Commit Graph

42 Commits

Author SHA1 Message Date
rex hill
4511728f09 Tab manager filter can now block tab spawn
#rb chris.gagnon


#ROBOMERGE-OWNER: rex.hill
#ROBOMERGE-AUTHOR: rex.hill
#ROBOMERGE-SOURCE: CL 11604269 via CL 11604360 via CL 11604439
#ROBOMERGE-BOT: (v656-11643781)

[CL 11743509 by rex hill in Main branch]
2020-02-28 11:30:46 -05:00
ryan durand
627baf970a Updating copyright for Engine Editor.
#rnx
#rb none


#ROBOMERGE-SOURCE: CL 10869241 via CL 10869527 via CL 10869904
#ROBOMERGE-BOT: (v613-10869866)

[CL 10870586 by ryan durand in Main branch]
2019-12-26 15:33:43 -05:00
Ben Marsh
7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00
Wes Hunt
bca116cacd Remove End User Settings and disable FEngineAnalytics for non-editor usage.
* Also enabled removing of FPlatformMisc::AllowSendAnonymousGameUsageDataToEpic()
#jira UE-59446
#lockdown nick.penwarden
#codereview matt.kuhlenschmidt
#rb none
#tests create a new editor project and look for settings to be gone.

[CL 4091196 by Wes Hunt in Main branch]
2018-05-23 23:32:07 -04:00
Marc Audy
d5628cd986 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3967517)
#rb none
#lockdown Nick.Penwarden
#rnx

============================
  MAJOR FEATURES & CHANGES
============================

Change 3804281 by Fred.Kimberley

	Improve contrast on watches in blueprints.

Change 3804322 by Fred.Kimberley

	First pass at adding a watch window for blueprint debugging.

Change 3804737 by mason.seay

	Added some Descriptions to tests that didn't have any, and fixed some typos

Change 3806103 by mason.seay

	Moved and Renamed Timers test map and content appropriately

Change 3806164 by Fred.Kimberley

	Add missing property types to GetDebugInfoInternal.

	#jira UE-53355

Change 3806617 by Dan.Oconnor

	Function Terminator (and derived types) now use FMemberReference instead of a UClass/FName pair. This fixes various bugs when resolving the UFunction referenced by the function terminator

	#jira UE-31754, UE-42431, UE-53315, UE-53172

Change 3808541 by Fred.Kimberley

	Add support for redirecting user defined enums.
	This is in response to the following UDN thread: https://udn.unrealengine.com/questions/404141/is-is-possible-to-create-a-redirector-from-a-bluep.html

Change 3808565 by mason.seay

	Added a few more struct tests

Change 3809840 by mason.seay

	Renamed CharacterMovement.umap to CharacterCollision.  Fixed up content to reflect this change.

Change 3809847 by mason.seay

	Added Object Timer tests.  Fixed up existing timer test to remove delay dependency

Change 3811704 by Ben.Zeigler

	Fix issue where identical enum redirects registered to different initial names would throw an incorrect error, it's fine if the value change maps are identical

Change 3811946 by Ben.Zeigler

	#jira UE-53511 Fix it so it is possible to set a user defined struct value back to it's default. The UDS hack in PropertyValueToString is no longer needed, but this could affect some other user struct editor operations

Change 3812061 by Dan.Oconnor

	Stepping over or in to nodes that are expanded at compile time (e.g. event nodes, spawn actor nodes) no longer requires multiple 'steps'

	#jira UE-52854

Change 3812259 by Dan.Oconnor

	Fix asset broken by removal of an unkown enum

	#jira UE-51419

Change 3812904 by Ben.Zeigler

	Make ResolveRedirects on StreamableManager public as it can be used to validate things

Change 3812958 by Ben.Zeigler

	#jira UE-52977 Fix crashes when binding blueprint editor commands to keys and using from invalid contexts

Change 3812975 by Mieszko.Zielinski

	Added contraptions to catch a rare eidtor-time EQS crash #UE4

	#jira UE-53468

Change 3818530 by Phillip.Kavan

	Fix incorrect access to nested instanced subobjects in nativized Blueprint ctor codegen.

	Change summary:
	- Modified FEmitDefaultValueHelper::HandleInstancedSubobject() to properly reference the outer and check ptr validity when creating/obtaining nested default subobjects.
	- Modified FEmitDefaultValueHelper::HandleClassSubobject() to better guard against code generation based on an invalid local variable name.

	#jira UE-52167

Change 3819733 by Mieszko.Zielinski

	Marked UAISenseConfig_Blueprint and UAISense_Blueprint as hidedropdown #UE4

	#jira UE-15089

Change 3821776 by Marc.Audy

	Remove redundent code in SpawnActorFromClass that already exists in ConstructObjectFromClass parent class

Change 3823851 by mason.seay

	Moved and renamed blueprints used for Object Reference testing

Change 3824165 by Phillip.Kavan

	Ensure that subobject class types are constructed prior to accessing a subobject CDO in a nativized Blueprint class's generated ctor at runtime.

	Change summary:
	- Modified FFakeImportTableHelper to tag subobject class types as a preload dependency of the outer converted Blueprint class type and not of the CDO.

	#jira UE-53111

Change 3830309 by mason.seay

	Created Literal Gameplay Tag Container test

Change 3830562 by Phillip.Kavan

	Blueprint nativization bug fixes (reviewed/taken from PR).

	Change summary:
	- Modified FSafeContextScopedEmitter::ValidationChain() to ensure that generated code calls the global IsValid() utility function on objects.
	- Modified FBlueprintCompilerCppBackend::EmitCreateArrayStatement() to generate a proper cast on MakeArray node inputs for enum class types.
	- Modified FBlueprintCompilerCppBackend::EnimCallStatementInner() to more correctly identify an interface function call site.
	- Modified FEmitHelper::GenerateAutomaticCast() to properly handle automatic casts of enum arrays.
	- (Modified from PR source) Added new FComponentDataUtils statics to consolidate custom init code generation for converted special-case component types (e.g. BodyInstance). Ties native component DSOs to the same pre/post as converted non-native component templates around the OuterGenerate() loop.
	- Modified FExposeOnSpawnValidator::IsSupported() to include CPT_SoftObjectReference property types.
	- Modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to no longer break out of the loop before finding additional ICH override record matches.

	#4202

	#jira UE-52188

Change 3830579 by Fred.Kimberley

	Add support for turning off multiple watches at once in the watch window.

	#jira UE-53852

Change 3836047 by Zak.Middleton

	#ue4 - Dev test maps for overlaps perf tests.

Change 3836768 by Phillip.Kavan

	Fix for a build failure that could occur with Blueprint nativization enabled and EDL disabled. This was a regression introduced in 4.18.

	Change summary:
	- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to emit the correct signature for constructing FBlueprintDependencyData elements when the EDL boot time optimization is disabled.

	#jira UE-53908

Change 3838085 by mason.seay

	Functional tests around basic blueprint functions

Change 3840489 by Ben.Zeigler

	#jira UE-31662 Fix regression with renaming parent inherited function. It was not correctly searching the parent's skeleton class during the child's recompile so it was erroneously detecting the parent function as missing

Change 3840648 by mason.seay

	Updated Descriptions on tests

Change 3842914 by Ben.Zeigler

	Improve comments around stremable handle cancel/release

Change 3850413 by Ben.Zeigler

	Fix asset registry memory reporting, track some newer fields and correctly report the state size instead of static size twice
	Copy of CL #3849610

Change 3850426 by Ben.Zeigler

	Reduce asset registry memory in cooked build by stripping out searchable names and empty dependency nodes by default
	Add option to strip dependency data for asset data with no tags, this was always true before but isn't necessarily safe
	Copy of CL #3850389

Change 3853449 by Phillip.Kavan

	Fix a scoping issue for local instanced subobject references in nativized Blueprint C++ code. Also, don't emit redundant assignment statements for instanced subobject reference properties.

	Change summary:
	- Consolidated FComponentDataUtils into FDefaultSubobjectData and extended FNonativeComponentData from it in order to handle both native & non-native DSO initialization codegen through a more common interface.
	- Exposed FEmitDefaultValueHelper::HandleInstancedSubobject() as a public API and added a 'SubobjectData' parameter to allow initialization codegen to be deferred until after all default subobjects have been mapped to local variables within the current scope.
	- Modified FEmitDefaultValueHelper::GenerateConstructor() to first map all default subobjects to local variables and then emit any delta initialization code for property values.
	- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to return an empty string for an instanced reference to a default subobject. This allows us to avoid emitting initialization statements to unnecessarily reassign instances back to the same property.
	- Modified FEmitDefaultValueHelper::InnerGenerate() to better handle instanced references to default subobjects, ensuring that we don't emit unnecessary assignment statements and array initialization code to the converted class constructor in C++.
	- Fixed a few typos.

	#jira UE-53960

Change 3853465 by Phillip.Kavan

	Fix plugin module C++ source template to conform to recent public include path changes.

Change 3857599 by Marc.Audy

	PR #4438: UE-54281: Make None a valid default value to select (Contributed by projectgheist)
	#jira UE-54281
	#jira UE-54399

Change 3863259 by Zak.Middleton

	#ue4 - Save bandwidth for replicated characters by only replicating 4 byte timestamp value to clients if it's actually needed for Linear smoothing. Added option to always replicate the timestamp ("bNetworkAlwaysReplicateTransformUpdateTimestamp", default off), in case users still want this timestamp for some reason, or if smoothing mode changes dynamically and the server won't know.

