Merging
//Tasks/Fortnite/Dev-UEA-ControlRig/...
to //Fortnite/Main/...
[FYI] lina.halper
#ROBOMERGE-SOURCE: CL 6597997 via CL 6601432
#ROBOMERGE-BOT: (v351-6581450)
[CL 6601520 by helge mathee in Main branch]
//Tasks/Fortnite/Dev-UEA-ControlRig/Engine/...
to //Fortnite/Main/Engine/...
Original CL: 6081637
#jira: UEA-490
#rb lina.halper
#ROBOMERGE-SOURCE: CL 6098916 via CL 6100686
[CL 6100754 by helge mathee in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3550452 by Ben.Marsh
UAT: Improve readability of error message when an editor commandlet fails with an error code.
Change 3551179 by Ben.Marsh
Add methods for reading text files into an array of strings.
Change 3551260 by Ben.Marsh
Core: Change FFileHelper routines to use enum classes for flags.
Change 3555697 by Gil.Gribb
Fixed a rare crash when the asset registry scanner found old cooked files with package level compression.
#jira UE-47668
Change 3556464 by Ben.Marsh
UGS: If working in a virtual stream, use the name of the first non-virtual ancestor for writing version files.
Change 3557630 by Ben.Marsh
Allow the network version to be set via Build.version if it's not overriden from Version.h.
Change 3561357 by Gil.Gribb
Fixed crashes related to loading old unversioned files in the editor.
#jira UE-47806
Change 3565711 by Graeme.Thornton
PR #3839: Make non-encoding specific Base64 functions accessible (Contributed by stfx)
Change 3565864 by Robert.Manuszewski
Temp fix for a race condition with the async loading thread enabled - caching the linker in case it gets removed (but not deleted) from super class object.
Change 3569022 by Ben.Marsh
PR #3849: Update gitignore (Contributed by mhutch)
Change 3569113 by Ben.Marsh
Fix Japanese errors not displaying correctly in the cook output log.
#jira UE-47746
Change 3569486 by Ben.Marsh
UGS: Always sync the Enterprise folder if the selected .uproject file has the "Enterprise" flag set.
Change 3570483 by Graeme.Thornton
Minor C# cleanups. Removing some redundant "using" calls which also cause dotnetcore compile errors
Change 3570513 by Robert.Manuszewski
Fix for a race condition with async loading thread enabled.
Change 3570664 by Ben.Marsh
UBT: Use P/Invoke to determine number of physical processors on Windows rather than using WMI. Starting up WMIC adds 2.5 seconds to build times, and is not compatible with .NET core.
Change 3570708 by Robert.Manuszewski
Added ENABLE_GC_OBJECT_CHECKS macro to be able to quickly toggle UObject pointer checks in shipping builds when the garbage collector is running.
Change 3571592 by Ben.Marsh
UBT: Allow running with -installed without creating [InstalledPlatforms] entries in BaseEngine.ini. If there is no HasInstalledPlatformInfo=true setting, assume that all platforms are still available.
Change 3572215 by Graeme.Thornton
UBT
- Remove some unnecessary using directives
- Point SN-DBS code at the new Utils.GetPhysicalProcessorCount call, rather than trying to calculate it itself
Change 3572437 by Robert.Manuszewski
Game-specific fix for lazy object pointer issues in one of the test levels. The previous fix had to be partially reverted due to side-effects.
#jira UE-44996
Change 3572480 by Robert.Manuszewski
MaterialInstanceCollections will no longer be added to GC clusters to prevent materials staying around in memory for too long
Change 3573547 by Ben.Marsh
Add support for displaying log timestamps in local time. Set LogTimes=Local in *Engine.ini, or pass -LocalLogTimes on the command line.
Change 3574562 by Robert.Manuszewski
PR #3847: Add GC callbacks for script integrations (Contributed by mhutch)
Change 3575017 by Ben.Marsh
Move some functions related to generating window resolutions out of Core (FParse::Resolution, GenerateConvenientWindowedResolutions). Also remove a few headers from shared PCHs prior to splitting application functionality out of Core.
Change 3575689 by Ben.Marsh
Add a fixed URL for opening the API documentation, so it works correctly in "internal" and "perforce" builds.
Change 3575934 by Steve.Robb
Fix for nested preprocessor definitions.
Change 3575961 by Steve.Robb
Fix for nested zeros.
Change 3576297 by Robert.Manuszewski
Material resources will now be discarded in PostLoad (Game Thread) instead of in Serialize (potentially Async Loading Thread) so that shader deregistration doesn't assert when done from a different thread than the game thread.
#jira FORT-38977
Change 3576366 by Ben.Marsh
Add shim functions to allow redirecting FPlatformMisc::ClipboardCopy()/ClipboardPaste() to FPlatformApplicationMisc::ClipboardCopy()/ClipboardPaste() while they are deprecated.
Change 3578290 by Graeme.Thornton
Changes to Ionic zip library to allow building on dot net core
Change 3578291 by Graeme.Thornton
Ionic zip library binaries built for .NET Core
Change 3578354 by Graeme.Thornton
Added FBase64::GetDecodedDataSize() to determine the size of bytes of a decoded base64 string
Change 3578674 by Robert.Manuszewski
After loading packages flush linker cache on uncooked platforms to free precache memory
Change 3579068 by Steve.Robb
Fix for CLASS_Intrinsic getting stomped.
Fix to EClassFlags so that they are visible in the debugger.
Re-added mysteriously-removed comments.
Change 3579228 by Steve.Robb
BOM removed.
Change 3579297 by Ben.Marsh
Fix exception if a plugin lists the same module twice.
#jira UE-48232
Change 3579898 by Robert.Manuszewski
When creating GC clusters and asserting due to objects still being pending load, the object name and cluster name will now be logged with the assert.
Change 3579983 by Robert.Manuszewski
More fixes for freeing linker cache memory in the editor.
Change 3580012 by Graeme.Thornton
Remove redundant copy of FileReference.cs
Change 3580408 by Ben.Marsh
Validate that arguments passed to the checkf macro are valid sprintf types, and fix up a few places which are currently incorrect.
Change 3582104 by Graeme.Thornton
Added a dynamic compilation path that uses the latest roslyn apis. Currently only used by the .NET Core path.
Change 3582131 by Graeme.Thornton
#define out some PerformanceCounter calls that don't exist in .NET Core. They're only used by mono-specific calls anyway.
Change 3582645 by Ben.Marsh
PR #3879: fix bug when creating a new VS2017 C++ project (Contributed by mnannola)
#jira UE-48192
Change 3583955 by Robert.Manuszewski
Support for EDL cooked packages in the editor
Change 3584035 by Graeme.Thornton
Split RunExternalExecutable into RunExternaNativelExecutable and RunExternalDotNETExecutable. When running under .NET Core, externally launched DotNET utilities must be launched via the 'dotnet' proxy to work correctly.
Change 3584177 by Robert.Manuszewski
Removed unused member variable (FArchiveAsync2::bKeepRestOfFilePrecached)
Change 3584315 by Ben.Marsh
Move Android JNI accessor functions into separate header, to decouple it from the FAndroidApplication class.
Change 3584370 by Ben.Marsh
Move hooks which allow platforms to load any modules into the FPlatformApplicationMisc classes.
Change 3584498 by Ben.Marsh
Move functions for getting and setting the hardware window pointer onto the appropriate platform window classes.
Change 3585003 by Steve.Robb
Fix for TChunkedArray ranged-for iteration.
#jira UE-48297
Change 3585235 by Ben.Marsh
Remove LogEngine extern from Core; use the platform log channels instead.
Change 3585942 by Ben.Marsh
Move MessageBoxExt() implementation into application layer for platforms that require it.
Change 3587071 by Ben.Marsh
Move Linux's UngrabAllInput() function into a callback, so DebugBreak still works without SDL.
Change 3587161 by Ben.Marsh
Remove headers which will be stripped out of the Core module from Core.h and PlatformIncludes.h.
Change 3587579 by Steve.Robb
Fix for Children list not being rebuilt after hot reload.
Change 3587584 by Graeme.Thornton
Logging improvements for pak signature check failures
- Added "PakCorrupt" console command which corrupts the master signature table
- Added some extra log information about which block failed
- Re-hash the master signature table and to make sure that it hasn't changed since startup
- Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
- Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again
Change 3587586 by Graeme.Thornton
Changes to make UBT build and run on .NET Core
- Added *_DNC csproj files for DotNETUtilities and UnrealBuildTool projects which contain the .NET Core build setups
- VCSharpProjectFile can no be asked for the CsProjectInfo for a particular configuration, which is cached for future use
- After loading VCSharpProjectFiles, .NET Core based projects will be excluded unless generating VSCode projects
Change 3587953 by Steve.Robb
Allow arbitrary UENUM initializers for enumerators.
Editor-only data UENUM support.
Enumerators named MAX are now treated as the UENUM's maximum, and will not cause a MAX+1 value to be generated.
#jira UE-46274
Change 3589827 by Graeme.Thornton
More fixes for VSCode project generation and for UBT running on .NET Core
- Use a different file extension for rules assemblies when build on .NET Core, so they never get used by their counterparts
- UEConsoleTraceListener supports stdout/stderror constructor parameter and outputs to the appropriate channel
- Added documentation for UEConsoleTraceListener
- All platforms .NET project compilation tasks/launch configs now use "dotnet" and not the normal batch files
- Restored the default UBT log verbosity to "Log" rather than "VeryVeryVerbose"
- Renamed assemblies for .NETCore versions of DotNETUtilities and UnrealBuildTool so they don't conflict with the output of the existing .NET Desktop Framework stuff
Change 3589868 by Graeme.Thornton
Separate .NET Core projects for UBT and DotNETCommon out into their own directories so that their intermediates don't overlap with the standard .NET builds, causing failures.
UBT registers ONLY .NET Core C# projects when generating VSCode solutions, and ONLY standard C# projects in all other cases
Change 3589919 by Robert.Manuszewski
Fixing crash when cooking textures that have already been cooked for EDL (support for cooked content in the editor)
Change 3589940 by Graeme.Thornton
Force UBT to think it's running on mono when actually running on .NET Core. Disables a lot of windows specific code paths.
Change 3590078 by Graeme.Thornton
Fully disable automatic assembly info generation in .NET Core projects
Change 3590534 by Robert.Manuszewski
Marking UObject as intrinsic clas to fix a crash on UFE startup.
Change 3591498 by Gil.Gribb
UE4 - Fixed several edge cases in the low level async loading code, especially around cancellation. Also PakFileTest is a console command which can be used to stress test pak file loading.
Change 3591605 by Gil.Gribb
UE4 - Follow up to fixing several edge cases in the low level async loading code.
Change 3592577 by Graeme.Thornton
.NET Core C# projects now reference source files explicitly, to stop it accidentally compiling various intermediates
Change 3592684 by Steve.Robb
Fix for EObjectFlags being passed as the wrong argument to csgCopyBrush.
Change 3592710 by Steve.Robb
Fix for invalid casts in ListProps command.
Some name changes in command output.
Change 3592715 by Ben.Marsh
Move Windows event log code into cpp file, and expose it to other modules even if it's not enabled by default.
Change 3592767 by Gil.Gribb
UE4 - Changed the logic so that engine UObjects boot before anything else. The engine classes are known to be cycle-free, so we will get them done before moving onto game modules.
Change 3592770 by Gil.Gribb
UE4 - Fixed a race condition with async read completion in the prescence of cancels.
Change 3593090 by Steve.Robb
Better error message when there two clashing type names are found.
Change 3593697 by Steve.Robb
VisitTupleElements function, which calls a functor for each element in the tuple.
Change 3595206 by Ben.Marsh
Include additional diagnostics for missing imports when a module load fails.
Change 3596140 by Graeme.Thornton
Batch file for running MSBuild
Change 3596267 by Steve.Robb
Thread safety fix to FPaths::GetProjectFilePath().
Change 3596271 by Robert.Manuszewski
Added code to verify compression flags in package file summary to avoid cases where corrupt packages are crashing the editor
#jira UE-47535
Change 3596283 by Steve.Robb
Redundant casts removed from UHT.
Change 3596303 by Ben.Marsh
EC: Improve parsing of Android Clang errors and warnings, which are formatted as MSVC diagnostics to allow go-to-line clicking in the Output Window.
Change 3596337 by Ben.Marsh
UBT: Format messages about incorrect headers in a way that makes them clickable from Visual Studio.
Change 3596367 by Steve.Robb
Iterator checks in ranged-for on TMap, TSet and TSparseArray.
Change 3596410 by Gil.Gribb
UE4 - Improved some error messages on runtime failures in the EDL.
Change 3596532 by Ben.Marsh
UnrealVS: Fix setting command line to empty not affecting property sheet. Also remove support for VS2013.
#jira UE-48119
Change 3596631 by Steve.Robb
Tool which takes a .map file and a .objmap file (from UBT) and creates a report which shows the size of all the symbols contributed by the source code per-folder.
Change 3596807 by Ben.Marsh
Improve Intellisense when generated headers are missing or out of date (eg. line numbers changed, etc...). These errors seem to be masked by VAX, but are present when using the default Visual Studio Intellisense.
* UCLASS macro is defined to empty when __INTELLISENSE__ is defined. Previous macro was preventing any following class declaration being parsed correctly if generated code was out of date, causing squiggles over all class methods/variables.
* Insert a semicolon after each expanded GENERATED_BODY macro, so that if it parses incorrectly, the compiler can still continue parsing the next declaration.
Change 3596957 by Steve.Robb
UBT can be used to write out an .objsrcmap file for use with the MapFileParser.
Renaming of ObjMap to ObjSrcMap in MapFileParser.
Change 3597213 by Ben.Marsh
Remove AutoReporter. We don't support this any more.
Change 3597558 by Ben.Marsh
UGS: Allow adding custom actions to the context menu for right clicking on a changelist. Actions are specified in the project's UnrealEngine.ini file, with the following syntax:
+ContextMenu=(Label="This is the menu item", Execute="foo.exe", Arguments="bar")
The standard set of variables for custom tools is expanded in each parameter (eg. $(ProjectDir), $(EditorConfig), etc...), plus the $(Change) variable.
Change 3597982 by Ben.Marsh
Add an option to allow overriding the local DDC path from the editor (under Editor Preferences > Global > Local Derived Data Cache).
#jira UE-47173
Change 3598045 by Ben.Marsh
UGS: Add variables for stream and client name, and the ability to escape any variables for URIs using the syntax $(VariableName:URI).
Change 3599214 by Ben.Marsh
Avoid string duplication when comparing extensions.
Change 3600038 by Steve.Robb
Fix for maps being modified during iteration in cache compaction.
Change 3600136 by Steve.Robb
GitHub #3538 : Fixed a bug with the handling of 'TMap' key/value types in the UnrealHeaderTool
Change 3600214 by Steve.Robb
More accurate error message when unsupported template parameters are provided in a TSet property.
Change 3600232 by Ben.Marsh
UBT: Force UHT to run again if the .build.cs file for a module has changed.
#jira UE-46119
Change 3600246 by Steve.Robb
GitHub #3045 : allow multiple interface definition in a file
Change 3600645 by Ben.Marsh
Convert QAGame to Include-What-You-Use.
Change 3600897 by Ben.Marsh
Fix invalid path (multiple slashes) in LibCurl.build.cs. Causes exception when scanning for includes.
Change 3601558 by Graeme.Thornton
Simple first pass VSCode editor integration plugin
Change 3601658 by Graeme.Thornton
Enable intellisense generation for VS Code project files and setup include paths properly
Change 3601762 by Ben.Marsh
UBT: Add support for adaptive non-unity builds when working from a Git repository.
The ISourceFileWorkingSet interface is now used to query files belonging to the working set, and has separate implementations for Perforce (PerforceSourceFileWorkingSet) and Git (GitSourceFileWorkingSet). The Git implementation is used if a .git directory is found in the directory containing the Engine folder, the directory containing the project file, or the parent directory of the project file, and spawns a "git status" process in the background to determine which files are untracked or staged.
Several new settings are supported in BuildConfiguration.xml to allow modifying default behavior:
<SourceFileWorkingSet>
<Provider>Default</Provider> <!-- May be None, Default, Git or Perforce -->
<RepositoryPath></RepositoryPath> <!-- Specifies the path to the repository, relative to the directory containing the Engine folder. If not set, tries to find a .git directory in the locations listed above. -->
<GitPath>git</GitPath> <!-- Specifies the path to the Git executable. Defaults to "git", which assumes that it will be on the PATH -->
</SourceFileWorkingSet>
Change 3604032 by Graeme.Thornton
First attempt at automatically detecting the existance and location of visual studio code in the source code accessor module. Only works for windows.
Change 3604038 by Graeme.Thornton
Added FSourceCodeNavigation::GetSelectedSourceCodeIDE() which returns the name of the selected source code accessor.
Replaced all usages of FSourceCodeNavigation::GetSuggestedSourceCodeIDE() with GetSelectedSourceCodeIDE(), where the message is referring to the opening or editing of code.
Change 3604106 by Steve.Robb
GitHub #3561 : UE-44950: Don't see all caps struct constructor as macro
Change 3604192 by Steve.Robb
GitHub #3911 : Improving ToUpper/ToLower efficiency
Change 3604273 by Graeme.Thornton
IWYU build fixes when malloc profiler is enabled
Change 3605457 by Ben.Marsh
Fix race for intiialization of ThreadID variable on FRunnableThreadWin, and restore a previous check that was working around it.
Change 3606720 by James.Hopkin
Dave Ratti's fix to character base recursion protection code - was missing a GetOwner call, instead attempting to cast a component to a pawn.
Change 3606807 by Graeme.Thornton
Disabled optimizations around FShooterStyle::Create(), which was crashing in Win64 shipping game builds due to some known compiler issue. Same variety of fix as BenZ did in CL 3567741.
Change 3607026 by James.Hopkin
Fixed incorrect ABrush cast - was attempting to cast a UModel to ABrush, which can never succeed
Change 3607142 by Graeme.Thornton
UBT - Minor refactor of BackgroundProcess shutdown in SourceFileWorkingSet. Check whether the process has already exited before trying to kill it during Dispose.
Change 3607146 by Ben.Marsh
UGS: Fix exception due to formatting string when Perforce throws an error.
Change 3607147 by Steve.Robb
Efficiency fix for integer properties, which were causing a property mismatch and thus a tag lookup every time.
Float and double conversion support added to int properties.
NAME_DoubleProperty added.
Fix for converting enum class enumerators > 255 to int properties.
Change 3607516 by Ben.Marsh
PR #3935: Fix DECLARE_DELEGATE_NineParams, DECLARE_MULTICAST_DELEGATE_NineParams. (Contributed by enginevividgames)
Change 3610421 by Ben.Marsh
UAT: Move help for RebuildLightMapsCommand into attributes, so they display when running with -help.
Change 3610657 by Ben.Marsh
UAT: Unify initialization of command environment for build machines and local execution. Always derive parameters which aren't manually set via environment variables.
Change 3611000 by Ben.Marsh
UAT: Remove the -ForceLocal command line option. Settings are now determined automatically, independently of the -Buildmachine argument.
Change 3612471 by Ben.Marsh
UBT: Move FastJSON into DotNETUtilities.
Change 3613479 by Ben.Marsh
UBT: Remove the bIsCodeProject flag from UProjectInfo. This was only really being used to determine which projects to generate an IDE project for, so it is now checked in the project file generator.
Change 3613910 by Ben.Marsh
UBT: Remove unnecessary code to guess a project from the target name; doesn't work due to init order, actual project is determined later.
Change 3614075 by Ben.Marsh
UBT: Remove hacks for testing project file attributes by name.
Change 3614090 by Ben.Marsh
UBT: Remove global lookup of project by name. Projects should be explicitly specified by path when necessary.
Change 3614488 by Ben.Marsh
UBT: Prevent annoying (but handled) exception when constructing SQLiteModuleSupport objects with -precompile enabled.
Change 3614490 by Ben.Marsh
UBT: Simplify generation of arguments for building intellisense; determine the platform/configuration to build from the project file generation code, rather than inside the target itself.
Change 3614962 by Ben.Marsh
UBT: Move the VS2017 strict conformance mode (/permissive-) behind a command line option (-Strict), and disable it by default. Building with this mode is not guaranteed to work correctly without updated Windows headers.
Change 3615416 by Ben.Marsh
EC: Include an icon showing the overall status of a build in the grid view.
Change 3615713 by Ben.Marsh
UBT: Delete any files in output directories which match output files in other directories. Allows automatically deleting build products which are moved into another folder.
#jira UE-48987
Change 3616652 by Ben.Marsh
Plugins: Fix incorrect dialog when binaries for a plugin are missing. Should only prompt to disable if starting a content-only project.
#jira UE-49007
Change 3616680 by Ben.Marsh
Add the CodeAPI-HTML.tgz file into the installed engine build.
Change 3616767 by Ben.Marsh
Plugins: Tweak error message if the FModuleManager::IsUpToDate() function returns false for a plugin module; the module may be missing, not just incompatible.
Change 3616864 by Ben.Marsh
Cap the length of the temporary package name during save, to prevent excessively long filenames going over the limit once a GUID is appended.
#jira UE-48711
Change 3619964 by Ben.Marsh
UnrealVS: Fix single file compile for foreign projects, where the command line contains $(SolutionDir) and $(ProjectName) variables.
