#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3853627 by Shaun.Kime
Merging using OrionDevNiagaraToUE4DevNiagara_DoNotUse VectorVM
#tests non-gpu auto tests pass
Change 3853628 by Shaun.Kime
Merging using OrionDevNiagaraToUE4DevNiagara_DoNotUse Runtime
#tests all non-gpu auto tests pass
Change 3853629 by Shaun.Kime
Merging using OrionDevNiagaraToUE4DevNiagara_DoNotUse Engine\Shaders
#tests all non-gpu auto tests pass
Change 3853630 by Shaun.Kime
Merging using OrionDevNiagaraToUE4DevNiagara_DoNotUse Engine\Plugins\FX
#tests all non-gpu auto tests pass
Change 3853631 by Shaun.Kime
Jonathan's material function from Orion\DevNiagara
#tests all non-gpu auto tests pass
Change 3853633 by Shaun.Kime
Merging using OrionDevNiagaraToUE4DevNiagara_DoNotUse EngineTest
#tests all non-gpu auto tests pass
Change 3853911 by Shaun.Kime
GPU rendering now works
#tests GPU tests now pass
Change 3854179 by Shaun.Kime
Removing dead system
#tests now just with a warning
Change 3854731 by Shaun.Kime
Checkpointing current work
#tests n/a
Change 3855080 by Shaun.Kime
Fixing not all control paths return a value error
#tests n/a
Change 3856185 by Bradut.Palas
MultiStack with pinning support.
#jira UE-53459
#tests none
Change 3856615 by Shaun.Kime
Preventing a null pointer dereference when copying unallocated data
#tests auto tests pass
Change 3856622 by Shaun.Kime
Getting rid of the bogus get alias method
#tests auto tests pass
Change 3856644 by Shaun.Kime
Adding the ability to query the number of filtered triangles, index those triangles directly, and compute the position, velocity, UV, and NBT of a triangle.
#tests all auto tests now pass
Change 3856645 by Shaun.Kime
Added several new auto tests and tweaked existing ones.
+ PerParticleRandom still had some randomness in it
+ UserColorCurve has a user color curve defined in 3 different components referencing the same system
+ BasicSkinnedEmitter has 4 skinning sub-tests, attached as a subcomponent, referencing a world skeletal mesh, using a material filter, and using a bone filter
+ added a skinning module that spawns based off exec index and a data interface that queries the number of triangles on a skeletal mesh.
#tests auto tests pass
Change 3856675 by Shaun.Kime
Fixing crash on delete of an emitter
#tests removed one and multiple emitters from active multi-emitter. No crash
#jira UE-54378
Change 3860613 by jonathan.lindquist
New dynamic input
Change 3862549 by Shaun.Kime
Missing last known good images
Change 3864525 by Simon.Tovey
Fix for vm compiler crash when using structs as constants.
#tests No longer crashes.
Change 3864729 by Frank.Fella
Sequencer - Fixed a few places which were modifying sequencer data, but not calling the NotifySequencerDataChanged.
Change 3864737 by Frank.Fella
Niagara - Fix the timeline in the niagara editor plus other fixes.
+ Turned on looping in the timeline by default.
+ Added simulation options to control playback in the editor, including turning off auto-play, disabling reset on change, and disabling resimulation when changing while paused.
+ Added a buttons to the timeline for each renderer an emitter has which shows a renderer specific icon and will allow navigation directly to the renderer with future stack changes.
+ Fixed issues in the emitter life cycle and spawn rate modules which were preventing delay and looping from working consistently. (includes auto-test)
+ Added top level metadata for modules.
+ Added the ability to add metadata to a module and it's inputs to allow it to be edited directly using timed sections in the timeline. Currently configured for the emitter life cycle module.
+ Changed the way the "MaxSimTime" on niagara component works so that it now represents the maximum frame time which should be used when seeking the component to the desired age. This previously was the maximum amount of simulation time to run which would prevent simple effects from simulating quickly, and would also allow more complicated effects to hang the UI while seeking.
+ Changed the behavior of niagara component when seeking to desired age so that it always uses the exact specified seek delta instead of trying to seek to the exact desired age.
+ Fixed the component so that systems which are seeking to the desired age in the editor no longer draw in fast forward mode.
+ Changed the default playback range for effects in the timeline from 1000 seconds to 10 seconds, and fixed the timeline so that the playback range is serialized into the asset which will persist the setting across loads.
+ Fixed scrubbing in the timeline so that it doesn't immediately reset when scrubbing backwards.
+ Added a button to the timeline track for enabling and disabling isolation mode for emitters.
+ Added a checkbox to the timeline to enabled and disable emitters from the timeline.
+ Fixed PinToNiagaraVariable so that it asserts if bNeedsValue is specified and it can't actually provide a value.
+ Create a class called FNiagaraStackFunctionInputBinder which allows binding to an input of a function on a stack so that you can easily set and get the value of the input without having to worry about modifying the graph or rapid iteration parameter sets directly.
#tests Existing auto-tests and 1 new test for life cycle changes.
Change 3867179 by Frank.Fella
Niagara - Turn off GPU simulation for test assets for Shaun.
Change 3869201 by Simon.Tovey
Bypassing JonLs issue
#tests no longer crashes.
Change 3869897 by Frank.Fella
Niagara - Fix crashes when using the skeletal mesh data interface. NOTE: The change to the actual skeletal mesh data interface code doesn't seem needed, but without it, it crashes with the stomp allocator on. We'll have to investigate further.
Change 3870487 by Frank.Fella
Niagara - Always generate cached skin data immediately, and make sure we're not indexing triangles that don't exist. This is a temporary fix to avoid a crash when changing the skeletal mesh source on an effect in the level from the details panel.
Change 3877378 by Frank.Fella
Niagara - Update the burst and lifecycle modules with new metadata for incoming timeline changes.
Change 3877564 by Frank.Fella
Sequencer - Fix a few more places which were modifying sequencer data without calling NotifyMovieSceneDataChanged.
Change 3877565 by Frank.Fella
Niagara - Remove old unused burst code from some runtime classes.
Change 3877567 by Frank.Fella
Niagara - Add support for keying bursts on the timeline which is configured using script metadata.
Change 3877699 by Frank.Fella
Niagara - Fix a crash in the new timeline code for when you have bursts, but you have inputs on the emitter lifecycle bound, also set lower bound of view range of the timeline to be -.1 so that you can more easily interact with keys at 0.
Change 3877715 by Frank.Fella
Sequencer - Update the change type when pasting keys from the clipboard from Unknown to TrackValueChanged to avoid unnecessary work. From code review on last change.
Change 3879285 by Simon.Tovey
A couple of fixes for using struct constants
#tests Jon's case now compiles and works correctly.
Change 3879378 by Frank.Fella
Niagara - Fix a few spots where recursive graph traversal was visiting nodes multiple times because of diamonds in the pin connections. This reduces a terrible hang in UNiagaraScriptSource::InitializeNewRapidIterationParameters from 5 minutes to 5 seconds but there are futher issues to investigate becasue even 5 seconds it too long.
Change 3879858 by Shaun.Kime
Moved the VM script compilation to the DDC in order to facilitate better team compilation behavior. Significant changes to the translator and overall compile workflow to make the data behave better for a future multi-threaded compilation path.
In order to know when to compile, a key is generated that uses the compile id's of the graphs that influence the compilation of our node. In this way, if an end user goes and edits a function or module and checks in, the overall compile id will not match b/c that function is in the dependency list of a system downstream. The system will then know to recompile. However, everyone else on the team will generate the same key because the asset in question was checked in with its local compile id already changed.
Additionally, we now employ change tracking on traversals from a node graph. These traversals walk through all the nodes leading to a given output node and see if they've been altered. If they have, a new compile id is generated. If not, the old compile id is used. This also means that if you edit a particle update section in the stack, the emitter section won't force the system to recompile.
GPU scripts now have their own script slot rather than riding alongside particle spawn scripts. This allows us to address them independently in the translator and put them in the DDC as well. Once the text is generated, we then go back out to the DDC to generate the shader associated.
Known issues:
+ Emitters are sometimes marked dirty on open
+ Nodes connected to event writes aren't part of the hashing
+ DataInterface signature changes don't dirty the compiles
+ Struct changes don't dirty the compiles
+ On system loading, we go out to the DDC instead of using existing scripts, which is slower..
#tests all auto-tests pass, additional tests run to validate proper behavior
Change 3879859 by Shaun.Kime
Content update post DDC change
Change 3879862 by Shaun.Kime
Niagara plugin content to ddc
Change 3879958 by Frank.Fella
Niagara - Actually fix the bad recursion in this function by using the existing traversal method.
Change 3881727 by Damien.Pernuit
Niagara - Houdini - Created a separate plug-in for the Houdini CSV Data Interface.
Change 3881877 by Simon.Tovey
Fix for mac compile issue
Change 3882773 by Simon.Tovey
Actual fix for Mike
Change 3882822 by Shaun.Kime
Rather than throw a check, I instead emit an error when we can't match up a data interface and instantiate a CDO version. Not perfect, but this will let you recompile.
#tests allows me to open jonathan's file
Change 3883538 by Shaun.Kime
Moving particle-level scripts to compile with the emitter named Emitter in their internal scripts. This simplifies the dependencies quite a bit, but causes some complexity on the wiring side (most of which we were already doing anyway).
Getting rid of some allocations in translation (still more to go).
Fixed some of the logic for emitters that had modules of the same name to now properly concatenate.
Compile version bumped, so all scripts will be forced to recompile. Not saving this into the test files for now, as I expect this to happen a bit for the near term.
#tests all auto-tests pass, creating a new emitter and system on PC works
Change 3883552 by Shaun.Kime
Fixing renaming to work properly now. It just invalidates the system script compile id's, forcing it to auto-compile.
#tests auto-tests pass
Change 3884722 by Bradut.Palas
Added searchbar with basic name search for Niagara stack
#tests none
#jira UE-53469
Change 3884793 by Shaun.Kime
Adding pragma once
#tests no longer complains about duplicate definition
Change 3885629 by Wyeth.Johnson
Setting up a transient meshrotation framework pre-integration
Change 3887440 by Wyeth.Johnson
Custom HLSL failure for Shaun
Change 3888911 by Bradut.Palas
stack search box now has a minimum width of 300 pixels
#tests none
Change 3890843 by Shaun.Kime
Creating a Niagara quaternion type.
#tests created in editor, saw default was correct, carried through to VM runtime through attribute viewer
Change 3890849 by Shaun.Kime
Porting over 4.19 fix to Dev-Niagara
#tests allows creation of valid scripts even when ini is cleared.
Change 3891088 by Frank.Fella
Sequencer - When getting selected tracks for the external selection api, include tracks if any of their child nodes are selected. This matches the behavior object guid external selection.
Change 3891114 by Bradut.Palas
Fixing crash that sometimes happens if a stack tree changes while a stack search is active
#tests none
Change 3891131 by Frank.Fella
Sequencer - Move section headers for bool, int, vector, and color to the public directory so they can be used by the niagara level sequence integration.
Change 3891165 by Wyeth.Johnson
error for shaun
Change 3891354 by Shaun.Kime
Adding Quat struct to more locations. Now treated like hlsl float4.
#tests EulerToQuaternion now compiles
Change 3891463 by Bradut.Palas
Fix crash that sometimes happens when deleting module and hitting Ctrl-Z to undo (the condition for removing the listeners from the rootentry should not be tied to the validity of weak pointers for system and emitter, because sometimes they are out of sync when changing the graph)
#tests none
Change 3891641 by Wyeth.Johnson
resave node
Change 3893143 by Shaun.Kime
Fixing issue where you try to bind a vertex color sampler to a mesh without it. We failthe binding rather than crash due to a check later. Also fixed up error logging to only mention the one that failed.
#tests can open NiagaraSystem'/Game/FX/SkeletalMeshDissolve/EmittersAndSystems/FightSceneDissolve.FightSceneDissolve' with an error..
Change 3893528 by Bradut.Palas
fix another crash when search results are invalidated during search
#tests none
Change 3893830 by Shaun.Kime
Fix for copy & paste of comment boxes
#tests can now copy and paste comment boxes
Change 3894012 by Bradut.Palas
no longer executing search tick if the rootentry is null
#tests none
Change 3894828 by Frank.Fella
Niagara - Runtime changes to support sequencer animation
+ Reset the simulation when force solo is changed on the component.
+ Invalidate the render data and clear the buffers when resetting to avoid previously rendered particles from drawing.
+ Automatically sync the override parameters in the component when the source assets exposed parameters change and removed forced syncing from various places.
+ Remove lots of refresh code from the niagara component details which should not be neccessary anymore.
#TESTS Ran autotests, tested through the UI while building the sequencer tests asests.
Change 3894832 by Frank.Fella
Niagara - Level sequence support for spawning and animating system life cycle and select user parameter types.
#Tests Ran existing tests and added a new test to verify added functionality.
Change 3896944 by Bradut.Palas
safeguard entries with no search items (it actually can be null)
#tests none
Change 3896948 by Bradut.Palas
Fix assert when dereferencing source array (no need for a raw pointer to the array since it's initialized with the content anyway)
#tests none
Change 3896950 by Bradut.Palas
fix compile error with previous commit
#tests none
Change 3897698 by Frank.Fella
Niagara - Fix some safety issues with parameter initialization on the niagara component.
+ Kill the current system if we synchronize parameters to avoid issues with data interface lifetime.
+ Always sync parameters when the asset is set to prevent missing data interfaces in the override list.
+ Add an enum to control how data interface parameters are handled when calling CopyParametersTo.
+ When the system instance is copying the asset parameters, have it copy data interfaces by reference so that it's not creating data interfaces copies which will be deleted at the next garbage collection.
#Tests Auto-tests, also doesn't crash anymore when opeining Jonathan's disolve effect and then opening a level.
Change 3897953 by Frank.Fella
Niagara - Remove some namespace restrictions from the code that generates the available parameters to read from in the stack UI since it was preventing the use of custom namespaces in modules and it was not clear what issue it was solving since we already prevent scripts from addressing parameters from lower level scripts. Also move user parameters to their own menu section.
#Tests Custom namespaces are usable again in the stack.
Change 3898926 by Bradut.Palas
Fix for crash caused by garbage collection and async search
#jira UE-55284 (Stack search doesn't work on collapsed entries) now searching through unfiltered children, will need extra fixes on the stack to eliminate "ghost" results"
Both are still under code review, submitting because they are simple to rollback and harmless to other features.
#tests none
Change 3899069 by Shaun.Kime
Parallel compilation
Major changes:
Rather than a custom streaming version that we know influences a rebuild, I'm moving away to a guid that you need to regenerate if you change the compiler in any meaningful way
needed for multiple reasons,
1) if two people are making changes to the compiler, having something other than a guid as the value makes the content of the ddc ambiguous
2) when iterating I often need to make multiple changes to get to a working final result, bumping the version number each time that happens gets old fast
We fully clone the input graph to do the compile in the background. While the translation step is not a huge amount of time, it keeps the main thread responsive.
We currently have a big critsec around the crosscompiler to bytecode as it isn't threadsafe. Future changes will push this to the ShaderCompilerWorker.
#tests all tests pass as well as stress tests around saving while compilng, long compile times, etc.
Change 3899071 by Shaun.Kime
Fixing the availability flags for system and emitter scripts.
#tests all auto tests pass
Change 3899077 by Shaun.Kime
Fixing assets to have their wait on compile finished checkbox checked in the editor for testing
#tests n/a
Change 3899114 by Wyeth.Johnson
Random bool custom hlsl node
Change 3899184 by Bradut.Palas
implemented categories for module inputs (now inputs can be assigned a category in the module editor and they will be grouped by those categories in the Niagara stack)
#tests none
Change 3899329 by Bradut.Palas
fix broken commit by adding missing new files NiagaraStackInputCategory.cpp and .h
#tests none
Change 3899439 by Yannick.Lange
Niagara reroute node.
Change 3899516 by Shaun.Kime
Official angle conversion modules.
#tests made a local test emitter that converted back and forth between angles. Results were correct.
Change 3900193 by Shaun.Kime
Fixing build
#tests now compiles
Change 3900474 by Shaun.Kime
Fixes to help Mac compile
#tests n/a
Change 3901131 by Simon.Tovey
Warmup feature.
CPU Sim only.
Also has ability to advance simulation by tick count or seconds via BP/C++.
Includes some engine tests.
#tests editor + autotests
Change 3901455 by Frank.Fella
Niagara - Add WITH_EDITORONLY_DATA to prevent non-editor compile failures.
Change 3902477 by Frank.Fella
Niagara - Fix FNiagaraEditorTypeUtilities to be a thread safe TSharedFromThis since it's always created with a thread safe shared pointer, also fix up issues related to this change. Fixes a crash which occurrs when it's the target object of a delegate binding.
#Tests adding a curve data interface to a parameter collection no longer crashes.
#jira UE-55403
Change 3903478 by Shaun.Kime
No longer doing the check if compiling on load is enabled as this always forces different change ids'
#tests n/a
Change 3903783 by Shaun.Kime
Trimming down excess log spew
#tests auto-tests pass
Change 3905753 by Shaun.Kime
Made Sine(Degrees), Sine(Radians), and Sine, and the variants thereof for trig functions.
#tests n/a
Change 3905759 by Shaun.Kime
Auto tests for mesh orientation
#tests these now pass
Change 3905762 by Shaun.Kime
These files needed to be resaved for some reason to keep passing.
Change 3906727 by Bradut.Palas
Curve UX improvements
#jira UE-55134
#tests none
Change 3908177 by Shaun.Kime
Fixing build due to typo
#tests now compiles
Change 3908199 by Shaun.Kime
Trying to fix compilation when destroying objects. We cannot safely attach anything beneath us at this point ,we just need to clear out the queues.
#tests normal work day-to-day
Change 3908201 by Shaun.Kime
Working to fix crashes where the component was destroyed out from underneath us due to PIE shutting down and we have a Niagara item editable in Blueprint or world editor.
#tests n/a
Change 3908985 by Bradut.Palas
Renaming ColorCurveAsset to CurveAsset to better reflect the actual usage of the variable (fixing copy-paste issue)
#tests none
Change 3909222 by Yannick.Lange
Niagara graph connection colors
Change 3909436 by Bradut.Palas
fix crash in curve ux when importing a linear curve (curve of floats)
#tests none
Change 3909561 by Bradut.Palas
Updating LUT before sending NotifyPostChange when editing curves inline (so that LUT will not go out of sync)
#tests none
Change 3910010 by Yannick.Lange
Use new Niagara Actor icon
Change 3910191 by Yannick.Lange
Fix viewport widget showing up in the viewport when pressing W, E or R.
#jira UE-55142
Change 3910213 by Frank.Fella
PropertyEditor - PropertyRowGenerator - Added features and fixes to support integration into niagara's stack view.
+ Added a method to get filter/search strings for an IDetailTreeNode to support external searching and filtering.
+ Added a delegate to the layout builder for when one of it's owned nodes has it's visibility forcibly changed by a customization.
+ Changed the filtering so nodes are generated for properties marked as advanced.
+ Pass the notify hook down to the detail utilities so that change notifications work as expected.
+ Add layout data for the widgets returned from the IDetailTreeNode to prevent alignment and sizing issues in custom implementations.
Change 3910307 by Frank.Fella
PropertyEditor - Missed in last checkin.
Change 3910509 by Frank.Fella
Niagara - Removed nested details panels from the stack and integrate them properly plus other fixes.
+ Generate rows for nested objects using the details panel property row generator.
+ Fix the horizontal sizing for niagara parameter editors.
+ Add an IsValid() method to the base niagara stack entry so that derived classes can know if the associated view models are still valid when processing events. This is a temporary measure to fix a crash in the user parameter UI.
+ Set stack entries to be expandable by default and delete usages which were setting it to true.
+ Highlight the active search result with a border since property rows can't highlight text.
Change 3911653 by Frank.Fella
Niagara - Fix stack spacer sizing.
Change 3911667 by Frank.Fella
PropertyEditor - Actually fix the notify hook handling in the property row generator.
Change 3911896 by Yannick.Lange
Niagara function input context menu.
Change 3911900 by Yannick.Lange
Project setting for not showing comment bubbles.
Change 3911996 by Yannick.Lange
Niagara fix if node persistent guids for older nodes. The OutputVarGuids are always synced on PostLoad.
Change 3912221 by Wyeth.Johnson
Renderer Icons for timeline
Change 3912608 by Bradut.Palas
stack style refactor
#jira UE-55399
#tests none
Change 3913063 by Wyeth.Johnson
Icons for stack added, including new system param png
Change 3913618 by Shaun.Kime
Fixing two of the most common Illegal call to StaticFindObject() errors while compiling.
#tests ran through compilation after changes.
Change 3914369 by Bradut.Palas
Using new SystemParams.png icon provided by Wyett (instead of the old "Parameters.png")
#tests none
Change 3914782 by Wyeth.Johnson
Adjusting icon for update to not indicate "flow"
Change 3915738 by Shaun.Kime
Moving away from the generic and super-slow EdGraphSchema ShouldAlwaysPurgeOnModification being true to using the same mechanism we use to invalidate the compile to synchronize nodes. This should be substantially faster.
#jira UE-55463
#tests ran through a variety of tests creating and wiring nodes
Change 3915739 by Shaun.Kime
Assignment nodes need to invalidate the graph for compile.
Change 3915741 by Shaun.Kime
Making default values more accessible and making it possible to route renderers to use different values than the defaults.
#tests n/a
Change 3915798 by Frank.Fella
SearchBox - Add options to show the number of search results and an option to show a throbber when a search is active.
Change 3915966 by Shaun.Kime
Changing the default for velocity to 0,0,0 as requested by Wyeth
#tests n/a
Change 3915982 by Shaun.Kime
Making the default text more readable
#tests n/a
Change 3916237 by Frank.Fella
PropertyEditor - Change the DetailCategoryBuilderImpl so that it sets the horizontal alignment to fill for value widgets when generating stand alone widgets so that the behavior in the property row generator matches the behavior of the property grid.
Change 3916240 by Frank.Fella
Niagara - Should prevent some recent crashes due to stack entry delegates and lifetime.
Change 3916261 by Frank.Fella
Niagara - Lots of minor stack ui fixes and adjustments
+ Tweaked padding in a bunch of different places.
+ Added a dark background behind the stack and stack header to prevent the colors from bleeding together.
+ Fixed the group text not being white anymore.
+ Hooked up new features of the search box for showing the search result data and an is searching throbber.
+ Fixed an issue where the current search result couldn't be interacted with.
+ Fix some other inconsistencies with searching where you might jump more than one result.
+ Replace the checkbox for showing curve in the curves tab with an icon based button. (icon is placeholder)
Change 3916833 by Shaun.Kime
Fixing issue where the system wasn't set to wait for compilation on load, sometimes leading to failures for auto-tests
#tests this test now passes when forced to recompile
Change 3916846 by Shaun.Kime
Missed one system in the scene.
#tests n/a
Change 3917458 by Shaun.Kime
Fixing another potential race condition on the DDC.
#tests n/a
Change 3918349 by Frank.Fella
Niagara - Invalidate the node visuals when reallocating pins.
#Jira UE-55698
Change 3918783 by Olaf.Piesche
Correct 'temp' to 'Temp' in map set
Change 3919262 by Shaun.Kime
We weren't properly updating the default values for user data interface components when tweaked in the editor.
#tests open skinned mesh auto test system change the preview for the user skinned mesh to be SK_Mannequin_Niagara. It now updates, it didn't before.
Change 3919602 by Shaun.Kime
Fixing the skeletal mesh to now clamp to the end of the index buffer for safety as well as adding IsValidTriCood. This lets us keep going even when swapping out the skeletal mesh underneath.
Tested out isvalidtricoord in the test skinning module.
#tests auto tests pass
#codereivew simon.tovey
Change 3921701 by Yannick.Lange
Make Vector2 and Vector4 default blue color to be consistent with blueprints.
Change 3922331 by Damien.Pernuit
Niagara - Houdini - Added support of CSV File as UAsset (HoudiniCSV)
Modified the Data Interface to use the CSV asset instead of the imported buffers from the CSV File Path.
Added some new functions to the DI:
GetLastParticleIndexAtTime()
GetCSVPositionAndTime()
GetCSVVectorValue()
GetCSVFloatValueByString()
Change 3923118 by Simon.Tovey
PS4 compile fix.
Change 3924934 by Bradut.Palas
fix Mac compile issues
#jira UE-55426
#tests none
Change 3925168 by Bradut.Palas
Curve logspamming
#jira UE-55593
#tests none
The UpdateCompiledDataInterfaces would end up comparing LUTs when copying curves and the source LUT was out of date.
Change 3925366 by Frank.Fella
Slate - SMenuAnchor - Fix the implementation of "BelowRightAnchor" to align the right edge of the menu with the right edge of the anchor. There aren't any other usages of this in the engine as far as I can tell, hopefully people weren't relying on the broken behavior in a game somwhere.
Change 3925423 by Frank.Fella
Niagara - Remove the large add buttons from the stack and add smaller add buttons in the group headers.
Change 3925877 by Olaf.Piesche
New collision modules, separating query, linear and angular impulse; Solve forces and velocity takes care of integrating f->v->p and fA->vA->O; linear impulse module would probably be cleaner by zeroing velocity on collision and calculating a force instead of setting new velocity directly
Change 3926582 by Simon.Tovey
PS4 compile fix
Change 3927401 by Shaun.Kime
Fixing events due to added member
#tests all tests pass as of 3925423 with this change
Change 3927496 by Shaun.Kime
Getting auto-tests to run
Questions: Why did I have to recompile the GPU tests... something is missing in their key generation?
Resaved several files.
#tests almost all pass now
Change 3927582 by Shaun.Kime
Fixing last failing auto test
#tests all tests now pass
Change 3927924 by Simon.Tovey
Chunk level vm parallelism.
Any execution processing > batch_size chunks will go wide.
The batch size is 4 currently but adjsutable via vm.ParallelChunksPerBatch.
VM parallelism can be disabled by vm.Parallel 0
Change 3927990 by Shaun.Kime
Submitting redirector
Change 3928426 by Frank.Fella
Niagara - Always propagate rapid iterations parameters when merging an emitter.
Change 3929823 by Frank.Fella
Niagara - Fix hlsl generation for system/emitter spawn script so that we read the engine and user parameters from the data set instead of initializing them to 0.
#Tests Full recompile + auto-tests
Change 3929983 by Simon.Tovey
Curve LUT Interpolation
+ updated test altered by it.
Change 3930551 by Frank.Fella
Niagara - Fix what looks like a copy/paste error in the SNiagaraSelectedEmitterGraph destructor which was preventing clean removal of delegates and causing a crash.
#Tests closing the "Selected Emitter Graph" tab and then changing the selected emitter no longer crashes.
Change 3932695 by Damien.Pernuit
Niagara - Houdini:
Houdini CSV Asset:
- Packed vector values in the CSV file are now properly supported (not just for Position/Normal) and can be of any size.
- Added support for reimporting Houdini CSV files.
- Added an "open in text editor" entry in the context menu.
- Improved error/warning logging during the parsing of the file
Houdini Niagara Data Interface:
- Added GetParticleIndexesToSpawnAtTime():
New helper functions returning the min index, max index and number of particles to be spawned for a given time value.
Uses an internal LastSpawnIndex to avoid spawning the same particles twice.
- Modified GetLastParticleIndexAtTime():
If the CSV file doesn't have time informations, returns false and set the LastIndex to the last particle
If desiredTime is smaller than the first particle, LastIndex will be set to -1
If desiredTime is higher than the last particle in the csv file, LastIndex will be set to the last particle's index
Change 3933425 by Shaun.Kime
Made the spreadsheet debugger capable of capturing in-world systems as long as they are solo'ed.
#tests have been running with it for several days, debugging real-world assets stably
Change 3933986 by Frank.Fella
Niagara - Fixed a bug with merging where added dynamic inputs which changed names could end up with the wrong rapid iteration parameters. Also fixed an issue where added dynamnic inputs would be renamed when they didn't need to be.
#Tests Engine tests and fixes custom repro.
Change 3934052 by Frank.Fella
Niagara - Added a console command to dump rapid iteration parameters for a system or emitter asset.
Change 3934436 by Simon.Tovey
Fixes for sprite VF depth test failure issue
Change 3934658 by Frank.Fella
Niagara - Make disabled modules visually distinct.
#Tests General stack use.
Change 3935383 by Shaun.Kime
Fixing mac compile errors
#tests n/a
#jira UE-55911
Change 3935420 by Yannick.Lange
Niagara parameter UI first version.
Change 3935482 by Yannick.Lange
Add missing files for parameters
Change 3935591 by Shaun.Kime
more macos compile
#tests na
Change 3935637 by Shaun.Kime
Reverting to prior behavior
#tests na
Change 3936541 by Yannick.Lange
Remove the merge up menu entry for set variables module items.
Change 3936841 by Wyeth.Johnson
Bool comparison dynamic input
Change 3936895 by Simon.Tovey
A few perf improvements and fixes to the SetSolo transfering between solo and batched so all lightning sims can run batched after they're warmded up.
Change 3936899 by Simon.Tovey
Missed a file
Change 3937178 by Krzysztof.Narkowicz
Fixed bHasSkipOutputVelocityParameter for shaders without PreviousLocalToWorldMatrix (e.g. particles)
#jira UE-50914
Change 3937222 by Yannick.Lange
Random event spawn
Change 3937292 by Yannick.Lange
Fix Adding a new parameter then renaming it the default name deletes the new parameter
#jira UE-55994
Change 3938472 by Yannick.Lange
Fix new parameters in emitters saving by using the editable emitter.
Change 3938474 by Yannick.Lange
- Store graphs as weak object pointers in the parameter UI.
- Allow right mouse menu on parameters in the system toolkit.
- Refresh only the parameter actions when deleting an entry instead of refreshing the graphs aswell.
Change 3938525 by Yannick.Lange
Fix creating an unique FName every tick for parameterstores by using a FString instead.
Change 3938596 by Shaun.Kime
Macos compile
#tests n/a
Change 3939362 by jonathan.lindquist
Adding a new Component Spacing input to the debug value functions. This will allow users to make better use of space when debugging values.
Change 3939365 by Shaun.Kime
Back out changelist 3936895 and 3936899
Leaving in some changes around stats as they should be harmless.
These changes were removed b/c they added poor perf to Jonathan's dissolve effect and also caused multiple tests to fail in engine tests.
#tests all tests pass besides Yannick's FName/FString warning, with the exception of BPTimeControl, Hypnotizer, and MeshOrientation, which seem to be off by one frame, but have been consistently off for several days (CL 3929823 had same issues for me)
Change 3939367 by jonathan.lindquist
Adding greyscale output
Change 3939368 by jonathan.lindquist
Changing the pin order
Change 3939377 by Shaun.Kime
Allows the unnormalized lut table flag to be copied over
#tests all tests pass besides Yannick's FName/FString warning, with the exception of BPTimeControl, Hypnotizer, and MeshOrientation, which seem to be off by one frame, but have been consistently off for several days (CL 3929823 had same issues for me)
Change 3939379 by Yannick.Lange
Rename FParameterStore Name to DebugName to prevent loading a FName into a FString with existing assets.
Change 3939382 by Shaun.Kime
Adding the ability to have a default curve index with a custom switch node.
#tests all tests pass besides Yannick's FName/FString warning, with the exception of BPTimeControl, Hypnotizer, and MeshOrientation, which seem to be off by one frame, but have been consistently off for several days (CL 3929823 had same issues for me)
Change 3939383 by Shaun.Kime
Converting existing curves over to using the new default pin
#tests all tests pass besides Yannick's FName/FString warning, with the exception of BPTimeControl, Hypnotizer, and MeshOrientation, which seem to be off by one frame, but have been consistently off for several days (CL 3929823 had same issues for me)
Change 3939501 by Shaun.Kime
Submitting missing files
#tests n/a
Change 3939580 by Wyeth.Johnson
Default curve indexing to three more DIs
Change 3940122 by Yannick.Lange
Parameters view: - Jump to new parameter added and request rename for new parameter.
- Remove adding parameters to the parameterstore when a pin is requested.
- Only show make new parameters in the dropdown to add a new parameter.
- Use Sections of UI as types instead of int32.
Change 3940214 by Bradut.Palas
fix crash when rename skeletal mesh user variable
#jira UE-55236
#tests none
Change 3940215 by Bradut.Palas
undo not working in graph editor
#jira UE-55466
#tests none
Overriding the BreakPinLinks methods to include a transaction
Change 3940250 by Bradut.Palas
Creating stats tab in module toolkit to show LastOpCount
#tests none
Change 3940251 by Bradut.Palas
#jira UE-55684 create inline menus for stack
#tests none
Change 3940262 by Simon.Tovey
Back out changelist 3939365 with fixes
Tests all now pass
Change 3940333 by Shaun.Kime
Nullptr check
#tests n/a
Change 3940338 by Krzysztof.Narkowicz
Niagara sprite particles - implemented get previous position in order to fix sprite particle motion vectors
#jira UE-52865
Change 3940407 by Yannick.Lange
Create pin on map get and set node when dragging without recompiling the graph.
Change 3940534 by Shaun.Kime
Making sure that collision returns defaults of 0 if nothing was found.
#tests auto-tests that have been passing still pass
Change 3940709 by Simon.Tovey
Temp hacks for the skeletal mesh painting issues.
Change 3940960 by Yannick.Lange
Only build parameter menu once when graphchanged is called multiple times in a frame.
Also use the existing metadata from graph to build the parameter menu, because the metadata already looped through all nodes and pins.
Change 3941019 by Yannick.Lange
Meta data UI refresh next tick to avoid refreshing multiple times a tick.
