Commit Graph

58 Commits

Author SHA1 Message Date
Chris Gagnon
930e33cb48 Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) for 4.23 From CL 6837861
#rb none

[CL 6838042 by Chris Gagnon in Main branch]
2019-06-04 15:42:48 -04:00
helge mathee
7f600b6008 #jira UE-75098
ControlRig: Visually looping connections

#rb lina.halper

Merging

//Tasks/Fortnite/Dev-UEA-ControlRig/Engine/Source/Editor/GraphEditor/Private/SGraphPin.cpp

to //Tasks/Fortnite/Dev-UEA-ControlRig/Engine/Source/Editor/GraphEditor/Private/SGraphPin.cpp


#ROBOMERGE-SOURCE: CL 6665480 via CL 6667941
#ROBOMERGE-BOT: (vundefined-6665479)

[CL 6668063 by helge mathee in Main branch]
2019-05-29 16:45:26 -04:00
YuchenMei
9b58593734 PR #5547: Hide Unrelated Nodes Blueprints Editor Feature (Contributed by YuchenMei)
#rb me

[CL 5112201 by Lauren Ridge in Dev-Editor branch]
2019-02-21 15:00:31 -05:00
Chris Gagnon
80918bea22 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 5110714 by Chris Gagnon in Dev-Editor branch]
2019-02-21 13:05:30 -05:00
dan oconnor
abc321ab49 Fixed crash in SGraphNode related to tooltips. SGraphNodeK2Base had tooltip related code that kept the widget alive. Added some safety mechanisms to detect this state
#jira UE-49458
#rb Michael.Noland

#ROBOMERGE-SOURCE: CL 4923219 in //UE4/Release-4.22/...
#ROBOMERGE-BOT: RELEASE (Release-4.22 -> Main)

[CL 4923222 by dan oconnor in Main branch]
2019-02-06 14:29:10 -05:00
Chris Gagnon
a48e767b94 Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4835066 by Chris Gagnon in Dev-Editor branch]
2019-01-29 16:15:19 -05:00
Lauren Ridge
a858614e6b Rolling back a PR that affected how preview wires draw in the graph editor
#jira UE-68700
#rb trivial
#fyi Chris.Gagnon
#lockdown Chris.Gagnon

[CL 4770617 by Lauren Ridge in Dev-Editor branch]
2019-01-22 11:44:32 -05:00
Thomas Sarkanen
f290af65ae Fixed incorrect spawn location for dragged assets in anim blueprints
#jira UE-64849 - Dragging Anim Sequence onto Input for Node in AnimGraph spawns node far off screen
#rb Jurre.deBaare

[CL 4751632 by Thomas Sarkanen in Dev-Anim branch]
2019-01-18 11:19:48 -05:00
Thomas Sarkanen
a4e6318ff3 Fix assets being dragged over pins displaying incorrect message
Pins were only setting tooltip on 'enter', while nodes and graphs set it on 'hover'. Switched pins to hover as well.

#jira UE-61770 - Dragging an animation asset onto a node in an Animation Blueprint shows incorrect mouse decorator and says that the node cannot play it
#rb Jurre.deBaare

[CL 4751617 by Thomas Sarkanen in Dev-Anim branch]
2019-01-18 11:19:09 -05:00
projectgheist
d26d444ffd PR #5456: UE-68484: Return Handled in SGraphPin::OnDragOver (Contributed by projectgheist)
#rb Chris.Gagnon

[CL 4730789 by Chris Gagnon in Dev-Editor branch]
2019-01-15 20:19:09 -05:00
Chris Gagnon
8fc25ea18e Merging //UE4/Dev-Main to Dev-Editor (//UE4/Dev-Editor)
#rb none

[CL 4676797 by Chris Gagnon in Dev-Editor branch]
2019-01-02 14:54:39 -05:00
Thomas Sarkanen
8ba3c4c087 Merging //UE4/Dev-Main to Dev-Anim (//UE4/Dev-Anim) @ CL 4643671
#rb none
#jira none

[CL 4665410 by Thomas Sarkanen in Dev-Anim branch]
2018-12-17 06:31:16 -05:00
Marc Audy
af90b7bcd4 Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main) @ 4395008
#rb
#rnx
#lockdown Nick.Penwarden

[CL 4395058 by Marc Audy in Main branch]
2018-09-25 10:11:35 -04:00
Lina Halper
77c8fc6d6c Copying //UE4/Dev-AnimPhys to Dev-Main (//UE4/Dev-Main)
#lockdown nick.penwarden
#fyi: James.Golding
#rb: none

[CL 4001436 by Lina Halper in Main branch]
2018-04-12 16:57:51 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Marc Audy
78ce1089a6 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3716594)
#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]
2017-10-25 09:30:36 -04:00
Andrew Grant
691342e35a Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3606378)
#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]
2017-08-28 15:13:54 -04:00
Marc Audy
b8b4a8b2d0 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3510040)
#lockdown Nick.Penwarden

=====================================
 MAJOR FEATURES + CHANGES
=====================================

Change 3459524 by Marc.Audy

	Get/Set of properties that were previously BPRW/BPRO should error when used
	#jira UE-20993

Change 3460004 by Phillip.Kavan

	#jira UE-45171 - Fix C++ compilation failures during packaging caused by nativizing a Blueprint that overrides a native function with a 'TSubclassOf' parameter or return value.

	Change summary:
	- Modified FKismetCompilerContext::CreateParametersForFunction() to pass the 'CPF_UObjectWrapper' flag through to new function parameter properties during Blueprint compilation.

Change 3461210 by Phillip.Kavan

	#jira UE-44505 - Fix occasional Blueprint editor crashes that could occur while rebuilding the context menu from the action registry.

	Change summary:
	- Modified FBlueprintActionDatabase::FActionRegistry to use an FObjectKey as the key type. This allows us to test entries for UObject validity before rebuilding context menu items based on the action database.
	- Changed FBlueprintActionInfo::CachedOwnerClass to be a TWeakObjectPtr rather than a raw UClass* since it's based on the ActionOwner, which could potentially become invalid after the OwnerClass has been cached.
	- Modified FBlueprintActionDatabase::RefreshAssetActions() to exclude World assets if the WorldType is not EWorldType::Editor. This eliminates an issue with unreferenced "inactive" GC'd world objects being left in the BP action registry after cooking, at which point the keys could become invalid.
	- Added FBlueprintActionDatabase::DeferredRemoveEntry() to allow for scheduling removal of entries from outside of the database if they are known to be invalid.
	- Modified FBlueprintActionDatabase::Tick() to handle deferred entry removals.
	- Modified FBlueprintActionMenuBuilder::RebuildActionList() to both test actions for validity before building menu items and schedule removal of invalid actions on the next tick.

	Notes:
	- Alternatively we could just include UObject keys in the database's AddReferencedObject impl, but that would then prevent objects from ever being GC'd if they are not explicitly removed. For most entries the action database takes the approach of explicitly removing entries via delegate when the UObject is destroyed, so I chose to use a TWeakObjectPtr instead so that any entries that may not be getting explicitly removed via delegate will now simply become invalidated if the UObject key is GC'd due to not being referenced. I also set it up to clean and remove any entries (along with any associated node spawners) that are found to be invalid the next time we open the BP editor.

Change 3461373 by Lukasz.Furman

	fixed async navmesh rebuilds not kicking in for requests from navdata.bForceRebuildOnLoad
	#jira UE-44231

Change 3461409 by Lukasz.Furman

	fixed reenabling automatic navmesh generation in Editor Preferences
	#ue4

Change 3461550 by Ben.Zeigler

	#jira UE-45328 Fix local variable support for Redirectors and other save-time validation. We need to run the local variables to UProperty and back at save time
	Add new flag PPF_SerializedAsImportText which is used for BP pins/default values and indicates that something has been serialized as import text and so needs to handle string asset redirectors

Change 3462625 by Zak.Middleton

	#ue4 - Fix InterpToMovementComponent not setting velocity on the object it moves. Fix movement rate when substepping enabled (other related fixes to come).

	github PR #3620

Change 3462796 by Dan.Oconnor

	Fix for spamming BroadcastBlueprintReinstanced and for creating CDO at wrong time when compiling FrontEnd.uasset in OrionGame

	#jira UE-45434

Change 3462995 by Ben.Zeigler

	#jira UE-16941 Fix it so Load Asset node works with a literal value as well as a connected pin

Change 3463099 by Ben.Zeigler

	#jira UE-45471 Allow abstract base classes for primary assets

Change 3464809 by Marc.Audy

	Expose FVector2D / FVector2D to blueprints
	#jira UE-45427

Change 3467254 by Mieszko.Zielinski

	Added an AI helper BP function that supplies caller with a copy of navigation path given controller is currently following #UE4

Change 3467644 by Dan.Oconnor

	Fix for cook issues in ocean when using compilation manager, one issue caused by bad dependencies list, one issue caused by lack of subobject mapping in archetype reinstancing.
	#jira UE-45443, UE-45444

Change 3468176 by Dan.Oconnor

	Fix dependent blueprints being marked dirty when a blueprint is compiled

Change 3468353 by Michael.Noland

	UnrealHeaderTool: Improved the warning generated when missing Category= on a function or property declared in an engine module, and centralized the logic that determines if the module is engine or game

Change 3470532 by Dan.Oconnor

	Re-enable compilation manager

Change 3470572 by Dan.Oconnor

	Fix for pin paramters resetting when an archetype was reinstanced
	#jira UE-45619

	#rnx

Change 3471949 by Mason.Seay

	Adding Primary Assets for testing

Change 3472074 by Ben.Zeigler

	#jira UE-45140 Convert iterative cooking to use the Asset Registry as it's only mode, remove old hash and timestamp versions. This allows deleting the entire PackageDependencyInfo module
	Change the asset registry iteration to not compute a hash at all, and instead store the script package guids in it's cache.
	Expose bIgnoreIniSettingsOutOfDateForIteration and bIgnoreScriptPackagesOutOfDateForIteration in cooker settings, affects rather to listen to ini/script changes when doing iterative cooking

Change 3472079 by Ben.Zeigler

	With new incremental cook options, change Fortnite to never care about ini settings, but do care about code changes. This can be changed but from previous discussions we wanted to be more safe than fast here

Change 3473429 by Lukasz.Furman

	changed path following update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
	#jira UE-41884

Change 3473476 by Lukasz.Furman

	changed crowd simulation path update tick to allow working on "invalid, update pending" paths, solves AI getting stuck when navigation is rebuild very frequently (e.g. every tick from moving mesh)
	#jira UE-41884

Change 3473663 by Ben.Zeigler

	Fix it so base k2node registers framework version, this is needed for the assetptr fixup I previously added

Change 3473679 by Mason.Seay

	Slight cleanup of test map and added ability to teleport across level for easy navigation

Change 3473712 by Marc.Audy

	Do default value validation against the actual value of the default entry of an enum rather than the serialized empty autogenerated default value

Change 3474055 by Marc.Audy

	When nodes are reconstructed any pins that were previously linked or set to non-default values that have been removed will no longer simply vanish, but instead will remain in an Orphaned state until dealt with.
	#jira UE-41828

Change 3474119 by mason.seay

	Tweaked Force Feedback test

Change 3474156 by Marc.Audy

	Actually enable orphan pin retention

Change 3474382 by Ben.Zeigler

	Class.h Header and comment cleanup. Started this because IsChildOf did not have a comment and it's usage is a bit confusing

Change 3474386 by Ben.Zeigler

	Close popup window when adding asset class to audit window

Change 3474491 by Ben.Zeigler

	Remove ability for Worlds to not be saved as assets, this has been the default since 2014.

Change 3475363 by Marc.Audy

	Alt-click now works with orphaned pins
	#jira UE-45699

Change 3475523 by Marc.Audy

	Fixup Fortnite and Paragon content for orphaned pin errors and warnings

Change 3475623 by Phillip.Kavan

	#jira UE-45477 - Fix an EDL assertion on load in a nativized build with one or more Actor subobjects instanced via the EditInlineNew UI in the BP class defaults property editor.

	Change summary:
	- Modified FEmitDefaultValueHelper::OuterGenerate() to emit code to construct/initialize instanced subobject values that do not have the RF_DefaultSubObject flag set, and also to recursively handle nested subobjects for those values.
	- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to alternatively emit a 'NewObject' assignment statement rather than a 'CreateDefaultSubobject' statement if only RF_ArchetypeObject is set on the source object value.

Change 3476008 by Dan.Oconnor

	Fix for failing to preload our super class's subobjects. Effectively moving UBlueprint::ForceLoad calls earlier in loading process. This only results in data resetting to your parent's parent's default value from your parent's default value.

	#jira UE-18765

Change 3476115 by Dan.Oconnor

	Fix missing category information for inherited functions when using compilation manager
	#jira UE-45660

	#rnx

Change 3476577 by Lukasz.Furman

	added early outs from navmesh layer generation when there's no walkable cells or contours to avoid allocating 0 bytes by next generation steps (behavior differs between platforms)
	#ue4

Change 3476587 by Phillip.Kavan

	#jira UE-45517 - Fix a regression in which dragging UMG widgets around in the designer view results in redundantly-compounded BP class properties and context menu actions.

	Change summary:
	- Modified SDesignerView::ClearDropPreviews() to move the widget that was removed from the tree into the transient package. This ensures that FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() won't pick them up.
	- Modified SDesignerView::ProcessDropAndAddWidget() to also consider any widgets not added to the 'DropPreviews' array as being transient (i.e. also move them into the transient package since they were not added to the tree).

	Notes:
	- The regression was introduced by the changes in CL# 3410168, and was merged to Main at CL# 3431398.

	#rnx

Change 3476723 by Dan.Oconnor

	Match old behavior wrt updating implemented interfaces in blueprints - this logic from FKismetEditorUtilities::CompileBlueprint was missing in compilation manager
	#jira UE-45468

	#rnx

Change 3476948 by Michael.Noland

	Framework: Changed AActor::FindComponentByClass (and AActor::GetComponentByClass by extension) to return nullptr when passed a nullptr class, rather than crashing

Change 3476970 by Ben.Zeigler

	Fix bug I introduced in 4.16 where assigning assets to multiple chunks did not work properly

Change 3477536 by Marc.Audy

	Don't display default value box on linked orphaned input pins

Change 3477835 by Marc.Audy

	Fix pins orphaned by deletion of an entry in a user-defined enum disappearing instead of remaining connected
	#jira UE-45754

Change 3478027 by Marc.Audy

	Minor performance optimization

	#rnx

Change 3478198 by Phillip.Kavan

	#jira UE-42431 - Remove an unnecessary ensure() when pasting an event node.