	#jira UE-46293

Change 3863491 by Zak.Middleton

	#ue4 - Reduce network RPC overhead for players that are not moving. Added ClientNetSendMoveDeltaTimeStationary (default 12Hz) to supplement existing ClientNetSendMoveDeltaTime and ClientNetSendMoveDeltaTimeThrottled. UCharacterMovementComponent::GetClientNetSendDeltaTime() now uses this time if Acceleration and Velocity are zero, and the control rotation matches the last ack'd control rotation from the server.

	Also fixed up code default for ClientNetSendMoveDeltaTime to match default INI value.

	#jira UE-21264

Change 3865325 by Zak.Middleton

	#ue4 - Fix static analysis warning about possible null PC pointer.

	#jira none

Change 3869828 by Ben.Zeigler

	#jira UE-54786 Fix it so -cookonthefly cooperates with -iterate by writing out a development asset registry

Change 3869969 by mason.seay

	Character Movement Functional Tests

Change 3870099 by Mason.Seay

	Submitted asset deletes

Change 3870105 by mason.seay

	Removed link to anim blueprint to fix errors

Change 3870238 by mason.seay

	Test map for Async Loading in a Loop

Change 3870479 by Ben.Zeigler

	Add code to check CoreRedirects for SoftObjectPaths when saving or resolving in the editor. This is a bit slow so we don't want to do it on load
	We don't have any good way to know the type of a path so I check both Object and Class redirectors, which will also pickup Module renames

Change 3875224 by mason.seay

	Functional tests for Event BeginPlay execution order

Change 3875409 by mason.seay

	Optimized and fixed up character movement tests (because a potential bug in FunctionalTestActor is always passing a test when it can fail)

Change 3878947 by Mieszko.Zielinski

	CIS fixes #UE4

Change 3879000 by Mieszko.Zielinski

	More CIS fixes #UE4

Change 3879139 by Mieszko.Zielinski

	Even moar CIS fixes #UE4

Change 3879742 by mason.seay

	Added animation to Nativization Widget asset

Change 3880198 by Zak.Middleton

	#ue4 - CanCrouchInCurrentState() returns false when character capsule is simulating physics.

	#jira UE-54875
	github #4479

Change 3880266 by Zak.Middleton

	#ue4 - Optimize UpdateCharacterStateBeforeMovement() to do cheaper tests earlier (avoid CanCrouchInCurrentState() unless necessary, now that it tests IsSimulatingPhysics() which is not trivial).

	#jira UE-54875

Change 3881546 by Mieszko.Zielinski

	*.Build.cs files clean up - removed redundant dependencies from NavigationSystem and AIModule #UE4

Change 3881547 by Mieszko.Zielinski

	Removed a bunch of DEPRECATED functions from the new NavigationSystem module #UE4

	Removed all deprecates prior 4.15 (picked this one because I do know some licencees are still using it).

Change 3881742 by mason.seay

	Additional crouch test to cover UE-54875

Change 3881794 by Mieszko.Zielinski

	Fixed a bug in FVisualLoggerHelpers::GetCategories resulting in losing verbosity information #UE4

Change 3884503 by Mieszko.Zielinski

	Fixed TopDown code template to make it compile after navsys refactor #UE4

	#jira UE-55039

Change 3884507 by Mieszko.Zielinski

	Switched ensures in UNavigationSystemV1:SimpleMoveToX to error-level logs #UE4

	It's an error rather than a warning because the functions no longer do anything. Making it work would require a cyclic dependency between NavigationSystem and AIModule.

	#jira UE-55033

Change 3884594 by Mieszko.Zielinski

	Added a const FNavigationSystem::GetCurrent version #UE4

	lack of it was causing KiteDemo to not compile.

Change 3884602 by Mieszko.Zielinski

	Mac editor compilation fix #UE4

Change 3884615 by Mieszko.Zielinski

	Fixed FAIDataProviderValue::GetRawValuePtr not being accessible from outside of AIModule #UE4

Change 3885254 by Mieszko.Zielinski

	Guessfix for UE-55030 #UE4

	The name of NavigationSystem module was put in wrong in the IMPLEMENT_MODULE macro

	#jira 55030

Change 3885286 by Mieszko.Zielinski

	Changed how NavigationSystem module includes DerivedDataCache module #UE4

	#jira UE-55035

Change 3885492 by mason.seay

	Minor tweaks to animation

Change 3885773 by mason.seay

	Resaving assets to clear out warning

Change 3886433 by Mieszko.Zielinski

	Fixed TP_TopDownBP's player controller BP to not use deprecated nav functions #UE4

	#jira UE-55108

Change 3886783 by Mieszko.Zielinski

	Removed silly inclusion of NavigationSystemTypes.h from NavigationSystemTypes.h #UE4

Change 3887019 by Mieszko.Zielinski

	Fixed accessing unchecked pointer in ANavigationData::OnNavAreaAdded #UE4

Change 3891031 by Mieszko.Zielinski

	Fixed missing includes in NavigationSystem.cpp #UE4

Change 3891037 by Mieszko.Zielinski

	ContentEample's navigation fix #UE4

	#jira UE-55109

Change 3891044 by Mieszko.Zielinski

	PR #4456: Fix bug in UAISense_Sight::OnListenerForgetsActor (Contributed by maxtunel)

	#UE4

Change 3891598 by mason.seay

	Resaving assets to clear out "empty engine version" spam

Change 3891612 by mason.seay

	Fixed deprecated Set Text warnings

Change 3893334 by Mieszko.Zielinski

	Fixed a bug in navmesh generation resulting in not removing layers that ended up empty after rebuilding #UE4

	#jira UE-55041

Change 3893394 by Mieszko.Zielinski

	Fixed navmesh debug drawing to properly display octree elements with "per instance transforms" (like instanced SMs) #UE4

	Also, added a more detailed debug drawing of navoctree contents (optional, but on by default).

Change 3893395 by Mieszko.Zielinski

	Added a bit of code to navigation system's initialization that checks the enegine ini for sections refering to the moved navigation classes, and complain about it #UE4

	The message is printed as an error-level log line and it says what should the offending section be renamed to.

Change 3895563 by Dan.Oconnor

	Mirror 3895535
	Append history from previous branches in source control history view

	#jira none

Change 3896930 by Mieszko.Zielinski

	Added an option to tick navigation system while the game is paused #UE4

	Controlled via NavigationSystemV1.bTickWhilePaused, ini- and ProjectSettings-configurable.

	#jira UE-39275

Change 3897554 by Mieszko.Zielinski

	Unified how NavMeshRenderingComponent draws navmesh and octree collision's polys #UE4

Change 3897556 by Mieszko.Zielinski

	Fixed what kind of nav tile bounds we're sending to nav-colliding elements when calling 'per-instance transform' delegate #UE4

	#jira UE-45261

Change 3898064 by Mieszko.Zielinski

	Made SM Editor display AI-navigation-related whenever bHasNavigationData is set to true #UE4

	#jira UE-50436

Change 3899004 by Mieszko.Zielinski

	Fixed UEnvQueryItemType_Actor::GetItemLocation and UEnvQueryItemType_Actor::GetItemRotation to return FAISystem::InvalidLocation and FAISystem::InvalidRotation respectively instead of '0' when hosted Actor ptr is null #UE4

	Note for programmers: this changes the default behavior of this edge case. You might want to go through your code and check if you're comparing UEnvQueryItemType_Actor::GetItem*'s results to 0.

Change 3901733 by Mieszko.Zielinski

	Made FEnvQueryInstance::PrepareContext implementations returning vectors and rotators ignore InvalidLocation and InvalidRotation (respectively) #UE4

Change 3901925 by Ben.Zeigler

	#jira UE-55395 Fix issue where the cooker could load asset registry caches made in -game that do not have dependency data, leading to broken cooks

Change 3902166 by Marc.Audy

	Make ULevel::GetWorld final

Change 3902749 by Ben.Zeigler

	Fix it so pressing refresh button in asset audit window actually refreshes the asset management database

Change 3902763 by Ben.Zeigler

	#jira UE-55407 Fix it so editor tutorials are not cooked unless referenced, by correctly marking soft object paths imported from editor project settings as editor-only

Change 3905578 by Phillip.Kavan

	The UX to add a new parameter on a Blueprint delegate is now at parity with Blueprint functions.

	#4392

	#jira UE-53779

Change 3905848 by Phillip.Kavan

	First pass of the experimental Blueprint graph bookmarks feature.

	#jira UE-10052

Change 3906025 by Phillip.Kavan

	CIS fix.

Change 3906195 by Phillip.Kavan

	Add missing icon file.

Change 3906356 by Phillip.Kavan

	Moved Blueprint bookmarks enable flag into EditorExperimentalSettings for consistency with other options.

Change 3910628 by Ben.Zeigler

	Partial fix for UE-55363, this allows references to ObjectRedirectors to be switched from parent class to a child class on load as this should always be safe
	This does not actually fix UE-55363 because that case is changing from UMaterial to UMaterialInstanceConstant, and those are siblings instead of parent/child

Change 3912470 by Ben.Zeigler

	#jira UE-55586 Fix issue with saving redirected soft object paths where the export sort could accidentally cause the parent CDO to get modified between name tagging and writing exports, which is unsafe because due to delta serialization it would try to write names that were not previously tagged

Change 3913045 by Marc.Audy

	Fix issues where recursion in to child actors wasn't being handled correctly

Change 3913398 by Fred.Kimberley

	Fixes a misspelled name for one of the classes in the ability system.

	PR #4430: Fixed spelling of FGameplayAbilityInputBinds. (Contributed by IntegralLee)
	#github

	#jira UE-54327

Change 3918016 by Fred.Kimberley

	Ensure AllocGameplayEffectContext is being used in all cases where FGameplayeEffectContext is being created.