Change 3548930 by Ben.Marsh
UBT: Remove UEBuildModuleCSDLL; there is no codepath that still supports creating them. Remove the remaining UEBuildModule/UEBuildModuleCPP abstraction.
Change 3558056 by Ben.Marsh
Deprecate FString::Trim() and FString::TrimTrailing(), and replace them with separate versions to mutate (TrimStartInline(), TrimEndInline()) or return by copy (TrimStart(), TrimEnd()). Also add a functions to trim whitespace from both ends of a string (TrimStartAndEnd(), TrimStartAndEndInline()).
Change 3563309 by Graeme.Thornton
Moved some common C# classes into the DotNETCommon assembly
Change 3570283 by Graeme.Thornton
Move some code out of RPCUtility and into DotNETCommon, removing the dependency between the two projects
Added UEConsoleTraceListener to replace ConsoleTraceListener, which doesn't exist in DotNetCore
Change 3572811 by Ben.Marsh
UBT: Add -enableasan / -enabletsan command line options and bEnableAddressSanitizer / bEnableThreadSanitizer settings in BuildConfiguration.xml (and remove environment variables).
Change 3573397 by Ben.Marsh
UBT: Create a <ExeName>.version file for every target built by UBT, in the same JSON format as Engine/Build/Build.version. This allows monolithic targets to read a version number at runtime, unlike when it's embedded in a modules file, and allows creating versioned client executables that will work with versioned servers when syncing through UGS.
Change 3575659 by Ben.Marsh
Remove CHM API documentation.
Change 3582103 by Graeme.Thornton
Simple ResX writer implemetation that the xbox deloyment code can use instead of the one from the windows forms assembly, which isn't supported on .NET Core
Removed reference to System.Windows.Form from UBT.
Change 3584113 by Ben.Marsh
Move key-mapping functionality into the InputCore module.
Change 3584278 by Ben.Marsh
Move FPlatformMisc::RequestMinimize() into FPlatformApplicationMisc.
Change 3584453 by Ben.Marsh
Move functionality for querying device display density to FApplicationMisc, due to dependence on application-level functionality on mobile platforms.
Change 3585301 by Ben.Marsh
Move PlatformPostInit() into an FPlatformApplicationMisc function.
Change 3587050 by Ben.Marsh
Move IsThisApplicationForeground() into FPlatformApplicationMisc.
Change 3587059 by Ben.Marsh
Move RequiresVirtualKeyboard() into FPlatformApplicationMisc.
Change 3587119 by Ben.Marsh
Move GetAbsoluteLogFilename() into FPlatformMisc.
Change 3587800 by Steve.Robb
Fixes to container visualizers for types whose pointer type isn't simply Type*.
Change 3588393 by Ben.Marsh
Move platform output devices into their own headers.
Change 3588868 by Ben.Marsh
Move creation of console, error and warning output devices int PlatformApplicationMisc.
Change 3589879 by Graeme.Thornton
All automation projects now have a reference to DotNETUtilities
Fixed a build error in the WEX automation library
Change 3590034 by Ben.Marsh
Move functionality related to windowing and input out of the Core module and into an ApplicationCore module, so it is possible to build utilities with Core without adding dependencies on XInput (Windows), SDL (Linux), and OpenGL (Mac).
Change 3593754 by Steve.Robb
Fix for tuple debugger visualization.
Change 3597208 by Ben.Marsh
Move CrashReporter out of a public folder; it's not in a form that is usable by subscribers and licensees.
Change 3600163 by Ben.Marsh
UBT: Simplify how targets are cleaned. Delete all intermediate folders for a platform/configuration, and delete any build products matching the UE4 naming convention for that target, rather than relying on the current build configuration or list of previous build products. This will ensure that build products which are no longer being generated will also be cleaned.
#jira UE-46725
Change 3604279 by Graeme.Thornton
Move pre/post garbage collection delegates into accessor functions so they can be used by globally constructed objects
Change 3606685 by James.Hopkin
Removed redundant 'Cast's (casting to either the same type or a base).
In SClassViewer, replaced cast with TAssetPtr::operator* call to get the wrapped UClass.
Also removed redundant 'IsA's from AnimationRetargetContent::AddRemappedAsset in EditorAnimUtils.cpp.
Change 3610950 by Ben.Marsh
UAT: Simplify logic for detecting Perforce settings, using environment variables if they are set, otherwise falling back to detecting them. Removes special cases for build machines, and makes it simpler to set up UAT commands on builders outside Epic.
Change 3610991 by Ben.Marsh
UAT: Use the correct P4 settings to detect settings if only some parameters are specified on the command line.
Change 3612342 by Ben.Marsh
UBT: Change JsonObject.Read() to take a FileReference parameter.
Change 3612362 by Ben.Marsh
UBT: Remove some more cases of paths being passed as strings rather than using FileReference objects.
Change 3619128 by Ben.Marsh
Include builder warnings and errors in the notification emails for automated tests, otherwise it's difficult to track down non-test failures.
[CL 3620189 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3294073 on 2017/02/09 by Thomas.Sarkanen
Delete old location of FriendViewModel.h that did not get picked up correctly in the merge
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys) @ CL 3353839
Change 3358776 on 2017/03/22 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3360075 on 2017/03/23 by James.Golding
Back out changelist 3358776, as it was made after smoke testing. Will re-submit after copy to main.
Change 3362695 on 2017/03/24 by Thomas.Sarkanen
Use correct extender when building menus for AnimationEditor, SkeletalMeshEditor & SkeletonEditor
#jira UE-41100 - Persona code calling incorrect extenders when building menus.
Change 3362696 on 2017/03/24 by Thomas.Sarkanen
Facial animation experimental feature now pops up restart editor toast
#jira UE-40989 - User is not prompted to restart the editor when enabling the Facial Animation Importer
Change 3362699 on 2017/03/24 by Thomas.Sarkanen
Enable snapping for translation in animation viewports
#jira UE-39747 - Translating sockets in Persona is not affected by Snap Options
#jira UE-39748 - Translating bones in Persona is not affected by Snap Options
Change 3362700 on 2017/03/24 by Thomas.Sarkanen
Curve source nodes now dont update their source title if the source is a pin
The title of the node is not recached when the pin default changes, so we cant display it in the title
#jira UE-40108 - When changing a Curve Source Node doesn't update source binding name when typed in
Change 3362721 on 2017/03/24 by Thomas.Sarkanen
CVar r.SkeletalMeshLODBias no longer affects meshes in animation viewports
#jira UE-35733 - GSkeletalMeshLODBias affects render LOD in Persona
Change 3362724 on 2017/03/24 by Thomas.Sarkanen
Fix animation preview scene keyboard bindings
Also moved advanced preview scene into its own module
#jira UE-41505 - Pressing the hotkey I and O do not hide the floor and environment if the Preview Scene Settings tab isn't opened.
Change 3362783 on 2017/03/24 by Ori.Cohen
Fix incorrect locking and check when an editor static shape is changed. Originally this code assumed it would only get called at runtime, where there is only 1 shape. In the case of the async scene and static shapes - there are two shapes and if you update the body setup in the editor this will crash.
Change 3362796 on 2017/03/24 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3362803 on 2017/03/24 by Ori.Cohen
Recreate physics when changing mobility of components - fixes debug rendering issue
#JIRA UE-39328
Change 3363013 on 2017/03/24 by Thomas.Sarkanen
Fix CIS issue
Change 3363202 on 2017/03/24 by Ori.Cohen
Fix bad #endif
Change 3363295 on 2017/03/24 by Ori.Cohen
Remove bWelded and use WeldParent everywhere. This fixes a bad case where a kinematic is returned as the root welded of simulated children.
#JIRA UE-40783
Change 3363435 on 2017/03/24 by Jon.Nabozny
Fix infinite jump on client when Jump Max Hold Time is not 0.
#jira UE-41004
Change 3363451 on 2017/03/24 by Jon.Nabozny
Fix USkeletalMeshComponent::PoseTickedThisFrame to use a frame counter instead of world time (which isn't changed while paused).
#jira UE-39567
Change 3363504 on 2017/03/24 by Jon.Nabozny
Fix SCE_NP_MATCHING2_REQUEST_EVENT_SEARCH_ROOM_A to treat result data as linked list instead of array.
(Code originally came from SCE via UDN)
#jira UE-41049
Change 3363532 on 2017/03/24 by Ori.Cohen
Change default to SkipSimulatedBones.
#JIRA UE-41404
Change 3363537 on 2017/03/24 by Ori.Cohen
Remove the unsupported option of HideBone with DisableCollision. If we want this in the future we can add it.
#JIRA UE-30826
Change 3363681 on 2017/03/24 by Jon.Nabozny
Reapply 3292286 after it was clobbered by 3360002
(Only clobbered in Ocean).
#jira UE-37512
Change 3363722 on 2017/03/24 by mason.seay
Updated map to improve testing
Change 3365351 on 2017/03/27 by Thomas.Sarkanen
Fix non-PCH CIS errors
#jira UE-43335 - CIS fail: 'FAdvancedPreviewSceneCommands is not a class name
Change 3365422 on 2017/03/27 by Thomas.Sarkanen
Fixed skinned mesh LOD not updating in editor under various physics-related circumstances
#jira UE-42013 - Skeletal meshes with recently generated LODs will not change LODs in viewport
Change 3365423 on 2017/03/27 by Thomas.Sarkanen
Fix ensure when setting Spline IK Bone Axis to 'None'
Node is currently not in use, so I've avoided deprecating this for now. Values should be preserved.
#jira UE-39723 - Ensure when setting Bone Axis to None in Spline IK
Change 3365424 on 2017/03/27 by Thomas.Sarkanen
Fix control rigs being convertable to possessables
Also prevent 'export to anim sequence' button from appearing on standard level sequences
#jira UE-42070 - Crash converting a control rig to Possessable
Change 3365425 on 2017/03/27 by Thomas.Sarkanen
When selecting bones that are non-required, we dont render gizmos or text labels
#jira UE-35737 - Bone labels flicker between two locations when removing from LOD levels in Persona
Change 3365426 on 2017/03/27 by Thomas.Sarkanen
Fixed foot placement IK doing line traces on worker threads
Also exposed const access to required bones array (the proxy already does this, so I figure the instance should get it too).
Note: Node is not actually used
#jira UE-43179 - Fix FAnimNode_FootPlacementIK doing line trace on worker thread
Change 3365428 on 2017/03/27 by Thomas.Sarkanen
Skeleton selection no does not lag behind choice made in viewport
#jira UE-42236 - Mesh Overlay always lags behind actual selection
Change 3365429 on 2017/03/27 by Thomas.Sarkanen
Fix anim BPs that contain state machines having blank palettes
#jira UE-42172 - AnimBP Palette is blank on existing AnimBPs
Change 3365435 on 2017/03/27 by Jurre.deBaare
Undoing Channel selection in Paint mode does not work
#fix use duplicated CDO object instead of CDO directly
#jira UE-42621
Change 3365436 on 2017/03/27 by Jurre.deBaare
Functionless undo/redo transactions created when importing Alembic file and changing conversion settings
#fix use duplicated CDO object instead of CDO directly
#jira UE-40347
Change 3365437 on 2017/03/27 by Jurre.deBaare
Ensure that HLOD cannot be set up in sub-levels
#fix added functionality to check whether or not a level is used as a sub/streaming level in any other content, and if so show a widget similar to the checkout notice to inform the user why the hlod outliner is disabled
#jira UE-40301
Change 3365438 on 2017/03/27 by Jurre.deBaare
2D Blendspace breaks when aligning samples in a straight line
#fix for some reason the number of samples to considerate was limit to 3 (old code) so removed it since it doesn't make sense
#jira UE-42744
Change 3365439 on 2017/03/27 by Jurre.deBaare
Color View Mode doesn't reset when closing/reopening editor
#fix added a delegate to OnEditorClose to ensure we can reset the viewport modes while they still exist, this issue would happen if the user closes the editor with mesh paint mode open, exiting the mode would only happen after destructing most of the editor
#jira UE-42466
Change 3365440 on 2017/03/27 by Jurre.deBaare
LOD Model field scrubbing is very sensitive
#fix made sure that max slider value is also driven by data
#jira UE-42980
Change 3365441 on 2017/03/27 by Jurre.deBaare
Replacing an asset in a sequence player node does not register in undo history
#fix added transaction for dropping anim assets on player nodes
#jira UE-39152
Change 3365442 on 2017/03/27 by Jurre.deBaare
Crash on Mac importing some alembic files
#fix disable multithread abc file reading with HDF5 backend
#jira UE-39783
Change 3365443 on 2017/03/27 by Jurre.deBaare
Moving over Alembic feature: "Add support for 'finding' materials according to the face-set names in abc files"
Change 3365444 on 2017/03/27 by Jurre.deBaare
Moving over Alembic fixes:
- Time offset issues > changed how we determine frame indices and frame steps
- Incorrect tangent issues > enforce tangent calculation during skeletal mesh import
- Automatically set recompute tangent flag on skeletal mesh sections
Change 3365451 on 2017/03/27 by Jurre.deBaare
CIS: include needed for GetTransientPackage
Change 3365460 on 2017/03/27 by Jurre.deBaare
CIS: apparently CIS wants explicit cast to UObject
Change 3365463 on 2017/03/27 by Jurre.deBaare
CIS: final fix, was actually UPackage include missing ugh
Change 3365486 on 2017/03/27 by Thomas.Sarkanen
Fix case error in include for Linux builds
Change 3365499 on 2017/03/27 by James.Golding
Fix editing collision settings sometimes not 'sticking' - wait until after LoadProfileConfig (which modified Profiles array) to copy to 'SavedData'
Fix FCollsiionProfileData typo
#jira UE-42490
Change 3365500 on 2017/03/27 by Jurre.deBaare
Turning on LOD Model Painting does not copy paint to other LODs on Skeletal Mesh
#fix neede to pre edit / post edit the skeletal mesh to ensure the color buffers were re-initialised
#jira UE-42637
Change 3365501 on 2017/03/27 by James.Golding
Disable rather than hide anim picker when no mesh assigned
#jira UE-35537
Change 3365505 on 2017/03/27 by James.Golding
Fix USkinnedMeshComponent::FindClosestBone ignoring bRequirePhysicsAsset, because BodySetupIndexMap.FindRef would return 0 if bone not present
https://udn.unrealengine.com/questions/353125/uskinnedmeshcomponentfindclosestbone-does-not-resp.html
#jira UE-43061
Change 3365515 on 2017/03/27 by Jurre.deBaare
Using Alt+Click to break Transition node connections cannot be undone using the Undo command
#fix added transactions to breaking node links
#jira UE-39068
Change 3365528 on 2017/03/27 by Jurre.deBaare
Blendspaces don't update to reflect sync marker changes that have occurred on animations in the blend
#fix added validation on blendspaces when removing or adding sync markers in animation editor
#jira UE-39814
Change 3365535 on 2017/03/27 by Jurre.deBaare
Camera moves at the same time as erasing paint when clicking Paint settings and back into Viewport
#fix lock camera if erasing as well
#jira UE-42474
Change 3365539 on 2017/03/27 by Jurre.deBaare
Painting on animation sequence paints on invisible T-pose skeleton
#fix during painting enforce bUseRefPoseOnInitAnim so you're always painting on a ref-pose skeletal mesh
#jira UE-42484
Change 3365545 on 2017/03/27 by Jurre.deBaare
Fill Tool does not fill the mesh with the selected Texture Weight Index when used in Weight Vertex Painting
#fix added function to generate color according to texture weight settings and index, and fill using that color when the editor is in texture weight mode
#jira UE-43091
Change 3365549 on 2017/03/27 by Jurre.deBaare
CIS: include fix
Change 3365555 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365561 on 2017/03/27 by Jurre.deBaare
Missing change from 3365545
Change 3365918 on 2017/03/27 by Ori.Cohen
PR #3424: fix compile error when PHYSX_MEMORY_STATS=1 (Contributed by kayama-shift)
#JIRA UE-43337
Change 3366234 on 2017/03/27 by Ori.Cohen
Moved call to UpdateHasValidBodies into OnRegister. Original suggested fix came from github, but I think the bounds need to update even if OnCreatePhysics isn't called.
#JIRA UE-43339
#pr 3427
Change 3367252 on 2017/03/28 by Jurre.deBaare
Vertex Weight Painting options are no longer present in MeshPaint mode
#fix implemented singleton pattern for paint mode settings to ensure customization works correctly
#jira UE-43357
Change 3367340 on 2017/03/28 by Jurre.deBaare
GC fix for recent changes to painting / alembic settings
Change 3367445 on 2017/03/28 by Thomas.Sarkanen
Fix fallout from Main merge
OrionEditor needs to depend on the new AdvancedPreviewScene module.
Change 3367741 on 2017/03/28 by Ori.Cohen
Remove unused physics warning when moving simulated object during physics
#jira UE-41465
Change 3368072 on 2017/03/28 by Ori.Cohen
Removed collision aggregates from ISMC collision. This is not a good candidate for aggregates as the bounding boxes generated could be huge (for example several trees that are very far away). This fixes perf regression from the PhysX 3.4 upgrade
#JIRA UE-42956
Change 3368479 on 2017/03/28 by Ori.Cohen
Fix GetClosestPoint incorrectly considering welded bodies.
#JIRA UE-39329
Change 3368620 on 2017/03/28 by Lina.Halper
Added code comment
#rb:none
#jira: UE-38836
Change 3368752 on 2017/03/28 by mason.seay
Updated test map since UE-338836 came back as by design
Change 3369370 on 2017/03/29 by James.Golding
Fix StaticMesh Editor drawing complex collision if 'use simple as complex' is enabled
Add separate options for showing simple and complex collision in StaticMesh Editor
#jira UE-42844
Change 3369438 on 2017/03/29 by Lina.Halper
Fix issue where it updates more often when you give too high update rate - i.e. 60
#jira: UE-38844
#code review: Laurent.Delayen
Change 3369462 on 2017/03/29 by Thomas.Sarkanen
Add preview mesh to animation blueprints
Auto set preview mesh for animation assets and animation blueprints based off meshes.
#jira UE-40032 - Creating animation assets from right-clicking skel mesh results in showing incorrect mesh in Persona
Change 3369463 on 2017/03/29 by Thomas.Sarkanen
We now select current preview mesh in the preview mesh dropdown
Change 3369464 on 2017/03/29 by Thomas.Sarkanen
Ticks now appear properly on anim sequence scrub bar
#jira UE-41197 - No additional ticks appear on the timeline when you zoom in
Change 3369465 on 2017/03/29 by Thomas.Sarkanen
Persona now depends publicly on SkeletonEditor
GitHub PR #3431 from kayama-shift
#jira UE-43344 - GitHub 3431 : Persona module must depend on SkeletonEditor publically
Change 3369466 on 2017/03/29 by Thomas.Sarkanen
Blueprints are now only dirtied if edited properties are from objects in the Blueprint's package
#jira UE-38956 - Changing Bone Transform between World and Local Location dirties Anim Blueprints
Change 3369467 on 2017/03/29 by Thomas.Sarkanen
Tweaked combo box alignment for world/local transform
Appearance is now closer to that of the level editor
Change 3369469 on 2017/03/29 by Thomas.Sarkanen
Prevent switching to unsupported widget modes when editing control rigs
#jira UE-42557 - When in Animation Mode, if you select a controller with the translation gizmo active, when you select a non animation controller the gizmo renders incorrectly
Change 3369588 on 2017/03/29 by Thomas.Sarkanen
Make import data and thumbnail data transactional
#jira UE-41579 - Undo not working for several Asset Details options in Skeletal Mesh editor (Persona)
Change 3369609 on 2017/03/29 by Thomas.Sarkanen
Montages are now correctly initialized when created
They can be used straight away without first opening them in the montage edtior.
Moved initialization of composite sections from SMontageEditor to AnimMontageFactory.
#jira UE-41219 - Animation montages created via Right click Create montage, that aren't opened in persona will not animate when used in an AnimBP
Change 3369610 on 2017/03/29 by Thomas.Sarkanen
Fixed anim class being set by name, causing duplicate-named anim BPs to be incorrectly resolved
#jira UE-39833 - SkelMesh Component > Anim Class does not handle identical AnimBP names
Change 3369647 on 2017/03/29 by Ori.Cohen
Fix mass debug not working when moving components in the editor.
#JIRA UE-43437
Change 3369875 on 2017/03/29 by Ori.Cohen
Added the call into overlap instead of computePenetration when possible. There are edge cases that exist when computePenetration returns false but overlap returns true. Originally we were using computePenetration for all overlaps to make it consistent. However, computePenetration doesn't handle trimeshes correctly in certain cases. The reason for this is so that we can at least resolve a known issue with overlap events with complex collision. Nvidia may give us a flag for computePenetration to not do back-face culling which would give us a more consistent result.
#JIRA UE-25923
Change 3370144 on 2017/03/29 by Lina.Halper
Fix on the retargeting child anim BP
#rb: Martin.Wilson
#jira: UE-39928
Change 3371480 on 2017/03/30 by James.Golding
Changes by BryanG at Nvidia required to get them up and running with plugins that override some skeletal mesh stuff.
#jira UE-42132
Change 3371484 on 2017/03/30 by Thomas.Sarkanen
We now propagate thread safety flags to child Animation Blueprints
Change 3371486 on 2017/03/30 by Thomas.Sarkanen
Fixed crash and effector selection issues for two bone IK
Crash occured when selecting the root bone as the end of the chain.