	Change summary:
	- Modified UEdGraphSchema_K2::CreateSubstituteNode() to no longer ensure() that we have a valid PreExistingNode; it's only used for logging when a substitute node is created in response to a conflict with an existing node.

Change 3478485 by Marc.Audy

	Eliminate extraneous error messages about orphaned pins on get/set nodes
	#jira UE-45749

	#rnx

Change 3478756 by Marc.Audy

	Fix fallout from changes to DoesDefaultValueMatchAutogenerated for user defined enums
	#jira UE-45721

	#rnx

Change 3478926 by Marc.Audy

	Non-blueprint type structs can no longer be made/broken
	Non-blueprint visible properties in structs will no longer have pins created for them
	#jira UE-43122

Change 3478988 by Marc.Audy

	DeltaTime for a tick function with a tick interval is now correct after disabling and then reenabling the tick function.
	#jira UE-45524

Change 3479818 by Marc.Audy

	Allow ctrl-drag off of orphan pins
	#jira UE-45803

Change 3480214 by Marc.Audy

	Modifications to user defined enumerations are now transacted
	#jira UE-43866

Change 3480579 by Marc.Audy

	Maintain all pin properties through transactions.
	#rn Reference pins that are removed and then restored via undo now correctly have the diamond icon instead of the standard circle.

Change 3481043 by Marc.Audy

	Make/Break of structs does not depend on having blueprint exposed properties.
	Splitting of a struct pin still requires blueprint exposed properties.
	#jira UE-45840
	#jira UE-45831

Change 3481271 by Ben.Zeigler

	Fix the AssetManager chunking code to use ChunkDependencyInfo instead of a hardcoded check for chunk 0
	Clean up ChunkDependencyInfo and make it properly public
	Move ShouldSetManager to be WITH_EDITOR
	Ported from WEX branch
	#RB peter.sauerbrei

Change 3481373 by Dan.Oconnor

	Reduce reliance on expensive FindDelegateSignature. 3275922 made warnings about a ambiguous search more likely as it preserved names of members on the REINST_ classes

	#jira UE-45704

Change 3481380 by Ben.Zeigler

	Change it so Struct and Object AssetRegistrySearchable properties do not show up in content browser, they are not helpful

Change 3482362 by Marc.Audy

	Fix properties not exposed to blueprint warnings for input properties on function graphs.
	#jira UE-45824

Change 3482406 by Ben.Zeigler

	#jira UE-45883 Fix Switch On Gameplay Tag Container node, and add switch nodes to TagCheck map

Change 3482498 by Ben.Zeigler

	Attempt to fix hot reload issues with Asset Manager. We need to reset and re-acquire the asset classes when rescanning, as they may be pointing to the replaced class

Change 3482517 by Lukasz.Furman

	fixed smart navlink update functions removing important flag
	#jira UE-45875

Change 3482538 by Marc.Audy

	When comparing float, vector, and rotator values for whether the the default matches the autogenerated do not use the string compare because differences in use of decimal or number of 0s after decimal are then considered not the same float
	#jira UE-45846

Change 3482773 by Marc.Audy

	Don't show default value or pass by reference for exec pins
	#jira UE-45868

Change 3482791 by Ben.Zeigler

	#jira UE-45800 Correctly dirty game mode blueprint when changing player controller/etc classes from game mode customization
	Fix it so MarkBlueprintAsStructurallyModified calls MarkBlueprintAsModified as several fixes were only in the second function

Change 3483131 by Zak.Middleton

	#ue4 - InterpToMovementComponent:

	- Fix velocity not zeroed when interpolation stops.
	- Various fixes when calculating velocity and time when substepping is enabled.
	- Improve accuracy of interpolation when looping and there is time remaining after the loop event is hit. Consume the remainder of the time after the event back in the loop (similar to handling a blocking impact).

	#jira UE-45690

Change 3483146 by Phillip.Kavan

	#jira UE-38358 - Propagate 'const' function flag from interface Blueprint to implementing Blueprints.

	Change summary:
	- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified() to call SkeletalRecompileChildren() on dependent BPs when the target is an interface BP.
	- Modified FBlueprintEditorUtils::MarkBlueprintAsStructurallyModified::FRefreshHelper::SkeletalRecompileChildren() to set child BP status to BS_Dirty after compiling.
	- Modified ConformInterfaceByName() (FBlueprintEditorUtils) to use the interface's skeleton class for function iteration as well as to match the Function Entry node's 'const' setting to the interface UFunction's signature.

Change 3483340 by Ben.Zeigler

	Fix issue querying asset registry after a hot reload, make sure pending kill objects are never considered to be Assets

Change 3483548 by Michael.Noland

	Epic Friday: Playing around with some prototype traps

Change 3483700 by Phillip.Kavan

	Fix CIS cook crash introduced by last submit.

	#rnx


Change 3485217 by Ben.Zeigler

	#jira UE-45519 Fix regression introduced in 4.16 where it would no longer cook all maps when no explicit maps were specified in ini or game callback. Moved the code that detects changes before culture/default map code and hardened it to deal with the case where some engine packages were already in the list before it entered the function

Change 3485367 by Dan.Oconnor

	Avoid adding mappings to anim node when creating variables on the skeleton class and using the compilation manager

	#jira UE-45756

Change 3485565 by Ben.Zeigler

	#jira UE-45948 Fix compilation manager to properly reset variable default values after promoting a pin to local variable

Change 3485566 by Marc.Audy

	Fix crashes caused by undo/redo of user defined struct changes
	#jira UE-45775
	#jira UE-45781

Change 3485805 by Michael.Noland

	PR #3459: Fix for world origin shifting and SpringArmComponent location lag (Contributed by michail-nikolaev)

	#jira UE-43747

Change 3485807 by Michael.Noland

	PR #3485: Added additional textures field to paper 2d tileset class (Contributed by gryphonmyers)

	#jira UE-44041

Change 3485811 by Michael.Noland

	Framework: Fixed a bug in FStreamLevelAction::MakeSafeLevelName to avoid appending the PIE prefix multiple times (fixes functions like Unload Streaming Level when passed a full package name from an instanced streaming level)

Change 3485829 by Michael.Noland

	Framework: Made GetWorldAssetPackageFName BlueprintCallable so instanced levels can be unloaded

Change 3485830 by Michael.Noland

	PR #3568: add API declarations to ALevelStreamingVolume methods (Contributed by kayama-shift)
	#jira UE-45002

Change 3486039 by Michael.Noland

	PR #3495: UE-44014: Refreshing node error fixes (Contributed by projectgheist)
	- Empty out the ErrorMsg when a node gets refreshed to prevent the same error messages from compounding
	- Added support for split pins in UK2Node_Event::IsFunctionEntryCompatible
	- Added a missing check for the delegate pin name on the entry node part of UK2Node_Event::IsFunctionEntryCompatible

	#jira UE-44014

Change 3486093 by Michael.Noland

	PR #3379: Added GAMEPLAYABILITIES_API to all Ability Tasks. (Contributed by ryanjon2040)


	#jira UE-42903

Change 3486139 by Michael.Noland

	Blueprints: Added new config options for execution wire thickness when not debugging (DefaultExecutionWireThickness) and data wire thicknesses (DefaultDataWireThickness) to the Graph Editor Settings page
	#rn

Change 3486154 by Michael.Noland

	Framework: Speculative fix for CIS error about FStructOnScope
	#rnx

Change 3486180 by Dan.Oconnor

	Better match old logic for determining when to skip data only compile
	#jira UE-45830

Change 3487276 by Marc.Audy

	Fix crash when using Setter with a locally scoped variable

	#rnx

Change 3487278 by Marc.Audy

	Ensure that pin change notifications occur on all pin breaks unless it is part of a node being garbage collected

Change 3487658 by Marc.Audy

	Ensure that child actor template is created for subclasses
	#jira UE-45985

Change 3487699 by Marc.Audy

	Move non-templated elements out of FArchiveReplaceObjectRef and put them in FArchiveReplaceObjectRefBase

Change 3487813 by Dan.Oconnor

	Asset demonstrating a crash

Change 3488101 by Marc.Audy

	Fix crash with spawn/construct actor/object from class nodes when they no longer had any pins.
	Correctly orphan pins when a node goes to 0 pins.

Change 3488337 by Marc.Audy

	Editable pin base should not manually remove pin and let reconstruct node and rewire pins do their job
	#jira UE-46020

Change 3488512 by Dan.Oconnor

	ConstructObject nodes and SubInstances nodes use skeleton class when compilation manager can provide it

	#jira UE-45830, UE-45965
	#rnx

Change 3488631 by Michael.Noland

	Framework: Fixed a crash when loading a blueprint with a parent class of ALevelBounds caused by trying to register the class default object with a non-existent level

	#jira UE-45630

Change 3488665 by Michael.Noland

	Blueprints: Improve the details panel customization for optional pin nodes like Struct Member Get/Set
	- The category, raw name, and tooltip of the property are now included as part of the filter text as well
	- The property tooltip is now displayed when hovering over the property name
	- Code updated to use GET_MEMBER_NAME_CHECKED() where appropriate

Change 3489324 by Marc.Audy

	Fix recursion causing stack crash
	#jira UE-46038

	#rnx

Change 3489326 by Marc.Audy

	Fix cooking crash
	#jira UE-46031

	#rnx

Change 3489687 by mason.seay

	Assets for testing orphan pins

Change 3489701 by Marc.Audy

	Back out changelist 3487278 and 3489443 and make targetted changes for fixing up orphan pin cases where changing connections doesn't remove the pin.
	#jira UE-46051
	#jira UE-46052

	#rnx

Change 3490352 by Dan.Oconnor

	Fix for missing WidgetTree on Skeleton class - just look directly at the WidgetBlueprint

	#jira UE-46062

Change 3490814 by Marc.Audy

	Make callfunction/macro instances save all pins in orphan state more similar to previous behavior

	#rnx

Change 3491022 by Dan.Oconnor

	Properly clean up 'Key' property when we fail to create a value property
	#jira UE-45279

Change 3491071 by Ben.Zeigler

	#jira UE-45981 Fix rotation issues, vector/rotator pins with empty strings were not matching due to uninitialized memory.

Change 3491244 by Michael.Noland

	Blueprints: Add compile time message back to the output log (will not auto-open the output log if there were no warnings/errors)

	#jira UE-32948

Change 3491276 by Michael.Noland

	Blueprints: Fixed some bugs where a newly added item would fail show up in the "My Blueprints" tree if there was a filter active (e.g., when promoting a variable)
	- Centralized the logic for clearing the filter so it happens when we try and fail to select the item, rather than ad hoc in various other places
	- Made it only clear the filter if necessary, rather than (almost) always clearing it when adding an item
	#jira UE-43372

Change 3491562 by Marc.Audy

	Put back pin removal in to editable pin base and instead modify the pin destroy implementation to take down child split pins with it
	#jira UE-46020

	#rnx

Change 3491658 by Marc.Audy

	Unify RemoveUserDefinedPin implementations. Use version that has break to avoid size change assert

	#rnx

Change 3491946 by Marc.Audy

	ReconstructSinglePin no longer destroys OldPin (avoids oprhaned sub pins being destroyed before reparented)
	RewireOldPinsToNewPins now destroys OldPins at the end (calling code no longer reponsible)
	DestroyImpl now prunes out SubPins that had already been trashed

	#rnx

Change 3492040 by Marc.Audy

	Discard exec/then pins from a callfunction that has been converted to a pure node

	#rnx

Change 3492200 by Zak.Middleton

	#ue4 - Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.

	Fixes possible regression from CL 3359561 that removed the Reset(...) entirely.

	#jira UE-46012

Change 3492290 by Ben.Zeigler

	#jira UE-46108 Fix StringLibrary Mid to never crash, Substring had already been fixed

Change 3492311 by Marc.Audy

	Don't clear the pin type if what you're connecting to's pin type is wildcard

	#rnx

Change 3492680 by Dan.Oconnor

	Handle missing generated class when using compilation manager - tested by forcing compile of BP_ParentClassIsMissingType.uasset

Change 3492826 by Marc.Audy

	Don't do pin connection list change notifications from DestroyPins while regenerating on load
	#jira UE-46112

	#rnx

Change 3492851 by Michael.Noland

	Core: Fixed various crashes when using UObject::CallFunctionByNameWithArguments with non-trivial argument types by properly initializing the allocated parameters

Change 3492852 by Michael.Noland

	Framework: Fixed a crash if ACharacter::FindComponentByClass was passed a nullptr class

Change 3492934 by Marc.Audy

	Fix ensure and crash delete macro containing orphaned pin

	#rnx

Change 3493079 by Dan.Oconnor

	Fix for crash when opening ThirdPersonAnimBlueprint and ThirdPersonAnimBlueprint_Perf then clicking 'Compile' button in ThirdPersonAnimBlueprint editor. Make sure the convenience members in the derived compilers get set when we relink child classes (which requires making cdos, which requires PropagateValuesToCDO..)

	#rnx

Change 3493346 by Phillip.Kavan

	#jira UE-40560 - Fix a reported crash when pasting nodes between unrelated Blueprint graphs.

	Change summary:
	- Modified FEdGraphUtilities::PostProcessPastedNodes() to ensure() on a NULL pin entry; this will allow execution to continue while still alerting us since it is an unexpected result. Also added an 'else' case to then remove the NULL entry so that PostPasteNode() implementations don't all have to guard against NULL pin entries. When the node is reconstructed, the NULL entry will be replaced with the correct pin initialized to its default values.
	- Modified UEdGraphPin::ImportTextItem() to add some additional logging to parse error cases when importing pin properties from source T3D text. Hopefully this gives us more information when this is encountered in the future.