	#jira UE-52668

	PR #4250: Only create FGameplayEffectContext via AbilitySystemGlobals::.AllocGameplayEffectContext (Contributed by slonopotamus)
	#github

Change 3924653 by Mieszko.Zielinski

	Fixed LoadEngineClass local to UnrealEngine.cpp to check class redirects before falling back to default class instance #UE4

	#jira UE-55378

Change 3925614 by Phillip.Kavan

	Fix ForEachEnum node to skip over hidden enum values in new placements by default.

	Change summary:
	- Added FKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() as an internal-only Blueprint node support API.
	- Modified FForExpandNodeHelper::AllocateDefaultPins() to add a "Skip Hidden" input pin (advanced). Pin default value is false.
	- Added a UK2Node_ForEachElementInEnum::PostPlacedNewNode() override to set the default value of the "Skip Hidden" input pin to 'true' for all new node placements.
	- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include additional expansion logic based on the "Skip Hidden" input pin. For new placements (i.e. when the pin defaults to 'true'), an intermediate branch node will now be inserted into the compiled execution sequence to test for "hidden" metadata on the value before executing the loop body. If the input pin is linked, another intermediate branch will be inserted into the execution sequence prior to the "hidden" metadata test. All existing placements of the node will remain as-is after compilation (i.e. no additional intermediate branch nodes will be included in the expansion).

	#jira UE-34563

Change 3925649 by Marc.Audy

	Fix up issue post merge from Main with navigation system refactor

Change 3926293 by Phillip.Kavan

	Temp fix to unblock CIS.

	#jira UE-34563

Change 3926523 by Marc.Audy

	Ensure that a renamed Actor is in the correct Actors array

	#jira UE-46718

Change 3928732 by Fred.Kimberley

	Unshelved from pending changelist '3793298':

	#jira UE-53136

	PR #4287: virtual additions for AttributeSet extendability (Contributed by TWIDan)
	#github

Change 3928780 by Marc.Audy

	PR #4309: The display names of the functions. (Contributed by SertacOgan)
	#jira UE-53334

Change 3929730 by Joseph.Wysosky

	Submitting test assets for the new Blueprint Structure test cases

Change 3931919 by Joseph.Wysosky

	Deleting BasicStructure asset to rest MemberVariables back to default settings

Change 3931922 by Joseph.Wysosky

	Adding BasicStructure test asset back with default members

Change 3932083 by Phillip.Kavan

	Fix Compositing plugin source files to conform to updated relative include path specifications.

	- Encountered while testing Blueprint nativization of assets with dependencies on Composure/LensDistortion APIs.

Change 3932196 by Dan.Oconnor

	Resetting a property to default now uses the same codepath as assigning the value from the slate control

	#jira UE-55909

Change 3932408 by Lukasz.Furman

	fixed behavior tree services attached to task nodes being sometimes recognized as root level
	#jira nope

Change 3932808 by Marc.Audy

	PR #4083: Change to UK2Node_BaseAsyncTask to have pin tooltips on latent nodes (Contributed by dwrpayne)
	#jira UE-50871

Change 3934101 by Phillip.Kavan

	Revise ForEachEnum node expansion logic to exclude hidden values at compile time.

	Change summary:
	- Removed UKismetNodeHelperLibrary::ShouldHideEnumeratorIndex() (no longer in use).
	- Modified UK2Node_ForEachElementInEnum::ExpandNode() to include an enum switch node in the expansion, which will exclude hidden values when constructed. The additional expansion will occur if the enum type contains at least one hidden value.

	#jira UE-34563

Change 3934106 by Phillip.Kavan

	Mirrored 4.19 fixes to allow for EngineTest iteration w/ nativization enabled.

	Change summary:
	- Mirrored CLs 3876918, 3878968, 3883257, 3885566, 3912161 and 3920519.

Change 3934116 by Phillip.Kavan

	UBT: Explicitly define the DEPRECATED_FORGAME macro only for non-engine modules.

	Change summary:
	- Modified UEBuildModule.SetupPrivateCompileEnvironment() to check the 'bTreatAsEngineModule' flag from the rules assembly rather than testing the module's build type.

Change 3934382 by Phillip.Kavan

	Avoid inclusion of monolothic engine header files in nativized Blueprint codegen.

Change 3936387 by Mieszko.Zielinski

	Added a flag to NavModifierComponent to control whether agent's height is being used while expadning modifier's bounds during navmesh generation #UE4

Change 3936905 by Ben.Marsh

	Disable IncludeTool warning for DEPRECATED_FORGAME macro; we expect this to be different for game modules.

Change 3940537 by Marc.Audy

	Don't allow maps, sets, or arrays with an actor inner type in user defined structs to select an actor from the currently open level as default value.
	#jira UE-55938

Change 3940901 by Marc.Audy

	Properly name CVar global to reflect what it is for

Change 3943043 by Marc.Audy

	Fix world context functions not being able to be used in CheatManager derived blueprints
	#jira UE-55787

Change 3943075 by Mieszko.Zielinski

	Moved path-following related delegats' interface from NavigationSystemBase over to a new IPathFollowingManagerInterface #UE4

Change 3943089 by Mieszko.Zielinski

	Fixed how WorldSettings.NavigationSystemConfig gets created #UE4

	Made it so that there's always a NavigationSystemConfig instance present, but added a 'Null' config - this was required due to issues with creation/serialization of instanced subobjects.
	The change required adding copying constructors to FNavAgentProperties and FNavDataConfig.
	Also, fixed FNavAgentProperties.IsEquivalent to be symetrical.

Change 3943225 by Marc.Audy

	Fix spelling of Implements

Change 3950813 by Marc.Audy

	Include owner in attachment mismatch ensure
	#jira UE-56148

Change 3950996 by Marc.Audy

	Fix cases where bit packed properties used the entire byte not just the bit when interacting with boolean arrays

	#jira UE-55482

Change 3952086 by Marc.Audy

	PR #4483: Add Missing Radial Damage Multicast Delegate (Contributed by error454)
	#jira UE-54974

Change 3952720 by Marc.Audy

	PR #4575: Check if *Pawn* is a null Pointer (Contributed by dani9bma)
	#jira UE-56248

Change 3952804 by Richard.Hinckley

	Changes to BP API export commandlet to support better plugin exporting. Contributed by Harry Wang of Google.

Change 3952962 by Marc.Audy

	UHT now validates that ExpandEnumAsExecs references a valid parameter to the function.
	#jira UE-49610

Change 3952977 by Phillip.Kavan

	Fix EDL cycle at load time in nativized cooked builds when a circular dependency exists between converted and unconverted assets.

	Change summary:
	- Added FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary().
	- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to mark unconverted BPGCs (e.g. DOBPs) as necessary for conversion when the potential for a circular dependency exists so that we generate stub wrappers rather than depend on them directly.
	- Fixed a few typos in existing API names.

	#jira UE-48233

Change 3953658 by Marc.Audy

	(4.19.1) Fix inserting a reroute node causing connections to break on a GetClassDefaults node
	#jira UE-56270

Change 3954727 by Marc.Audy

	Add friendly name to custom version mismatch message

Change 3954906 by Marc.Audy

	(4.19.1) Fix crash when undoing changes related to reroute nodes connected to a GetClassDefaults node
	#jira UE-56313

Change 3954997 by Marc.Audy

	Ensure and return null if GetOuter<WithinClass> is called on a CDO for uclasses declared as within another so we don't get a UPackage c-style cast to the expected outer type

Change 3955091 by Marc.Audy

	Do not register subcomponents that are not auto register
	#jira UE-52878

Change 3955943 by Marc.Audy

	Make AbilitySystemComponent pass parameters by const& instead of ref as no state is being changed

Change 3956185 by Zak.Middleton

	#ue4 - Fix Characters using scoped movement updates (the default) not visually rotating when rotated at small rates at high framerate.

	This was caused by FScopedMovementUpdate::IsTransformDirty() using a larger FTransform comparison tolerance than USceneComponent::UpdateComponentToWorldWithParent().

	#jira none

Change 3958102 by Marc.Audy

	Clean out dead code path from k2node_select
	Select node now resets pins to wildcard if none of the pins are in use

Change 3958113 by Lukasz.Furman

	added OnSearchStart call to root level behavior tree services
	#jira UE-56257

Change 3958361 by Marc.Audy

	Fix literal input pins on select being set to wildcard during compilation

Change 3961148 by Dan.Oconnor

	Mirror 3961139 from Release 4.19
	Fix for placeholder objects being left behind when loading certain UMG assets - this could causea crash when loading UMG assets
	#jira UE-55742

Change 3961640 by Marc.Audy

	Select node now displays Add Pin button
	Undo of changing select node index type now works correctly.
	Connections to option pins now maintained across change of index pin type
	#jira UE-20742

Change 3962262 by Marc.Audy

	Display "Object Reference" instead of "Object Object Reference" and "Soft Object Reference" instead of "Object Soft Object Reference"

Change 3962795 by Phillip.Kavan

	Fix for a crash when cooking with Blueprint nativization enabled after encountering a nested instanced editor-only default subobject inherited from a native C++ base class.

	- Mirrored from //UE4/Release-4.19 (3962782)

	#jira UE-56316

Change 3962991 by Marc.Audy

	Modify Negate/Increment/Decrement Int/Float so that the output is always the desired result even if a non-mutable pin is passed in.
	Note that this can mean the result being returned and the value of the pin passed in if queried again will not be the same (in the case of pure nodes).
	#jira UE-54807

Change 3963114 by Marc.Audy

	Fix ensures/crash as a result of UClass expecting to be able to access the UPackage of CDOs via the GetOuterUPackage call.

