents() with generic type should *not* assume the output array needs space for the entire contents of OwnedComponents. If OwnedComponents.Num() > the array reserve size, this forces an allocation, even if few or no components of the requested type are found.
(Integrate CL 3299111 from Odin)
Change 3359573 on 2017/03/22 by dan.reynolds
Added BP log to the Passive Mix Modifier test platform BP
Change 3359593 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: avoid allocations during creation in AAIController::PostInitializeComponents() (in development builds).
(Integrate CL 3299118 from Odin)
Change 3359595 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Perf: HasActiveCameraComponent() and HasActivePawnControlCameraComponent() don't need to fill in an array while searching for a certain component. Also see CL 3359561, which could cause each of these functions to always cause an allocation when filling in the array when num components > 24.
(Integrate CL 3299116 from Odin)
Change 3359602 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Clean up some of the new fast overlap code in PrimitiveComponent. Mostly some variable renaming, and CVar access optimization.
(Integrate CL 3340622 from Odin)
Change 3359616 on 2017/03/22 by Zak.Middleton
#ue4 - (Merge) Added support for bIgnoreTouches to FCollisionQueryParams. MoveComponent uses this to avoid PhysX collision queries for overlaps in GeomSweepMulti when bGenerateOverlapEvents is off.
(Integrate CL 3340635 from Odin)
Change 3359864 on 2017/03/23 by Mieszko.Zielinski
Added a safeguard to prevent crashes resulting from people trying to name their BB keys things longer than 1024 characters #UE4
#jira UE-43120
Change 3360884 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: AUDIO_MIXER_ENABLE_DEBUG_MODE turned off in Test builds. Shipping already had it off.
(Integrate CL 3310724 from Odin)
Change 3361045 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: new cvars to help with optimization:
- au.DisableReverbSubmix
- au.DisableEQSubmix
- au.DisableParallelSourceProcessing
- au.SetAudioChannelCount
Also checked in some code to cut down on the amount of parameter setting in EQ
(Integrate of CL 3303165 in Odin by Aaron.Mcleran)
Change 3361172 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: added stat for HRTF.
(Integrate CL 3310728 from Odin)
Change 3361189 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) CVar to toggle HRTF for perf settings. Default is on.
(Integrate CL 3310926 from Odin).
Change 3361914 on 2017/03/23 by Aaron.McLeran
UE-42649 Fixing crash in cleaning up active sound in sound concurrency
-Handling edge case of an active sound not have a sound base ptr, which is possible.
Change 3361924 on 2017/03/23 by Aaron.McLeran
UE-41378 Fixing passive mix modifier bug
Change 3361978 on 2017/03/23 by Aaron.McLeran
UE-42627 Fix for when audio device is removed and getting a deadlock in computing audio clock
Change 3361989 on 2017/03/23 by Aaron.McLeran
PR #3010: Check for null GEngine on sound processing
Change 3362053 on 2017/03/23 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: Avoid thousands of Array.Add() calls during processing, which on shipping still does checks to see if the allocator has to grow, and updates ArrayCount.
(Integrate CL 3311120 from Odin)
Change 3362102 on 2017/03/23 by Aaron.McLeran
PR #3182: Enabled SwitchOnEnum nodes for EAttenuationShape and EAttenuationDistanceModel
Change 3362153 on 2017/03/23 by Aaron.McLeran
UE-43286 Oculus audio plugin not working/available
Change 3362162 on 2017/03/23 by Aaron.McLeran
UE-42252 Frequent ensure in FLevelEditorViewportClient::UpdateAudioListener
Change 3362206 on 2017/03/23 by Aaron.McLeran
UE-43287 Fixing HRTF spatialization in editor viewport
- Steam Audio doesn't support multiple audio devices at the moment
- Instead of hard-coding all audio plugins to not work in main audio device (GDC temp fix), I allow audio plugins to specify if they should be used on main audio device
Change 3362775 on 2017/03/24 by mason.seay
Replaced deprecated node
Change 3363024 on 2017/03/24 by Ben.Zeigler
Fix regression in behavior of streamable manager where loading both a valid and null asset used to work but now fails. Instead added a warning for that case, but if only null are requested it still fails with an error
Change 3363030 on 2017/03/24 by Zak.Middleton
#ue4 - Lower default max sendrate for clients to 60Hz from 90Hz when net speed is high and player count is low. Throttled rate remains at 45Hz. This value has been tested in Paragon with no ill effect, and saves on bandwidth and server CPU when clients run at high framerate.
Change 3363036 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: turned a float divide into a multiply. It happens at least 32k times per audio update.
(Integrate CL 3311158 from Odin)
Change 3363541 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: remove pointer indirection, and successive TArray Add()s in GetChannelMap().
(Integrate CL 3311169 from Odin)
Change 3363642 on 2017/03/24 by Zak.Middleton
#ue4 - (Merge) Audio: Perf: Save ~5% total audio update time. Savings in "Source Output Buffers".
- Removed function call overhead to updating channel map. 64,000 function calls...
- Simplified FSourceParam::Update() to reduce branching and have 1 return site.
- Added alternative to GetChannelMap() called UpdateChannelMap() that avoids copying out values to an array. The values can then be fetched from the channel data directly.
(Integrate CL 3311235 from Odin)
Change 3364441 on 2017/03/24 by Ben.Zeigler
Fix issue where calling LoadLocalIniFile on a plugin file would result in an empty file. It was assuming engine/game dirs, now it instead pulls it out of GConfig if available.
This fixes issue where iterative cooking would fail on plugin config files
Add FindConfigFileWithBaseName to GConfig
Change 3364652 on 2017/03/25 by Phillip.Kavan
#jira UE-43210 - Fix a runtime VM crash upon removing an element from a set after consecutive add/remove iterations.