Change 3493938 by Michael.Noland

	Blueprints: Prevent issues with renaming event dispatchers to contain periods (this may be disallowed in the future, but they no longer become uneditable)
	#jira UE-45780

Change 3493945 by Michael.Noland

	Blueprints: Fixed GetDelegatePoperty typos
	#rnx

Change 3493997 by Michael.Noland

	Blueprints: Partially reverting changes from CL# 3319966 to reroute nodes, restoring their alignment but losing the symmetrical grab handle changes
	#jira UE-45760

Change 3493998 by Dan.Oconnor

	Fix rare crash in RefreshStandAloneDefaultsEditor when the blueprint editor is opened and a blueprint had errors in it
	Note: I stumbled across this by running a unit test and then opening a blueprint in the BPE. CrashReporter indicates 3 crashes in the last 3 days

Change 3494025 by Michael.Noland

	Engine: Deleted some dead code (DEBUGGING_VIEWPORT_SIZES)

	#rnx

Change 3494026 by Michael.Noland

	Blueprints: V0 of a BlueprintCallable/BlueprintPure function fuzzer
	- Calls exposed methods with default parameters on classes it is able to spawn for now, which catches crashes due to null and /0 but not out of bounds issues or ones on classes it can't spawn due to classwithin, abstract, etc...
	- Can be called using Test.ScriptFuzzing, won't be integrated into automated tests until it is more fully fleshed out and all known issues are addressed
	#rnx

Change 3496382 by Ben.Zeigler

	Fix ensure when launching editor with cook on the side and incremental cooking enabled. It now flushes the background asset gather when calling the sync load all assets if one is in progress

Change 3496688 by Marc.Audy

	Avoid crashing in component instance data if (for some reason) the Actor's root component isn't properly set up
	#jira UE-46073

Change 3496830 by Michael.Noland

	Editor: Change FEditorCategoryUtils methods to take UStruct* instead of UClass*, as they are just reading metadata

	#rnx

Change 3496840 by Michael.Noland

	Framework: Remove the requirement for a local player in UCheatManager::CheatScript, so it can be be started from the server side (doesn't change the availability of the cheat manager, just allows things like the redundant "cheat cheatscript scriptname" to work)

Change 3497038 by Michael.Noland

	Fortnite: Added UFortDeveloperSettings to allow developers to auto-run cheats in PIE (does not occur in -game or outside of WITH_EDITOR builds)
	- You can specify a list of cheat commands to run when a pawn is possessed (also needs CL# 3496840 for cheatscripts)
	- You can also specify a set of items to grant to your local inventory when it is created

Change 3497204 by Marc.Audy

	Fix AbilitySystemComponent not being blueprint readable.

	#rnx

Change 3497668 by Mieszko.Zielinski

	Fixed a crash in BT editor when dealing with enum-typed Blackboard-keys pointing to enum values that have been deleted #UE4

	#jira UE-43659

Change 3497677 by Mieszko.Zielinski

	Added a community-suggested working solution to patching up dynamic navmesh after world offset #UE4

	Also, fixed a crash related to navmesh rebuilding if generation was configured to lazily gather navigatble geometry

	#jira UE-41293

Change 3497678 by Mieszko.Zielinski

	Marked AbstractNavData class as transient #UE4

	We never want to save it to levels

Change 3497679 by Mieszko.Zielinski

	Made NavModifierVolume responsive to editor-time property changes #UE4

	#jira UE-32831

Change 3497900 by Dan.Oconnor

	Fix bad skel reference when using construct object from class, just limiting scope of 3491946. To reproduce the bug just nativize QA Game, including the TM-Gameplay level
	#rnx

Change 3497904 by Dan.Oconnor

	Use K2Node_Event::FindEventSignatureFunction in order when directly generating the skeleton generated class to get event params correct
	#jira UE-46153

	#rnx

Change 3497907 by Dan.Oconnor

	Correctly set blueprint visibility flags on params for inherited functions when generating the skeleton class

	#rnx
	#jira UE-46186

Change 3498218 by mason.seay

	Updates to pin testing BP's

Change 3498323 by Mieszko.Zielinski

	Made UNavCollision instance assigned to StaticMesh not get re-created from scratch every single time any StaticMesh property changes #UE4

	Recreation was resulting in some of the UNavCollision's properties not getting saved and the way we were recreating the nav collision could also interfere with undo buffers

	#jira UE-44891

Change 3499007 by Marc.Audy

	Allow systems to hook Pre and PostCompile to do custom behaviors

Change 3499013 by Mieszko.Zielinski

	Made AbstractNavData class non-transient again #UE4

	Implemented AbstractNavData instances' transientness in a different manner.

	#jira UE-46194

Change 3499204 by Mieszko.Zielinski

	Introduced CrowdManagerBase, an engine-level class that can be extended to implement custom crowd management #Orion

	Extracted FRecastQueryFilter into a separate file, which will break some peoples' compilation.

	#jira UE-43799

Change 3499321 by mason.seay

	Updated bp for struct testing

Change 3499388 by Marc.Audy

	Allow the compiler log to store off potential messages from earlier in the compile cycle (early validation), that can be committed later (for example once pruning is completed).

Change 3499390 by Marc.Audy

	Generate the orphan pin error messages during EarlyValidation, but cache until the regular validation phase. This ensures all are generated, but only those that aren't pruned will be emitted.

	#rnx

Change 3499420 by Michael.Noland

	Engine: Introduced a new version of UEngine::GetWorldFromContextObject which takes an enum specifying the behavior on failures and updated all existing uses

	The new version intentionally does not have a default value for ErrorMode, callers need to think about which variant of behavior they want:
	- ReturnNull: Silently returns nullptr, the calling code is expected to handle this gracefully
	- LogAndReturnNull: Raises a runtime error but still returns nullptr, the calling code is expected to handle this gracefully
	- Assert: Asserts, the calling code is not expecting to handle a failure gracefully

	- Deprecated UEngine::GetWorldFromContextObject(object, boolean) and changed the default behavior for the deprecated instances to do LogAndReturnNull rather than Assert, based on the real-world call pattern
	- Introduced GetWorldFromContextObjectChecked(object) as a shorthand for passing in EGetWorldErrorMode::Assert
	- Made UObject::GetWorldChecked() actually assert if it would return nullptr (under some cases the old function could silently return nullptr while reporting bSupported = true, so it neither ensured nor checked)
	- Fixed a race condition in the 'is implemented' bookkeeping logic in GetWorld()/GetWorldChecked() by confining it to the game thread and added a check() to ImplementsGetWorld() to make it clear that it only works on the game thread

	The typical recommended call pattern is to use something like:

	if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
	{
	... Do something with World
	}

	Handling the failure case but requesting a log message (with BP call stack printed out) if it failed. This is now also the default behavior for old calls to UEngine::GetWorldFromContextObject(Object) (using the default value of bChecked=true), which is a behavior change but it matches how the function was being used in practice; the vast majority of call sites actually expected it to potentially fail and handled the nullptr case gracefully; very few places used the return value unguarded and wanted it to assert when passed a nullptr.
	#jira UE-42458

Change 3499429 by Michael.Noland

	Engine: Removed a bogus TODO (the problematic code had already been reworked)
	#rnx

Change 3499470 by Michael.Noland

	Core: Improved and corrected the comment for ensure()
	- It doesn't crash when checking is disabled (and hasn't since UE3, maybe ever?)
	- It now only fires once per ensure() by default, added a note about ensureAlways()

	#rnx

Change 3499643 by Marc.Audy

	Use TGuardValue instead of manually managing it

	#rnx

Change 3499874 by Marc.Audy

	Display <Unnamed> instead of nothing for Pins with blank display name in the compiler log

Change 3499875 by Marc.Audy

	When changing function parameter types, don't orphan a pin on the function entry/exit nodes (but do at the call sites)
	#jira UE-46224

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 3499953 by Michael.Noland

	Core: Created a variant of ensure that does runtime error logging without stopping in the debugger and some related functions that print a warning or error and may trigger a BP callstack (under the same rules as FFrame::KismetExecutionMessage)
	- These are WIP and the API may change in the future, but are being used to fix various crashes found by fuzzing BP exposed functions

Change 3499957 by Michael.Noland

	Animation: Added runtime errors for nullptr ControlRigs passed into BP methods

	#rnx

Change 3499958 by Michael.Noland

	Blueprints: Changed an ensure in UKismetNodeHelperLibrary::GetValidValue to a runtime error

	#rnx

Change 3499959 by Michael.Noland

	Engine: Downgrade various checks() to ensures() in the runtime asset cache functions exposed to Blueprints

Change 3499960 by Michael.Noland

	AI: Changed UBTFunctionLibrary to not check/ensure if passed a null world context object

Change 3499968 by Michael.Noland

	Editor: Fixed a couple of crashes in UEditorLevelUtils when passed nullptr arguments, and reformatted the entire file to fix widespread indentation issues

	#rnx

Change 3499969 by Michael.Noland

	Engine: Changed the verbosity of the failure log message of UEngine::GetWorldFromContextObject(..., LogAndReturnNull) from Warning to Error, so it always prints out a BP callstack

	#rnx

Change 3499973 by Michael.Noland

	Rendering: Fixed asserts in various UKismetRenderingLibrary methods if passed a nullptr for the WorldContextObject
	- Also fixed flipped warnings in the failure cases for EndDrawCanvasToRenderTarget

Change 3499979 by Michael.Noland

	Editor: Prevented a crash in UMaterialEditingLibrary::RecompileMaterial when passed a nullptr material

Change 3499984 by Michael.Noland

	Physics: Prevented a crash in UTraceQueryTestResults::AssertEqual when passed in nullptr for Expected

Change 3499993 by Michael.Noland

	Blueprints: Added validation when renaming variables, functions, components, multicast delegates, etc... to prevent names from containing some unacceptable characters
	- This validation only kicks in when trying to rename an item, so bad names in existing content are 'grandfathered in'
	- These bad names can cause bugs when working with content that contains these characters (e.g., names that contain a period cannot be found via FindObject<T>)
	- Currently only . is banned, but eventually we may expand it to include all of INVALID_OBJECTNAME_CHARACTERS

Change 3500009 by Michael.Noland

	Blueprints: Made the fuzzer skip classes declared in UnrealEd for now (some of the exposed methods change global state that can cause other tests to fail as the fuzzer isn't particularly sandboxed ATM)

	#rnx

Change 3500011 by Michael.Noland

	Android: Fixed a crash in UAndroidPermissionFunctionLibrary::AcquirePermissions when called with an empty array on non-Android platforms

Change 3500012 by Michael.Noland

	Editor: Prevent a crash in UEditorTutorial::OpenAsset when passed a nullptr Asset

Change 3500014 by Michael.Noland

	Engine: Changed FRuntimeAssetCacheFilesystemBackend::ClearCache(NAME_None) to not try to clear all cache directories (there is a separate no-args method for that)

Change 3500019 by Michael.Noland

	Core: Fixed some more issues with CallFunctionByNameWithArguments and initializing / destroying parameters
	- It was skipping the return value and incorrectly relying on the FirstPropertyToInit list which isn't set for by ref arguments

Change 3500020 by Michael.Noland

	Automation: Prevent UFunctionalTestingManager::RunAllFunctionalTests and UFunctionalTestingManager* UFunctionalTestingManager::GetManager from crashing when a manager cannot be created (because we can't route to a world)

Change 3501062 by Marc.Audy

	MakeArray AddInputPin is often used as part of node expansion, so need to move the transaction out of the function
	Fix inability to undo/redo pin additions to sequence node
	Add a K2Node_AddPinInterface to generalize the interface that K2Nodes implement to interact with SGraphNodeK2Sequence so it can be more generally used
	#jira UE-46164
	#jira UE-46270

Change 3501330 by Michael.Noland

	AI: Fix an error on shutdown when the CDO of UAIPerceptionComponent tries to clean up (as it was never registered in the first place)

	#jira UE-46271

Change 3501356 by Marc.Audy

	Fix crash when multi-editing actor blueprints
	#jira UE-46248

Change 3501408 by Michael.Noland

	Core: Improve the print-out of FFrame::GetStackTrace() / FFrame::GetScriptCallstack() when there is no script stack (e.g., when FFrame::KismetExecutionMessage is called by native code with no BP above in the call stack)

Change 3501457 by Phillip.Kavan

	#jira UE-46054 - Fix crash when launching a packaged build that includes a nativized Blueprint instance with a ChildActorComponent instanced via an AddComponent node.

	Change summary:
	- Removed UK2Node_AddComponent::PostDuplicate(). This eliminates the creation of redundant component templates that were being unnecessarily created during the Blueprint duplication that precedes the nativization pass.
	- Modified SMyBlueprint::OnDuplicateAction() to call MakeNewComponentTemplate() in response to a graph duplication action within the same Blueprint context (replaces previous UK2Node_AddComponent::PostDuplicate() impl).
	- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to force AddComponent-based CAC-owned template objects in the emitted codegen to use the UDynamicClass as the Outer when instancing. This matches what we already do for SCS-based CAC-owned template objects - that logic was added in CL# 3270456, and this matches up with FBlueprintNativeCodeGenModule::FindReplacedNameAndOuter(), where we specifically handle CAC-owned template objects.

Change 3502741 by Phillip.Kavan

	#jira UE-45782 - Fix undo for index pin type changes.

	Change summary:
	- Modified SGraphPinIndex::OnTypeChanged() to call Modify() on the pin that was changed.