Viewport selection was not working at all as we werent creating any selection proxy actors any more.
Change 3371497 on 2017/03/30 by Thomas.Sarkanen
Added warning when Sequencer tries to write to properties that have changed type
#jira UE-42098 - Sequencer writes rotation data to transform properties, causes assert
Change 3371614 on 2017/03/30 by Martin.Wilson
Clean up deprecated property value after load so we dont get extra anim blueprint references
#jira UE-42501
Change 3371619 on 2017/03/30 by James.Golding
Fix CIS by removing unneeded UNREALED_API from FImportSkeletalMeshArgs
Change 3372452 on 2017/03/30 by Jon.Nabozny
Add flag to CharacterMovementComponent to determine whether or not character should Sweep while using NavWalking, instead of relying on GenerateOverlaps flag.
#jira UE-36546
Change 3373043 on 2017/03/30 by Lina.Halper
- Consolidating to FastLerp to simply code
- Added comment on FastLerp as the result is not normalized
#rb: Michael.Noland, David.Hill
Change 3373292 on 2017/03/30 by Jeff.Farris
Made Actor.DispatchPhysicsCollisionHit virtual.
(Copied CL 3261103 from Robo Recall to Dev-AnimPhys)
Change 3373293 on 2017/03/30 by Jeff.Farris
Added PhysicalAnimationComponent.GetBodyTargetTransform
(Copied 3256175 from RoboRecall to Dev-AnimPhys)
Change 3373318 on 2017/03/30 by Jeff.Farris
Added option for components to opt out of physics impulses on damage.
(Copied CL 3282585 from RoboRecall to Dev-AnimPhys)
Change 3374064 on 2017/03/31 by Thomas.Sarkanen
Renaming curves in animations is now saved properly
Guids were not being set, so loading code obliterated the rename after an editor restart
#jira UE-40582 - Curve name is not updated when user changes it in persona editor.
Change 3374175 on 2017/03/31 by Thomas.Sarkanen
Two bone IK UI consistency fixes
Completely removed all bone select actors. They have a terrible UX anyway.
We now rely only on our custom hit proxy and use a unified path to generate effector locations to draw and manipulate.
#jira UE-42359 - Two Bone IK modifying effector location from viewport when bone is not set
Change 3374216 on 2017/03/31 by Martin.Wilson
Clear raw curve data during cooking + change Paragon game code so that it reads from the compressed curve data on Anim Sequences, not the raw data
#jira UE-37897
Change 3374253 on 2017/03/31 by Thomas.Sarkanen
Supplementary fix to CL 3371497
Adding name exposure for property types that we support
Change 3374298 on 2017/03/31 by Jeff.Farris
Code change from nVidia that improves physX perf (afterIntegration time).
(Copied CL 3302239 from Robo Recall to Dev-AnimPhys)
Change 3374432 on 2017/03/31 by Lina.Halper
Make sure AcitveBoneIndices contains parent
#jira: UE-14597
#rb: Martin.Wilson
#code review: Benn.Gallagher, Alexis.Matte, James.Golding
Change 3374836 on 2017/03/31 by Jon.Nabozny
Fixup hits returned before start of trace in raycast_capsule.
This change is copied from CL-3297212
#jira UE-42532
Change 3375195 on 2017/03/31 by Lina.Halper
resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375282 on 2017/03/31 by Lina.Halper
Fix odin content for animation : resave animation sequence for increasing info to warning
#code review: Thomas.Sarkanen
#jira: UE-40643
Change 3375288 on 2017/03/31 by Lina.Halper
reverting code of degrading warning to info to avoid warning
#jira: UE-40643
Change 3375865 on 2017/04/01 by Lina.Halper
fix build error
Change 3375868 on 2017/04/01 by Lina.Halper
fix build warning on shadow var
#code review: Thomas.Sarkanen
Change 3376283 on 2017/04/03 by Thomas.Sarkanen
Reworked, more generic property path handling in object change listener
This allows all paths (auto vs manual key) to use the same code path, as well as regularizing the special-case handling of structs and arrays (and combinations thereof).
The gist of the new implementation is to traverse the property path until we come across any property that satisfies our crirtera (exposed function, Interp flag etc.)
Tweaked PropertyHandleToPropertyPath to correctly handle the slightly different way FPropertyNodes are arranged inside IPropertyHandle chains.
IPropertyHandle chains contain arrays in a manner designed for display in the property editor, e.g. Container.Array.Array[ArrayIndex].StructInner. We need to collapse adjacent array properties as we are looking for Container.Array[ArrayIndex].StructInner to form a well-formed 'property path'.
Small tweak to FPropertyChangedParams::GetPropertyValue. This is to handle property paths that end in an array (e.g. Struct.Array[0]).
#jira UE-42271 - Pressing enter while the spine is in IK doesn't set any keys
Change 3376320 on 2017/04/03 by Benn.Gallagher
Merging from OR39 - Fix for clothing perf regressions due to LOD switching leaving simulation enties in the clothing solver
#jira OR-36926
Change 3376413 on 2017/04/03 by Benn.Gallagher
Merge from OR - Fixes to stability due to component space being the simulation space, games like Paragon treat the mesh and component transforms differently and cause issues with added energy in the system.
#jira OR-36927
Change 3376421 on 2017/04/03 by Benn.Gallagher
Missed file from OR cloth fixes merge
Change 3376456 on 2017/04/03 by Lina.Halper
Resave fortnite animation to remove warning
#rb: none
Change 3376479 on 2017/04/03 by Jon.Nabozny
Touch PhysXLibs to ensure physx links properly.
(Needed for CL-3374836)
Change 3376610 on 2017/04/03 by Martin.Wilson
Fix for crash when reimporting lodded mesh with virtual bones
#jira UE-43557
Change 3376618 on 2017/04/03 by Jurre.deBaare
Mesh Paint decrement rate is too slow when used with hotkeys
#fix change way we increase/decrease brush value
#jira UE-43402
Change 3376650 on 2017/04/03 by Benn.Gallagher
Converted clothing asset editor warnings into toasts + logs so they are more discoverable by the user.
#jira UE-41739
Change 3376771 on 2017/04/03 by Benn.Gallagher
Fixed clothing selection dropdowns to no longer get out of sync with actual state (if the binding fails it falls back to the "None" selection correctly internally)
#jira UE-41737
Change 3378117 on 2017/04/04 by Thomas.Sarkanen
Prevented ensure by reverting to default unit vectors if zero-sized lookat/lookup vectors are specified
Also added a warning to inform users of the issue.
#jira UE-43360 - Enabling Use LookUp Axis causes handled ensure to occur
Change 3378118 on 2017/04/04 by Thomas.Sarkanen
Fix 2-bone IK flickering
First changed non-triangular range check to be >= instead of >. Also removed fallback to doubled-back as this singularity also occurs at min stretch + float epsilon (which caused the flicker). We are OK to call ACos with out-of-range values as it clamps internally and the subsequent calculations work in these degenerate cases.
#jira UE-43525 - Mesh Flicker when Two Bone IK is stretched
Change 3378192 on 2017/04/04 by Benn.Gallagher
Trivial fix to clothing dropdowns to unbind clothing assets when switching
Change 3378206 on 2017/04/04 by Thomas.Sarkanen
Fix IncludeTool static analysis errors
Traced this back to the checkin that moved advanced preview scene into its own module. Further refined this to be the dependency on SharedSettingsWidgets. Simplest solution was to move the details customization back into the DetailsCustomizations module.
#jira UE-43563 - //UE4/Dev-AnimPhys: Compile IncludeTool Static analysis Win64 completed with 1 error
Change 3378207 on 2017/04/04 by Thomas.Sarkanen
Fix static analysis warning
Change 3378267 on 2017/04/04 by Benn.Gallagher
Disabled "Accurate" wind mode selection for 4.16 by hiding enum option for windmode. Looks like there are some simulation issues that need resolved. Wind will act as it always has for 4.16.
Change 3378268 on 2017/04/04 by Benn.Gallagher
Fixed bounds calculation on clothing to stop dissapearances or flickering at the edge of the screen.
#jira UE-40407
Change 3378342 on 2017/04/04 by Jurre.deBaare
Bone LOD preview doesn't get update if change removed bones array directly in Skeletalmesh editor
#fix ensure that we update the skeleton tree when changes to the bones are made
#misc made sure the reapply button its visibility is dynamic
#misc made sure we always re-add previously removed bones when necessary
#jira UE-40500
Change 3378374 on 2017/04/04 by Thomas.Sarkanen
Fixed animation not working for dynamically-bound wheeled-vehicle anim instances
Vehicle anim instance now looks for a wheeled vehicle component when it initializes.
#jira UE-41048 - Set Anim Instance Class no longer works with Wheeled Vehicle Pawns
Change 3378518 on 2017/04/04 by Jon.Nabozny
Fix jump height becoming frame dependent when JumpMaxHoldTime > 0.
#jira UE-23695
Change 3378538 on 2017/04/04 by Martin.Wilson
Speculative fix for unreproducable crash on loading animations
#jira OR-37157
Change 3378592 on 2017/04/04 by Jurre.deBaare
Mesh painting tools not working outside of QAGame
#fix required a direct loadmodule call
Change 3378622 on 2017/04/04 by Jurre.deBaare
CIS shadow variable fix
Change 3378742 on 2017/04/04 by Thomas.Sarkanen
Fixed crash entering PIE in Orion
Change 3378907 on 2017/04/04 by Benn.Gallagher
Re-added wind adaptiive effects to legacy wind path.
Fixed math error in damping calculations (log2/loge).
#jira UE-42044
Change 3379240 on 2017/04/04 by Jon.Nabozny
Fix SkeletalMeshComponent GetWeldedBodies not returning actual Skeletal Bodies
Change 3379415 on 2017/04/04 by Jon.Nabozny
Fix Skeletal Meshes imported with non-identity transform from reapplying transform when simulation is enabled / disabled.
#JIRA UE-32598
Change 3379502 on 2017/04/04 by Lina.Halper
Mirroring issue with flipping rotation due to not counting scale
#jira: UE-33646, UE-34489
#rb: Ori.Cohen
#code review: Zak.Middleton
Change 3380544 on 2017/04/05 by Thomas.Sarkanen
Fix warning spam when playing back UMG sequences animating visibility
Reduced runtime overhead to a simple size check. This catches 90% of problem issues with much less runtime overhead. It would be well worth getting an FName-based type check working at some point, although we would need speciall case enum handling.
Also removed message log usage in shipping/test builds.
#jira UE-43621 - Large number of Sequencer warnings occur after opening Paragon in Pie - Property type mismatch for property 'Visibility'. Expected 'uint8', found 'ESlateVisibility'.
Change 3380605 on 2017/04/05 by Benn.Gallagher
Fix clothing simulation to correctly index a master pose component for clothing pose data. Fixes integration blocking crash in UT when picking up the flag which sets a master pose mid-game.
#jira UE-43624
Change 3381025 on 2017/04/05 by Jon.Nabozny
Change ensure in UpdateKinematicBonesToAnim to ensureMsgf so we can track down potential content issues.
Change 3381475 on 2017/04/05 by Lina.Halper
Fix crash on creating montage and setting slot node
#jira: UE-43698
#rb: Ori.Cohen
Change 3381558 on 2017/04/05 by Lina.Halper
Better clean up of flipping issue of quaternion issue
#jira: UE-33646, UE-34489
#rb: Zak.Middleton
Change 3381789 on 2017/04/05 by Jon.Nabozny
Revert InitAnim changes from CL-3379415 to fix cook warnings.
(Will have proper fix for 4.17 instead).
Change 3381978 on 2017/04/05 by Aaron.McLeran
#jira UE-43654 Fixing oculus audio SDK sample rate issue
Change 3383181 on 2017/04/06 by Lina.Halper
Remove copy right of Dual quaternion since we no longer uses
#code review:Leslie.Nivison
Change 3383283 on 2017/04/06 by Ori.Cohen
Fixed missing invalidation for body setup when modifying materials
#JIRA UE-43680
Change 3383602 on 2017/04/06 by Lina.Halper
Fixed scroller in retargeting window
#jira: UE-43736
Change 3384369 on 2017/04/07 by Jurre.deBaare
Wrong bone is sometimes highlighted in skeleton editor
#fix new behaviour caused the user to try and select a bone if we didn't find on through hit proxies
#jira UE-43735
Change 3384744 on 2017/04/07 by Jon.Nabozny
Fix body rotation being killed on load.
#JIRA UE-43771
[CL 3385232 by Thomas Sarkanen in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3281394 on 2017/02/01 by Chad.Garyet
one more try on the name here, with the extension this time
Change 3286009 on 2017/02/03 by Jon.Nabozny
Fix SkelMeshMerge duplicating Skeleton sockets.
#jira UE-39690
Change 3288374 on 2017/02/06 by Jon.Nabozny
Fix MaterialIndex checks in USkinnedMeshComponent::GetMaterial
Change 3288640 on 2017/02/06 by Jon.Nabozny
#rn Fix UPhysicsConstraintComponent details to allow modification of MaxForce, Stiffness, and Damping for Linear and Angular constraints.
#jira UE-40261
Change 3288978 on 2017/02/06 by Jon.Nabozny
Add code to debug for duplicate sockets in UQAMeshMergeComponent::MergeMeshes.
Change 3290332 on 2017/02/07 by Marc.Audy
Add AnimPhys object version
Change 3290753 on 2017/02/07 by Jon.Nabozny
Update CoM documentation for CoM offset.
#jira UE-40136
Change 3290783 on 2017/02/07 by Jon.Nabozny
Update mass dependent wheel properties in UWheeledVehicleMovementComponent when mass is updated.
#jira UE-39820
Change 3292286 on 2017/02/08 by Jon.Nabozny
Fix OSSNull query filtering.
#codereview: John.Pollard, Josh.Markiewicz, JohnHenry.Carawon
#jira: UE-37512
Change 3294138 on 2017/02/09 by Thomas.Sarkanen
Add more descriptive name for sub-struct members in property tracks
Change 3294139 on 2017/02/09 by Thomas.Sarkanen
Moving to individual structs for limbs
Change 3294140 on 2017/02/09 by Thomas.Sarkanen
Updated base human asset to reflect limb changes
Updated map to just contain the mannequin for now
Updated Sequence to contain some default IK keys
Change 3294178 on 2017/02/09 by Thomas.Sarkanen
Fix shadow variable warning
Change 3294554 on 2017/02/09 by Thomas.Sarkanen
Fixed persistent limb drift issues with non-participant bones
Still have rotational drift with IK chain nodes (still to fix).
Also fixes the addition of initial keys on binding when animating.
Also fixes not being able to pick the widget sometimes when picking nodes in the tree.
Change 3294826 on 2017/02/09 by Chad.Garyet
fixing up busted defaultvalues on physx and precompiled binaries
Change 3294827 on 2017/02/09 by Thomas.Sarkanen
CIS fixes for non-editor and monolithic builds
Change 3296363 on 2017/02/10 by Thomas.Sarkanen
Fix bone drifting
Re-using local transforms then resetting each update pass was accumulating error (via GetRelativeTransform), causing limbs to drift. To address this, simply set the global transform in the case where we know the local transform wont change.
Also optimized the hierarchy API a little & prevented excess work when nothing changes.
Change 3296393 on 2017/02/10 by James.Golding
Add support for clicking on PoseDriver targets in viewport
Change 3296465 on 2017/02/10 by Thomas.Sarkanen
Removed component visualizer (no longer used)
Change 3296467 on 2017/02/10 by Thomas.Sarkanen
Fixed extra keys being made when switching IK/FK mode. Now we only key on user action.
Added ability to hide nodes (advanced setting) and manipualtors (on playback)
Change 3296554 on 2017/02/10 by Thomas.Sarkanen
Fixed up some workflow issues
Widget visibility and the ability to move actors around is now corrected by calling the base FEdMode class functions appropriately.
Added a focus of the chosen actor so orbiting the actor is easier. There is a hitch when we do this (probably because Sequencer is re-initialized the next frame), so we miss the nice transition.
Change 3296621 on 2017/02/10 by Thomas.Sarkanen
Added ability to specify manipulator type when adding
Not exposed in the 'add' UI yet, just enough to allow me to batch-change the ones we have for now
Also tweaked default extents for box manipulators.
Change 3296622 on 2017/02/10 by Thomas.Sarkanen
Changed FK manipulators to boxes
Change 3296740 on 2017/02/10 by James.Golding
Added bOnlyDriveSelectedBones option to PoseDriver
Change 3296957 on 2017/02/10 by James.Golding
Fix AnimNode_PoseHandler using mesh bone index not compact bone index for setting up BoneBlendWeights array
Change 3297092 on 2017/02/10 by Jon.Nabozny
#rn Fix InstancedStaticMesh not properly creating physics state when Stationary.
#JIRA UE-39876
Change 3297160 on 2017/02/10 by Ori.Cohen
Temp fix for physx immediate mode crashing when 0 rows are generated.
Change 3297203 on 2017/02/10 by Ori.Cohen
Temp fix for immediate mode crash when free joints are batched together
#JIRA UE-41026
Change 3297326 on 2017/02/10 by Jon.Nabozny
PR #2965: Update comments in several classes within demo projects to match style present and provide more detail for new users (Contributed by Markyroson)
Changed some of the comment blocks to multiple single line (inside definitions). This is for consistency with our codebase.
#JIRA UE-38981
Change 3297618 on 2017/02/10 by Charles.Anderson
Arcblade - GDC
- Created a new mor polished Phat for this. Probably not gonna use it.
- Created a Ragdoll asset. Need to talk to Ori about getting it working better.
Change 3297799 on 2017/02/10 by mason.seay
Test map for testing audio attenuation
Change 3297940 on 2017/02/10 by Jon.Nabozny
#rn Fix ConstraintComponentVisualizer with AngularOffset.
Needed to apply local transform before world.
#JIRA UE-39597
Change 3297947 on 2017/02/10 by Chad.Garyet
adding automated test build option
Change 3299203 on 2017/02/13 by Thomas.Sarkanen
Fixed local coord system issues with rotation (etc).
Delta transforms are supplied in the space we specify in GetCustomDrawingCoordSystem(), so we now perform our operations in that space, then convert back when applying to the animation.
Fixed up to allow for animating actors with transformed skeletal mesh components.
Also added some proximity scaling to manipulators.
Change 3299220 on 2017/02/13 by Thomas.Sarkanen
Fixed CIS missing include
Change 3299343 on 2017/02/13 by Lina.Halper
Spine twist/roll check in
- control points are disabled
#rb: Thomas.Sarkanen
Change 3299388 on 2017/02/13 by James.Cobbett
Updating QA-Physics map
Change 3299518 on 2017/02/13 by Lina.Halper
fix build issue
#rb: none
Change 3299701 on 2017/02/13 by Ori.Cohen
Add finer grain physx stat information.
Change 3299894 on 2017/02/13 by Ori.Cohen
Added LOD support for immediate mode physics
Change 3299906 on 2017/02/13 by James.Cobbett
Updating QA-Collision map with new test scenarios
Change 3299962 on 2017/02/13 by Ori.Cohen
Fix shadow warning
Change 3300100 on 2017/02/13 by Lina.Halper
- renamed Constraint Axes option to FFilterOptionPerAxis : was going to reuse it for something else but didn't have to but left name changed because it makes more sense
- enable control point reading part
- twist/roll controll is localspace reader - BaseHuman
#rb: none
#code review:Thomas.Sarkanen
Change 3300206 on 2017/02/13 by Ori.Cohen
Rename Ragdoll node to RigidBody node
Change 3300899 on 2017/02/13 by Alan.Noon
Migrating Paragon Origin and Origin Small maps content.
Change 3301279 on 2017/02/14 by Jurre.deBaare
Mesh paint refactor
Change 3301288 on 2017/02/14 by Jurre.deBaare
Incremental CIS fixes
Change 3301290 on 2017/02/14 by Jurre.deBaare
Another CIS fix
Change 3301311 on 2017/02/14 by Thomas.Sarkanen
Fixed non-editor builds
Change 3301313 on 2017/02/14 by Jurre.deBaare
More CIS fixes
Change 3301315 on 2017/02/14 by Jurre.deBaare
Include CIS fix
Change 3301333 on 2017/02/14 by Jurre.deBaare
Non-Unity CIS fixes
Change 3301388 on 2017/02/14 by Benn.Gallagher
CIS fix for cloth create panel
Change 3301445 on 2017/02/14 by Benn.Gallagher
Last few changes over from the mesh paint branch
hooked up LOD dropdown box
Moved asset selection out of details panel
Change 3301527 on 2017/02/14 by mason.seay
Deleting unneeded map
Change 3301531 on 2017/02/14 by mason.seay
Renaming Map to fix naming scheme
Change 3301558 on 2017/02/14 by Ori.Cohen
Fix physx stats not being counted properly as we were not using static data.