Change summary:
- Fixed FScriptSet::Add() to initialize the HashIndex member of the new element when the HashSize does not change.
Change 3365609 on 2017/03/27 by Richard.Hinckley
#jira UEDOC-4720
Fixed global enums being dropped from documentation after being extracted by Doxygen.
Change 3365737 on 2017/03/27 by Marc.Audy
Move setting of the ParentComponent property on an actor to PostRepNotifies instead of having a separate OnRep function.
Change 3365795 on 2017/03/27 by Marc.Audy
Fix compile error
Change 3365894 on 2017/03/27 by Phillip.Kavan
#jira UE-35507 - Fix for a GLEO when choosing an LSBP class as the default value for a class input pin in a non-LSBP graph.
Change summary:
- Modified FGraphPinFilter::IsClassAllowed() to disallow a given class if the type is contained within a map package that does not match the current graph context.
Change 3366067 on 2017/03/27 by Marc.Audy
Add UWorld* to PostLoadMap indicating which world has been loaded. Null if an error has occurred.
#jira UE-40228
Change 3366097 on 2017/03/27 by Marc.Audy
Fixed missed deprecation disable pairing for PostLadMap
Change 3366170 on 2017/03/27 by Aaron.McLeran
Fixing div by zero
Change 3366221 on 2017/03/27 by Aaron.McLeran
UE-43240 Removing dependency on component visualizers in runtime Phonon module.
Change 3366698 on 2017/03/27 by Marc.Audy
Fix Orion compile errors
Change 3366782 on 2017/03/27 by Aaron.McLeran
Bringing over optimizations from Odin to Dev-framework.
Original CL 3311435
Change 3366818 on 2017/03/27 by Aaron.McLeran
Bringing fix from Odin to Dev-Framework from CL 3304533
Fix for rare condition that stomps memory during source recycling.
Change 3366984 on 2017/03/27 by Michael.Noland
Blueprints: Downgraded a warning in the connection drawing policy to verbose to suppress it. It does no good to a typical user.
#jira UE-41638
Change 3367085 on 2017/03/27 by Brent.Pease
- Improve AudioMixer buffering so that only two buffers are needed instead of three, buffer submission and buffer processing are ovelapped, and a warning is issued if the audio processing thread can not keep up.
- Added time critical thread priority so that audio processing is not starved which would produce clicks and popping
- Allow the audio thread to not be created if a platform implements its own BeginGeneratingAudio() call (as happens on Android)
Change 3367434 on 2017/03/28 by Marc.Audy
Fix UT compile error
Change 3368587 on 2017/03/28 by Mike.Beach
Adding a "CookedOnly" plugin type (now used by the nativized Blueprint plugin).
Change 3368724 on 2017/03/28 by Zak.Middleton
#ue4 - MovementComponent does not ignore initial blocking overlaps when moving from SafeMoveUpdatedComponent(). Set "p.MoveIgnoreFirstBlockingOverlap" back to zero and add a new flag that prevents the depenetration test from generating hit events (to prevent the problem discovered in UE-39387).
#jira UE-41613, UE-28610
Change 3368748 on 2017/03/28 by Dan.Oconnor
Provide &FUObjectThreadContext::Get().ObjLoaded when using the compilation manager, add validation functions for finding REINST/TRASH references
Change 3368852 on 2017/03/28 by Mike.Beach
Fixing a CIS error before it happens - wrapping implementation in preprocessor defines to match declaration in header.
Change 3368873 on 2017/03/28 by Dan.Oconnor
Rather than collecting script object references, just use the ScriptObjectReferences array. This allows reference replacing archives to update ScriptObjectReferences.
Change 3368998 on 2017/03/28 by Dan.Oconnor
Setting CLASS_Interface early in the compilation process
Change 3369494 on 2017/03/29 by Marc.Audy
Fix UAT compile error
Change 3369924 on 2017/03/29 by Zak.Middleton
#ue4 - Allow CharacterMovement AdjustFloorHeight() to adjust using the line trace if in penetration. Force next floor check so it will check after it depenetrates.
#jira UE-36973
Change 3369932 on 2017/03/29 by Ben.Zeigler
#jira UE-19494 Finish asset auditing work by allowing reading back a cooked asset registry in the editor
Split off FAssetRegistryState as the struct to hold serialization and accessors, to allow loading multiple platform states at once.
Optimized runtime asset registry serialization to be around 1/3 as large as before. Dependencies are disabled by default for the runtime registry, you can re-enable with bSerializeDependencies in Engine.ini
Add FAssetPackageData which is explicitly per-package and only updated on save/load time. File size is stored in here and is computed for both editor and cooked data
Add code to AssetManagerEditorModule to allow loading pre-cooked asset registry files and reading cooked sizes. The Asset Audit window now has a platform drop down that allows reading from cooked data
Rename ChunkManifestGenerator to AssetRegistryGenerator and change it to directly hold an FAssetRegistryState internally
Add new experimental AssetRegistry mode for iterative cooking. This mode is much faster as it does not need to do it's own internal dependency checking and it can be enabled with bUseAssetRegistryForIteration
Change it so during cooking it doesn't directly load string asset references, but instead cues them for cook and uses the asset registry to find and add redirector mappings that are used during save time
Change 3370028 on 2017/03/29 by Ben.Zeigler
CIS fix
Change 3370360 on 2017/03/29 by Mike.Beach
Adding an extra field to FPlatformInfo; a 'UBTTarget' identifier intended to sync up with UBT's UnrealTargetPlatform enum (needed for programatically generating plugin platform whitelists).
