Commit Graph

12382 Commits

Author SHA1 Message Date
Guillaume Abadie
95d709859e Fixes a crash with parrallel rendering in the GPU benchmark, caused by a GetRenderQueryResult() call without flushing the command list before, leading to some EndRenderQuery() call not being executed.
#code_review: Daniell.Wright

[CL 2574506 by Guillaume Abadie in Main branch]
2015-06-02 17:00:36 -04:00
John Pollard
a6f1d1a3e8 Support for forcing unique null id's
[CL 2574449 by John Pollard in Main branch]
2015-06-02 16:40:54 -04:00
Mieszko Zielinski
a8a73c0284 Some more dev->main intergation fall off fixes (related to GameplayTasks) #UE4
[CL 2574396 by Mieszko Zielinski in Main branch]
2015-06-02 16:17:04 -04:00
Marc Audy
8046cc474e Make all actor iterators skip Actors that have become pending kill since first gathered
(remove IsPendingKills added in CL# 2573823 that are no longer necessary)

[CL 2574217 by Marc Audy in Main branch]
2015-06-02 14:16:09 -04:00
Marc Audy
cdc310cc03 Re-add SoundWaveStreaming.h with deprecation and redirection to SoundWaveProcedural.h
[CL 2574213 by Marc Audy in Main branch]
2015-06-02 14:14:20 -04:00
Marc Audy
a5525b17bd Rename USoundWaveStreaming to USoundWaveProcedural
[CL 2574183 by Marc Audy in Main branch]
2015-06-02 13:54:22 -04:00
Robert Manuszewski
575274152b Reverting bad merge
#codereview Eric.Newman

[CL 2574179 by Robert Manuszewski in Main branch]
2015-06-02 13:53:47 -04:00
Richard TalbotWatkin
8ef45f3cc9 Fix so that matinee sequences play correctly if Stop() is called before Play().
#jira UE-15505 - Elemental Demo when played does not start matinee

[CL 2574038 by Richard TalbotWatkin in Main branch]
2015-06-02 12:32:32 -04:00
Gareth Martin
1e25bf9cda Fix crash in UMapProperty
[CL 2574018 by Gareth Martin in Main branch]
2015-06-02 12:15:43 -04:00
Ori Cohen
4559321989 Defer apex damage events until fetchResults is done. This is needed in case DestroyComponent is called from inside the callback
#UE-16462

[CL 2573973 by Ori Cohen in Main branch]
2015-06-02 11:47:54 -04:00
Eric Newman
f3569dae41 Fortnite dev to main merge up to cl # 2564489
Merging using UE4-Fortnite-To-UE4

[CL 2573959 by Eric Newman in Main branch]
2015-06-02 11:44:27 -04:00
Marc Audy
c22427598a Don't process for seamless travel/route end play an Actor that was destroyed by another Actor's EndPlay.
[CL 2573823 by Marc Audy in Main branch]
2015-06-02 09:55:35 -04:00
Andrew Rodham
fa71cee50f Fixed expression parser jump table execution erroneously returning the proxy, rather than a valid result.
This caused the proxy to potentially outlive its content, which caused the automation tests to fail.

Also cleaned up some MoveTemp usage and removed some redundant move operators.
Re-enabled the math expression evaluator tests as smoke tests

[CL 2573794 by Andrew Rodham in Main branch]
2015-06-02 09:27:18 -04:00
Lee Clark
8655e9b346 Fix: Materials that use Pixel Depth Offset weren't using the pixel shader during the prepass so the depths didn't match up during the base pass.
[CL 2573749 by Lee Clark in Main branch]
2015-06-02 08:36:52 -04:00
Maciej Mroz
9da06251e6 Back out changelist 2573315
Complex struct (that must be initialized and destroyed) are properly handled in UObject::execLet after AccessViolation exception.
It makes the size of bytecode bigger, but it seems to be necessary.

#codereview Dan.Oconnor

[CL 2573735 by Maciej Mroz in Main branch]
2015-06-02 07:54:18 -04:00
Jaroslaw Surowiec
841322bf53 Core - More reliable crash reporting on Windows
#platformnotify Josh.Adams

[CL 2573727 by Jaroslaw Surowiec in Main branch]
2015-06-02 07:37:45 -04:00
Richard TalbotWatkin
6f0dbf7b59 Fixed non-editor builds.
[CL 2573708 by Richard TalbotWatkin in Main branch]
2015-06-02 07:04:19 -04:00
Gil Gribb
264d072bc3 UE4 - fix for shadow culling on foliage
[CL 2573688 by Gil Gribb in Main branch]
2015-06-02 06:39:29 -04:00
Richard TalbotWatkin
85b8fdd888 Additional fix for CL 2568322.
[CL 2573679 by Richard TalbotWatkin in Main branch]
2015-06-02 06:22:30 -04:00
Maciej Mroz
30bca536e7 UKismetStringLibrary::ReplaceInline works properly. It's not Pure anymore. The input param is UPARAM(ref)
#codereview Bruce.Nesbit

[CL 2573678 by Maciej Mroz in Main branch]
2015-06-02 06:21:57 -04:00
Gareth Martin
7959062fa8 Fixed spline meshes stored in foreign levels disappearing in cooked builds
[CL 2573660 by Gareth Martin in Main branch]
2015-06-02 06:01:29 -04:00
Joe Tidmarsh
ce1d13bf61 AssetDataGatherer should only retrieve file timestamp for comparison if we've previously cached the asset. Minor optimization.
[CL 2573622 by Joe Tidmarsh in Main branch]
2015-06-02 05:19:57 -04:00
Mieszko Zielinski
59b08add24 Made BlackboardData a Blueprint type so that users can have blueprint variables pointing at BB assets #UE4
github PR#1200 by zorbathut

[CL 2573598 by Mieszko Zielinski in Main branch]
2015-06-02 04:47:52 -04:00
Zak Middleton
11d140f220 #ue4 - More accurate VectorReciprocalSqrtAccurate on SSE platforms.
- Matches results for SSE platforms with other platforms that perform 2 Newton-Raphson iterations on the hardware estimate (Xbox, iOS), or non-SIMD that uses the fully accurate sqrt.

- Allows NormalizeRotation (0,0,0,1) to return the same vector rather than (0,0,0,0.99998...).

[CL 2573388 by Zak Middleton in Main branch]
2015-06-01 20:01:56 -04:00
Dan Oconnor
6fb2c05d2f Back out changelist 2572336 - This is causing animation blueprints to crash. To reproduce the issue just start QAGame and pie or open the player's animation blueprint
#codereview Maciej.Mroz

[CL 2573315 by Dan Oconnor in Main branch]
2015-06-01 18:48:34 -04:00