Commit Graph

1250 Commits

Author SHA1 Message Date
Max Preussner
71aca39aa9 Swarm: Checked in latest publish version
[CL 2308414 by Max Preussner in Main branch]
2014-09-24 11:50:12 -04:00
Max Preussner
a7bb45ab7a Swarm: Enabled auto-increment of publishing version
[CL 2308405 by Max Preussner in Main branch]
2014-09-24 11:45:13 -04:00
Max Preussner
d3d51698db Swarm: Updated signing certificate binding in project
[CL 2308399 by Max Preussner in Main branch]
2014-09-24 11:40:23 -04:00
Jaroslaw Palczynski
f46fa55da8 UnrealSwarm: Fix for "Pushing the channel has failed!" error.
The problem was that when optional file was missing, swarm tried to download it until success, without limited number of retries. Added retries parameter and set it to 5.

Also added some more informative error messages.

More info about the bug here: https://answers.unrealengine.com/questions/92329/pushing-the-channel-has-failed.html.

[CL 2308374 by Jaroslaw Palczynski in Main branch]
2014-09-24 11:20:05 -04:00
Maciej Mroz
f55429024e CPF_EditInline flag removed (replaced by metadata).
CPF_PersistentInstance  flag added.

#codereview Robert.Manuszewski, Nick.Whiting, James.Golding

[CL 2308211 by Maciej Mroz in Main branch]
2014-09-24 09:09:32 -04:00
Michael Noland
77f94f0f08 UBT: Improve error message when running UHT fails (showing a human-readable version of the error code)
[CL 2307883 by Michael Noland in Main branch]
2014-09-23 22:36:54 -04:00
Ankit Khare
45477d14da Pak file creation - add the ability override UAT command line arguments per platform with a 3 state setting - Always, Never, Don't care. Fixes an issue where pak files were created even when we don't want (for now, atleast).
#codereview peter.sauerbrei, daniel.lamb

[CL 2307825 by Ankit Khare in Main branch]
2014-09-23 20:31:24 -04:00
Chris Babcock
a6055866db Add dependency on PAK file for OBBinAPK case of MakeAPK
#ue4
#android
#codereview Josh.Adams

[CL 2307797 by Chris Babcock in Main branch]
2014-09-23 19:56:16 -04:00
Peter Knepley
5d6f3b119d Modular staging
[CL 2307306 by Peter Knepley in Main branch]
2014-09-23 15:45:22 -04:00
Ben Marsh
e2a2b088c0 Disable HTML5 in Rocket.
#codereview Ankit.Khare

[CL 2307290 by Ben Marsh in Main branch]
2014-09-23 15:40:21 -04:00
Ben Marsh
0c6121c666 CIS fix for Mac.
[CL 2307236 by Ben Marsh in Main branch]
2014-09-23 15:00:24 -04:00
Ben Marsh
0f78891b7d Add a program to bootstrap packaged games, which checks for dependencies being installed (an option to include prerequisites in the game is in the packaging settings), then starts the engine with the right commandline for the project. Takes an icon from Build/Windows/Application.ico if present (which allows setting the icon for content-only projects) or the game executable being launched. Resource files added to code projects now use this icon instead.
[CL 2307139 by Ben Marsh in Main branch]
2014-09-23 13:55:06 -04:00
James Moran
e3fff57b73 Updated HTML5 Automation to reflect device name change.
Also updated Run command to use python exe pulled from emscripten config file if it exists.

[CL 2306772 by James Moran in Main branch]
2014-09-23 09:14:00 -04:00
Maciej Mroz
7e1c4c25ca 347339 BLOCKER: CRASH: EDITOR: ORION: Occurs when adding a skylight to a scene.
347343 BLOCKER: EDITOR: ORION: Unable to edit or view the light details properties.