Change 3301604 on 2017/02/14 by Ori.Cohen
Fix static analysis warning
Change 3301615 on 2017/02/14 by Jurre.deBaare
All. The. CIS. Fixes
Change 3301630 on 2017/02/14 by mason.seay
Updating Map for testing
Change 3301697 on 2017/02/14 by mason.seay
Final change to map
Change 3301734 on 2017/02/14 by Jurre.deBaare
- Crash CTRL-Z when having cloth painter and paint mode open
- Fill action not being undo-able
- Import vertex colors should default to to-instance
- Paint mode buttons in level painter are now toggle buttons (clarifies UI for user)
Change 3301763 on 2017/02/14 by Jurre.deBaare
- Fix for asset without engine version
- Fix for crash due to missing skeletal mesh permutation in mesh paint view modes
Change 3302421 on 2017/02/14 by Lina.Halper
Fixed issue where spline gets incorrect position when it has many control points.
#rb: Thomas.Sarkanen
Change 3302667 on 2017/02/14 by Lina.Halper
- added spine control points to work
- FK/IK switch isn't working great yet. Don't try
- disabled all twist/roll handling since control point itself can twist also and they were conflicting each other
- added option to add fk nodes, change parnets
- fixed issue with drawing skeleton drawing, when parents weren't added yet.
- Added neck/head/body control
#code review: Thomas.Sarkanen
#rb: none
Change 3303200 on 2017/02/14 by Alan.Noon
Collision shapes for Immediate Mode Ragdolls
Change 3303201 on 2017/02/14 by Alan.Noon
Adding Origin, Full Map
Change 3303477 on 2017/02/15 by James.Golding
Add Get and SetComponentForAxis to FVector and FRotator
Change 3303478 on 2017/02/15 by James.Golding
Add support for multiple source bones to PoseDriver
Change 3303480 on 2017/02/15 by James.Golding
Added per-scene frame number, handles cases like motion blur caching.
Refactored GPUSkinCache to have an explicit frame advance function, called after all viewports have rendered in game/editor, PostRenderAllViewportClients.
(Original author Chris.Bunner)
Change 3303513 on 2017/02/15 by Jurre.deBaare
CIS: Linux file name case fixes and incorrect pragma once
Change 3303576 on 2017/02/15 by Thomas.Sarkanen
Sub-sequence sections can now override how they instance their template
Added UMovieSceneSubSection::GenerateTemplateForSubSequence. This just performs the original call to SubSequenceStore.GetCompiledTemplate in the dcefault case.
Allowed non-const access to FMovieSceneEvaluationTemplate::GetTracks so they can be potentially modified once instanced.
Added access for FMovieSceneEvaluationTrack::ChildTemplates.
Change 3303578 on 2017/02/15 by Thomas.Sarkanen
Rich curves can now be transformed post-copy correctly
Using GetKeyIterator rather than aquiring the iterator directly makes sure we have valid key handles, which we dont if we have just copied the curve.
Change 3303579 on 2017/02/15 by Thomas.Sarkanen
Added GetLinkNode to complement SetLinkNode in FAnimNode_Base
Change 3303580 on 2017/02/15 by Thomas.Sarkanen
Made the logic around when sub-tracks can be primed for recording more specific
Prevents rig control sub tracks form being able to be primed.
Change 3303581 on 2017/02/15 by Thomas.Sarkanen
Allowing alpha on rig tracks to work
Alpha curve is now pushed down to tracks on template compilation along with bone masks & additive flag.
Sequencer anim instance updated to use new flags. Structure altered to accomodate layered blending for masked body parts (should probably push this to the regulat sequence instance too).
Moved anim node to local space (now it is just derived form FAnimNode_Base).
Also fixed opening/binding order issues - Now you should be able to open a sequence, bind to an actor and create a new rig control in a sequence in any order.
Change 3303582 on 2017/02/15 by Thomas.Sarkanen
Fixed UE4Game CIS - Moved AddConstraint() to non-editor-only
Also fixed crash in property chain iteration (for non-existent array properties)
Change 3303594 on 2017/02/15 by Jurre.deBaare
Fix for crash on deleting painted actors
Change 3303636 on 2017/02/15 by Lina.Halper
-remove temp code to add constraints. - they serialize, so once you add them you don't have to add these anymore.
This will move to editor menu soon.
#rb: none
Change 3303648 on 2017/02/15 by Martin.Wilson
Fix reimport crashes if the animation uses additive transform tracks.
#jira UE-41929
#jira UE-41921
Change 3303652 on 2017/02/15 by Benn.Gallagher
Added merged Ice mesh with new simulation mesh to match mesh from APEX version.
Change 3303660 on 2017/02/15 by Benn.Gallagher
map update for clothing demo
Change 3303662 on 2017/02/15 by Benn.Gallagher
State machine update for Ice anim
Change 3303676 on 2017/02/15 by mason.seay
Adjusted sound actor location
Change 3303689 on 2017/02/15 by Benn.Gallagher
Updated Ice mesh to have clothing present on the back part of the dress
Change 3303691 on 2017/02/15 by Jurre.deBaare
CIS fixes for pose driver details
Change 3303704 on 2017/02/15 by Lina.Halper
Add FK limb links
- enabled temp code to add constraints. It's not serialized from BP editor, so this has to be added everytime. Will fix this in the futre check-ins
#rb:none
Change 3303716 on 2017/02/15 by Thomas.Sarkanen
Updated manipulators to always draw in front of the mesh
Added material & enabled content for the plugin.
Change 3303730 on 2017/02/15 by thomas.sarkanen
Resaving manipulator material with correct engine version
Change 3303754 on 2017/02/15 by Thomas.Sarkanen
Fix manipulators popping to max size when manipulating
Change 3303835 on 2017/02/15 by Thomas.Sarkanen
Fix hitch by not displaying spawned objects if we dont have a sequence focused.
Change 3303843 on 2017/02/15 by Lina.Halper
Added normalize rotation on inputs/outputs
#code review: Thomas.Sarkanen
#rb: none
Change 3303916 on 2017/02/15 by Jurre.deBaare
CIS: Linux incorrect pragma once
Change 3304084 on 2017/02/15 by James.Golding
Update pose driver test after addition of multi-bone input
Change 3304188 on 2017/02/15 by James.Golding
Add custom remap curve option per-target in PoseDriver
Change 3304189 on 2017/02/15 by James.Golding
Fix CIS for ControlManipulator.cpp
Change 3304210 on 2017/02/15 by Alan.Noon
Added hidden collision objects for stairs area. Added brighter lighting on plinth area. Hooked up minion placement randomization. Added 100 minions to minion level for ragdol
Change 3304327 on 2017/02/15 by Alan.Noon
Created new Persistent levels for each Anim Tech demo, which loads in Origin_Small_P
Change 3304337 on 2017/02/15 by Alan.Noon
renamed minion demo level for GDC
Change 3304508 on 2017/02/15 by Lina.Halper
- You can see constraints in the tree view (full edit mode)
- YOu can add or update constraints (using update constraints button)
- You can delete constraints
- Cleaned up constraints interface
#rb: none
#code review: Thomas.Sarkanen
Change 3304537 on 2017/02/15 by chris.evans
!N Initial PSD test [chrise]
Change 3304551 on 2017/02/15 by James.Golding
Fix missing 'break's from SetComponentForAxis in FVector and FRotator
Change 3304570 on 2017/02/15 by Chris.Evans
!N Source assets for psd test
#RB none
Change 3304964 on 2017/02/15 by Lina.Halper
fix build issue
#code review: James.Golding
#rb: none
Change 3304998 on 2017/02/15 by Chris.Evans
!B Checking in correct FBX
#RB none
Change 3305314 on 2017/02/15 by chris.evans
!N Adding materials driven
!N Adding 'simulation' animation which simulates the driven result
Change 3305355 on 2017/02/15 by chris.evans
!N Initial test shoulder pose
Change 3305357 on 2017/02/15 by chris.evans
!N Initial Mambo shoulder ROM
Change 3305446 on 2017/02/15 by Lina.Halper
fixed CIS error
#rb: none
#code review: Thomas.Sarkanen
Change 3305768 on 2017/02/16 by Jurre.deBaare
CIS: Clang compile errors
Change 3305857 on 2017/02/16 by thomas.sarkanen
Removed particle systems from top plinth as they interfere with selection and obscure demo somewhat.
Change 3305907 on 2017/02/16 by Thomas.Sarkanen
Fix hitches on selection of multiple keys
Prevented multiple seleciton callbacks being called for each key (we now just edit the selection then broadcast later).
Dont force the details panel to refresh if nothing has changed.
Make sure we make a list of unique object IDs when processing the selection delegate, as we get an object ID per track.
Change 3305910 on 2017/02/16 by Thomas.Sarkanen
Allow multiple instances ot the same parameterized subsequence to exist and function correctly
Subsequences in the store are now keyed off an optionally specified 'other' object. In the case of parameterized subsequences, this object is the section.
Editor only right now - cooked builds are still to come
Change 3305911 on 2017/02/16 by Thomas.Sarkanen
Fix NaNs from uninitialized poses
Change 3305922 on 2017/02/16 by Thomas.Sarkanen
BuiltData for Origin_Small_P
Change 3305927 on 2017/02/16 by Thomas.Sarkanen
Moved ControlRig->ControlRigDemo in preparation for keeping all assets in one folder
Added some test assets
Change 3305928 on 2017/02/16 by Thomas.Sarkanen
Dont select actors when we bind to them
Selection can sometimes look bad and obscure the character.
Change 3306118 on 2017/02/16 by Thomas.Sarkanen
CIS fix
Change 3306230 on 2017/02/16 by Jurre.deBaare
CIS fix for linking errors on specific platforms
#test compile PS4 OrionGame
Change 3306378 on 2017/02/16 by Martin.Wilson
First pass Live Link system (Initially from //Tasks/UE4/Dev-Causeway)
- Live Link Maya plugin build files (builds a .mll file that can be loaded into Maya)
- Live Link Interface (editor module with interface files)
- Live Link Message Bus Framework (editor module with files needed for building message bus based live link plugins)
- Live Link (experiemental plugin that contains editor part of live link system)
Change 3306388 on 2017/02/16 by Lina.Halper
- build issue fix
- also tweaked display name to display only node name in editing mode
#rb: none
Change 3306455 on 2017/02/16 by Jon.Nabozny
#rn Perf improvements to FAnimNode_RigidBody.
Cache bounds to prevent unnecessary overlap updates.
Move overlaps off game thread.
Change 3306591 on 2017/02/16 by Martin.Wilson
Updates to live link
- Copyright changes (some were still 2016)
- Rename BlankMayaPlugin to LiveLinkMayaPlugin
Change 3306907 on 2017/02/16 by Jon.Nabozny
MinionDemo Content Perf Pass.
Change 3306914 on 2017/02/16 by Thomas.Sarkanen
Back out changelist 3305857 and 3305922
Reverts particle system changes to Origin_Small_P
Change 3306942 on 2017/02/16 by Martin.Wilson
Live link demo content
-Feng mao mesh that matches maya scene
- LiveLinkGDC Map
- Beginning of camera control sequencer
Change 3307154 on 2017/02/16 by Alan.Noon
Merged in new content to fix badly collapsed BP Static meshes deleted ragdoll minions for new posing. Stopped animation on spawn pad materials
Change 3307382 on 2017/02/16 by Martin.Wilson
Fix CIS (Add virtual destructor to ILiveLinkSource)
Change 3307497 on 2017/02/16 by chris.evans
!N Moving mats
Change 3307541 on 2017/02/16 by Chris.Evans
!B Rebuilding test assets with new skeleton
Change 3307873 on 2017/02/16 by Chris.Evans
!N Mambo updates
Change 3307875 on 2017/02/16 by Chris.Evans
!R Update to blueprint
Change 3308030 on 2017/02/16 by Alan.Noon
Changed lighting of Origin_Small_P based on feedback. Placed new objects were previous were exhibiting bad lightmaps.
Change 3308246 on 2017/02/16 by Alan.Noon
Consolidated new lighting content from sublevels into Origin_Small_P. Hooked up Physics asset to ArcBlade Skeletal mesh
Change 3308470 on 2017/02/16 by Lina.Halper
- make sure all are hooked up properly to pelvis and spine_03
- no multiple pelvis anymore. Using one to tweak all of them. all limbs are connected through constraints
- make sure end effector rotation is modifying IK's last chain rotation
- had to hack for saving offset for IK/FK switch mode but it works fine
- fixed lots of constraint issue with deleting node, parent constraints. Added new spine after that fix.
#rb:none
#code review: Thomas.Sarkanen
Change 3308764 on 2017/02/17 by Jurre.deBaare
Fix for non-unity Orion game build
Change 3308774 on 2017/02/17 by Thomas.Sarkanen
Added multi-selection of manipulators
Allowed BoxSelect, FrustumSelect and SelectNone to be overriden by the edit mode. Our edit mode doesnt have a sub-tool, it handles everything itself.
Also fixed manipulators drawing in front of widget
Changed manipualtors to be world-relative rather than screen relative scaled.
Tweaked proximity to be stateful so we only highlight the closest node
Also fixed slow FPS when dragging.
Change 3308802 on 2017/02/17 by James.Golding
Fix 'apply custom curve' for pose driver targets being on by default
Change 3308824 on 2017/02/17 by Lina.Halper
Fix build issue
#code review:Thomas.Sarkanen
#rb: none
Change 3308851 on 2017/02/17 by James.Golding
Add new control manipulator picking UI
Change 3308863 on 2017/02/17 by Martin.Wilson
Enable Live Link plugin in AnimTechDemo
Change 3308880 on 2017/02/17 by Thomas.Sarkanen
Getting instanced subsequences working in cooked builds
Change 3309009 on 2017/02/17 by Benn.Gallagher
Mask support and UI, not hooked up to painter yet
Added clothing tools experimental flag and hooked up
Change 3309016 on 2017/02/17 by Martin.Wilson
Clean up engine provided output devices and supply a Maya one, stops Maya hanging on shutdown
Change 3309108 on 2017/02/17 by Jurre.deBaare
CIS fix: missing definition of FWeakObjectPtr (strangely not part of CoreMinimal)
Change 3309134 on 2017/02/17 by Jurre.deBaare
Crash in texure painting mode
#fix Required some extra checks for new setup (can only paint while having one mesh selected)
Issue with vertex paint propagating to lower LOD levels
#fix There was no setup to propagate colors from source static mesh data so added the path
#misc Re-added flow painting and removed flow-strength property
#misc Added detail customization for texture paint UV channel
Change 3309256 on 2017/02/17 by Benn.Gallagher
CIS fix
Change 3309393 on 2017/02/17 by James.Golding
Set color for kinematic controls
Change 3309410 on 2017/02/17 by Ori.Cohen
PR #3221: Kinematic body interpolation in substepping causes invalid raycasting/sweeping/overlapping (Contributed by PhoenixBlack)
Change 3309469 on 2017/02/17 by Benn.Gallagher
Added ContentExamples cloth assets
Added camera transitions and controls
Cleanup logic
Move characters and materials onto upper plinth
Hid actor mesh from game view.
Change 3309625 on 2017/02/17 by mason.seay
Resaving assets to remove warnings
Change 3309802 on 2017/02/17 by Alan.Noon
Modified Origin_Small_P lighting. Set up ArcBlade for presentation
Change 3309985 on 2017/02/17 by Thomas.Sarkanen
Fixed crash adding multiple rigs to sequence
If a hierarchy is empty, dont attempt to access a non-existent node
#jira UE-42103
Change 3310209 on 2017/02/17 by Lina.Halper
- Fix limbs detaching issues
- added set translation to override translation
- moved joint targets away from the limbs
- Spine FK is on by default
- spnie IK/FK switch should work better. It can still pop depending on your control point can handle or not.
#rb: none
Change 3310389 on 2017/02/17 by Chris.Evans
!N Mambo multi-joint pose demo
Change 3310911 on 2017/02/18 by Lina.Halper
Ice/Mambo mapping fix with BaseHuman
Change 3311138 on 2017/02/19 by James.Golding
- Allow multi-select in control picker
- Clicking on background clears selection
- Add 'Select All' button
- Darken controls that are disabled (is in different kinematic mode)
- Use selection color from control instead of outline
- Center and fit picker to details panel width
- Remove entire Nodes section of edit mode panel (not just tree)
- Fix rig properties not scrolling
- Place picker in expandable area, collapsed when no rig selected
Change 3311147 on 2017/02/19 by Thomas.Sarkanen
Fix spine keying
Add the ablity for array elements to be keyed directly. The spine properties are FTransforms in an array and previously it ignored them because of assumptions about allowed structures.
This should probably be refactored to a more generic 'traverse up my property chain looking for Interp properties' at some point in the future.
Change 3311150 on 2017/02/19 by Thomas.Sarkanen
Synchronizing sequencer selection
Now enter key works for keying selected tracks
Added new way to select sequencer tracks externally via property paths.
Change 3311152 on 2017/02/19 by Thomas.Sarkanen
Missed files
Change 3311153 on 2017/02/19 by Thomas.Sarkanen
CIS fixes
Change 3311154 on 2017/02/19 by Thomas.Sarkanen
File I missed (CIS fix)
Change 3311156 on 2017/02/19 by James.Golding
Change 'ControlRig Edit Mode' icon
Change 3311176 on 2017/02/19 by Lina.Halper
Fix build issue
#rb:none
#code review: Thomas.Sarkanen, Jurre.DeBarre, James.Golding
p.s. not sure who's code, so just adding everybody I can think of
Change 3311261 on 2017/02/19 by Lina.Halper
- Fixed an issue when you don't have parent in the rig
- get all component space, and convert to local
#rb:none
#code review: Thomas.Sarkanen
Change 3311282 on 2017/02/19 by Lina.Halper
Fixed issue where pivot location is incorrect when mapping to other meshes
#rb: none
#code review:Thomas.Sarkanen
Change 3311491 on 2017/02/20 by Thomas.Sarkanen
CIS fix
Change 3311497 on 2017/02/20 by Jurre.deBaare
Game editor compile error
#fix WITH_EDITORONLY_DATA instead of WITH_EDITOR ifdef around UPROPERTY
Change 3311507 on 2017/02/20 by Jurre.deBaare
Cloth paint progress
- Different approach / refactored out paint ray retrieval
- Added key input callback to IMeshPainter and derived classes
- Added toggle for showing invisible vertices
- Added gradient paint tool
- Details customization for brush/gradient tool settings
- Some cleaning
Change 3311527 on 2017/02/20 by Jurre.deBaare
CIS header guard warning
Change 3311530 on 2017/02/20 by Jurre.deBaare
CIS dereferencing possible nullptr warning
Change 3311533 on 2017/02/20 by Jurre.deBaare
CIS dereferencing warning (better fix)
Change 3311543 on 2017/02/20 by James.Golding
Add buttons for switching IK/FK mode of limb/spine to picker
Put picker and details panel in a scroll box
Fix spine manipulators not being hidden when disabled
Change 3311649 on 2017/02/20 by James.Golding
R key now toggles manipulator visibility
Change 3311707 on 2017/02/20 by Lina.Halper
Added Clavicle FK controls
#code review: Danny.Bouimad
Change 3311764 on 2017/02/20 by Martin.Wilson
Update cameras for Live link demo map and turn on recompute tangents on Feng Mao
Change 3311858 on 2017/02/20 by Chris.Evans
!R Updated with pose values
Change 3312043 on 2017/02/20 by Jon.Nabozny
Change SkelMeshMerge logic to fix duplicates (again) and fix crash.
#jira UE-39690, UE-42146
Change 3312046 on 2017/02/20 by Thomas.Sarkanen
Fix crash drag/dropping skeletal mesh
#jira UE-42139 - Crash when adding SK_Mannequin to a Level Sequence in QAGame
Change 3312052 on 2017/02/20 by James.Golding
Change manipulator colors to red for right, blue for left, white for middle
Change IK/FK switch buttons to yellow/purple
Move picker buttons to take up less horizontal space
Move IK/FK switch button positions out of C++
Change 3312137 on 2017/02/20 by Ben.Marsh
Fix settings for using precompiled binaries in Dev-AnimPhys.
Change 3312517 on 2017/02/20 by Alan.Noon
Created new persistent level for Chris E's demo. Placed a few minions for CharlesA to test improved ragdoll asset. Tuned lighting in Origin_Small_P and fixed light leaks.
Change 3312570 on 2017/02/20 by Charles.Anderson
More work on Arcblade Ragdoll for GDC
Change 3312594 on 2017/02/20 by Alan.Noon
MultipleJointPoseDriving_GDC_P_pose_test_level
Change 3312637 on 2017/02/20 by Alan.Noon
Reconciling offline content
Change 3312902 on 2017/02/20 by Charles.Anderson
Minions for GDC
Change 3313206 on 2017/02/20 by Ori.Cohen
Added trimesh support for immediate mode.
Change 3313247 on 2017/02/20 by Chris.Evans
!N updated with both demo assets in one map
Change 3313447 on 2017/02/20 by Ori.Cohen
Fix immediate mode collision not working with convex transforms being baked in
Change 3313472 on 2017/02/20 by Ori.Cohen
Fix crash caused by missing switch case break
Change 3313518 on 2017/02/20 by Lina.Halper
IK knee issue/Twist issue
#code review: Thomas.Sarkanen, James.Golding
#rb: none
Change 3313547 on 2017/02/20 by Lina.Halper
Fixed Body-Ctrl to work with every node.