Change 3941853 by Simon.Tovey
Adding more dynamic parameters
Change 3941957 by Frank.Fella
Property Editor - Fix issues with property row generator to support the niagara stack.
+ Make the detail tree node name accessible through the interface, and fix the implementations for category group and property item.
+ Add a temporary fix for passing instance customizations from the property row generator to the detail property row through the detail layout builder. This should be unified in a nicer way, but this will work for the time being.
Change 3942174 by Frank.Fella
Niagara - Stack UI Pass
+ Advanced rows are not handled properly per item.
+ Expanded and scroll state is now saved in editor data per asset.
+ Added a "View Options" drop down for showing all advanced rows, and for showing/hiding outputs.
+ Added an option to collapse all stack items from the emitter header context menu.
+ Added support for "Edit Conditions" on module and dymaic inputs which will enable and disabled an input based on the value of another input. This includes showing a checlbox inline for the edit condition toggle input.
+ Added support for "Visible Conditions" on module and dynamic inputs which will hide and show inputs based on the value of another input.
+ Removed the pencil icon for locally editable values in the stack.
+ Fixed issues with invisible search results. It's still possible for a search result to not highlight the text correctly, but the outline never disappears.
+ Removed pinning for module inputs.
+ Fixed the event handler properties so that they use the property row generator instead of an embedded details panel.
+ Unified indent handling across all stack classes.
+ Unified stack editor data across all stack classes.
Change 3942427 by Simon.Tovey
Another hack for vertex painting tool
Change 3942453 by Simon.Tovey
Some more hacks for skel mesh vertex painting until Jurre's rework is ready.
Change 3942799 by Yannick.Lange
Rebuild metadata, input and output parameters UI next frame instead of on every graph changed call.
Change 3942833 by Frank.Fella
Niagara - Fix the visibility of the advanced expander item.
Change 3942923 by Yannick.Lange
Revert using metadata for parameters to looping through pins to find parameters in maps not connected to anything.
Temporary fix to remove used parameters if they are found in the graph.
Change 3943094 by Wyeth.Johnson
Rollback //UE4/Dev-Niagara/Engine/Plugins/FX/Niagara/Content/Modules/Spawn/Location/SphereLocation.uasset to revision 5
Change 3943154 by Wyeth.Johnson
Metadata to sphere location module
Change 3943256 by Wyeth.Johnson
Testing out sweet new metadata control
Change 3943374 by Olaf.Piesche
Fixing mesh motion blur
Change 3943382 by Olaf.Piesche
Turning on base pass velocities until I can fix separate vel pass for particles
Change 3943471 by Yannick.Lange
Emitter view stats only show particles count. Use Niagara.EmitterStatsFormat 0 and 1 to switch between all data and only particle count. Default is 1 to only show particle count.
Change 3943497 by Yannick.Lange
Paramater map remove FTickableEditorObject and use SWidget::Tick
Change 3943589 by Olaf.Piesche
-Fix for linear impulse (offset by 1/2*velocity*dt instead to avoid distracting bounciness)
-Collision Rest; add after impulse modules to make particles rest if in collision under threshold velocity magnitude
Change 3943644 by Olaf.Piesche
Turn shader development mode back off
Change 3943718 by Olaf.Piesche
Fix vertex factories
Change 3943776 by Olaf.Piesche
Properly calculate old particle position using dt for velocity rendering
Change 3943780 by Frank.Fella
Niagara - Fix ensure when removing dynamic inputs due to incorrect logic which would have left unused nodes in the graph.
Change 3943870 by Yannick.Lange
Parameter drag drop window
Change 3943994 by Frank.Fella
Niagara - Fix some editor settings not saving across sessions.
Change 3944056 by Shaun.Kime
Updating to replace values reset when Wyeth resaved files.
#tests DrawOrderGPU, DrawOrder, and TestDifferentInactiveEmitters now pass
Change 3944068 by Simon.Tovey
Back out of my changes to vertex painting and replaced with Jurre's fixes.
Change 3944174 by Frank.Fella
Niagara - Fix stack categories so that they don't freak out when the stack is refreshed, and also remove the uncategorized heading and move uncategorized inputs to the top.
Change 3944313 by Shaun.Kime
Updated screenshots after motion blur
Change 3944321 by Shaun.Kime
Fixing error message to be clearer about a disconnected Get node.
#tests n/a
Change 3944351 by Shaun.Kime
Making safe against weak pointers going away.
Track error encountered by Jonathan.
#tests n/a
Change 3944368 by Yannick.Lange
Remove automatic adding prefix "particles." when renaming functioninput.
Change 3944383 by Shaun.Kime
Just adding some more nullptr check
#tests n/a
Change 3944384 by Shaun.Kime
Providing more context for a check that existed previosuly and was encountered by Wyeth today
#tests n/a
Change 3944872 by Yannick.Lange
Remove old material parameter node.
Change 3945209 by Shaun.Kime
Fixing possible infinite recurson on child array size of zero
#tests n/a
Change 3945865 by Yannick.Lange
Spreadsheet filter for output attributes
Change 3946091 by Simon.Tovey
Per particle sorting for translucent sprites and meshes
Change 3946095 by Simon.Tovey
Updated screens for dynamic param tests
Change 3946378 by Olaf.Piesche
Another sprite motion blur fix
Change 3946864 by Shaun.Kime
SkinnedMesh per-instance data requires 16 byte alignment due to usage of FMatrix. We were not guaranteeing that in our per-instance data system. We are now enforcing that to be true by aligning all memory size requests.
#tests autotests pass
Change 3946928 by Wyeth.Johnson
Skeletal mesh location metadata. THIS VERSION ALSO CRASHES ON SAVE FYI
Change 3946934 by Frank.Fella
Niagara - Clean up rapid iteration parameters on compile.
#Tests - Fixes the jira below, all auto tests which were currently passing still pass, and GDC effects load and look correct.
#jira UE-55932
Change 3946936 by Frank.Fella
Niagara - Fix crash when undoing adding a dynami input.
Change 3947213 by Simon.Tovey
Fix for thread safety in collision data interface.
Previously I'd made them thread safe between VM chunks but they already weren't safe between system instances.
Change 3947279 by Simon.Tovey
Fixed thread safety issue with niagara global dynamic buffer
Change 3947788 by Simon.Tovey
Fix enum property warnings
Change 3947849 by Olaf.Piesche
Normalize orientation quats. Safety first.
Change 3947877 by Frank.Fella
Niagara - Fix a crash when editing meta-data for a module currently open in a system or emitter editor stack. This updates the FNiagaraStackFunctionInputBinder to track the lifetime of the default pin correctly.
Change 3948445 by jonathan.lindquist
Inverting alpha output
Change 3948615 by Olaf.Piesche
Don't access data layouts that are invalid because their bindings don't exist
Change 3949361 by Yannick.Lange
Command to expand all groups and collapse all items of those groups in the stack.
Change 3949365 by Yannick.Lange
Missing file for change 3949361
Change 3951123 by Simon.Tovey
Fix bug with dynamic parameters in Niagara mesh particle VFs
Change 3951199 by Simon.Tovey
Fix for issues caused by unsafe reads of GT data from RT
Change 3951293 by Olaf.Piesche
Workaround for jittering particles with collision at rest state; will need to revisit after GDC
Change 3951533 by Yannick.Lange
Collapse parameter menu by default
Change 3952106 by Frank.Fella
Niagara - Fix data interface input initialization when inserting modules and dynamic inputs. We now put all inputs into categories in the stack and this code didn't handle that.
Change 3954809 by Frank.Fella
HoudiniNiagara - Add include to fix CIS incremental build.
Change 3954857 by Frank.Fella
Niagara - Accept newer versions of 3 automated tests images as they are stable and still look correct for what they are testing.
Change 3954935 by Frank.Fella
Niagara - Fix a crash in the skeletal mesh sampling info details customization when a mesh has no skeleton.
Change 3954969 by Simon.Tovey
Compile fix for gpu emitters
Change 3955012 by Frank.Fella
Niagara - Fix clang and deprecation warnings.
Change 3955988 by Olaf.Piesche
Fixing collision queries (separating line query trace direction and velocity, so we can look a frame ahead properly); various fixes to the impulse modules; rest module now allows for color change when particles are set to rest. This checkin should stabilize collision dynamics substantially.
Change 3956730 by Yannick.Lange
Cleanup parameter
Change 3957065 by Bradut.Palas
enable/disable mechanism for renderers
#tests none
Change 3957802 by Olaf.Piesche
-Removing Velocity parameter from collision query DI, since velocity at query time is known and can just be passed along in temporary parameter; this stops the compiler from falling over in unity builds and also makes the Perform Query function more sane as an actual line check
-Put some safeguarding against non-collisions (v.n>0) reported as intersections into the collision query module to avoid instances of particles being pushed through geometry
-Updated modules to use the new function signature
#tests modular explosion test map, EngineTests
Change 3957804 by Olaf.Piesche
Updated tests for 3957802
Change 3957859 by Frank.Fella
Niagara - Add missing #if to fix some of the nightly build errors.
Change 3958065 by Olaf.Piesche
Fix GPU sim hlsl for the collision data interface; should make GPU collision bounce test run again
Change 3958302 by Olaf.Piesche
modified test for sane depth bounds; accepting new results; some changes to hlsl for collision data interface
Change 3959007 by Simon.Tovey
Further defining the barrier between GT and RT data.
Not finished yet, especially for GPU sims but we're heading in the right direction.
Change 3960004 by Bradut.Palas
QOL change, now committing search text in the stack (pressing enter) will jump to the next occurrence.
#tests none
Change 3960019 by Frank.Fella
Niagara - Preemptively fix up stack related header includes to avoid manual merges.
Change 3964217 by Bradut.Palas
Fixing compile issue after renderer enable feature(the Isolate features require the WITH_EDITORONLY_DATA preprocessor directive to be enabled)
#tests none
Change 3964581 by Frank.Fella
Niagara - Get things compiling again after merge. Mostly include fixes and commeting out lots of sequencer related stuff that needs to be fixed.
Change 3965057 by Frank.Fella
Niagara - Fix compile issues in the houdini plugin. Also add the houdini pluging to EngineTest so that it compiles by default when running tests.
Change 3965075 by Frank.Fella
Niagara - Fix another include issue that was caught on the build machine.
Change 3965308 by Frank.Fella
Niagara - One more header fix. Should fix the win64 build in CIS.
Change 3965313 by Frank.Fella
Niagara - Fix in editor playback. The timeline data is still broken.
Change 3965482 by Yannick.Lange
Stack source taken apart into different files.
Change 3965863 by Shaun.Kime
Fixes scope level variable definition causing my local build to fail
#tests n/a
Change 3965866 by Shaun.Kime
Crash fix when the module is missing. Now show an error message as well as checking for script validity before calling method on it
#tests n/a
Change 3968174 by Frank.Fella
Niagara - Fix more merge fallout. The emitter/system editor timeline now matches the stack data again.
Change 3968183 by Frank.Fella
Niagara - Delete commented out include from merge.
Change 3972162 by Frank.Fella
Niagara - Updated level sequence testing assets.
Change 3972880 by Shaun.Kime
Merging using DevNiagaraToGDC2018
Allowing disabled modules to still influence parameter maps.
#tests n/a
Change 3973269 by Shaun.Kime
Disabling warning about divide by zero as it is often incorrect
#tests n/a
Change 3973273 by Shaun.Kime
Forcing all three planes to be GPU
#tests n/a
Change 3973307 by Shaun.Kime
Fixing CIS win32 errors
#tests n/a
Change 3973374 by Shaun.Kime
Fixing minor static analysis warnings
#tests n/a
Change 3976107 by Shaun.Kime
Updating multiple files as they have the unversioned file warning
#tests auto tests now show green
Change 3976114 by Shaun.Kime
Taking snapshots after the integration for time control to clear automated tests. Frank was uncertain about the current behavior being correct, but didn't want to hold up integration for that.
#jira UE-57117
Change 3976119 by Shaun.Kime
Makiing GPU shaders contain the dependencies and the compile id's and other items so that they update properly.
#tests auto-tests now pass
Change 3976449 by Shaun.Kime
Adding additional debugging to logs
#tests n/a
Change 3977172 by Frank.Fella
Niagara - Fix issues with the level sequence integration for niagara caused by the integration from main, and accept the new test image. This code should be updated at some point to use the new channel blending in sequencer.
NOTE: There is still a timing issue that is evident in the automated test screen shot due to float timing and rounding issues in niagara, but the sequencer code is functioning correctly.
Change 3977362 by Bradut.Palas
UE-55601 curve snapping not working in Niagara curve editor
#tests none
Change 3977363 by Bradut.Palas
exposed added external asset for function input so it would appear in context menu in the Niagara stack.
#tests none
Change 3977368 by Bradut.Palas
#jira UE-51052 If you undo an emitter rename we get invalid values
The CachedUsageInfo got emptied but it didn't get restored by the undo, sending the system in an endless Compile() loop
Added a Modify() call in the UNiagaraScriptSource::InvalidateCachedCompileIds()
#tests none
Change 3978716 by Shaun.Kime
Fixing half of CIS static analysis warnings and localization symbol dupe warnings from Jamie Dale
#tests auto tests pass other than known level sequence test
Change 3978857 by Shaun.Kime
The map SpawnTest niagara actor didn't have its wait for compilation flag set, potentially leading to artifacts. Disabling for now as that didn't resolve the issue.
Change 3979594 by Shaun.Kime
Potential fix for cook on Orion
#tests n/a
Change 3979713 by Shaun.Kime
Fixing several more CIS static analysis warnings as well as duplicate localization string warnings from Jamie Dale
#tests n/a
Change 3980017 by Shaun.Kime
Fixing CIS static analysis warnings as well as duplicate localization string warnings from Jamie Dale
#tests n/a
Change 3981859 by Shaun.Kime
Fixing crash in Paragon when the normals buffer was not present during startup with just UI screens.
#jira UE-57188
#tests got through to paragon main screen, related auto-tests pass
Change 3982685 by Shaun.Kime
For some reason, when Lightmass is spinning off workers, the render thread is null, causing us to trigger checks that we shouldn't trigger when killing of system instances.
#jira UE-57214
#tests all auto-tests pass
Change 3983902 by Simon.Tovey
Speculative fixes for mac errors regarding niagara vertex decls.
Change 3984023 by Andrew.Rodham
Sequencer: No longer upgrade bIsInfinite for section types that do not support open ranges
Change 3986727 by Wyeth.Johnson
Fixed add velocity from point to work in more situations, not cause errors regardless of stack location, made it more programmable with inputs, and added metadata
Change 3988114 by Wyeth.Johnson
fixed color and inherit parent vel
Change 3989175 by Simon.Tovey
Improved VM error reporting.
#tests engine tests
Change 3995007 by Yannick.Lange
Parameter menu in system layout
Change 3995192 by Yannick.Lange
Fix niagara script details panel search
Change 3995291 by Yannick.Lange
Parameter menu tooltip fix
Change 3997804 by shaun.kime
Lookup table is off for this. Keys are 0,0 and 1,1, so you'd expect normalized age as a sampler to just return the same value from lookup. If LUT is disabled, this is true. If LUT is enabled, it isn't, especially the farther one gets from 0.
Change 3998124 by Simon.Tovey
Fixed Curve LUT generation
#tests editor
#jira UE-57604
Change 3998286 by Wyeth.Johnson
Fixed normalized execution index to, you know, work.
Change 4000324 by Shaun.Kime
Replacing a thread-safety issue where we get an enum on an as-needed basis. This was causing crashes in cooking as you cannot find from the global table while serializing.
#tests have not gotten the crash since
Change 4000428 by Bradut.Palas
UE-55750 focus curve editor when "show" button is pressed
UE-55791 user variable curves cannot be shown in the Curve tab
These issues were related and touched the same area of code, so I fixed them together. UE-55791 is basically just getting curve data from the system exposed variables too.
#tests none
Change 4001094 by Frank.Fella
Niagara - Fix slowdown in the metadata editor due to delegate rebinding.
Change 4001098 by Frank.Fella
Niagara - Remove the tool tip from the additional options drop-down for modules since it covers the drop down menu.
Change 4001133 by Bradut.Palas
Fix curve editor getting focused each time a curve was changed.
#jira UE-57708
#tests none
Change 4001253 by Frank.Fella
PropertyEditor - Fix issues with external root handling.
+ Fix external nodes not being cleaned up correctly when custom node builders rebuild children.
+ Fix expanded state being trampled when processing external nodes due to the expanded nodes list being emptied every time RestoreExpandedItems was called.
+ Fix performance issues with refreshing during tick by moving all calls to RestoreExpandedItems to UpdateFilteredDetails, and then only calling UpdateFilteredDetails once per tick as needed instead of per root property node and per root external node.
Change 4003365 by Shaun.Kime
If the physical material has gone away, make sure to set value values. Note that if this data interface is going to go on in parallel to the game thread, we'll need something more sophisticated.
#tests Win64 tests pass
Change 4003367 by Shaun.Kime
Making sure that the system has finished compiling before we begin cooking.
#tests n/a
Change 4003374 by Frank.Fella
Niagara - Fix a crash when adding and removing modules and dynamic inputs with data interfaces.
#jira UE-57749
Change 4003696 by Shaun.Kime
Getting rid of whitelist, now open on all platforms.
#tests n/a
Change 4005368 by Shaun.Kime
Fixing compile error on Linux
#tests n/a
Change 4013779 by Shaun.Kime
Interpolated spawn on GPU does not yet work but checkpointing work.
+ Added AdditionalDefines to the VMCompileId, switched interpoalted spawn to use that
+ Added rough interpolated spawn support to translator by refactoring away from specific calls and hard-coded update/spawn somewhat... could improve for events
+ Revised shader variables away from Phase0/Phase1 terminology to the true Update/Spawn meaning. Leaving the phase numbers as an implementation detail within the usf.
+ Added ToString to ParameterStores for debugging
+ Changed GPU ExecIndex() logic to actually work similar to the VM
#tests collision gpu fails
Change 4015355 by Simon.Tovey
Persistent IDs final.
Still need to change the compile ID parts over to use the new additional defines but the core functionality is in.
#tests editor + engine tests
Change 4018445 by Simon.Tovey
Some missing assets
Change 4021647 by shaun.kime
Moving jonathan's DebugParticleData to Niagara Extras
Change 4024809 by Yannick.Lange
Parameter map hover text using metadata description.
Change 4025042 by Wyeth.Johnson
Dogfooding the skeletal Mesh location module w/ comments, reroute pins, map gets and sets, metadata, tooltips, etc.
Change 4025236 by Shaun.Kime
Working on getting interpolated spawning working. Submitting to get assistance from Simon.
... PLEASE DON'T SYNC UNLESS YOU'VE SPOKEN TO ME...
#tests collision test on GPU is better, but not yet right.. ribbon id emitter is ensuring on LUT table generation
Change 4025372 by Shaun.Kime
Making the debug particle data stay the same size as the base particle for easier debugging.
#tests n/a
Change 4025701 by Shaun.Kime
Debug asset for Simon
#tests n/a
Change 4027865 by Shaun.Kime
Fixing parameter map stores to properly handle reset. Previously was leaving around padding info from previous version of the script which could be totally wrong.
#tests now don't crash
Change 4029638 by Wyeth.Johnson
Refactor Skeletal mesh location module to test some ideas on coding standards and shake out workflow issues
Change 4030135 by Shaun.Kime
Interpolated spawning now works on the GPU.
#tests collision gpu has stray collisions and the GenerateLocationEvent was recently updated that broke . will fix in a later update
Change 4030197 by Wyeth.Johnson
Refactor static mesh location module
Change 4033437 by Simon.Tovey
Adding a few simple new functions for direct access to vertex positions for cannabis.cod3r.
Change 4033937 by Shaun.Kime
Setting the wait for compilation flag
#tests now pass consistently
Change 4034391 by Shaun.Kime
Created a parameter map default node to start default call chains.Updated standard modules and dynamic inputs.
#tests all previoulsy passing tests pass
Change 4035002 by Shaun.Kime
Updated to work with latest main integration
#tests n/a
Change 4035523 by Wyeth.Johnson
Refactor Cone stuff to coding standards, replace some things with functions
Change 4035672 by Shaun.Kime
Fixing build warnings
#tests n/a
Change 4036887 by Wyeth.Johnson
Some metadata, some optimization, some additional refactoring and swapping in functions. Straight Dogfoodin'
Change 4037132 by Shaun.Kime
Adding GPU test versions of several assets
Change 4037241 by Wyeth.Johnson
Optimizing, metadata, and making some coding standards changes
Change 4037436 by Wyeth.Johnson
Fixing a pointless module to make it... pointful?
Change 4037629 by Frank.Fella
Niagara - Fix issues with data interfaces as parameters
+ Collect data interface reads and writes from parameter maps during compilation so they can be hooked up a runtime.
+ Add new runtime parameter stores for systems and emitters at runtime which bind the exposed data interfaces into the execution contexts.
+ Fix the editor code which updates the compiled data interfaces so that it updates the correct ones regardless of where they are defined.
+ Fix an issue where failed compiles weren't being propgated to the UI correctly.
Change 4037832 by Shaun.Kime
Properly handling nullptr references
#tests deleting a module from the stack after it was recently refreshed now doesn't crash
Change 4037917 by Wyeth.Johnson
Fix add velocity from point (needed begin defaults), reorg, comment and metadata
Change 4038250 by Wyeth.Johnson
Big refactor of spawn per unit
Change 4038665 by Shaun.Kime
Events now take parameter map in/out pins
#tests now the events auto-tests should pass
Change 4038723 by Shaun.Kime
Now renderers can say if they are compatible with the SimTarget mode.
#tests now changing to GPU doesn't crash a light renderer
Change 4038731 by Shaun.Kime
Missing file from prior checkin
#tests n/a
Change 4038742 by Shaun.Kime
Attempting to fix editor build, which is unfortunately fine on my machine
#tests n/a
Change 4040069 by Wyeth.Johnson
Refactor of Event Generator and Event Receiver, new coding standards for events
Change 4040377 by Wyeth.Johnson
Refactor the solver to adhere to coding standards (and remove some reroute pins, sorry Shaun)
Change 4040639 by Wyeth.Johnson
Vector Noise Force refactor and optimization
Change 4041031 by Shaun.Kime
Making the modulo functions on the gpu return a value.
#tests passes cook on PS4 and gets past this in compile on Mac
Change 4041254 by Wyeth.Johnson
Refactor Point Attraction, change some behavior also
Change 4041999 by Yannick.Lange
Parameters refactor:
- Find parameters and references in graph
- Renaming parameters, includes renaming all pins in the graph
- Removing parameters
- Find metadata when finding parameters, so we are not looping through all nodes/pins twice
- Parameters list supports multiple emitters in systems
Change 4042058 by Simon.Tovey
Refactored GPU parameters.
- Shader now uses the DI default object to create the correct parameters struct.
All parameter and buffer management now being handled inside this parameter struct.
This allows far more encapsulated code for each DI.
Allows us to reamove the GPU buffers from and the Scene texture refs that were in the base DataInterface class.
Simplifies the API and process of implementing DI's on the GPU considerably.
- Removed all existing GPU buffer support code and usage. All DIs now use a parameters struct.
- Have moved tons of curve code into the base class, simplifying the child implementation classes.
- Implemented GPU curve interpolation.
- Removed bAllowUnnormalizedLUT. Confusing and now unnessessary. All curves do this by default.
- Modified FNiagaraShaderMapId to use the latest FNiagaraCustomVersion::LatestScriptCompileVersion and bumped it.
- Created NiagaraCore module and moved a few classes into it. Anything needed by both the shaders and runtime should be here.
- Refactored DI hierarchy to base from a new UNiagaraDataInterfaceBase which is inside NiagaraCore.
- Removed constness from many UStruct/UEnum/UClass pointers. Technically we don't ever need these to be non const so initialy coded as const. Some existing engine code however requires these be non const so had to propagate that back through our code.
Change 4043427 by jonathan.lindquist
Submitting a material function that will allow users to reproduce mesh surfaces.
Change 4043448 by Olaf.Piesche
Async GPU buffer readbacks and updates
Change 4043679 by Shaun.Kime
Fixing Mac compile issue. Not sure if correct, but unused code so good for now.
#tests n/a
Change 4044000 by Simon.Tovey
static analysis fix
Change 4044001 by Simon.Tovey
Fix for gpu scripts with multiple curves.
Change 4044124 by Yannick.Lange
Fix persistent guid for parameter map set pins.
Change 4044230 by Simon.Tovey
I didn't forget to check these in. Nothing to see here.... *whistling*....
Change 4044584 by Bradut.Palas
Module dependency properties are now available (to be used by technical artists before the functionality is done and submitted)
#jira UE-58200
#tests none
Change 4044663 by Wyeth.Johnson
Jitter position needed begin defaults, got a refactor which I was in there
Change 4044894 by Yannick.Lange
Rename parameter and all referenced pin when renaming a pin on a map set or get.
Also fixes renaming a pin not deleting the old metadata.
Change 4045383 by Wyeth.Johnson
Fix up and comment/tooltip on mesh rotation, look at, and rot rate
Change 4045488 by Wyeth.Johnson
Update Age reorg just for readability
Change 4045799 by Shaun.Kime
Reworking test art to get rid of known issues and put known issues into their own assets.
Change 4046328 by Wyeth.Johnson
Some optimizations, options to polar/cartesian, starting in on Dynamic Inputs
Change 4046728 by Shaun.Kime
Fixed error where we were writing to Loca.Module.EventVelocity instead of Local.Module.EventVelocity.
Change 4047423 by Frank.Fella
Niagara - Fix post load code for the assignment node which was not conditionally post loading another object it was using which now has a custom post load. This resulted in strange pin renaming which was breaking merging and automated tests.
Change 4047425 by Frank.Fella
Niagara - Make the merge manager a little more resistant to malformed stacks.
Change 4047788 by Bradut.Palas
#jira UE-57902 Module input sort priority
#tests none
Change 4048063 by Yannick.Lange
Fix don't show context menu on parameter view categories.
#jira UE-57196
Change 4048068 by Yannick.Lange
Fix create system from emitter
#jira UE-57186
Change 4048132 by Yannick.Lange
Add missing includes.
Change 4048269 by Shaun.Kime
Removing ensure that we log later
#tests n/a
Change 4048273 by Shaun.Kime
Really doing it this time
#tests n/a
Change 4048595 by Yannick.Lange
Fix niagara if node input disconnect on output pin rename.
#jira UE-58095
Change 4049640 by Simon.Tovey
Daft mistake in curve hlsl gen.
Change 4050270 by jonathan.lindquist
Submitting a module that lerps each of a particle system's intrinsic particle values. Each variable set utilizes an opt-in bool.
Change 4050282 by jonathan.lindquist
Submitting newly formated Mesh Reproduction modules. They now contain documentation, be fully generalized and meet our updated coding standards.
Change 4050566 by Olaf.Piesche
-More fixes and changes for async gpu buffer readback
-removed more CPU intervention; spawning and death now happen largely without CPU direction, other than determining the number of particles to spawn
-Added piping number of vert indices per instance from the renderer down to the GPU context and CS; as a result, GPU simulated mesh emitters are working again; this will need a bit of additional work to handle multiple renderers (will need multiple DrawIndirect parameter buffers reflecting the different renderers)
-General cleanup and prettification
Change 4050907 by Frank.Fella
Niagara - Add support for default dynamic inputs on modules and dynamic inputs.
Change 4051436 by Simon.Tovey
Forcing a refresh of curve LUTs on assets with old versions.
Change 4051463 by Simon.Tovey
Compile fix
Change 4051900 by Frank.Fella
Niagara - Fix linux warning.
Change 4052253 by Olaf.Piesche
GPU sim interpolated spawn fixes - Look Ma, no gaps!
Change 4052321 by Frank.Fella
Niagara - Enable the level sequence test.
Change 4052353 by Shaun.Kime
Renamed variable after Wyeth's change
#tests MeshOrientationTests now pass
Change 4052627 by jonathan.lindquist
Submitting a new spline function.
Change 4052648 by Shaun.Kime
PS4 development builds don't seem to be able to remove generated data for structs like this even though it is in a non-editor build.
#tests n/a
Change 4052661 by Olaf.Piesche
-Avoid branching on every OutputData operation by allocating a scratch instance at the buffer end and setting the default index from AcquireIndex to that.
-bit of shader code cleanup
Change 4052706 by jonathan.lindquist
Adding a module that supports a single segment spline
Change 4052712 by jonathan.lindquist
Adding a below threshold output to the direction and length safe function
Change 4052786 by jonathan.lindquist
Submitting a new height lerp function
Change 4053126 by jonathan.lindquist
Submiting a function that calculates a triangle's surface area.
Change 4053132 by jonathan.lindquist
Changing the category to geometry
Change 4053141 by jonathan.lindquist
Moving the asset back to a generic math category
Change 4053166 by jonathan.lindquist
Submitting a new threshold function that removes threshold downtime.
Change 4053564 by Shaun.Kime
Added staging to ini as requested by cook
#tests n/a
Change 4053619 by Shaun.Kime
Fixing defaults
#tests used by Orion art
Change 4054171 by Yannick.Lange
Remove bold font for parameters.
Change 4054183 by Yannick.Lange
Syncing system exposed parameters and parameters list. Includes adding, removing and renaming parameters.
Change 4054313 by Wyeth.Johnson
Refactor spawnrate to (mostly, other than a bug) conform to coding standards, and set begin defaults on a few things.
Change 4054840 by Shaun.Kime
Fixing redundant branch for CI
#tests n/a
Change 4055492 by Shaun.Kime
Updating compile version since I changed the usf
#tests n/a
Change 4055550 by Shaun.Kime
Disabling rendering of middle module as it differs between machines.
#tests LevelSequenceTestsNiagara now passes
Change 4056256 by Shaun.Kime
Disabling the ensure and turning into log statements for curve copying
#tests n/a
Change 4056287 by Shaun.Kime
Now using GLobalCompileShader. There are still issues with cooking as there is sometimes a runtime streaming error that we didn't read in the correct amount of data. I think the logic for when/if we stream out the compiled shader might still need TLC.
#tests n/a
Change 4056381 by jonathan.lindquist
A new quat to angle axis and angle axis to quat conversion mat function
Change 4056513 by Frank.Fella
Niagara - Fix crashes for default data interfaces where the pin default was empty or the data interface wasn't initialized.
#jira UE-58789
Change 4056734 by Frank.Fella
Niagara - Drag and drop for modules.
Change 4056880 by Simon.Tovey
Replacing engine tests shots for RibbonID test.
Some slight changes introduced, likely curve or recent module changes.
Change 4056894 by Bradut.Palas
UNiagaraStackEntry Error refactoring + Module dependency warning feature.
#jira UE-58199, UE-58200
#tests none
Change 4056916 by Bradut.Palas
Add missing files from shelved changelist.
#tests none
Change 4056937 by Bradut.Palas
#jira UE-54678 The skeletal mesh customisation did not update when the mesh was changed through the data interface or mesh editor
#tests none
Change 4057014 by Frank.Fella
Niagara - Fix cis initializer order warning.
Change 4057542 by Bradut.Palas
#jira UE-58554 Remove Refresh UI button from Niagara script editor
#jira UE-58555 Remove Numeric Output Type Selection Mode from Niagara script UI
#tests none
Change 4057702 by Bradut.Palas
The stack editor priority in the variable metadata now properly has zero as default value.
#jira UE-58740
Change 4057758 by Frank.Fella
Niagara - Fix text wrapping for error items.
Change 4057990 by Bradut.Palas
Stack error tweaks (added error count to the stack errors button and also updating icon according to highest severity issue in the subtree)
#tests none
Change 4057996 by Shaun.Kime
Trying to fix the static analysis header tool error in CIS
#tests n/a
Change 4058027 by Shaun.Kime
Fixing compilation on other platforms
#tests compiles on playstation
Change 4058356 by Frank.Fella
Niagara - Fix an assert that happens when adding a module or dynamic input with a boolean or enum input.
Change 4058428 by Frank.Fella
Niagara - Fix a crash when removing an input from a set variables node in the stack which was caused by the function losing an input without the stack being refreshed. This also fixes an issue where add and remove actions on a set variables module wouldn't take affect until the graph was compiled.
Change 4059924 by Wyeth.Johnson
Rollback //UE4/Dev-Niagara/Engine/Plugins/FX/Niagara/Content/Modules/Spawn/Velocity/AddVelocity.uasset to revision 5
Change 4060256 by Wyeth.Johnson
Forces are now dependent on a solver
Change 4060430 by Wyeth.Johnson
Velocity modules depend on a solver
Change 4060949 by Shaun.Kime
Fixing pragma once definition as well as a possible null deref
#tests n/a
Change 4060955 by Shaun.Kime
Fixing due to changes in defaults
#tests all now pass PC
Change 4061000 by jonathan.lindquist
Debug particle material improvements which includes comments in the shader, rearranged layout with a vector 2 input for particle id, new texture, a new instance that includes "focus masking"
Change 4061804 by Wyeth.Johnson
Optimized out a couple unnecessary bits of math from some axis alignment stuff, solver dependencies
Change 4061974 by Simon.Tovey
Fixed GPU cooking.
- Removing check for emitter SimTarget in CanBeRunOnGpu() and relying only on the script usage having been loaded already.
We can't rely on properties in the emitter being loaded before the call to UNiagaraScript::PostLoad() so this is unsafe.
- Adding some dummy gpu buffers to bypass validation ensures in rhi when we need to set params for SRVs that have not been allocated yet.
- Fixed bug in RHI that was returning FGPUFenceRHIParamRef and so the created fence was immediately freed and boom.