[CL 2306682 by Maciej Mroz in Main branch]
2014-09-23 05:53:00 -04:00
Robert Manuszewski
343352654a UObjects: no longer require dummy UClasses in UStruct-only modules.
#change Added code to make sure the script package is created before UEnums and UStructs get registered

[CL 2306655 by Robert Manuszewski in Main branch]
2014-09-23 05:12:53 -04:00
Daniel Wright
1aa10889aa Lightmass kDOP preallocates less memory, supports Nodes array resize
* LandscapeMountains Lightmass usage went from 19Gb -> 10.5Gb

[CL 2306101 by Daniel Wright in Main branch]
2014-09-22 17:50:17 -04:00
Ankit Khare
1c4c7136bd HTML5 RequiresPackageToDeploy
#codereview peter.sauerbrei

[CL 2305813 by Ankit Khare in Main branch]
2014-09-22 14:24:24 -04:00
Ben Marsh
c9c73fece9 Support for Linux targets in binary Rocket.
#codereview Dmitry.Rekman

[CL 2305714 by Ben Marsh in Main branch]
2014-09-22 12:34:00 -04:00
Kellan Carr
96702d0959 build script, add option for nonunity test compile for tools
[CL 2305695 by Kellan Carr in Main branch]
2014-09-22 12:13:56 -04:00
James Moran
417625cdd2 Fix for HTML5 packaging picking up the wrong version of python leading to path failures
[CL 2305633 by James Moran in Main branch]
2014-09-22 11:23:43 -04:00
Jaroslaw Surowiec
e2cbc178ce Stats - Fixed converting stats to csv
#codereview Robert.Manuszewski

[CL 2305602 by Jaroslaw Surowiec in Main branch]
2014-09-22 10:53:39 -04:00
Bob Tellez
70aaf80117 Merging Dev->Main CL#2294650 using UE4-Fortnite-To-UE4
CL#2272587
Added "BlueprintReadWrite" to bNoneIsAllowedValue in FBlackboardKeySelector to avoid breaking any usage of it in blueprints through Break node which people were already using.  That matches the usage for AllowedTypes, which is conceptually a related idea and was already set to BlueprintReadWrite.

CL#2272599
Fixed crash when AI were killed in the same frame they were spawning into the world.

CL#2274068
behavior tree search can be reverted, task will be aborted AFTER finding a valid replacement
fix for move action crashing on pawn's death

CL#2274177
fixed behavior tree's search range when there are mutliple restart requests in the same frame

CL#2274359
Fixes RotateToFaceBBEntry not working correctly when focusing on an actor
- the GetFocalPoint call to AIController had different behavior if you called it with a priority vs. without
- with a priority we would just look at the Priorities and return the position, but that position was never being updated for Actors
- without a priority we would go through all the priorities, check for an Actor, and if it existed we would return its location
- while I could have just modified the RotateToFaceBBEntry call to just call GetFocusActor for the appropriate focus priority, this seems like the better fix)
- solution was to make the GetFocalPoint with a focus priority work exactly like the one without the focus priority.  while I would have liked to reduce the copy/paste code between the functions it didn't seem like a good idea.

Also fixed Precision not considering vectors that were in the same direction (>= vs just > with the angle threshold value)

CL#2274719
Fix crash related to AnimCameraActor.
TTP #344968 CRASH: TAKER: If the world owner leaves the game in the middle of a Taker Soul sucking another player, the Client will crash.

CL#2274988
#UE4 Proper handling of saving level assets that were created without a valid non-read only path. TTP#344899

CL#2275045
#UE4: Include "IHttpBase.h" in IHttpResponse.h since it's using a base class from there (they're truly dependent). Would be nice if this file just had the enum though.

CL#2275152
TTP# 336668
Moved the input check for VOIP from the child widgets into the base SFortHUDLayer to capture that event on different screens.  Removed code duplication.

CL#2275528
Fixed StaticMeshComponent destruction blocking on the rendering thread instead of using the UObject async destruction interface

CL#2275960
fixed behavior tree search being discarded after merge with non discardable request
decorator observers will be added even after failed search

CL#2276294
Added support to EQS "Dot" test for 2D dot-product AND taking absolute value of dot-product (for biasing for lateral over forward/back).

They are separate options which can be used together or separately.

CL#2277344
fixed BT decorator indices for abort range preview in editor

CL#2277473
NavCollision settings of static mesh will persist through reimport
ttp# 344853

CL#2277509
fixed multiple nodes connected to special pins in behavior tree editor

CL#2278042
Fixes EQS not returning the best item when the last EQS test is a filter.
- To do this, on the last test if we know it's just a filter and eventually we will use the first item that passes the test, then we sort prior to filtering.

Made the filter and score test types display "Filter Only" & "Score Only"

CL#2278111
Improved EQS Dot test "Description Title" to display "Absolute" and " 2D" as appropriate.

CL#2278115
Added "Random" EQS test, which can be used for adding a random value to items.

