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.
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#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
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[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
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[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
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(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
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[CL 2574213 by Marc Audy in Main branch]
2015-06-02 14:14:20 -04:00
Marc Audy
a5525b17bd
Rename USoundWaveStreaming to USoundWaveProcedural
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[CL 2574183 by Marc Audy in Main branch]
2015-06-02 13:54:22 -04:00
Robert Manuszewski
575274152b
Reverting bad merge
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#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().
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#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
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[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
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#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
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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.
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[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.
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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.
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[CL 2573749 by Lee Clark in Main branch]
2015-06-02 08:36:52 -04:00
Maciej Mroz
9da06251e6
Back out changelist 2573315
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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
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#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.
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[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
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[CL 2573688 by Gil Gribb in Main branch]
2015-06-02 06:39:29 -04:00
Richard TalbotWatkin
85b8fdd888
Additional fix for CL 2568322.
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[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)
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#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
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[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.
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[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
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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.
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- 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
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#codereview Maciej.Mroz
[CL 2573315 by Dan Oconnor in Main branch]
2015-06-01 18:48:34 -04:00