Change 3313617 on 2017/02/20 by Lina.Halper
- Fix for limbs delaying when moving BodyCtrl
- Fix for additive issue for control rig anim node
#rb: none
#code review: Thomas.Sarkanen
Change 3313618 on 2017/02/20 by Lina.Halper
remove unnecessary calc
#rb:none
Change 3313625 on 2017/02/20 by Lina.Halper
Fixed body ctrl move keys
- all IK keys also have to be in local space (but they're local to body_ctrl)
Change 3313633 on 2017/02/20 by Alan.Noon
Quick laying out of Minions for stress testing. Iterated on Environment collision.Built lighting
Change 3313655 on 2017/02/20 by Lina.Halper
- Fixed so that you can tweak pelvis and move body also
- Fixed mambo mapping
Change 3313897 on 2017/02/21 by James.Golding
Make all FK manipulators smaller (3 instead of 4.5)
Change 3313898 on 2017/02/21 by James.Golding
Integrate CL 3311876 to Dev-AnimPhys (original author Rolando.Caloca)
DR - Expose skin cache cvar r.SkinCache.AccumulationBufferSizeInKB
Change 3313902 on 2017/02/21 by James.Golding
Draw lines from IK target to mid-joint
Change 3313906 on 2017/02/21 by Thomas.Sarkanen
Fix undo/redo/save t-pose and crashes
Binding now only does what it needs to do an no more (i.e. force a reig evaluation and re-select the rig we are looking at).
Object spawner now does not root its objects. Rather it hangs them off of a 'holder' object so that they can exist safely in the transaciton buffer.
Change 3313938 on 2017/02/21 by Benn.Gallagher
Migrated clothing assets
Change 3313982 on 2017/02/21 by James.Golding
Fix static analysis in ClothPainter.cpp
Change 3313985 on 2017/02/21 by Benn.Gallagher
Fixed crash when attempting to create clothing with degenerate triangles. Now a log error and toast warn the user of conincident tri points.
#jira UE-41935
#rnx
Change 3314052 on 2017/02/21 by James.Golding
Fix CIS in ControlRigEditModeSettings.cpp
Change 3314100 on 2017/02/21 by Lina.Halper
IK fix for retargeting
- using rig transform and remapping doesn't work. I'll have to use mesh space for IK at least. It still does blend in rig space, though with FK.
#rb: none
Change 3314160 on 2017/02/21 by Thomas.Sarkanen
Added optional node trajectories
Added trajectory cache which uses similar mechanisms to the thumbnail cache to build trajectories for nodes.
Builds trajectories and their meshes incrementally when relevant things change
Change 3314167 on 2017/02/21 by James.Golding
Fix undo when pushing IK/FK toggle buttons
Change 3314168 on 2017/02/21 by Benn.Gallagher
Disabled skin cache on tech demo project
Change 3314290 on 2017/02/21 by Lina.Halper
- Cleaned up code a bit
- Fixed thigh to rotate to target and fixed a bug that caused jittering
#rb: none
Change 3314418 on 2017/02/21 by Thomas.Sarkanen
Fix CIS issue
Change 3314428 on 2017/02/21 by Thomas.Sarkanen
Fixup anim node to be of correct editor-time type
Caused crash when placed in an anim BP
Change 3314574 on 2017/02/21 by Thomas.Sarkanen
Fixed crash on shutdown
#jira UE-42214
Change 3314705 on 2017/02/21 by Alan.Noon
Iterating on map collision. Made minion weapon joint unbreakable
Change 3314722 on 2017/02/21 by Alan.Noon
Moved minions back into Minion demo Persistent level.
Change 3314778 on 2017/02/21 by Lina.Halper
added neck/ball_r/l control
#code review: Daniel.Bouimad
Change 3314908 on 2017/02/21 by Ori.Cohen
Temp fix for cloth bounds issue.
Change 3314920 on 2017/02/21 by Alan.Noon
Placing minions. Iterating collision
Change 3314970 on 2017/02/21 by Lina.Halper
added bone picker for toes, neck
Change 3315006 on 2017/02/21 by Benn.Gallagher
Fixed clothing bounds issue with empty simulations.
Change 3315017 on 2017/02/21 by Lina.Halper
fix crash on null proxy
#rb: Benn.Gallagher
Change 3315054 on 2017/02/21 by Alan.Noon
Placing minions
Change 3315671 on 2017/02/21 by Chris.Evans
!B Fixed default material
!N Added physics subgraph for Mambo
!N Added third 'gameplay' complex example
Change 3315693 on 2017/02/21 by chris.evans
!N Enabling tangent recompute on Mambo face and arm pits.
Change 3315838 on 2017/02/21 by Alan.Noon
New Orbital Laser Pawn. New ragdoll sublevels for minion demo (400 minions)
Change 3316206 on 2017/02/22 by Thomas.Sarkanen
Fix shadowed variables
Change 3316207 on 2017/02/22 by Thomas.Sarkanen
Manipulators are now transparent
Change 3316258 on 2017/02/22 by Jurre.deBaare
- Fix for changing levels while force painting to a specific LOD
- Brush depth not same as in main
Change 3316259 on 2017/02/22 by Jurre.deBaare
Fix for paint verts being rendered outside of painting area
#misc want to change underlying behaviour for the brush representation but this'll patch it up for now
Change 3316260 on 2017/02/22 by Jurre.deBaare
Changed default paint brush settings
Change 3316267 on 2017/02/22 by Jurre.deBaare
Added channel paint flags to texture painting settings
#misc might want to create base class for common paint settings
Change 3316268 on 2017/02/22 by Jurre.deBaare
Fix for issue with viewport color mode not being reset when exiting mesh paint mode
#jira UE-42221
Change 3316278 on 2017/02/22 by James.Golding
Fix crash when pose asset contains a bone that is not in the mesh
Change 3316304 on 2017/02/22 by Thomas.Sarkanen
Prevent sequencer from reselecting tracks when keys are selected
Also fixed crash concurrently modifying an itterating TSet when removing selection nodes.
Also made manipualtors not grow and shrink when transacting.
Also tweaked sequencer selection to not allow movement of infinite areas - this allows us to start drag-selecting over these tracks rather than trying to move a seciton that cannot be moved.
#jira UE-42164
Change 3316325 on 2017/02/22 by James.Golding
Hook up Mambo physics as 'Pose Process AnimBP'
Change 3316384 on 2017/02/22 by James.Golding
Slow down mambo anim playback rate
Change 3316385 on 2017/02/22 by Jurre.deBaare
CIS: Deprecation warning fix
Change 3316424 on 2017/02/22 by Lina.Halper
#fix : control rig mapping fix for Mambo
#lockdown: James.Golding
Change 3316525 on 2017/02/22 by Lina.Halper
- Fixed so that the mapping happening with retarget base pose, not ref pose
- Added refresh mapping option for all nodes to refresh bone transform - in case you change retarget base pose
- WIP of fingers, don't think we'll make it to demo, but it is still wip going in.
#lockdown: James.Golding
#rb: none
#code review: Thomas.Sarkanen, James.Golding
Change 3316684 on 2017/02/22 by Lina.Halper
fix shadow warning
#rb: none
#lockdown: james.golding
Change 3316748 on 2017/02/22 by Thomas.Sarkanen
Fix t-pose bindings in various demo workflow situations
Fix a crash when clearing actor
Fix t-pose when opening a new sequence over an old one
Fix t-pose on save
Note: Added a couple of 'nuke it from orbit' re-binds to the actor because some code paths were not correctly setting up all of our data. Particularily we were always setting up the anim instance. We should revisit this after GDC.
#jira UE-42136
Change 3316895 on 2017/02/22 by Jurre.deBaare
Incorrect simulation verts getting painted
#fix added an early rejection test
#misc fixed sqrd vs non-sqrd check
#misc level painting already did this in other specific code
Change 3316917 on 2017/02/22 by thomas.sarkanen
Disabling threaded update on Mambo's post process anim BP
We dont support running the main BP non-threaded and the post process threaded right now.
Change 3316933 on 2017/02/22 by Thomas.Sarkanen
Fixed linux shadow variable warning
Change 3317104 on 2017/02/22 by Chris.Evans
!N Initial animation with face
Change 3317483 on 2017/02/22 by Alan.Noon
Added controls to resize the Orbital Laser Impulse in the minion demo
Change 3317592 on 2017/02/22 by Alan.Noon
Tweaking Parameters on orbital Laser Pawn
Change 3317608 on 2017/02/22 by Lina.Halper
Sorry - missed this files from previous check-in
It should have gone with CL 3316525
#rb:none
#code review:Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317762 on 2017/02/22 by Lina.Halper
- allow dependency array to be added by IK effectors - but this isn't actual bug in this case
- the bug was property was overriding the value, so we'll have to make sure to update property from code change (bForceUpdatePropertyInTheNextTick)
#rb:none
#code review: Thomas.Sarkanen, James.Golding
#lockdown: James.Golding
Change 3317807 on 2017/02/22 by Martin.Wilson
Update for Live link code
-Rename Maya Source to Message Bus Source
-Fix typo in ReceiveClient function name
Change 3318031 on 2017/02/22 by Alan.Noon
100 more minions in a sublevel. Tuned new pawn. Added sound, particle effects to impulse
Change 3318217 on 2017/02/22 by Jon.Nabozny
Re-enable Dynamic Shadows for minions. Also enable Single Sample Shadow for perf reasons.
Change 3318365 on 2017/02/22 by Alan.Noon
Created new shadow capsule asset for minion. Disabled DOF.
Change 3318421 on 2017/02/22 by Alan.Noon
Adding more minion anims for variety
Change 3318435 on 2017/02/22 by Alan.Noon
Tweak to minion anim BP: minions pick and idle and stay with it.
Change 3318860 on 2017/02/23 by James.Golding
Force update nodes and manipulators when changing IK/FK mode
Better fix for UE-42257
Change 3318869 on 2017/02/23 by James.Golding
Key limb manipulators when switching IK/FK mode
Change 3318870 on 2017/02/23 by James.Golding
Fix head button picker location
Change 3318875 on 2017/02/23 by James.Golding
Add 'T' key shortcut for toggling trajectory drawing
Change 3318907 on 2017/02/23 by Benn.Gallagher
Added rail for clothing sheet examples
Change 3318909 on 2017/02/23 by Thomas.Sarkanen
Fix trajectories jittering as they generate
The rig needs ticking twice because of what looks like some stateful assumptions that were recently made.
Basically to get the rig to a state it needs ticking more than once.
This also means that we need to tick sequencer twice to make sure the rig state gets pushed to the anim instance too.
This may be to do with the latent IK/FK switching, and needs to be investigated.
For now, I'm leaving it like this but its not ideal because it makes the trajectory generation twice as expensive.
Change 3318929 on 2017/02/23 by James.Golding
Make PoseDriver Details not assume there is always a posedrivernode (fix potential crash during demo)
Change 3318930 on 2017/02/23 by James.Golding
Resave pose_test_level with camera in better default position
Change 3318969 on 2017/02/23 by thomas.sarkanen
Added demo map with mannequin and mambo
Change 3318975 on 2017/02/23 by thomas.sarkanen
Improved embededed test sequence
Kept blends away from initial binding because of t-pose issues
Change 3318979 on 2017/02/23 by thomas.sarkanen
Added sequence showing retargeting to multiple skeletons
Change 3318983 on 2017/02/23 by thomas.sarkanen
Improved retargeting sequence so that loop points dont pop animation
Change 3318991 on 2017/02/23 by Thomas.Sarkanen
Prevent division by zero in trajectory generation
Newly created sequences dont have a frame interval set up.
Change 3319013 on 2017/02/23 by Lina.Halper
Fixed twist issue
#lockdown: James.Golding
#rb: none
Change 3319017 on 2017/02/23 by Lina.Halper
Checked in wrong line - disabling optimization
#rb:none
#lockdown:James.Golding
Change 3319034 on 2017/02/23 by Lina.Halper
sorry about that - for some reason p4 reverted the merged changes, and removing function that was merged
#rb: none
#lockdown: James.Golding
Change 3319056 on 2017/02/23 by Lina.Halper
Back out changelist 3319013
#lockdown:James.Golding
Change 3319090 on 2017/02/23 by Thomas.Sarkanen
Added bookmarks to level, fixed up animation sequeces to be used in demo
Cleaned up unused assets from demo folder
Change 3319209 on 2017/02/23 by Chris.Evans
!R Lighting rebuilt
!N cameras added, camera switching functionality
Change 3319219 on 2017/02/23 by Chris.Evans
!R Disabling physics on the snake head on left shoulder
Change 3319268 on 2017/02/23 by Chris.Evans
!R Says it's dirty, could have sworn checked in latest, tested and works fine, sync'd to last rev can't see what changed.
Change 3319290 on 2017/02/23 by James.Golding
Default bShowManipulatorsDuringPlayback to on
Change 3319291 on 2017/02/23 by James.Golding
Add GDC2017 shared collection
Change 3319867 on 2017/02/23 by Alan.Noon
Moved Audio to a level and removed from sublevel list. Deleted particles.
Change 3320056 on 2017/02/23 by Alan.Noon
Built lighting in Clothing_GDC_P
Change 3320067 on 2017/02/23 by Ori.Cohen
Fix rigid body tooltip having the same loctext key as the node name causing bad node name (matters for live demo)
Change 3320085 on 2017/02/23 by Alan.Noon
Changed Origin_Small_P in ControlRigDemoMap to "Always Loaded"
Change 3320098 on 2017/02/23 by Martin.Wilson
Final updates for Live Link GDC Demo
-Add maya scene for demo
-Add binary for maya plugin + installation instructions
-Update actor location from based on latest maya scene and fix cameras in sequencer
-Updates on live link system for demo that I have been running with locally. Should be safe.
Change 3320579 on 2017/02/23 by Alan.Noon
Bound Spacebar to GoRagdoll in ArcBlade map. Built lighting. Killed printing to screen/log in MinionBP.
Change 3321144 on 2017/02/24 by Chris.Evans
!B Lighting was bad in PIE, forced -1.5 exposure bias on all cameras
Change 3321317 on 2017/02/24 by James.Golding
PIE on pose_test_level jumps to first placed camera
Change 3321956 on 2017/02/24 by Alan.Noon
Adding missing minion anims. And Stuff.
Change 3324190 on 2017/02/27 by Lina.Halper
Removed ensure from EvaluateAnimation
- this is invalid because of worker thread but I'll have more conversation over this change.
#rb: none
#code review: Laurent.Delayen, Martin.Wilson
#jira: UE-41731
Change 3324309 on 2017/02/27 by Lina.Halper
fixed issue with skeleton bone not displaying for curve picker
#jira: UE-41909
#rb: Marc.Audy
Change 3324342 on 2017/02/27 by mason.seay
First round of assets for testing root motion with framerate
Change 3324562 on 2017/02/27 by Lina.Halper
Fix build error
#rb: none
Change 3325010 on 2017/02/28 by mason.seay
Finished map
Change 3325124 on 2017/02/28 by mason.seay
Updated test to use trigger instead of delay
Change 3325205 on 2017/02/28 by mason.seay
Deleting old map
Change 3325207 on 2017/02/28 by mason.seay
Deleting old map
Change 3325752 on 2017/02/28 by Lina.Halper
Back out changelist 3319056
- adding upper twist back again
#rb: none
Change 3325759 on 2017/02/28 by James.Cobbett
Moving Weld automated tests to EngineTest project
Change 3326039 on 2017/02/28 by Lina.Halper
Fix spine issues
This is almost like content change as this contains lots of rigging changes from code. So I'm just checking with no review.
#jira: UE-42260, UE-42268
#rb: none
Change 3326246 on 2017/02/28 by mason.seay
Test map and assets for overlap functional tests
Change 3327926 on 2017/03/01 by Lina.Halper
- disabled pelvis animation on WaveAnimationGDC
- added pelvis controls so that you can animate without worring about gmibal lock.
#code review: danny.bouimad
Change 3327971 on 2017/03/01 by Lina.Halper
Moved BaseHuman to ControlRig/Content folder
- checking in redirector for the people who have local contents that want to keep
#code review: Thomas.Sarkanen
Change 3329196 on 2017/03/02 by James.Cobbett
Deleting from QAGame. These maps and assets were migrated over to EngineTest in CL 3325759 and CL 3325802.
Change 3329263 on 2017/03/02 by mason.seay
Temp submission as I reorganize other content
Change 3329321 on 2017/03/02 by mason.seay
Reorganizing content
Change 3329493 on 2017/03/02 by James.Cobbett
Moving/renaming automated tests
Change 3332044 on 2017/03/03 by mason.seay
Procedural Mesh Functional Tests
Change 3332049 on 2017/03/03 by Mason.Seay
Screenshot comparisons for Procedural Mesh Tests
Change 3333080 on 2017/03/06 by Lina.Halper
Fix crash on not sorted OutBoneTransforms from Hand IK Retargeting node
#jira: UE-42460
Change 3333826 on 2017/03/06 by Lina.Halper
Renamed nodes -
- adding rename feature for HumanRig
#rb: none
Change 3333847 on 2017/03/06 by Lina.Halper
Fixed build error
Change 3333865 on 2017/03/06 by Lina.Halper
Fixed build error on shadow warning
Change 3333957 on 2017/03/06 by Lina.Halper
Fixed issue where limb length wasn't applied correctly on human rig
#jira: UE-42307
Change 3335109 on 2017/03/07 by Thomas.Sarkanen
Prevent us from rebuilding node tree in 'view' mode
This means that a rare crash cant occur any more
#jira UE-42568 - Editor crashes when using the eye dropper to switch actor skeleton after deleting sequence
Change 3335110 on 2017/03/07 by Jurre.deBaare
Editor crashes on importing Alembic file
#fix ensure that we generate objects with a valid object name (used to be able to include invalid characters such as periods)
#jira UE-40189
Change 3335117 on 2017/03/07 by Jurre.deBaare
Crash when opening cloth painter with Paint mode open and selecting different actor
#fix ensure that we only initialize static adapter factory data once, now that we have multiple painters
#jira UE-42573
Change 3335119 on 2017/03/07 by Jurre.deBaare
In Persona, the lighting rig rotation changes when switching between profiles
#fix don't know how I wrote this code before, but made it so it makes sense now
#jira UE-40877
Change 3335120 on 2017/03/07 by Jurre.deBaare
Auto-Exposure Overriding Preview Scene Profile Settings
#fix also update showflags when passed property is Name_none, on opening static mesh editor make sure we pick last set profile instead of default 0, and make sure we push propertyt change when changing profiles
#misc made same changes for animation editors
#jira UE-39217
Change 3335121 on 2017/03/07 by Jurre.deBaare
Points not marked as invalid in Aim Offset graph when in invalid positions
#fix ensure that samples which have a valid grid point when checking their animation ptr
#misc whitespace fixes
#jira UE-40715
Change 3335122 on 2017/03/07 by Jurre.deBaare
Cannot right-click a blend point if the green preview point is in the way
#fix changed condition slightly, now do gather highlighted index so it can be used in rightclick instead of not setting it while hovering the preview pin point
#jira UE-39060
Change 3335123 on 2017/03/07 by Jurre.deBaare
It's not clear which Grid Stretch mode in blend space is currently on
#jira UE-39080
#fix added color change on grid stretch type state
Change 3335124 on 2017/03/07 by Jurre.deBaare
Not clear that material baking is only supported for single lod merge actors
#fix extended tooltip to include requirement for material merging
#jira UE-39621
Change 3335125 on 2017/03/07 by Jurre.deBaare
#fix Alembic import fix (indexed UVs) copy-pasta error
Change 3335126 on 2017/03/07 by Jurre.deBaare
Accessor and Modifier for StartTimeOffset in GeometryCacheComponent.h
#jira UE-37080
#feature Added bp exposed get/set-er
#misc Corrected some comments
Change 3335127 on 2017/03/07 by Jurre.deBaare
Blend space interpolation settings do not update until the user reopens the asset
#fix made reintializing of interpolation filter editor only to start with, and update the filter when necessary (this way multiple players, e.g. thumbnail renderer and persona) both give the expected result, before only one of them would be reinitialized see comment on flag in header
#jira UE-40950
Change 3335129 on 2017/03/07 by Jurre.deBaare
Store imported mesh names for Alembic files (makes reimporting easier)
#jira UE-39034
Change 3335161 on 2017/03/07 by Jurre.deBaare
CIS fix: Partial back out changelist 3335129
Change 3335426 on 2017/03/07 by Jurre.deBaare
Crash fix for importing random maya shapes through Alembic
#fix add safety checks for writing material indices
#jira UE-40189
Change 3335427 on 2017/03/07 by Jurre.deBaare
Editor hard locks when adding Profile in Preview Scene Settings
#fix previous change created an infinite loop while adding a new profile, now calling OnAssetViewerSettingsChanged directly and from a different spot
#jira UE-42609
Change 3335448 on 2017/03/07 by Thomas.Sarkanen
Fixed binding (and re-binding) of rig that was broken by main integration
Templates are no longer always regenerated, so re-binding doesnt work if we rely on template regeneration
Moved runtime and compile-time binding into the template (rather than the track).
Removed hacky 'static stack' of binding IDs. This is no longer needed now we have a way to propgate per-instance template data at compile time.
Change 3336018 on 2017/03/07 by Ori.Cohen
Make sure InstantiatePhysicsAsset does not create uninitialized bodies and constraints when it is given a physics asset with inappropriate bone names. Fixes crash in rigid body node when re-targetting.