Potentially needed for hunting EQS query Phil is working on, and should be useful for other cases as well.

CL#2278286
Fixes crash when trying to use the VisLog due to a spelling correction made in CL 2276628.

CL#2281762
Moved VLOG in Vlog Redirect function to avoid ensure
- Ensure was caused because we were trying to log to a redirect when the redirect hadn't be set yet

CL#2282248
Fixed EQS "Random" test to work with ANY query item type, not just VectorBase item types.

CL#2282639
Enhanced debug information data for single item in EQS Debugger (GameplayDebugger feature) #ue4
- Fixed few compilation issues with disabled USE_EQS_DEBUGGER flag
- Fixed crash in EQSRenderingComponent
- Fixed EQS debug data for sorted EQS itesm (it's slower way to sort items but only with active USE_EQS_DEBUGGER flag)

CL#2282678
fixed crash on reimporting static mesh without NavCollision data
ttp# 345454

CL#2282919
Renamed BTTask_MoveDirectlyToward.bForceMoveToLocation to more clear bDisablePathUpdateOnGoalLocationChange #UE4

- also fixed a bug in FortBTTask_GameMoveDirectlyToward that was misusing that variable. This addressed TTP#343489

CL#2282927
Fixed paths rendering while using GameplayDebugger (client/server too) #Fortnite

CL#2283374
Fixes crowd following AIs (ie. regular husks) trying to rotate in the direction of their CrowdAgentMoveDirection while falling or not moving

(Fixes ttp 344776)

CL#2283475
Comment/code refactor that occurred but wasn't saved prior to check in of CL 2283374

CL#2283644
#UE4 Fix various issues seen when changing graphics settings with r.detailmode causes all components to reregister
Fix it so particle system components track if they were active when unregistering, reactivate on next register if true
Fix it so character movement components don't throw away timestamp data on unregister, this broke networking entirely
Fix it so single anim skeletal meshes restore state accross reinitializations

CL#2283688
Make bPendingKillPending no longer a UProperty so it won't be serialized.

Fixes TTPs 342221, 342634

CL#2283879
#UE4 Fix it so the scalability settings are correctly written to the user config file when saving settings, and are properly reset to in memory values when reset. Has been broken since they got refactored.

CL#2284368
fixed crash on using blueprint-based EQS contexts in PIE

CL#2284405
HotSpots auto expire #UE4

Also, Fortnite-specific:
- made FortAIHotSpotManager the owner of hotspots spawning process
- added support for having multiple hotspots assigned to one BuildingSMActor, one per approach vector

CL#2285167
Fixed Fortnite client to match FriendsService API change for pending invites

CL#2285650
#UE4: Allow JsonObjectConverter to convert Strings to FDateTime fields using ISO-8601

CL#2286127
fixed pathfinding eqs test

CL#2286208
fixed EQS tests reverting to Score Only settings after reopening editor
ttp# 345719

CL#2286296
Game Invites work in Fortnite again
Fixed game to match a backend API change

CL#2286378
Removing TickAnim from InitAnim as that seems unnecessary and should avoid if we can.

CL#2286408
- TTP#345476 Slate: Fixed MenuPlacement_AboveAnchor not being respected.

CL#2286777
Fixed bug in GameplayDebuggingComponent which would cause debug display of EQS queries sharing the same name never to update after the initial query of a certain name is made.  (In Fortnite, Goal Manager queries all have the same name, and the data would never update.  In fact, even choosing a second actor would not clear out the data from the earlier actor, because they weren't updating data when the Timestamp updated.)

CL#2289211
Fix for TTP #345752 "CRASH: DEDICATED SERVER: ToggleAILogging with a gate active causes a server crash"

CL#2289279
LatentActionManager: value from iterator (over ObjectToActionListMap) was invalidated, when ObjectToActionListMap was changed.
Unique Ptr should be used instead of SharedPtr, but UniquePtr is currently not compatible with TMap.

CL#2289897
Fixes flying AIs (like the Taker) trying to move their feet to their destination, causing them to float higher than they should be.

CL#2290041
Fix a number of properties in the Action_Move hierarchy that aren't exposed and therefore aren't duplicated when we duplicate Pawn Actions.