Change 3370363 on 2017/03/29 by Ben.Zeigler
Fix issue where loading out of date editor asset registry cache would throw pointless errors
Change 3370414 on 2017/03/29 by Marc.Audy
Remove autos
Change 3370428 on 2017/03/29 by Ben.Zeigler
Fix linux CIS issue, remove implicit conversion from FSavePackageResultStruct back to enum result as it was creating ambiguous operators
Change 3370453 on 2017/03/29 by Marc.Audy
CIS fix
Change 3370548 on 2017/03/29 by Marc.Audy
#rn Fix issues with seamless travel in PIE and shared sub levels between different parents.
Change 3370564 on 2017/03/29 by Mieszko.Zielinski
PR #3429: fix comment typo (Contributed by kayama-shift)
Change 3370602 on 2017/03/29 by Mieszko.Zielinski
Fixed FRecastTileGenerator::Modifiers being erroneously counted twice when stating memory #UE4
Change 3370615 on 2017/03/29 by Phillip.Kavan
#jira UE-35515 - No longer crash when creating a new BP class from one or more selected Actors in which the root component is not Blueprint-spawnable.
Change summary:
- Modified FKismetEditorUtilities::AddComponentsToBlueprint() to handle deferred SceneComponent SCS node adds when the parent component was not also added (due to not being BP-spawnable).
Change 3370693 on 2017/03/29 by Michael.Noland
Fixing some bad indentation
#rnx
Change 3370740 on 2017/03/29 by Ben.Zeigler
DLC/Mod Cooking fixes, the list of packages from release build as in uncooked filename format so fixed code and made this more obvious
Fix Asset Registry to allow loading multiple source asset registries into the same state, by keeping a list of preallocated buffers
Change 3370792 on 2017/03/29 by Michael.Noland
Blueprints: Deleted some unversioned backwards compat. code that would only matter for assets older than VER_UE4_OLDEST_LOADABLE_PACKAGE
Change 3370794 on 2017/03/29 by Michael.Noland
PR #3190: Reduce some output logging
- Reduced an Oculus log from Log to Verbose because it spams quite a bit
- Corrected the spelling and the meaning of a blueprint warning when an invalid breakpoint is encountered
- Treat UInputComponent::GetAxisValue(None) as not a warning
- Switch FGenericSaveGameSystem::LoadGame to silently attempt to load the file, it returns success/failure and it isn't necessary to have a separate warning at the file i/o layer
#jira UE-41446
Change 3370831 on 2017/03/29 by Dan.Oconnor
Iteration on compilation manager
- Fix Skeleton class compilation order
- Pass ObjLoaded array to compilation manager to ensure all objects get PostLoaded
- Make sure data only classes get reinstanced, so that UpdateCustomPropertyListForPostConstruction is run correctly
Change 3370923 on 2017/03/29 by Michael.Noland
Blueprints: Added an icon to indicate whether or not a macro contains latent actions
- Note: The state of the icon is cached for performance reasons on request, with the cache being cleared when the BP containing the macro is modified or a macro graph is removed
- This does mean that editing the inner macro of a nested macro to add/remove a latent action will not show up in visualization for the outer node until the editor is restarted or the outer macro is modified
Change 3371039 on 2017/03/29 by Dan.Oconnor
Hacky fix for dropping return params when a function's return node is culled
Change 3371750 on 2017/03/30 by Richard.Hinckley
Stencil write mask exposed. Adds nine new options (all bits, plus each bit individually - write on pass or depth fail). This allows stencil overlaps to be detected by mixing masks.
Change 3372513 on 2017/03/30 by Ben.Zeigler
#jira UE-43475 Fix cooker issues with string asset references to null packages.
Fix redirector detection to follow recursive chains, and correctly strip object class from redirected string asset references.
Change 3372565 on 2017/03/30 by Richard.Hinckley
Rolling back stencil change, will be moved to Dev-Rendering.
Change 3372764 on 2017/03/30 by Marc.Audy
Do not create a duplicate sub object that is not in the annotation if a sub object of the same name and class already exists.
#jira UE-43328
#rn Fixed cases where the blueprint of a class used as a child actor could be dirtied when compiling the owning blueprint.
Change 3372847 on 2017/03/30 by Marc.Audy
Fix missing include
Change 3372994 on 2017/03/30 by Zak.Middleton
#ue4 - Fix build in Debug (checkSlow using incorrect function params).
Change 3373195 on 2017/03/30 by Mike.Beach
For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).
Change 3373320 on 2017/03/30 by mason.seay
Basic for TM-Gameplay map (WIP)
Change 3373448 on 2017/03/30 by Ben.Zeigler
Fix recursive size display in audit window
Improve asset manager comments
Change 3373576 on 2017/03/30 by dan.reynolds
AEOverview Update:
Updated Passive Mix Modifier Test based on recent changes in behavior
Also added Initial Delay Time timer to test
Change 3373589 on 2017/03/30 by dan.reynolds
AEOverview Passive Mix Mod Test Map update
Change 3373624 on 2017/03/30 by Zak.Middleton
#ue4 - Increase Pawn location replication precision to 2 decimal places from 0. Prevents replicated pawns from being inside geometry by a large amount. Removed CVars controlling CharacterMovement proxy shrink amount and made those instanced properties on the component.
#jira UE-40420
Change 3374271 on 2017/03/31 by Marc.Audy
Fix deprecation warning in new UT code
Change 3374320 on 2017/03/31 by Marc.Audy
Fix HTML5 compile.
Change 3374413 on 2017/03/31 by Jeff.Farris
Added ENGINE_API to 2 functions in PlanarReflection, so projects can subclass it.