Change 4062269 by Shaun.Kime
Re-enabling most of the tests.
#test n/a
Change 4062414 by tim.gautier
QAGame: Updated QA-Effects for mobile compatibility
- Removed Atmospheric Fog (not supported on Mobile)
- Added SkySphere (resolved lighting issues)
Change 4062651 by Shaun.Kime
Saving with versions
Change 4062673 by Shaun.Kime
Making emitter names without spaces so that they can be blacklisted if need be
Change 4062686 by Shaun.Kime
Getting ready for CI for 4.20
Change 4062687 by Shaun.Kime
Updating mac images
Change 4063298 by Shaun.Kime
Disabling collision test gpu for now. Need to investigate what broke it tomorrow.
#tests CollisionBounceGPU
Change 4063373 by Shaun.Kime
Blacklisting mac tests that still need work
Change 4063434 by Shaun.Kime
Cleaning out previous debug code
#tests n/a
Change 4063618 by Yannick.Lange
Fix dragging an input pin to the add pin of an if node
#jira UE-58600
Change 4063847 by Frank.Fella
Niagara - Rename RibbonSortKey to RibbonLinkOrder, change it from an int32 to a float, and disable uv age offset when using link order instead of normalized age to order particles in the ribbon. This should fix the issues preventing beams from being implemented nicely.
#tests Auto-tests
Change 4064150 by tim.gautier
QAGame: Removing floating NewWidgetBP from /Content
Change 4064237 by Shaun.Kime
Disabling the level sequence test for now
Change 4064902 by Shaun.Kime
Fixing compile errors on linux editor build
#jira UE-58620
#tests n/a
Change 4065167 by tim.gautier
QAGame: Submitting temporary update to TM-ShaderModels, adding Niagara station
Change 4065400 by tim.gautier
QAGame: Submitting updated (temp) TM-ShaderModels. Set NewNiagaraEmitter to Local Space by default
Change 4065540 by Frank.Fella
Niagara - Temporarily disable the module dependencies until they can be fixed.
Change 4065570 by Shaun.Kime
Fixing linux build
#tests n/a
#jira UE-58979
Change 4066753 by Shaun.Kime
Updating custom version after previous change to shader includes
#tests autotests pass
Change 4067981 by Frank.Fella
Niagara - Fix potential null dereference found by CIS
#jira UE-59013
Change 4067998 by Shaun.Kime
Nullpointer checks on shutdown
#jira UE-59000
Change 4068104 by Frank.Fella
Niagara - Change the prefix for the previous parameter values from PREV__ to PREV_ since the cross compiler reserves all symbols with double underscores for opengl.
Change 4068118 by Frank.Fella
Niagara - Fix an open GL crash where we weren't passing the correct buffer index when setting parameters for compute shaders.
Change 4069299 by Olaf.Piesche
Async GPU readback/update mobile platform fixes
CPU particles should work on Android
#jira UE-58986
Change 4069603 by Shaun.Kime
Making it possible to see the debug output if the console variables are set for shaders.
#tests auto-tests pass
Change 4069628 by Shaun.Kime
OpenGL is very picky about shutting down its texture buffers. We were improperly holding onto static resources and leaking OpenGLShaderResourceViews until module shutdown. Unfortunately, this is *after* the renderer has been shut down and the corresponding OpenGL managers have been deleted, causing us to call into deleted memory. By making several classes FRendererResources, we now register at the appropriate times. In several cases, since the buffers are special purpose fallbacks I moved them into helper locations that are build on demand.
Removed FNiagaraVertexFactoryBase::DummyBuffer
Created FNiagaraDummyRWBufferInt and FNiagaraDummyRWBufferFloat so that I could wrap several dummy RW buffers in RendererResources and TGlobalResource.
Removed NiagaraEmitterInstanceBatcher::DummyWriteIndexBuffer
#tests all auto-tests pass on PC and OpenGL and we can open and close OpenGL after using Niagara assets
#jira UE-59000
Change 4069646 by Shaun.Kime
Disabling Niagara component activation on Switch. This is an attempt to bypass a crash after the assets have been loaded on Switch.
#tests auto-tests on PC still pass
#jira UE-59048
Change 4069660 by Shaun.Kime
Updated Niagara version
#tests Auto tests pass
Change 4069714 by Shaun.Kime
Fixing Olaf's checkin prior adding offset to the base readback call
#tests autotests pc pass
Change 4070785 by Olaf.Piesche
Make RWBuffer available on Metal, Vulkan, and ES3.1 with SRVs
Change 4070888 by Olaf.Piesche
#jira UE-57657
Reenable ribbon custom facing mode
Change 4071570 by Shaun.Kime
Removing thread pool size log item as it comes up thousands of times in a cook and is purely for debugging.
#tests n/a
Change 4071926 by Shaun.Kime
Disabling Olaf's change from earlier in the day as it doesn't work on PS4.
#tests Ribbon test now works again
Change 4073700 by Shaun.Kime
Fixing compiler warning about float4 being used as a float.
#tests pc auto tests pass
#jira UE-59157
[CL 4075457 by Shaun Kime in Main branch]
#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 3623720 by Phillip.Kavan
#jira UE-49239 - Temp fix for QAGame animations not updating in a nativized build.
Change summary:
- Temporarily excluded all AnimBP assets from nativization as a workaround.
Change 3626305 by Phillip.Kavan
#jira UE-49269 - Workaround fix for crash after packaging a nativized QAGame build with all AnimBP assets disabled for nativization by default.
Change 3629145 by Marc.Audy
Don't hide developer nativization tool behind ini
Change 3630849 by Marc.Audy
Fix nativization uncompilable code when using a non-referenceable term in a switch statement.
#jira UE-44085
Change 3631037 by Marc.Audy
(4.17.2) Fix crash when nativizing blueprint with MakeMap or MakeSet node in it
#jira UE-49440
Change 3631206 by Marc.Audy
Make NAME_None == TEXT("") behave the same as NAME_None == FName(TEXT(""))
Change 3631232 by Marc.Audy
Remove outdated diagnostic code throwing false positives
#jira UE-47986
Change 3631573 by Marc.Audy
Fix containers of vector, rotator, or transform placing a space between the type and the pluralization 's'
Change 3633168 by Lukasz.Furman
fixed behavior tree changing its state during latent abort,
modified order of operations during abort to: abort & wait -> change aux nodes -> execute
Change 3633609 by Marc.Audy
Don't get unneeded string
Change 3633691 by Marc.Audy
Fix copy-pasting of a collapsed graph containing a map input losing the value type
#jira UE-49517
Change 3633967 by Ben.Zeigler
Actor.h header cleanup, fix various comments and reorganize some members, saves 80 bytes per actor in a cooked Win64 build
bRunningUserConstructionScript is now private, exposed with IsRunningUserConstructionScript
Fixed a few other fields to be private that were accidentally made public in 4.17
Change 3633984 by Michael.Noland
Blueprints: Fixed a potential crash when collapsing nodes to a function when a potential entry pin had no links
Change 3634464 by Ben.Zeigler
Header cleanups for Pawn, Controller, Character, and PlayerController
Change 3636858 by Marc.Audy
In preview worlds don't display the light error sprite
#jira UE-49555
Change 3636903 by Marc.Audy
Fix numerous issues with copy/pasting editable pin bases
#jira UE-49532
Change 3638898 by Marc.Audy
Allow right-click creation of local variables in blueprint function libraries
#jira UE-49590
Change 3639086 by Marc.Audy
PR #4006: Mark UEdGraphSchema::BreakSinglePinLink as const (Contributed by leyyin)
#jira UE-49591
Change 3639445 by Marc.Audy
Fix mistaken override and virtual markup on niagara schema function.
Change 3641202 by Marc.Audy
(4.17.2) Fix crash undoing pin changes with split pins
#jira UE-49634
Change 3643825 by Marc.Audy
(4.17.2) Fix crash right clicking a struct pin when the struct it represented has been deleted
#jira UE-49756
Change 3645110 by mason.seay
Fixed up QA-ClickHUD map so it's usable and makes more sense
Change 3646428 by Dan.Oconnor
Fix for UbergraphFrame layout changing during bytecode recompile, which would cause actual ubergraph frame layout to mismatch reflection data
#jira None
Change 3647298 by Marc.Audy
PR #4016: Rename argument name for SetInputMode (Contributed by projectgheist)
#jira UE-49748
Change 3647815 by Marc.Audy
Minor performance improvements
Change 3648931 by Lina.Halper
#Compiler : fixed so that each type of BP can provide module info, and compiler info
- Moved out AnimBlueprint Compiler
- Refactored WidgetBlueprint
- DUPE - Merging using ControlRig_Dev-Framework
Change 3654310 by Marc.Audy
Shrink USkinnedMeshComponent 64 bytes
Shrink USkeletalMeshComponent 224 bytes (160 bytes internal)
Change 3654636 by Lina.Halper
Fix crashing on shutdown
#jira: UE-50004
Change 3654960 by Lina.Halper
- Fix with automation test of creation/duplication
- Fixed shut down crash with editor again due to uobject GCed
#jira: UE-50028
Change 3655023 by Ben.Zeigler
#jira UE-50101 Fix level streaming transform when PIE-duplicating a level that has been preloaded but not made visible in the editor. Instead of always saying actors have been moved we copy the source level's flag
Change 3655426 by Ben.Zeigler
#jira UE-50019 Fix issue where StreamableManager could return objects that are partially loaded if called from PostLoad. StreamableManager never wants half-loaded objects, so change it to explicitly skip them
Change 3657627 by Ben.Zeigler
#jira UE-50157 Fix EDL load dependency issue where the simple construction script/ICH are not guaranteed to be serialized in time for subobject construction
Change 3662086 by Mieszko.Zielinski
Fixed navmesh not loading properly in PIE when owning world has been duplicated-for-play #UE4
This can happen when navigation containing level is loaded via AsyncLoadPrimaryAssetList
#jira UE-50101
Change 3662294 by Ben.Zeigler
Fix enum redirects to handle non-class enums properly where a value redirect is not specified. It needs to convert from EOldEnum::Value to ENewEnum::Value before doing the name check
Change 3662825 by Mieszko.Zielinski
Fixed VisLog debug drawing crashing when using UI to change log lines to be displayed #UE4
there was a loop iterating over elements of a map and was modifying the map as it went, which is a big no-no
Change 3664424 by Marc.Audy
UE-50076 test assets #rb none #rnx
Change 3664441 by Mieszko.Zielinski
PR #3993: UE-25907: Added logging to Log Text, Log Location, and Log Box Shape (Contributed by projectgheist)
Piggybacking on this PR I've redone how visual log is using categories. Now it's using FName rather than FLogCategoryBase to indicated log category. All UE_VLOG macros have been updated.
Change 3664506 by Phillip.Kavan
#jira UE-47852 - Fix various issues with both UAT/UBT-driven and manually-configured code/data build workflows involving nativized Blueprint assets.
Change summary:
- UAT: Removed '-nativizedAssets' command-line option. It's no longer required to specify this flag when cooking/building in order to enable nativization.
- UAT: Removed AutomationTool.ProjectParams.BlueprintPluginPaths.
- UAT: Modified AutomationTool.ProjectParams.ProjectParams() to initialize the 'RunAssetNativization' field based on the current 'BlueprintNativizationMethod' config setting. This flag is now used just to direct UAT to defer invoking UBT for '-build' until after the '-cook' stage has finished.
- UAT: Modified BuildCookRun.DoBuildCookRun() to remove the 'bWarnIfPackagedWithoutNativizationFlag' case (since we removed the '-nativizedAssets' command-line option).
- UAT: Removed Project.AddBlueprintPluginPathArgument() and Project.GetBlueprintPluginPathArgument(). These utility functions are no longer needed.
- UAT: Modified Project.Cook() to remove the registration of each NativizedAssets plugin path for '-build' along with the addition of the '-nativizedAssets' argument with the platform-agnostic path to the NativizedAssets plugin when invoking UE4Editor.exe for '-cook'. This is now handled by the UE4Editor cook commandlet instead.
- UAT: Modified Project.Build() to remove the addition of the '-plugin' argument with the path to the NativizedAssets plugin when invoking UBT for '-build'. This is now handled by UBT instead.
- UBT: Modified UnrealBuildTool.ProjectFileGenerator.DiscoverExtraPlugins() to remove the previously-added search for intermediate plugin assets based on the 'AdditionalPluginDirectories' optionally found in the .uproject file. Instead, this search is now handled via a Plugins.EnumeratePlugins() LINQ query. It is also gated by a new Advanced project setting in DefaultGame.ini that defaults to off, but this way users can still add generated assets into the solution file.
- UBT: Added UnrealBuildTool.UEBuildTarget.ShouldIncludeNativizedAssets() as a utility method for checking the current 'BlueprintNativizationMethod' setting in the game's config file.
- UBT: Modified UnrealBuildTool.UEBuildTarget.CreateTarget() to confirm the existence of a NativizedAssets plugin (generated at cook time) when the project is configured for nativization. If the plugin is found, it is added to the RulesAssembly chain and the ProjectDescriptor.ForeignPlugins list. If the plugin is not found, then a BuildException is thrown informing the user that the plugin must exist in order to build (with a note to make sure to cook the target platform first).
- UE4: Added 'Lex' namespace utility functions for converting PlatformInfo::EPlatformType to/from an FString. Note: Lex::FromString() is simply a proxy to the already-existing PlatformInfo::EPlaformTypeFromString() API, but it was included for completeness.
- UE4: Removed the UProjectPackagingSettings::bWarnIfPackagedWithoutNativizationFlag. This is no longer needed since the '-nativizedAssets' command-line option has been removed.
- UE4: Added UProjectPackagingSettings::bIncludeNativizedAssetsInProjectGeneration (advanced setting). This defaults to 'false' (off). When true, running GenerateProjects.bat will also generate project files for any NativizedAssets plugins previously generated at cook time. This gives advanced users/engineers an option to include nativized Blueprint class sources in the set of generated C++ code projects for faster browsing, etc.
- UE4: Modified UProjectPackagingSettings::PostEditChangeProperty() to remove the case that handles the 'BlueprintNativizationMethod' property. When this value changes, we no longer make an attempt to modify the .uproject file.
- UE4: Removed BlueprintNativeCodeGenManifestImpl::PlatformPlaceholderPattern. This pattern string is no longer in use. Also modified the FBlueprintNativeCodeGenPaths ctor to remove the replacement logic for the pattern string.
- UE4: Modified FBlueprintNativeCodeGenPaths::GetDefaultCodeGenPaths() to construct and return a new directory pattern for the generated NativizedAssets plugin. This is now generated to: Intermediate/Plugins/NativizedAssets/<Platform>/<Type:Game|Client|Server>.
- UE4: Modified FBlueprintNativeCodeGenPaths::PluginRootDir() to no longer append "NativizedAssets" to the end of the path to the generated NativizedAssets plugin.
- UE4: Removed FCookByTheBookStartupOptions::bNativizeAssets and NativizedPluginPath (no longer in use since the '-nativizeAssets' command-line option has been removed).
- UE4: Modified UCookCommandlet::CookByTheBook() to remove initialization of the 'bNativizeAssets' field in the startup options (since the corresponding command-line argument has been removed).
- UE4: Removed FNativeCodeGenData::DestPluginPath and modified FBlueprintNativeCodeGenModule::Initialize() to remove the check for it.
- UE4: Added FBlueprintNativeCodeGenModule::ShutdownModule(). This now handles cleanup for the nativization module after the cook process has finished.
- UE4: Modified UCookCommandlet::CookByTheBook() to no longer look for the '-nativizedAssets' command-line option as well as to remove the initialization of the nativization-related startup option flags that were removed.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to check the 'BlueprintNativizationMethod' config setting in order to determine whether or not to nativize assets. This replaces the '-nativizedAssets' command-line flag.
- UE4: Modified UCookOnTheFlyServer::StartCookByTheBook() to remove the case that previously handled the 'bWarnIfPackagedWithoutNativizationFlag' check. This is no longer needed since the '-nativizedAssets' flag was removed.
- UE4: Modified UCookOnTheFlyServer::CookByTheBookFinished() to unload the IBlueprintNativeCodeGenModule instance after cooking, in order to reset module state for another potential pass within the same process context.
- UE4: Modified UWidgetBlueprintGeneratedClass::InitializeTemplate() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we shift the OldArchetype object into the transient package, it doesn't invalidate the outer package's linker. We need that to remain valid so that multiple nativized cooks within the same process don't fail.
- UE4: Modified FMainFrameActionCallbacks::PackageProject() to remove the addition of '-nativizedAssets' to the UAT command line based on project settings (this is no longer needed, as it is now handled internally by UAT).
- UE4: Modified SaveWorld() to append 'REN_ForceNoResetLoaders' to the Rename() flags so that when we rename the world instead of duplicating it, it no longer triggers a reset of *all* object loaders.
Notes:
- After this change, all nativization workflows (e.g. UAT, UBT and UE4Editor) now look to the 'BlueprintNativizationMethod' flag in the Project settings (UProjectPackagingSettings). This unifies everything on a single flag by default, and removes the feature added in 4.17 that touched the .uproject file when that setting changed (which itself introduced a couple of new regressions in that release).
- Advanced users and build engineers can override this value per task. Instructions to do that are as follows:
- For UAT/UBT/UE4Editor.exe tasks, adding '-ini:Game:[/Script/UnrealEd.ProjectPackagingSettings]:BlueprintNativizationMethod=<Disabled|Inclusive|Exclusive>' will allow the current setting to be overridden on the command line.
- When '-cook' is included on the RunUAT BuildCookRun command line, the above needs to also be embedded within the '-AdditionalCookerOptions' command-line argument. This means that if both '-cook' and '-build' are included, then both the '-ini' argument shown above as well as the same '-ini' argument embedded inside the '-AdditionalCookerOptions' argument will need to be included for the build pipeline to work properly.
- We should add a release note instructing users to check their .uproject file and remove any 'AdditionalPluginDirectories' entries that list the "Intermediate/Plugins" path. This will avoid issues when building the cooked target with UBT.
- We should also add a release note and/or documentation to explain the "advanced" build pipeline options (i.e. the '-ini' argument noted above).
Change 3665061 by Phillip.Kavan
Fix crash on load in a nativized build caused by a reference to a BP class containing a nativized enum.
Mirrored from //UE4/Release-4.18 (CL# 3664993).
#3969
#jira UE-49233
Change 3665108 by Marc.Audy
(4.18) Fix crash when diffing a blueprint whose older version's parent blueprint has been deleted
+ additional code cleanup
#jira UE-50076
Change 3665114 by Marc.Audy
Minor change that could potentially improve performance in some cases
Change 3665410 by Mieszko.Zielinski
Fixed naming of Vislog's BP API #UE4
Change 3665634 by Ben.Zeigler
#jira UE-50045 Mark PIE-duplicated packages as explicitly fully loaded to fix PIE networking crash. These used to be accidentally treated as fully loaded because it was checking the wrong package name on disk
Change 3666970 by Phillip.Kavan
Do not emit a BOM when generating nativized Blueprint asset source files encoded as UTF-8.
#jira UE-46814
Change 3667058 by Phillip.Kavan
Ensure that '-build' is always passed to BuildCookRun automation for projects configured with Blueprint nativization enabled so that it doesn't skip that stage.
Mirrored from //UE4/Release-4.18 (CL# 3667043).
#jira UE-50403
Change 3667150 by Mieszko.Zielinski
PR #4042: BT CompositeDecorator node clears RF_Transient flag for all owned Decorator nodes. (Contributed by BibbitM)
Minor tweak from the original PR - made UBehaviorTreeDecoratorGraphNode_Decorator::ResetNodeOwner protected and added UBehaviorTreeGraphNode_CompositeDecorator class a a friend.
#jira UE-50249
Change 3667152 by Mieszko.Zielinski
PR #4047: Clearing RF_Transient flag when reseting EQS node owner - single change. (Contributed by BibbitM)
#jira UE-50298
Change 3667166 by Mieszko.Zielinski
Fixed FRichCurve baking so that it doesn't loose its curvature #UE4
Also, added some baking sanity checking (like if the range is larger than a single point).
Change 3668025 by Dan.Oconnor
Added a step to the compilation manager to skip recompilation of classes that are dependent on a given classes function signatures when those signatures have not changed
#jira UE-50453
Change 3672063 by Ben.Zeigler
#jira UE-49049 Fix issue with StreamableHandle ParentHandles array being modified during iteration, I had already fixed the Cancel case but not the complete case
Change 3672306 by Ben.Zeigler
#jira UE-50571 Fix issue where PrimaryAsset blueprints would be incorrectly added to the dictionary if their base class had an active class redirect referencing it
Change 3672683 by Marc.Audy
Code cleanup
Change 3672749 by Ben.Zeigler
Fix issue where deleting a source package would not cause the generated cooked package to get deleted while doing an incremental build
Change 3672831 by Ben.Zeigler
#jira UE-50507 Add a cook/save warning when a registered PrimaryAssetId does not match the object's real exported PrimaryAssetId.
Make PrimaryDataAsset blueprintable so you can make primary assets in a blueprint-only project
Change 3673551 by Ben.Zeigler
#jira UE-50029 Fix it so data-only blueprints will never create a UCS function in the final class. If you manually compiled the blueprint or it got recompiled due to inheritance it would create a UCS function that just calls its parent, which could cause problems later on when it did not create a UCS function during normal load
Change 3675074 by mason.seay
Test map for VisLog Testing
Change 3675084 by Mieszko.Zielinski
Fixed BT editor constantly marking BT asset as dirty if it has a "RunBehavior" node #UE4
#jira UE-43430
Change 3676490 by Ben.Zeigler
#jira UE-50635 Fix it so directly blueprinting PrimaryDataAsset will give you a useful PrimaryAssetType. Unless overridden the Type of a PrimaryDataAsset will be the first native class found in the hierarchy, or the the blueprint class that directly blueprints PrimaryDataAsset
Change 3676579 by Lukasz.Furman
fixed crash in behavior tree's search rollback
Change 3676586 by Lukasz.Furman
added local scope mode to behavior tree's composite nodes
Change 3676587 by Ben.Zeigler
Swap PrimaryAssetId property customization to use the same ui as the Pin customization. This one better handles objects that aren't loaded into memory, the old Property one would show None in that case
Add browse, use selected, and clear buttons, and make ID selector font the normal property font
Change 3676715 by Lukasz.Furman
changed order of behavior tree's aux node ticking
Change 3676867 by Ben.Zeigler
#jira UE-50665 Fix issue where resolving Soft Object Ptrs that are stored inside static assets or Blueprint CDOs from PIE will return the editor actor, not the PIE actor. So when resolving a path/ptr during PIE add a failsafe to do a PIE fixup
Fix issue where Lazy pointer fixup could corrupt Soft Object Ptrs by applying the PIE fixup too early
Change 3677892 by Ben.Zeigler
Fix crash when additional level viewport sprites are added after level editor module is loaded. This is basically the same fix as CL #3491406, but for sprites
Change 3678247 by Marc.Audy
Fix static analysis warning
Change 3678357 by Ben.Zeigler
#jira UE-50696 Add some container variables to diff test to track down crashes
Change 3678385 by Ben.Zeigler
#jira UE-50696 Fix crash diffing blueprints where array properties were changed. It needs to not run the generic identical check until it's sure the container types match
Change 3678600 by Ben.Zeigler
#jira UE-50703 Fix crash when a soft actor reference is not actually pointing to an actor, treat it like a broken reference
Change 3679075 by Dan.Oconnor
Mirror 3679030 from Release-4.18
Fix crash when compiling a level blueprint that has delegates to a blueprint that it also has a direct dependency on
#jira UE-48692
Change 3679087 by Dan.Oconnor
Filter out unnecessary relink jobs from the compilation manager
#jira None
Change 3680221 by Ben.Zeigler
#jira UE-50764 Fix crash when converting a property from a soft object reference to hard, it needs to validate the class after the conversion and null if necessary
Change 3680561 by Lukasz.Furman
fixed unsafe StopTree calls in behavior tree
#jira nope
Change 3680788 by Ben.Zeigler
Fix issue where scrubbing sequencer in simulate would not modify actors. We need to temporarily set the PIE context global when doing this specific type of actor bind
Change 3683001 by mason.seay
Submitting various test maps and assets
Change 3686837 by Mieszko.Zielinski
Fixed NavMeshBoundsVolume not updating navmesh when its location gets changed via the Transform Details widget #Orion
#jira UE-50857
Change 3688451 by Marc.Audy
Fix up new material expression to work with String -> Name refactor
Change 3689097 by Mason.Seay
Test content for nativization and enum testing
Change 3689106 by Mieszko.Zielinski
Made NavMeshBoundsVolume react to undo in the editor #Orion
#jira UE-51013
Change 3689347 by Mieszko.Zielinski
Fixed a crash on FAIDynamicParam creation resulting from uninitialized member variables #UE4
Manual merge of CL#3689316 over from 4.18
#jira UE-51019
Change 3692524 by mason.seay
Moved some assets to folder for org, fixed up redirectors
Change 3692540 by mason.seay
Renaming test maps so they are clearly indicated for testing nativization
Change 3692577 by mason.seay
Deleted a bunch of old assets I created specifically for various bugs reported. All issues are closed so they're no longer needed
Change 3692724 by mason.seay
Deleting handful of assets found in developer folders of those no longer with the team. Moved assets that are still used by test maps
Change 3693184 by mason.seay
Assets for testing nativization with structs
Change 3693367 by mason.seay
Improvements to test content
Change 3695395 by Dan.Oconnor
Fix for rare linker issue, IsBlueprintFinalizationPending would return true when we were trying to force load subobjects that were now ready to be loaded. This would prevent some placeholder objects from being replaced
#jira None
Change 3695484 by Marc.Audy
Fix sound cue connection drawing policy not getting returned.
#jira UE-51032
Change 3695494 by mason.seay
More test content for nativization testing
Change 3697829 by Mieszko.Zielinski
PR #4104: Fixed a typo CaclulateMaxTilesCount to CalculateMaxTilesCount (Contributed by YuchenMei)
Change 3700541 by mason.seay
Test map for containers with function bug
Change 3703459 by Marc.Audy
Remove poorly named InverseLerp
Fix degenerate behavior returning bad value
#jira UE-50295
Change 3703803 by Marc.Audy
Clean up autos
Minor improvement to ShouldGenerateCluster
Change 3704496 by Mason.Seay
More test content for testing nativization
Change 3706314 by Marc.Audy
PR #4085: GetDefaultPawnClassForController -> BlueprintCallable (Contributed by Allar)
#jira UE-50874
Change 3707502 by Mason.Seay
Final changes to nativization test content (hopefully)
Change 3709478 by Marc.Audy
PR #4144: Exposed MassageAxisInput for inheritence (Contributed by jackknobel)
Same as CL# 3689702 implemented in Fortnite
#jira UE-51453
Change 3709967 by Marc.Audy
PR #4139: fixed a typo in a comment (Contributed by derekvanvliet)
#jira UE-51372
Change 3709970 by Marc.Audy
PR #4150: Fixed a typo in movement override comment (Contributed by ruffenman)
#jira UE-51495
Change 3709971 by Marc.Audy
PR #4149: Fixing typo on movement pawn component (Contributed by celsodantas)
#jira UE-51492
Change 3710041 by Marc.Audy
Minor code cleanup
Change 3711223 by Phillip.Kavan
Move some Blueprint nativization log spam into the verbose category.
#jira UE-49770
Change 3713398 by Marc.Audy
PR #4157: Renamed AActor::InternalTakePointDamage function's parameter. (Contributed by BibbitM)
#jira UE-51517
Change 3713601 by Marc.Audy
Fix merge error
Change 3713994 by Marc.Audy
(4.18) Just mark level script actor pending kill when the level script blueprint has been recompiled, instead of trying to send it through the destroy actor lifecycle event.
#jira UE-50738
Change 3714270 by Marc.Audy
Fix crashes with tickables as a result of virtuals not being usable in constructors/destructors
#jira UE-51534
Change 3714406 by Marc.Audy
Fix dumb inverted boolean check
Change 3716594 by Dan.Oconnor
Integrate 3681301 from 4.18
Only run OnLevelScriptBlueprintChanged when explicitly compiling a level blueprint, this matches the old behavior
#jira UE-50780, UE-51568
Change 3686450 by Marc.Audy
PinCategory, PinSubcategory, and PinName are now stored as FName instead of FString.
CreatePin has several simplified overrides so you can only specify Subcategory or SubcategoryObject or neither.
CreatePin also takes a parameter bundle for reference, const, container type, index, and value terminal type rather than a long list of default parameters.
Material Expressions now store input and output names as FName instead of FString
FNiagaraParameterHandle now stores the parameter handle, namespace, and name as FName instead of FString
Most existing pin related functions using string have been deprecated.
Change 3713796 by Marc.Audy
Added virtual GetTickableType function to FTickableBaseObject that can return Conditional (default), Always, or Never. Tickable Never objects will not get added to the tickable array or ever evaluated. Tickable Always objects do not call IsTickable and assume it will return true. Tickable Conditional objects work as in the past with IsTickable called each frame to make the determination whether to call Tick or not.
IsTickable no longer a pure virtual (defaults to true).
Applied fixes to avoid array corruption when a FTickableEditorObject is deleted during the tick phase consistent with previous fixes to FTickableGameObject.
Change 3638554 by Marc.Audy
Add enum expansion functional test to validate that the metadata ExpandEnumAsExecs works as expected.
Change 3676502 by Ben.Zeigler
Add Blueprint-only primary asset type to EngineTest, to cover testing UE-50635
[CL 3718205 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb na
Change 3604978 on 2017/08/23 by Andrew.Grant
Fix for OR-42722 from 4.17 branch
#!tests compiled
#!rb max.chen
Change 3604960 on 2017/08/23 by Andrew.Grant
Proper fix for OR-43001, removed hack-around.
#!tests compiled
#!rb max.chen
Change 3604881 on 2017/08/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed LostReservation message in tests to info from warning.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3604871 in //Orion/Release-42.3/... via CL 3604878 via CL 3604880
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3604566 on 2017/08/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - return -1 for a test if there's a fatal error. Removed network errors failing tests (should be down to test to determine)
Made SoakTest better able to detect failed drafts and incomplete matches
#!tests ran multiple soaks and SoloAllHeroes
#!rb none
#!ROBOMERGE-SOURCE: CL 3604560 in //Orion/Release-42.3/... via CL 3604563 via CL 3604565
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3604181 on 2017/08/23 by David.Ratti
Set ULandscapeHeightfieldCollisionComponent to be NetAddressable so that it can be replicated as a movement base without error.
OR-42615
#!rb none
#!tests pie
Change 3603647 on 2017/08/22 by Laurent.Delayen
AnimProxy: initialize Actor/Component transforms.
#!rb none
#!tests lane minion test map
Change 3603343 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: don.eubanks
Added several more stats to the Card Shop stat panel.
+ Basic Attack Damage
+ Max Move Speed
+ Armor Penetration / Percent
+ Ability Penetration / Percent
Added utility function to AbilitySystemComponent to calculate an ability's value with additional Required/Ignore tags and Target tag container (functionality moved from AttributeView)
#!rb matt.schembari
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
#!ROBOMERGE-SOURCE: CL 3603172 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3603121 on 2017/08/22 by Laurent.Delayen
Added FAnimationRuntime::LerpPosesPerBone
#!rb none
#!tests lane minions split body anims.
Change 3603010 on 2017/08/22 by Laurent.Delayen
Draw box around Actor being debugged by 'ShowDebug' command, to help identify what we're viewing.
#!rb none
#!tests lane minions
Change 3602574 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed linux warning
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3602571 in //Orion/Release-42.3/... via CL 3602572
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602396 on 2017/08/22 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Updated Gauntlet log parser for new callstack format
Added offline and runtime Gauntlet tests to verify error generation and parsing
#!tests ran lots of tests locally
#!rb codereviewed
#!ROBOMERGE-SOURCE: CL 3601948 in //Orion/Release-42.3/... via CL 3601950
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602373 on 2017/08/22 by Andrew.Grant
Fixed compile error
#!tests compiled
#!rb none
Change 3602321 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
LogAssertFailedMessage
- Removed callstack dumping from LogAssertFailedMessage (now in StaticFailDebug)
- Moved script dumping inside GIsCritial check
StaticFailDebug
- Now dumps the callstack if supported for non-ensures. This results in PS4 (and other platforms) now displaying a callstack on a Fatal log.
- Removed log flush, was redundant
- Removed LowLevelOutputDebugStringf. If a platform needs this it can be done later in its error device
OutputMultiLineCallstack
- Renamed to FDebug::LogFormattedMessageWithCallstack and exposed in headers (calling locations have been updated to remove their extern declarations)
- No longer writes into the buffer to format it (!)
- LogName is now the first param. If NAME_None it writes using LowLevelOutputDebugString
- While writing out error information all callstack likes are prefixed with [Callstack]
Added brief documentation about the order of ops for ensures/asserts/fatal logs
#!tests ran lots of tests locally
#!rb codereviewed
#!ROBOMERGE-SOURCE: CL 3601943 in //Orion/Release-42.3/... via CL 3601944
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602316 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed various platform-specific implementations of ProgramCounterToHumanReadableString to return info in a canonical format of address module!func [file:line].
E.g.
0x00416A5F OrionClient.self!FEngineLoop::Tick() [D:\Epic\Orion\Release-Next\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3295]
#!tests ran lots of tests locally
#!rb codereviewd
#!ROBOMERGE-SOURCE: CL 3601940 in //Orion/Release-42.3/... via CL 3601941
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602311 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Sony don't allow exception handling on PS4 so for sometime we've had an issue where crashes have no presence in logs*
This change adds postmortem analysis to PS4DevkitUtil. If the OS terminates the process then it process the minidump and writes the cause and the callstack to stdout. As a bonus PS4DevkitUtil can now display cause & callstacks from minidumps via "PS4DevkitUtil postmortem -dump=path\to\crash.orbisdmp"
(*if you're lucky the kit may have been setup correctly to submit dumps to crashreporter, it may have actually worked, and you may be able to find it).