Change 3502939 by Michael.Noland

	Back out changelist 3499927

Change 3503087 by Marc.Audy

	Re-fixed ocean content as editor had also changed so had to take theirs and redo

	#rnx

Change 3503266 by Ben.Zeigler

	#jira UE-46335 Fix regression added in 4.16 where AssetRegistry GetAncesorClassNames/GetDerivedClassNames were not working properly in cooked builds for classes not in memory

Change 3503325 by mason.seay

	updated Anim BP to prep for pin testing

Change 3503445 by Marc.Audy

	Fix crash caused by OldPins being destroyed before rewiring

	#rnx

Change 3505024 by Marc.Audy

	Fix NodeEffectsPanel blueprint as it was using pins that no longer existed

	#rnx

Change 3505254 by Marc.Audy

	Don't include orphan pins when gather source property names
	If a property doesn't exist for a source property name just skip the property rather than crashing
	#jira UE-46345

	#rnx

Change 3506125 by Ben.Zeigler

	#jira UE-46311 Fix issues when blueprints are reloaded in place, it needs to remove them from root properly and sanitize the old class. It's still not clear why they are being reloaded in place

Change 3506334 by Dan.Oconnor

	Move UAnimGraphNode_Base::PreloadRequiredAssets up to K2Node, make sure nodes get a chance to preload data before compilation manager compiles newly loaded blueprints
	#jira UE-46411

Change 3506439 by Dan.Oconnor

	Return to pre 3488512 behavior for construct object nodes. This means that we can still get warnings on load when users compile after saving a blueprint, but the current behavior loses default values because it's lookng at the skeleton cdo

	#jira UE-46308

Change 3506468 by Dan.Oconnor

	Return to pre 3488512 behavior, as it causes bad default values
	#jira UE-46414

	#rnx

Change 3506733 by Marc.Audy

	Use the most up to date class to determine whether a property still exists when adding pins during reconstruction
	#jira UE-45965
	#author Dan.OConnor

	#rnx

Change 3507531 by Ben.Zeigler

	#jira UE-46449 Better fix to flush the asset registry queue when the editor requests a synchronous scan at startup. Sometimes it can take a few frames because of file handle delays

Change 3507924 by mason.seay

	Sanity save of TM-Gameplay and sublevels to maybe resolve level streaming issues

Change 3507962 by Marc.Audy

	Remake changes from CL# 3150796 wiped out by WEX-Staging merge to Main in CL# 3479958

	#rnx

Change 3509131 by Dan.Oconnor

	Compilation manager compile on load flow never called FindExportsInMemoryFirst, which is critical to prevent reloading of UBlueprintGeneratedClasses when Rename clears the export table

	#jira UE-46311

Change 3509345 by Marc.Audy

	CVar to disable orphan pins if necessary

	#rnx


Change 3509959 by Marc.Audy

	Protect against crashing due to large values in Timespan From functions

	#jira UE-43840

Change 3510040 by Marc.Audy

	Remove all the old unneeded ShooterGame test maps

	#rnx

[CL 3510073 by Marc Audy in Main branch]
2017-06-26 15:07:18 -04:00
Matt Kuhlenschmidt
d162beedcc Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3431234)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3323393 on 2017/02/27 by Ben.Cosh

	This fixes an issue with actor details component selection causing actor selection to get out of sync across undo operations
	#Jira UE-40753 - [CrashReport] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::Paste_CanExecute() [leveleditoractions.cpp:1602]
	#Proj Engine


Change 3379355 on 2017/04/04 by Lauren.Ridge

	Adding sort priorities to Material Parameters and Parameter Groups. If sort priorities are equal, fallback to alphabetical sort. Default sort priority is 0, can be set on the parameter in the base material. Parameters are still sorted within groups.Group sort priority is set on the main material preferences.

Change 3379389 on 2017/04/04 by Nick.Darnell

	Core - Removing several old macros that were referring to EMIT_DEPRECATED_WARNING_MESSAGE, which is no longer defined in the engine, so these macros are double deprecated.

Change 3379551 on 2017/04/04 by Nick.Darnell

	Automation - Adding more logging to the automation controller when generating reports.

Change 3379554 on 2017/04/04 by Nick.Darnell

	UMG - Making the WidgetComponent make more things caneditconst in the editor depending on what the settings are to make it more obvious what works in certain contexts.

Change 3379565 on 2017/04/04 by Nick.Darnell

	UMG - Deprecating OPTIONA_BINDING, moving to PROPERTY_BINDING in place and you'll need to define a PROPERTY_BINDING_IMPLEMENTATION.  Will make bindings safer to call from blueprints.

Change 3379576 on 2017/04/04 by Lauren.Ridge

	Parameter group dropdown now sorts alphabetically

Change 3379592 on 2017/04/04 by JeanMichel.Dignard

	Fbx Morph Targets import optimisation
	- Only reimport the points for each morphs and compute the tangents for the wedges affected by those points.
	- Removed the full skeletal mesh rebuild on each morph target import.
	- Allow MeshUtilities::ComputeTangents_MikkTSpace to only recompute the tangents that are zero.

	Gains around 7.30 mins for 785 morph targets in mikkt space and 1.30 mins using built-in normals, with provided test file.

	#jira UE-34125

Change 3380260 on 2017/04/04 by Nick.Darnell

	UMG - Fixing some OPTIONAL_BINDINGS that needed to be converted.

Change 3380551 on 2017/04/05 by Andrew.Rodham

	Sequencer: Fixed ImplIndex sometimes not relating to the source data index when compiling at the track level

	#jira UE-43446

Change 3380555 on 2017/04/05 by Andrew.Rodham

	Sequencer: Automated unit tests for the segment and track compilers

Change 3380647 on 2017/04/05 by Nick.Darnell

	UMG - Tweaking some stuff on the experimental rich textblock.

Change 3380719 on 2017/04/05 by Yannick.Lange

	Fix  'Compile FortniteClient Mac' and 'Compile Ocean iOS' Failed with Material.cpp errors. Wrapping WITH_EDITOR around ParameterGroupData.

	#jira UE-43667

Change 3380765 on 2017/04/05 by Nick.Darnell

	UMG - Fixing a few more instances of OPTIONAL_BINDING.

Change 3380786 on 2017/04/05 by Yannick.Lange

	Wrap SortPriority in GetParameterSortPriority with  WITH_EDITOR.

Change 3380872 on 2017/04/05 by Matt.Kuhlenschmidt

	PR #3453: UE-43004: YesNo MessageDialog instead of YesNoCancel (Contributed by projectgheist)


Change 3381635 on 2017/04/05 by Matt.Kuhlenschmidt

	Expose static mesh material accessors to blueprints

	#jira UE-43631

Change 3381643 on 2017/04/05 by Matt.Kuhlenschmidt

	Added a way to enable or disable the component transform units display independently from unit display anywhere else.  This is off by default

Change 3381705 on 2017/04/05 by Yannick.Lange

	- Slate application multiple input pre-processors.
	- Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor.

Change 3381959 on 2017/04/05 by Yannick.Lange

	Back out changelist 3381705. Old changelist.

Change 3382049 on 2017/04/05 by Yannick.Lange

	- Slate application multiple input pre-processors in a wrapper class.
	- Remove ViewportWorldInteractionManager, let ViewportWorldInteraction handle it's own input pre-processor.
	- Deprecated SetInputPreProcessor, but made it work with RegisterInputPreProcessor and UnregisterInputPreProcessor.

Change 3382450 on 2017/04/06 by Andrew.Rodham

	Sequencer: Fixed 'ambiguous' overloaded constructor for UT linux server builds

Change 3382468 on 2017/04/06 by Yannick.Lange

	Rename AllowWorldMovement parameter to bAllow.

Change 3382474 on 2017/04/06 by Yannick.Lange

	Make GetInteractors constant because we dont want it to be possible to change this arrray.

Change 3382492 on 2017/04/06 by Yannick.Lange

	VR Editor: Floating UI's are stored in a map with FNames as key.

Change 3382502 on 2017/04/06 by Yannick.Lange

	VR Editor: Use asset container for auto scaler sound.

Change 3382589 on 2017/04/06 by Nick.Darnell

	Slate - Upgrading usages of SetInputPreprocessor.  Also adjusting the API for the new preprocessor functions to have an option to remove all, which was what several usages expected.  Also updated the deprecated version of SetInputPreprocessor to removeall if null is provided for the remove, mimicing the old functionality.

Change 3382594 on 2017/04/06 by Nick.Darnell

	UMG - Deprecating GetMousePositionScaledByDPI, this function has too many issues, and I don't want to break buggy backwards compatability, so just going to deprecate it instead.  For replacement, you can now access an FGeometry representing the viewport (after DPI scale has been added to the transform stack), and also the FGeometry for a Player's Screen widget host, which might be constrained for splitscreen, or camera aspect.

Change 3382672 on 2017/04/06 by Nick.Darnell

	Build - Fixing incremental build.

Change 3382674 on 2017/04/06 by Nick.Darnell

	Removing a hack added by launcher.

Change 3382697 on 2017/04/06 by Matt.Kuhlenschmidt

	Fixed plugin browser auto-resizing when scrolling.  Gave it a proper splitter

Change 3382875 on 2017/04/06 by Michael.Trepka

	Modified FMacApplication::OnCursorLock() to avoid a thread safety problem with using TSharedPtr/Ref<FMacWindow> of the same window on main and game threads simultaneously.

	#jira FORT-34952

Change 3383303 on 2017/04/06 by Lauren.Ridge

	Adding sort priority to texture parameter code

Change 3383561 on 2017/04/06 by Jamie.Dale

	Fixed MaximumIntegralDigits incorrectly including group separators in its count

Change 3383570 on 2017/04/06 by Jamie.Dale

	Added regression tests for formatting a number with MaximumIntegralDigits and group separators enabled

Change 3384507 on 2017/04/07 by Lauren.Ridge

	Mesh painting no longer paints on invisible components. Toggling visiblity refreshes the selected set.

	#jira UE-21172

Change 3384804 on 2017/04/07 by Joe.Graf

	Fixed a clang error on Linux due to missing virtual destructor when deleting through the interface pointer

	#CodeReview: marc.audy
	#rb: n/a

Change 3385011 on 2017/04/07 by Matt.Kuhlenschmidt

	Fix dirtying levels just by copying actors if the level contains a foliage actor.  The foliage system makes lazy asset pointers

	#jira UE-43750

Change 3385127 on 2017/04/07 by Lauren.Ridge

	Adding WITHEDITOR to OnDragDropCheckOverride

Change 3385241 on 2017/04/07 by Jamie.Dale

	Removing warning if asking for a null or empty localization provider

Change 3385442 on 2017/04/07 by Arciel.Rekman

	Fix a number of problems with Linux splash.

	- Thread safety (UE-40354).
	- Inconsistent font (UE-35000).
	- Change by Cengiz Terzibas.

Change 3385708 on 2017/04/08 by Lauren.Ridge

	Resaving VREditor asset container with engine version

Change 3385711 on 2017/04/08 by Arciel.Rekman

	Speculative fix for a non-unity Linux build.

Change 3386120 on 2017/04/10 by Matt.Kuhlenschmidt

	Fix stats not being enabled when in simulate

Change 3386289 on 2017/04/10 by Matt.Kuhlenschmidt

	PR #3466: Git plugin: add option to autoconfigure Git LFS (Contributed by SRombauts)


Change 3386301 on 2017/04/10 by Matt.Kuhlenschmidt

	PR #3470: Git Plugin: disable "Keep Files Checked Out" checkbox on Submit to Source Control Window (Contributed by SRombauts)


Change 3386381 on 2017/04/10 by Michael.Trepka

	PR #3461: Mac doesn't return the correct exit code (Contributed by projectgheist)


Change 3388223 on 2017/04/11 by matt.kuhlenschmidt

	Deleted collection: MattKTest

Change 3388808 on 2017/04/11 by Lauren.Ridge

	Reset arrows now only display for non-default values in the Material Instance editor. Reset to default arrows now are placed in the correct location for SObjectPropertyEntryBox and SPropertyEditorAsset. SResetToDefaultPropertyEditor now takes a property handle in the constructor, instead of an FPropertyEditor.

	#jira UE-20882

Change 3388843 on 2017/04/11 by Lauren.Ridge

	Forward declaring custom reset override. Fix for incremental build error

Change 3388950 on 2017/04/11 by Nick.Darnell

	PR #3450: UMG "Lock" Feature (Contributed by GBX-ABair).

	Epic Edit: Made some changes to make it work with named slots, added an option not to always recursively itterate the children, also removed the dependency on SWidget changes.


Change 3388996 on 2017/04/11 by Matt.Kuhlenschmidt

	Removed crashtracker

Change 3389004 on 2017/04/11 by Lauren.Ridge

	Fix for automated test error - additional safety check for if the reset button has been successfully created.

Change 3389056 on 2017/04/11 by Matt.Kuhlenschmidt

	Removed editor live streaming

Change 3389077 on 2017/04/11 by Jamie.Dale

	Removing QAGame config change

Change 3389078 on 2017/04/11 by Nick.Darnell

	Fortnite - Fixing an input preprocessor warning.

Change 3389136 on 2017/04/11 by Nick.Darnell

	Slate - Removing deprecated 'aspect ratio' locking box cells, never really worked, deprecated a long time ago.

Change 3389147 on 2017/04/11 by Nick.Darnell

	UMG - Fixing a critical error with the alignment of the lock icon.

	#jira UE-43881

Change 3389401 on 2017/04/11 by Nick.Darnell

	UMG - Adds a designer option to control respecting the locked mode.

Change 3389638 on 2017/04/11 by Nick.Darnell

	UMG - Adding the Widget Reflector button to the widget designer.

Change 3389639 on 2017/04/11 by Nick.Darnell

	UMG - Tweaking the respect lock icon.

Change 3390032 on 2017/04/12 by JeanMichel.Dignard

	Fixed project generation when using subfolders in Target.SolutionDirectory (ie: SolutionDirectory = "Programs\MyProgram")

Change 3390033 on 2017/04/12 by Matt.Kuhlenschmidt

	PR #3472: Exposed Distributions to Game Projects and Plugins (Contributed by StormtideGames)


Change 3390041 on 2017/04/12 by Matt.Kuhlenschmidt

	PR #3446: Add missing TryLock to PThreadCriticalSection and add RAII helper for try locking. (Contributed by Laurie-Hedge)


Change 3390196 on 2017/04/12 by Lauren.Ridge

	Fix for crash on opening assets without reset to default button enable

Change 3390414 on 2017/04/12 by Matt.Kuhlenschmidt

	PR #3300: UE-5528: Added check for empty startup tutorial path (Contributed by projectgheist)


	#jira UE-5528

Change 3390427 on 2017/04/12 by Jamie.Dale

	Fixed not being able to set pure whitespace values on FText properties

	#jira UE-42007

Change 3390712 on 2017/04/12 by Jamie.Dale

	Content Browser search now takes the display names of properties into account

	#jira UE-39564

Change 3390897 on 2017/04/12 by Nick.Darnell

	Slate - Changing the order that the tabs draw in so that the draw front to back, instead of back to front.