(Copied CL 3276454 from Robo Recall to Dev-Framework)
Change 3374414 on 2017/03/31 by Jeff.Farris
Added support for setting UNavigationSystem::bUpdateNavOctreeOnComponentChange
(Copied CL 3267903 from RoboRecall to Dev-Framework)
Change 3374616 on 2017/03/31 by Ben.Zeigler
Copy of Fortnite CL #3312058 to add a missing redirector. I do not understand why this is not erroring on Main, I guess my minor cook changes somehow exposed this
Change 3374664 on 2017/03/31 by Jeff.Farris
Consted AIController::GetBrainComponent()
(Copied 3239101 from Robo Recall to Dev-Framework)
Change 3374665 on 2017/03/31 by Jeff.Farris
PrimitiveComponent bIgnoreRadialImpulse and bIgnoreRadialForce are now exposed to BPs. bIgnoreRadialImpulse now respected when applying impulse to relevant movement components.
(Coped CL 3242355 from Robo Recall to Dev-Framework)
Change 3374779 on 2017/03/31 by Jeff.Farris
Exposed SetAllPhysicsAngularVelocity to blueprints
(Copied CL 3228390 from Robo Recall to Dev-Framework)
Change 3374792 on 2017/03/31 by Ben.Zeigler
#jira UE-42618
PR #3347: Improve support for FGameplayAttributeData properties in attribute sets (Contributed by hoelzl)
Change 3374844 on 2017/03/31 by Ben.Zeigler
#jira UE-42587 Fix issue where supressed gameplay effects that granted abilities would only work the first time, it now clears out of date ability handles
Change 3374925 on 2017/03/31 by Marc.Audy
Don't throw warning about missing world context for inactive worlds.
#jira UE-42679
Change 3374927 on 2017/03/31 by Michael.Noland
Editor: Added options for configuring the editor window background color and texture, which can be useful to visually distinguish the editor when switching between different branches or projects
Change 3374995 on 2017/03/31 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Upgrade Note: Behavior has changed so that CallInEditor can be called on CDOs as well, this will probably be walked back in a subsequent update, at least for actors and components.
Change 3375005 on 2017/03/31 by Michael.Noland
Fixing incremental compilation error due to missing include
#rnx
Change 3375015 on 2017/03/31 by Michael.Noland
Fixing incremental compilation error due to missing include (for real)
#rnx
Change 3375045 on 2017/03/31 by Marc.Audy
Only calculate the streaming levels prefix during seamless travel if it is a PIE world
#jira UE-43485
Change 3375053 on 2017/03/31 by Ben.Zeigler
#jira UE-41988 Fix it so leaving PIE while gameplay debugger is active will disable HUD extensions properly, restoring ability to print messages to screen
Change 3375057 on 2017/03/31 by Ben.Zeigler
#jira UE-39226 Don't add to DrawDebug list for player controllers with no local player
Change 3375121 on 2017/03/31 by Michael.Noland
Added missing include for FScopedTransaction
#rnx
Change 3375222 on 2017/03/31 by mason.seay
Submitting work done to TM-Gameplay. Still WIP
Change 3375308 on 2017/03/31 by Michael.Noland
Editor: Added back CDO filtering to CallInEditor, it's too easy to explode in the BP editor. May consider allowing opt-in behavior when we revisit Blutilities
Change 3375321 on 2017/03/31 by Ben.Zeigler
#jira UE-39062 Fix issue where using the level editor toolbar to modify blueprints was not properly marking the blueprints as modified, so the constructor links weren't being updated until manually compiling or resaving
Always recompute post constructor links when calling MarkBlueprintAsModified, as it can be called from native and other places where we modified CDOs but don't have a property changed event
Change 3375372 on 2017/03/31 by Ben.Zeigler
#jira UE-39568 Change Components to specifically update LatentActions the same as Actors do, so they update properly if bUpdateWhilePaused is set
Change 3375380 on 2017/03/31 by Marc.Audy
Modify IsMainAudioDevice to deal with the case where no audio device has been created.
Change 3375402 on 2017/03/31 by Marc.Audy
Fix DuplicateWorldForPIE in the case that the OwningWorld is null.
Change 3376037 on 2017/04/02 by Phillip.Kavan
#jira UE-35332 - Preserve the least common ancestor pin type on object array function node inputs after a node refresh.
Change summary:
- Added UK2Node_CallArrayFunction::GetDynamicallyTypedPins() to consolidate the code that retrieves type-dependent parameter pins.
- Added FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to consolidate the code that considers other linked pins when choosing which type to propagate to type-dependent parameter pins.
- Added FBlueprintEditorUtils::PropagatePinTypeInfo() to consolidate the common code from UK2Node_CallArrayFunction::PropagateArrayTypeInfo(); this eliminated a redundant retrieval of the target pin set.
- Refactored UK2Node_CallArrayFunction::PropagateArrayTypeInfo() to now call FBlueprintEditorUtils::PropagatePinTypeInfo() after retrieving the set of dynamically-typed pins.
- Refactored UK2Node_CallArrayFunction::NotifyPinConnectionListChanged() to remove some unnecessary iteration passes and to ensure that we propagate the authoritative (least common ancestor) pin type for object- and struct-based types.
Change 3376364 on 2017/04/03 by Richard.Hinckley
UE-40920 Fix to Paper2D flipbook timeline editor. Previously, the timeline shown was one frame shorter than the animation. Now, the timeline shows the correct frame count.
Change 3376366 on 2017/04/03 by Richard.Hinckley
UE-40920 Bugfix to Paper2D flipbook editor. The red line indicating the current frame now adjusts properly if the timeline is longer than the editor window and the scroll bar is moved to the right.
Change 3376517 on 2017/04/03 by Marc.Audy
PR #3195: Added support for GamePad on RawInput Plugin (Contributed by katze7514)
#jira UE-41499
Change 3376708 on 2017/04/03 by Mike.Beach
Moving nativized plugins into a centralized folder (so we can use it as an additional plugin lookup dir) - this is so we can ultimately keep the generated code around for debugging purposes.