#!tests run many times on Orion tests
#!rb CR
#!ROBOMERGE-SOURCE: CL 3601929 in //Orion/Release-42.3/... via CL 3601930
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3599823 on 2017/08/21 by Jian.Ru
Allow MaxCascades cvar be set to 0 (should perobject shadow be forced on?)
#!jira UE-48468,OR-42749
#!rb Daniel.Wright
#!tests editor
Change 3598765 on 2017/08/19 by Andrew.Grant
Disable regeneration of missing cubemap data in cooked build.
Need some way of handling this, but currently this breaks PS4 anytime someone makes a map change and doesn't build lighting...
#!review-3598766 @daniel.lamb
#!tests ran PS4 successfully
#!rb none
Change 3597800 on 2017/08/18 by Laurent.Delayen
Added FAnimationRuntime::LerpPoses. Blends two poses together, but first pose is also storing results. To save on copying poses when not necessary.
Removed individual use of ZERO_ANIMWEIGHT_THRESH, instead use FAnimWeight functions.
FAnimationRuntime weight functions use FAnimWeight for consistency. (IsFullWeight was different).
#!rb none
#!codereview martin.wilson, lina.halper
#!tests minion test lane map
Change 3597332 on 2017/08/18 by Laurent.Delayen
SkelMeshComponent LOD update only refreshes transforms when rendered.
If AnimGraph eval is done, make sure Graph has been updated at least once.
Fixes:
- Significance Manager setting MinLOD on non recently rendered minions, causing them to refresh bones.
- Minions calling eval with graph not updated due to having bUseRefPoseOnInitAnim set. It means it's possible to refresh bones on a graph that has never been updated, causing a crash.
#!rb martin.wilson, lina.halper
#!codereview martin.wilson, lina.halper
#!tests minions test lane map. placing skelmeshes in editor and making sure LOD update works as expected.
Change 3597042 on 2017/08/18 by Daniel.Lamb
Added onlinesubsystemmcp to the cooksettings blacklist.
#!rb Trivial
#!test none
Change 3596575 on 2017/08/18 by Shaun.Kime
Fixing nonunity build issues
#!rb none
#!tests compiled OrionGame with unity builds disabled
Change 3595475 on 2017/08/17 by Andrew.Grant
Fixed issue with PS4 asserts not being detected during test shutdown
#!tests ran locally
#!rb none
Change 3595415 on 2017/08/17 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added check for network failure to tests
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3595412 in //Orion/Release-42.3/... via CL 3595414
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3594725 on 2017/08/17 by Ben.Salem
Add "Worst offenders" table and runtime to FX perf reports.
#!rb adric.worley
#!tests Ran a few FX Perf tests and generated reports.
Change 3594195 on 2017/08/17 by Shaun.Kime
Integration from Dev-Niagara to Dev-General. Note that this may cause assets to need to be recooked. Please be prepared for longer than normal cook times once syncing past this changelist.
#!rb none
#!tests preflight'ed change, QA ran multiple soak tests
Change 3594177 on 2017/08/17 by Andrew.Grant
Fixed issue that was causing exceptions not to be recognized
#!tests ran locally
#!rb none
Change 3594090 on 2017/08/17 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fix for mesh desyncing during online play.
https://jira.it.epicgames.net/browse/UE-45947
#!rb none
#!tests none
[CODEREVIEW] zak.middleton
#!ROBOMERGE-SOURCE: CL 3590625 in //Orion/Release-42.3/... via CL 3590626
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3594022 on 2017/08/17 by Laurent.Delayen
SkeletalMeshComponent::InitAnim
- Do not call RefreshBoneTransforms without calling TickAnim first. AnimGraph could get in a bad state.
- Do not call RefreshBoneTransforms if AnimInstance has not been initialized.
- Do not call RefreshBoneTransforms if bUseRefPoseOnInitAnim is set. Which it could if bForceReinit was false.
#!rb martin.wilson
#!tests minion test lane map.
Change 3593972 on 2017/08/17 by Chris.Bunner
Duplicating instanced static mesh fixes from Dev-Editor - 3502581, 3570934, 3593597.
#!rb None
#!tests Editor, -game, PC
#!jira UE-48521, OR-42612
Change 3590611 on 2017/08/16 by David.Ratti
Spot edigrate CL 3584203 to fix show collision crash in mono 2
#!rb none
#!tests compile
Change 3590452 on 2017/08/16 by Laurent.Delayen
Fix for mesh desyncing during online play.
https://jira.it.epicgames.net/browse/UE-45947
#!rb none
#!tests none
#!codereview zak.middleton
Change 3590378 on 2017/08/16 by Laurent.Delayen
Integrated CL #!3585145 from Main.
>>
Fix for https://jira.it.epicgames.net/browse/OR-42337 and https://jira.it.epicgames.net/browse/OR-42338
Don't call UpdateMontageSyncGroup() when doing EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered.
Fixed auto ranged iterator.
#!rb none
#!tests bot match with Twinblast
<<
Change 3590263 on 2017/08/16 by Matt.Kuhlenschmidt
Added the ability to remove vertex colors from static meshes from the content browser
#!rb none
#!tests none
#!fyi jordan.walker
Change 3590026 on 2017/08/16 by Jurre.deBaare
HLOD: When mesh has auto LOD generation disabled it prevents user from dragging meshes to make a cluster
#!fix changed the tooltip and error handling for cluster creation, if there is any valid mesh now it will show up as a warning
#!jira OR-41584
#!rb none
#!test have tested several 'error' meshes which would before prevent the user from creating a cluster,
Change 3588580 on 2017/08/15 by Laurent.Delayen
Fix for https://jira.it.epicgames.net/browse/OR-42755
#!rb none
#!tests bot match
Change 3588360 on 2017/08/15 by Charles.Anderson
Phat
- Fixed up the materials to turn off the Render Before DOF so that we can see what were doing in Phat again.
Change 3587983 on 2017/08/15 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed up audio issue on the new dawn intro movie
#!jira OR-42144
#!rb Max.Preussner
#!test Paragon ps4
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3581466 in //Orion/Release-42.1/... via CL 3581468 via CL 3581469
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3587746 on 2017/08/15 by Daniel.Lamb
Build launcher now has option for custom test.
Dumps generated buildcooktest commandline to log when using -interactive for reference.
#!rb trivial
#!test BuildCookTest with and without test options.
Change 3587733 on 2017/08/15 by Daniel.Lamb
Reenabled binned 2 stats in not shipping.
#!rb Andrew.Grant
#!test Paragon editor.
Change 3587727 on 2017/08/15 by Daniel.Lamb
Removed all the checks to help track down Texture GC issue.
#!rb Trivial
#!test Paragon editor
Change 3584487 on 2017/08/14 by Laurent.Delayen
https://jira.it.epicgames.net/browse/OR-42754 making sure this is not firing because of false positives.
#!rb none
#!tests compiles
Change 3582074 on 2017/08/11 by Laurent.Delayen
TimeStretchCurve system for AnimMontages.
Allows adjusting playback time of montages in a non constant way. This optional curve allows the user to determine how animation frames are influenced by play back time scaling, instead of using a constant play rate scaling.
For example, with an attack animation, the strike could have zero influence (no play rate), and the recovery time could have 100% influence (most play rated).
This system is entirely optional and compatible with current Montage API. You still determine desired play back time via the Play Rate parameter. Based on desired playback time, if there is a curve named 'MontageTimeStretchCurve' then, it will use the curve to determine animation frames to play based on playback time and TimeStretchCurve. Otherwise, if no curve exists, it is done using the constant supplied PlayRate.
#!rb martin.wilson
#!codereview lina.halper, james.golding
#!tests wukong primary attacks
Change 3582063 on 2017/08/11 by Brian.Fasten
Removing Monolith02_LowTest from automated builds until errors can be cleared
#!codereview: daniel.lamb
#!rb - none
#!tests - none
Change 3581229 on 2017/08/10 by Lina.Halper
- Back out revision 21 from //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Rendering/DrawElements.cpp
- Comment out issue that causes crash in the draw box
#!jira: UE-48222
#!code review: Jurre.DeBaare, Nick.Darnell, Daniel.Lamb
#!rb: Jurre.DeBaare
#!tests: building HLOD as specified in the ticket, and anim blueprint graph
Change 3577839 on 2017/08/08 by Daniel.Lamb
Revert CL 3576931. To fix crash when generating HLOD in Monolith 2.
#!rb Andrew.Grant
#!test Rebuild HLOD paragon editor
#!fyi Lina.Halper
Change 3577684 on 2017/08/08 by Andrew.Grant
Removed ensure and merged proper fix for crash from UE4/Main (3572777)
#!tests #!rb none
Change 3577562 on 2017/08/08 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Potential fix for https://jira.it.epicgames.net/browse/OR-42383
Clear NotifyQueue prior to ticking montages. Also dispatch events right away, since ticking ends here, and no rendering is happening. In the event TickPose() is called directly and Component does not get ticked.
#!rb lina.halper
[CODEREVIEW] lina.halper, martin.wilson
#!tests bot match
#!ROBOMERGE-SOURCE: CL 3577071 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3577358 on 2017/08/08 by Harrison.Moore
Updating Colorchecker
Change 3576931 on 2017/08/08 by Lina.Halper
Fix for missing arrowhead of the transition on state machine graph
#!rb: Nick.Darnell
#!tests: editor
Change 3576847 on 2017/08/08 by Jason.Bestimt
#!ORION_DG - OR-42361 - Removing assert that was causing crash report client to break (during shipping builds of Paragon due to directories that didn't exist)
#!RB: Guillaume.Abadie
#!Tests:none
Change 3576794 on 2017/08/08 by Laurent.Delayen
Removed call to DebugCanvas->Flush_GameThread(); to fix 'showdebug' commands not rendering anymore.
#!rb Matt.Kuhlenschmidt
#!codereview Matt.Kuhlenschmidt
#!tests Ghost in PIE, showdebug animation works.
Change 3576302 on 2017/08/08 by Jurre.deBaare
Fix for Materials get switched up while building HLODs in case the section order is different than the material order
#!rb none
#!tests Rebuild problematic clusters in Monolith2
#!fix materials remapping was done using the section index instead of material index in the hlod path (static mesh merge one was fine)
Change 3575221 on 2017/08/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for PS4 shipping
#!tests compiled PS4 shipping
#!rb none
#!ROBOMERGE-SOURCE: CL 3575112 in //Orion/Release-42.1/... via CL 3575114
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3575165 on 2017/08/07 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Runtime/PS4/PS4RHI/Private/GnmManager.cpp
--------------------------------------
PS4 GPU time now shows correct values instead of vsync time.
#!tests Ran on PS4
#!rb Luke.Thatcher
#!ROBOMERGE-SOURCE: CL 3574821 in //Orion/Release-42.1/... via CL 3574823
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3574408 on 2017/08/06 by Ben.Salem
Switch nightly solo smoke/fx tests to have -unattended on their commandlines.
#!rb none
#!tests compiled.
Change 3574308 on 2017/08/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Include session time, MVP, and hitches on new health report
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3574305 in //Orion/Release-42/... via CL 3574306 via CL 3574307
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3574217 on 2017/08/05 by Jeff.Williams
Fixing UAT compile error
#!review-3574218 @andrew.grant
#!rb na
#!tests na
Change 3574139 on 2017/08/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked net version to 3571982 for future v42 patches
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3574136 in //Orion/Release-42/... via CL 3574137 via CL 3574138
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3574130 on 2017/08/05 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/SelfTest/Gauntlet.SelfTest.LogParserTest.cs
--------------------------------------
Non-shipping Gauntlet changes -
Log parser cleanup that provides better access to log channel info, errors, warnings, and ensures
Updated BaselinePerf test to record number of units travelled. This should highlight tests where a bot gets blocked :(
#!tests ran locally on PS4
#!rb none
#!ROBOMERGE-SOURCE: CL 3574116 in //Orion/Release-42/... via CL 3574123 via CL 3574124
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3573197 on 2017/08/04 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Merging //Orion/Release-42.1 to Dev-ContentUpdate (//Orion/Dev-ContentUpdate)
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3573179 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3573079 on 2017/08/04 by Andrew.Grant
Removed some code that was preventing Wacom from working
#!tests #!rb none
Change 3572790 on 2017/08/04 by Jurre.deBaare
Moving over fixes from 4.17 stream related to HLOD:
"UE-47360
Non Uniform baking of HLOD materials causes texture stretching
UE-47031
Generating a HLOD cluster with multiple actors that contain lods will not bake correctly"
#!rb none
#!tests none
Change 3572663 on 2017/08/04 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - copy elf files to temp dir and launch from there
#!tests ran gauntlet
#!rb none
#!ROBOMERGE-SOURCE: CL 3572657 in //Orion/Release-42/... via CL 3572659 via CL 3572662
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3572622 on 2017/08/04 by Jurre.deBaare
Moving over:
"Guard against zero sized boxes being sent to the slate batcher. This was exposed by the clipping changes since zero sized elements would have been previously clipped.
#!rb nick.darnell
#!jira UE-46919"
#!tests none
Change 3572428 on 2017/08/04 by Benn.Gallagher
Added per-axis inertia and parent dominance settings to physics assets
#!rb Thomas.Sarkanen
#!tests Shrapnel in editor and -game (seems to be the only character using old inertia scaler for rigid body node)
Change 3572142 on 2017/08/04 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Disabling r.Cache.UpdatePrimsTaskEnabled for PS4 due to lock-ups
#!tests none
#!rb none
#!ROBOMERGE-SOURCE: CL 3572139 in //Orion/Release-42/... via CL 3572140 via CL 3572141
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3572133 on 2017/08/04 by Andrew.Grant
Merging
//UE4/Main/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp
to //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp
#!tests #!rb none
Change 3572065 on 2017/08/03 by Andrew.Grant
Fixed bug in Gauntlet parsing of perf data for tests
Added perf-parsing test to SelfTest
#!tests ran self test
#!rb none
#!ROBOMERGE: 42.1
Change 3572033 on 2017/08/03 by Andrew.Grant
Merging //UE4/Main @ 3571062 through Orion-Staging
#!rb none
#!tests Engine QA pass
Change 3571262 on 2017/08/03 by Uriel.Doyon
StaticMeshComponent and LandscapeComponent now register AO material mask and sky occlusion texture in the texture streamer.
Changing the current lighting scenario now triggers an update of the texture streamer.
Added an option to the "liststreamingtextures" named UNKOWNREF allowing to inspect texture without references in the texture streamer.
#!rb none
#!tests played monolith2 on PS4 and loaded the map in the editor.
Change 3571247 on 2017/08/03 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Integrate Dev-UI -> Release42
Reduced the sensitivity on the slow tick timer warning
#!rb Trivial
#!test Cooked paragon ps4
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3571239 in //Orion/Release-42/... via CL 3571244 via CL 3571246
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3570431 on 2017/08/03 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed a change that was inadvertendly included in a larger fix and seems to be having problems on windows server.
#!tests ran windows server locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3570428 in //Orion/Release-42/... via CL 3570429 via CL 3570430
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3570343 on 2017/08/03 by Jurre.deBaare
HLOD: opening a level with HLOD defaults to forcing HLOD on for all clusters
#!fix forcing the HLODs to show up in the editor changes the MinDrawDistance of the static mesh component, this was getting saved and not restored during runtime (now does it in PostLoad)
#!jira UE-47712
#!rb none
#!tests PIE in Editor while having HLOD forced on
Change 3570047 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for ensure leading to deadlock
#!jira OR-42071
#!tests compiled, ran ShortSoloGame test
#!rb none
[QAREVIEW] - this fixes the PC locks in OR-42071 and probably the PS4 too, but please recheck both platforms to be sure.
#!ROBOMERGE-SOURCE: CL 3570044 in //Orion/Release-42/... via CL 3570045 via CL 3570046
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3569932 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Integration from UE4 - fixed a set of critical bugs that would cause rare crashes in the async IO subsystems.
#!rb gil.gribb
#!tests ran 10x solo games, ran LoadTest, all PS4
#!jira UE-47483
#!ROBOMERGE-SOURCE: CL 3569929 in //Orion/Release-42/... via CL 3569930 via CL 3569931
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3569839 on 2017/08/02 by Daniel.Lamb
Added the low quality monolith map to the build launcher and cook maps list.
#!rb Trivial
#!test Compile UAT
Change 3569441 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Re-enabled OnlyTickMontagesWhenNotRendered animation optimization, after fixing edge case where 'Evaluate' could be called on out of sync cached data.
Only update cached data when the graph will be updated, to ensure we don't have mismatching update and evaluate data.
#!rb none
[CODEREVIEW] martin.wilson, lina.halper
#!tests bot match w/ dedicated server.
#!ROBOMERGE-SOURCE: CL 3569235 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3569397 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: ben.salem
Merging using Dev-Gen_->_Release-42.1 Support for skins in perf reporting, also report overall test run time.
#!rb various
#!tests ran with new shallow test maps.
#!ROBOMERGE-SOURCE: CL 3568892 in //Orion/Release-42.1/... via CL 3568967
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3568639 on 2017/08/02 by Adric.Worley
Add individual FTest enumeration to Orion perf tests
Moved methods to run FTests to helper for reuse.
Effects perf tests now show individual test cases for more granular runs.
All perf tests now do map check and draft logic as setup.
#!tests ran updated tests in client/server
#!rb ben.salem
Change 3568616 on 2017/08/02 by Ben.Salem
Switch shallow fx tests to report to their own mailing list.
#!rb bob.ferreira
#!tests recompiled
Change 3568607 on 2017/08/02 by Daniel.Lamb
Added staticmeshcomponent to the memreportfull command.
#!rb Trivial
#!test Paragon
Change 3568018 on 2017/08/01 by Ben.Salem
Add skin and character name to test reports, and also test runtime.
#!rb none
#!tests ran steel shallow test
Change 3567995 on 2017/08/01 by Bob.Ferreira
[FXTests] Updating FXTests and ShallowFXTests to call OnComplete() when doing check point validation.
[Gauntlet] Changed InnerTestResult to be protected so that inherited test nodes can modify it.
#!rb Ben.Salem
#!TESTS Ran local automationtool run on a cooked main build.
Change 3567912 on 2017/08/01 by robomerge
#!ROBOMERGE-AUTHOR: ori.cohen
Added support for physical materials in immediate mode
#!rb none
#!tests none
[CODEREVIEW] Benn.Gallagher
#!ROBOMERGE-SOURCE: CL 3567865 in //Orion/Release-42/... via CL 3567901 via CL 3567904
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3567594 on 2017/08/01 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Disabling animation optimization until I can fix an edge case.
#!rb none
#!tests arcade mode
#!ROBOMERGE-SOURCE: CL 3567593 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3566953 on 2017/08/01 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Animation Optimization: Added EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered to only update montages when not rendered, instead of doing a whole pose update. This means on dedicated servers we'll only update montages when needed, and not the AnimGraph, which we have no need for.
This is also affects non rendered meshes on clients.
#!rb martin.wilson
[CODEREVIEW] lina.halper, martin.wilson
#!tests ghost and wukong networked doing montage abilities.
#!ROBOMERGE-SOURCE: CL 3566950 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3564610 on 2017/07/31 by Uriel.Doyon
Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material.
Deprecated previous material data as it was causing some waste.
Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases
#!rb none
#!tests played monolith2 on PS4
Change 3564509 on 2017/07/31 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened).
[CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson
#!rb none
#!tests Kwang AnimBP opens without a warning.
#!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3613306 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
#rnx
=====================================
MAJOR FEATURES + CHANGES
=====================================
Change 3343905 by Dan.Oconnor
ResolveMember optimizations and moved into cpp. ResolveMember<UFunction> now checks UClass::FuncMap before doing more expensive searches
Change 3346637 by Ben.Zeigler
Actually fix in non editor builds
Change 3355484 by Dan.Oconnor
Back out FMemberReference Optimization
Change 3425833 by Ben.Zeigler
#jira UE-31749 Fix it so Undo works properly when modifying a local variable
#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value
Change 3510091 by Marc.Audy
Expose on Spawn functional test
#rnx
Change 3510100 by Marc.Audy
Fix spelling error
#rnx
Change 3510132 by Marc.Audy
Fix issues with marking a widget blueprint class as abstract
Change 3510133 by Marc.Audy
Minor code cleanup
#rnx
Change 3510178 by Ben.Zeigler
#jira UE-46500 Fix it so editor-only and transient stuct members are not serialized for literal blueprint structs. It's unsafe to serialize them because they may not exist in the cooked build
Change 3510466 by Ben.Zeigler
Start adding basic ability system tests to enginetest, very minimal so far
Change 3511295 by Marc.Audy
Fix wasted work going weak -> object -> weak -> object
#rnx
Change 3511824 by Marc.Audy
Fix spelling error in tooltip
#jira UE-46515
#rnx
Change 3514446 by Ben.Zeigler
Fix ActorBoundEvent and ComponentBoundEvent to always refresh their event signature from the delegate property they are bound to. This is required to correctly deal with delegate signatures being moved or renamed. Both types now do the fixup one time, in ReconstructNode.
Change 3514578 by Marc.Audy
Move clearing of the actor component need end of frame update mark to base class instead of just primitive component
Change 3514583 by Ben.Zeigler
Better fix to last delegate checkin that also handles moving functions between modules but not renaming
Change 3515325 by Dan.Oconnor
Fix for rare orphan pin false positive, rare exposed on spawn false positive
#rnx
Change 3515761 by Marc.Audy
fix shipping configuration
#rnx
Change 3515772 by Marc.Audy
Fix static analysis warnings
#rnx
Change 3516287 by Marc.Audy
Fix references to instanced components not being updated when resetting component to default
#jira UE-44706
#rnx
Change 3516303 by Marc.Audy
Back out CL# 3516287 while an oddity is investigated
#rnx
Change 3516563 by Marc.Audy
(4.17) Fix references to instanced components not being updated when resetting component to default
#jira UE-44706
Change 3516637 by Phillip.Kavan
#jira UE-44661 - Fix potential crash when changing the ChildActorComponent class default value on a Blueprint that also sets the class in the Construction Script.
Change summary:
- Modified UChildActorComponent::DestroyChildActor() to move the check for PendingKill/Unreachable so that we can also rename a defunct ChildActor instance out of the way in order to allow for a new ChildActor instance w/ the cached name.
Change 3517735 by Marc.Audy
Avoid unnecessary string copy
#rnx
Change 3517931 by Marc.Audy
Small optimization to CleanupActors
Change 3518221 by Dan.Oconnor
Fix rare crash when running ConformImplementedEvents when async loading
#jira UE-45348
Change 3518270 by Ben.Zeigler
#jira UE-46574 Add FCollectionReference type and customization to allow setting an FName to an editor collection
Add AssetCollection to PrimaryAssetLabel that derives the bundled assets from an editor collection
Change 3518271 by Marc.Audy
Get rid of unnecessary construction differentiation if custom reset is being used
Change 3518310 by Ben.Marsh
Re-adding IOS files with correct case.
Change 3518423 by Ben.Zeigler
#jira UE-46574 Initial support for chunk installation in Asset Manager.
Refactor AssetManagerSettings so it copies runtime bools into the asset manager for fast access
Add a concept of a stalled streamable manager handle, handles can be created stalled and will not execute their async load until all needed resources have been acquired externally
Change 3518480 by Marc.Audy
Correctly get the variable reference for an input variable get from the member scope rather than a member variable of the same name on the class
#jira UE-46737
Change 3518498 by Ben.Zeigler
Fix bug with AssetManager where requesting the same load twice in a row before the first one finishes caused the complete callback to get called too early for the second load
Update test map to catch this
Change 3518526 by Ben.Zeigler
IOS Fix
Change 3518619 by Ben.Zeigler
#jira UE-46744 Fix issue where refreshing asset manager editor settings would throw away asset label rules overrides, causing the recursive flag to accidentally get set
Change 3518747 by Phillip.Kavan
#jira UE-43154 - Prevent ConstructGenericObject nodes from compiling if the selected type does not include 'BlueprintType' in its inheritance hierarchy.
Change summary:
- Moved UGameplayStatics::CanSpawnObjectOfClass() into UK2Node_GenericCreateObject as a local util method (per JIRA notes). This was not exposed to Blueprints and as such was inconsistent with the rest of the API.
- Modified UGameplayStatics::SpawnObject() to no longer call CanSpawnObjectOfClass(). This seemed redundant as this will already have been called during node validation at Blueprint compile time.
- Refactored CanSpawnObjectOfClass() into FK2Node_GenericCreateObject_Utils. Walking up the inheritance chain no longer starts out w/ the assumption that 'BlueprintType' is set by default, which was previously including a lot of engine-specific classes into the "allowed" set (e.g. UByteProperty). Also unified the 2 loop iterations that were being used to check for 'BlueprintType'/'NotBlueprintType' and 'DontUseGenericSpawnObjectName', as well as the check for whether or not the class is a derivative of AActor/UActorComponent.
- Modified UK2Node_GenericCreateObject::EarlyValidation() to call FK2Node_GenericCreateObject_Utils::CanSpawnObjectOfClass() and emit a slightly more informative error message to the BP compiler message log.
Change 3518756 by Michael.Noland
(4.17) Framework: Prevent various asserts when USplineComponent methods are called on a spline with no points
Change 3518760 by Michael.Noland
Core: Changed FRuntimeAssetCache ensures to ensureAsRuntimeWarning
Change 3518771 by Michael.Noland
AI: Prevent an ensure in UBlackboardComponent::ClearValue when called on a component with a null BlackboardAsset
Change 3518818 by Michael.Noland
Rendering: Fixed a whitespace issue in UCanvasRenderTarget2D::RepaintCanvas()
#rnx
Change 3518822 by Michael.Noland
Sequencer: Prevented crashes in some methods of UMovieSceneSequencePlayer when there is no Sequence set
Sequencer: Prevented a crash in FMovieSceneRootEvaluationTemplateInstance::Evaluate when the instance has no template set
Change 3518824 by Michael.Noland
Landscape: Marked ULandscapeComponent and ULandscapeHeightfieldCollisionComponent as Within=LandscapeProxy, since they do CastChecked on their Outer all the time
Change 3519073 by Michael.Noland
QAGame: Fixed a crash in UQASynth::PlaySynth() if called on a directly created instance rather than using the factory method
Change 3519076 by Michael.Noland
Preventing crashes in UAutomationPerformaceHelper (sic) when spawned abnormally for fuzzing (assumes that the outer will have a route to a world)
#rnx
Change 3519079 by Michael.Noland
Sequencer: Fixed a potential crash in UMediaPlaylist::Insert and UMediaPlaylist::RemoveAt when passed an invalid index
Change 3519081 by Michael.Noland
Blueprints: Added support for creating appropriate outers for objects that must be nested within another class during fuzzing (ones that specify Within=, other relationships aren't knowable yet)
Change 3519082 by Michael.Noland
VR: Prevent a crash in UMRMeshComponent::ConnectReconstructor when passed a null reconstructor
Change 3519084 by Michael.Noland
Rendering: Prevent crashes when UNiagaraComponent::GetEffectDataInterface is called on a component with no effect asset set
Change 3521889 by Michael.Noland
Sequencer: Prevented a bogus static analysis warning by reworking the code (FixedFrameInterval could have only been set if the pointer were valid from the line above)
#rnx
Change 3521987 by Michael.Noland
Animation: Prevent a couple of potential asserts in UControlRig::GetOrAllocateSubControlRig
Change 3522101 by Michael.Noland
Physics: Improved the comment on UPhysicalMaterial::Friction
#rn
Change 3522105 by Michael.Noland
Physics: Fixed a few crashes in UVehicleWheel when spawned directly
Change 3522106 by Michael.Noland
Framework: Marked ULevelStreaming as Within=World, since it does CastChecked on the Outer all the time
Change 3522109 by Michael.Noland
Animation: Marked UAnimInstance as Within=SkeletalMeshComponent since it assumes the outer in various places
Change 3522121 by Michael.Noland
Mobile: Prevent UMobileInstalledContent methods from crashing when called on a created instance in an uncooked build (no installed manifest)
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3525477 by Dan.Oconnor
Remove Tooltip, Category, and HideCategories tooltip from the blueprint generated class if source data is cleared
Change 3526538 by Ben.Zeigler
Refresh primary asset labels if their bundles are different at all and not just if they're added or removed. This is required because they now work based on collections or directories. This fixes issue with the onboarding collection changes not correctly modifying chunks
Copy of CL #3526501
Change 3526817 by Ben.Zeigler
#jira UE-46917 Fix issue where maps that do not contain level script blueprints were being counted as unindexed for find in blueprints. The old behavior depended on detecting the existence of empty tags, but the asset registry now filters those out so treat maps with no FiB data as indexed
Change 3526873 by Ben.Zeigler
#jira UE-46627 Change it so blueprint or native subclasses of static mesh actor cannot be added to clusters, as they are not likely to be immutable the way the base class is
Add code to to the ubergraph frame to fall back to hard reference serialization if the reference collector doesn't support weak references, such as the cluster collector
Change 3526958 by Marc.Audy
(4.17) Don't copy and then break pin links when reconstructing. Instead simply move.
#jira UE-46935
Change 3528916 by Marc.Audy
PR #3609: Adds GetKeysForAxis() to complement GetKeysForAction() in UPlayerInput (Contributed by alanedwardes)
#jira UE-45347
Change 3529080 by mason.seay
BP asset for undetermined type bug
Change 3529381 by Marc.Audy
Fix ability to insert duplicates in to a set or map
Change 3529471 by Dan.Oconnor
Fix for clang 4.0 error: definition of builtin function '__rdtsc' inline unsigned long long __rdtsc()
Change 3530876 by Marc.Audy
Based on PR #3457: Add MakeSet BP node (Contributed by projectgheist)
Also refactored MakeArray/Set to share a base MakeContainer class
Cleaned up some dead code from MakeArray
Added icon for MakeSet
Added Functional Test for MakeSet
#jira UE-43717
Change 3531070 by Phillip.Kavan
#jira UE-46866 - Fix crash on load when an external variable member reference's owning type cannot be loaded.
Change summary:
- Modified FBlueprintEditorUtils::GetSkeletonClass() to check for NULL before attempting to check for the generating BP.
Change 3531081 by Marc.Audy
Remove deprecated CustomMapParamValue code
Change 3531094 by Phillip.Kavan
#jira UE-46952 - Fix a packaging code build failure that will occur with a nativized Blueprint class that contains a UInterfaceProperty.
Change summary:
- Modified TScriptInterface::operator=() to cast the given 'SourceObject' instance to the 'InterfaceType' type before assigning to 'SourceInterface'. This was necessary because if the caller (in this case nativized codegen) passes in a UObject* that does not explicitly inherit from 'InterfaceType', then it will need to go through the object's GetInterfaceAddress() API instead and cast the result back to an 'InterfaceType' pointer.
Change 3531186 by Phillip.Kavan
Back out changelist 3531094 (temp CIS fix).
#rnx
Change 3532082 by Marc.Audy
Move garbage collection timers and other management to UEngine instead of UWorld
Fixes CollectGarbage blueprint node not working in shipping
#jira UE-46566
Change 3532134 by Phillip.Kavan
Restored changelist 3531094 w/ fix for non-unity.
- Mirrored from //UE4/Release-4.17 (CL# 3531232).
#rnx
Change 3533009 by Marc.Audy
Fixup missing function and deprecation warnings
Change 3534056 by Marc.Audy
(4.17) Fix expose on spawn of map and sets to work
#jira UE-47140
Change 3534761 by Marc.Audy
(4.17) Apply code review changes to Dev-Framework as well
#rnx
Change 3535147 by Dan.Oconnor
Build fix, already made in 4.17
#rnx
Change 3535530 by mason.seay
Resaving to remove error when opening level blueprint
Change 3535581 by Marc.Audy
Class Properties are only identical if they are literally the same object. Do not consider the deep compare port flags as object property base does.
#jira UE-46533
Change 3535583 by Marc.Audy
When properties are imported in to a child actor component the cached instance data is invalidated, so clear it.