Change 3390900 on 2017/04/12 by Nick.Darnell

	Making a Cast CastChecked in UScaleBox.

Change 3390907 on 2017/04/12 by Nick.Darnell

	UMG - Adding GetMousePositionOnPlatform and GetMousePositionOnViewport as other replacements that people can use rather than GetMousePositionScaledByDPI.

Change 3390934 on 2017/04/12 by Cody.Albert

	Fix to set correct draw layer in FSlateElementBatcher::AddElements

Change 3390966 on 2017/04/12 by Nick.Darnell

	Input - Force inline some core input functions.

Change 3391207 on 2017/04/12 by Jamie.Dale

	Fixed moving a folder containing a level not moving the level

	Also removed some redundant usage of ContentBrowserUtils::GetUnloadedAssets

	#jira UE-42091

Change 3391327 on 2017/04/12 by Mike.Fricker

	Removed Twitch support and GameLiveStreaming

Change 3391405 on 2017/04/12 by Mike.Fricker

	Removed Twitch support and GameLiveStreaming (part 2)

Change 3391407 on 2017/04/12 by Mike.Fricker

	Removed some remaining EditorLiveStreaming and CrashTracker code

Change 3392296 on 2017/04/13 by Yannick.Lange

	VR Editor: New assets in asset containers for gizmo rotation.

Change 3392332 on 2017/04/13 by Nick.Darnell

	Slate - Removing delegate hooks from the safezone and scalebox widget when the widgets are cleaned up.

Change 3392349 on 2017/04/13 by Cody.Albert

	Corrected typo

Change 3392688 on 2017/04/13 by Yannick.Lange

	VR Editor: Resaved asset containers

Change 3392905 on 2017/04/13 by Jamie.Dale

	Fixed FPaths::ChangeExtension and FPaths::SetExtension stomping over the path part of a filename if the name part of the had no extension but the path contained a dot, eg) C:/First.Last/file

Change 3393514 on 2017/04/13 by Yannick.Lange

	VR Editor: Temp direct interaction pointer.

Change 3393930 on 2017/04/14 by Yannick.Lange

	VR Editor: Remove unused transform gizmo

Change 3394084 on 2017/04/14 by Max.Chen

	Audio Capture: No longer beta

Change 3394499 on 2017/04/14 by Cody.Albert

	Updated UMovieSceneSpawnTrack::PostLoad to call ConditionalPostLoad on bool track before converting it to a spawn track

	#rnx

Change 3395703 on 2017/04/17 by Yannick.Lange

	Duplicate from Release-4.16 CL 3394172
	Viewport Interaction: Fix disable animation when aiming for gizmo stretch handles.

	#jira UE-43964

Change 3395794 on 2017/04/17 by Mike.Fricker

	#rn Fixed FastXML not loading XML files with attributes delimited by single quote characters

Change 3395945 on 2017/04/17 by Yannick.Lange

	VR Editor: Swap end and start of laser, because they start of laser was using end mesh.

Change 3396253 on 2017/04/17 by Michael.Dupuis

	#jiraUE-43693:
	While moving foliage instance between levels, UI count was'nt updating properly
	Moved MoveSelectedFoliageToLevel to EdModeFoliage as we required more treatment than was done in LevelCollectionModel
	Ask to save foliage type as asset while moving between level foliage instances containing local foliage type

Change 3396291 on 2017/04/17 by Michael.Dupuis

	#jira UE-35029:
	Added a cache for mesh bounds so if the bounds changed we can rebuild the occlusion tree
	Added possibility to register on bounds changed of a static mesh in editor mode
	Rebuild the occlusion tree if the mesh bounds changed
	Rebuild the occlusion tree if we change the mesh associated with a foliage type
	Optimize some operation to not Rebuild the occlusion tree for every instance added/remove instead it's done at the end of the operation

Change 3396293 on 2017/04/17 by Michael.Dupuis

	#jira UE-40685:
	Improve Collision With World algo, to support painting pitch rotated instance or not on a flat terrain or slope respecting the specified ground angles

Change 3397660 on 2017/04/18 by Matt.Kuhlenschmidt

	PR #3480: Git plugin: improve/cleanup init and settings (Contributed by SRombauts)


Change 3397675 on 2017/04/18 by Alex.Delesky

	#jira UE-42383 - Adds a delegate to the placement mode module to allow users to register custom categories and listen to when they should be refreshed.

Change 3397818 on 2017/04/18 by Yannick.Lange

	ViewportInteraction and VR Editor: - Replace GENERATED_UCLASS_BODY with GENERATED_BODY.
	- Remove destructors for uobjects.

Change 3397832 on 2017/04/18 by Yannick.Lange

	VR Editor: Remove unused vreditorbuttoon

Change 3397884 on 2017/04/18 by Yannick.Lange

	VREditor: Addition to 3397832, remove unused vreditorbuttoon.

Change 3397985 on 2017/04/18 by Michael.Trepka

	Another attempt to solve the issue with dsymutil failing with an error saying the input file did not exist. We now check for the input file's existence in a loop 30 times (once a second) before trying to call dsymutil. Also, added a FixDylibDependencies as a prerequisite for dSYM generation.

	#jira UE-43900

Change 3398030 on 2017/04/18 by Jamie.Dale

	Fixed outline changes not automatically updating the text layout used by a text block

	#jira UE-42116

Change 3398039 on 2017/04/18 by Jamie.Dale

	Unified asset drag-and-drop

	FAssetDragDropOp now handles both assets and asset paths, and FAssetPathDragDropOp has been removed. This allows assets and folders to be drag-dropped at the same time in the Content Browser.

	#jira UE-39208

Change 3398074 on 2017/04/18 by Michael.Dupuis

	Fixed crash in cooking fortnite

Change 3398351 on 2017/04/18 by Alex.Delesky

	Fixing PlacementMode module build error

Change 3398513 on 2017/04/18 by Yannick.Lange

	VR Editor: - Remove unused previousvreditor member.
	- Removing extensions when exiting vr mode without having to find the extensions.

Change 3398540 on 2017/04/18 by Alex.Delesky

	Removing a private PlacementMode header that was included in a public one.

Change 3399434 on 2017/04/19 by Matt.Kuhlenschmidt

	Remove uncessary files from p4

Change 3400657 on 2017/04/19 by Jamie.Dale

	Fixed potential underflow when using negative digit ranges with FastDecimalFormat

Change 3400722 on 2017/04/19 by Jamie.Dale

	Removed some check's that could trip with malformed data

Change 3401811 on 2017/04/20 by Jamie.Dale

	Improved the display of asset tags in the Content Browser

	 - Numeric tags are now displayed pretty printed.
	 - Numeric tags can now be displayed as a memory value (the numeric value should be in bytes).
	 - Dimensional tags are now split and each part pretty printed.
	 - Date/Time tags are now stored as a timestamp (which has the side effect of sorting correctly) and displayed as a localized date/time.
	 - The column view now shows the same display values as the tooltips do.
	 - The tooltip now uses the tag meta-data display name (if set).
	 - The tag meta-data display name can now be used as an alias in the Content Browser search.

	#jira UE-34090

Change 3401868 on 2017/04/20 by Cody.Albert

	Add screenshot save directory parameter to editor and project settings

	#rn Added options to the settings menu to specify screenshot save directory

Change 3402107 on 2017/04/20 by Jamie.Dale

	Cleaned up the "View Options" menu in the Content Browser

	Re-organized some of the settings into better groups, and fixed some places where items would still be shown in the asset view when some of these content filter options were disabled (either via a setting, or via the UI).

Change 3402283 on 2017/04/20 by Jamie.Dale

	Creating a folder in the Content Browser now creates the folder on disk, and cancelling a folder naming now removes the temporary folder

	#jira UE-8892

Change 3402572 on 2017/04/20 by Alex.Delesky

	#jira UE-42421

	PR #3311: Improved log messages (Contributed by projectgheist)


Change 3403226 on 2017/04/21 by Yannick.Lange

	VR Editor: - Removed previous quick menu floating UI panel.

	- Added the concept of a info display floating UI panel.

	- Used info display for showing sequencer timer.

Change 3403277 on 2017/04/21 by Yannick.Lange

	VR Editor: - Set window mesh for info display panel.
	- Add option to null out widget when hidden.

Change 3403289 on 2017/04/21 by Yannick.Lange

	VR Editor: Don't load VREditorAssetContainer asset when starting editor.

Change 3403353 on 2017/04/21 by Yannick.Lange

	VR Editor: Fix variable 'RelativeOffset' is uninitialized when used within its own initialization.

Change 3404183 on 2017/04/21 by Matt.Kuhlenschmidt

	Fix typo

Change 3405378 on 2017/04/24 by Alex.Delesky

	#jira UE-42550 - Audio thumbnails should never rerender now, even with real-time thumbnails enabled

Change 3405382 on 2017/04/24 by Alex.Delesky

	#jira UE-42097 - The Main Frame window will no longer steadily grow if it's closed while not maximized

Change 3405384 on 2017/04/24 by Alex.Delesky

	#jira UE-43985 - Duplicating Force Feedback, Sound Wave, or Sound Cue assets from the context menu after right-clicking on the playback controls will now correctly select the newly created asset for rename.

Change 3405386 on 2017/04/24 by Alex.Delesky

	#jire UE-42239 - Blueprints that have been duplicated from another blueprint will now render their thumbnails correctly instead of displaying a flat black thumbnail.

Change 3405388 on 2017/04/24 by Alex.Delesky

	#jira UE-43241 - Blueprint classes that derive from notplaceable classes (such as SpectatorPawn and GameMode) can no longer be placed within the level editor via the right-click Add/Replace menus

Change 3405394 on 2017/04/24 by Alex.Delesky

	#jira UE-42137 - Users can no longer access the widget object of a Widget Component from within actor construction scripts

Change 3405429 on 2017/04/24 by Alex.Delesky

	Fixing a naming issue for CL 3405378

Change 3405579 on 2017/04/24 by Cody.Albert

	Fixed bad include from CL#1401868

	#jira UE-44238

Change 3406716 on 2017/04/24 by Max.Chen

	Sequencer: Add attach/detach rules for attach section.

	#jira UE-40970

Change 3406718 on 2017/04/24 by Max.Chen

	Sequencer: Set component velocity for attached objects

	#jira UE-36337

Change 3406721 on 2017/04/24 by Max.Chen

	Sequencer: Re-evaluate on stop. This fixes a situation where if you set the playback position to the end of a sequence while it's playing, the sequence will stop playing but won't re-evaluate to the end of the sequence.

	#jira UE-43966

Change 3406726 on 2017/04/24 by Max.Chen

	Sequencer: Added StopAndGoToEnd() function to player

	#jira UE-43967

Change 3406727 on 2017/04/24 by Max.Chen

	Sequencer: Add cinematic options to level sequence player

	#jira UE-39388

Change 3407097 on 2017/04/25 by Yannick.Lange

	VR Editor: Temp asset for free rotation handle gizmo.

Change 3407123 on 2017/04/25 by Michael.Dupuis

	#jira UE-44329: Only display the message in attended mode and editor (so user can actually perform the save)

Change 3407135 on 2017/04/25 by Max.Chen

	Sequencer: Load level sequence asynchronously.

	#jira UE-43807

Change 3407137 on 2017/04/25 by Shaun.Kime

	Fixing comments to refer to correct function name.

Change 3407138 on 2017/04/25 by Max.Chen

	Sequencer: Mark actor that the spawnable duplicates as a transient so that the level isn't dirtied. Then clear the transient flag on the object template.

	#jira UE-30007

Change 3407139 on 2017/04/25 by Max.Chen

	Sequencer: Fix active marker in sub, cinematic, control rig sections.

	#jira UE-44235

Change 3407229 on 2017/04/25 by Max.Chen

	Sequencer: Prioritize buttons over label.

	#jira UE-26813

Change 3407343 on 2017/04/25 by Matt.Kuhlenschmidt

	Added a world accessor to blutilties so they can operate on the editor world (spawn,destroy actors etc)

Change 3407401 on 2017/04/25 by Nick.Darnell

	Slate - Adding a Round function to SlateRect.  Also adding a way to convert a Transform2D to a full matrix.

Change 3407842 on 2017/04/25 by Matt.Kuhlenschmidt

	Made AssetTools a uobject interface so it could be access from script.

	A few methods were deprecated and renamed to enforce a consistent UI.  Now all asset tools methods that expose a dialog have "WithDialog" in their name to  differentiate them from methods that do not open dialogs and could be used by scripts for automation.  C++ users may still access IAssetTools but should not ever need to use the UAssetTools  interface class

Change 3407890 on 2017/04/25 by Matt.Kuhlenschmidt

	Removed temp method

Change 3408084 on 2017/04/25 by Matt.Kuhlenschmidt

	Exposed source control helpers to script

Change 3408163 on 2017/04/25 by Matt.Kuhlenschmidt

	Deprecated actor grouping methods on UUnrealEdEngine and moved their functionality into their own class( UActorGroupingUtils).  There is a new editor config setting to set which grouping utils class is used and defaults to the base class.  The new utility methods are exposed to script.

Change 3408220 on 2017/04/25 by Alex.Delesky

	#jira UE-43387 - The Levels window will now support the organization of streaming levels using editor-only folders.

Change 3408239 on 2017/04/25 by Matt.Kuhlenschmidt

	Added a file helpers API to script.  This one is a wrapper around FEditorFileUtils for now to work around some issues exposing legacy methods to script but FEditorFileUtils will be deprecated soon

Change 3408314 on 2017/04/25 by Jamie.Dale

	Fixed typo

Change 3408911 on 2017/04/25 by Max.Chen

	Level Editor: Delegate for when viewport tab content changes.