Summary of changes:
- nativized plugins now moved to ...\Intermediate\Plugins\<PLATFORM>\NativizedAssets
- corresponding manifest files get saved inside the module and named to match the platform
- nativized modules now whitelisted only for the platform they were generated for
- cleanup on how we generate paths (now piping in platform name) and pass multi-cook process ids (for building manifest filenames)
- extending the 'NativizeAssets' command line, so you can use it to specify the target plugin path (utilized by UAT to coordinate the plugin path between cook & build - was previously hardcoded in multiple places).
Change 3376826 on 2017/04/03 by Phillip.Kavan
#jira UE-43330 - Fix a crash when adding an input parameter to a Custom Event node after deleting a Function Graph containing a Create Event node.
Change summary:
- Modified UK2Node_CreateDelegate::HandleAnyChangeWithoutNotifying() to check for a valid blueprint before accessing it (since the accessor is now a checked operation).
- Modified UK2Node_CreateDelegate::GetScopeClass() to also check for a valid blueprint before accessing it.
- Switched 'NULL' to 'nullptr' in a few spots.
Change 3376831 on 2017/04/03 by Ben.Zeigler
#jira UE-43500, clean up UPackage when EDL/async loading fails. This restores EDL LoadPackage to work the same as non EDL and return NULL instead of an invalid empty package
Change 3376846 on 2017/04/03 by Ben.Zeigler
#jira UE-38760 Properly refresh exec pins when removing pin from a Switch on Int node
Change 3376850 on 2017/04/03 by Dan.Oconnor
Use authoritative class to mitigate compilation order issues
Change 3376961 on 2017/04/03 by Ben.Zeigler
#jira UE-43127 Add struct ops implementations for FIntVector and FBox2d, any blueprint type needs struct ops to avoid crashes
Fix Box2d variable name in NoExportTypes
Change 3376985 on 2017/04/03 by Ben.Zeigler
#jira UE-43582 Remove Xbox-specific code from AssetRegistry because it won't work after my refactor. The serialization is much faster now and neither Bob nor I can conceive of a way this would take long enough to stall the main thread. If it it is somehow a problem, it should be wrapped in a slow task instead
Change 3377009 on 2017/04/03 by Ben.Zeigler
#jira UE-43036 Fix crash when right clicking blueprint with no parent class. Ensures are fine but crashes should be avoided so people can try to copy data out of them
Change 3377054 on 2017/04/03 by Zak.Middleton
#ue4 - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
#jira UE-40344
#udn https://udn.unrealengine.com/questions/310497/large-delta-time-for-first-player-movement-update.html
Change 3377061 on 2017/04/03 by Dan.Oconnor
Fixes for issues exposed by cooking with compilation manager. When cooking we end up with more blueprints compiling at a single time, which highlighted issues reading from generated classes while they were actively regenerating.
Note that EInternalCompilerFlags::PostponeLocalsGenerationUntilPhaseTwo has only been added to mitigate risk - there is no known reason that existing compilation flows can't postpone generatation of local variables.
Change 3377073 on 2017/04/03 by Mike.Beach
CIS fix - proper initialization ordering.
Change 3377371 on 2017/04/03 by Ben.Zeigler
#jira UE-43144 Disallow creating map of FText, like bool it is not hashable
Change 3377395 on 2017/04/03 by Dan.Oconnor
Build fix - make order in source match initialization order in artifact
Change 3377417 on 2017/04/03 by Dan.Oconnor
Speculative SA fix
Change 3377496 on 2017/04/03 by Aaron.McLeran
#jira UE-43558 Cleaning up shutdown code with audio plugins.
Change 3377608 on 2017/04/03 by Zak.Middleton
#ue4 - Added function ACharacter::CacheInitialMeshOffset() to cache initial mesh offset, used as the target for network smoothing. Added a call to this function from BeginPlay() in addition to the existing call from PostInitializeComponents(), and exposed this to blueprints as well. This fixes the case of people moving the mesh in BeginPlay rather than in the editor or construction script and not having the mesh offset reflected correctly in network games.
#jira UE-38966
Change 3377880 on 2017/04/03 by Aaron.McLeran
Audio bug fixes
#jira UE-43600 Fixing sounds played by playsoundatlocation for audio volume calculations
#jira UE-43601 Fixing listener volume interpolation
#jida UE-43602 Fixing reverb/eq interpolation
Change 3377908 on 2017/04/03 by Phillip.Kavan
#jira UE-43565 - Fix a regression on type-dependent array function node pins that have more than one link.
Change summary:
- Added FBlueprintEditorUtils::FindLinkedPinWithMostDerivedPinType()
- Modified FBlueprintEditorUtils::FindLinkedPinWithAuthoritativePinType() to properly handle pins that have multiple links.