#jira UE-46533
Change 3535617 by Marc.Audy
PR #3788: UE-39237: Prevent (im-)pure casting during BP debugging (Contributed by projectgheist)
#jira UE-47188
#jira UE-39237
Change 3535671 by Marc.Audy
Change NodeFactory to look at interface to use sequence node instead of each node having to add itself
Change 3535955 by Marc.Audy
Prevent MakeSet from removing split pins
Change 3536114 by Michael.Noland
Paper2D: Removing deprecated code from 4.3/4.4 era
#rnx
Change 3536120 by Michael.Noland
Animation: Removed deprecated FTAlphaBlend class and AlphaBlendType.h header
Change 3536124 by Michael.Noland
Physics: Removed deprecated methods that were replaced by _AssumesLocked variations
Change 3536131 by Michael.Noland
Slate: Converting remaining uses of EKeyboardFocusCause to EFocusCause and properly deprecating it
Change 3536138 by Michael.Noland
Slate: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536167 by Dan.Oconnor
When a client provides a skeleton class as the self scope, make sure we also use a skel class for non-self scopes - but only if using the compilation manager. Skel classes are not reliably up to date when not using the compilation manager
#jira UE-46904
Change 3536221 by Michael.Noland
Editor: Removing deprecated code from 4.9 or earlier
Change 3536240 by Michael.Noland
Blueprints: Removed long-deprecated TypeToString method from the K2 schema
#rnx
Change 3536243 by Michael.Noland
AI: Prevent crashes if UMockTask_Log is created manually rather than via the CreateTask factory method
Change 3536244 by Michael.Noland
Core: Prevent FScopedExternalProfilerBase::StopScopedTimer() from asserting if called an unmatched number of times with StartScopedTimer, as both are exposed to BPs now
Change 3536250 by Michael.Noland
CoreUObject: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536253 by Michael.Noland
Core: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536310 by Michael.Noland
Engine: Removed any deprecated code older than 4.10 that didn't affect content compatibility
Change 3536397 by Mieszko.Zielinski
Fixed UCrowdFollowingComponent::UpdateCachedDirections crashing when CharacterMovement is not set #UE4
#jira UE-46860
Change 3536404 by Michael.Noland
Platform: Added a warning for others when they try to remove this 'deprecated' method
Change 3536639 by Michael.Noland
CharacterMovement: Changed the name of a variable introduced in CL# 3536397 to better match intent
#rnx
Change 3536893 by Michael.Noland
Blueprints: Clear the stale value on the value pin when a map find node fails to find an item
#jira UE-47233
Change 3536902 by Michael.Noland
Framework: Killed a couple of more deprecated methods that were not exposed to Blueprints
#rnx
Change 3537038 by Ben.Marsh
Fixing case of iOS directories, pt1
Change 3537039 by Ben.Marsh
Fixing case of iOS directories, pt2
Change 3538246 by Michael.Noland
UnrealTournament: Fixing issues with renamed enum
#rnx
Change 3538618 by Ben.Zeigler
Fix ensure when closing sequencer transform UI
Change 3540213 by Ben.Zeigler
#jira UE-47313 Fix crash serializing a MapProperty where the value type has changed for a type that implements ConvertFromType. The address passed to ConvertFromType needs to be the container root, not the specific value address, keys worked because the offset was 0.
Change 3540253 by Marc.Audy
Only copy default values for input pins as output pins do not have them
#rnx
Change 3540376 by Marc.Audy
Add utility FromPinType for FEdGraphTerminalType
#rnx
Change 3540433 by Marc.Audy
Add MakeMap
#jira UE-47093
Unify IsConnectionDisallowed for containers and fix static analysis warning
#jira UE-47291
Change 3540585 by Phillip.Kavan
#jira UE-47117 - Fix crash on launch of a nativized build that includes an instanced default subobject that's referenced by another instanced default subobject.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to only direct HandleInstancedSubobject() to emit code to create the instanced subobject if it's not a default subobject. This was previously being incorrectly interpreted as an object having the 'RF_ArchetypeObject' flag set; however, default subobjects will also have that flag set in addition to the 'RF_DefaultSubobject' flag.
- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to assert in the 'GetDefaultSubobjectByName' case if the given object is not also a default subobject.
Change 3541147 by Dan.Oconnor
Fix for not being able to override custom events when using the compilation manager post 3536167
#jira UE-47292
#rnx
Change 3541177 by Ben.Zeigler
#jira UE-46595, UE-46553 Fix issue where creating a widget template could cause a widget blueprint being cooked to have the wrong package flags, making it appear to be an uncooked package
Copy of CL #3541027
Change 3541325 by Dan.Oconnor
K2node data table data needs to preload data before the compilation queue is flushed
#rnx
#jira UE-47319
Change 3541409 by Michael.Noland
Blueprints: Added code to reapply any active breakpoints after recompilation when using the BP compilation manager
#jira UE-47322
[reimplementing CL# 3541404 in Dev-Framework]
Change 3541418 by Dan.Oconnor
Fix for bad SKEL_ CDO reference in blueprint bytecode
#jira UE-47265
#rnx
Change 3541482 by Dan.Oconnor
Blanket fix up of preload calls that are being done in AllocateDefaultPins. AllocatDefaultPins is not called until compile, meaning if these preload calls load blueprints they will be loaded while the compilation manager is compiling blueprints
#rnx
#jira UE-47319
Change 3541817 by Marc.Audy
Fix static analysis warnings
#rnx
Change 3542299 by Michael.Noland
Blueprints: Speculative fix for static analysis warning
#rnx
Change 3542406 by Marc.Audy
Use a check slow to avoid any cost
#rnx
Change 3542486 by Michael.Noland
Asset Manager: Removing an unnecessary ensure (it's a potentially expected case)
#jira UE-47380
Change 3542659 by Michael.Noland
Blueprints: Clear out null entries in the LastEditedDocuments list during PostLoad() and remove entries when a graph is being deleted to prevent their generation in the first place
#jira UE-47385
Change 3543620 by Dan.Oconnor
Remove overzealous ensure - we may recompile blueprints that are asynchronously loading when a user triggers a synchronous compile
#jira UE-47415
#rnx
Change 3518415 by Ben.Zeigler
#jira UE-46574 Deprecate IPlatformChunkInstall::SetChunkInstallDelgate as it was spelled wrong, was only half implemented, and did not support success vs failure
Replace with AddChunkInstallDelegate, which supports a bool error code and is bound once instead of separately for each chunk. All implementations support this delegate at a basic level, although several could be improved to call the failure delegate in more cases
Change 3534339 by Michael.Noland
Platforms: Changed DEPRECATED() macro description to use 4.xx rather than a speciifc version in examples, so it doesn't show up when removing deprecated code
[CL 3544050 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3232283 on 2016/12/13 by Ben.Woodhouse
D3D12 - downgrade root signature size warning to a log following a discussion with Microsoft. There's not much we can actually do about it, and it's not relevant to all hardware
#jira UE-36999
Change 3232641 on 2016/12/13 by Mark.Satterthwaite
- Eliminate redundant state changes in MetalRHI in the state cache.
- Add a new debug level for setting buffers to nil prior to calls to set*Bytes so that the tool doesn't display incorrect data.
- Make testing for validation & statistics features use the same EMetalFeatures API as everything else for consistency.
- Cache the fallback depth-stencil texture in the state cache and ignore it for determining whether a pass can restart - if we are using this texture its contents are worthless anyway.
Change 3232661 on 2016/12/13 by Mark.Satterthwaite
Re-enable Metal SM5 & DFAO/DistanceFieldShadowing on Intel for 10.12.2 or later.
Change 3232759 on 2016/12/13 by Ben.Woodhouse
Fix memory leak on XB1 when calling GPURealloc with count of 0, suggested on UDN
https://udn.unrealengine.com/questions/326660/gpurealloc-leak.html
Change 3232803 on 2016/12/13 by Ben.Marsh
Add UT to the populate DDC job, and cook UT and Fortnite for Mac as well.
Change 3232836 on 2016/12/13 by Ben.Marsh
Split cooks to populate DDC into separate nodes for each platform. May help to reduce number of timeouts on remote VMs.
Change 3232974 on 2016/12/13 by Rolando.Caloca
DR - Refactor common code to UWorld::RecreateScene
#jira UE-36719
PR #2824
Change 3232976 on 2016/12/13 by Ben.Marsh
Add missing dependency on tools node for Mac cooks. Need to compile SCW first.
Change 3233289 on 2016/12/13 by Olaf.Piesche
Fixing potentially broken spot/point light fade with old content; initialize new properties properly
Change 3233811 on 2016/12/13 by Mark.Satterthwaite
Fix compiling QA-Material tessellation shaders that don't need to emit from Hull or sample in Domain the HSOut buffer which was confusing MetalBackend.
Change 3233854 on 2016/12/13 by Mark.Satterthwaite
More information about texture type validation errors in Metal.
Change 3234650 on 2016/12/14 by Rolando.Caloca
DR - vk - Fix bad aspect on depth cubemaps
Change 3234651 on 2016/12/14 by Rolando.Caloca
DR - vk - Fix for 32 bit crash on dump layer
Change 3234813 on 2016/12/14 by Guillaume.Abadie
Fixes texture mask static lighting when using GBuffer selective outputs.
#jira UE-39527
Change 3235047 on 2016/12/14 by Uriel.Doyon
Refactored HLOD texture streaming strategy to separate forced load from visibility.
Added an incremental update in the last stage of the texture streaming update load to clear any pending work.
Added an option "All" to the "BuildMateriaTexturelStreamingData" command to force rebuild everything.
Change 3235317 on 2016/12/14 by Uriel.Doyon
Removed timed primitives in the texture streaming since it was not used and there is now a fallback implementation in UPrimitiveComponent::GetStreamingTextureInfo.
Change 3235431 on 2016/12/14 by Rolando.Caloca
DR - Fix for Vulkan drawing black
Change 3236788 on 2016/12/15 by Mark.Satterthwaite
Fix 10.11.6 support (aka -nometalv2): the stencil view workaround necessitates a mid-render blit and the way things were setup resulted in the HasValidRenderTargets assert firing. Refactored the code to separate the concept or valid render-states in the cache from active render-states in the render-pass. Now it works as intended and will be needed for 4.15.
Change 3236850 on 2016/12/15 by Mark.Satterthwaite
Make changing the Metal Shader Version project setting prompt the user to restart for the changes to take effect.
#jira UE-39801
Change 3237002 on 2016/12/15 by Benjamin.Hyder
submitting updated TM-Shadermodels map
Change 3237312 on 2016/12/15 by Rolando.Caloca
DR - Change more macros to lambdas
Change 3237394 on 2016/12/15 by Mark.Satterthwaite
Add Metal-specific permutations of TBasePassHS - they affect the C++ definition on all platforms but are only cached or used on Metal - because the way we compile the combined VS+HS tessellation stage requires that the combined VS + HS HLSL code references the same resources, otherwise we get incorrect resouce bindings and subsequently fail to render properly. Long-term the Metal tessellation code will need to be refactored so that the vertex shader stage is emitted as a separate shader from the hull shader stage as this but will keep cropping back up and continue to complicate the engine.
#jira UE-39799
Change 3237490 on 2016/12/15 by Daniel.Wright
Fixed ULandscapeComponent::GetUsedMaterials
Change 3237597 on 2016/12/15 by Ben.Woodhouse
Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.
It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
Change 3237654 on 2016/12/15 by Daniel.Wright
Non-editor compile fix
Change 3238229 on 2016/12/16 by Rolando.Caloca
DR - Remove ExcludeRect from inner RHI Clear methods; ensure will happen if trying to use it
Change 3238236 on 2016/12/16 by Rolando.Caloca
DR - Compile fixes
Change 3238280 on 2016/12/16 by Marc.Olano
Small optimization to Lanczos-3 upsample shader code.
Change 3238321 on 2016/12/16 by Rolando.Caloca
DR - Compile fix
Change 3238331 on 2016/12/16 by Rolando.Caloca
DR - compile fix
Change 3238495 on 2016/12/16 by Marc.Olano
Replace TEA random number generator with PCG.
Was only used in #if-disabled reference rendering, but ldoes make better quality reference rendering when enabled.
Change 3238496 on 2016/12/16 by Marc.Olano
Tone mapping fix for OR-31752, cherry picked from Orion 3208273
Assumption that green is approximates luminance fails on red/blue HDR content, resulting in ugly black artifacts. Go back to luminance.
Change 3238520 on 2016/12/16 by Rolando.Caloca
DR - CIS Fix
Change 3238571 on 2016/12/16 by Rolando.Caloca
DR - CIS fix
Change 3238605 on 2016/12/16 by Daniel.Wright
Sharing IndirectLightingCacheTextureSampler samplers
Change 3238626 on 2016/12/16 by Daniel.Wright
Ray Traced Distance Field Shadow optimizations
* Tighter light space tile culling
* Skip ray marching pixels before the RTDF cascade near distance, or further than the cascade far distance
* Depth bounds test on upsample
* Created FLightTileIntersectionParameters for encapsulation of light tile culling functionality
* RTDF shadow time went from 1.8ms -> .8ms and 3.1ms -> 1.2ms in FortGPUTestbed on 7870 with these changes
Change 3238652 on 2016/12/16 by Rolando.Caloca
DR - RHI clear methods no longer have an ExcludeRect, use DrawClearQuad functions instead
Change 3238855 on 2016/12/16 by Rolando.Caloca
DR - Added FRHITexture2D GetSizeXY
Change 3238881 on 2016/12/16 by Rolando.Caloca
DR - CIS fix
Change 3239008 on 2016/12/16 by Arne.Schober
DR - Fixing accidently returning a stackpointer in EnqueueRenderCommands
Change 3239012 on 2016/12/16 by Arne.Schober
DR - missing file
Change 3239255 on 2016/12/17 by Rolando.Caloca
DR - Remove shader clears from D3D11
Change 3239690 on 2016/12/19 by Rolando.Caloca
DR - vk - Misc fixes from 1.0.37.00 SDK warnings
Change 3239964 on 2016/12/19 by Rolando.Caloca
DR - Fix click on editor not showing selected
Change 3239995 on 2016/12/19 by Rolando.Caloca
DR - Enable dist field on GL4 & Vulkan SM5
Change 3240162 on 2016/12/19 by Daniel.Wright
Added EnableDepthBoundsTest / DisableDepthBoundsTest to RHIUtilites to share some common code
Change 3240163 on 2016/12/19 by Daniel.Wright
Distance field self shadowing controls for hiding world position offset self-shadow artifacts
* Removed static mesh build settings DistanceFieldBias, which shrunk the distance field, breaking AO and shadows
* Added DistanceFieldSelfShadowBias, which prevents occlusion close to the surface only, maintaining shadows on the ground and AO on the ground
Change 3240271 on 2016/12/19 by Daniel.Wright
Use 16 bit indices for distance field objects culled to tiles, when 16 bit will be enough. Saves 10mb of tile culling buffers.
Change 3240282 on 2016/12/19 by Rolando.Caloca
DR - Proper fix for hit proxies clear
- Added missing stencil ref to DrawClearQuad
Change 3240316 on 2016/12/19 by Rolando.Caloca
DR - vk - Fixed some new 1.0.37.0 warnings
Change 3240354 on 2016/12/19 by Rolando.Caloca
DR - Dev shaders on sm4/5
Change 3240759 on 2016/12/20 by Rolando.Caloca
DR - Fix bad crc on GL element declarations
Change 3240895 on 2016/12/20 by Rolando.Caloca
DR - vk - Swapchain fixes
Change 3241057 on 2016/12/20 by Rolando.Caloca
DR - vk - Fix resize on desktop
Change 3241112 on 2016/12/20 by Rolando.Caloca
DR - vk - Fix 1.0.37.0 warnings
- Ignore some warnings we know we can't fix
Change 3241310 on 2016/12/20 by Rolando.Caloca
DR - vk - Fix crash
Change 3241417 on 2016/12/20 by Daniel.Wright
[Copy] Fixed race condition with FPrecomputedLightVolume::Data which was exposed when switching lighting scenarios
Change 3241990 on 2016/12/21 by Daniel.Wright
Converted DistanceFieldVolume data to BulkData
* FDistanceFieldVolumeData Serialize time from .7s on PS4 to 0s
Change 3242005 on 2016/12/21 by Daniel.Wright
Removed unused !USE_DEPTH_RANGE_LISTS path to reduce complexity
Change 3242295 on 2016/12/21 by Bob.Tellez
Duplicating CL#3242294 from //Fortnite/Main
#UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled
Change 3242487 on 2016/12/21 by Marcus.Wassmer
Fix typo
Change 3243091 on 2016/12/22 by Daniel.Wright
Fixed too many groups dispatched for TConeTraceScreenGridGlobalOcclusionCS
Change 3243161 on 2016/12/22 by Uriel.Doyon
New async tasks for the streaming update. Optimizing the biggest frame cost.
Change 3243179 on 2016/12/22 by Uriel.Doyon
Fixed possible invalid access from the async FNormalizeLightmapTexelFactorTask
Change 3243236 on 2016/12/22 by Daniel.Wright
Fixed DFAO bilateral upsample
* Depth buffer was being unbound due to lack of DepthRead_StencilNop
Change 3243452 on 2016/12/23 by Ben.Woodhouse
Bring back 1024 render query limit workaround on D3D12 which was lost during the merge from partners
#jira UE-35247
Change 3243512 on 2016/12/23 by Uriel.Doyon
Improved task system for texture streaming.
Change 3243742 on 2016/12/26 by Rolando.Caloca
DR - vk - Fix UAV clears
- Removed old validation layer
- Print found device layers
Change 3243745 on 2016/12/27 by Rolando.Caloca
DR - vk - Fix for texture cube arrays
- Warning for ClearUAVs
Change 3243762 on 2016/12/27 by Rolando.Caloca
DR - vk - Always use pipeline cache
Change 3244450 on 2016/12/31 by Rolando.Caloca
DR - vk - Pre reqs for separate transfer queue
Change 3244453 on 2016/12/31 by Rolando.Caloca
DR - vk - Win32 compile fix
Change 3244756 on 2017/01/03 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3244743 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3244757 on 2017/01/03 by Marcus.Wassmer
Niagara is still experimental in non-task branches.
Change 3245059 on 2017/01/03 by Benjamin.Hyder
Submitting TM-TrigNodes map
Change 3245500 on 2017/01/03 by Olaf.Piesche
Compile fix#1 for post-merge problems
Change 3245572 on 2017/01/03 by Olaf.Piesche
(Speculative) fix#2 for post-merge build problem. Hopefully fixes public distribution level error for cross compiler tool.
Change 3245683 on 2017/01/03 by Marcus.Wassmer
Fix some niagara warnings
Change 3245732 on 2017/01/03 by Marcus.Wassmer
Fix Niagara compile on clang platforms.
Fix a few warnings / static analysis things as well.
Change 3246403 on 2017/01/04 by Rolando.Caloca
DR - vk - Fix bogus warning
Change 3246432 on 2017/01/04 by Marcus.Wassmer
Copying //Tasks/UE4/Dev-Niagara@3246424 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3246538 on 2017/01/04 by Rolando.Caloca
DR - vk - Show hitch time for compute psos
Change 3246580 on 2017/01/04 by Rolando.Caloca
DR - vk - compile fix
Change 3246610 on 2017/01/04 by Rolando.Caloca
DR - Compute PSO pre reqs
Change 3246707 on 2017/01/04 by Marcus.Wassmer
Add missing integer operations to UnrealMathDirectX.h
Change 3246786 on 2017/01/04 by Marcus.Wassmer
Avoid public dependency build errors. Should probably just remove the DDCUtils module instead
Change 3246828 on 2017/01/04 by Olaf.Piesche
UE-39249; need to check the view as well as the view family in CheckAndUpdateLastFrame; scene captures use a different family, but each eye for VR uses a different scene view.
Change 3247026 on 2017/01/04 by Rolando.Caloca
DR - Remove CrossCompilerTool as it's not required anymore
Change 3247086 on 2017/01/04 by Marcus.Wassmer
Remove includes for Core.h monolithic header
Change 3247227 on 2017/01/04 by Marcus.Wassmer
Fix typo and compile errors.
Change 3247228 on 2017/01/04 by Marcus.Wassmer
Use crossplatform intrinsics
Change 3247229 on 2017/01/04 by Marcus.Wassmer
Implement missing integer NEON operations.
Change NEON vectorint to match name and sign from other platforms
Change 3247245 on 2017/01/04 by Marcus.Wassmer
Fixing various warnings/errors from clang platforms (Mac/Linux)
Change 3247331 on 2017/01/04 by Marcus.Wassmer
More Mac/clang fixes
Change 3247958 on 2017/01/05 by Marcus.Wassmer
VectorInt < - > Float ops should be conversions not reinterpret cast
Change 3247959 on 2017/01/05 by Marcus.Wassmer
Add missing ops to non-vector header
Change 3247964 on 2017/01/05 by Rolando.Caloca
DR - Temp fix for crash
#jira UE-40211
Change 3248067 on 2017/01/05 by Rolando.Caloca
DR - Static analysis fixes
#jira UE-40167
Change 3248284 on 2017/01/05 by Rolando.Caloca
DR - Linuix Compile fix
#jira UE-40260
Change 3248288 on 2017/01/05 by Rolando.Caloca
DR - Linux compile fix
#jira UE-40264
Change 3248399 on 2017/01/05 by Brian.Karis
Filtered importance sampling for envmap prefiltering.
Fixed SSR on clearcoat with skylight only.
Change 3248503 on 2017/01/05 by Rolando.Caloca
DR - Linux fixes
#jira UE-40264
Change 3248666 on 2017/01/05 by Brian.Karis
Fix GL compile error
Change 3248740 on 2017/01/05 by Marcus.Wassmer
Fix linux and clang errors/warnings
Change 3248851 on 2017/01/05 by Marcus.Wassmer
Simplest fix for ES2 compile errors
Change 3249217 on 2017/01/06 by Simon.Tovey
Speculative fix for static analysis warning
Change 3249296 on 2017/01/06 by Ben.Woodhouse
XB1/Fast semantics:
Add missing L1/L2 cache flush on transition to readable (or RW). The missing cache flush was causing indeterminism when reading from a texture shortly after writing to it as a render target.
This fixes bloom and diffuse irradiance issues
The bug has been there for a while, but CL 3227787 (drawclear early out) caused it to manifest
#jira UE-39727
#jira UE-40238
Change 3249300 on 2017/01/06 by Ben.Woodhouse
Remove workaround for diffuse irradiance (redundant clear). No longer necessary with CL 3249296
Change 3249387 on 2017/01/06 by Rolando.Caloca
DR - Fix GL clear issues
#jira UE-40254
Change 3249435 on 2017/01/06 by Ben.Woodhouse
Duplicated from UT CL 3238664
Fix dbuffer decal rendering issues in fullscreen on PC. Also fixes crash in editor when viewing dbuffer materials.
Pass clearcolor in RT params for system textures to workaround a bug with ClearColorTexture not working in fullscreen mode on DX11. Make sure dbuffer targets are bound if we're rendering mesh decals
#jira UT-6891
#jira UE-39842
Change 3249721 on 2017/01/06 by Marcus.Wassmer
Remove final references to non-existent Niagara data
Change 3249742 on 2017/01/06 by Marcus.Wassmer
Fix missing GPU particles on Mac.
Pointers getting reused is causing the blendstate equality operator to fail.
Simple workaround until we have time for a proper fix.
[CL 3249983 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3168749 on 2016/10/20 by Richard.TalbotWatkin
Fixed bug in csgRebuild where dynamic brushes from the whole world are rebuilt instead of just those from the current level. csgRebuild is supposed to act only on the current level's geometry.
#jira UE-37376 - csgRebuild builds dynamic brushes from the whole world, instead of just the current level
Change 3169740 on 2016/10/20 by Nick.Darnell
Automation - Removing old screenshots, working on new naming convention.
Change 3169796 on 2016/10/20 by Nick.Darnell
Automation - Adding new screenshots.
Change 3169800 on 2016/10/20 by Nick.Darnell
Automation - Working on improvements to screenshot comparions, now using the Unique device id instead of adapter name. Working on better metadata based matching for which screenshot to use, stubbing in support for adding alternative versions of screenshots.
Change 3169901 on 2016/10/20 by Nick.Darnell
Automation - More fixes / refinements to the way we add alternatives and replace old versions of screenshots.
Change 3169926 on 2016/10/20 by Cody.Albert
Added extension point for level editor viewport's Show and Camera menus
Change 3170053 on 2016/10/20 by Cody.Albert
Back out changelist 3169926
Change 3170067 on 2016/10/20 by Cody.Albert
Added extension point for level editor viewport's Show and Camera menus
Change 3170382 on 2016/10/21 by Michael.Dupuis
#jira UE-36585 Added Copy/Paste to Material list/item, section list/item to StaticMeshEditor and Persona Editor
Change 3170520 on 2016/10/21 by Alex.Delesky
#jira UE-36510 - You can now toggle if combo boxes can receive keyboard focus from the Widget Blueprint
Change 3170522 on 2016/10/21 by Alex.Delesky
#jira UE-33031 - Buttons will no longer remained in a hovered state on mobile devices if the user drags their finger into a button, and then lifts their finger without dragging it outside of the button.
Change 3170524 on 2016/10/21 by Alex.Delesky
#jira UE-25591 - Static Mesh LODs can now be removed from the editor without a mesh reduction tool like Simplygon configured for use in the editor.
Change 3170530 on 2016/10/21 by Alex.Delesky
Moved the HasKey method from UMapProperty to FScriptMapHelper, and moved the HasElement property from USetProperty to FScriptSetHelper
#jira none
Change 3170768 on 2016/10/21 by Cody.Albert
Back out changelist 3170067
Change 3170795 on 2016/10/21 by Nick.Darnell
JsonObjectConverter - By default UStructToJsonAttributes now skips transient properties.
Change 3170797 on 2016/10/21 by Nick.Darnell
Automation - Fixing several warnings dealing with fbx testing.
Change 3170921 on 2016/10/21 by Nick.Darnell
Automation - Fixing more warnings with FBX tests.
Change 3171109 on 2016/10/21 by Cody.Albert
Added extension point for level editor viewport Show menu
Change 3171812 on 2016/10/24 by Jamie.Dale
Back out changelist 3163044
This broke wrapping for Japanese and Chinese.
Change 3171842 on 2016/10/24 by Michael.Dupuis
#jira UE-36400
Name each Parameter uniquely either from copy/paste of any creation menu
Changed the default value for Scalar and Vector Parameter to 1 and 1,1,1,1
Added a Promote To Parameter when clicking on an Input pin that will generate proper node type based on type pin type
When editing a color property update the material expression preview
Change 3171958 on 2016/10/24 by Alex.Delesky
#jira UE-37444 - The Primitive Stats browser (and other statistics browsers) can now sort columns based on singular objects or object types as well as texture dimensions.
Change 3171969 on 2016/10/24 by Nick.Darnell
Slate - Adding some code to prevent crashes if bogus user indexes are passed into SlateApplications GetUser functions.
Change 3171970 on 2016/10/24 by Matt.Kuhlenschmidt
PR #2885: Fixed Stretched Landscape Editor Icons (Contributed by teessider)
Change 3172035 on 2016/10/24 by Alex.Delesky
Fix to build warning for 3171970
#jira none
Change 3172078 on 2016/10/24 by Michael.Dupuis
#jira UE-37626 Fetch property node from property handle if there is no property editor
Change 3172143 on 2016/10/24 by Jamie.Dale
Line-break iterators will now avoid breaking words in Hangul
The default behavior for wrapping Hangul is to use Western-style wrapping (where words are kept as-is) rather than East Asian-style (where words are broken by syllables). This behavior can be controlled by the Localization.HangulTextWrappingMethod CVar in-case you were dependant on the old behavior, but since modern Hangul uses spaces, the per-word wrapping is preferred by native speakers.
Change 3172418 on 2016/10/24 by Michael.Dupuis
Fixed Static Analysis error
Change 3173389 on 2016/10/25 by Michael.Dupuis
#jira UE-9284 Make the UI appear only on hover and change icons size
Change 3173918 on 2016/10/25 by Alex.Delesky
#jira UE-37753 - WidgetBlueprints saved without a root widget (e.g., by deleting the starting Canvas panel) will no longer set a Canvas panel as the root widget. New WidgetBlueprints will still contain a Canvas Panel when created.
Change 3173966 on 2016/10/25 by Alex.Delesky
#jira UE-20891 - SpinBox now receives MouseMove events while simulating touch events using the mouse.
Change 3174847 on 2016/10/26 by Alex.Delesky
#jira UE-36371 - Windowed Fullscreen will now expand to fit the entirety of the current window and will not be displaced when the Windows taskbar is docked on the top or left sides of the screen.
Change 3174916 on 2016/10/26 by Alexis.Matte
When re-importing fbx file, always log to the message log.
#jira UE-37639
Change 3174940 on 2016/10/26 by Alex.Delesky
Back out changelist 3174847 at request of platforms team. Was fixed on Main.
Change 3174995 on 2016/10/26 by Matt.Kuhlenschmidt
Import commandlet fixes
- Fixed crash when source control could not be contacted
- Fixed assets not importing correctly if they depended on other assets in a previous import group within the automated import
Change 3175217 on 2016/10/26 by Alexis.Matte
The FBX reimport animation code now return false if there was an error when importing
#jira UE-37755
Change 3175728 on 2016/10/26 by Alexis.Matte
Log a message when importing a skeletal mesh with more bone influence then the maximum supported
#2875
#jira UE-37613
Change 3177997 on 2016/10/28 by Nick.Darnell
Editor - Prevent re-entrant calls when EndPlayMap is called.
Change 3178429 on 2016/10/28 by Nick.Darnell
Engine - Bumping BaseEngine.ini to IOS_8, MinimumiOSVersion, as that is now the minimum allowed to fix an error on startup. Tweaking the location of where some importing files go when they're imported.
Change 3179774 on 2016/10/31 by Matt.Kuhlenschmidt
Guard against bad render targets in Slate RHI
#jira UE-37905
Change 3179900 on 2016/10/31 by Matt.Kuhlenschmidt
Added logging to track https://jira.it.epicgames.net/browse/UE-37900
#jira UE-37900
Change 3179920 on 2016/10/31 by Alex.Delesky
Removing LODs from skeletal meshes is now a transacted action and can be undone. Related to UE-25591.
#jira none
Change 3179921 on 2016/10/31 by Alex.Delesky
#jira UE-37725 - Adding safeguard against a potential crash in FTextureEditorViewportClient caused by a texture not having a valid texture resource
Change 3180119 on 2016/10/31 by Alexis.Matte
fbx importer avoid asset creation name clash
#jira UE-35100
Change 3181905 on 2016/11/01 by Alexis.Matte
Paint tool now allow users to paint on any vertex if they need it.
#jira UE-8372
Change 3182355 on 2016/11/01 by Alexis.Matte
We now support FBX LODs export for the asset exporter from the content browser.
#jira UE-35302
Change 3183286 on 2016/11/02 by Alexis.Matte
Make sure static mesh build settings are set properly when we re-import with different options. Specifically the normals, tangents and tangent space are dependent on the import options.
#jira UE-37520
Change 3183567 on 2016/11/02 by Shaun.Kime
#jira UE-38019
The Content Browser's View Options originally included both Engine and GameProject plugins only when clicking Show Plugin Content. Since there are quite a few Engine plugins, this produces quite a bit of content in the Folders panel. Most of the Engine plugins have classes or content that isn't really meant to be user-facing, so the experience of hunting for a game plugin-in's content is poor.
The new behavior is that GameProject plugins are controlled by the "View Plugin Content" option. In order to see the Engine plugins you'll need both Engine Content and Plugin Content checkboxes enabled. By default, the editor should enable the "View Plugin Content" checkbox since it should be limited to just the content in the game's Plugins folder.
Change 3184002 on 2016/11/02 by Jamie.Dale
Fixed crash during TSF IME shutdown
#jira UE-38073
Change 3185126 on 2016/11/03 by Shaun.Kime
Some of the plugin templates define Editor specific plugins. If created and a Standalone build is run, the application will attempt to link in editor libraries in game mode and will run into issues when you hit any key. The fix is to specify an Editor module description for these plugins.
Additionally, there appears to be a mismatch in pathing types when dealing with plugin path and GameDir. Plugin path is absolute and GameDir is relative by default. We check to see if the gameDir is a subset of the plugin path, but this fails due to the mismatch. The fix is to force both to be absolute (enforcing normalization of both paths as well).
#jira UE-38065
#jira UE-37645
Change 3185278 on 2016/11/03 by Nick.Darnell
UMG - Fixing some issues with HDPI mode in the widget designer.
Change 3185355 on 2016/11/03 by Nick.Darnell
UMG - Widget Component's Draw At Desired size now should also work correctly if it's in screenspace.
Change 3185510 on 2016/11/03 by Nick.Darnell
UMG - Restoring the ability of the Widget Component to directly recieve hardware input. The Widget Interaction Component is great for just about every interaction use case - the one it's not is when you actually want the 3D widgets to take focus, and to be able to be typed directly into by the user. The kind of situation where you might want to use them as a 3D menu, in a non-VR environment. By default - Widget Components will not behave in this manner, but you can now use the option bReceiveHardwareInput to enable the ability for Widget Components to function more like a widget in the screenspace of the viewport.
Slate - The scene viewport now correctly takes scale into account when drawing the 'software cursor', this fixes an issue with HDPI mode, and the cursor not being restored to the same location after moving a gizmo.
Change 3185514 on 2016/11/03 by Nick.Darnell
UMG - Fixing some HDPI mode problems with widget position calculation when projecting world to viewport / screen, absolute spaces.
Change 3185652 on 2016/11/03 by Nick.Darnell
Slate - Exposing a cached version of the widget geometry that comes in during Tick. Also performed a bit of optimization work on the class to make some space for the geometry object we now cache, by compacting the pointer event delegates we were storing.
Change 3185952 on 2016/11/03 by Nick.Darnell
UMG - Fixing another build error relating to local widget geometry.
Change 3185953 on 2016/11/03 by Nick.Darnell
UMG - Fixing a mac compiler warning.
Change 3186886 on 2016/11/04 by Matt.Kuhlenschmidt
Fixed collapse all hiding everything in the settings editors
#jira UE-38151
Change 3187014 on 2016/11/04 by Matt.Kuhlenschmidt
Fixed new assets opening in a minimized window not restoring that window.
Change 3187026 on 2016/11/04 by Shaun.Kime
UUnrealEdEngine::edactDeleteSelected calls out to FBlueprintEditorUtils::FindActorsThatReferenceActor. This checks the entire world for each actor to be deleted. When you have tens of thousands of actors in the world and are deleting tens of thousands of actors, this can take minutes. This change amortizes the cost of finding the actor references once for the world and for each actor to be deleted, we query the cached list of references. This brings the deletion time down to seconds.
#jira UE-38094
Change 3187073 on 2016/11/04 by Nick.Darnell
Automation - Changing the code that writes out json to force no BOM as is the json standard.