	#jira UE-37805

Change 3408912 on 2017/04/25 by Max.Chen

	Sequencer: Transport controls are added when viewport content changes and only to viewports that support it (ie. cinematic viewport doesn't allow it since it has its own transport controls). This fixes issues where transport controls wouldn't be visible in newly created viewports and also would get disabled when switching from default to cinematic and back to default.

	#jira UE-37805

Change 3409073 on 2017/04/26 by Yannick.Lange

	VR Editor: Fix starting point of lasers.

Change 3409330 on 2017/04/26 by Matt.Kuhlenschmidt

	Fix CIS

Change 3409497 on 2017/04/26 by Alexis.Matte

	Fix crash importing animation with skeleton that do not match the fbx skeleton.
	#jira UE-43865

Change 3409530 on 2017/04/26 by Michael.Dupuis

	#jira UE-44329: Only display the log if we're not running a commandlet

Change 3409559 on 2017/04/26 by Alex.Delesky

	#jira none - Fixing case of header include for CL 3408220

Change 3409577 on 2017/04/26 by Yannick.Lange

	VR Editor: being able to push/pull along the laser using touchpad or analog stick when transforming object towards laser impact.

Change 3409614 on 2017/04/26 by Max.Chen

	Sequencer: Add Scrub() to movie scene player.

Change 3409658 on 2017/04/26 by Jamie.Dale

	Made the handling of null item selection consistent in SComboBox

	If the selection was initially null and the combo was closed, it would previously pass through the null entry to its child SListView, which would then always think the selection was changing when the combo was opened and cause it to immediately close again.

Change 3409659 on 2017/04/26 by Jamie.Dale

	Added preset Unicode block range selection to the font editor UI

	#jira UE-44312

Change 3409755 on 2017/04/26 by Max.Chen

	Sequencer: Back out bIsUISound for scrubbing.

Change 3410015 on 2017/04/26 by Max.Chen

	Sequencer: Fix crash on asynchronous level sequence player load.

	#jira UE-43807

Change 3410094 on 2017/04/26 by Max.Chen

	Slate: Enter edit mode and return handled if not read only.

Change 3410151 on 2017/04/26 by Michael.Trepka

	Fix for building EngineTest project on Mac

Change 3410930 on 2017/04/27 by Matt.Kuhlenschmidt

	Expose editor visibility methods on Actor to blueprint/script

Change 3411164 on 2017/04/27 by Matt.Kuhlenschmidt

	Fix crash when repeatedly spaming ctrl+s and ctrl+shift+s to save.

	PR #3511: UE-44098: Replace check with if-statement (Contributed by projectgheist)


Change 3411187 on 2017/04/27 by Jamie.Dale

	No longer attempt to use the game culture override in the editor

Change 3411443 on 2017/04/27 by Alex.Delesky

	#jira UE-43730, UE-43703 - Material Instances will now correctly use their preview meshes when being edited, or will use their parent's preview mesh if their preview mesh has not been set and the parent's is valid.

Change 3411809 on 2017/04/27 by Max.Chen

	Sequencer: Prioritize buttons over label.

	#jira UE-26813

Change 3411810 on 2017/04/27 by Cody.Albert

	Scrollbox now properly calls Invalidate while scrolling

Change 3411892 on 2017/04/27 by Alex.Delesky

	#jira UE-40031

	PR #3065: Ignore .vs folder when initializing git projects (Contributed by mattiascibien)


Change 3412002 on 2017/04/27 by Jamie.Dale

	Fixed crash when using an invalid regex pattern

	#jira UE-44340

Change 3412009 on 2017/04/27 by Cody.Albert

	Fixed Invalidation Panel to apply scale only to volatile elements, correcting an issue with Cache Relative Positions

Change 3412631 on 2017/04/27 by Jamie.Dale

	Implemented support for hiding empty folders in the Content Browser

	"Empty" in this case is defined as folders that recursively don't contain assets or classes. Folders that have been created by the user or have at any point contained content during the current editing session are always shown.

	This also fixes some places where the content filters would miss certain folders (usually due to missing checks when processing AssetRegistry events), and allows asset and path views to be synced to folder selections (as well as asset selections), which improves the experience when renaming folders, and navigating the Content Browser history.

	#jira UE-40038

Change 3413023 on 2017/04/27 by Max.Chen

	Sequencer: Fix filtering so that it includes parent nodes only and doesn't recurse through to add their children.

Change 3413309 on 2017/04/28 by Jamie.Dale

	Fixed shadow warning

Change 3413327 on 2017/04/28 by Jamie.Dale

	Added code to sanitize some known strings before passing them to ICU

Change 3413486 on 2017/04/28 by Matt.Kuhlenschmidt

	Allow AssetRenameData to be exposed to blueprints/script

Change 3413630 on 2017/04/28 by Jamie.Dale

	Moved FUnicodeBlockRange into Slate so that it can be used for C++ defined fonts as well as those defined in the font editor

Change 3414164 on 2017/04/28 by Jamie.Dale

	Removing some type-unsafe placement new array additions

Change 3414497 on 2017/04/28 by Yannick.Lange

	ViewportInteraction: - Add arcball sphere asset.
	- Add opacity parameter to translucent gizmo material.

Change 3415021 on 2017/04/28 by Max.Chen

	Sequencer: Remove spacer nodes at the top and bottom of the node tree.

	This fixes the artifact of having spaces at the top and bottom which get selected when you click on the space and when you press Home and End to go to the top or bottom of the tree.

	#jira UE-28931

Change 3415786 on 2017/05/01 by Matt.Kuhlenschmidt

	#rn PR #3518: Allow PaintedVertices to be sized down (Contributed by jasoncalvert)

Change 3415836 on 2017/05/01 by Alex.Delesky

	#jira UE-39203 - You can now summon the reference viewer from the content browser using the keyboard shortcut.

Change 3415837 on 2017/05/01 by Alex.Delesky

	#jira UE-34947 - When the user attempts to download an IDE from within the editor (due to needing one to add a C++ class), the window that hosts the widget will now close if it's a modal window.

Change 3415839 on 2017/05/01 by Alex.Delesky

	#jira UE-42049

	PR #3266: Profiler: added Thread filter (Contributed by StefanoProsperi)


Change 3415842 on 2017/05/01 by Michael.Dupuis

	#jira UE-44514 : Removed the warning as it's causing more issue than it fixes.

Change 3416511 on 2017/05/01 by Matt.Kuhlenschmidt

	Make UHT generate WITH_EDITOR guards around UFunctions generated in a WITH_EDITOR C++ block.  This prevents these functions from being generated in non-editor builds

Change 3416520 on 2017/05/01 by Yannick.Lange

	Viewport Interaction: - Toggle ViewportWorldInteraction with command for desktop testing without having to use VREditor.
	- Add helper function to add a unique extension by subclass.

Change 3416956 on 2017/05/01 by Matt.Kuhlenschmidt

	Exposed EditorLevelUtils to script.  This allows creation of streaming levels, setting the current level and moving actors between levels

Change 3416964 on 2017/05/01 by Matt.Kuhlenschmidt

	Prevent foliage from marking actors dirty as HISM components are added and removed from the scene.

Change 3416988 on 2017/05/01 by Lauren.Ridge

	PR #3122: UE-40262: Color tabs according to asset type (Contributed by projectgheist)

	Changed the highlight style to be around the icon and match the content browser color and style.

	#jira UE-40437


Change 3418014 on 2017/05/02 by Yannick.Lange

	Viewport Interaction: Remove material members from base transform gizmo  and use asset container to get materials.

Change 3418087 on 2017/05/02 by Lauren.Ridge

	Adding minor tab icon surrounds

Change 3418602 on 2017/05/02 by Jamie.Dale

	Fixed a crash that could occur due to bad data in the asset registry

	It was possible for FAssetRegistry::PrioritizeSearchPath to re-order the BackgroundAssetResults in response to callback from FAssetRegistry::AssetSearchDataGathered, which caused integrity issues with the array, and would lead to results being missed, or an existing result being processed twice (which due to certain assumptions would result in it being deleted, and bad data being left in the asset registry).

	These results lists now use a custom type that prevents the mutation of items that have already been processed but not yet trimmed.

Change 3418702 on 2017/05/02 by Matt.Kuhlenschmidt

	Fix USD files that reference other USD files not finding the referenced files by relative path.  Requires USD third party changes only

Change 3419071 on 2017/05/02 by Arciel.Rekman

	UBT: optimize FixDeps step on Linux.

	- Removes the need to re-link unrelated engine libraries when recompiling a code project.
	- Makes builds faster on machines with multiple cores.
	- The module that has circularly referenced dependencies is considered cross-referenced itself.
	- Tested compilation on Linux (native & cross) and Mac (native).

Change 3419240 on 2017/05/02 by Cody.Albert

	Bound widgets in animation tracks can no longer be swapped with widgets from a different widget blueprint, which would lead to a crash

Change 3420011 on 2017/05/02 by Max.Chen

	Sequencer: Fix scrubber hit testing so that the time scrubber is really favored over the playback ranges.

	#jira UE-44569

Change 3420507 on 2017/05/03 by Lauren.Ridge

	Selecting a camera or other preview actor in VR Mode now creates a floating in-world viewport. Also deselect all Actors when moving into and out of VR Mode

Change 3420643 on 2017/05/03 by andrew.porter

	QAGame - Adding test content to QA-Sequencer for using spawnables with override bindings

Change 3420678 on 2017/05/03 by andrew.porter

	QAGame: Updating override binding sequence

Change 3420961 on 2017/05/03 by Jamie.Dale

	Exposed some missing Internationalization functions to BPs

Change 3422767 on 2017/05/04 by Yannick.Lange

	ViewportInteraction: Extensibility for dragging on gizmo handles
	Removed ETransformGizmoInteractionType completely and replaced it with UViewportDragOperation. Using the ETransformGizmoInteractionType enum made external extensibility impossible. Now every gizmo handle group has a component called UViewportDragOperationComponent which holds a  UViewportDragOperation of a certain type. This UViewportDragOperation can be inherited to create a custom method to calculate a new transform for the objects when dragging the gizmo handle.

Change 3422789 on 2017/05/04 by Yannick.Lange

	ViewportInteraction: Fix duplicate console variable.

Change 3422817 on 2017/05/04 by Andrew.Rodham

	Sequencer: Changed level sequence object references to always use a package and object path based lookup

	  - Newly created binding references now consist of a package name and an inner object path for actors, and just an inner object path for components. The package name is fixed up dynamically for PIE, which means it can work correctly for multiplayer PIE, and when levels are streamed in during PIE (functionality previously unavailable to lazy object ptrs)
	  - Added a way of rebinding all possessable objects in the current sequence (Rebind Possessable References)
	  - Level sequence binding references no longer use native serialization now that TMap serialization is fully supported.
	  - Multiple bindings are now supported in the API layer of level sequence references, although this is not yet exposed to the sequencer UI.

	#jira UE-44490

Change 3422826 on 2017/05/04 by Andrew.Rodham

	Removed erroneous braces

Change 3422874 on 2017/05/04 by James.Golding

	Adding MaterialEditingLibrary to allow manipulation of materials within the editor.
	- Refactored code out of MaterialEditor where possible
	Marked some material types as BP-accessible, to allow to editor-Blueprint access.
	Remove unused 'bSkipPrim' property from Set/CheckMaterialUsage

Change 3422942 on 2017/05/04 by Lauren.Ridge

	Tab padding adjustment to allow tabs with icons to be the same height as tabs without

Change 3423090 on 2017/05/04 by Jamie.Dale

	Added a way to get the source package path for a localized package path

	Added tests for the localized package path checks.

Change 3423133 on 2017/05/04 by Jamie.Dale

	Fixed a bug where a trailing quote without a newline at the end of a CSV file would be added to the parsed text rather than converted to a terminator

Change 3423301 on 2017/05/04 by Max.Chen

	Sequencer: Add JumpToPosition which updates to a position in a scrubbing state.

Change 3423344 on 2017/05/04 by Jamie.Dale

	Updated localized asset group caching so that it works in non-cooked builds

Change 3423486 on 2017/05/04 by Lauren.Ridge

	Fixing deselection code in VWI

Change 3423502 on 2017/05/04 by Jamie.Dale

	Adding automated localization tests

Change 3424219 on 2017/05/04 by Yannick.Lange

	- Hide FWidget when ViewportWorldInteraction starts.

	- Added option to EditorViewportClient to not render FWidget without using FWidget::SetDefaultVisibility.

Change 3425116 on 2017/05/05 by Matt.Kuhlenschmidt

	PR #3527: Modified comments (Contributed by projectgheist)



Change 3425239 on 2017/05/05 by Matt.Kuhlenschmidt

	Fix shutdown crash in projects that unregister asset tools in UObjects being destroyed at shutdown.

Change 3425241 on 2017/05/05 by Max.Chen

	Sequencer: Components aren't deselected from the sequencer tree view when they get deselected in the viewport/outliner.

	#jira UE-44559

Change 3425286 on 2017/05/05 by Jamie.Dale

	Text duplicated as part of a widget archetype now maintains its existing key

	#jira UE-44715

Change 3425477 on 2017/05/05 by Andrew.Rodham

	Sequencer: Do not deprecate legacy object references since they still need to be serialized on save
	  - Also re-add identical via equality operator so that serialization works again

Change 3425681 on 2017/05/05 by Jamie.Dale

	Fixed fallback font height/baseline measuring

Change 3426137 on 2017/05/05 by Jamie.Dale

	Removing PPF_Localized

	It's an old UE3-ism that's no longer tested anywhere

Change 3427434 on 2017/05/07 by Yannick.Lange

	ViewportInteraction: Null check for viewport.

Change 3427905 on 2017/05/08 by Matt.Kuhlenschmidt

	Removed the concept of a global selection annotation.  This poses a major problem when more than one selection set is clearing it.  If more than one selection set is in a transaction the last one to be serialized will clear and rebuild the annotation thus causing out of sync issues with component and actor selection sets.  This change introduces the concept of a per-selection set annotation to avoid being out of sync.  Actor and ActorComponent now override IsSelected (editor only) to make use of these selections.