Change 3963427 by Marc.Audy

	Fix initialization order
	Initialize bUseBackwardsCompatForEmptyAutogeneratedValue

Change 3963781 by Marc.Audy

	Fix without editor compiles

Change 3964576 by Marc.Audy

	PR #4599: : Working category for timelines (Contributed by projectgheist)
	#jira UE-56460
	#jira UE-26053

Change 3964782 by Dan.Oconnor

	Mirror 3964772 from Release 4.19

	Fix crash when force deleting certain blueprints, we can only check for authoritativeness while reinstancing

	#jira UE-56447

Change 3965156 by Mieszko.Zielinski

	PR #4592: Visual Logger optimization to fix rapid FPS drop when many items are hidden (Contributed by tstaples)

	#jira UE-56435

Change 3965173 by Marc.Audy

	(4.19.1) Fix incorrectly switching a cooling down tick to be an enabled tick when marking it enabled.
	#jira UE-56431

Change 3966117 by Marc.Audy

	Fix select nodes inside macros using wildcard array inputs having issues resolving type.
	#jira UE-56484

Change 3878901 by Mieszko.Zielinski

	NavigationSystem's code refactored out of the engine and into a new separate module #UE4

	The CL contains required changes to all of our internal projects. Fortnite and Paragon have been tested, while the rest have been only compiled.

Change 3879409 by Mieszko.Zielinski

	Further fallout fixes after ripping out NavigationSystem out of the engine #UE4

	- Fixed bad ini redirects (had NavigationSystem.NavigationSystem instead of NavigationSystem.NavigationSystemV1)
	- Added missing FNavigationSystem::GetDefaultNavDataClass binding (resulting in QAGame's func tests failing)

Change 3897655 by Ben.Zeigler

	#jira UE-55211 Fix it so literal soft object pins on blueprint nodes get correctly cooked/referenced
	It now sets the thread context to skip internal serialize and calls the archive's serialize function instead of bypassing it, which allows it to pick up references

	Change 3962780 by Marc.Audy

	When preventing a split pin from being orphaned, all sub pins must also be prevented.
	#jira UE-56328
	Repack members of UEdGraphPin to avoid wasted space (saves 16bytes)

[CL 3967553 by Marc Audy in Main branch]
2018-03-27 14:27:07 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Bob Tellez
33f0f0a6e6 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3212531)
#lockdown Nick.Penwarden
#rb none

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

Change 3212485 on 2016/11/28 by Dmitry.Rekman

	Update libwebsockets to use -fPIC.

Change 3212280 on 2016/11/28 by Guillaume.Abadie

	Fixes static lighting regression caused by selective outputs fix.

Change 3211095 on 2016/11/28 by Ian.Fox

	#UE4 - Add nullptr check to cookonthefly server ini check

Change 3211042 on 2016/11/28 by Bob.Tellez

	#UE4 Add an option to reset a particle system comp on a camera lens emitter when it is retriggered

Change 3209336 on 2016/11/23 by Rob.Cannaday

	Fix shutdown crash trying to cancel an HTTP request after the HTTP module has been unloaded
	Move the cancel call to the PreUnload step
	#jira FORT-33515

Change 3208350 on 2016/11/22 by Jeff.Campeau

	Added bVirtualKeyboardDisplayOnFocus to Slate settings defaulted to true (old behavior)
	Always open a virtual keyboard when the facebutton bottom is pressed on an active text field
	Do not open a virtual keyboard on focus gained by any method other than mouse if bVirtualKeyboardDisplayOnFocus is set to false

	#jira FORT-30722

Change 3207430 on 2016/11/22 by James.Hopkin

	#fortnite Applied changes from CL#3161737 (UE4/Main) to stage and package SSL certificate bundles.

Change 3207422 on 2016/11/22 by Ben.Woodhouse

	* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
	* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
	* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
	#jira UE-38609

Change 3206301 on 2016/11/21 by Ben.Woodhouse

	Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
	#jira FORT-31616
	#code_review keith.judge

Change 3206144 on 2016/11/21 by Lukasz.Furman

	improved path following sticking to tether bounds
	#jira FORT-32097

Change 3206142 on 2016/11/21 by Lukasz.Furman

	added post processing to navigation filters for making filter-bound paths (feedback iteration)
	#fortnite

Change 3206053 on 2016/11/21 by Lukasz.Furman

	added post processing to navigation filters for making filter-bound paths
	#fortnite

Change 3205790 on 2016/11/21 by Lukasz.Furman

	pass on flow field usage by EQS

Change 3205764 on 2016/11/21 by Lukasz.Furman

	seeding AIModule's random stream from world manager, using random stream in EQS
	#fortnite

Change 3205763 on 2016/11/21 by Lukasz.Furman

	added random stream to AIModule
	copy of CL# 3150031

Change 3205162 on 2016/11/19 by James.Hopkin

	Added missiing depending on SSL to Linux HTTP. Fixes CrashReportClient linker errors.

Change 3205124 on 2016/11/19 by James.Hopkin

	Enabled websockets and Stomp for Linux

Change 3205121 on 2016/11/19 by James.Hopkin

	From Nick Shin's Dev-Platform shelf: upgrade/rebuild of libcrypto, libcurl, libssl, libwebsockets and zlib for Linux

	#fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez

Change 3205119 on 2016/11/19 by James.Hopkin

	Added OpenSSL version 1.0.2h headers for x86_64-unknown-linux-gnu

	#fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez

Change 3204994 on 2016/11/18 by Billy.Bramer

	- Sort the function results that show up in the blueprint "Copy signature from:" combo box

Change 3203688 on 2016/11/18 by James.Hopkin

	#stomp Lower-cased FName strings before encoding to prevent random case at runtime.

Change 3201533 on 2016/11/16 by Mark.Satterthwaite

	More auto-release pool/memory-handling fixes for Metal's debug layer, which depends upon ARC:
	- Better handling of parallel context creation & pooling in MetalRHI.
	- Metal queries return the actual value so that we can use local autorelease pools to capture ARC retain/autorelease calls in the debug layer.
	- Similarly EndEncoding needs a local autorelease pool to handle the debug layer's ARC retain/autorelease calls.
	#jira FORT-32706

Change 3201077 on 2016/11/16 by Mark.Satterthwaite

	Trivial command-buffer fencing to avoid render-queries keeping MTLCommandBuffer's alive after they are completed, reducing total memory use.
	#jira FORT-32706

Change 3200269 on 2016/11/16 by John.Abercrombie

	Made GetPredictionData_Client_Character and GetPredictionData_Server_Character public
	- Removed unnecessary code duplication in FortIndicator as a result

Change 3198230 on 2016/11/15 by James.Hopkin

	#stomp Added dedicated server support to Stomp connection manager. Also fixed heartbeats and change retry strategy to retry forever, first retry after 5 seconds, doubling up to max interval of every minute.

Change 3197273 on 2016/11/14 by Mark.Satterthwaite

	Fix Metal related memory leaks.
	#jira FORT-32706

Change 3196974 on 2016/11/14 by Lukasz.Furman

	increased distance to focal point for path following
	copy of CL# 3196971
	#jira FORT-32048

Change 3196885 on 2016/11/14 by John.Pollard

	FORT-33019 - Fix crash when updating unmapped properties on replicator that was dormant

Change 3196772 on 2016/11/14 by John.Pollard

	Speculative fix for assert when shutting down replicators

Change 3196617 on 2016/11/14 by Lukasz.Furman

	improved readability of EQS results in gameplay debugger's table view
	#fortnite

Change 3195394 on 2016/11/11 by John.Pollard

	UE-37866 - Fix replication issue where unmapped properties wouldl fail to map if the replicator goes away due to dormancy

Change 3195272 on 2016/11/11 by Bob.Tellez

	#Fortnite Fix warning output in UDataTable for missing row

Change 3195152 on 2016/11/11 by Lukasz.Furman

	fixed target selection in gameplay debugger's spectator
	#fortnite

Change 3195071 on 2016/11/11 by Lukasz.Furman

	pass on EQS category of gameplay debugger
	#fortnite

Change 3194111 on 2016/11/10 by Bob.Tellez

	#UE4 if you have a checked out or out of date file in your rename list it is now properly skipped and reported after the rename.

Change 3193547 on 2016/11/10 by Bob.Tellez

	#UE4 LODGroup is now AssetRegistrySearchable

Change 3193545 on 2016/11/10 by Bob.Tellez

	#UE4 Allow setting the default LODGroup when importing a mesh

Change 3193541 on 2016/11/10 by Bob.Tellez

	#UE4 LODGroup settings application on load. Enable this behavior by setting r.StaticMesh.UpdateMeshLODGroupSettingsAtLoad=1

Change 3192035 on 2016/11/09 by Saad.Nader

	#engine Updated Migration of properties to handle static arrays properly from previous check-in.

Change 3191062 on 2016/11/08 by Saul.Abreu

	Added accessor for all items in list views.

Change 3190998 on 2016/11/08 by Chris.Gagnon

	Partially fixes a problem with the scale bax ignore inherited scale isn't working properly.

	There is more to fix by adding float InScale or similar to the GetRelativeLayoutScale() call chain.
	This portion will be handled by the tools team.

Change 3190812 on 2016/11/08 by Lukasz.Furman

	fixed crash on path string pulling when path corridor is empty
	#jira FORT-32811

Change 3190800 on 2016/11/08 by Saad.Nader

	#engine Fixed a case where a static array uproperty wasn't being migrated properly since it was being treated as a single value.

Change 3189573 on 2016/11/07 by Bob.Tellez

	#UE4 Since LightComponents now respect hiddeningame, I changed ALight to default to not be hidden in game. All components in the class that should not be seen are already bHiddenInGame=true on the component.