Change 3377912 on 2017/04/03 by Dan.Oconnor
Fix for missing SUBINSTANCE variables on anim BP skeletons. I elected to force SUBINSTANCE variable creation for the compilation manager codepath
Change 3377946 on 2017/04/03 by Ben.Zeigler
#jira UE-43594 Fix issue with streamable manager where a failed load would leave bAsyncLoadRequestOutstanding, which would confuse later calls to stream the same asset
Lower some error verbosity now that I believe I have tracked down the issue
Change 3377950 on 2017/04/03 by Michael.Noland
Blueprints: Prevent merge tool from crashing in SVN when looking at a file with gaps in the revision history
(May still not work correctly, but it won't crash; full fix covered by UE-43603)
#jira UE-22428
Change 3377981 on 2017/04/03 by Michael.Noland
PR #3416: UE-43005: Prevent crash due to too long name (Contributed by projectgheist)
#jira UE-43291
#jira UE-43005
Change 3378039 on 2017/04/04 by Michael.Noland
PhysX: Allowed the editor to compile when bRuntimePhysicsCooking is disabled (WITH_EDITOR is used in every place in C++ to force it in already)
Change 3378041 on 2017/04/04 by Michael.Noland
Paper2D: Adjusted under what circumstances CreatePhysicsMeshes is called on various Paper2D types to match UProceduralMeshComponent
Change 3378081 on 2017/04/04 by Dan.Oconnor
Fix Blueprint Context nodes so that they don't rely on Ar.IsBeingSaved() call before compilation
3x because of copy/paste
Change 3378094 on 2017/04/04 by Dan.Oconnor
Add missing preload call for compilation manager
Change 3378917 on 2017/04/04 by Marc.Audy
Fix static analysis (which is very dumb)
Change 3378986 on 2017/04/04 by Dan.Oconnor
Fix bad merge
Change 3379100 on 2017/04/04 by Dan.Oconnor
Fix missing CPF_ConstParm/CPF_ReferenceParm/CPF_OutParm logic in 'fast' skeleton path
#jira UE-43629
Change 3379102 on 2017/04/04 by Ben.Zeigler
Actually fix StreamableManager issues with cancelling a request messing up things in the future. We now always queue a request, even if it failed before or there is one in progress. This has to be done to avoid issues with cancelling the existing request or mounting new files after it's failed once
Now that StreamableManager will retry missing files, add failed load packages to the known missing list so it won't spam errors over and over
Change 3379147 on 2017/04/04 by Zak.Middleton
#ue4 - Improve on CL 3377608: Made Character::CacheInitialMeshOffset() take location and rotation params so you can be explicit on the values, in case you try to change these during network smoothing, where reading the relative offsets would have been skewed.
Change 3379254 on 2017/04/04 by Aaron.McLeran
Fixing sounds in audio mixer when no EQ has been set.
Change 3379760 on 2017/04/04 by Ben.Zeigler
#jira UE-43647 Don't delete failed async packages that are rooted
[CL 3380073 by Dan Oconnor in Main branch]
#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]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3026763 on 2016/06/24 by Phillip.Kavan
[UE-32259] Fix missing heat map coloration on pure nodes.
change summary:
- modified FScriptExecutionNode::RefreshStats() to ensure that child nodes are updated for 'standard' exec node types.
#jira UE-32259
Change 3026829 on 2016/06/24 by Mike.Beach
Mirroring CL 3025832 from Release-4.12
Guarding GetClassDefault nodes against asserts while loading cyclically dependent content. Regenerating one Blueprint could trigger a ReconstructNode() in a separate Blueprint (that had already been regenerated). However, not all objects in that Blueprint's package have been post-loaded, so object Rename() will assert is you try to reset loaders with it.
#jira UE-32356
Change 3026888 on 2016/06/24 by Mike.Beach
PR #2460: Functionality to flag blueprint as abstract (Contributed by Pierdek)
Change 3027245 on 2016/06/24 by Phillip.Kavan
[UEBP-180] Alternate treatment for Blueprint profiler tree view node expander icon (to differentiate from exec pin icons).
change summary:
- added SProfilerStatExpander (from BenC)
- modified original to replace indicator icons w/ FontAwesome glyphs (they're a bit clearer) - see screenshot attached to JIRA
#jira UEBP-180
Change 3027279 on 2016/06/24 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3027606 on 2016/06/25 by Dan.Oconnor
Back out changelist 3027279, this change breaks custom events coupled to multicast delegate nodes (see ProjRocket.uasset in shooter game for an example)
Change 3028731 on 2016/06/27 by Ben.Cosh
Minor change to the spacing around the new expander icons for the blueprint profiler.
#Jira UEBP-180 - Pin icons are too similar to the tree expander icons in the node execution graph display.
#Proj Kismet
Change 3028740 on 2016/06/27 by Ben.Cosh
This change modifies the way the blueprint profiler detects and maps delegate events that are created at blueprint compile time.
#Jira UE-32055 - Assert when profiling timelines in the blueprint profiler
#Proj BlueprintProfiler, KismetCompiler, BlueprintGraph, LiveEditor, Kismet, Engine
Change 3028844 on 2016/06/27 by Maciej.Mroz
#jira UE-32470 Nativized Orion: Sparrow has no Rentless ability.
Better way to find Placeholder classes in BlueprintNativeCodeGenModule.
Change 3029573 on 2016/06/27 by Ryan.Rauschkolb
Fixed issue where Preview Connection would be drawn incorrectly when an input and output pin share the same name
#jira UE-32211
Change 3030335 on 2016/06/28 by Maciej.Mroz
#jira UE-30858 Nativized Orion - Some particle effects are not rendering
List of AssetRegistrySearchable properties, that should be stored for DynamicClasses in moved to .ini file.
Added SearchDynamicClassCues function in GameplayCueManager.cpp
Change 3030492 on 2016/06/28 by Ben.Cosh
CIS Mac Build fix
Change 3030494 on 2016/06/28 by Ben.Cosh
This change reworks the way the blueprint profiler maps latent re-entry points to address problems that could be triggered when multiple re-entries happenned within close proximity.
#Jira UE-32452 - Blueprint profiler asserts when a second latent entry is triggered
#Proj BlueprintProfiler, CoreUObject, Engine, Kismet
Change 3030612 on 2016/06/28 by Maciej.Mroz
typo fixed
Change 3031461 on 2016/06/28 by Dan.Oconnor
Fixed for crash involving a stale UEdGraphPin after performing an undo/redo operation inolving UEdGraphNode(s)
#jira UE-32553
Change 3031537 on 2016/06/28 by Ben.Cosh
Fix for a problem introduced in CL 3030494 and recent graph pin changes that caused problems uniquely naming tunnel entry/exit pins.