#JIRA UE-42090
Change 3336508 on 2017/03/07 by Ori.Cohen
PR #3325: Allow Physics Notification Dispatching with Engine API (Contributed by 0lento)
#JIRA UE-42533
Change 3336524 on 2017/03/07 by Ori.Cohen
Added compiler error when component space sim and world collision is used.
#JIRA UE-41402
Change 3336700 on 2017/03/07 by Ben.Marsh
Fix stream name for bulding PhysX.
Change 3336949 on 2017/03/08 by James.Golding
In BindToSkeletalMesh, make sure skel mesh resources are init'd before calling Register on SkelMeshComp
#jira UE-42377
Change 3337008 on 2017/03/08 by Lina.Halper
- Fix for lagging update
- Removed unnecessary update from trajectory cache
#rb: Thomas.Sarkanen
Change 3337190 on 2017/03/08 by James.Golding
Remove defunct PhysX 3.3 libs
Change 3337562 on 2017/03/08 by Ori.Cohen
Touch engine to force re-link of latest PhysX libs. Fixes crash when free joints are used with immediate mode.
#JIRA UE-41026, UE-42628
Change 3337779 on 2017/03/08 by Ori.Cohen
Added skeletal mesh component override for sync vs async scene.
#JIRA UE-39829
Change 3337859 on 2017/03/08 by Ori.Cohen
Fix CIS
Change 3338593 on 2017/03/08 by Ori.Cohen
Remove physx get geometry macro and replace with calls to .any which should be faster.
#JIRA UE-40503
Change 3338614 on 2017/03/08 by Ori.Cohen
Fix warning about missing EditAnywhere
#JIRA UE-41361
Change 3338677 on 2017/03/08 by Ori.Cohen
Fix new generated physics assets not properly setting user settings to default profile.
#JIRA UE-41135
Change 3338683 on 2017/03/08 by Ori.Cohen
PR #3225: UPhysicsConstraintComponent works as expected when target is an UChildActorComponent (Contributed by PhoenixBlack)
#JIRA UE-3225
Change 3338694 on 2017/03/08 by Ori.Cohen
Added a getter to physical animation component (PR #3163)
#JIRA UE-41047
Change 3339131 on 2017/03/09 by James.Golding
Merging Engine changes from //UE4/Private-GDC17-FaceRig
- Set default CurveSourceBindingName on AudioCurveSourceComponent to 'Default' (to match node default)
- Add CurveSyncOffset option to AudioCurveSourceComponent
- Add 'Copy Curves To SoundWave' option to Anim Editor
- Bind possible curve sources by iterating over component properties, rather than owned components
- Add ref-pose override option to SkinnedMeshComponent
- Major fixes for per-instance skin-weights (was not using per-section map)
- Improve warnings for per-instance skin weight problems
Change 3339223 on 2017/03/09 by Thomas.Sarkanen
Exposed preview scene settings in the existing settings tab rather than in a hidden menu in the viewport
Tab is now shown by default
Added default preview scene collection so you dont end up having to create assets all the time just to preview meshes (although this is still possible).
#jira UE-39365 - Make Preview scene setup more discoverable
Change 3339270 on 2017/03/09 by Lina.Halper
Added create animation blueprint back since now we have a separate editor.
#jira: UE-39457
#rb: Martin.Wilson
Change 3339318 on 2017/03/09 by Danny.Bouimad
TM-TangentNormals, Test map for checking tangent recalculation with and without skin cache.
Change 3339431 on 2017/03/09 by James.Golding
Make UDestructibleComponent::SpawnFractureEffectsFromDamageEvent virtual
(UDN request: https://udn.unrealengine.com/questions/335389/custom-destructible-fracture-effects.html)
Change 3339809 on 2017/03/09 by James.Golding
Add support for 'UCP' prefix for importing capsule collision on static meshes via FBX
#jira UE-5262
Change 3339955 on 2017/03/09 by Ori.Cohen
Allow kinematic leaf bodies in immediate mode
Change 3339995 on 2017/03/09 by mason.seay
Collision functional tests
Change 3340085 on 2017/03/09 by Ori.Cohen
Change default contact-gen method to PCM. This is the default in PhysX 3.4
#JIRA UE-40365
Change 3340562 on 2017/03/09 by Ori.Cohen
Added physx simulation shader override.
#JIRA UE-35304
Change 3341155 on 2017/03/10 by Ori.Cohen
Fix CIS warnings
Change 3341295 on 2017/03/10 by Martin.Wilson
Cache compact pose bone index on FBoneReference and remove manual caching in Paragon
#jira UE-42302
Change 3341943 on 2017/03/10 by mason.seay
Cleaned up logic for map blueprints. Worked around delays
Change 3342029 on 2017/03/10 by mason.seay
Cleaned up blueprint logic to remove dependency on delays
Change 3342063 on 2017/03/10 by mason.seay
Disabling tests
Change 3342071 on 2017/03/10 by mason.seay
Updated map to use assertions
Change 3342884 on 2017/03/13 by James.Golding
Expose 'trace by profile' functions to BP
Refactor duplicated code in KismetSystemLibrary collision functions
#jira UE-32912
Change 3342886 on 2017/03/13 by James.Golding
Moving sprite from PhysicsThruster actor to PhysicsThrusterComponent (like light and audio, for example)
#jira UE-6015
Change 3342921 on 2017/03/13 by Benn.Gallagher
Added some checking to anim dynamics pre update to avoid crashes when world isn't available
#jira UE-42729
Change 3342970 on 2017/03/13 by James.Golding
Fix incorrect display names for some ..ByProfile trace funcs
Change 3342972 on 2017/03/13 by James.Golding
PR #3060: Added virtual keyword to DestructibleComponent ApplyDamage, ApplyDamageRadius (Contributed by looterz)
Change 3343032 on 2017/03/13 by Josh.Stoddard
Enable stabilization in PhysX by default
- set PxSceneFlag::eENABLE_STABILIZATION by default
- removed USE_ADAPTIVE_FORCES_FOR_ASYNC_SCENE because eADAPTED_FORCES is incompatible with eENABLE_STABILIZATION
- added FBodyInstance parameter StabilizationThresholdMultiplier to control PxRigidDynamic stabilization threshold
#jira UE-6612 #rb ori.cohen
Change 3343073 on 2017/03/13 by Martin.Wilson
Properly initialize single bone controller bone references
#jira UE-42776
Change 3343074 on 2017/03/13 by Martin.Wilson
Clear raw curve data during cooking
#jira UE-37897
Change 3343317 on 2017/03/13 by Jurre.deBaare
Crash after clearing the animation from a sample point in a 1D Blendspace
#jira UE-42672
#misc made sure that we do not deem empty blend spaces as additive
Change 3343498 on 2017/03/13 by Lina.Halper
Fix on odin cook crash
- fallout from CL 3336018
#rb:Marc.Audy
#code review:Ori.Cohen
Change 3343548 on 2017/03/13 by Lina.Halper
Fix crash on ocean -
#rb: none
#code review: Ori.Cohen
Change 3344764 on 2017/03/14 by Thomas.Sarkanen
Fixed crash right-clicking empty space in the asset shortcut dropdown
#jira UE-42782 - Crash right-clicking in anim blueprint asset picker
#jira UE-42799 - GitHub 3366 : Asset selection null check before Opening Editor
Change 3344776 on 2017/03/14 by James.Golding
Really fix names for BP-expose 'ByProfile' traces
Change 3344780 on 2017/03/14 by James.Golding
PR #3359: UE4.15 Morpheme integration changes (Contributed by NaturalMotionTechnology)
#jira UE-42771
Change 3344781 on 2017/03/14 by James.Golding
PR #3346: Expose URadialForceComponent for inheritance (Contributed by projectgheist)
#jira UE-42610
Change 3344782 on 2017/03/14 by James.Golding
Fix procmesh->staticmesh conversion if only a single triangle
#jira UE-42310
Change 3344783 on 2017/03/14 by James.Golding
PR #3234: Fix the incorrect UIMin value for InitialAverageFrameRate physics setting. (Contributed by 0lento)
#jira UE-41832
Change 3344785 on 2017/03/14 by James.Golding
PR #3196: Improved Constraint warning message (Contributed by projectgheist)
Change 3344790 on 2017/03/14 by James.Golding
PR #3362: Fix NULL pointer dereference when debugging null animation sequence. (Contributed by ill)
Change 3344891 on 2017/03/14 by Jurre.deBaare
Incorporate back list of animations into blendspace editor
#feature added labels toggle to blend space grid
#feature can now override animations when drop on sample
#jira UE-39368
Change 3344921 on 2017/03/14 by Jurre.deBaare
Expose Opacity and Opacity Mask options on material flattening
#feature added support for baking out opacity and opacity masks
#jira UE-39563
Change 3344963 on 2017/03/14 by Jurre.deBaare
Need Simplygon to create LODs on animated pose, vs skeletal mesh pose
#feature added ability to specify an animation sequence from which frame 0 will be baked into the LOD mesh
#jira UE-38909
Change 3345060 on 2017/03/14 by Jurre.deBaare
CIS fix: missing include
Change 3345929 on 2017/03/14 by Jon.Nabozny
Fix Grux skeletal mesh to properly point at Grux Phys Asset (instead of Steel's).
#jira UE-42772
Change 3346970 on 2017/03/15 by Jurre.deBaare
#feature Support importing vertex colours from Alembic files
#jira UE-39032
Change 3346976 on 2017/03/15 by Jurre.deBaare
Missing files from CL 3344921
Change 3346983 on 2017/03/15 by Jurre.deBaare
Static mesh editor crashes when opening
#fix default value for additional settings
Change 3347019 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments
Change 3347128 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347146 on 2017/03/15 by mason.seay
Updated descriptions on tests
Change 3347178 on 2017/03/15 by Martin.Wilson
PR #3358: Actually compress CompressedCurveData during anim compression (Contributed by stefanzimecki)
Change 3347257 on 2017/03/15 by Thomas.Sarkanen
Fixed crash when canceling saving a new preview mesh collection
Change 3347314 on 2017/03/15 by mason.seay
Narrowed collision volumes by half
Change 3347386 on 2017/03/15 by mason.seay
Updated descriptions
Change 3347388 on 2017/03/15 by mason.seay
Forgot to disable tests :P
Change 3347397 on 2017/03/15 by James.Cobbett
Tidying up blueprint comments for WeldingScreenshots.umap automated test
Change 3347433 on 2017/03/15 by Thomas.Sarkanen
Fix IK/FK switch on first frame (clobbering FK data)
Added a 'first frame' flag to limbs etc.
Change 3347436 on 2017/03/15 by Thomas.Sarkanen
Control rig sequences can now be exported to anim sequences
Control rig sequences can now be exported from sequencer and exported, re-exported, imported and re-imported from the content browser.
Added converter function that performs similar logic to the animation recorder.
Fixed binding template in cooked builds.
Exposed anim sequence factory via UNREALED_API to allow for me to derive from it (I force the skeleton to a known value)
#jira UE-42608 - Add "export to anim sequence" to control rig sequences
Change 3347475 on 2017/03/15 by Lina.Halper
#LookAt node refactor
- you can use LookAtLocation based on joint or socket (jira UE-8972)
- improved visualizer (jira UE-2737) - clamp was there but now you can visuzlie it
- GetOnScreenDebugInfo changed parameter - added runtime node
- possibly we could query runtime node only but right now GetOnScrrenDebugInfo belongs to AnimGraphNode
- deprecated previous GetOnScreenDebugInfo
- Added AnimPhys Object version GUID
#rb:Thomas.Sarkanen
Change 3347512 on 2017/03/15 by Thomas.Sarkanen
Filter anim sequences to the correct skeleton when exporting
Feeback from code review of CL 3347436.
Change 3347543 on 2017/03/15 by Thomas.Sarkanen
Fix shadow variable warnings
Change 3347556 on 2017/03/15 by Jurre.deBaare
Unable to select bones in the animation editor viewport
#fix issues came from hit proxies being turned on and always being hit instead of the bone physic shapes
#feature added toggle button to skeletal mesh editor to enable mesh section selection
#jira UE-42893
Change 3347559 on 2017/03/15 by James.Golding
By default, re-use anim editor with correct Skeleton when double clicking anim asset
Add menu option to force a new edtor to open
#jira UE-42912
Change 3347749 on 2017/03/15 by Lina.Halper
Fix build issue.
#rb: none
Change 3347926 on 2017/03/15 by James.Cobbett
Adding new test to Welding.umap for children welding when attached to ragdoll
Change 3347938 on 2017/03/15 by Lina.Halper
Fix build error
#rb: none
Change 3347939 on 2017/03/15 by Mason.Seay
General cleanup of bp logic in maps and blueprint actors
Added scenarios to test actor descriptions
Fixed an error in blueprints (I think I failed to submit changes before)
Change 3348074 on 2017/03/15 by Lina.Halper
build error fix
#rb: none
#code review: martin.wilson
Change 3348154 on 2017/03/15 by Lina.Halper
last fix, hopefully
#rb: none
#code review: MArtin.wilson
Change 3349160 on 2017/03/16 by Thomas.Sarkanen
Adding 'set preview mesh' to toolbar
#jira UE-42910 - Add 'preview mesh' button to toolbar
Change 3349175 on 2017/03/16 by Jurre.deBaare
Notification on reimported animations that might be bad
#fix added two warning messages for different sequence length and missing curve in reimported file (hidden behind editor user setting -> bAnimationReimportWarnings)
#jira UE-34522
Change 3349197 on 2017/03/16 by Martin.Wilson
Add ability to choose slot to preview to montage editor
#jira UE-38910
Change 3349216 on 2017/03/16 by James.Cobbett
Additional Welding tests: static meshes attached to ragdolls and simulated children detaching and retaining welded children
Change 3349217 on 2017/03/16 by James.Cobbett
Disabling new Welding tests pending review
Change 3349314 on 2017/03/16 by Benn.Gallagher
Fixed clothing not running in PS4 packaged builds
#jira UE-42857
Change 3349504 on 2017/03/16 by James.Fox
Enabling RootMotion automation tests. Approved: UEENGQA-12277
Change 3349611 on 2017/03/16 by Lina.Halper
retargeting pose options change
- now reset, import pose, use current pose
#rb: Martin.Wilson
#jira: UE-19768
Change 3349738 on 2017/03/16 by Martin.Wilson
Remove force inline from virtual compression functions.
#jira UE-33070
Change 3349787 on 2017/03/16 by James.Golding
Fix xbox one compile (FControlRigBindingTemplate::ObjectBinding was not all wrapped in WITH_EDITORONLY_DATA)
Change 3349827 on 2017/03/16 by Josh.Stoddard
- Expose PhysX stabilization as project setting, disabled by default
- remove obsolete USE_SPECIAL_FRICTION_MODEL_FOR_ASYNC_SCENE
#jira UE-42868
Change 3349932 on 2017/03/16 by James.Golding
Possible fix for cooking crash - ContentBrowser module not necessarily being loaded
Change 3350011 on 2017/03/16 by Jon.Nabozny
Created AddForceAtLocationLocal function to allow component space forces.
#jira UE-38115
Change 3350134 on 2017/03/16 by Josh.Stoddard
Fix memory leak from GPhysXSDK->createShape()
#jira UE-42733 #rb ori.cohen
Change 3351166 on 2017/03/16 by Lina.Halper
Fixed build issue
#code review:Jon.Nabozny
Change 3351451 on 2017/03/17 by Benn.Gallagher
Fixed clothing reimports not working correctly and possibly leading to editor crash
#jira UE-42953
Change 3351564 on 2017/03/17 by Benn.Gallagher
Xbox NvCloth fix, module rules incorrectly set up and were not actually compiling NvCloth into the binary
#jira UE-42224
Change 3351594 on 2017/03/17 by mason.seay
Updated BP logic to use Set Actor Location (speeds up tests)
Gave actors distinct names
Reworded descriptions
Change 3351629 on 2017/03/17 by Jon.Nabozny
Add methods to determine the WeldParent and WeldChildren of a given component.
#jira UE-40733
Change 3351639 on 2017/03/17 by Jon.Nabozny
Fix StopMovementImmediately for WheeledVehicleMovementComponent.
#jira UE-40078
Change 3351649 on 2017/03/17 by Jon.Nabozny
Update comment on AddForceAtLocationLocal to be explicit that both Force vector and Location are in Body space.
Change 3351663 on 2017/03/17 by Thomas.Sarkanen
Anim notify blueprints now start with a 'received notify' event node (ghosted)
#jira UE-27386 - A new anim notify blueprints should start with a Received Notify override
Change 3351696 on 2017/03/17 by Thomas.Sarkanen
Refactored EvaluateBoneTransforms to prevent usage of skeletal mesh component
Deprecated EvaluateBoneTransforms in favor of new EvaluateSkeletalControl_AnyThread.
Added various useful transforms to the proxy as these were the most used data from the skeletal mesh component.
Some instances still require access to skeletal mesh to access the world for debug rendering. I'm leaving these alone for the moment as they should be addressed for 4.17 with the fixes for multi-threaded debug rendering.
Commented & re-formatted ConvertCSTransformToBoneSpace and ConvertBoneSpaceTransformToCS. Deprecated signatures that take a skeletal mesh component.
Commented FAnimNode_Base interface.
#jira UE-35238 - FAnimNode_SkeletalControlBase::EvaluateBoneTransforms takes in SkeletalMeshComponent which is not safe
Change 3351698 on 2017/03/17 by James.Golding
Add GetMaterialFromFaceIndex to MeshComponent, implement for StaticMeshComponent and ModelComponent
#jira UE-42802
Change 3351701 on 2017/03/17 by James.Golding
Change from Ctrl to Shift for 'open new editor' when double-clicking anim assets
Change 3351703 on 2017/03/17 by James.Golding
Change Box and Sphyl elements to use Rotator instead of Quat, to make them easier to edit via details panel
#jira UE-39664
Change 3351704 on 2017/03/17 by James.Golding
Fix scrubbing curves that aren't selected
#jira UE-39574
Change 3351805 on 2017/03/17 by Thomas.Sarkanen
Prevent crash when trying to implement a function in a child anim blueprint
The assumption that the ubergraph was the zeroth entry in the array didnt hold for child anim BPs with overriden functions. Now we just search for the ubergraph and check it if we find it.
#jira UE-42996 - Editor Crashes when creating a function in Child Anim Blueprint
Change 3352000 on 2017/03/17 by James.Cobbett
Adding VehicleAdvBP assets for use in upcoming Welding tests
Change 3352067 on 2017/03/17 by Lina.Halper
Removed AnimGraph from GraphEditor module
- Created node factory, pin factory, pin connection policy factory
- Moved all anim related files out of GraphEditor
#code review: Michael.Noland
#jira: UE-37976
#rb: Michael.Noland
Change 3352178 on 2017/03/17 by Lina.Halper
Moved to AnimationBlueprintEditor as these are just graph visual nodes
#code review:Michael.Noland
Change 3352753 on 2017/03/17 by James.Fox
Checking in some naming convention changes for Overlap automation test.
Change 3353371 on 2017/03/19 by Lina.Halper
Fix build error
#code review: Bob.Tellez
Change 3353644 on 2017/03/20 by Jurre.deBaare
Animation thumbnails vanishing
#fix ensure that we draw the mesh regardless of whether or not we have dynamic render data
#jira UE-42974
Change 3353654 on 2017/03/20 by James.Golding
Move SGraphNodeK2Default and SGraphNodeK2Event to Public as well, as they are used by Fortnite
Update includes in SFortGrtaphNodeK2ExecuteEvent and HandleEvent to only include parent class header
Change 3353684 on 2017/03/20 by Jurre.deBaare
Separate asset viewer profiles for local / shared
- Split out profiles in local/shared UProperty
- Modifications to ini writing :(
- Extra checks for default ini writing
- Add checkout/make writable for default editor ini file
Change 3353803 on 2017/03/20 by Jurre.deBaare
CIS fixes
Change 3353830 on 2017/03/20 by Martin.Wilson
Fix additives breaking when pose link not connected to anything
#jira ue-39174
Change 3353847 on 2017/03/20 by Martin.Wilson
Add property to blend space player nodes to specify whether the blend space current time is reset when the blend space changes
#jira UE-40446
Change 3353950 on 2017/03/20 by Ori.Cohen
Undo the null entries for invalid body/bodysetup pairs. Instead we check if the body and constraints are valid in the rigid body node.
#JIRA UE-42090
Change 3353956 on 2017/03/20 by Ori.Cohen
Back out changelist 3343498 (this was needed for the null entries on bodies array which has been fixed)
Change 3354003 on 2017/03/20 by Thomas.Sarkanen
Back out changelist 3353914
Change 3354031 on 2017/03/20 by Benn.Gallagher
Speculative fix for clothing crashes using Mambo. It was possible that the skeletal mesh component could have triggered deletion or creation of simulation state objects while the simulation was in flight on another thread, added tracking and waiting for outstanding tasks.
#jira UE-42975
Change 3354151 on 2017/03/20 by Lina.Halper
Make sure nullptr tick function still works
- this is prerequisite for the play and export option
#rb:Ori.Cohen
Change 3354229 on 2017/03/20 by James.Golding
Add 'default camera' options for skel meshes
#jira UE-42762
Change 3354342 on 2017/03/20 by Martin.Wilson
Strip out identity raw tracks when baking additives.