Change 3187113 on 2016/11/04 by Jamie.Dale
Removed double look-up in UTextProperty::SerializeItem
Change 3187114 on 2016/11/04 by Jamie.Dale
Feedback context now uses culture correct percentage formatting
Change 3187273 on 2016/11/04 by Alexis.Matte
Fbx importer for static mesh, make sure that we order the materials array to follow the section order.
Add also some fbx automation test
#jira UE-38242
Change 3187276 on 2016/11/04 by Matt.Kuhlenschmidt
Fix crash when an actor picker shows up in the struct editor. Structs do not have root property nodes
#jira UE-38268
Change 3187463 on 2016/11/04 by Nick.Darnell
Automation - Updating the blessed screenshots, and fixing the BOM issues with the json.
Change 3188638 on 2016/11/07 by Shaun.Kime
Making the UI for adding/removing parameters in custom blueprint functions behave similarly to the struct creation dialog in the content browser. There are no longer "New" buttons at the bottom of the panel and the parameter moving controls have been moved onto the main parameter row instead of being nested inside the collapse panel. A tooltip will now let you know the full parameter name and type when you hover over the editable name field. Made the move up/down icons more legible by increasing contrast between the arrow and the light grey background.
#jira UE-38240
Change 3189056 on 2016/11/07 by Nick.Darnell
Core/Editor - UObject::IsAsset() now returns false if the outermost package is RF_Transient. Also updating the creation of the transient package to be RF_Transient. This makes it so transient packages created by UMG or some other editor for things like previewing a streamed in level instance, no longer show up in the content browser.
Change 3189147 on 2016/11/07 by Jamie.Dale
Fixed potential race-condition where a UFont object could be GC'd while the loading screen was using the font cache
This queues up the pending removal until it's safe to execute it (by a thread that fully owns Slate rendering).
#jira UE-38309
Change 3189344 on 2016/11/07 by Matt.Kuhlenschmidt
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 3189380 on 2016/11/07 by Matt.Kuhlenschmidt
Guard against null object when creating details panel
Change 3190017 on 2016/11/08 by Alexis.Matte
FrontX support for scene importer
#jira UETOOL-1061
Change 3190058 on 2016/11/08 by Matt.Kuhlenschmidt
Fixed misaligned button in the new blueprint class dialog
Change 3190086 on 2016/11/08 by Nick.Darnell
UMG - Fixing the calculation for widget componets screen position if the camera aspect is constrained.
Change 3190159 on 2016/11/08 by Nick.Darnell
UMG - We no longer also take the platform DPI scale into account when applying UMG's UI scale. Since UMG already provides a DPI scaling system, compounding it with the native OSes produces undesirable results, since the DPI scale curve does not take into account some unknown platform scale set by a user.
Change 3190161 on 2016/11/08 by Nick.Darnell
UMG - UWidget is now Blueprintable. Improving some doc.
Change 3190545 on 2016/11/08 by Alexis.Matte
Support scaling when exporting skeleton (bind pose) to FBX
#jira UE-36120
Change 3191614 on 2016/11/09 by Simon.Tourangeau
Fix cooking crash after fbx import of a scene without meshes
#jira UE-38264
Change 3191659 on 2016/11/09 by Simon.Tourangeau
Cleanup Persona LOD section button layout
#jira UE-38339
Change 3191882 on 2016/11/09 by Jamie.Dale
Changed FBlackboardKeySelector::AddObjectFilter to use MakeUniqueObjectName so it generates more stable names, rather than relying on a static counter.
Also updated FBlackboardKeySelector::AddClassFilter, FBlackboardKeySelector::AddEnumFilter, and FBlackboardKeySelector::AddNativeEnumFilter to use MakeUniqueObjectName to ensure they don't conflict.
Change 3192092 on 2016/11/09 by Jamie.Dale
Deleting some test assets that were accidentally checked in, some of which no longer load
Change 3192281 on 2016/11/09 by Alex.Delesky
#jira UE-31866 - Widget Blueprints will no longer experience compile issues when dragging widgets between the hierarchy views of different Widget Blueprints.
Change 3192365 on 2016/11/09 by Shaun.Kime
Adding support for MaterialParameterCollections to Slate UI objects. For reasons of Blueprint controls amongst other things, MPC's are owned by individual UWorlds and transferred over to their respective Scenes. Since we want the latest values from those in-UWorld representations, Slate needs to know about the Scene on the render thread to properly map the materials to their MPC inputs. This involved keeping Scene arrays synchronized between the game logic thread and render thread, and adding a Scene index field to each batched draw element in Slate. SceneViewports are now responsible for registering their associated Scenes with the SlateRenderer. Since RetainerBoxes also draw their content as well, they too need to register their Scenes.
#jira UE-19022
Change 3192494 on 2016/11/09 by Alex.Delesky
#jira UE-37829 - Dynamically changing an option in the style for an Editable Text Box or Multiline Editable Text Box will now update it correctly.
Change 3193183 on 2016/11/10 by Alexis.Matte
When doing FBX scene re-import, the new staticmesh asset was not mark as dirty. So the system was not saving the new asset.
#jira UE-38450
Change 3193419 on 2016/11/10 by Alex.Delesky
Fixing UnrealTournament build error in SUTChatEditBox
#jira none
Change 3193456 on 2016/11/10 by Alex.Delesky
Fix to build warning C6011 in SWidgetHierarchyItem
#jira none
Change 3193704 on 2016/11/10 by Simon.Tourangeau
Create Cinematic Camera when importing camera from fbx
#jira UE-37764
Change 3194593 on 2016/11/11 by Nick.Darnell
Slate - Fixing the window reshaping logic to avoid work if we don't need to do it, rather than external calls attempting to do the check (poorly). This appears to fix the problem with popup menus being slightly off in size, creating scrollbars. This also prevents constant reshaping of windows, due to people performing the wrong checks over and over, because they were comparing against non-truncated or rounded values against truncated/rounded values.
Change 3194595 on 2016/11/11 by Nick.Darnell
Slate - Simplifying the Menu Anchor popup code for new Windows, and correcting it so that it does not take non-DPI scale into account when calculating the size of the window. Otherwise, popup menus on say, the blueprint editor change size depending upon the scale of the area.
Change 3194830 on 2016/11/11 by Richard.TalbotWatkin
Optimized pasting brushes, so geometry is not constantly rebuilt for every brush that's added. This improves performance by a couple of orders of magnitude!
#jira UE-38524 - Moving many brushes to another level is very slow
Change 3194859 on 2016/11/11 by Alexis.Matte
Fix fbx skeletal mesh cleanup material crash
#jira UE-38525
Change 3195199 on 2016/11/11 by Nick.Darnell
UMG - Updating the bindable widget searching code in sequencer to use the WidgetTree traversing code, instead of something custom. This fixes the issue where it wasn't finding widgets inside of named slots.
#jira UE-38536
Change 3196579 on 2016/11/14 by Matt.Kuhlenschmidt
Guard against rendering crashes when a mesh with no lod resources is opened.
#jira UE-38520
Change 3196614 on 2016/11/14 by Nick.Darnell
Slate - The ignore incoming scale option for the scale box should now behave as expected in more cases. It required modifying the GetRelativeLayoutScale function to also pass down the prepass scale, otherwise it can't extract out the incoming scale ahead of time before text is measured ahead of time.
Change 3196624 on 2016/11/14 by Matt.Kuhlenschmidt
PR #2927: UE-38473: Shadow outline color uses shadow color (Contributed by projectgheist)
Change 3196770 on 2016/11/14 by Matt.Kuhlenschmidt
Ensure instead of crash when updating the selection pivot if a component's actor is not selected (this is non fatal)
#jira UE-38544
Change 3196863 on 2016/11/14 by Nick.Darnell
Slate - Allowing font outline settings to be specified in native code when constructing a SlateFontInfo via a ctor.
Change 3196900 on 2016/11/14 by Nick.Darnell
Slate - Upgrading some cases that were using the older version of GetRelativeLayoutScale.
Change 3196947 on 2016/11/14 by Matt.Kuhlenschmidt
Guard against crashes in the details panel when an OS message causes the tree to refresh when a previous event has invalidate the contents of the details panel.
#jira UE-36499, UE-38497
Change 3197028 on 2016/11/14 by Alexis.Matte
Shift Drag is not moving the camera when the user is dragging the 3 axis in same time.
#jira UE-38382
Change 3197167 on 2016/11/14 by Matt.Kuhlenschmidt
Removed pivot updating code per frame for now. It changes on selection so I cant see a reason why it is needed every frame
Change 3197227 on 2016/11/14 by Nick.Darnell
UMG/Blueprint - Exposing a way to set the default schema a blueprint editor derivation uses. Updating all widget blueprints to finally use the WidgetGraphSchema.
Change 3197239 on 2016/11/14 by Nick.Darnell
UMG - Improving the ReceiveHardwareInput option to limit exposure of widgets to hit testing that did not register for it.
Change 3197538 on 2016/11/14 by Nick.Darnell
UMG - Making some progress on converting the schema over on load, now appear to correctly be loading it in time to be able to perform node conversions to convert older nodes to newer nodes. Required changing the UBlueprint interface to have a virtual for upgrading nodes, that could be overriden in WidgetBlueprint to make sure the schemas have all been updated, as Serialize is too early, and PostLoad is too late.
Change 3198211 on 2016/11/15 by Matt.Kuhlenschmidt
Guard against reimport factories being deleted while in use
#jira UE-37577
Change 3198589 on 2016/11/15 by Alex.Delesky
#jira UE-38527 - Curves editors will no longer crash when trying to scale to fit after resetting the curve to its default values. This also fixes an issue where selecting a key before resetting the curve to default would sometimes cause the timestamp to display for a now-invalid key.
Change 3198783 on 2016/11/15 by Nick.Darnell
The Widget Component's Allow Hardware Input should now correctly convert coordinates coming from a viewport scaled up by the OS DPI scaling code.
Change 3198933 on 2016/11/15 by Jamie.Dale
Changing the package localization ID used by a package now marks the package as dirty
Change 3198942 on 2016/11/15 by Jamie.Dale
Clearing the package localization ID used by a package now marks the package as dirty
Change 3200241 on 2016/11/16 by Shaun.Kime
Now allowing users to customize the Class Browser/Picker to filter out developer folders as well as hide internal use classes via INI settings. A ViewOptions button has been added to allow users to choose whether or not these filters are enabled.
By default, internal only classes will be hidden and you will be limited to your own developer folder.
Example change to DefaultEngine.ini or BaseEngine.ini to hide some classes as internal use
[/Script/ClassViewer.ClassViewerProjectSettings]
+InternalOnlyPaths=(Path="/Engine/VREditor")
+InternalOnlyClasses=/Script/VREditor.VREditorBaseUserWidget
The InternalOnlyPaths example will hide any classes in the VREditor folder or subfolders.
The InternalOnlyClasses example will hide any classes that derive from VREditorBaseUserWidget.
Both can be edited by the project settings UI so no manual INI tweaking is required. Please go to Project Settings->Class Viewer->Class Visibility Management
#jira UE-38313
Change 3200621 on 2016/11/16 by Matt.Kuhlenschmidt
Adding missing change needed post merge from main
Change 3200968 on 2016/11/16 by Jamie.Dale
Fixed localization gather including texts that were instanced or otherwise unchanged
- It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default.
- UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances.
Change 3201033 on 2016/11/16 by Cody.Albert
Fixed source control to properly notify when files need to be checked out if a blueprint node is dragged
Change 3201829 on 2016/11/17 by Shaun.Kime
Fixing issue where GEngine is null in early game loading, potentially causing a crash.
Change 3201832 on 2016/11/17 by Matt.Kuhlenschmidt
Fix build warning
Change 3201835 on 2016/11/17 by Nick.Darnell
Slate - Making it so explictly focusing a slate user that does not yet exist, creates the slate user so that the state is properly maintained in prepartion for that user's arrival / input.
Change 3201947 on 2016/11/17 by Matt.Kuhlenschmidt
Fix streaming pause rendering starting a movie if a movie was already playing
Change 3202089 on 2016/11/17 by Nick.Darnell
Editor - When replacing references, code that was added in 2729702, was allowing redirectors to be created that then might be abandoned and not renamed later if there was a collision on object name. There's no problem if two objects have the same name, as long as they have different paths (except for classes). So now the code records object paths in a seperate set, and avoids reprocessing / and creating multiple redirectors for the same objects, instead of just using object name.
Change 3202139 on 2016/11/17 by Jamie.Dale
Fix for adjusting text spacing when lines are removed from TextLayouts
Change 3202398 on 2016/11/17 by Cody.Albert
Updated UMG Sequencer to properly fire events once per loop
Change 3202591 on 2016/11/17 by Shaun.Kime
Fixing coding standards violations.
Change 3202744 on 2016/11/17 by Shaun.Kime
StaticMeshComponent's OverriddenLightMapRes current displays the value it was set to, even when the bOverrideLightMapRes is false. The behavior within UStaticMeshComponent::GetLightMapResolution is to use the LightMapResolution on the StaticMesh member instead when bOverrideLightMapRes is false. The UI was adjusted to reflect the more accurate behavior.
#jira UE-38315
Change 3203009 on 2016/11/17 by Alex.Delesky
Backing out changelist 3170522 per request
#jira UE-33031
Change 3204077 on 2016/11/18 by Nick.Darnell
Automation - Updating several bits of the screenshot automation piece to work a bit better, show names if we have them, and show preview dialogs for images.
Change 3204086 on 2016/11/18 by Jamie.Dale
Added FGCObjectScopeGuard and TStrongObjectPtr as a convenient way to keep a UObject alive without having to add it to the root-set
Both use FGCObject internally to reference the object and keep it alive.
FGCObjectScopeGuard is designed to be lean and used as a guard for an existing pointer, whereas TStrongObjectPtr is more "full-fat" and designed to be a replacement for a raw-pointer.
You should prefer FGCObjectScopeGuard where possible. Also note that TStrongObjectPtr isn't supported by UHT/UPROPERTY as you should just use a raw-pointer in that case (it would do the same thing).
Change 3204189 on 2016/11/18 by Alex.Delesky
Removing content from dev folder
Change 3204205 on 2016/11/18 by Jamie.Dale
Fix for being unable to delete folders that still have sub-folders in the Content Browser
#jira UE-38752
Change 3204270 on 2016/11/18 by Simon.Tourangeau
Fix StaticMesh socket reimports
- socket transforms are now updated correctly on reimport
- deleted socket from source will be removed on reimport
- fix SocketManager refresh after import
#jira UE-38195
Change 3204283 on 2016/11/18 by Alex.Delesky
#jira UE-38314 - Undoing a change in the Preview Scene Viewer in Static Mesh Editor will now properly update changes within the scene itself.
Change 3205757 on 2016/11/21 by Jamie.Dale
PR #2923: Slate: Fixed bug where NumCharactersInGlyph was set incorrectly for TAB characters (Contributed by pluranium)
Change 3205759 on 2016/11/21 by Matt.Kuhlenschmidt
PR #2958: Handle legacy Windows exe icon location (Contributed by projectgheist)
Change 3205816 on 2016/11/21 by Matt.Kuhlenschmidt
PR #2956: Add plane to basicshapes (Contributed by tommybear)
Change 3205831 on 2016/11/21 by Jamie.Dale
Speculative fix for UE-38492
This guards against null objects being passed to FAssetDeleteModel, as well as objects that become null due to the GC that happens in FAssetDeleteModel.
#jira UE-38492
Change 3205869 on 2016/11/21 by Alex.Delesky
#jira UE-38227 - Trying to transform a component on a blueprint while a spline mesh actor has the transform gizmo active in the editor will no longer modify the spline mesh actor
Change 3205873 on 2016/11/21 by Alex.Delesky
#jira UE-38379 - When editing a row in the data table, clicking on a different row before committing changes will now switch to that row. This also fixes the issue of data tables constantly regenerating cell widgets on data changes.
Should also address the issue mentioned in #jira UE-32965
Change 3205954 on 2016/11/21 by Shaun.Kime
Reverting changes from 3202744 that allowed override properties to show up as real properties in the list. There are several detail panel customizations that don't deal with this properly and rather than force everyone to upgrade, we'll just modify the static mesh detail customization to do the work.
#jira UE-38315
Change 3205965 on 2016/11/21 by Alex.Delesky
#jira UE-38749, UE-38755 - Space and Enter should now fire button OnClicked events when a button is focused
PR #2942
Change 3207157 on 2016/11/22 by Chris.Wood
Added UnrealWatchdog tool, run by the Editor, to improve abnormal shutdown tracking.
[UE-32952] - Watchdog - Show CRC when reporting abnormal shutdowns in internal builds
Change 3207344 on 2016/11/22 by Matthew.Griffin
Added UnrealWatchdog to the Binary Release
Change 3207396 on 2016/11/22 by Ben.Marsh
Add UnrealWatchdog to UGS precompiled binaries for Odin and Orion.
Change 3207418 on 2016/11/22 by Matt.Kuhlenschmidt
Redid blur changes from Paragon Dev-General
Blur widget updates
- Renamed to SBackgroundBlur/UBackgroundBlur
- Split SBackgroundBlur out into its own file
- Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha
- Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set
- Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version)
- Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image
Change 3207443 on 2016/11/22 by Chris.Wood
Fix CIS error on Mac from my change CL 3207157
Change 3207702 on 2016/11/22 by Matt.Kuhlenschmidt
Added missing files
Change 3207958 on 2016/11/22 by Matt.Kuhlenschmidt
Guard against crash clearing scenes from the slate RHI renderer during movie loading code.
Change 3207962 on 2016/11/22 by Matt.Kuhlenschmidt
Added a guard against the rendering thread timing out while on a breakpoint by checking if the debugger is present before performing the timeout check
Change 3208194 on 2016/11/22 by Matt.Kuhlenschmidt
Actually call correct method of checking for a debugger
Change 3209139 on 2016/11/23 by Cody.Albert
Adding support for "Show Only Modified Properties" filter to DetailWidgetRow
Change 3209206 on 2016/11/23 by Jamie.Dale
Moving folders now removes the old folder from disk if it's empty
This had already been done for deleting folders, but moving them was missed.
#jira UE-11796
Change 3209281 on 2016/11/23 by Jamie.Dale
PR #2932: Fix crash while updating cursor highlight (Contributed by nakosung)
Change 3210383 on 2016/11/25 by Chris.Wood
Documented Crash Report Client analytics events
[UE-32787] - Document Crash Report Client analytics events in code
Change 3210385 on 2016/11/25 by Alexis.Matte
Make sure the combine mesh option of the staticmesh import is stored in staticmeshimportdata so the re-import know if it must re-import in combined or not
#jira UE-38925
Change 3210983 on 2016/11/28 by Matt.Kuhlenschmidt
Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
Change 3211001 on 2016/11/28 by Matt.Kuhlenschmidt
Fix build errors
Change 3211009 on 2016/11/28 by Matt.Kuhlenschmidt
PR #2960: Git plugin: multiline initial commit message and other connect screen cleanup (Contributed by SRombauts)
Change 3211017 on 2016/11/28 by Matt.Kuhlenschmidt
Fix ATSC texture compression quality tooltip
#jira UE-38996
Change 3211045 on 2016/11/28 by Matt.Kuhlenschmidt
Fix compile errors
Change 3211081 on 2016/11/28 by Matt.Kuhlenschmidt
Fix post process anim blueprints on skeletal meshes not being clearable
#jira UE-39017
Change 3211094 on 2016/11/28 by Matt.Kuhlenschmidt
Added more logging for jira UE-39000
#jira UE-39000
Change 3211284 on 2016/11/28 by Matt.Kuhlenschmidt
Redid fix for UE-35822 in dev-editor
Change 3211544 on 2016/11/28 by Matt.Kuhlenschmidt
Fix deprecation warning
Change 3211769 on 2016/11/28 by Matt.Kuhlenschmidt
Disable motion blur in editor views by default
#jira 38424
Change 3211776 on 2016/11/28 by Matt.Kuhlenschmidt
Fix PS4 compile errors
Change 3211949 on 2016/11/28 by Matt.Kuhlenschmidt
Details panels changes
- Added the ability to create groups within groups in details panel customizations
- Added the ability for struct customizations to add categories to the parent
Change 3211954 on 2016/11/28 by Matt.Kuhlenschmidt
Reorganized the post process settings so they appear as categories in the parent and so that they have better categories to make it clear what all the settings do.
Change 3213158 on 2016/11/29 by Jamie.Dale
Updated User Defined Enum display names to use real FText instances so they can have stable keys
This avoids the issue where the FText display names were cached from an FString, resulting in them having a different identity each time they were re-cached, which lead to localization and deterministic cooking issues.
User Defined Enums no longer use meta-data to store their display names, and instead use a TMap in UUserDefinedEnum to map the raw enum entry name to its friendly display name. In addition to this, the enum editor has been updated to use STextPropertyEditableTextBox, which will keep the keys used by the display names stable where possible (allowing for delta-localization and historic tracking).
#jira UE-26274
Change 3213172 on 2016/11/29 by Jamie.Dale
Adding experimental support for content hot-reloading
The underlying support for this is in CoreUObject (see ReloadPackage and ReloadPackages in UObjectGlobals.h/.cpp), with editor specific support being added via PackageTools::ReloadPackages, and also hooks registered with FCoreUObjectDelegates::OnPackageReloaded (eg, UEditorEngine::HandlePackageReloaded).
The basic workflow for package reloading is as follows:
1) The current package is renamed, and the RF_NewerVersionExists flag is added to it and all its sub-objects.
2) The new package is loaded. Should this fail the old package is renamed back, and the RF_NewerVersionExists flag is removed.
3) We generate a mapping between objects in the old package and objects in the new package (see UObject::BuildSubobjectMapping).
4) We enumerate every object in memory, and fix-up any serialized or ARO object pointers referencing something from the old package, to reference the equivalent object from the new package (or null if no object could be found).
5) We run a GC, and verify that the old package was purged (printing any lingering references if it wasn't).
For efficiency reasons package reloading may be run in batches (the editor uses batches of 500), as this allows package reloading to happen faster (as the reference fix-up and GC only happens once per-batch) at the cost of consuming more memory.
In-editor there is an experimental setting to enable content hot-reloading. When this is enabled the SCC operations in the Content Browser will use content hot-reloading, rather than attempt to unload the reload the package as separate operations (which often fails). In order to allow the external SCC program to overwrite the files on disk, the linkers are detached from any packages that will be replaced prior to invoking the internal SCC operation.
Change 3213428 on 2016/11/29 by Jamie.Dale
Implemented clamping on FTextInputMethodContext::SetSelectionRange to fix an issue where composition could provide an invalid range if the text was changed while composing
#jira UE-37746
Change 3213442 on 2016/11/29 by Jamie.Dale
Workaround for a bug in TSF based MS IMEs on Windows 8+
They omit calling GetSelection and instead expect QueryInsert to return the current selection range. This also seems to fix an issue where composition no longer worked once some text had been deleted.
#jira UE-37309
Change 3213603 on 2016/11/29 by Cody.Albert
Changed PanelWidget::RemoveChildAt to not release slate resources if the child is a UserWidget
#jira UE-39106
Change 3213633 on 2016/11/29 by Matt.Kuhlenschmidt
Attempt to fix includetool cis warning
Change 3215159 on 2016/11/30 by Jamie.Dale
Fixing MakeShared forward declaration
Change 3215220 on 2016/11/30 by Alex.Delesky
#jira UE-38698 - Deleting a widget from the Widget Blueprint Hierarchy (or adding a new widget to the hierarchy directly) will no longer cause the scroll bar to return to the top of the hierarchy view.
Change 3215390 on 2016/11/30 by Jamie.Dale
Maps now end a hot-reload batch
Change 3215394 on 2016/11/30 by Matt.Kuhlenschmidt
Updating guard to track down worlds that have no package as an outer
#jira UE-35712
Change 3215500 on 2016/11/30 by Alexis.Matte
Color grading widget customization
#jira UETOOL-1070
Change 3215519 on 2016/11/30 by Jamie.Dale
Fixed crash caused by using TextNamespaceUtil::EnsurePackageNamespace in 'game' mode
Change 3215556 on 2016/11/30 by Cody.Albert
Fixed issue where check-out toast would not disappear
#jira UE-39146
Change 3215585 on 2016/11/30 by Jamie.Dale
Adding an explicit ESPMode to MakeShared to try and placate Android
Change 3215737 on 2016/11/30 by Alexis.Matte
Fix build warning
Change 3215748 on 2016/11/30 by Matt.Kuhlenschmidt
Guard against crashes due to duplicate items in the scene outliner if actors somehow end up attached to themselves
#jira UE-35935
Change 3215758 on 2016/11/30 by Ben.Marsh
Add a 'Custom...' build type for Dev-Editor.
Change 3216183 on 2016/11/30 by Alexis.Matte
Fix win32 build error
Change 3216362 on 2016/11/30 by Matt.Kuhlenschmidt
Fix mac build error.
Change 3216828 on 2016/12/01 by Jamie.Dale
Fixing MakeShared on Android
#jira UE-39204
Change 3216839 on 2016/12/01 by Matt.Kuhlenschmidt
PR #2997: Spelling fix for Actor.h's description of bEnableAutoLODGeneration. (Contributed by hgamiel)
Change 3216842 on 2016/12/01 by Matt.Kuhlenschmidt
Remove the ensure when pushing absolute transforms onto a canvas matrix stack. We can handle this properly now by just adding the transform to the stack if the stack is empty
#jira UE-36496
Change 3216874 on 2016/12/01 by Matt.Kuhlenschmidt
Fix a number of keybindings problems
- Removed editor keybindings from project settings. It should not have been in there (already in editor settings)
- Removed duplicate registration of editor keybindings from editor settings
- Fixed memory leak regenerating keybinding widgets when ending PIE world.
- Cleaned up styling a bit to make keybindings widgets clearer.
#jira UE-39211, UE-38718
Change 3216881 on 2016/12/01 by Shaun.Kime
Added support for reroute nodes to the material editor. These nodes should function identically to their counterparts in Blueprints. A new UMaterialExpression, UMaterialExpressionReroute has been added. It inserts no HLSL code, and instead just moves along its input to find the real UMaterialExpression that it is ultimately bound to.
Since the material system serializes its data as UMaterialExpressions, a more generalized approach across graph types isn't available as only the visual UI layer is shared between blueprints and material graphs.
Also modified the material palette and popup material expression menu to allow for c++ based material name and description customization. If we choose to expand this, it would make the C++ material nodes more discoverable and understandable.
Manually pulled in CL 3200823 and 3208490 to get bugfixes around material attribute usage.
Adding an reroute node should function identically to Blueprints (ie double-click on connection to add or Utility\Add Reroute Node from palette). You should be able to add as many reroute nodes as you want in a chain. A reroute node that only has a connected output and not an input should behave as if there were no reroute node present (i.e. triggering constants on Add). It should be possible to use reroute nodes between any two supported node types if they are connectable in isolation. Where possible, we should show the same type mismatch errors that you'd see if connecting nodes directly (ie dragging a boolean constant into a reroute node connected to an Add should result in a Float/Bool mismatch). A reroute node is purely visual, it should have no impact on the final instruction count.
In the event that an incomplete reroute input was completed by dragging to an invalid type, I tried to guarantee that the compiler would generate the appropriate errors. This can happen because we only know the inputs to a given node in code. If a reroute node doesn't have an input, it does not know what type it should be. However, the compiler should still detect these bad cases and error out.
#jira UE-6882
Change 3216968 on 2016/12/01 by Jamie.Dale
Syncing via source control now unloads (rather than reloads) packages that have been deleted from disk
Change 3216970 on 2016/12/01 by Jamie.Dale
Reverting files now uses hot-reloading (if enabled)
Change 3217233 on 2016/12/01 by Jamie.Dale
You can now choose to reload dirty packages via content hot-reloading
This will revert any in-memory changes to the asset, which may be useful when you want to roll it back to its initial state without restarting the editor.
Change 3217244 on 2016/12/01 by Matt.Kuhlenschmidt
WindowsMoviePlayer: Initialize the movie player texture on first frame regardless of whether or not the decoder has a sample ready. This prevents a white texture from showing up for a frame.
Change 3217466 on 2016/12/01 by Jamie.Dale
Fixed a bug where FTextFormatData::ConditionalCompile_NoLock would always compile the text even if it was up-to-date
Change 3217572 on 2016/12/01 by Jamie.Dale
Using FText::Format with an invalid argument no longer strips any associated argument modifier data from the resultant formatted text
Change 3217688 on 2016/12/01 by Jamie.Dale
Fixed crash reloading the active world package when it was dirty
#jira UE-39250
Change 3217978 on 2016/12/01 by Matt.Kuhlenschmidt
Fixed crash where the slate renderer holds into scenes during maps are loaded causing access to deleted data after the load is complete. We clean up cached scenes each frame but if slate doesnt tick the scenes are not cleaned up. This change moves the CleanupScenes code to a location that is called each tick and during map loads
#jira UE-39243
Change 3218834 on 2016/12/02 by Alexis.Matte
move some scene conversion import fbx options to staticmesh, skeletalmesh and animation import data so the re-import will have acces to those import options
#jira UE-38672
Change 3218838 on 2016/12/02 by Matt.Kuhlenschmidt
Fixed editing static mesh settings manually in the details panel not visually refreshing the collision primitives
#jira UE-39246
Change 3218864 on 2016/12/02 by Matt.Kuhlenschmidt
Fixed basic cube shape having a convex hull instead of a box for collision
Change 3218900 on 2016/12/02 by Matt.Kuhlenschmidt
Move static mesh collision properties to the collision category
Change 3219143 on 2016/12/02 by Michael.Dupuis
#jira UE-39124 We can now place single mesh at a time
#jira UE-39125 We can paint on the current level of the level containing the mesh we're painting on
Change the way GetRandomVectorInBrush generate the Start/end position to use the BrushNormal instead of the BrushDirection
Change 3219199 on 2016/12/02 by Matt.Kuhlenschmidt
Fixed a crash when changing Physical Surface Name and reassigning it on a physical material that uses it
#jira UE-37452
Change 3219358 on 2016/12/02 by Alexis.Matte
Fix fbx automation tests
Change 3219362 on 2016/12/02 by Alexis.Matte
Support for MAX multisub material
#jira UE-38467
#jira UE-38471
Change 3219774 on 2016/12/02 by Jamie.Dale
PR #2888: Add a setting to allow the Sources Panel to expand by default (Contributed by BhaaLseN)
Change 3219793 on 2016/12/02 by Jamie.Dale
SWindow now restores focus back to the widget that last had focus when it was deactivated
#jira UE-38965
Change 3221272 on 2016/12/05 by Matt.Kuhlenschmidt
UI background blur tweaks
- Adjust the downsample amount for lower kernel sizes
- Flush post process memory used by the blur when switching levels
Change 3221273 on 2016/12/05 by Matt.Kuhlenschmidt
Added guards against accesing scene caching methods of the slate resource manager on the rendering thread
Change 3221392 on 2016/12/05 by Matt.Kuhlenschmidt
Added basic support for playing safe movies very early in the engine startup sequence. A movie is considered safe to play very early if it is just a movie file and not some complex slate based UI loading screen
no platform actually supports this yet as none of the movie streamer modules are loaded early enough and many platforms cant render this early
Set PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK to 1 for your platform if it supports early loading
Change 3221831 on 2016/12/05 by Jamie.Dale
Fixed UNumericProperty::ReadEnumAsUint8 not considering enum redirects when resolving the name
Change 3221986 on 2016/12/05 by Jamie.Dale
Added an "Inline" font loading method
This can be used in a cooked build to store the font data within the Font Face asset itself (rather than a separate .ufont file) in order to guarantee a hitch free load, at the cost of potentially using more memory up-front.
The existing "PreLoad" loading method has been renamed to "LazyLoad" to better reflect what it actually does.
This also fixes a bug where FFontData::Serialize could try and use the referenced Font Face asset before it had been fully loaded.
Change 3222065 on 2016/12/05 by Jamie.Dale
Added log warning to detect hitches when lazily loading fonts
Change 3222225 on 2016/12/05 by Jamie.Dale
Fixing style-set typo
#jira UE-39333
Change 3223169 on 2016/12/06 by Matt.Kuhlenschmidt
Fix autosaving prompting to check out built data if the built data asset was dirty during autosave
#jira UE-39295
Change 3223184 on 2016/12/06 by Alexis.Matte
Support LOD group and combine mesh
#jira UE-1088
Change 3223212 on 2016/12/06 by Alex.Delesky
#jira UE-39260 - TMap and TSet struct values should now be editable when editing a component's properties.
Change 3223215 on 2016/12/06 by Alex.Delesky
#jira UE-38594 - The Widget Interaction Component will now default to tick while paused. Widget Components now contain a flag that will either allow or disallow interacting with them while the game is paused, which defaults to false.
Change 3223249 on 2016/12/06 by Matt.Kuhlenschmidt
Added back in missing code that was lost in a merge
Change 3223271 on 2016/12/06 by Alex.Delesky
#jira UE-38786 - The Color Picker will no longer stretch across the screen when exceptionally long strings are either entered or pasted inside one of the spin boxes. This also fixes an issue with editable text fields not validating string input on paste and will now prevent invalid data from being pasted inside a editable text block (e.g., pasting the string "I am a float" inside a spin box).
Change 3223275 on 2016/12/06 by Matt.Kuhlenschmidt
Fixed a race condition in WEX where the loading screen would render an external UI window that was referencing deleted materials
Change 3223276 on 2016/12/06 by Alexis.Matte
Staticmesh socket fbx import.