#Jira UE-32578 - Crash when profiling blueprint containing a for-loop
#Proj BlueprintProfiler
Change 3031556 on 2016/06/28 by Ben.Cosh
This fixes a problem with the profiler tracking of PIE actor instances adding a mechanism to refresh the actor references when a subsequent PIE session is started.
#Jira UE-32595 - Running two subsequent PIE sessions with a latent entry point causes an assert.
#Proj BlueprintProfiler, Kismet
Change 3031588 on 2016/06/28 by Ryan.Rauschkolb
Fixed issue where unsupported pins could be added to custom Event nodes which can lead to a crash
#jira UE-31148
Change 3031887 on 2016/06/28 by Dan.Oconnor
Fix for crash caused by stale pin access in SGraphPin, also fixes 'double opacity' effect when ctrl+dragging off of a macro
#jira UE-32604
Change 3031932 on 2016/06/28 by Dan.Oconnor
Fix for major regression in pin value visibility
#jira UE-32614
Change 3032568 on 2016/06/29 by Phillip.Kavan
[UE-31681] Ensure that cached component data cache template objects are referenced during garbage collection.
change summary:
- modified AActor::AddReferencedObjects() to include CurrentTransactionAnnotation
- added UChildActorComponent::AddReferencedObjects() to include CachedInstanceData
- also added FChildActorComponentInstanceData::AddReferencedObjects() to include ComponentInstanceData (just in case some future task happens to trigger a reference gather during its lifetime)
additional notes:
- should also resolve UE-32558
#jira UE-31681
Change 3032998 on 2016/06/29 by Dan.Oconnor
Fixing shutdown crash after LinkedTo lists are corrupted. An ensure couldn't fire when a node had already been destroyed. UE-32631 tracks the actual ensure.
#jira UE-32634
Change 3033448 on 2016/06/29 by Ryan.Rauschkolb
Discard Return Nodes that have no outputs when collapsing to function
#jira UE-23381
Change 3034407 on 2016/06/30 by Phillip.Kavan
[UE-32675] Fix no-editor compile issue.
Change 3034691 on 2016/06/30 by Ryan.Rauschkolb
Fixed issue where Macro nodes with ambiguous links could be collapsed into a function
Change 3034701 on 2016/06/30 by Ryan.Rauschkolb
Cleaned up UEdGraphSchema_K2::GetVariableTypeTree to use a filter rather than several booleans
Change 3035093 on 2016/06/30 by Maciej.Mroz
#jira UE-32683 BP_Hero Blueprint failing to compile in Orion - K2Node_CustomEvent_1050 is out of date
Temporary fix.
Change 3035440 on 2016/07/01 by Maciej.Mroz
#jira UE-32706 Nativized Orion crash - Cannot find "Root" subobject in ABP_HeroPedestal_C...
Make sure, the CDO of DynamicClass (and its subobjects) have AsyncLoading flag cleared.
Change 3035442 on 2016/07/01 by Maciej.Mroz
Added UDynamicClass::FindArchetype
#jira UE-30667 Ground material in Agora incorrect in Nativized Orion
Change 3036233 on 2016/07/01 by Dan.Oconnor
Proper handling of null pin references in compiler results logs
Change 3036541 on 2016/07/01 by Dan.Oconnor
Fix for more assymetry in LinkedTo after undo/redo. This solution addresses both UE-32645 and UE-32553. The key to correct behavior is to explictly detect the case where only one of the two nodes in a peer (LinkedTo) relationship are in the transaction buffer. Added IsObjectTransacting to transaction interface to detect this.
#jira UE-32645
Change 3036581 on 2016/07/02 by Dan.Oconnor
Non-editor fix
Change 3036632 on 2016/07/02 by Maciej.Mroz
Removed too strict check in BlueprintNativeCodeGenModule
Change 3036715 on 2016/07/02 by Maciej.Mroz
#jira UE-32612 Odin emits a error when nativized - attempting to access a hidden boolean bitfield property
- Private bitfield can be used as LHS expression in generated code.
- Refactoring. Introduced ENativizedTermUsage.
Change 3037014 on 2016/07/04 by Maciej.Mroz
#jira UE-32729 Orion failing to package for PS4 with Nativization
Make sure that temporary variable used in ternary operator: "context ? context->variable : temp-variable", has exactly the same type as the wanted variable.
Change 3037300 on 2016/07/05 by Maciej.Mroz
#jira UE-31756 Fixup hardcoded function names in BP=>Cpp backend
Change 3037303 on 2016/07/05 by Maciej.Mroz
#jira UE-31756
Nativization - fixed hardcoded string.
Change 3037307 on 2016/07/05 by Maciej.Mroz
AutomationTool:
Fixed issue: A nativized client was compiled with both client and server NativizedAssets plugins.
Paths to nativized BP plugin is stored in a map.
Change 3037712 on 2016/07/05 by Mike.Beach
Adding a non-const version of MultiFindPointer() for TMultiMap.
Change 3037790 on 2016/07/05 by Mike.Beach
Fixing a bug where overridden components in Blueprints could load with cleared properties - this could happen in cyclically dependent parent/child Blueprints (where the child's component would be zeroed). In this case, the Blueprint's CDO would be deferred, so to solve this new issue we now defer the Blueprint's sub-object overrides as well.