	#jira UE-44655

Change 3428738 on 2017/05/08 by Matt.Kuhlenschmidt

	Fix other usage of USelection not having a selection annotation

	#jira UE-44786

Change 3429562 on 2017/05/08 by Matt.Kuhlenschmidt

	Fix crash on platforms without a cursor

	#jira UE-44815

Change 3429862 on 2017/05/08 by tim.gautier

	QAGame: Enable Include CrashReporter in Project Settings

Change 3430385 on 2017/05/09 by Lauren.Ridge

	Resetting user focus to game viewport after movie finishes playback

	#jira UE-44785

Change 3430695 on 2017/05/09 by Lauren.Ridge

	Fix for crash on leaving in the middle of a loading movie

	#jira UE-44834

Change 3431234 on 2017/05/09 by Matt.Kuhlenschmidt

	Fixed movie player setting all users to focus which breaks VR controllers

[CL 3432852 by Matt Kuhlenschmidt in Main branch]
2017-05-10 11:49:32 -04:00
Marc Audy
22f58737f9 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3252833 on 2017/01/10 by Ori.Cohen

	Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))

Change 3256288 on 2017/01/12 by Ori.Cohen

	Undo constraint refactor as we found a way around it and it made the code much harder to read/debug

Change 3373195 on 2017/03/30 by Mike.Beach

	For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).

Change 3381178 on 2017/04/05 by Dan.Oconnor

	Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
	#jira UE-43616

Change 3381532 on 2017/04/05 by Marc.Audy

	(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
	#jira UE-43553

Change 3381586 on 2017/04/05 by Mike.Beach

	Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).

	#jira UE-42676, UE-43257

Change 3381682 on 2017/04/05 by mason.seay

	Some more changes to test map

Change 3381844 on 2017/04/05 by Dan.Oconnor

	Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager

Change 3382054 on 2017/04/05 by Zak.Middleton

	#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.

	#jira UE-30998

Change 3382703 on 2017/04/06 by Lukasz.Furman

	fixed missing links between navmesh polys when there are more than 4 neighbor connections
	#jira UE-43524

Change 3383357 on 2017/04/06 by Marc.Audy

	(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
	#jira UE-43709

Change 3383359 on 2017/04/06 by Dan.Oconnor

	Fix last errant SKEL reference when cooking Odin

Change 3383591 on 2017/04/06 by Mike.Beach

	Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.

	#jira UE-42085

Change 3384762 on 2017/04/07 by Zak.Middleton

	#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.

	Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.

	#jira UE-24850

Change 3384948 on 2017/04/07 by Dan.Oconnor

	Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad

Change 3385267 on 2017/04/07 by Michael.Noland

	Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)

	#jira UE-21724

Change 3385473 on 2017/04/07 by Phillip.Kavan

	#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.

	Change summary:
	- Fixed to use correct string for "Expand Node" transaction name.
	- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
	- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.

Change 3385583 on 2017/04/07 by Dan.Oconnor

	Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)

	#jira UE-43746

Change 3386581 on 2017/04/10 by Michael.Noland

	Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
	#jira UE-43824

Change 3386615 on 2017/04/10 by Marc.Audy

	Instanced properties can now properly be set on a per-instance basis in blueprint added components.
	#jira UE-42066

Change 3387000 on 2017/04/10 by Marc.Audy

	Fix includes for CIS

Change 3387229 on 2017/04/10 by mason.seay

	More changes to TM-Gameplay

	Added Save Game test (with blueprint)

	Tick Interval test (with blueprint)

	BP logic cleanup

	Level organization

Change 3388437 on 2017/04/11 by Mike.Beach

	Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).

	#jira UE-42617

Change 3388532 on 2017/04/11 by mason.seay

	Submitting latest changes for crash repro

Change 3389026 on 2017/04/11 by Ben.Zeigler

	Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
	Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
	Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created

Change 3389163 on 2017/04/11 by Ben.Zeigler

	#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883

Change 3389205 on 2017/04/11 by Marc.Audy

	Protect against a handful of GEditor usages that can now be hit in standalone

Change 3389220 on 2017/04/11 by Marc.Audy

	Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately

Change 3389222 on 2017/04/11 by Michael.Noland

	Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
	- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
	- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors

	This CVar will be removed in a future version, defaulting to on

	#jira UE-43661

Change 3389276 on 2017/04/11 by Marc.Audy

	Spelling fix and NULL to nullptr

Change 3389303 on 2017/04/11 by Mieszko.Zielinski

	Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4

	#jira UE-43873

Change 3390215 on 2017/04/12 by mason.seay

	Removed some tests, will need further review

Change 3390638 on 2017/04/12 by Mike.Beach

	Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.

	NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').

	#jira UE-42747

Change 3390774 on 2017/04/12 by Ben.Zeigler

	#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
	Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags

Change 3390778 on 2017/04/12 by Ben.Zeigler

	Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package

Change 3390782 on 2017/04/12 by Ben.Zeigler

	Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
	Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
	Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=

Change 3390859 on 2017/04/12 by Mike.Beach

	T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.

	#jira UE-28048

Change 3390914 on 2017/04/12 by Lukasz.Furman

	fixed missing navlink component's transform in exported navigation data
	#jira  UE-43688

Change 3391122 on 2017/04/12 by Ben.Zeigler

	Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
	Fix crash calling GetAssetDataForPath with null path

Change 3391494 on 2017/04/12 by Dan.Oconnor

	Fix bad references in deep object (widget) hierarchies

	#jira UE-43802

Change 3391529 on 2017/04/12 by Dan.Oconnor

	Fix log spam, accidently submitted

	#rnx

Change 3391756 on 2017/04/12 by Dan.Oconnor

	LinkExternalDependencies needs to be performed before we RefreshVariables

	#jira UE-43843

Change 3392542 on 2017/04/13 by Marc.Audy

	Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
	#jira UE-43879

Change 3392746 on 2017/04/13 by Marc.Audy

	(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
	Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
	#jira UE-40218
	#jira UE-42086

Change 3393253 on 2017/04/13 by Dan.Oconnor

	Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)

	#jira UE-43883

Change 3393509 on 2017/04/13 by Mike.Beach

	Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.

	#jira UE-37284

Change 3394350 on 2017/04/14 by Michael.Noland

	Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
	#jira UE-39921

Change 3395985 on 2017/04/17 by Phillip.Kavan

	#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.

	Change summary:
	- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.

Change 3396152 on 2017/04/17 by Marc.Audy

	TickableGameObjects that have IsTickableInEditor false should not tick in the editor
	#jira UE-40421

Change 3396279 on 2017/04/17 by Phillip.Kavan

	#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.

Change 3396299 on 2017/04/17 by Dan.Oconnor

	Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.

	#jira UE-43859

Change 3396712 on 2017/04/17 by Marc.Audy

	Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
	#jira UE-38234

Change 3396718 on 2017/04/17 by Mike.Beach

	Adding a search bar to the components tree for Blueprints.

	#epicfriday
	#jira UE-17620

Change 3396999 on 2017/04/17 by Mike.Beach

	In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).

	#jira UE-44018

Change 3397700 on 2017/04/18 by Marc.Audy

	UT struct BlueprintType fixups

Change 3397701 on 2017/04/18 by Marc.Audy

	Odin struct BlueprintType fixups

Change 3397703 on 2017/04/18 by Marc.Audy

	Ocean struct BlueprintType fixups

Change 3397704 on 2017/04/18 by Marc.Audy

	WEX struct BlueprintType fixups

Change 3397705 on 2017/04/18 by Marc.Audy

	Additional UT blueprint type struct fixups

Change 3397706 on 2017/04/18 by Marc.Audy

	Fortnite struct BlueprintType fixups

Change 3397708 on 2017/04/18 by Marc.Audy

	Fixup Engine BlueprintType markup of structs

Change 3397709 on 2017/04/18 by Marc.Audy

	Sample Game struct BlueprintType fixups

Change 3397711 on 2017/04/18 by Marc.Audy

	Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly

Change 3397712 on 2017/04/18 by Marc.Audy

	Paragon struct BlueprintType fixups

Change 3397735 on 2017/04/18 by Marc.Audy

	Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it

Change 3397912 on 2017/04/18 by Mike.Beach

	Fix for CIS warnings about shadowed variables (fallout from CL 3396718).

Change 3398455 on 2017/04/18 by Marc.Audy

	Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile

Change 3398491 on 2017/04/18 by Marc.Audy

	BPRW/BPRO in a non-BlueprintType is now a UHT error

Change 3398539 on 2017/04/18 by Marc.Audy

	Fixup live link struct markups

Change 3399412 on 2017/04/19 by Marc.Audy

	Fix Match3 blueprint type struct markups

Change 3399509 on 2017/04/19 by Phillip.Kavan

	#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.

	Change summary:
	- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
	- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
	- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.

Change 3399749 on 2017/04/19 by Mike.Beach

	Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).

Change 3399774 on 2017/04/19 by Marc.Audy

	ConditionalPostLoad is already called on StaticMesh earlier in the function

	#rnx

Change 3400313 on 2017/04/19 by Mike.Beach

	Mirroring CL 3398673 from 4.16

	Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).

	#jira UE-44124

Change 3400328 on 2017/04/19 by Mike.Beach

	Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)

	#jira UE-44124

Change 3400415 on 2017/04/19 by Chad.Garyet

	adding physx switch build to framework

Change 3400514 on 2017/04/19 by Mike.Beach

	Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.

Change 3400552 on 2017/04/19 by Marc.Audy

	Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
	#jira UE-44150

Change 3400815 on 2017/04/19 by Marc.Audy

	Spelling fix (part of PR #3490)

	#rnx

Change 3400918 on 2017/04/19 by Marc.Audy

	Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
	This portion brings in the exposure of the bindings to blueprint
	#jira UE-44122

Change 3401550 on 2017/04/20 by Marc.Audy

	fix kitedemo blueprint type markup

	#rnx

Change 3401702 on 2017/04/20 by Mike.Beach

	Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).

Change 3401720 on 2017/04/20 by Mike.Beach

	Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.

Change 3401725 on 2017/04/20 by Mike.Beach

	Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).

Change 3401800 on 2017/04/20 by Ben.Zeigler

	Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
	Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
	Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
	Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
	Add RemoveCurrent and SetToEnd to ArrayIterator

Change 3401849 on 2017/04/20 by Marc.Audy

	Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)

	This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
	#jira UE-44122

Change 3402088 on 2017/04/20 by Marc.Audy

	Focus the search box when expanding the map value type
	#jira UE-44211

Change 3402251 on 2017/04/20 by Ben.Zeigler

	Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out

Change 3402335 on 2017/04/20 by Ben.Zeigler

	Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
	Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
	Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
	Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
	Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
	Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
	Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
	Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
	Add AssetRegistry::GetAllocatedSize and add to MemReport output

Change 3402457 on 2017/04/20 by Ben.Zeigler

	Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test

Change 3402498 on 2017/04/20 by Ben.Zeigler

	CIS fix. Why did this compile locally?

Change 3402537 on 2017/04/20 by Ben.Zeigler

	Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases

Change 3402600 on 2017/04/20 by Ben.Zeigler

	Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
	Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
	AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
	Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
	Add Primary Name to asset audit window by default

Change 3403556 on 2017/04/21 by Marc.Audy

	Fix Orion input key selector override class

	#rnx

Change 3404090 on 2017/04/21 by mason.seay

	Applying Forcefeedback to test map

Change 3404093 on 2017/04/21 by mason.seay

	Changing text in level

Change 3404139 on 2017/04/21 by mason.seay

	Added Force Feedback test and made some tweaks.

Change 3404146 on 2017/04/21 by mason.seay

	Added source reference to Instanced Variable test

Change 3404154 on 2017/04/21 by mason.seay

	More minor tweaks

Change 3404155 on 2017/04/21 by Marc.Audy

	Remove auto

	#rnx

Change 3404188 on 2017/04/21 by Marc.Audy

	Fixed crash changing variable type when any type other than map
	#jira UE-44249

	#rnx

Change 3404463 on 2017/04/21 by Ben.Zeigler

	Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
	Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened

Change 3404465 on 2017/04/21 by Ben.Zeigler

	Fix issue with trying to load editor-only asset classes in a cooked build
	Fix issues with renaming or changing template Ids of assets from the editor
	Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once

Change 3404481 on 2017/04/21 by Dan.Oconnor

	Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children

Change 3404510 on 2017/04/21 by Phillip.Kavan

	#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.

Change 3404590 on 2017/04/21 by Michael.Noland

	Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)

Change 3404593 on 2017/04/21 by Marc.Audy

	Fixed another crash to do with input pin secondary combo box
	#jira UE-44269

	#rnx

Change 3404600 on 2017/04/21 by Michael.Noland

	Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
	#rnx

Change 3404602 on 2017/04/21 by Michael.Noland

	Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
	#rnx

Change 3404608 on 2017/04/21 by Michael.Noland

	Core: Marked TNumericLimits as constexpr so they can be used in static asserts

Change 3404659 on 2017/04/21 by Michael.Noland

	Engine: Adding includes back to two UDeveloperSettings subclasses

Change 3405289 on 2017/04/24 by Marc.Audy

	Remove auto

	#rnx

Change 3405446 on 2017/04/24 by Marc.Audy

	Fix Win32 unsigned compile issue

Change 3405512 on 2017/04/24 by Mike.Beach

	Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).

Change 3406080 on 2017/04/24 by Ben.Zeigler

	Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
	Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
	Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this

Change 3406381 on 2017/04/24 by Ben.Zeigler

	#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over

Change 3406438 on 2017/04/24 by Ben.Zeigler

	Fix deprecation warning

Change 3406519 on 2017/04/24 by Phillip.Kavan

	#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.

	Change summary:
	- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.

Change 3406565 on 2017/04/24 by Dan.Oconnor

	Make sure all interface functions are added to skeleton

	#jira UE-44152

Change 3407489 on 2017/04/25 by Ben.Zeigler

	#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE

Change 3407558 on 2017/04/25 by Ben.Zeigler

	Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
	Fix issue with renaming a BP primary asset not finding the old name

Change 3407701 on 2017/04/25 by Dan.Oconnor

	Remove unneeded null check, static analysis doen't like the inconsistency

Change 3407995 on 2017/04/25 by Marc.Audy

	Fixed maps and sets not working correctly with split pin.
	#jira UE-43857

Change 3408124 on 2017/04/25 by Ben.Zeigler

	#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
	Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions

Change 3408134 on 2017/04/25 by Marc.Audy

	Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
	FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
	UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively

Change 3408256 on 2017/04/25 by Michael.Noland

	Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety

Change 3408282 on 2017/04/25 by Marc.Audy

	(4.16) Fix incorrect positioning of instance components after duplication
	#jira UE-44314

Change 3408404 on 2017/04/25 by Mike.Beach

	Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).