#jira UE-38284
Change 3223363 on 2016/12/06 by Alexis.Matte
Reimport must ask for missing file when re-importing a old asset that has no source files
#jira UE-39356
Change 3223423 on 2016/12/06 by Chris.Wood
Added option to place canvas panel children in same layer using explicit ZOrder setting.
[UETOOL-935] - Figure out a solution for canvas panel batching
Change 3223551 on 2016/12/06 by Alexis.Matte
UI mesh paint optimization, the slider now do not destroy the paint geometry adapter if the painted LOD has not change
#jira UE-39383
Change 3223844 on 2016/12/06 by Matt.Kuhlenschmidt
Back out change to change the defaults on vector and scalar expressions because this affects existing expressions that have not overridden the default
Change 3223880 on 2016/12/06 by Matt.Kuhlenschmidt
Update doc links for maps and sets
Change 3224746 on 2016/12/07 by Michael.Dupuis
#jira UE-39409 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras
#jira UE-39410 : Was'nt calling EndFoliageBrushTrace causing the transaction to never finish causing both jiras
Change 3224826 on 2016/12/07 by Michael.Dupuis
#jira UE-39095 : If a tool is active we simply consider inputs as handled to prevent this kind of behavior
Change 3224827 on 2016/12/07 by Simon.Tourangeau
Improve search for material match on fbx mesh import
- Add option to specify material search locations on mesh import
- On Import it will now perform a first match material search in the following order (suppose we are importing into /Game/Content/Assets/Meshes/MyMesh)
- Using Local as a search location will provide same behavior as before (search non recursively in /Game/Content/Assets/Meshes)
- If option is UnderParent or more, search recursively in destination folder (search recursively in /Game/Content/Assets/Meshes)
- If option is UnderParent or more, then recursively from parent folder (search recursively in /Game/Content/Assets)
- If option is UnderRoot or more, search recursively from root folder (search recursively in /Game)
- If option is AllAssets, search in every asset folder (Search recursively everywhere)
#jira UE-39020
Change 3224989 on 2016/12/07 by Chris.Wood
Fixed black callstack text in CrashReportClient.
[UE-38987] - CrashReportClient Callstack text is rendering Black
Change 3225142 on 2016/12/07 by Jamie.Dale
Added collapsing methods when exporting text for translation
You can now choose how to collapse your text for translation from three export modes:
- ELocalizedTextCollapseMode::IdenticalTextIdAndSource - Collapse texts with the same text identity (namespace + key) and source text (default 4.15+ behavior).
- ELocalizedTextCollapseMode::IdenticalPackageIdTextIdAndSource - Collapse texts with the same package ID, text identity (namespace + key), and source text (4.14 behavior).
- ELocalizedTextCollapseMode::IdenticalNamespaceAndSource - Collapse texts with the same namespace and source text (legacy pre-4.14 behavior).
The new default allows you to re-use the same text identity in different packages without having to translate the same text multiple times, and you can also now opt to get back to the legacy pre-4.14 behavior of collapsing all identical texts within the same namespace (in case you were reliant on that behavior).
You can change this setting via the Localization Dashboard, or add it to your gather configs as "LocalizedTextCollapseMode" (this needs to go into any configs that deal with exporting or importing PO files - the default if nothing is specified is "ELocalizedTextCollapseMode::IdenticalTextIdAndSource").
Change 3225509 on 2016/12/07 by Simon.Tourangeau
Static analysis fix, false positive
Change 3225859 on 2016/12/07 by Matt.Kuhlenschmidt
Fix broken physical surface details customization
- Scrolling now works properly
- Edit boxes dont change size while editing
- properly checks out or makes file writable once an edit has been made
#jira UE-39279
Change 3226840 on 2016/12/08 by Jamie.Dale
Fixing a bug in FText formatting where it would ignore the rebuild and Rebuild as Source arguments for the format string itself
#jira OPP-6485
Change 3226940 on 2016/12/08 by Alexis.Matte
Avoid changing the W value when playing with the color grading wheel.
#jira UE-39473
Change 3227814 on 2016/12/08 by Matt.Kuhlenschmidt
Temp disable lazy load font warnings to prevent infinite recursion crashes at startup
Change 3228010 on 2016/12/08 by Matt.Kuhlenschmidt
Fix for iOS compiling
Change 3228597 on 2016/12/09 by Jamie.Dale
Removed hard dependency between UFont and UFontFace during struct serialization as it doesn't work with the EDL
#jira UE-39529
Change 3228607 on 2016/12/09 by Jamie.Dale
Fixed infinite recursion caused by logging while the output log font was still being loaded
#jira UE-39523
Change 3228770 on 2016/12/09 by Jamie.Dale
Fixed UUserDefinedEnum::GetEnumText
it was using GetNameByIndex (which includes C++ scoping), rather than GetEnumName (which doesn't). This was causing all name look-ups to fail.
#jira UE-39531
Change 3228785 on 2016/12/09 by Matt.Kuhlenschmidt
Fix static analysis warning
[CL 3229477 by Matt Kuhlenschmidt 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]
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3182087 on 2016/11/01 by Lina.Halper
PR #2328: fix morph target weight application order. (Contributed by tmiv)
- changed order of morphtarget application to be animation and THEN SetMorphTarget
- made sure you could clear the weight also if SetMorphTarget to be 0.f
#jira: UE-29999
Change 3182090 on 2016/11/01 by Lina.Halper
Fix issue where import doesn't display any message when import type hasn't been detected
Change 3182123 on 2016/11/01 by Wes.Hunt
ensure the EngineAnalytics singleton is not being held onto by someone else during engine shutdown.
Change 3182177 on 2016/11/01 by Lina.Halper
Fix not being able to modify Joint Target Location in detail panel
#jira: UE-30900
Change 3182181 on 2016/11/01 by Ben.Zeigler
Add UGameplayTagsManager::AddNativeGameplayTag to allow registering tags directly from native code. This stops them from being deleteable in the editor, and will register them even if they don't exist elsewhere
Change internal games to use this to register their native tags. The explicit call to be done adding native tags is not required, it happens on engine post init
Some header cleanup
Change 3182876 on 2016/11/02 by Danny.Bouimad
Moving files
Change 3182912 on 2016/11/02 by Thomas.Sarkanen
Added access to the viewport client from IPersonaViewport
Allows systems to hook into the state of the client.
#jira UE-36549 - Need to access the current viewmode in FPersonaMeshDetails
Change 3182927 on 2016/11/02 by Thomas.Sarkanen
Initially select current asset in the asset family shortcut bar dropdown
#jira UE-35532 - Animation dropdown submenu doesn't highlight currently selected object, where as the asset browser does
Change 3182970 on 2016/11/02 by Lukasz.Furman
CIS fix for gameplay debugger
copy of CL# 3165005
Change 3183123 on 2016/11/02 by Mieszko.Zielinski
Fixed changing AreaClass of NavLinkProxy point links not having any effect on navmesh generation #UE4
Change 3183310 on 2016/11/02 by Jurre.deBaare
Blendspace changes:
- Moved MarkerSync code from BlendSpaceBase.cpp to BlendSpaceUtilities.h/cpp
- Re-ordered blendspace.h/cpp
- const correctness where possible
- Removed unused code paths
- Wrapped non-runtime code paths in WITH_EDITOR
Blendspace editor refactor:
- Moved element generators into respective AnimationBlendSpaceHelpers.h/cpp
- New Grid Widget class
- Simplified Blendspace(1D) editors, most things are handled within SAnimationBlendSpaceBase
- SBlendSpaceGridWidget handles visualization and UI interaction (modifying blendspace is done through parent SAnimationBlendSpaceBase)
Change 3183344 on 2016/11/02 by James.Golding
UEFW-181 : Move PhysX vehicle support to a plugin
- Added FPhysicsDelegates for several useful global physics delegates (OnUpdatePhysXMaterial, OnPhysicsAssetChanged, OnPhysSceneInit, OnPhysSceneTerm)
- Added OnPhysScenePreTick and OnPhysSceneStep delegates to FPhysScene
- TireType is now deprecated, just kept in Engine for backwards compat. TireConfig in PhysXVehicles plugin is new structure
- Added 'ConvertTireTypes' editor console util which creates TireConfig's from TireTypes's (using asset registry) and PhysicalMaterials, and updates any VehicleWheel BPs
Change 3183351 on 2016/11/02 by Ben.Zeigler
Add utility functions to convert from export text versions of tag and container, which is useful when reading tags out of the asset registry
Change 3183354 on 2016/11/02 by Ben.Zeigler
Change fortnite to use new GameplayTag functions to parse tags in the asset registry to avoid bad stall while checking mission requirements. This only works once the mission infos have been resaved
Change 3183383 on 2016/11/02 by Thomas.Sarkanen
Persona camera fixes
Dont reset the camera all the time when setting skeletal meshes (we only do this the first time now).
Add shortcuts to focus the camera using 'F' key from the skeleton tree (or anywhere else that wants to). Also add a menu option to the viewport to make this more discoverable.
Shortcut is now handles by the viewport widget instead of the client (as this is how other viewports handle it).
#jira UE-36458 - Stop camera from resetting when doing undo or redo in persona animation editor
Change 3183409 on 2016/11/02 by Jon.Nabozny
#rn Allow MAX_ARRAY_SIZE and MAX_ARRAY_MEMORY from RepLayout to be user configurable.
#jira UE-35660
Change 3183625 on 2016/11/02 by James.Golding
Hopeful fix for Mac CIS issue in PhysXVehiclesEditor
Change 3183652 on 2016/11/02 by Ben.Zeigler
Fix issue where commonly replicated tags didn't work if load from ini was turned off.
Fix it so gameplay tag tree is always fully sorted alphabetically, instead of only the root tags being sorted.
Change 3183856 on 2016/11/02 by Richard.Hinckley
#jira UEDOC-4006
Editing GameMode and GameState documentation (in Framework branch).
Change 3183902 on 2016/11/02 by Mieszko.Zielinski
Fixed EQS debug drawing not showing item labels #UE4
Proper implementation of CL#3183899
#jira UE-38122
Change 3183996 on 2016/11/02 by Jon.Nabozny
Fix DefaultMaxRepArrayMemory value to be UINT16_MAX (65535). Was previously set to 64 * 1024 = 65536.
Change 3184129 on 2016/11/02 by Ben.Zeigler
#jira UE-38022 Move GameplayAbilities to a plugin.
Remove GameplayAbilitiesEditorEnabled ini setting, instead enable the "GameplayAbilities" plugin in your uproject if you want abilities, it's disabled by default
#jira UE-6947 Remove GameplayAbilityBlueprintGeneratedClass as it's not needed and was only being used half the time
#jira UE-19427 Fix incorrect usage of WorldContextObject in ability tasks to instead be OwningAbility, as it would crash if used on anything other than a gameplay ability object
Change 3184130 on 2016/11/02 by Ben.Zeigler
Internal game fixups for moving gameplayabilities to a plugin
Change 3184469 on 2016/11/02 by Ben.Zeigler
Change abilities plugin to be more obviously unsupported
Change 3184565 on 2016/11/02 by dan.reynolds
AEOverview update with HRTF test map
Change 3184800 on 2016/11/03 by Thomas.Sarkanen
Added "Show Selected and Parents" to bone display options
Also fixed mis-named menu section.
#jira UE-35375 - Add 'selected bone and parents' option to Persona viewport
Change 3184810 on 2016/11/03 by James.Golding
Remove WoflPlat PhysX 3.3 and Apex 1.3 files
Change 3184817 on 2016/11/03 by Thomas.Sarkanen
Added facial animation support
Added curve table to sound wave (internal or external). Added UI support for manipulating these.
Improved curve table editor.
- Editor can now display curves as well as tables.
- Sparse keys are now properly supported (where keys are not presnet at some times in some curves).
Added curve source interface.
Added external curve node. This allows any component or actor (BP or native) that implements ICurveSourceInterface to drive curves.
Added new audio component that can also provide curves. This handles the preroll delay (approx 0.4 seconds, depending on audio) so the mouth can open before audio is played.
Added bulk importer plugin.
This imports audio & FBX files and builds cuirve data into SoundWave assets.
- Adapted exisitng FBX curve import slightly to use FRichCurves rather than FFloatCurves.
- Added new support for importing curves to a curve table.
Added preview of audio to Persona.
- Added display, filtering and playback of sound waves from the anim sequence browser.
- Audio playback with curves routed to animation now works with anim blueprints and pose assets (as we need a pose asset to preview poses!)
- Persona now uses an Actor rather than disparate components.
- Added overrides for AddComponent and RemoveComponent to make sure actor is hooked up correctly.
- Preview scene can now be manipulated by plugins etc. using a delegate when it is created.
- Single anim instance has been slightly re-worked to do its update and evaluate logic inside of a local anim node. This allows derived classes to build functionality up component-wise by adding new nodes to the 'graph'.
#jira UEFW-7 - Routing Sound Curves to AnimBP
#jira UEFW-5 - Support importing curves
#jira UE-37950 - Spawn preview actor in animation editor
Change 3184837 on 2016/11/03 by James.Golding
PR #2896: Fix FVehicleAnimInstanceProxy::PreUpdate not calling FFAnimInstanceProxy's PreUpdate (Contributed by DenizPiri)
#jira UE-37978
Change 3184847 on 2016/11/03 by Thomas.Sarkanen
Fixed editor shutdown crash
Dont try to save config when UObjects are all gone.
Change 3184853 on 2016/11/03 by James.Golding
Stop Engine module linking against PhysX vehicle lib, link that into PhysXVehicles plugin instead.
Change 3184884 on 2016/11/03 by Thomas.Sarkanen
Anim Blueprint thread safety is now checked in the compiler
Added new metadata keys for classes and functions to describe their thread safety.
Added extra warnings in the anim BP compiler based around these new keys to help people catch suspect thread usage.
Expanded the compiler erorr reporting to allow for extra rich message tokens to be appended (for documentation etc.).
Improved BP error reporting: Now we display the actual node name instead of CallFunction_0 etc.
CVar forcing multithreaded update is now defaulted to off. Projects now by default enable it but can more easily opt-out.
#doc Added link to new section of AnimGraph page, which may benefit from images etc.
#jira UE-28283 - Look into expanding the system to determine what nodes we allow to run on worker threads.
Change 3184886 on 2016/11/03 by Thomas.Sarkanen
Content fixes for anim BP thread safety warnings
Ocean:
Random Float node is unsafe (uses rand() unde rthe hood) so replaced with Random Stream.
Odin:
Flying Bot accessed the character blueprint inside some transitions. Cached the value in the event graph instead.
Fortnite:
Disable threaded update for a number of anim BPs as they were using unsafe calls when using CopyPoseFromMesh
Change 3184894 on 2016/11/03 by Thomas.Sarkanen
Fix Mac CIS
Change 3184951 on 2016/11/03 by Thomas.Sarkanen
Fix CIS warning on clang platforms
Change 3185176 on 2016/11/03 by James.Golding
Hopeful fix for building PhysXVehicles plugin for mac
Change 3185289 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Updating the Gameplay Tags UI to allow for the following:
-Addition of a tag with comments and a specific INI location
-An "Add Subtag" button that will allow the user to create a tag underneath a specified parent that autofills most of the information (parent name and location) for the new tag
-A dropdown menu to allow for additional actions to be performed on a tag (rename, delete, search for references)
-Comments for gameplay tags now show up in the tooltip forthe tag rather than the tag name if one had been specified
-Shows a tree in the Project Settings window when viewing the gameplay tag list instead of an array
Change 3185331 on 2016/11/03 by Marc.Audy
Remove duplicated condition from if
Change 3185426 on 2016/11/03 by James.Golding
Another attempt at fixing mac builds of PhysXVehicles plugin
Change 3185487 on 2016/11/03 by James.Golding
- Remove TireType assets from templates/sample, add TireConfigs instead
- Make deprecated vehicle vars visible (but not editable), to help converting content
- Change icon for PhysX vehicle plugin
Change 3185520 on 2016/11/03 by James.Golding
Trying yet again to fix Mac CIS!
Change 3185542 on 2016/11/03 by Ben.Zeigler
#jira UE-34086
Commit modified version of PR #2665 to allow overriding crouch behavior in subclasses of CharacterMovementComponent
#jira UE-35652
Fix crouch behavior to not change capsule until after uncroach check, to avoid causing unnecessary physics side effects
Also had to set the TeleportPhysics flag in this case, so add code to remember if a teleport was attempted during a deferred movement, and then apply that flag during EndScopedMovementUpdate
Change 3185570 on 2016/11/03 by Marc.Audy
Protect against theoretical crash introduced in CL# 2049861 if CreatePackage returns null.
Remove some autos
Change 3185749 on 2016/11/03 by dan.reynolds
AEOverview test map addition: testing Virtual Voice
Change 3185946 on 2016/11/03 by dan.reynolds
AEOverview tweaks - clarified success conditions for Streaming Spam and Streaming Priority maps
Change 3185972 on 2016/11/03 by Lina.Halper
Fix issue with offset of attachment getting messed up because parent doesn't tick the animation correctly when opening level from Content Browser
#jira: UE-31890
#code review: Thomas.Sarkanen
Change 3186043 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - Fixing some of the gameplay tags UI based on feedback
-Right-aligned input fields for the AddNewGameplayTag and RenameGameplayTag widgets
-Added a divider to the GameplayTag widget that will appear when the AddNewGameplayTag widget is visible
-Tags with comments will now display both their name and their comment in tooltips
Change 3186207 on 2016/11/03 by Alex.Delesky
#jira UE-37773 - The Gameplay Tags widget in the project browser will no longer display the disabled checkboxes and disabled text for the tag names
Change 3186321 on 2016/11/03 by Dan.Reynolds
Removed deprecated test asset (BP_ProceduralSoundWaveTest)
Change 3186740 on 2016/11/04 by Thomas.Sarkanen
Removed FPersona and supporting classes
Also removed UMorphTarget's asset type actions (as it was nearly empty and we dont use them as assets any more).
#jira UEFW-222 - Remove FPersona
Change 3186741 on 2016/11/04 by Thomas.Sarkanen
Fix non-unity builds
Change 3186755 on 2016/11/04 by Thomas.Sarkanen
Prevent adding keys to read-only curves in curve tables
Lock off the shift-LMB shortcut to add keys
#jira UE-38210 - Crash trying to add a key to a curve table in curve view
Change 3186798 on 2016/11/04 by James.Golding
UE-37503 - Add FHitResult output to K2_LineTraceComponent
Change 3186800 on 2016/11/04 by James.Golding
- Remove deprecated collision functions in KismetSystemLibrary
- Remove _NEW from collision function names, add redirectors
- Add debug draw options (TraceColor, TraceHitColor, DrawTime) to shape traces, to match line traces (UE-35941)
Change 3186989 on 2016/11/04 by James.Golding
Fix CIS fail in Fortnte
Change 3187081 on 2016/11/04 by Wes.Hunt
EngineAnalytics::Shutdown now checks to see if the Analytics pointer is null OR unique before ensuring. #jira UE-38125
Change 3187135 on 2016/11/04 by Jurre.deBaare
Fix for incorrect framework version in blendspace serialization code.
Change 3187682 on 2016/11/04 by Ben.Zeigler
#jira UE-38289 Fix crash when replicated tag array is empty
Change 3188113 on 2016/11/05 by Mieszko.Zielinski
Removed a bunch of deprecated AI module functions #UE4
Cut-off point at v4.10
Change 3188119 on 2016/11/05 by Mieszko.Zielinski
Deprecated AI functionality removal fallout fixes #UE4
Change 3188121 on 2016/11/05 by Mieszko.Zielinski
PR #2883: Added a Cone EQS Generator (Contributed by orfeasel)
Did some massaging on change.
#jira UE-37685
Change 3188122 on 2016/11/05 by Mieszko.Zielinski
Bumped EnvQueryGenerator_Cone.AlignedPointsDistance's default value up to 100, which makes a bit more sense #UE4
Change 3188442 on 2016/11/07 by James.Golding
Check in trace debug draw test map
Change 3188463 on 2016/11/07 by james.cobbett
Submitting Pose Snapshot test map and asset
Change 3188618 on 2016/11/07 by Thomas.Sarkanen
Expanded pose snapshot system
Allows poses to be stored in variables.
Split FPoseSnapshot from FAnimInstanceProxy and made it a BlueprintType USTRUCT.
Added modes to FAnimNode_PoseSnapshot so that we can either use the named pose or a FPoseSnapshot variable pin.
Moved pose snapshot code into USkeletalMeshComponent as it doesnt need to be on the proxy any more.
#jira UEFW-242 - Caching poses to a Blueprint variable (and an anim node to use it with)
Change 3188619 on 2016/11/07 by Thomas.Sarkanen
Moved "NoResetToDefaults" to the correct metadata section in ObjectMacros.h
Change 3188642 on 2016/11/07 by Thomas.Sarkanen
Added new test for pose variables
Change 3188716 on 2016/11/07 by Ben.Zeigler
#jira UE-38294 Fix bad error message when adding new DefaultGameplayTags.ini file
Change 3189020 on 2016/11/07 by dan.reynolds
Added a test map for Audio Volume Ambient Zone test for Play Sound at Location
AVOverviewAZPlaySoundAtLocation
Change 3189188 on 2016/11/07 by Jon.Nabozny
Fix edge cases / alternate IPv6 formats in IPAddressBSDIPv6::SetIp.
#jira UE-36607
Change 3189199 on 2016/11/07 by Jon.Nabozny
Flag UActorComponent, USceneComponent, and UPrimitiveComponent UFUNCTIONS as UnsafeDuringActorConstruction="true" if they
modify unreplicated properties, require use of the PhysScene, or otherwise indicate poor design.
#jira UE-33038
Change 3189271 on 2016/11/07 by Aaron.McLeran
UEFW-224 Refectoring UnrealEd code to move all audio related editing code to a new AudioEditor module
- Fixups for removals
- Several bug fixes for sound classes
Change 3189450 on 2016/11/07 by Aaron.McLeran
Fixes for facial animation playback progress
- Creating a per-source PlaybackTime which can be used to get a fairly accurate playback percentage function for all platforms.
- Allowing platforms to override to get a "sample accurate" playback time for platforms that are able.
Change 3189507 on 2016/11/07 by Wes.Hunt
* Deprecated GetUniqueDeviceId. Use GetDeviceId now instead. #jira AN-820
* Added warnings to each implementation of GetDeviceId as to what API it uses, and what cert requirements may be placed on it.
* Deprecated all platform independent usages of GetMacAddress and related functions. #jira AN-820 #jira AN-802
* Deprecated GetMachineId. Use GetLoginId now instead. #jira AN-811
* Update usages of MachineID throughout CrashReporter code. Left MachineId and LoginId as available attributes.
* Removed LocalPlayer requirement for setting the Analytics UserId in internal products. Removed fallbacks for seting UserId for internal products. #jira AN-814 #jira AN-808
* Removed GetUniqueDeviceId code from LauncherInstaller.
* Removed redundant MachineID and AccountID from Editor.ProgramStarted analytics event.
* Removed DeviceID from SessionStart analytics event.
#FYI: justin.sargent, Chris.Wood, Wes.Fudala
* Justin, reminder that FPortalRpcResponderFactory::Create will need to start using GetLoginID instead of MacAddress for IPC identifiers.
* Chris, look over CRP code to ensure that I didn't destroy some vital bit of necessary connection with the MachineId->LoginId name change. Both values are used, and for now, they both return the same thing.
* Wes, we didn't need GetUnqiueDeviceId attribute in BeginSession, as no one ever uses it, so I just removed it.
Change 3190032 on 2016/11/08 by Wes.Hunt
Fix a few places I forgot to deprecate regarding GetMacAddress.
Change 3190107 on 2016/11/08 by Wes.Hunt
Another attempt to remove deprecation warning in CIS. Apparently removing the warning for a const string initialized via a consrtuctor with a deprecated function is somewhat tricky. Still not sure why it works on my machine either way.
Change 3190326 on 2016/11/08 by Aaron.McLeran
Fixing CIS build warning
Change 3190495 on 2016/11/08 by Jon.Nabozny
Fix OSSNull server / session filtering to better match SessionSettings and online OSS. Make MCP, Steam, and Null LAN queries more consistent.
#jira UE-37512
Change 3190566 on 2016/11/08 by Martin.Wilson
Remove warning on Least Destructive (was incorrectly applied to least destructive due to legacy reasons)
#jira UE-27323
Change 3190631 on 2016/11/08 by Martin.Wilson
Fix notify validation not triggering when using set time/set frame context menu options
#jira UE-37857
Change 3190666 on 2016/11/08 by Martin.Wilson
Add info about anim instance to additive warning
#jira UE-35930
Change 3191290 on 2016/11/09 by Thomas.Sarkanen
Fix skeleton tree selection disappearing when filtering changes
Note: Copying //Tasks/UE4/Dev-UEFW132-PhATUpgrade to Dev-Framework (//UE4/Dev-Framework)
Split SSkeletonTree into multiple files
Items now derive from the common base class ISkeletonTreeItem.
New skeleton tree item RTTI added modlled on the drag/drop RTTI.
Filtering is now performed independently of tree building. Filtering and building are more extensible (more of this to come).
Item selection is now preserved on filter change.
Filtering now (optionally) keeps the hierarchy in place.
#jira UE-31017 - Skeleton Selection is Lost When Changing Filters
Change 3191325 on 2016/11/09 by Thomas.Sarkanen
Fix clang CIS
Change 3191344 on 2016/11/09 by Thomas.Sarkanen
More clang CIS fixes
Change 3191345 on 2016/11/09 by Thomas.Sarkanen
CIS fix: Missed another enum fwd declaration
Change 3191374 on 2016/11/09 by Thomas.Sarkanen
Remove 4.11 deprecated functions from animation systems
Also deprecate NativeUpdateAnimation_WorkerThread as users should no longer be calling this function (it is not run on worker threads anyways).
#jira UE-35748 - Clean up 4.11 Deprecated functions
Change 3191375 on 2016/11/09 by Thomas.Sarkanen
Fixup Orion hero instance after deprecation
Change 3191739 on 2016/11/09 by Marc.Audy
PhysX Vehicle plugin needs to be loaded with -game as well, so it must be Developer, not Editor.
Change 3191827 on 2016/11/09 by Marc.Audy
Raw Input plugin allowing support of steering wheels and flightsticks
#jira UEFW-237
Change 3191828 on 2016/11/09 by Ben.Zeigler
#jira UE-38384 Comment cleanup for gameplay tag library
Change 3191889 on 2016/11/09 by Ben.Zeigler
#jira UE-38294 Fix issues with trying to set not-yet-written settings files as writable and add them to source control
If a settings file does not yet exist on disk, also try adding to source control after writing it
Change 3191911 on 2016/11/09 by Marc.Audy
Enable raw input plugin and configure for use with the Logitech G920 all vehicle templates and vehicle game.
#jira UEFW-237
Change 3191915 on 2016/11/09 by Marc.Audy
Provide useful tooltips for raw input setting properties
#jira UEFW-237
Change 3192039 on 2016/11/09 by dan.reynolds
AEOverview Update
- Added a map for checking multi-channel file playback: AEOverviewMultichannel.umap
- Incorporated AVOverviewAZPlaySoundAtLocation test into the AEOverviewMain submap list temporarily for testing purposes
Change 3192059 on 2016/11/09 by Martin.Wilson
Fix montage thumbnail rendering with ref pose
#jira UE-35578
Change 3192065 on 2016/11/09 by Martin.Wilson
Widen bone reference widget to give a better view of the name and added full name to tooltip
#jira UE-36264
Change 3192217 on 2016/11/09 by Martin.Wilson
Auto selected current bone when opening bone reference tree
#Jira UE-36264
Change 3192332 on 2016/11/09 by Marc.Audy
Fix RawInput compiling when WITH_EDITOR is false
#jira UE-38433
Change 3193061 on 2016/11/10 by Thomas.Sarkanen
Marked facial animation plugin & component as experimental/beta
Change 3193072 on 2016/11/10 by Martin.Wilson
Correct reference skeleton fix up order
Change 3193112 on 2016/11/10 by Danny.Bouimad
Pesudo hair asset usintphat for testing
Change 3193243 on 2016/11/10 by Martin.Wilson
Fix removal of USkeleton bone tree entries
#Jira UE-37363
Change 3193249 on 2016/11/10 by Marc.Audy
Raw input compile fixes:
Fix additional not with_editor compile issues
Fix static analysis warnings
#jira UE-38433
Change 3193558 on 2016/11/10 by Martin.Wilson
Move "Number of Curves" label creation to attribute so that it updates dynamically
#jira UE-26767
Change 3193664 on 2016/11/10 by Marc.Audy
PR #2919: Fixed Comment Typo in ActorComponent.cpp (Contributed by KumaKing)
#jira UE-38436
Change 3193719 on 2016/11/10 by Lukasz.Furman
fixed vertical jitter in replicated NavWalking movement
#jira UE-33260
Change 3193802 on 2016/11/10 by Marc.Audy
Remove some autos, fix NULL to nullptr, call GetWorld just once
Change 3193809 on 2016/11/10 by Marc.Audy
Fix Mac CIS compile error
#jira UE-38501
Change 3194053 on 2016/11/10 by Aaron.McLeran
Fixed crash on shutdown when using audio mixer
- Switching audio mixer to use a runnable thread rather than async tasks
- Fixed issue where audio buffers weren't taking ownership of wave data
Change 3194057 on 2016/11/10 by Aaron.McLeran
Adjusting channel mapping code to better support standard down-mixing for 2D multi-channel files.
- Added support for 8 channel source files.
Change 3194070 on 2016/11/10 by Aaron.McLeran
Fixing stupid compile error
Change 3194779 on 2016/11/11 by Jon.Nabozny
Fixed UnsafeDuringActorConstruction tag on USceneComponent::GetPhysicsVolume.
Missed the '=true' portion.
Change 3194967 on 2016/11/11 by Mieszko.Zielinski
PR #2920: Bug Fix: fix pasting Behavior Tree nodes with decorators in wrong position (Contributed by BrettKercher)
#jira UE-38443
#jira UE-30906
Change 3195741 on 2016/11/11 by Ben.Zeigler
#UE-38539 Stop Orion from reinitializing it's native tag dictionary when reloading menu, this was just slow before but now ensures
Change 3196655 on 2016/11/14 by Marc.Audy
Remove pointless remove/adds from Odin DefaultEngine.ini.
This also fixes the duplicate redirector of AnimNode_WheelHandler as the version in BaseEngine.ini has been changed where it points to
#jira UE-38562
Change 3196678 on 2016/11/14 by Lukasz.Furman
pass on gameplay debugger's EQS category
copy of CL# 3195071, 3195152, 3196617 with local fixes
Change 3196700 on 2016/11/14 by Ben.Zeigler
#jira UE-38539 Move where orion tags are initialized to earlier in the startup for all loading flows
Change 3196719 on 2016/11/14 by Thomas.Sarkanen
Added extra output to anim BP compiler when a blueprint function call is used
This allows us to give more info to users when unsafe things (like blueprint functions) are used.
Change 3196799 on 2016/11/14 by Jurre.deBaare
Fix for blendspace tooltip crash
#fix Check before dereferencing animation ptr on samples :)
Change 3196971 on 2016/11/14 by Lukasz.Furman
replaced hardcoded value for pathfollowing's focal point distance with a parameter
#ue4
Change 3196994 on 2016/11/14 by Marc.Audy
Slightly improve performance of boolean check
Change 3197768 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP
- Added Command Line auto sub-level loading (-AELoadMap=MapName01,MapName02,etc.) or sub-level categories auto loading (-AELoadCat=AE,SC,STRM,AV,etc.)
- Added Categorization menu to Main staging map to help sorting maps by category
- Changed menu to be dynamically loaded from editable Data Structure Arrays, so all the menu information is loaded dynamically.
Change 3197782 on 2016/11/14 by dan.reynolds
AEOverview Stage 2 WIP - fixed misnamed sub-level reference, cleaned up some of the BP
Change 3197801 on 2016/11/14 by dan.reynolds
AEOverviewMain Stage 2 WIP:
- Added Select All Buttom to select all loaded menu items
Change 3197988 on 2016/11/15 by Thomas.Sarkanen
Add the ability to use incompatible meshes with snapshots
We now use a name-based mapping to copy local poses to the correct bones in the hierarchy, similar to CopyPoseFromMesh.
No access to UObjects (components or meshes) is performed on worker threads. Bone names are all cached on the game thread when needed and used on worker threads.
#jira UE-38413 - Pose snapshot cannot be used across meshes with different hierarchies
Change 3198062 on 2016/11/15 by Thomas.Sarkanen
Disabled threaded update on various anim blueprints to remove cook warnings
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198071 on 2016/11/15 by Thomas.Sarkanen
Fix default values not being available to change post anim BP compilation
Make sure we re-select with force refresh on so the details panel is rebuilt even if the objects are the same (as the customization relies upon it).
#jira UE-38518 - Animation Blueprint: Default values cannot be changed after compiling if node is currently selected
Change 3198082 on 2016/11/15 by Jurre.deBaare
CRASH If the Vertical Axis of a blendspace is set to 0 segments when an animation is on the blendspace the editor crashes
#fix UI and ClampMin to 1
#jira UE-38587
Change 3198138 on 2016/11/15 by Thomas.Sarkanen
Expose montage functions to Blueprint
Made sure to flag appropriate functions as not thread safe.
Also const-corrected a few functions that should be.
Github #2918: Blueprint Callable Montage Set/Get Position
#jira UE-38391 - GitHub 2918 : Blueprint Callable Montage Set/Get Position
Change 3198141 on 2016/11/15 by Jurre.deBaare
Crash from generated Merged Actor with no created lightmap UV
#fix Always flag UV channel 0 to be occupied
#jira UE-38520
Change 3198420 on 2016/11/15 by Thomas.Sarkanen
Move thread-safety check flags to the UAnimBlueprint
Then have the compiler propogate the flags to the CDO. Prevents issues where the old CDO wasnt propgated during compile-on-load.