Change 3189268 on 2016/11/07 by Michael.Trepka

	Check is MacApplication is still valid when making a deferred call to OnApplicationActivationChanged

Change 3189179 on 2016/11/07 by Michael.Trepka

	Don't skip Mac windowDidResize: when switching between window modes. Fixes issues with screen not resizing properly when changing from windowed to windowed fullscreen

Change 3189154 on 2016/11/07 by Lukasz.Furman

	added unbound exploration mode to A* solver
	#ue4

Change 3189072 on 2016/11/07 by Saad.Nader

	#commonui Added ability to skip the stack of activatable panels so that global input handling can handle input for dynamically created buttons on a modal. Updated name of base button style as its name was conflicting with legacy ui base button style.

Change 3188769 on 2016/11/07 by Guillaume.Abadie

	Fixes r.SelectiveBasePassOutput and use it in Fortnite.

	This CL adds a selective base pass optimization not drawing scene color when  r.SelectiveBasePassOutput=1 on materials that  doesn't emit color.
	Use r.SelectiveBasePassOutput in Fortnite and avoid computing the fog in base pass to actually avoid drawing scene color.

	#review-3187180 @brian.karis

Change 3187864 on 2016/11/04 by Bob.Tellez

	#UE4 Better handling for setting return values in error cases where a function cannot be executed.

Change 3187815 on 2016/11/04 by Bob.Tellez

	#UE4 Fix for SetLODGroup to trim LODs that are not needed.

Change 3187309 on 2016/11/04 by Lukasz.Furman

	added projection and pathfinding to navigation graph
	#fortnite

Change 3186304 on 2016/11/03 by Saul.Abreu

	Made a pass on Common UI widgets, setting their widget palette category property or overriding the relevant virtual method in order to have a consistent value across all Common UI widgets.

Change 3186301 on 2016/11/03 by Saul.Abreu

	Exposed ability to compare Slate brushes in Blueprints. Helpful for Icon Text Button to be able to hide its icon image if the icon brush is identical to the default (which is intentionally 0-sized/draw-type none).

Change 3185979 on 2016/11/03 by David.Hamm

	Conditional gameplay effects with required tags were considering target tags in code, rather than source tags as presented in the editor.  Updating the code allows the Bearricade tag to be seen, triggering the desired slow effect.

	#jira FORT-32141

Change 3185534 on 2016/11/03 by Daniel.Broder

	Made GameplayDebuggerCategory_EQS log the description of filtered items rather than just their index (which doesn't tell much).

	#UE4 #NoReleaseNotes

Change 3185386 on 2016/11/03 by Daniel.Broder

	"Actors of Class" EQS Generator now supports returning all actors matching the class rather than only actors within the radius based on a new checkbox "Generate Only Actors In Radius".  For backwards compatibility, it defaults to true.

	#UE4 #ReleaseNoteAbove

Change 3185370 on 2016/11/03 by Mark.Satterthwaite

	Revert the only change to Metal texture uploads made in the merge leading up to 16/09/16 and disable more recent changes to reuse texture objects in the hope that this cures FORT-30180. If not then this will need to be handled by Apple/Nvidia as we're not doing anything obviously wrong on our side.
	#jira FORT-30180

Change 3185249 on 2016/11/03 by Lukasz.Furman

	added caching for neighbor count in template A* solver
	#fortnite

Change 3184403 on 2016/11/02 by Daniel.Broder

	Updated EnvQueryTest_GameplayTags to support Gameplay Tag Queries.

	^^ReleaseNoteAbove

	Data is automatically converted to the query from the old data format.

	Gameplay Tag Queries give much more flexibility for how to mach the queries, since they can include entire expressions of what must match and/or not match.

	#UE4 #ReleaseNoteAbove

Change 3184311 on 2016/11/02 by Daniel.Broder

	Removed unnecessary if/else that was calling identical code in both parts!  (Now it just calls the code directly).

	Fixed spelling of ReturnValueAddress (from ReturnValueAdress).

	#UE #NoReleaseNotes

Change 3183823 on 2016/11/02 by Mark.Satterthwaite

	Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.

	Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
	#jira FORT-31649

Change 3183807 on 2016/11/02 by Mark.Satterthwaite

	Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
	- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
	- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
	#jira FORT-31649

Change 3183470 on 2016/11/02 by Bob.Tellez

	#UE4 Lights with 0 intensity are now removed from the scene

Change 3183230 on 2016/11/02 by Bob.Tellez

	#UE4 Console history no longer keeps duplicate entries

Change 3182547 on 2016/11/01 by Bob.Tellez

	#UE4 Fixed an old bug which was causing thumbnail scenes to have incorrect lighting.

Change 3182498 on 2016/11/01 by Chris.Gagnon

	Added ItemIcon widget and ItemCountTextBlock widget.
	EpicCMSScreen derives from COmmonActivatable Panel.
	Added CommonUIUtils with function to get a owning userwidget or contexts.

	Begining of the new Topbar, and a number of supporting widgets.

Change 3182497 on 2016/11/01 by Chris.Gagnon

	Engine:
	GameViewportClient now has a global toggle to turn software cursor mapping on and off.

	Fortnite:
	Added software cursor, when using the gamepad we turn on the software cursor mapping. The asset is invisible.
	This allows us to hide the cursor without all the baggage and undesired behavior that comes with that.

Change 3181853 on 2016/11/01 by Saad.Nader

	#commonui
	Added uproperty annotations to prevent garbage collection.
	Updated code to cleanup internal caches to happen earlier.

Change 3181782 on 2016/11/01 by Bob.Tellez

	#UE4 LightComponents now respect bHiddenInGame (and other visibility flags) when determining whether they should be added to the scene.

Change 3181516 on 2016/11/01 by Saad.Nader

	#commonui

	Added an action handler interface that I have been wanting for awhile.
	Updated action widget to ignore design time changes since it relies on a common ui context instance.
	Cleaned up activatable panel interface and commited events on a input action registered to be handled. Our activatable handle automatically handles things for now without asking blueprint if we should.
	Cleanedup up miscellaneous activatable panel internals
	Activatable panels can now choose to expose input actions registered to that panel.
	Replaced activatable panel reflector with common input reflector
	Added a common global input handler that implements the action handler interface
	Updated common button and common tablist widgets appropriately to register with global input handler for appropriate actions.
	Buttons now have separate triggering actions vs. triggered actions. Triggering actions can only be set during creation of the button whereas triggered actions can be set anytime.
	Moved a lot of the boilerplate code for action button into common button to trigger and listen for actions, or register with the global input handler for triggering actions.
	Fixed typos in common ui types.
	Updated CommonUITestBed with new changes.

Change 3179753 on 2016/10/31 by Lukasz.Furman

	replaced ensure with vlog warning in GameplayTask processing
	#jira FORT-32324

Change 3178028 on 2016/10/28 by Lukasz.Furman

	attempt to fix rare crash in crowd simulation
	#jira FORT-27847

Change 3177966 on 2016/10/28 by James.Hopkin

	Removed some redundant text/string copies and conversions in 'Find in Blueprints'

Change 3176795 on 2016/10/27 by Fred.Kimberley

	Fixed the code path that grabs tooltip data for ability system components to respect the flag that shows buffs in the front end instead of final values.

	#jira FORT-30491

Change 3175818 on 2016/10/26 by Bob.Tellez

	#UE4 Protecting against a nullptr access in FVisibilityPropertySection::GenerateSectionLayout. More investigation is needed to determine if this should be allowed to be null.

Change 3175615 on 2016/10/26 by Michael.Trepka

	Check if MacApplication is valid in FMacApplication::OnCursorLock() block that's called asynchronously and can be executed after MacApplication was destroyed. Fixes FORT-32075

Change 3175369 on 2016/10/26 by Saul.Abreu

	Refactored CreateWidget functions to share UserWidgetClass validation logic and fixed a missing early-out return statement.

Change 3175233 on 2016/10/26 by Saul.Abreu

	#fortnite
	Common Button now properly handles its interactibility changing when it's toggleability has changed - previously, being selected when toggling is turned on would leave the button non-interactible and thus not practically toggleable.

Change 3174285 on 2016/10/25 by Mark.Satterthwaite

	Fix command-buffer failures when resizing windows on Mac - we have to capture windowWillResize: events in our window delegate and then forward on a call to Slate's OnResizingWindow event handler, that internally causes rendering to flush. If we wait to do this in windowDidResize then the actual device back-buffer resource will have been reallocated and we presumably end up trying to render into garbage memory on the GPU, causing the intermittent command-buffer failures.
	#jira FORT-31649

Change 3173872 on 2016/10/25 by Bob.Tellez

	#UE4 Fixed an issue where if you have a map with actors  that produce a ZeroVector bounds size, SetActorTransform complains.

Change 3172828 on 2016/10/24 by Saul.Abreu

	Added useful contextual information to the message log errors provided when attempting to create widgets but failing.

Change 3172649 on 2016/10/24 by Michael.Trepka

	Call setMinSize and setMaxSize in FMacApplication::OnCursorLock() on the main thread

	#jira FORT-30177

Change 3172568 on 2016/10/24 by Saad.Nader

	#commonui Exposed a flag to reflector to not show actions for an activtable panel if we don't want them exposed.

Change 3172341 on 2016/10/24 by Mark.Satterthwaite

	Fix FORT-31526 by setting appropriate defaults for FEditorCompositingParameters  when the feature isn't being used, as Metal still requires something be bound for the values. This all stems from Fortnite using GizmoMaterial somehow when whacking Llamas to reveal the cards contained within - I suspect the 'real' fix is not to use an Editor material in the game client...
	#jira FORT-31526

Change 3172304 on 2016/10/24 by James.Longstreet

	#fortnite #jira FORT-31090 Add setting to configure whether the virtual keyboard sends TextChanged or TextCommitted when complete.