Change 3408445 on 2017/04/25 by Marc.Audy

	Fix up missed deprecation cases

	#rnx

Change 3409354 on 2017/04/26 by Marc.Audy

	Fix Linux CIS failure

	#rnx

Change 3409487 on 2017/04/26 by Marc.Audy

	When dragging assets in to the SCS create them as siblings, not nested
	#jira UE-43041

Change 3409776 on 2017/04/26 by Ben.Zeigler

	#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well

Change 3410168 on 2017/04/26 by Dan.Oconnor

	Avoid calling virtual functions in the middle of compile
	#jira UE-44243

Change 3410252 on 2017/04/26 by Lukasz.Furman

	adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
	#ue4

Change 3410385 on 2017/04/26 by Marc.Audy

	ChildActorComponent SetClass no longer fails when setting at runtime.
	#jira UE-43356

Change 3410466 on 2017/04/26 by Michael.Noland

	Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
	#rnx

Change 3410476 on 2017/04/26 by Michael.Noland

	Automation: Deleting some commented out methods
	#rnx

Change 3411070 on 2017/04/27 by Marc.Audy

	Properly complete deprecation of old attachment API

Change 3411338 on 2017/04/27 by mason.seay

	Map for Latent Action Tick Bug

Change 3411637 on 2017/04/27 by Ben.Zeigler

	Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to

Change 3412052 on 2017/04/27 by mason.seay

	Updated jump test map and pawn

Change 3412231 on 2017/04/27 by Ben.Zeigler

	Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
	Duplicate of CL #3411860

Change 3412233 on 2017/04/27 by Ben.Zeigler

	Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
	Duplicate of CL #3411778

Change 3412235 on 2017/04/27 by Ben.Zeigler

	Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
	Make RedirectCollector threadsafe to avoid issues with async loading asset references
	Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
	Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
	Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
	Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
	Duplicate of CL #3412080

Change 3412352 on 2017/04/27 by Marc.Audy

	Refix lighting getting wrong position when getting component instance data

Change 3412426 on 2017/04/27 by Marc.Audy

	Take first steps to making ComponentToWorld private and force use of accessor
	Make bWorldToComponentUpdated private
	Make ComponentToWorld and bWorldToComponentUpdated mutable
	Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.

Change 3412468 on 2017/04/27 by Marc.Audy

	Remove last remnants of deprecated (4.11) custom location system

Change 3413398 on 2017/04/28 by Marc.Audy

	Fix up missed deprecated attachment API  uses

Change 3413403 on 2017/04/28 by Marc.Audy

	Fix Orion compile error

	#rnx

Change 3413448 on 2017/04/28 by Marc.Audy

	Fix up kite demo component to world privataization warnings

	#rnx

Change 3413792 on 2017/04/28 by Ben.Zeigler

	Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
	Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
	#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
	#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
	#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes

Change 3413839 on 2017/04/28 by samuel.proctor

	Added some Blueprint focused tests for TM-Gameplay

Change 3414030 on 2017/04/28 by Ben.Zeigler

	Enable use of AssetPtr variables with Config, for native and blueprint
	This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch

Change 3414229 on 2017/04/28 by Marc.Audy

	Fixup virtuals not calling their Super
	Remove some autos

	#rnx

Change 3414451 on 2017/04/28 by Lukasz.Furman

	static analysis fix for gameplay debugger

Change 3414482 on 2017/04/28 by Ben.Zeigler

	Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it

Change 3414609 on 2017/04/28 by Ben.Zeigler

	#jira UE-18146 Refresh graph when disconnecting a resolve asset id node

Change 3415852 on 2017/05/01 by Marc.Audy

	Remove unused code

	#rnx

Change 3415856 on 2017/05/01 by Marc.Audy

	auto removal

	#rnx

Change 3415858 on 2017/05/01 by Marc.Audy

	Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking

	#rnx

Change 3415946 on 2017/05/01 by Marc.Audy

	Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)

	#rnx

Change 3415988 on 2017/05/01 by Lukasz.Furman

	renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
	#jira UE-44544

Change 3416030 on 2017/05/01 by Ben.Zeigler

	Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.

Change 3416230 on 2017/05/01 by Marc.Audy

	Fix spelling error

	#rnx

Change 3416419 on 2017/05/01 by Phillip.Kavan

	#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.

	Change summary:
	- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
	- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
	- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.

Change 3416425 on 2017/05/01 by Phillip.Kavan

	#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.

	- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
	- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.

	Notes:
	- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.

Change 3416570 on 2017/05/01 by mason.seay

	Added UMG test to map.  Tweaked force feedback test

Change 3416580 on 2017/05/01 by mason.seay

	Resubmitting sub levels

Change 3416597 on 2017/05/01 by Dan.Oconnor

	Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code

Change 3416636 on 2017/05/01 by Phillip.Kavan

	#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.

	Change summary:
	- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.

Change 3416960 on 2017/05/01 by Dan.Oconnor

	Use compilation manager when clicking the compile button, PIE'ing, etc

Change 3417207 on 2017/05/01 by Ben.Zeigler

	Fix issue with None strings causing default value parsing failures
	Add SetPinDefaultValueAtConstruction needed by some other changes

Change 3417519 on 2017/05/01 by Ben.Zeigler

	Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
	There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.

Change 3418659 on 2017/05/02 by Ben.Zeigler

	#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
	#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
	Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
	Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
	Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
	I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin

Change 3418700 on 2017/05/02 by Ben.Zeigler

	Actually fix None object paths for real this time. I did not test sufficiently before

Change 3418811 on 2017/05/02 by Ben.Zeigler

	Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games

Change 3419165 on 2017/05/02 by Dan.Oconnor

	Add misc. functionality from FKismetEditorUtilities::CompileBlueprint

Change 3419202 on 2017/05/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825

	#rnx

Change 3419236 on 2017/05/02 by mason.seay

	Removed OnPressed event from Widget BP

Change 3419314 on 2017/05/02 by Marc.Audy

	Fix bad auto-resolve

	#rnx

Change 3419524 on 2017/05/02 by Marc.Audy

	PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
	#jira UE-44587
	#rn Improved Input BP library node display names

Change 3419570 on 2017/05/02 by Zak.Middleton

	#ue4 - Fix typo in TFunctionRef comment/example.

Change 3419709 on 2017/05/02 by Dan.Oconnor

	Fix missing category metadata on SkeletonGeneratedClass when using compilation manager

Change 3419756 on 2017/05/02 by Dan.Oconnor

	Remove unintentional verbosity increase

Change 3420875 on 2017/05/03 by Marc.Audy

	Make IsExecPin static
	Minor optimization to IsMetaPin

	#rnx

Change 3420981 on 2017/05/03 by Marc.Audy

	Change tagging temporarily until other changes are done so that we don't have warnings in the meantime

	#rnx

Change 3421367 on 2017/05/03 by Marc.Audy

	Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.

	#rnx

Change 3421685 on 2017/05/03 by Ben.Zeigler

	#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
	Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
	Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
	Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
	Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
	Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9

Change 3421728 on 2017/05/03 by Phillip.Kavan

	Mirror CL 3408285 from //UE4/Release-4.16.

	#jira UE-44124

	#rnx

Change 3422370 on 2017/05/03 by Dan.Oconnor

	Mirror 3422359

	Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.

	This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.

	#jira UE-44659

Change 3423192 on 2017/05/04 by Ben.Zeigler

	CIS Fix

Change 3423305 on 2017/05/04 by Ben.Zeigler

	Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform

Change 3423358 on 2017/05/04 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809

	#rnx

Change 3423766 on 2017/05/04 by Ben.Zeigler

	#jira UE-44680 Delete some corrupted redirectors that are no longer in use

Change 3423804 on 2017/05/04 by Dan.Oconnor

	Honor SaveIntermediateCompilerResults when using compilation manager

Change 3424010 on 2017/05/04 by Marc.Audy

	Validate that switch string cases are unique

Change 3424011 on 2017/05/04 by Marc.Audy

	Re-fix switch node default pin not appearing as an exec output
	Remove unused boolean

Change 3424071 on 2017/05/04 by Ben.Zeigler

	Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
	Removed some hacky bits in Core that only existed to support FixupRedirects
	Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does

Change 3424313 on 2017/05/04 by Dan.Oconnor

	Address missing property flags on SkeletonGeneratedClass when using compilation manager
	#jira UE-44705

Change 3424325 on 2017/05/04 by Phillip.Kavan

	#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.

	Change summary:
	- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
	- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
	- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
	- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
	- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
	- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
	- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
	- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.

Change 3424359 on 2017/05/04 by Ben.Zeigler

	Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
	Port of CL #3424159

Change 3424367 on 2017/05/04 by Ben.Zeigler

	Fix some asset manager warnings to not go off in invalid cases

Change 3425270 on 2017/05/05 by Marc.Audy

	Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty

	#rnx

Change 3425696 on 2017/05/05 by Ben.Zeigler

	#jira UE-44672 Fix it so select node option pins get populated with default values properly
	#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
	#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index

Change 3425833 on 2017/05/05 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 3425890 on 2017/05/05 by Marc.Audy

	Fix Copy/Paste of child actor components losing the template
	#jira UE-44566

Change 3425947 on 2017/05/05 by Ben.Zeigler

	This was meant to be part of last checkin

Change 3425959 on 2017/05/05 by Ben.Zeigler

	#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one

Change 3425979 on 2017/05/05 by Dan.Oconnor

	PVS fix

Change 3425985 on 2017/05/05 by Phillip.Kavan

	Fix an uninitialized variable.

	#rnx

Change 3426043 on 2017/05/05 by Ben.Zeigler

	#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard

Change 3426174 on 2017/05/05 by Zak.Middleton

	#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.

Change 3426621 on 2017/05/05 by Phillip.Kavan

	#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.

	Change summary:
	- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.

	#rnx

Change 3426906 on 2017/05/05 by Ben.Zeigler

	#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
	Types that don't have a customization (most structs) will now show any more, they did not work before either
	#jira UE-21754 Hide function default values if pass by reference is set
	Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables

Change 3426941 on 2017/05/05 by Dan.Oconnor

	Fix determinstic cooking of LoadAssetClass nodes in macros

Change 3427021 on 2017/05/05 by Dan.Oconnor

	Build fix, make initialization order in source match artifact

	#rnx

Change 3427135 on 2017/05/05 by Phillip.Kavan

	#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.

	Change summary:
	- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
	- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.

	#rnx

Change 3427144 on 2017/05/06 by Marc.Audy

	Fix init order

	#rnx

Change 3427146 on 2017/05/06 by Marc.Audy

	remove stray semicolon

	#rnx

Change 3427242 on 2017/05/06 by Phillip.Kavan

	#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.

	Change summary:
	- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.

	#rnx

Change 3427720 on 2017/05/08 by Dan.Oconnor

	Backing out 3419202

	#rnx

Change 3427725 on 2017/05/08 by Dan.Oconnor

	SA fix

	#rnx

Change 3427734 on 2017/05/08 by Dan.Oconnor

	More exhaustive GEditor null checks, to appease SA

	#rnx

Change 3427882 on 2017/05/08 by Marc.Audy

	Properly order all booleans in intialization

	#rnx

Change 3428049 on 2017/05/08 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804

	#rnx

Change 3428523 on 2017/05/08 by Ben.Zeigler

	#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away

Change 3428563 on 2017/05/08 by Ben.Zeigler

	#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.

Change 3428595 on 2017/05/08 by Dan.Oconnor

	Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)

	#jira UE-44777

Change 3428599 on 2017/05/08 by Ben.Zeigler

	#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag

Change 3428609 on 2017/05/08 by Dan.Oconnor

	Improved fix for UE-44777

	#jira UE-44777
	#rnx

Change 3429176 on 2017/05/08 by Phillip.Kavan

	#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.

	- Mirrored from //UE4/Release-4.16 (CL# 3429030).

	#rnx

Change 3429198 on 2017/05/08 by Phillip.Kavan

	CIS fix.

	#rnx

Change 3429583 on 2017/05/08 by Ben.Zeigler

	Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
	Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background

Change 3429640 on 2017/05/08 by Marc.Audy

	Fix issues with select nodes in macros connected to wildcard pins.
	#jira UE-44799

	#rnx

Change 3429890 on 2017/05/08 by Ben.Zeigler

	Fix function/macro defaults to properly propagate when changed using the new edit UI
	Refactor some code out of the details customization into the k2 schema
	Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler

Change 3429947 on 2017/05/08 by Michael.Noland

	Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
	There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
	#jira UE-44418

	#reimplementing 3411681 from Release 4.16

Change 3429987 on 2017/05/08 by Ben.Zeigler

	#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
	At load time clear invalid default value for local variables
	Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject

Change 3430392 on 2017/05/09 by Marc.Audy

	Fix SA CIS error

	#rnx

Change 3430747 on 2017/05/09 by Ben.Zeigler

	#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
	Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed

Change 3431027 on 2017/05/09 by Marc.Audy

	Fix BPRW mark up causing Ocean warnings

	#rnx

Change 3431353 on 2017/05/09 by Marc.Audy

	Fix UHT error due to exposing FJsonObjectWrapper to blueprints

	#rnx

[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
Ben Marsh
9bf24bb276 Merging //UE4/Release-4.16@3405315 to Release-Staging-4.16 (//UE4/Release-Staging-4.16)
#rb none

[CL 3409211 by Ben Marsh in Staging-4.16 branch]
2017-04-26 08:28:56 -04:00
Matt Kuhlenschmidt
37a47c18d0 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3228984)
#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]
2016-12-09 15:05:28 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Dan Oconnor
b97d3e2c40 Copying //UE4/Dev-Blueprints to Main (//UE4/Main)
#lockdown Nick.Penwarden
#rb None

[CL 3177563 by Dan Oconnor in Main branch]
2016-10-27 20:37:57 -04:00