Also move blueprint usage warning flag into the UAnimBlueprint too, as these suffer from the same issues.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198485 on 2016/11/15 by Thomas.Sarkanen
Properly fix compile-on-load/cook warnings about anim blueprint thread safety
Content only re-save.
#jira UE-38537 - Cooking FortniteGame results in warnings
Change 3198622 on 2016/11/15 by Ben.Zeigler
#jira UE-38632 Fix blueprint warning, was calling SetActive from construction script which is no longer allowed. This was being used for an editor-only debug feature
[CL 3198987 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3170086 on 2016/10/20 by Dan.Oconnor
PR #2760: UE-35454: Vector2D sets default value (Contributed by projectgheist)
#jira UE-35454, UE-35499
Change 3175577 on 2016/10/26 by Dan.Oconnor
Back out changelist 3170086 - this change is incompatible with existing default values on EdGraphNodes
Change 3178243 on 2016/10/28 by Ryan.Rauschkolb
BP Profiler: Fixed crash when profiling InputKeyEvents
#jira UE-37392
Change 3178702 on 2016/10/28 by Dan.Oconnor
Implement UStructProperty::GetValueTypeHashInternal
#jira UE-2114
Change 3178812 on 2016/10/28 by Dan.Oconnor
Improved map pin compatabiliity checks (can no longer connect maps to non-container wildcards, connect unrelated map types), properly setting HasGetValueTypeHash for blueprint generated properties, preventing compilation of Set and Map properties that have unhashable members
Change 3179999 on 2016/10/31 by Ryan.Rauschkolb
BP Profiler: Fixed issue where Tunnel boundaries weren't being created for each entry/exit pin
Change 3180700 on 2016/10/31 by Dan.Oconnor
Typo fix, referred to as Key, when property in question is a value type for a map
Change 3181014 on 2016/11/01 by Mike.Beach
Preventing the Blueprint compiler from erroring on missing delegate variables, when the expected member belongs to another Blueprint that hasn't been compiled-on-load yet (the Blueprint was possibly saved without compiling, so the expected delegate may be there).
#jira UE-37679
Change 3182378 on 2016/11/01 by Dan.Oconnor
Correctly handle non-native structs, which are currently always hashable
Change 3182440 on 2016/11/01 by Dan.Oconnor
SA fix - introduced by 3178812
Change 3183764 on 2016/11/02 by Ryan.Rauschkolb
Collapsing nodes to function now only links gateway pins to the result node if existing links weren't transferred over.
#jira UE-23381
Change 3184306 on 2016/11/02 by Dan.Oconnor
Fix for TSet pins being connectable to ArrayDependentParams (e.g. Item node on a Add to Array node)
Change 3184310 on 2016/11/02 by Dan.Oconnor
Add BlueprintMapLibrary. Rename RemoveAt_NeedsRehash functions, as they do properly unlink elements in a Map/Set. Implement FScriptSetHelper::Remove in terms of Find and RemoveAt. Correct iteration of Sets in BlueprintSetLibrary.
Change 3185317 on 2016/11/03 by Ryan.Rauschkolb
Fixed crash when collapsing nodes
Change 3185482 on 2016/11/03 by Dan.Oconnor
Remove superfluous branch
Change 3185493 on 2016/11/03 by Mike.Beach
Guarding against missing variable errors/warnings (when two Blueprints are cyclically dependent and the one with variables was saved without compiling variables in).
Change 3185501 on 2016/11/03 by Mike.Beach
Remove [EditoronlyBP] settings from the engine. These were old legacy settings which let you use/export editor-only UBlueprint objects in cooked projects (was deprecated in 4.14, now gone for 4.15).
#jira UE-37967
Change 3186924 on 2016/11/04 by Maciej.Mroz
BP nativization works with EDL. Part 1. Work n progress.
Change 3188920 on 2016/11/07 by Phillip.Kavan
[UE-30735] Hide 'EditInstanceOnly' properties when viewing/editing SCS component defaults in the Blueprint editor.
change summary:
- modified SKismetInspector::IsPropertyVisible() to leverage the IsTemplate() API which checks both CDO/archetype flags.
#jira UE-30735
Change 3190417 on 2016/11/08 by Dan.Oconnor
Unified compact node style, added icons for Set and Map library functions.
#jira UE-2114
Change 3190429 on 2016/11/08 by Dan.Oconnor
Shadowvariable fixes
Change 3190465 on 2016/11/08 by Dan.Oconnor
Test asset updates
Change 3190984 on 2016/11/08 by Mike.Beach
CIS fix for static analysis.
Change 3191035 on 2016/11/08 by Dan.Oconnor
Disabling changing replication behavior for Set and Map Properties - networking has no near term plan to support this
#jira UE-2114
Change 3191059 on 2016/11/08 by Dan.Oconnor
UE-27728 test assets
Change 3191671 on 2016/11/09 by Maciej.Mroz
EDL + Nativization. Fake export for CDO. Work in progress.
Change 3192327 on 2016/11/09 by Mike.Beach
Fixing up CIS compiler error.
Change 3192464 on 2016/11/09 by Mike.Beach
More CIS fixes for static analysis.
Change 3193467 on 2016/11/10 by Mike.Beach
Adding a Blueprint function to get the process's commandline.
Change 3193822 on 2016/11/10 by Ben.Marsh
Build: Replace Fortnite Win32 compile with UE4Game Win32. Fortnite aren't shipping Win32 any more.
Change 3194088 on 2016/11/10 by Dan.Oconnor
Disabling SA warning at this scope in order to hopefully improve messaging
Change 3194222 on 2016/11/10 by Dan.Oconnor
Better fix for SA error after taking a look at crash reporter and finding a rare crash in IsTypeCompatibleWithProperty
[CL 3194231 by Dan Oconnor in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3028958 on 2016/06/27 by Ben.Woodhouse
Fix for perf issue with GetSingleFinalDataConst
This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.
Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)
#jira UE-26179
Change 3029401 on 2016/06/27 by Rolando.Caloca
DR - More vk logging
Change 3029549 on 2016/06/27 by Uriel.Doyon
Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
New options "r.Streaming.UsePerTextureBias" that assign a bias between 0 and MipBias to each texture in order to fit in budget.
Fixed crash when disabling texture streaming.
Fixed issue when disabling texture streaming that would make current loaded texture low res.
New logic to prevent retrying to cancel a streaming request more than once.
Pending load request of one extra mip will not be cancelled anymore.
Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
#jira UE-32197
#jira UE-31102
Change 3029837 on 2016/06/27 by David.Hill
Fixed Shutter SM4 not working when using compute shader eye-adaptation
#jira UE-32443
The default eye adaptation value was missing.
Change 3030039 on 2016/06/27 by Uriel.Doyon
Fix for crash when landscape materials are used in the Texture Streaming Build.
#jira UE-32196
Change 3030081 on 2016/06/27 by Uriel.Doyon
Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.
Change 3030401 on 2016/06/28 by Ben.Woodhouse
Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
#jira UE-31238
Change 3030607 on 2016/06/28 by Marc.Olano
Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.
Change 3030627 on 2016/06/28 by Ben.Woodhouse
Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).
Change 3030809 on 2016/06/28 by Marc.Olano
Noise shader function rename & perf improvement.
Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.
Change 3030850 on 2016/06/28 by Marc.Olano
Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.
Change 3030981 on 2016/06/28 by Rolando.Caloca
DR - vk - More logging
Change 3031056 on 2016/06/28 by Marc.Olano
Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map
Change 3031398 on 2016/06/28 by Benjamin.Hyder
updating TM-Shadermodels (correcting Mt Rushmore)
Change 3031441 on 2016/06/28 by Marc.Olano
Use only float version of BBS shader rand function for ES2
Change 3031463 on 2016/06/28 by John.Billon
Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
#Jira UE-32020
Change 3031512 on 2016/06/28 by Zabir.Hoque
Relax clear flags for DX12 RHIs.
Properly flush pending commands before residency is updated.
Change 3031517 on 2016/06/28 by Rolando.Caloca
DR - vk logging using r.Vulkan.DumpLayer
Change 3032359 on 2016/06/29 by Allan.Bentham
Fix mobile shadows crash.
Change 3032431 on 2016/06/29 by Gil.Gribb
Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3032757 on 2016/06/29 by Uriel.Doyon
Fixed global mip bias being applied twice following integration with main.
Change 3033121 on 2016/06/29 by Rolando.Caloca
DR - vk - Logging
Change 3033529 on 2016/06/29 by Daniel.Wright
Null world guard on UReflectionCaptureComponent::ReadbackFromGPU
Change 3033668 on 2016/06/29 by Uriel.Doyon
Grouped texture streaming settings to simplify logic.
New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
#jira UE-32118
Change 3034403 on 2016/06/30 by Rolando.Caloca
DR - Shorten dumped shader debug strings
Change 3034475 on 2016/06/30 by Rolando.Caloca
DR - Missing logging
Change 3034722 on 2016/06/30 by Uriel.Doyon
Improved StreamingAccuracy viewmodes with alpha test and translucent materials
#jira UE-32656
Change 3034797 on 2016/06/30 by Rolando.Caloca
DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again
Change 3034799 on 2016/06/30 by Rolando.Caloca
DR - vk - missed file
Change 3034905 on 2016/06/30 by Rolando.Caloca
DR - vk - Fix for render passes being reused with wrong dimensions
Change 3035503 on 2016/07/01 by Simon.Tovey
Async compute version of translucency lighting volume clear.
Change 3035577 on 2016/07/01 by Marc.Olano
Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.
Change 3035587 on 2016/07/01 by Ben.Woodhouse
Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)
#jira UE-32709
Change 3035618 on 2016/07/01 by Olaf.Piesche
Asset fixes
Change 3035692 on 2016/07/01 by Rolando.Caloca
DR - vk - Deferred deletion queue
Change 3035808 on 2016/07/01 by Rolando.Caloca
DR - vk - Stat for deletion time, fixed some logging
Change 3036012 on 2016/07/01 by John.Billon
Alpha Coverage Preservation
-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
#Jira UE-31986
Change 3036041 on 2016/07/01 by Rolando.Caloca
DR - vk - Fix for 32bit
Change 3036433 on 2016/07/01 by Rolando.Caloca
DR - More vk logging
Change 3036935 on 2016/07/04 by Simon.Tovey
Removing Data Objects
Change 3036942 on 2016/07/04 by Ben.Woodhouse
Fix for decal rendering resource leak
The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.
The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer
This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.
#jira UE-32602
Change 3037563 on 2016/07/05 by Chris.Bunner
HLOD self-shadowing in baked lighting fix.
Change 3037640 on 2016/07/05 by Marcus.Wassmer
Fix bug in USE_GPU_OVERWRITE_CHECKING
Change 3037927 on 2016/07/05 by Rolando.Caloca
DR - Fix touch pads not showing on Vulkan
#jira UE-32062
Change 3038085 on 2016/07/05 by Chris.Bunner
HLOD dynamic shadowing support.
#jira UE-22627
Change 3038209 on 2016/07/05 by Rolando.Caloca
DR - vk - Android compile fix
Change 3038644 on 2016/07/05 by Uriel.Doyon
Added LerpRange that allows to lerp between two rotators without taking the sortest path.
Change 3038820 on 2016/07/05 by Uriel.Doyon
Selecting streaming accuracy view modes will not automatically generate missing visualization data.
Change 3039332 on 2016/07/06 by John.Billon
-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
#Jira UE-31710
Change 3039454 on 2016/07/06 by Simon.Tovey
Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.
Plus a few other edits to remove Curves/DataObjects that I missed in last CL.
Change 3039517 on 2016/07/06 by Gil.Gribb
Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3039587 on 2016/07/06 by Rolando.Caloca
DR - vk logging, submit counter
Change 3039603 on 2016/07/06 by Rolando.Caloca
DR - Allow more samplers on GL4
#jira UE-32628
#jira UE-32744
Change 3039661 on 2016/07/06 by Daniel.Wright
Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
Skylight occlusion tint now applies to specular
Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor
Change 3039960 on 2016/07/06 by Daniel.Wright
Forward renderer initial implementation
* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
* A full Z Prepass is forced with forward shading. This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
* GBuffer render targets are still allocated
* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures
Change 3040050 on 2016/07/06 by Daniel.Wright
Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps
Change 3040160 on 2016/07/06 by Daniel.Wright
Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space
Change 3040163 on 2016/07/06 by Rolando.Caloca
DR - vk - More logging
Change 3040257 on 2016/07/06 by Daniel.Wright
Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early
Change 3040316 on 2016/07/06 by Daniel.Wright
PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection. Fix from licensee
Change 3040361 on 2016/07/06 by Daniel.Wright
Fixed TexCreate_UAV being used on translucency volume textures in SM4
Change 3040402 on 2016/07/06 by Rolando.Caloca
DR - vk - Make host mem accesses coherent
Change 3040486 on 2016/07/06 by Daniel.Wright
CIS fixes
Change 3041028 on 2016/07/07 by Gil.Gribb
Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)
Change 3041235 on 2016/07/07 by Simon.Tovey
Compile fix for FName conflict on UProperty (hopefully).
Change 3041666 on 2016/07/07 by Daniel.Wright
Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume
Change 3041731 on 2016/07/07 by Olaf.Piesche
Adding Niagara to dynamically loaded module list; should fix UE-32915
Change 3042181 on 2016/07/07 by Daniel.Wright
CIS fix
[CL 3045471 by Gil Gribb in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski
Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4
This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2828384 on 2016/01/14 by Mieszko.Zielinski
Back out of visual log refactor done as part of CL#2821607 #UE4
Change 2910454 on 2016/03/15 by Zak.Middleton
#ue4 - Properly exclude zero-distance MTD results in ComponentEncroachesBlockingGeometry_WithAdjustment() in the presense of multiple overlaps.
#rb Jeff.Farris
#jira UE-24327
UDN: https://udn.unrealengine.com/questions/270574/jeff-farris-hack-for-physx-mtd.html
Change 2910548 on 2016/03/15 by Zak.Middleton
#ue4 - Handle MTD computation returning NaN direction when there is a "contact" with zero distance.
Change 2912311 on 2016/03/16 by Marc.Audy
Properly handle overlaps in C++ in documentation code and UE4 to Unity doc
#rb Martin.Wilson
Change 2913086 on 2016/03/17 by Marc.Audy
Adding ability to have 9 parameters to a dynamic delegate
Change 2913101 on 2016/03/17 by Marc.Audy
Fix some of the loctext error messages
Change 2913102 on 2016/03/17 by Thomas.Sarkanen
Console usability improvements
Display console autocompletion commands from the lexicographically first element up to either the total number of commands or MAX_AUTOCOMPLETION_LINES, whichever is least. The previous behaviour started the list "in the middle" and hid the first elements if there were too many matches. Thus "[ab ac ad]" with "aa" hidden now becomes "[aa ab ac]" with "ad" hidden.
To make scrolling work as expected, the input handling of the up and down arrow keys has been reversed so that the cursor iterates forward starting from the top with the down arrow key, and goes back up with the up arrow key. Command history is still accessed with the up arrow key.
This commit also undoes one of the most evil uses of operator overloading I've ever seen, on par with "#define true false" but more subtle
Color console autocomplete entries to denote their type: command, CVar or other (manual autocompletion entries). CVars are further divided into writeable and read-only variables.
Assume that manual console autocompletion entries are commands. This makes the autocompletion list colors more consistent and less noisy
Automatically select (but don't complete) a command on console character input. To prevent the autocomplete from becoming too trigger happy, no longer automatically complete commands for arbitrary key inputs that we happen to have a match for
Allow cycling through console commands with the tab key
Discriminate between first time and repeated tab presses and only scroll through autocomplete entries on the latter
Fix off-by-one error in console: "x more matches" line was being shown when the number of autocomplete elements was equal to MAX_AUTOCOMPLETION_LINES
Fix an off-by-one error that was causing the topmost console command to not be shown if there was an autocomplete scroll region
Show the currently selected autocomplete entry faded out behind the user's typed input
Slightly increase brightness of the normal input text colour to better distinguish between the typed and autocompleted parts of the input line
Left-justify command descriptions in the console autocompletion box
Detect overflow of console autocomplete lines on low resolutions and decrease the space used for description justification to compensate
Make the console input, history and autocomplete colours user configurable
Add console background transparency. Configurable, set to 15% by default
Add missing closing quote to the console dump HTML template
#github #2061: Console usability improvements from Mattiwatti
Change 2913104 on 2016/03/17 by Thomas.Sarkanen
Added indicator displayed on animation nodes when they use the 'fast path'
Added checkbox that can be used to audit Blueprint fast-path usage.
Switched almost all animation node widgets to derive from new SAnimationGraphNode. This creates the overlay widget that indicates whether this node is using a more optimal path.
#doc Also added documentation tooltips and UDN doc files/images for the fast path systems.
#jira UE-24698 - Add icon to pins in anim graph to indicate 'fast mode' access
#rb Martin.Wilson
Change 2913306 on 2016/03/17 by Marc.Audy
Cleaning up GetResourceSize
- Made many call Super::GetResourceSize
- Removed trivial implementations
- Fixed HierarchicalInstanceStaticMeshComponent double counting an array
Change 2913535 on 2016/03/17 by Lukasz.Furman
fixed broken behavior tree graph data after subnode undo
#ue4 UE-28198
Change 2913608 on 2016/03/17 by Lukasz.Furman
fixed behavior tree execution indices after undoing move in editor
#ue4 UE-26705
Change 2913847 on 2016/03/17 by Lukasz.Furman
added new automation test for UE-28309
#ue4
Change 2913849 on 2016/03/17 by Lukasz.Furman
fixed behavior tree skipping over branch when restart request comes during AbortCurrentTask call
#ue4 UE-28309
Change 2913895 on 2016/03/17 by Marc.Audy
Added 'self' argument to Actor and PrimitiveComponent delegates that didn't already supply one
Fixed up all C++ uses of these delegates
#jira UE-23122
#rb Zak.Middleton
Change 2914743 on 2016/03/18 by Thomas.Sarkanen
Editing of primitive data in PhAT
[CL 2926677 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2865817 on 2016/02/12 by Mike.Beach
Handling deferred (cyclic) dependency issues that arrise from imports not found within the linker's ImportMap (imports loaded from config files and UProperty::ImportText).
#jira UE-26756
#codereview Robert.Manuszewski
Change 2866282 on 2016/02/13 by Maciej.Mroz
Blueprint C++ Conversion:
- Added CustomDynamicClassInitialization meta data and function
- References to other converted fields are gathered before CDO is created (it solves many dependencies)
#codereview Robert.Manuszewski
Change 2867921 on 2016/02/15 by Mike.Beach
Fixing (CIS error) typo - Accidently assigning uninitialized variable to itself.
Change 2867970 on 2016/02/15 by Mike.Beach
Removing "static" keyword on template specializations (CIS error).
Change 2868401 on 2016/02/16 by Maciej.Mroz
TBaseStructure for more noexport structures
Change 2868404 on 2016/02/16 by Maciej.Mroz
Blueprint C++ Conversion:
- Fixed some issues related to NOEXPORT structures
- Added FEmitDefaultValueHelper::SpecialStructureConstructor
Change 2868461 on 2016/02/16 by Maciej.Mroz
Blueprint C++ Conversion:
- Fixed component initialization in actors, based on a DynamicClass
Change 2868481 on 2016/02/16 by Maciej.Mroz
Blueprint C++ Conversion: (Work in progress.)
In BPGC templates cor SCS components are owned by the class. In DynamicClass the templates are owned by CDO. It requires to update the import path, when a component template is referenced by an extern object.
#codereview Robert.Manuszewski, Dan.Oconnor
Change 2868769 on 2016/02/16 by Maciej.Mroz
Improved parsing for multi-parameter AutoCreateRefTerm meta data
Change 2870310 on 2016/02/17 by Ben.Cosh
Incremental refactor and update for the blueprint profiler.
- Shuffled files around and renamed to make the layout more informational
- Added profiler capture and playback contexts
- Added blueprint and function contexts, this enables rapid stat discards in situations such as blueprint compilation.
- Moved the blueprint execution mapping out of the profiler and into the blueprint contexts
- Refactored the event playback so it processes with one event at a time.
#CodeReview Phillip.Kavan
Change 2870386 on 2016/02/17 by Maciej.Mroz
Improved UProperty::ExportCppDeclaration - Const reference to a pointer should be: "Type* const &" , not "const Type* &".
#codereview Steve.Robb
Change 2870686 on 2016/02/17 by Nick.Whiting
Engine changes needed for Bullet Train compatibility:
- Adding BP-exposed GetClosestBone function, with ability to optionally filter only bones associated with physics assets
- Exposing GetRemoteRole to BPs
Change 2871419 on 2016/02/17 by Mike.Beach
Fixing CIS incude error.
#codereview Ben.Cosh
Change 2872190 on 2016/02/18 by Mike.Beach
Another CIS fix - forward declaring a class that wasn't included.
#codereview Ben.Cosh
Change 2872285 on 2016/02/18 by Maciej.Mroz
added bDontNativizeDataOnlyBP in Editor.ini
Change 2872826 on 2016/02/18 by Ben.Cosh
CIS fixes for mac builds
#codereview Dan.Oconnor, Mike.Beach
Change 2874284 on 2016/02/19 by Mike.Beach
Supporting nested struct properties that are filled out through text imports during deferred dependency loading.
#codereview Robert.Manuszewski
Change 2874299 on 2016/02/19 by Mike.Beach
CIS fix - macro typo in non-debug build.
Change 2875571 on 2016/02/22 by Maciej.Mroz
Blueprint C++ Conversion:
Fixed generated FCompiledInDeferStruct instance for nativized structs. It has a proper overriden name.
Change 2875574 on 2016/02/22 by Maciej.Mroz
Blueprint C++ Conversion:
Class type of unconverted asset is not replaced in import map while cooking.
Change 2875741 on 2016/02/22 by Michael.Schoell
Array Item Get nodes now return by-ref.
All use cases of the node, as well as use cases of ForEachLoop and ForEachLoopWithBreaks, have been updated to use a Copy node on the output to maintain any existing functionality.
[CL 2884111 by Mike Beach in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2858603 on 2016/02/08 by Tim.Hobson
#jira UE-26550 - checked in new art assets for buttons and symbols
Change 2858665 on 2016/02/08 by Taizyd.Korambayil
#jira UE-25797 Added TextureLODSettings for Ipad Mini set all LODBias to 2.
Change 2858668 on 2016/02/08 by Matthew.Griffin
Added InfiltratorDemo back into Rocket samples
#jira UEB-591
Change 2858743 on 2016/02/08 by Taizyd.Korambayil
#jira UE-25996 Fixed Import Error in TopDOwn Code
Change 2858776 on 2016/02/08 by Matthew.Griffin
Added UnrealMatch3 to packaged projects
#jira UEB-589
Change 2858900 on 2016/02/08 by Taizyd.Korambayil
#jira UE-15234 Switched all Mask Textures to use the (Mask,No sRGB) Compression
Change 2858947 on 2016/02/08 by Mike.Beach
Controlling more when VerifyImport() is ran - trying to prevent Verify() from running when DeferDependencyLoads is on, and instead trying to fully verify every import upfront (where it's meant to happen) before serializing in the package's contents (to alleviate cyclic dependency complications).
#jira UE-21098
Change 2858954 on 2016/02/08 by Taizyd.Korambayil
#jira UE-25524 Resaved Sound Assets to Fix NodeGuid Warnings
Change 2859126 on 2016/02/08 by Max.Chen
Sequencer: Release track editors when destroying sequencer
#jira UE-26423
Change 2859147 on 2016/02/08 by Martin.Wilson
Fix uninitialized variable bug
#jira UE-26606
Change 2859237 on 2016/02/08 by Lauren.Ridge
Bumping Match 3 Version Number for iTunes Connect
#jira UE-26648
Change 2859434 on 2016/02/08 by Chad.Taylor
Handle the quit and focus message pipe from the SteamVR SDK
#jira UEBP-142
Change 2859562 on 2016/02/08 by Chad.Taylor
Mac/Android compile fix
#jira UEBP-142
Change 2859633 on 2016/02/08 by Dan.Oconnor
Transaction buffer uniformly address subobjects and SCS created components via an array of names and a root object. This allows undo/redo to work reliably to any depth of object hierarchy. Removed FReferencedObject and replaced it with the robust FPersistentObjectRef.
DefaultSubObjects of the CDO are now tagged as RF_Archetype at construction (logic in PropertyHandleImpl.cpp probably no longer required)
Actors reinstanced due to blueprint compilation now have stable names, so that this name can be used to reference their subobjects.
This is also part of the fix needed for UE-23335, completely fixes UE-26045
This version of the fix is less aggressive about searching all the way up an object's outer chain before stopping. Fixes issues with parts of outer chain changing on PIE. Also doesn't add objects referenced by subobject name to any AddReference calls which fixes race conditions with GC.
Also fixes bad logic in CopyPropertiesForUnrelatedObjects, which would create copies of subobjects that already existed because we were populating the ReferenceReplacementMap before adding all existing subobjects (always components in this case)
#jira UE-26045
Change 2859640 on 2016/02/08 by Dan.Oconnor
Removed debugging code..
#jira UE-26045
Change 2859668 on 2016/02/08 by Aaron.McLeran
#jira UE-26503 A Mixer with a Concatenator node won't loop with a Looping node
- issue was the looping nodes weren't properly reseting all the child wave instances
- also looping nodes weren't reporting the correct GetNumSounds() count for use with sequencer node
Change 2859688 on 2016/02/08 by Chris.Babcock
Allow external access to runtime modifications to OpenGL shaders
#jira UE-26679
#ue4
Change 2859739 on 2016/02/08 by Chad.Taylor
UE4_Win64_Mono compile fix
#jira UEBP-142
Change 2859962 on 2016/02/09 by Chris.Wood
Passing command line to Crash Report Client without stripping the project name.
[UE-24959] - "Send and Restart" brings up the Project Browser
#jira UE-24959
Reimplement changes from Orion in UE 4.11
Reimplementing the command line logging filtering over from Dev-Core (same change as CL 2821359 that moved this change into Orion)
Reimplementing passing full command line to Crash Report Client (same change as CL 2858617 in Orion)
Change 2859966 on 2016/02/09 by Matthew.Griffin
Fixed shadow variable issue that was causing build failure in NonUnity mode on Mac
[CL 2873884 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806214 on 2015/12/16 by Michael.Schoell
Connection draw policy refactored into a factory system.
PR#1663
#jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system
Change 2806845 on 2015/12/17 by Maciej.Mroz
Blueprint C++ Conversion: fixed varioaus problem.
Some limitations of included header list were reverted :(
Any compilation-time optimization are premature (as far as Orion cannot be compiled).
#codereview Dan.Oconnor
Change 2806892 on 2015/12/17 by Maciej.Mroz
Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler."
Change 2807020 on 2015/12/17 by Michael.Schoell
Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow.
Change 2807639 on 2015/12/17 by Maciej.Mroz
BP C++ conversion: Fix for const-correctness. Included generated headers in structs.
Change 2807880 on 2015/12/17 by Mike.Beach
PR #1865 : Render Kismet graph pin color box with alpha
https://github.com/EpicGames/UnrealEngine/pull/1865
#github 1865
#1865
#jira UE-23863
Change 2808538 on 2015/12/18 by Maciej.Mroz
Workaround for UE-24467. Some corrupted files can be opened and fixed.
#codereivew Dan.Oconnor, Michael.Schoell
Change 2808540 on 2015/12/18 by Maciej.Mroz
BP C++ conversion: fixed const-correctness related issues
Change 2809333 on 2015/12/18 by Phillip.Kavan
[UE-23452] SCS/UCS component instancing optimizations
change summary:
- added FArchive::FCustomPropertyListNode
- modified various parts of serialization code to accomodate custom property lists
- added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass
Change 2810216 on 2015/12/21 by Maciej.Mroz
Blueprint C++ Conversion:
- Fixed Compiler Error C2026 (too big string)
- Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added.
- Fixed bunch of problems with TEnumAsByte
- Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit
- Fixed int -> bool conversion
#codereview Mike.Beach, Dan.Oconnor, Steve.Robb
Change 2810397 on 2015/12/21 by Maciej.Mroz
Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string)
Change 2810638 on 2015/12/21 by Dan.Oconnor
Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats.
Change 2811038 on 2015/12/22 by Phillip.Kavan
[UE-23452] Fix uninitialized variables in cooked component data.
- should eliminate crashes introduced by last change
Change 2811054 on 2015/12/22 by Phillip.Kavan
[UE-23452] Additional fix for uninitialized USTRUCT property.
Change 2811254 on 2015/12/22 by Dan.Oconnor
More script function detail in stats
Change 2811325 on 2015/12/22 by Maciej.Mroz
Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list
#codereview Dan.Oconnor
Change 2812316 on 2015/12/24 by Michael.Schoell
Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding.
Tests Include:
Verification that functions take and can modify by-ref values.
ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't).
More MegaArray tests.
Change 2812318 on 2015/12/24 by Michael.Schoell
Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph.
Change 2813179 on 2015/12/29 by Michael.Schoell
When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type.
Change 2813435 on 2015/12/30 by Michael.Schoell
Submitting by-value/by-ref testing BP with more tests:
More "Set Members..." tests to catch edge cases.
More Array tests.
Change 2813441 on 2015/12/30 by Michael.Schoell
[CL 2842166 by Mike Beach in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806214 on 2015/12/16 by Michael.Schoell
Connection draw policy refactored into a factory system.
PR#1663
#jira UE-22123 - GitHub 1663 : Implement PinConnectionPolicy factory system
Change 2806845 on 2015/12/17 by Maciej.Mroz
Blueprint C++ Conversion: fixed varioaus problem.
Some limitations of included header list were reverted :(
Any compilation-time optimization are premature (as far as Orion cannot be compiled).
#codereview Dan.Oconnor
Change 2806892 on 2015/12/17 by Maciej.Mroz
Blueprint C++ Conversion: fixed compilation error "fatal error C1001: An internal error has occurred in the compiler."
Change 2807020 on 2015/12/17 by Michael.Schoell
Recursively expand all tree items in graph context menus or My Blueprint window by holding shift when clicking on an arrow.
Change 2807639 on 2015/12/17 by Maciej.Mroz
BP C++ conversion: Fix for const-correctness. Included generated headers in structs.
Change 2807880 on 2015/12/17 by Mike.Beach
PR #1865 : Render Kismet graph pin color box with alpha
https://github.com/EpicGames/UnrealEngine/pull/1865
#github 1865
#1865
#jira UE-23863
Change 2808538 on 2015/12/18 by Maciej.Mroz
Workaround for UE-24467. Some corrupted files can be opened and fixed.
#codereivew Dan.Oconnor, Michael.Schoell
Change 2808540 on 2015/12/18 by Maciej.Mroz
BP C++ conversion: fixed const-correctness related issues
Change 2809333 on 2015/12/18 by Phillip.Kavan
[UE-23452] SCS/UCS component instancing optimizations
change summary:
- added FArchive::FCustomPropertyListNode
- modified various parts of serialization code to accomodate custom property lists
- added cooked component instancing data + supporting APIs to UBlueprintGeneratedClass
Change 2810216 on 2015/12/21 by Maciej.Mroz
Blueprint C++ Conversion:
- Fixed Compiler Error C2026 (too big string)
- Fixed a lot of errors related to const correctness. "NativeConst" and "NativeConstTemplateArg" MetaData added.
- Fixed bunch of problems with TEnumAsByte
- Fixed for error C2059: syntax error : 'bad suffix on number' - when struct name starts with a digit
- Fixed int -> bool conversion
#codereview Mike.Beach, Dan.Oconnor, Steve.Robb
Change 2810397 on 2015/12/21 by Maciej.Mroz
Blueprint C++ Conversion: Fixed Compiler Error C1091 (too big string)
Change 2810638 on 2015/12/21 by Dan.Oconnor
Timers for measuring VM overhead, stats for tracking individual script functions improved (now nicludes ProcessEvent). Stats system is expected to avoid double counting for object and function stats.
Change 2811038 on 2015/12/22 by Phillip.Kavan
[UE-23452] Fix uninitialized variables in cooked component data.
- should eliminate crashes introduced by last change
Change 2811054 on 2015/12/22 by Phillip.Kavan
[UE-23452] Additional fix for uninitialized USTRUCT property.
Change 2811254 on 2015/12/22 by Dan.Oconnor
More script function detail in stats
Change 2811325 on 2015/12/22 by Maciej.Mroz
Blueprint C++ Conversion: improved: ExcludedBlueprintTypes list
#codereview Dan.Oconnor
Change 2812316 on 2015/12/24 by Michael.Schoell
Added more ByValue/ByRef test cases and added a way to dump all tests that are no longer succeeding.
Tests Include:
Verification that functions take and can modify by-ref values.
ForEach loop verification. Tests for verifying that current functionality will continue to work after COPY injection and that "expected" functionality will work (and currently doesn't).
More MegaArray tests.
Change 2812318 on 2015/12/24 by Michael.Schoell
Usability fix: Duplicating graphs in the MyBP window will now open and focus the new graph.
Change 2813179 on 2015/12/29 by Michael.Schoell
When promoting pins to variables, will no longer carry bIsReference, bIsConst, or bIsWeakPointer value to the new variable's type.
Change 2813435 on 2015/12/30 by Michael.Schoell
Submitting by-value/by-ref testing BP with more tests:
More "Set Members..." tests to catch edge cases.
More Array tests.
Change 2813441 on 2015/12/30 by Michael.Schoell