#jira UE-40508
Change 3354388 on 2017/03/20 by Martin.Wilson
Fix false anim blueprint compile errors with aim offset pins
#jira UE-38196
Change 3354494 on 2017/03/20 by Martin.Wilson
Serialize compressed anim data when counting memory
#jira UE-39691
Change 3354515 on 2017/03/20 by Josh.Stoddard
Expose PxSceneFlag::eENABLE_ENHANCED_DETERMINISM
#jira UE-41484 #rb ori.cohen
Change 3355932 on 2017/03/21 by Thomas.Sarkanen
Back out changelist 3354003
Reinstating merge from Main:
Merging //UE4/Dev-Main to Dev-AnimPhys (//UE4/Dev-AnimPhys)
Change 3355954 on 2017/03/21 by Thomas.Sarkanen
Fixed up CIS issues post merge from Main
Change 3355974 on 2017/03/21 by James.Golding
Fix Mac CIS warning (constructor order of FAnimNode_BlendSpacePlayer)
Change 3355981 on 2017/03/21 by Jurre.deBaare
Whitelisted circular dependencies between meshpaintmode and VR editor modules
Change 3355986 on 2017/03/21 by Jurre.deBaare
Linux CIS file, non-capital M
Change 3356072 on 2017/03/21 by James.Golding
Fix UStaticMeshComponent::GetMaterialFromCollisionFaceIndex to not depend on editor-only data
#jira UE-43117
Change 3356073 on 2017/03/21 by James.Golding
Implement GetMaterialFromCollisionFaceIndex for ProceduralMeshComponent
Change 3356300 on 2017/03/21 by Ori.Cohen
Allow kinematic bodies with simulated parents using the full scene solver
Change 3356362 on 2017/03/21 by Lina.Halper
- Support create animation from Play
- Support export animation from Play
- this allows retargeting, post graph, or anything you see in engine will be baked to the animation
#rb: Thomas.Sarkanen
#jira: UE-19746
Change 3356482 on 2017/03/21 by Martin.Wilson
Fix crash when opening a new montage
#UE-43132
Change 3356709 on 2017/03/21 by James.Golding
Check for NaN when converting rotator->quat (very large inputs can result in nan's, need to handle to avoid hitting asserts elsewhere)
Add clamps when editing rotation of collision shapes, to avoid massive rotation entries
#jira UE-39664
Change 3356968 on 2017/03/21 by Ori.Cohen
Fix physics asset bounds to be as small as 1cm.
This introduces flicker, but passing to rendering to fix that on their end.
Change 3357092 on 2017/03/21 by Josh.Stoddard
Don't update kinematic target if the body isn't moving
#jira UE-42784 #rb ori.cohen
Change 3357194 on 2017/03/21 by Lina.Halper
Fix on vehicle anim instance look at node issue
#rb: Ori.Cohen
#jira: UE-43116
Change 3357298 on 2017/03/21 by Ori.Cohen
Fix invalid warning when dragging actors into the world. This is invalid because we manually disable collision on actors when this happens, and the warning is only needed for actual runtime.
#JIRA UE-42211
Change 3357494 on 2017/03/21 by Jon.Nabozny
Fix FPropertyEditorInlineClassFilter filtering classes incorrectly.
#jira UE-43098
Change 3357892 on 2017/03/21 by Lina.Halper
fix build error
#rb: none
Change 3358078 on 2017/03/22 by James.Golding
Fix CIS - AnimNode_FootPlacement in Platformer game after SkelControl refactor (from CL 3351696)
Change 3358080 on 2017/03/22 by Jurre.deBaare
Updating Alembic importer thirdparty dependencies for Windows and Mac
Change 3358081 on 2017/03/22 by James.Golding
Add comment to help people fix up code after moving many properties in ContraintInstance to ProfileInstance member
Change 3358092 on 2017/03/22 by James.Golding
Fix undo for saving/clearing default cam on mesh (also marks mesh dirty)
Change 3358093 on 2017/03/22 by James.Golding
Panning in orbit mode now takes in account camera speed
#jira UE-43082
Change 3358106 on 2017/03/22 by Thomas.Sarkanen
Fix fallout from Main integration
Change 3358454 on 2017/03/22 by Ori.Cohen
Temporarily disable phat immediate mode previewing to break the dependency on immediate physics plugin. Will be turned back on in later refactor
#JIRA UE-41711
Change 3358886 on 2017/03/22 by Ori.Cohen
Fix AutoWeld not being disabled in blueprint editor when the object is simulated
#JIRA UE-40193
Change 3358950 on 2017/03/22 by Lina.Halper
reverted code asking about asset name when create asset
#rb: none
Change 3359034 on 2017/03/22 by Lina.Halper
#fix fall out from previous revert
- because now export also shows the window. we don't want export to FBX to show name dialog
- it will use asset name as base
#rb: none
#code review:Thomas.Sarkanen
Change 3359165 on 2017/03/22 by Ori.Cohen
Fix welded capsules not using the right rotation
#JIRA UE-41546
Change 3359232 on 2017/03/22 by Ori.Cohen
Bump DDC key for new bvh34.
Change 3359233 on 2017/03/22 by mason.seay
Added a couple more scenarios and updated names. Needs more organization
Change 3359293 on 2017/03/22 by tim.gautier
Submitting MeshPaint test content for QAGame.
Change 3359389 on 2017/03/22 by Ori.Cohen
Back out changelist 3356589
Change 3359402 on 2017/03/22 by Jon.Nabozny
Move GetWeldParent and GetWeldChildren to EngineTest.
Change 3359978 on 2017/03/23 by Jurre.deBaare
Mesh Paint brush disappears when painting in VR
#fix removed conditional clause for painting the interactors
#jira UE-43150
Change 3359980 on 2017/03/23 by Jurre.deBaare
Mesh Paint hotkeys to modify brush size are inconsistent with other Paint modes
#fix reverted to old behavior, paint mode overriding catching key input to viewport
#jira UE-43158
Change 3360052 on 2017/03/23 by James.Golding
Back out changelist 3359165, as it was made after smoke testing. Will re-submit after copy to main.
Change 3360121 on 2017/03/23 by James.Golding
Fix perf regression from testing for NaN's in FRotator::Quaternion in shipping builds
Change 3360177 on 2017/03/23 by Jurre.deBaare
Related to previous brush size check in, early out when the painter has handled the input, that way the rest of the editor can't take the brackets [] input anymore
Change 3360358 on 2017/03/23 by mason.seay
Updated naming and organization of actors in Outliner
Change 3362050 on 2017/03/23 by Lina.Halper
Back out changelist 3343074
#rb:none
#code review: Martin.Wilson, James.Golding
[CL 3362661 by Thomas Sarkanen in Main branch]
#rb none
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3203880 on 2016/11/18 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3207429 on 2016/11/22 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3207285
Change 3252627 on 2017/01/10 by Lukasz.Furman
removed duplicated entries from visual logger shape rendering
#ue4
Change 3252675 on 2017/01/10 by Ori.Cohen
Add support for tagged memory regions (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3252686 on 2017/01/10 by Ori.Cohen
Refactor BodySetup to make it easier to reuse shape creation (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
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 3252887 on 2017/01/10 by Dan.Reynolds
Increased modes to include:
Harmonic minor
Melodic minor (going up)
Pentatonic (Major)
Pentatonic (minor)
Whole Tone
Diminished (WH)
and Blues
Change 3252895 on 2017/01/10 by Aaron.McLeran
update to music utilities.
Change 3253060 on 2017/01/10 by Aaron.McLeran
Updates to synthesis plugin and some new features to DSP objects
Change 3253061 on 2017/01/10 by Aaron.McLeran
Updates to music maps
Change 3253078 on 2017/01/10 by Aaron.McLeran
Removing pragma optimization code accidentally checked in
Change 3253110 on 2017/01/10 by Ori.Cohen
First iteration of immediate mode ragdoll node (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))
Change 3253315 on 2017/01/10 by Aaron.McLeran
Fixing a few bugs in DSP objects
- Added a new types file EpicSynth1 and EpicSynth1 component can share enums
Change 3253577 on 2017/01/11 by Aaron.McLeran
Checking in updates to assets for music -- celestial manager for rotating objects like planets, new ambient map
Change 3254052 on 2017/01/11 by Ori.Cohen
Fix build.
Change 3254059 on 2017/01/11 by Ori.Cohen
Turn off html5 trying to build apex.
Change 3254095 on 2017/01/11 by Ori.Cohen
Fix build
Change 3254200 on 2017/01/11 by Jon.Nabozny
Make vectorized FTransform Accumulate (with blend) and AccumulateWithAdditive (with blend) consistent with the non-vectorized version and comments.
#JIRA UE-40469
Change 3254334 on 2017/01/11 by Marc.Audy
Put in missing virtual
Change 3254397 on 2017/01/11 by dan.reynolds
Updates to OtonOkeMap
Change 3254410 on 2017/01/11 by Marc.Audy
Cleanup autos
Change 3254420 on 2017/01/11 by Marc.Audy
PR #3110: Add missing IsInAudioThread check (Contributed by projectgheist)
Modified somewhat, but based on what PR indicated as a problem.
#jira UE-40369
Change 3254423 on 2017/01/11 by Marc.Audy
Optimize GetDefaultSubobjectByName and GetDefaultSubobjects
Remove autos
Change 3254826 on 2017/01/11 by Aaron.McLeran
Bringing optimizations to dev-framework
Change 3254831 on 2017/01/11 by dan.reynolds
Modified MidiSynthTestBP to use Program Change events to pull a Preset from a Preset Bank--added a Data Blueprint Object ES1Bank_Default (containing Preset arrays) with children classes for different classifications of Presets.
Change 3254833 on 2017/01/11 by dan.reynolds
Updating MidiSynthTestBP's default SynthPreset pan value.
Change 3254851 on 2017/01/11 by dan.reynolds
Updating ES1Bank_Bass
Updating OtonOkeMap
Change 3254854 on 2017/01/11 by Aaron.McLeran
Some fixups for pan modulation
Change 3255682 on 2017/01/12 by aaron.mcleran
Turning the bass down a bit on OtonOkeMap
Change 3255721 on 2017/01/12 by Marc.Audy
Fix spelling error
Change 3255790 on 2017/01/12 by Marc.Audy
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3256263 on 2017/01/12 by Ori.Cohen
Refactor immediate mode api to take PxD6Joint and PxRigidActor instead.
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 3256360 on 2017/01/12 by Ori.Cohen
Make sure physx actors passed into immediate mode are done so with proper locks (can probably improve this in the case where the actor is not even in the scene)
Change 3256846 on 2017/01/13 by Marc.Audy
Deprecate FBox/FBox2D int32 constructor because it makes no sense if you pass in a non 0 value. Use ForceInit instead.
Change 3256954 on 2017/01/13 by Marc.Audy
Fix missed fixup of deprecated constructor use
Change 3257167 on 2017/01/13 by Jon.Nabozny
Fix check in FBodyInstance::SetCollisionEnabled.
Create convenience methods for HasPhysics and HasQuery.
#jira UE-39633
Change 3257181 on 2017/01/13 by Zak.Parrish
Adding input map and some testing content to Xenakis
Change 3257183 on 2017/01/13 by Mieszko.Zielinski
Implemented an improved navigation projection BP function that retrieves both projected locaiton as well as a boolean indicating if the projection succeeded #UE4
Also, did similar changes to GetRandomReachablePointInRadius and GetRandomPointInNavigableRadius
#jira UE-40368
Change 3257211 on 2017/01/13 by Jon.Nabozny
Fix CIS issue caused by 3257167.
Change 3257220 on 2017/01/13 by Marc.Audy
Additional FBox constructor deprecation fixups
Change 3257236 on 2017/01/13 by zak.parrish
Fixed error on Xenakis input pawn
Change 3257242 on 2017/01/13 by zak.parrish
Update to InputListener
Change 3257273 on 2017/01/13 by Marc.Audy
No reason to pass simple types by reference
Change 3257418 on 2017/01/13 by Ori.Cohen
Attempt to turn android physx libs back to static libs.
Change 3257445 on 2017/01/13 by Ori.Cohen
Turn android libs back to OBJ and removed unreal side linking as it seems we are now just merging into a single physx lib
Change 3257903 on 2017/01/14 by Aaron.McLeran
Additions to synth module and updates to dsp objects
- Adding ability to create arbitrary modular patches from modulating sources to modulation destinations
- DSP objects define their default depths but patches can override
- Creating new SynthesisEditor module for synthesis plugin so we can create synthesis preset assets
- Adding a preset bank type so we can store a bank of presets (aka factory presets)
Change 3258179 on 2017/01/15 by Seth.Weedin
Duplicating input test map for some FX work
Change 3258181 on 2017/01/15 by Seth.Weedin
Modify skybox in test map to be dark and spooky
Change 3258183 on 2017/01/15 by aaron.johnson
substituted classes, changed wind speed and adjusted level lighting
Change 3258190 on 2017/01/15 by aaron.johnson
substituted triplet pawn and motion controller classes, enabled grabbing animations
Change 3258191 on 2017/01/15 by Aaron.McLeran
Getting source effects working for GDC demo
- Added new synthesis editor module to create instances of user-created source effects
- Added code to do source effects
- Modified old design to a newer, more simpler design for calling into client code to set parameters. No longer using the complex struct reflection design and instead just pass in the uobject preset the user created. They'll then cast it to the type that has the actual settings.
- Tweaks and fixes to existing dsp objects to get source effects working
- Modified existing engine code to allow for playing out source effect tails
- Only supporting mono and stereo assets for source effect processing. Multi-channel effect processing is overly complex for this feature though we may extend the capabilities in the future.
- Fixed issue of pitching with stereo delay effect on setting first interpolated param
- Moving synth/dsp stuff in synthesis plugins into appropriate public/private folders in plugin/module
- Deleting some cruft files no longer needed
Change 3258201 on 2017/01/15 by Seth.Weedin
C++ and BP classes for managing grid cells. Initial grid mapping tests. #rb none
Change 3258206 on 2017/01/15 by aaron.johnson
map push, triplets interface created, debug widget placed in level
Change 3258222 on 2017/01/15 by Aaron.McLeran
Fixing crash when there's a null entry in the source effect chain
Fixed some zippering introduced by applying volume twice.
Change 3258225 on 2017/01/15 by aaron.johnson
Interface changes, pawn output values wip
Change 3258228 on 2017/01/15 by aaron.johnson
Pawn should be outputting all correct values for Tripletsinterface
Change 3258242 on 2017/01/15 by Stanley.Hayes
Edge lights and Spherical Density Materials
Change 3258251 on 2017/01/16 by Seth.Weedin
More progress on grid FX. Add curve strength modifiers, begin hooking up interaction. #rb none
Change 3258284 on 2017/01/16 by Aaron.McLeran
Fixing CIS build error
Surprised that MSVC allows that...
Change 3258525 on 2017/01/16 by Mieszko.Zielinski
Made UGameplayTask::ResourceOverlapPolicy configurable via ini files #UE4
Change 3258537 on 2017/01/16 by Lukasz.Furman
fixed duplicated & undo operations not updating navigation area in nav link proxy and nav link component
#ue4
Change 3258595 on 2017/01/16 by Marc.Audy
Fix static analysis warning
Change 3259364 on 2017/01/16 by Mieszko.Zielinski
BTTask_RotateToFaceBBEntry comment spelling fix #UE4
#jira UE-40669
Change 3259683 on 2017/01/16 by dan.reynolds
Updated Preset Bank System implemented in MidiSynthTestBP and 4 Preset Banks have been started
Change 3260244 on 2017/01/17 by Lina.Halper
#anim
- optimize layer blend node to not create mask weights in run-time but in compile time.
#code review: Martin.Wilson
Change 3260617 on 2017/01/17 by Ori.Cohen
Immediate mode spawns its own actors.
Change 3260701 on 2017/01/17 by Ori.Cohen
Don't bother blending physics with animation when physics is QueryOnly
Change 3260796 on 2017/01/17 by Ori.Cohen
EndPhysics tick will no longer be scheduled if QueryOnly is used on a ragdoll.
Change 3261207 on 2017/01/17 by Ori.Cohen
First iteration of contact enabling/disabling for immediate mode.
Change 3262010 on 2017/01/18 by Marc.Audy
Remove some autos
Change 3262525 on 2017/01/18 by Lina.Halper
Fix crash with required bones index not using property indexing
#jira: UE-40786
Change 3263658 on 2017/01/19 by Martin.Wilson
Add AnimTechDemo to dev-framework (base third person + feng mao)
Change 3263684 on 2017/01/19 by Lina.Halper
#anim : layer node - fix allocation change I made by mistake
Change 3264523 on 2017/01/19 by Ori.Cohen
Immediate mode can now add static geometry it finds in the world. Also improve contact gen by caching iteration order
Change 3264701 on 2017/01/19 by Ori.Cohen
Make it so that immediate mode ragdolls collide with the ground in persona.This is a bit of an editor only hack which allows immediate mode to find non-static actors
Change 3264980 on 2017/01/19 by Ori.Cohen
Make sure physics asset collision disabled works in immediate mode.
Change 3265011 on 2017/01/19 by Ori.Cohen
Added the ability to override physics asset for immediate mode
Change 3265030 on 2017/01/19 by Ori.Cohen
Added override gravity for immediate mode.
Change 3265650 on 2017/01/20 by Benn.Gallagher
NvCloth Source
Change 3265652 on 2017/01/20 by Benn.Gallagher
NvCloth Lib
#rnx
Change 3265653 on 2017/01/20 by Benn.Gallagher
NvCloth Bin
#rnx
Change 3266195 on 2017/01/20 by Danny.Bouimad
Initial ClothTest Assets for NCloth Before and after comparison TM-MultiClothTest (Under Maps>Framework>Cloth)
Change 3266377 on 2017/01/20 by Marc.Audy
Ensure that OrphanedDataOnly and TrashClass blueprint generated classes are correctly considered a blueprint class for disregard for GC purposes.
Change 3267873 on 2017/01/23 by Jon.Nabozny
Fix SceneProxy shadowing in UGeometryCacheComponent.
Change 3268025 on 2017/01/23 by Benn.Gallagher
IWYU change, platform PCH generation seemed to hide this one.
Change 3268026 on 2017/01/23 by Benn.Gallagher
Fixed LOCTEXT_NAMESPACE being inconsistently scoped in an #if block
#rnx
Change 3268630 on 2017/01/23 by Zak.Parrish
Updating to add MIGS shooter content, as well as audio interaction Blueprints
Change 3268663 on 2017/01/23 by Ori.Cohen
Ragdoll animnode uses raw physics asset pointer to ensure it makes a hard reference.
Change 3268811 on 2017/01/23 by Ori.Cohen
Added component space sim for immediate mode
Change 3269369 on 2017/01/24 by Benn.Gallagher
Copying //Tasks/UE4/Dev-UEFW-11-NewClothingPipeline to Dev-Framework (//UE4/Dev-Framework)
Replaced clothing with new simulation framework
Change 3269417 on 2017/01/24 by danny.bouimad
Minor Update to cloth map for test
Change 3269420 on 2017/01/24 by Benn.Gallagher
Removed APEX simulation from clothing framework (used in testing, not fully complete)
Change 3269421 on 2017/01/24 by danny.bouimad
Small tweaks
Change 3269515 on 2017/01/24 by Lukasz.Furman
enabled gameplay debugger's OnSelectionChanged event support for both PIE and SIE modes
fixed GameplayAbility debugger's category not using IAbilitySystemInterface
#ue4
Change 3269595 on 2017/01/24 by mason.seay
Break apart physics asset for crash bug
Change 3269819 on 2017/01/24 by Ori.Cohen
Make the possibly kinematic actor the first actor in the immediate mode joint. This is consistent with physx vanilla solver.
Change 3270364 on 2017/01/24 by Josh.Stoddard
upgrade to the latest version of v-HACD:
https://github.com/kmammou/v-hacd/tree/master/src/VHACD_Lib
commit: 7a09f9d
NOTE: only updated windows binaries
mac and linux still using old binaries until they can be tested
#jira UE-40124 #rb josh.stoddard
Change 3271188 on 2017/01/25 by Jurre.deBaare
Post-import script support
#jira UEFW-80
Change 3271249 on 2017/01/25 by Thomas.Sarkanen
Move soundwave-internal curve tables to advanced display
Exposing it was confusing to audio people
Change 3271586 on 2017/01/25 by Marc.Audy
Don't rerun construction scripts twice on a level that has been hidden and reshown
#jira UE-40306
Change 3272048 on 2017/01/25 by Ori.Cohen
Fix for immediate mode sim when root body is the same as the root bone.
Change 3272083 on 2017/01/25 by Ori.Cohen
Make sure to warn when component space sim and collision are used together. Also handle it gracefully.
Change 3272300 on 2017/01/25 by Ori.Cohen
Fix incorrect collision generation when a shape's local pose is not identity.
Change 3273195 on 2017/01/26 by Jurre.deBaare
Fix for Anim import script crash in GetBonePosesForTime
Change 3273204 on 2017/01/26 by Ben.Marsh
Ignore PRAGMA_DISABLE_SHADOW_VARIABLE_WARNINGS and PRAGMA_ENABLE_SHADOW_VARIABLE_WARNINGS macros between include directives. Fixes CIS warning with IncludeTool.