	Add SlateSettings to project settings, for settings that need to be accessed from Slate -- the Slate module doesn't depend on Engine, so it can't access UserInterfaceSettings or InputSettings.

	Default to TextChanged in Fortnite.

Change 3171630 on 2016/10/24 by Saul.Abreu

	#fortnite
	Added API export to Common List View.
	Added support to Common List View for changing selection modes.
	Added delegate to Common List View to support hook-ups on creation of new list item widgets.
	Improved Common List View handling of item widgets that are buttons - no need to handle manually hooking up the list item clicked callback to the button.

Change 3171474 on 2016/10/22 by Saul.Abreu

	#fortnite
	New numeric text block.

Change 3171463 on 2016/10/22 by Saad.Nader

	#commonui
	Added the common action widget which can visualize the input of an activatable panel or button.
	Added the common activatable panel reflector widget so we can build a bar widget which can visualize the actions an activatable panel have registered to handle.
	Cleaned up the input manager's handling of pushing and poping activatable panels
	Updated widget switcher to completely push or pop tabs on or off the stack so that the stack is clean of any items not in the current tab.
	Updated common ui context to expose API blueprint.
	Updated input action data to make better sense in common ui types
	Added a viewport client to redirect input for the common ui test bed.
	Added a completion delegate for listeners such as a button in a activatable panel reflector widget.
	Added test harness for activatable panel, activatable panel reflector, action widget

Change 3170868 on 2016/10/21 by Jeff.Campeau

	AutoSDK props included earlier

Change 3170663 on 2016/10/21 by Mark.Satterthwaite

	Further changes to finally fix the underlying cause of FORT-25473 and all future potential instances: SetStreamSource overrides the stride from the vertex declaration and MetalRHI wasn't properly considering what to do with Stride=0, which should disabling vertex attribute stepping. This also requires fixing some gotcha's in the StateCache.
	#jira FORT-25473

Change 3170020 on 2016/10/20 by Bob.Tellez

	#UE4 Render scale was off by one when setting via buckets in the editor widget.

Change 3169764 on 2016/10/20 by Mark.Satterthwaite

	Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
	#jira FORT-27627

Change 3169631 on 2016/10/20 by Mark.Satterthwaite

	Fix a potential crash due to unnecessary reinitialisation of the MetalRenderPipelineDesc mutex.

Change 3169614 on 2016/10/20 by Mark.Satterthwaite

	Fix FORT-25473 caused by incorrect handling of vertex attributes in Metal: FParticleSpriteVertexFactory specifies the dynamic particle parameter attribute (VA 5) with a non-zero stride, which implies vertex or instance stepping - but for the P_Rocket_ColdMist_FXV effect only a single float4 is provided with the intent that this be constant for all instances. Other APIs may implicitly wrap the VA read back around but Metal does not and simply reads garbage off the end of the buffer - potentially this could even cause a GPU crash. MetalRHI now detects when the buffer bound to an attribute can't support more than one instance and if needed updates the vertex declaration to make such attributes constant.
	#jira FORT-25473

Change 3169163 on 2016/10/20 by Fred.Kimberley

	Added UIProxyActor. This is intended as a single proxy actor to replace the existing, class specific, proxy actors.

Change 3168732 on 2016/10/20 by Saul.Abreu

	Exposed style references in UCommonTextBlock. Allows widgets to look at the styles on the CDO.

Change 3168713 on 2016/10/20 by Saul.Abreu

	Fixed unconditional inclusion of Developer module headers (settings module) in client builds from Common UI module.

Change 3168659 on 2016/10/20 by Saul.Abreu

	Created and exposed SetMinDesiredWidth on UTextBlock, following the example set by other setters in the class.

Change 3168658 on 2016/10/20 by Saul.Abreu

	The Common UI plugin now has a settings object which will appear in the project settings window. It exposes setting default styles for both CommonTextBlock and CommonButton in the Game config file.

Change 3167632 on 2016/10/19 by John.Pollard

	Fix FN replay scrubbing issues

	* Solution for net startup actors that need to be "rolled back" during scrubbing if they've been modified
	* Solution for when net startup actors should be deleted past checkpoints
	* Added version support to load older replays that don't save out deleted net startup actors in checkpoints

Change 3166065 on 2016/10/18 by Saad.Nader

	#commonui renaming UCommonActivatableManager to UCommonInputManager, added ability to change input method for desktop and console.

Change 3166049 on 2016/10/18 by Lukasz.Furman

	added navmesh exploration helpers in FortNavMesh
	#fortnite

Change 3165085 on 2016/10/17 by Saad.Nader

	#blueprintcontext fixed log output for created blueprint context

Change 3163115 on 2016/10/14 by James.Hopkin

	Prevented variable combo box clipping long type names in blueprint details panel

	[UE-19710]

Change 3162629 on 2016/10/13 by Saul.Abreu

	#fortnite
	#jira FORT-31489
	Ported Paragon's tile view widget over to the Common UI Plugin as Common Tile View. Added exemplar/test case in Common UI testbed.

Change 3162624 on 2016/10/13 by Saul.Abreu

	Improved "Create Event" node with text showing the function signature in a friendly manner.

Change 3162114 on 2016/10/13 by Guillaume.Abadie

	Implements r.EarlyZPassOnlyMaterialMasking.

	Fortnite grass/trees is using masked material. However masked materials are doing clip in early z pass and base pass, both preventing the pixel shader from using the early depth test. This CL execute material's mask opacity only in the early z pass to keep early depth test on expensive mask material's base pass pixel shader.

Change 3161479 on 2016/10/13 by Saad.Nader

	#commonui Updated Common button to be able to handle a bound common input action by causing the button to get clicked.
	Updated Activatable panel to ignore input if it is not activated
	Added helper functions to common widget switcher for activating/deactivating the active widget if it is a activatable panel.

Change 3161092 on 2016/10/13 by Saul.Abreu

	#fortnite
	Common Tab List widget now exposes access to its linked switcher as well as overridable events before and after the linked switcher is set. OnCreateNewTab can now be implemented in native code or blueprints. Buttons added as tabs in the tab list will now have their selectabilty and toggleability set as necessary.

Change 3160762 on 2016/10/12 by Billy.Bramer

	- Make UAbilitySystemComponent::AreAbilityTagsBlocked virtual so games can provide a custom implementation

Change 3160736 on 2016/10/12 by Lukasz.Furman

	fixed some gameplay debugger's categories not rendering correctly in simulate mode
	#fortnite

Change 3160417 on 2016/10/12 by Mark.Satterthwaite

	Disable DistanceField AO & Shadowing support on Intel GPUs under Metal - there are driver bugs that prevent them from working currently.
	#jira FORT-31268

Change 3160314 on 2016/10/12 by Michael.Trepka

	Fixed incorrect rect initialization in Mac GetDisplayMetrics

Change 3160309 on 2016/10/12 by Lukasz.Furman

	pass on gameplay debugger in Simulate in Editor mode
	copy of CL 3160014
	#ue4

Change 3159892 on 2016/10/12 by John.Abercrombie

	Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing

	#ue4

Change 3159630 on 2016/10/12 by Jamie.Dale

	Fixed an issue where async and non-async loading could result in the package being given a different name

	Async loading would always use the non-localized name (which is correct), but non-async loading would sometimes use the localized name (which is incorrect); now they both do the same thing.

Change 3159249 on 2016/10/11 by Jonathan.Lindquist

	fixing a potential uv bug related to their names

Change 3159145 on 2016/10/11 by Lukasz.Furman

	fixed behavior tree task restart conditions
	#ue4

Change 3158846 on 2016/10/11 by John.Pollard

	Add ability to override network async loading for replays

Change 3158551 on 2016/10/11 by Saad.Nader

	#commonui remove checks for common tab list widget when set listening for input occurs.

Change 3157727 on 2016/10/10 by Saul.Abreu

	#fortnite
	Common button style now has minimum width and minimum height properties and common button will use the maximum of its own and the style's minimums.

Change 3157364 on 2016/10/10 by Jamie.Dale

	Split localized package redirection out of FCoreDelegates::PackageNameResolvers

	They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.

	#jira FORT-31207

Change 3156616 on 2016/10/10 by Lukasz.Furman

	added more failsafes to crowd simulation crash
	#jira FORT-27847

Change 3155092 on 2016/10/07 by Chris.Gagnon

	SlateApplication
	- Added more control over where navigation originates from with the ENavigationSource enumeration piped in through the FReply
	- Added custom handling support for the navigation responce using the FCustomNavigationHandler

	Fortnite
	- Added Input Preprocessor for generating navigation events and handling the "virtual cursor" position
	- Added the Input mode switching support for gamepad <-> keyboard (Currently disabled)

Change 3154721 on 2016/10/07 by Lukasz.Furman

	automation fix for AI tests with multiple spawn sets
	copy of CL# 3154035
	#jira FORT-31106

Change 3154466 on 2016/10/07 by Saul.Abreu

	#fortnite
	Additional logging and checking to help diagnose cause of current build breakage, possibly related to blueprint context OR unrelated but coincidental and related to game data or homebase manager.

Change 3154349 on 2016/10/06 by Saul.Abreu

	#fortnite
	Relocate BP context and common UI plugins to Engine (NotForLicensees).