CL#2290210
#UE4 Fix it so UEngine::ShutdownWorldNetDriver shuts down all net drivers associated with a world and not just a primary one. Fixes a crash when transferring maps with an active beacon net driver. Also fix issue where UEngine::ShutdownAllNetDrivers would miss some net drivers due to indexes being removed
- Duplicating actions occurs as part of adding a Pawn Action Sequence comprised of multiple Pawn Actions.  The bug causes undesired behavior because the properties that were set on the initial Pawn Action are not carried over to the duplicate.
- We will continue to use the feet location as the origin of the Actor for determining requested velocity with walking AIs, but use the Actor's location as the origin for non-walking AIs

CL#2290255
#UE4 Fix to previous netdriver checkin, only kill world net drivers if the world is actively set, idle net drivers are fine and needed for beacons to work properly

CL#2290585
Fixed some PawnActions' bool properties not being marked as UPROPERTIES #UE4

It was resulting in copied actions loosing parts of its configuration.
Also:
 - added a parameter to PawnAction_Move to controll "finish on overlap" path following behavior

CL#2290675
Extended GameplayDebugger view in Simulation. I added a way to switch debug views, to have all functionality from PIE. #ue4

CL#2290778
fixed invalid nav nodes in paths after offseting

CL#2290784
moved pathfollowing's reachability test out of FollowPathSegment function (it's supposed to handle only velocity calculations), agent will always use feet location for moving on path segment

CL#2292104
Fixes for GameplayDebugger, it mostly fixes activation in different configurations (PIE, standalone, client-server, etc.).

CL#2292198
Fixed issues related to NavMesh rendering and EQS query switching for GameplayDebugger. #ue4

CL#2292766
Fixed crash if touch event without valid MovieStreamer

CL#2292967
GameplayDebuggingComponent now tries to pick the correct nav-mesh for the selected actor, rather than always displaying the default nav-mesh.

NOTE: If you switch from one actor to another with nav-agent properties that are associated with different nav-meshes, it may continue to display the original nav-mesh for a while until it needs to update the position where the nav-mesh should display.

CL#2293116
#UE4 #HTTP: Make LibCurl reuse connections by default on windows/android to mirror the change in CL# 2025870. Also added [Networking]UseLibCurl as an option to have LibCurl get used in addition to command line.

CL#2293217
Added suffix override to allow StagingInfo instances without platform in the staging path
This is to handle  where platform is already in each build product instead of as a root dir, eg. \\WindowsClient instead of \\Windows\\WindowsClient

CL#2293263
#UE4: Make JsonObjectConverter skip null values in arrays and structs (this is consistent with skipping missing keys)

CL#2293534
fixed parent node usage in navigation octree (navmesh stays unchanged after deleting an actor)

CL#2293536
fixed updating parent chain in navoctree after removing last attached node

CL#2293543
changed navigation octree parent map to use weak object pointers (merged from main)

CL#2293952
Changes/improvements to curl http module:

- Properly get bUseCurl from a configuration file.
- Do less work when creating requests (checking commandline settings moved to CurlHttpManager).
- Do not init/shutdown unless actually used.

CL#2294062
Added virtual function OnCharacterStuckInGeometry for Characters that get stuck in geometry to CharacterMovementComponent
- Allows subclasses to define behavior when this occurs
- Comment states that this only will be called when the character is walking

[CL 2305577 by Bob Tellez in Main branch]
2014-09-22 10:33:39 -04:00
Michael Trepka
81a639cbaa Temporarily disabled code signing for Mac editor and games due to problems with signing Steamworks dylib in OS X 10.9.5/Xcode 6
#codereview Ben.Marsh, Kellan.Carr

[CL 2305535 by Michael Trepka in Main branch]
2014-09-22 10:12:50 -04:00
Josh Adams
4cec25879d - No longer compile Engine.generated.1.cpp and .2.cpp together, as the large resulting code is crashing x86 android compiler.
- Fixed a couple issues with Android fat binaries (cleaning and obb being archived multiple times)
- Touched Engine.h to force a UHT refresh
#codereview Robert.Manuszewski

[CL 2305487 by Josh Adams in Main branch]
2014-09-22 09:46:58 -04:00
Maciej Mroz
8523cb31f0 The CPF_EditInline flag, will force the subobject instance to be persistent, but CLASS_DefaultToInstanced wonÆt imply CPF_EditInline anymore.
#codereview Ben.Zeigler, Robert.Manuszewski

[CL 2305323 by Maciej Mroz in Main branch]
2014-09-22 09:42:15 -04:00