Change 3273378 on 2017/01/26 by James.Golding
In AnimBP editor, call CopyNodeDataToPreviewNode when properties are edited, not just pin defaults changed
Change 3273381 on 2017/01/26 by James.Golding
Big refactor to PoseDriver
- RBF logic now moved into its own class/file
- Allow editing of transform and radial scaling per-target
- Add support for different falloff functions (not just Gaussian)
- Allow driving curves directly, rather than always poses
- Add details customization for pose driver node
- Edits to PoseDriver settings now take immediate effect, don't need to recompile
Change 3273826 on 2017/01/26 by Josh.Stoddard
modify VHACD to improve quality of hulls generated by convex decomposition
NOTE: mac libs not included - mac editor will use legacy libs for now
Change 3273902 on 2017/01/26 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3273433
Change 3274018 on 2017/01/26 by Ori.Cohen
Added immediate physics preview in phat.
Change 3274165 on 2017/01/26 by Ori.Cohen
PhAT now depends on immediate mode plugin. Fix build
#JIRA UE-41179
Change 3275001 on 2017/01/27 by Jurre.deBaare
Fix for crash in Persona with Anim Modifiers
Change 3275297 on 2017/01/27 by Ori.Cohen
Big refactor to iterate over shapes instead of bodies (allows multiple shape per body collision)
Change 3275340 on 2017/01/27 by Benn.Gallagher
Fixed Paragon clothing crashes during clothing upgrade step, fixed bone mapping not getting updated on reimport with different hierarchy
#jira UE-41025
#jira UE-41039
Change 3275383 on 2017/01/27 by Benn.Gallagher
Blacklisted double promotion warning on ps4 NvCloth build
#rnx
Change 3275426 on 2017/01/27 by Benn.Gallagher
Removed CUDA dependencies from NvCloth cmake files
Change 3275670 on 2017/01/27 by Ori.Cohen
Fix phat ragdoll in immediate mode updating sketal mesh component transform
Change 3275673 on 2017/01/27 by Ori.Cohen
Add position/velocity iteration to immediate mode
Change 3276001 on 2017/01/27 by Alan.Noon
Migrated Immediate Mode Minion Ragdoll Content to GDC AnimTech Project. Updated DefaultInput.ini
none
Change 3276596 on 2017/01/28 by Aaron.McLeran
Removing unused #ifdef
Change 3276597 on 2017/01/28 by Aaron.McLeran
Getting rid of static analysis warning
Change 3277354 on 2017/01/30 by Lukasz.Furman
fixed custom navlink Id collisions
#ue4
Change 3277356 on 2017/01/30 by Lukasz.Furman
fixed comments in GameplayDebugger.h
#jira UE-41103
Change 3277371 on 2017/01/30 by mason.seay
Test map for spawn sound/force feedback bug.
Change 3277445 on 2017/01/30 by Lukasz.Furman
fixed compilation warning
#ue4
Change 3277560 on 2017/01/30 by Danny.Bouimad
Made checkin to Fix Crash that occured due to bad content.
Change 3277567 on 2017/01/30 by Ori.Cohen
Fix immediate mode crashing when joint is empty.
#JIRA UE-41026
Change 3277928 on 2017/01/30 by Ori.Cohen
Turn on immediate mode plugin by default
Change 3278433 on 2017/01/30 by Ori.Cohen
Immediate mode supports heightfield collision.
Change 3278449 on 2017/01/30 by Ori.Cohen
Fix immediate mode cache not being initialized properly.
Change 3278787 on 2017/01/31 by James.Golding
Fix CIS error in ImmediatePhysicsSimulation.cpp
Change 3279303 on 2017/01/31 by mason.seay
Assets for RigidBody node bug
Change 3279352 on 2017/01/31 by Benn.Gallagher
Fixed inertia blends on self collision cloth assets as we now only have local space simulation and these values weren't used before
Change 3279377 on 2017/01/31 by Alan.Noon
GDC AnimTech Demo: adjusted minion physics assets
none
Change 3279425 on 2017/01/31 by james.cobbett
Updating QA-Physics map.
Made one of the simulated physics objects more user-friendly, able to enable/disable physics on key-press now.
Change 3279436 on 2017/01/31 by Benn.Gallagher
Fixed inertia scales on Owen mesh
Change 3279480 on 2017/01/31 by Benn.Gallagher
Fixes for clothing behavior changes
#jira UE-41092
Change 3279495 on 2017/01/31 by Ori.Cohen
Remove unneeded cache clearing when contact pairs are not skipped, but there is no collision.
Change 3279579 on 2017/01/31 by james.cobbett
Added new scenario to QA-Physics map.
Moving platforms (up/down, left/right) with physics objects on them.
Change 3279695 on 2017/01/31 by mason.seay
RigidBody node test asset
Change 3280105 on 2017/01/31 by Ori.Cohen
Prevent query only ragdolls from simulating if their bodysetup is marked as simulated. Also remove slow check in term body for owning components. This is not true for destructibles or immediate mode
Change 3280148 on 2017/01/31 by mason.seay
First round of assets for force feedback testing
Change 3280860 on 2017/02/01 by James.Golding
Merge CL 3280853 to Dev-Framework
Fix crash with null CurrentSkeleton on AnimInstance when using Re-import button in SkelMesh Editor
Change 3281172 on 2017/02/01 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3281156
Change 3281210 on 2017/02/01 by james.cobbett
Updated QA-Physics map
Added cube that starts off with physics enabled, then disables. Made physics toggleable on that and another cube.
Change 3281211 on 2017/02/01 by James.Golding
Details customization for editing PoseDriver targets list
Change 3281332 on 2017/02/01 by Marc.Audy
Fix bad merge
Fix file types
Change 3281388 on 2017/02/01 by mason.seay
Updated Force Feedback asset
Change 3281396 on 2017/02/01 by mason.seay
moving asset
Change 3281987 on 2017/02/01 by Benn.Gallagher
Fixed project generation failing after main merge
Change 3282047 on 2017/02/01 by Marc.Audy
Fix up Target and build cs files after changes from Dev-Build
Change 3282214 on 2017/02/01 by Ori.Cohen
Expose radial forces to immediate mode
Change 3282221 on 2017/02/01 by Alan.Noon
Immediate Mode GDC demo content: development on minion anim B, refined Orbital Laser Pawn controls, tweaked laser parameters
none
Change 3282273 on 2017/02/01 by Ori.Cohen
Fix crash when recompiling animbp of immediate mode due to null pointer.
Change 3282368 on 2017/02/01 by Ori.Cohen
Quick iteration on minion demo
Change 3282824 on 2017/02/02 by James.Golding
Fix for CIS in RBFSolver.h
Change 3282829 on 2017/02/02 by James.Golding
Fix CIS in PoseDriverDetails.cpp
Fix list UI not refreshing after copying targets from PoseAsset
Change 3282834 on 2017/02/02 by Danny.Bouimad
Adding Pose driver additive assets
Change 3282863 on 2017/02/02 by James.Golding
Add Mambo mesh and Skeleton
Change 3282892 on 2017/02/02 by James.Golding
Copy Aurora (Ice) and Mambo meshes/materials/some anims from Dev-General to AnimTechDemo project in Dev-Framework
Change 3283157 on 2017/02/02 by Mieszko.Zielinski
Cook Orion Win64 fix #UE4
Had to change the Extent param of K2_ProjectPointToNavigation. Updated the error causing Orion BP
Change 3283159 on 2017/02/02 by Marc.Audy
Additional CIS fixes
Change 3283179 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283197 on 2017/02/02 by Jurre.deBaare
Fix for issues importing Fornite geometry cache assets
#fix Use actual import number of frames instead of total number of frames in the Alembic Cache
Change 3283201 on 2017/02/02 by Marc.Audy
Keep fixing CIS
Change 3283270 on 2017/02/02 by James.Golding
Merging CL 3276013 to Dev-Framework
- fix issue with additive pose preview applying twice
Change 3283499 on 2017/02/02 by Marc.Audy
More CIS fixes
Change 3283543 on 2017/02/02 by Jon.Nabozny
Update comment on AActor::GetActorBounds to properly reflect ChildActorComponents aren't included in the calculation.
Change 3283663 on 2017/02/02 by Ori.Cohen
Fix potential null dereference in ragdoll node
Change 3283757 on 2017/02/02 by Marc.Audy
May fix remaining CIS issues
Change 3283984 on 2017/02/02 by Marc.Audy
Fix linux CIS
Change 3284039 on 2017/02/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3283913
Change 3284067 on 2017/02/02 by Marc.Audy
Fixup mistakes in converting redirects
Change 3284187 on 2017/02/02 by Ori.Cohen
Immediate mode works with radial force (not just radial impulse)
Change 3284358 on 2017/02/02 by Ori.Cohen
Update arcblade phys asset for immediate mode
Change 3284667 on 2017/02/02 by Marc.Audy
Arguments is an array not a string now. Fixing commented out code.
Change 3284684 on 2017/02/02 by Marc.Audy
Move AVIWriter out in to its own module to avoid any possible unity build issues where xwindows.h got indirectly included through the DirectShow third party library and caused FGenericWindow::IsMaximized and IsMinimized to conflict with a macro.
Change 3284707 on 2017/02/02 by Marc.Audy
Fix AVIWriter module compilation on Mac
Change 3285012 on 2017/02/03 by Benn.Gallagher
Fixes for Dx NvCloth shader warnings
Change 3285016 on 2017/02/03 by Marc.Audy
Fix missing include
Change 3285048 on 2017/02/03 by Benn.Gallagher
Fixed Persona needing a restart when changing number of clothing assets (import/delete)
#jira UE-41323
Change 3285325 on 2017/02/03 by Marc.Audy
Properly implement AVIWriter module
Change 3285538 on 2017/02/03 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3285499
Change 3285735 on 2017/02/03 by Jon.Nabozny
Add IsInAir method to UVehicleWheel.
#jira UE-38369
Change 3285862 on 2017/02/03 by Aaron.McLeran
UE-41435 Fixing PIE audio
- Fixing PIE audio. Recent change to editor preferences from Dev-Editor branch (CL 3234495) caused all audio to be muted in PIE.
Change 3285914 on 2017/02/03 by danny.bouimad
RecomputeTangents Test Assets
Change 3286246 on 2017/02/03 by Mieszko.Zielinski
Changes to game-specific BPs containing calls to deprecated NavigationSystem functions #UE4
#jira UE-41527
#jira UE-41518
Change 3286308 on 2017/02/03 by Ori.Cohen
Make sure physx trimesh scale is never too small. Fix box clamping being ignored. Fixes cook warnings for Odin.
#JIRA UE-41529
Change 3286396 on 2017/02/03 by Ori.Cohen
Fix CIS
Change 3286479 on 2017/02/03 by Ori.Cohen
Copying //UE4/Dev-Physics-Upgrade to Dev-Framework (//UE4/Dev-Framework)
Change 3287421 on 2017/02/06 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3286819
Change 3287427 on 2017/02/06 by James.Golding
Fix PoseBlendNode to 'pass through' if no poses are activated
Change 3287430 on 2017/02/06 by James.Golding
- Add support to PoseDriver for evaluating source bone in the space of a different bone
- Fix driven bone adding a scale of 1
- Fix posedriver values 'sticking' (reset all weights to zero each frame)
- Move CopyTargetsFromPoseAsset and AutoSetTargetScales from FAnimNode_PoseDriver to UAnimGraphNode_PoseDriver (not required outside editor)
- Tranlsation targets now draw larger when selected
- 'Copy from pose asset' now also auto-sets radius for you
- Remove spammy warnings for missing poses/curves
- Add UPoseAsset::GetNumTracks and ::GetFullPose
- Remove unused ExtractionContext from UPoseAsset::GetBaseAnimationPose
- Remove bIncludeRefPoseAsNeutralPose option (not really useful since we no longer always normalize weights to 1.0)
Change 3287496 on 2017/02/06 by Chad.Garyet
fixing busted quotes around defaultvalues
Change 3287569 on 2017/02/06 by Mieszko.Zielinski
Orion BP fixed after deprecating NavigationSystem's BP API #Orion
Change 3287595 on 2017/02/06 by Benn.Gallagher
BuildPhysX.Automation: Deploying PhysX & NvCloth Win64 Win32 PS4 libs.
Built for new NvCloth upgrade
Change 3287598 on 2017/02/06 by Benn.Gallagher
NvCloth Upgrade to 21604115
Added Linux+Mac support
Change 3287710 on 2017/02/06 by Lukasz.Furman
added option to disable navlink polys at the end of generated paths
#ue4
Change 3287857 on 2017/02/06 by Benn.Gallagher
Fixed NvCloth module files to correctly set up linux and mac hopefully
Change 3287894 on 2017/02/06 by Benn.Gallagher
Another fix to NvCloth build files, didn't get picked up in VS for some reason.
Change 3287917 on 2017/02/06 by Lina.Halper
Copy from CharacterRigging to Dev-Framework
#code review:Thomas.Sarkanen, Martin.Wilson, James.Golding, Andrew.Rodham
Change 3287938 on 2017/02/06 by Thomas.Sarkanen
Fix crash opening a media sound wave
#jira UE-41582 - Editor crashes when running Automation test
Change 3287942 on 2017/02/06 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3287682
Change 3288035 on 2017/02/06 by James.Golding
Remove C++ GameMode and pawn classes (replace with floating BP instead)
Resave anims to remove Orion refs
Add simple AnimBP and map for Mambo testing
Change 3288036 on 2017/02/06 by Benn.Gallagher
Fix to BuildPhysX task to trigger Mac and Linux builds properly
Change 3288125 on 2017/02/06 by Ori.Cohen
Change PhysXCommon back to dylib
Change 3288127 on 2017/02/06 by Benn.Gallagher
Fixed project file identification not working for NvCloth under XCode
Change 3288156 on 2017/02/06 by Benn.Gallagher
Disable "expansion-to-defined" warning in Linux NvCloth builds
Change 3288159 on 2017/02/06 by Lina.Halper
potential compile fix for Ocean Editor
#code review:Thomas.Sarkanen
Change 3288190 on 2017/02/06 by Ori.Cohen
Link against static PhysXCommon for mac
Change 3288200 on 2017/02/06 by Marc.Audy
Fix CIS
Change 3288270 on 2017/02/06 by Lina.Halper
fix compile error
#code review:Thomas.Sarkanen, Marc.Audy
Change 3288302 on 2017/02/06 by Thomas.Sarkanen
Fixed ensure when deselecting bones in anim BP editor
#jira UE-41274 - Ensure when clicking in the viewport of an animation blueprint
Change 3288348 on 2017/02/06 by Lina.Halper
- Enabled control rig
- Changed plugin name to be Control Rig
Change 3288490 on 2017/02/06 by Benn.Gallagher
Fixes for Mac attempting static links against NvCloth and failing to load dynamic libraries. Worked with MasonS to get Mac editor up and running.
Change 3288511 on 2017/02/06 by Lina.Halper
compile fix
Change 3288513 on 2017/02/06 by Lina.Halper
Check in content to work with
Change 3288615 on 2017/02/06 by Ori.Cohen
Fix skeletal mesh not simulating when using an aggregate.
#JIRA UE-41593
Change 3288791 on 2017/02/06 by thomas.sarkanen
Exposed transforms to cinematics so they can be animated
Change 3288795 on 2017/02/06 by Ori.Cohen
Fix lock warnings for physx
#JIRA UE-41591
Change 3288817 on 2017/02/06 by Charles.Anderson
GDC Arcblade setup tests.
Change 3288825 on 2017/02/06 by Lina.Halper
Fix build issue of shadow variable
Change 3289058 on 2017/02/06 by Ori.Cohen
Fix crash when immediate mode constraint generates 0 rows. This is a potentially temporary fix until NVIDIA replies with a better solution.
#JIRA UE-41026
Change 3289348 on 2017/02/06 by Lina.Halper
fix compile issue
Change 3289369 on 2017/02/06 by Lina.Halper
Renamed leg control to limb control and will be used for arm/feet.
- changed vars.
- has unused variables that will be used soon but want to check in so that i don't block content change on BaseHuman.
#code review:Thomas.Sakanen
Change 3289422 on 2017/02/06 by Lina.Halper
Fixed IK sinking issue - or moving
#code review:Thomas.Sarkanen
Change 3289433 on 2017/02/06 by Lina.Halper
Fixed real shadow error
Change 3289485 on 2017/02/06 by Lina.Halper
fixed build issue
Change 3289657 on 2017/02/07 by thomas.sarkanen
Added rig bone mapping to Ice's skeletal mesh
Change 3289658 on 2017/02/07 by thomas.sarkanen
Added ControlRig map with Ice setup to pose
Change 3289662 on 2017/02/07 by Thomas.Sarkanen
Fixed up static analysis warning
Change 3289663 on 2017/02/07 by Thomas.Sarkanen
Fixed crash when attempting to bind to skeletal mesh with already-set anim BP
Anim instance may not have actually been created when binding, so dont dereference it
Change 3289717 on 2017/02/07 by Benn.Gallagher
Switch Linux NvCloth to static for Linux builds. Adjust lib directory to match actual directory
Change 3289718 on 2017/02/07 by Benn.Gallagher
BuildPhysX.Automation: Deploying NvCloth Linux_x86_64-unknown-linux-gnu libs.
Change 3289744 on 2017/02/07 by Benn.Gallagher
Fixed missing masses causing crash initialising clothing actors
#jira UE-41599
Change 3289746 on 2017/02/07 by Danny.Bouimad
Adding Some Content for JamesG he wanted some nicer looking Pose driver test files.
Change 3289756 on 2017/02/07 by danny.bouimad
Changing the asset for JamesG.
Change 3289785 on 2017/02/07 by James.Golding
Replace old PoseDrive test with Danny's new one
Change 3289858 on 2017/02/07 by Lina.Halper
fixed issue with undo transaction buffer
Change 3289860 on 2017/02/07 by Benn.Gallagher
Fixed crash after reimporting a clothing asset with the clothing config open and then changing the confg
#jira UE-41655
Change 3289912 on 2017/02/07 by Thomas.Sarkanen
Merging using Raven_To_Dev-Framework
Originally from CLs 3249471, 3258522, 3260271, 3273791:
Sequencer: More work supporting array properties more generically
+ fixes
Change 3289962 on 2017/02/07 by James.Golding
Add thickness option to DrawWireDiamond
Change 3289963 on 2017/02/07 by James.Golding
Add spin option to VectorInputBox
Change 3289966 on 2017/02/07 by James.Golding
Add weight bar chart to PoseDriver details
Stop drawing pose weight text in viewport
Fix position targets not drawing larger when selected
Change 3290094 on 2017/02/07 by Thomas.Sarkanen
Fixed typo in filename (fallout from search and replace)
Change 3290119 on 2017/02/07 by Thomas.Sarkanen
Manipulators can now have their IK/FK space set on them
They are not drawn when the space for the chain that they control is not the same as their setting
Also fixed a crash with invalid objects when reloading maps.
Change 3290145 on 2017/02/07 by Thomas.Sarkanen
CIS fix for fallout from Raven changes
#jira UE-41670 - Mac editor fails to compile with PropertyTrackEditor errors
Change 3290319 on 2017/02/07 by Marc.Audy
Make sound player nodes hard reference the assets unless they are in a chain below a quality node.
Change 3290484 on 2017/02/07 by Richard.Hinckley
Fixing grammar in popup messages.
Change 3290533 on 2017/02/07 by Marc.Audy
Make GetAIController BlueprintPure
#jira UE-41654
Change 3290624 on 2017/02/07 by Marc.Audy
Reorder header to avoid include tool warnings
Change 3290697 on 2017/02/07 by Lina.Halper
- support FK manipulator being in local space
- fixed FK key spamming issue for making blend weight to be not keyable - this creates conflicts with enum
#code review: Thomas.Sarkanen
Change 3290748 on 2017/02/07 by Ori.Cohen
Touch immediate mode file to force physx re-link
Change 3290807 on 2017/02/07 by Richard.Hinckley
#jira UE-39891
Updates to assist in automatic documentation generation.
Change 3290946 on 2017/02/07 by Lina.Halper
Fix issue of notify looping.
#jira: UE-31463
#Code review:Martin.Wilson
Change 3291553 on 2017/02/07 by Lina.Halper
Rename/move file(s)
- modified mesh mapping controller window to be Control Rig
Change 3291571 on 2017/02/07 by Lina.Halper
added set up spine option
#code review:Thomas.Sarkanen
Change 3291581 on 2017/02/07 by Ori.Cohen
Temporarily turn off phat immediate mode preview which crashes.
Change 3291949 on 2017/02/08 by James.Golding
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3291819
Change 3291966 on 2017/02/08 by Lina.Halper
Fix issue with notify looping bug
#jira: UE-31463
Change 3292247 on 2017/02/08 by Marc.Audy
Clean up bad merge caused by Fortnite integration to main
Change 3292326 on 2017/02/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3292313
Change 3292409 on 2017/02/08 by Marc.Audy
Resubmit FortPawn.cpp with proper code even though perforce doesn't think there is a difference since when you sync it, the contents are wrong.
Change 3292481 on 2017/02/08 by Ori.Cohen
Fix for convex hull cooking (from Josh.S)
#JIRA UE-41656
Change 3292492 on 2017/02/08 by Mieszko.Zielinski
Redone replacement of deprecated navigation system's BP functions in Fortnite BPs #Fortnite
Change 3292778 on 2017/02/08 by Ori.Cohen
Touch physx DDC key for new cooking.
#JIRA UE-41656
[CL 3293329 by Marc Audy in Main branch]