Change 3152396 on 2016/10/05 by Lukasz.Furman

	fixed RECAST_ASYNC_REBUILDING define being ignored by navmesh generator
	#ue4

Change 3152390 on 2016/10/05 by Lukasz.Furman

	including AgentRadius in area modifier bounds in layer's intersection test
	fixes modifier cuts at tile boundary
	#jira FORT-31051

Change 3151999 on 2016/10/05 by Lukasz.Furman

	added vlogs for applying and removing gameplay effects
	#jira FORT-30982

Change 3150947 on 2016/10/04 by Bob.Tellez

	#UE4 Fix to find the title.json file in the correct game folder.

Change 3149775 on 2016/10/03 by Bob.Tellez

	#UE4 Added property editor code support for doubles.

Change 3148729 on 2016/10/03 by Lukasz.Furman

	fixed memory corruption in DemoNetDriver
	#fortnite

Change 3146148 on 2016/09/29 by Bob.Tellez

	#UE4 Fixed a case where the LastRecordedHittestIndex would remain zero, causing the widget path to get truncated and result in the mainframe window when determining if you should spawn a tooltip, causing us to try to create a tooltip outside of our tooltip presenter widget, causing a new window to be created and a crash to happen on consoles.

	#JIRA FORT-30378

Change 3146016 on 2016/09/29 by Daniel.Broder

	Added BlueprintGameplayTagLibrary function "Get All Actors of Class Matching Query".

	It uses TActorIterator to find only all actors derived from the specified class and then further winnows them by whether they match a GameplayTagQuery.  If any actor does NOT implement IGameplayTagAssetInterface, the function will log ONCE a warning that the class in question doesn't implement the required interface to be able to check for matching tags.  (NOTE: This function can be extremely expensive if there are a large number of actors of the class requested, so be cautious using it.

	It can be used at initialization time to find a specific subset of actors to act on (for example).

	#UE4 #ReleaseNote

Change 3145827 on 2016/09/29 by Lukasz.Furman

	added sanity checks to EQS tick
	#jira FORT-30755

Change 3145520 on 2016/09/29 by Chad.Garyet

	changing notifications to require there be a type to verify the user exists
	#jira FORT-30754

Change 3145428 on 2016/09/29 by Bob.Tellez

	#UE4 Made plugin loaded log statements verbose.

Change 3145229 on 2016/09/29 by Bob.Tellez

	#UE4 Fix for only running the first test on commandline

Change 3142730 on 2016/09/27 by Bob.Tellez

	#UE4 Removing needless scope on a virtual function call that made it seem static and made UpdateResolutionQuality protected so it can be called from subclasses that may be procedurally determining DesiredScreenWidth and DesiredScreenHeight

Change 3142632 on 2016/09/27 by Saul.Abreu

	#fortnite
	Improved data table row struct post-data-import method with more context provided through parameters. Used to fixup homebase node display names to have stable keys generated from the row name.

Change 3140907 on 2016/09/26 by Bob.Tellez

	#UE4 Allowing movie files to be renamed to match platform requirements

Change 3140399 on 2016/09/26 by Lukasz.Furman

	fixed uninitialized configs of gameplay debugger
	#jira FORT-30439

Change 3138880 on 2016/09/23 by Fred.Kimberley

	Added source tag requirements to conditional gameplay effects.

	#jira FORT-29772

Change 3138262 on 2016/09/23 by Chad.Garyet

	Integrating codesign fix into Fortnite/Main

Change 3137164 on 2016/09/22 by Mark.Satterthwaite

	Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
	#jira FORT-30377

Change 3136720 on 2016/09/22 by Rob.Cannaday

	Fix crash in FCurlHttpRequest::DebugCallback
	+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
	#jira OGS-428

Change 3136391 on 2016/09/22 by Lukasz.Furman

	fixed crowd path section switch rejecting navlinks at end of path
	#jira FORT-30400, FORT-30402

Change 3136295 on 2016/09/22 by Lukasz.Furman

	fixed navlinks not connecting to navmesh correctly in "snap to cheapest area" mode,
	adjusted scoring in navmesh projection - findNearestPoly2D
	#jira FORT-30358

Change 3136033 on 2016/09/22 by Mark.Satterthwaite

	To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
	Fix GPU selection code in MetalRHI to confirm everything is working.
	#jira FORT-30385

Change 3135237 on 2016/09/21 by Mark.Satterthwaite

	Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.

Change 3135177 on 2016/09/21 by Rob.Cannaday

	Demote "Missing party state during exit" log from warning to display, as order of operations cause this to always be triggered when voluntarily leaving a party
	#jira FORT-22575

Change 3135176 on 2016/09/21 by Rob.Cannaday

	When returning to front-end, re-evaluate pending party joins that were in the waiting for beacon reservation state.
	#jira FORT-27737

Change 3135174 on 2016/09/21 by Mark.Satterthwaite

	- Copy MetalRHI & MetalShaderFormat from Dev-Rendering CL #3132772
	Provides significant performance improvements on CPU due to improved vertex declaration handling & much reduced GPU heap fragmentation + more stats.
	Definitely fixes:
	#jira FORT-29430

Change 3135169 on 2016/09/21 by Mark.Satterthwaite

	Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).

Change 3135157 on 2016/09/21 by Mark.Satterthwaite

	Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
	#jira FORT-30061

Change 3135136 on 2016/09/21 by Bob.Tellez

	#UE4 Added GetPackageDependenciesForManifestGenerator delegate for games to be able to determine package dependencies however they deem fit.

Change 3135132 on 2016/09/21 by Bob.Tellez

	#UE4 Better final cook platform path creation. WindowsClient was incorrectly forming a path to WindowsNoEditor when looking for chunk manifests

Change 3134313 on 2016/09/21 by Lukasz.Furman

	attempt to fix crash in navmesh generation
	#jira FORT-30340

Change 3134091 on 2016/09/21 by Rob.Cannaday

	Fix crash in lib curl debug callback because the string parameter provided by libcurl is not null terminated
	#jira OGS-428

Change 3133949 on 2016/09/21 by Lukasz.Furman

	crowd agents will use shorter path corridor when one of two last polys are navlink
	(corridor part switch happens with 2 or less polys left, we don't want to switch while on navlink)
	#jira FORT-29880

Change 3133219 on 2016/09/20 by Lukasz.Furman

	fixed broken navlink's "snap to cheapest area" mode
	#fortnite

Change 3133087 on 2016/09/20 by Saul.Abreu

	Updated comments on FARFilter to more explicitly express interactions between class filtering settings.

Change 3132990 on 2016/09/20 by Saul.Abreu

	#fortnite
	Overhaul of asset crawling localizable text gathering commandlet. Added feature for filtering processed assets based on membership in a collection.

Change 3132627 on 2016/09/20 by Bob.Tellez

	#Fortnite Added XLoc language ID for for zh-CN

Change 3132616 on 2016/09/20 by Lukasz.Furman

	added tolerance to navmesh project point 2D query
	added overrides for accessing projection with tolerance during navwalking height checks, should be replaced with navdata flags later on
	#jira FORT-29474

Change 3130819 on 2016/09/19 by Ben.Marsh

	UBT: Read additional configuration settings for BuildConfiguration and UEBuildConfiguration from the engine config settings. Allows setting project-specific config values.

Change 3130639 on 2016/09/19 by Lukasz.Furman

	pass on crowd simulation
	- husks should move faster through funnels now
	- husks can clip each other a bit more often :(

	#fortnite

Change 3130625 on 2016/09/19 by Bob.Tellez

	#UE4 Added an ensure to further track down invalid usage of playerinput

	#JIRA FORT-30183

Change 3128884 on 2016/09/16 by Ben.Salem

	Repair nightly FTest runs. FTests are now namespaced differently as of new main merge, and had to uncomment a load-bearing wait that exists to enable the way we run our nightlies (nullrhi w/ execcmds) to start the test properly.

Change 3128874 on 2016/09/16 by Daniel.Lamb

	Testing to see if memory changes have injured fortnite cook times.

Change 3127175 on 2016/09/15 by John.Abercrombie

	GameplayCueInterface's TagToFunctionMap is now keyed by FObjectKey of a UClass, rather than using the UClass as the key
	- Since UClass-es can be unloaded at run-time, and then loaded again later in a different spot in memory, this is a better solution

	Clear out the TagToFunctionMap whenever we cleanup a world

	Move the TagToFunctionMap into a namespace

	#jira FORT-29194 - Crash during Fight the Storm Defense

Change 3126840 on 2016/09/15 by Bob.Tellez

	#UE4 Added a hack to aid in the conversion from the "USA" and "Poland" region names to "NA" and "EU"

Change 3125944 on 2016/09/14 by Billy.Bramer

	- Fix for FJsonObjectWrapper incorrectly exporting to JSON in a string representation instead of an object representation now that it has an implementation of export text

Change 3125764 on 2016/09/14 by Saul.Abreu

	Change to enum and struct registration so that their packages are all created before either set gets to run their registration logic.

Change 3125719 on 2016/09/14 by Bob.Tellez

	#UE4 Windows in nullrhi do not have OS handles and not initializing you parent window causes a crash when you start PIE (needed for headless automation testing)

Change 3125504 on 2016/09/14 by jonathan.lindquist

	adding a comment to the exclude wpo offsets input

Change 3124203 on 2016/09/13 by Bob.Tellez

	Temporarily removing IOS.Automation.csproj dependency on MobileDeviceInterface since it is causing warnings in UGS right now.

Change 3124192 on 2016/09/13 by Tim.Tillotson

	Fix bad format string in FLinkerLoad::VerifyImport

	Warning:
	[2016.09.13-18.49.05:928][927]LogText:Warning: Failed to parse argument "ImportClass" as a number (using "0" as a fallback). Please check your format string for
	 errors: ": Failed import for {ImportClass}".