#jira UE-32693
Change 3038014 on 2016/07/05 by Ben.Cosh
Refactor of the blueprint profiler tunnel mapping and playback to address issues blocking MVP
#Jira UE-32056 - The blueprint profiler can still get hung up with cyclic links in the graph
#Proj Kismet, BlueprintProfiler, KismetCompiler, BlueprintGraph, UnrealEd
Change 3038533 on 2016/07/05 by Mike.Beach
PR #2558: Stopping Zoom-to-Fit On User Input (Fixed) (Contributed by MichaelSchoell)
Change 3038608 on 2016/07/05 by Dan.Oconnor
Fix for crash when altering ConstructObjectFromClass nodes, removed now unused InvalidateAndTrash function from UEdGraphPin, removed subpin leak counter
#jira FORT-26495
Change 3038770 on 2016/07/05 by Dan.Oconnor
Hiding TThreadSingleton<FBlueprintExceptionTracker>::Get() to fix clang for windows link error
#jira UE-31935
Change 3038841 on 2016/07/05 by Dan.Oconnor
Simple null check to prevent crash after loading a blueprint to diff. The diff'd blueprint is ending up in other blueprint's DependentBlueprintsToRecompile, for now this is the safest fix
#jira UE-31115
Change 3039179 on 2016/07/06 by Maciej.Mroz
#jira UE-31987 Editor crashes when transforming actor after applying instances changes
Selected (in Level editor) instance components are still selected after they are converted to regular components.
Change 3039216 on 2016/07/06 by Maciej.Mroz
#jira UE-31767 [CrashReport] UE4Editor_Engine!AActor::GetLevel() [actor.cpp:1663]
FIxed unsafe code.
Change 3040046 on 2016/07/06 by Ben.Cosh
This fixes a problem found where tunnel instances inside tunnel graphs fail to map correctly in the blueprint profiler
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Proj BlueprintProfiler
Change 3040061 on 2016/07/06 by Ben.Cosh
fix for bad unshelve before submit in CL 3040046
- Phillip already reviewed this version of the file and not what was actually submitted.
Change 3040346 on 2016/07/06 by Maciej.Mroz
#jira UE-32840 //UE4/Dev-Blueprints: UE4_StaticAnalysis completed with Warnings - 2 Warnings
Fix(?) for warning C28182
Change 3040349 on 2016/07/06 by Dan.Oconnor
Updating test data
Change 3040473 on 2016/07/06 by Dan.Oconnor
Fix SMyBlueprint in blueprint diff tool so that kismet inspector is updated with the object selected in SMyBlueprint, needed to investigate UE-18200
Change 3040536 on 2016/07/06 by Dan.Oconnor
Call to APITestFunction
Change 3040565 on 2016/07/06 by Dan.Oconnor
Clone saved GeneratedClass when not doing COL. Groundwork to fix for UE-17268.
Change 3040603 on 2016/07/06 by Dan.Oconnor
PR #2539: Option to disable Grid in the blueprint and material editor and change grid colors (Contributed by CelPlays)
#jira UE-32497
Change 3040798 on 2016/07/07 by Maciej.Mroz
Fixed warning C6011: Dereferencing NULL pointer 'Object'.
Added some comments.
#jira UE-32840
Change 3041185 on 2016/07/07 by Ben.Cosh
This fixes problems with the blueprint profiler with name collisions for nodes in different graphs and improves nested tunnel detection.
#Jira UE-32862 - Tunnel instances inside tunnels do not map correctly in the blueprint profiler
#Jira UE-32889 - Name collisions can now occur in the blueprint profiler for stat nodes.
#Proj BlueprintProfiler, Kismet
Notes:
This attempts to continue to address fall out from CL 3040046 to improve stability.
Previously execution nodes were patched into the function contexts that called a tunnel instance. However this proved problematic after spotting a rare case where node names collide between
between event and tunnel graphs and caused havok in the node mapping. This change moves to an approach that patches in tunnel contexts and any dependent contexts and instead attempts
to locate critical path nodes using a new node search system making use of these child function contexts.
CL 3040046 also modified TunnelContext's to be actually more representative of a tunnel instance context, I have updated naming conventions to reflect this for clarity.
The changes here also add a single function context for tunnel graphs which contain the bulk of the nodes in the graph and the tunnel instance contexts reference this and make use of it to create
non boundary / tunnel instance nodes so they are located in a single place for all instances of that tunnel graph.
Change 3041603 on 2016/07/07 by Dan.Oconnor
Fix for check failure: PreviousCDO != nullptr, when loading blueprints that have circularly dependent interfaces
#jira UE-31639
Change 3042058 on 2016/07/07 by Dan.Oconnor
Ensures that the correct ComponentClass is assigned to our template node. This pins are normally allocated lazilly in BlueprintActionFilterImpl::HasMatchingPin, so not a huge change
#jira UE-32769
Change 3042468 on 2016/07/08 by Maciej.Mroz
#jira UE-32882, UE-32887
Fixed Crash in UHT.
Fixed "Ambiguous search" error, when delegate has owner class declared.
Change 3042739 on 2016/07/08 by Maciej.Mroz
Nativization. Included headers for native subobjects.
Change 3042747 on 2016/07/08 by Maciej.Mroz
Minor changes in Orion code, necessary to compile the project with nativized Blueprints
Change 3042758 on 2016/07/08 by Maciej.Mroz
"OrionGame.h" is included in NativizedAssets module.
[CL 3043181 by Mike Beach in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
- no ctor available in an FPawnActionStack struct.
- Shadow variable changes, including header changes.
- uint vs int narrowing issue fixed.
[CL 2612045 by Terence Burns in Main branch]
Also added a default input unit that is used when no units are specified on a text input.
This addresses UE-11863 and UE-9313
[CL 2499638 by Andrew Rodham in Main branch]
Editor selection outline now uniquely identifies selected components. When a component is selected directly the rest of the actor gets a subdued selection color and the selected compoent(s) get the normal selection color. When the actor is selected directly all components get the normal selection color.
[CL 2438255 by Matthew Griffin in Main branch]
Added ability to adaptively change display units to a more appropriate range on numerical property editors. This behaviour can be disabled with a AllowUnitRangeAdaption=False meta tag.
Spin boxes now accept a numeric type interface which allows customization of numeric handling.
[CL 2398620 by Andrew Rodham in Main branch]