Change 3124083 on 2016/09/13 by Bob.Tellez

	#UE4 Re-disabling EQFilter for all machines. This is a temporary solution until a more efficient method is found that does not cause machines to lag.

Change 3123783 on 2016/09/13 by Jonathan.Lindquist

	Subtacting 1 from the VAT tools output texture file name uv number to match unreals 0-based system.

Change 3122223 on 2016/09/12 by Jonathan.Lindquist

	Adding optional uv controls for the texture based animations

Change 3122220 on 2016/09/12 by jonathan.lindquist

	adding an optional uv input for the Vertex animation toolset

Change 3122070 on 2016/09/12 by John.Abercrombie

	Added nav links to corner walls, rather than depending on a nav area to traverse the low edge of the corner

	Made crowd folowing component use the velocity while traversing a link, except if we're falling

	AIs will not update their paths while following a nav link

	Lowered the step height of all AIs from 90 to 72

	#jira FORT-29786 - Husks can move over the balcony wall on floor structures.

Change 3121098 on 2016/09/12 by Chris.Wood

	Increased Linux timeout when waiting for CRC to complete.
	[UE-30259] - Some server crashes are missing from crashreporter database

	#jira UE-30259

Change 3120694 on 2016/09/12 by Saul.Abreu

	#fortnite
	Refactored CMS reader to support URLs with protocols (http, https, and file). URIs (URL sans protocol) will no longer work, but we can add in smart fallback logic later, as this is only in Fortnite currently and the only CMS data available currently is via local file. Console command will handle URLs using double quotes, since the colon trips up existing console command parsing logic (it seems).

Change 3120686 on 2016/09/11 by Saul.Abreu

	#fortnite
	Deleting erroneous config files in EpicCMS plugin.

Change 3120659 on 2016/09/11 by Saul.Abreu

	Added support to widget carousel for getting a callback when the active widget changes. (Not sure who the original author was, but the oldest tracked revision codereview'd Justin Sargent.)

Change 3120658 on 2016/09/11 by Saul.Abreu

	Fixed UMG grid panel to properly set the padding on the slots it creates.

Change 3118466 on 2016/09/08 by Bob.Tellez

	#UE4 There is now an option to exclude all UMG widgets and slots from dedicated server builds. Set bLoadWidgetsOnDedicatedServer=false for this behavior

Change 3118149 on 2016/09/08 by Bob.Tellez

	#UE4 Dont cook non-native CDO references that are excluded for your target

Change 3117604 on 2016/09/08 by John.Abercrombie

	FortGameModeFTesting no longer spawns a pawn

	Added automated test setting to FortGameMode so we can avoid waiting for a pawn before removing the loading screen

	Made the FunctionalTest set the view target to the Observation Point if we don't have a pawn, note that this only works on Player Controllers that aren't Debug Camera Controllers so we don't annoy any user who's moving around

Change 3116964 on 2016/09/07 by Bob.Tellez

	#Fortnite We are now building crashreportclient for linux instead of using the stale binary in P4

Change 3116284 on 2016/09/07 by Tim.Tillotson

	#fortnite Add support for quest objectives that track player ability activation.

	As part of this also:
	+Added a bWasCancelled parameter to GameplayAbility::EndAbility. This allows us to determine if an ability was ended prematurely.
	+Added a OnAbilitySucceeded delegate for determining when an ability was successfully ended.

	Some additional improvements thanks to code review feedback from Fred.Kimberley.

	After discussing with Matt Hancy we decided to keep the OnAbilityCompleted delegate for now. We may be able to deprecate and remove it in the future if we rewrite all the existing abilities that use it.

Change 3116039 on 2016/09/07 by John.Abercrombie

	Fix crash when you change the blueprint of a class referenced by a gameplay cue between PIE runs

[CL 3215544 by Bob Tellez in Main branch]
2016-11-30 14:12:57 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

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

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Chris Wood
4516e48e3f Integrate MTBF analytics to 4.10 => Main
Changes are edits/reimplementations of changes from 4.10 branch - not integrations as far as p4 is concerned to avoid issues in future integrations.
Changes are from the following changes in 4.10
  -CL 2717436 - Added AbnormalShutdown engine analytics event when editor starts after a crash.
  -CL 2724685 - Added AbnormalShutdown engine analytics event when editor starts after a crash.
  -CL 2725534 - Added AbnormalShutdown engine analytics event when editor starts after a crash.
  -CL 2736468 - Improved Engine analytics handling for Editor and games [UE-21892]
  -CL 2736480 - Updating wording in privacy settings text.
  -CL 2738137 - Fix build errors in standalone tools such as BuildPatchTool, CrashReporterClient, etc.
  -CL 2740043 - Improved abnormal termination tracking for analytics to handle multiple instances of the editor.
  -CL 2750764 - Added check for debugger present when reporting abnormal termination to analytics.
  -CL 2753661 - Added FSystemWideCriticalSection for desktop platforms. Used by analytics to lock access to editor instances list in the OS.
  -CL 2753709 - Updating wording in privacy settings text.
  -CL 2755381 - Mac and Linux CIS fix
  -CL 2755831 - Linux CIS fix
  -CL 2773486 - Improvements to previous changes from CL 2753661 based on code review.

#lockdown nick.penwarden

[CL 2784778 by Chris Wood in Main branch]
2015-12-01 10:59:16 -05:00
Dan Hertzka
1aa277ebed Icons for Project Settings and Editor Preferences tabs
[CL 2532731 by Dan Hertzka in Main branch]
2015-04-30 18:13:48 -04:00
Nick Darnell
d7f2257ae3 Editor - Continuing to tweak the settings auto registration system, moving the logic into the SettingsEditor and letting it manage it, since it knows when widgets exist and the information actually needs to be refreshed. Making several old settings use the new UDeveloperSettings class.
[CL 2521606 by Nick Darnell in Main branch]
2015-04-22 15:56:47 -04:00
Nick Darnell
b95a622406 Editor - UDeveloperSettings is now available to create settings objects that can be auto-discovered by the editor without building a plugin or some other system to register the settings with the settings viewer.
[CL 2520193 by Nick Darnell in Main branch]
2015-04-21 18:12:25 -04:00
Dinesh Kumar
7aef1ff5ee Paper2D: Moved 2d level editor settings -> project settings
- Added shortcut to edit layers settings
- Added button to snap selected actors to selected layer

[CL 2510137 by Dinesh Kumar in Main branch]
2015-04-13 06:38:54 -04:00
Mikolaj Sieluzycki
a96989f147 Add includes to files to remove the need of including Engine.h.
[CL 2508000 by Mikolaj Sieluzycki in Main branch]
2015-04-10 03:30:54 -04:00
Andrew Rodham
3ac1e0da19 Added editor project setting to define whether to display units in imperial or metric (or not at all)
Also added a default input unit that is used when no units are specified on a text input.

This addresses UE-11863 and UE-9313

[CL 2499638 by Andrew Rodham in Main branch]
2015-04-02 05:30:34 -04:00
Lina Halper
4b3432c8e0 #ANIM: Add Animation Compression Setting to project
[CL 2436096 by Lina Halper in Main branch]
2015-02-06 17:01:51 -05:00
Mieszko Zielinski
aa214a3090 Fixed handling serialization of navigation system SupportedAgents' NavigationDataClass refs #UE4
- addressed UE-7509
- removed UNavigationSystem.RequiredNavigationDataClassNames as no longer needed with changes to SupportedAgents
- also, fixes Project Settings for navigation system not using game-specific navigation system class, if one has been declared

[CL 2407641 by Mieszko Zielinski in Main branch]
2015-01-15 14:24:58 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Mieszko Zielinski
0d33b106a9 CrowdManager's properties exposed to confing Project Settings #UE4
- github PR#655 by bozaro

[CL 2376511 by Mieszko Zielinski in Main branch]
2014-12-04 16:43:07 -05:00
Mieszko Zielinski
a64482c33c Perception System's update towards generic and BP usable interface #UE4
- pass 1, some more improvements to come
- updated lots of Fortnite code to accommodate API changes
- same goes for Orion, though a lot less of code had to be touched
- includes a minor extension to IGenericTeamAgentInterface

[CL 2361462 by Mieszko Zielinski in Main branch]
2014-11-15 20:50:16 -05:00
Jamie Dale
b903ba8d80 Added support for disabling tab spawner menu entries
You could previously only have them enabled or hidden, you can now add them as disabled.

You can also now bind the menu item state to a delegate to let it update after the tab spawner has been registered.

#codereview Nick.Atamas

[CL 2341064 by Jamie Dale in Main branch]
2014-10-27 09:51:25 -04:00
Max Preussner
f41be7ca18 SettingsEditor: API improvements
- made public headers compilable individually
- moved interfaces to public root
- removed module singleton getter
- code and documentation cleanup

#UpgradeNotes:
- instead of ISettingsEditorModule::GetRef() use FModuleManager::GetModuleChecked<ISettingsModule>("SettingsModule")
- instead of including SettingsEditor.h include the interface headers you actually use

[CL 2340730 by Max Preussner in Main branch]
2014-10-27 07:53:55 -04:00
Max Preussner
9884344213 Settings: Various improvements to the API
- made public headers compilable individually
- easier access to settings section delegates
- removed module singleton accessor
- moved non-trivial definitions into cpp files
- code & documentation cleanup

#UpgradeNotes:

- instead of ISettingsModule::Get() use FModuleManager::GetModulePtr<ISettingsModule>("Settings")
- instead of using FSettingsSectionDelegates assign delegates directly through the new ISettingsSection methods

[CL 2340711 by Max Preussner in Main branch]
2014-10-27 07:53:18 -04:00