Commit Graph

470 Commits

Author SHA1 Message Date
Jeff Campeau
cf48eb78f0 Fix issue deploying games with invalid characters in names or ABCD style guids.
Added some default values for project setup.
Added type support to default value macros for manifest settings.
Added a macro for manifest generation that filters all non-alphanumeric or dot characters (this is a common requirement for manifest fields).
Filtered game name with alphanumericdot and productid with guid type to support projects that didn't use the same format as some others.

[CL 2541236 by Jeff Campeau in Main branch]
2015-05-07 12:19:58 -04:00
Nick Whiting
9188e708fc #oculus Updating to 0.5.0 runtimes, support for Canvas in 3D, common code added for GearVR / desktop (UE-14204)
[CL 2537769 by Nick Whiting in Main branch]
2015-05-05 13:46:42 -04:00
Josh Adams
047163606b - Adding some text to Base.ini so that it doesn't cause problems by being empty and then getting skipped, etc. [user reported]
[CL 2536714 by Josh Adams in Main branch]
2015-05-04 19:29:18 -04:00
Dan Hertzka
18decb8a51 [UE-14606] - Updated shade growth behavior - now possible to be able to grow in shade without being required to spawn in shade. Old bGrowsInShade option is now bSpawnsInShade.
[UE-14605] - Painting scale only visible when painting and proc scale only visible when the asset is open
[UE-14155] - Fixed procedural generation to not add redundant entries for foliage types when simulating. When Foliage Type assets are not used, the foliage type created by the proc foliage simulation will stomp an existing non-asset type with the same mesh (if there is one) in the palette. A significant rework of the foliage palette is needed for a more robust solution.

- Fixed crash when an instance is located exactly on the border between two quadtrees

[CL 2536450 by Dan Hertzka in Main branch]
2015-05-04 17:06:02 -04:00
Peter Sauerbrei
3518000e25 SSH on by default
fix for No Code project from windows message
UE-14864
#ios

[CL 2536350 by Peter Sauerbrei in Main branch]
2015-05-04 16:27:48 -04:00
Saul Abreu
9715e3a553 Temporarily disabled word count and conflict report generation from individual legacy localization configuration scripts for engine targets until promotion occurs. Also corrected a few warnings about deprecated settings in said localization configuration scripts.
[CL 2536071 by Saul Abreu in Main branch]
2015-05-04 14:14:47 -04:00
Saul Abreu
75b0e67120 Setup word count and conflict report generation for engine/editor targets in the legacy localization configuration scripts. Disabled erroneous checkout/revert of UNC specified-paths through localization commandlet source control integration.
[CL 2536054 by Saul Abreu in Main branch]
2015-05-04 14:07:38 -04:00
Saul Abreu
d391dd58d4 Back out changelist 2533891. Issue with remote network paths being confused for Perforce paths are causing automation to fail. We'd rather have no conflict reports generated for now than break automation for the weekend.
[CL 2534657 by Saul Abreu in Main branch]
2015-05-01 19:46:23 -04:00
Saul Abreu
56213edb33 Setup word count and conflict report generation for engine/editor targets in the legacy localization configuration scripts.
[CL 2533891 by Saul Abreu in Main branch]
2015-05-01 13:35:12 -04:00
Nick Darnell
9c34d8f23a UMG - UE-14779 - Adding iPhone 6/6+ to the hardware resolution list, also adds it for previewing game.
[CL 2533583 by Nick Darnell in Main branch]
2015-05-01 10:17:21 -04:00
Maciej Mroz
9e7104421b UE-11912 Access None errors creating log spam in user's project when editing BP
In Editor.ini [ScriptErrorLog] section and MaxNumOfAccessViolation variable were added.

#codereview Mike.Beach

[CL 2531156 by Maciej Mroz in Main branch]
2015-04-29 20:41:03 -04:00
Bob Tellez
116d2be6a0 [AUTOMERGE]
#UE4 Added a config to skip GCing on specific asset types.

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2529715 by Bob.Tellez on 2015/04/28 23:49:13.

[CL 2530496 by Bob Tellez in Main branch]
2015-04-29 13:42:40 -04:00
Michael Noland
2c44aa2155 Tile Set Editor: Added a customization to narrow down the metadata display to only it for the tile currently being edited
- Added a UserDataKey metadata property and exposed a filter for set tags (along the same lines as the collision filter)
- Exposed some properties of UTileSet as readable from Blueprints
- Removed the Experimental tag on the per-tile metadata
[UE-13623]

[CL 2528098 by Michael Noland in Main branch]
2015-04-28 03:34:45 -04:00
bruce nesbit
7265eb43df Fixed missing ) in baseeditor.ini
[CL 2528085 by bruce nesbit in Main branch]
2015-04-28 03:19:19 -04:00
Mike Beach
e556554c1c [UE-14230] Extending FMemberReference so it can properly represent global delegate signatures (and have a UPackage for the member's parent).
#codereview maciej.mroz, jaroslaw.palczynski

[CL 2527120 by Mike Beach in Main branch]
2015-04-27 12:46:38 -04:00
Andrew Rodham
b00b4a031d Renamed/fixed up remaining EditorUserSettings references in the codebase
EditorUserSettings is now EditorPerProjectUserSettings

[CL 2527018 by Andrew Rodham in Main branch]
2015-04-27 11:45:01 -04:00
Andrew Rodham
42e6b5a61c Fixed some editor preferences not being upgraded correctly
This addresses UE-14374.

[CL 2526928 by Andrew Rodham in Main branch]
2015-04-27 10:32:17 -04:00
Martin Wilson
a0c9af80d7 Destructible mesh thumbnail so DM assets dont go through the skeletal mesh thumbnail renderer (causes output spam)
[CL 2526835 by Martin Wilson in Main branch]
2015-04-27 09:14:56 -04:00
Daniel Broder
8ea8f8d7ad Merging using UE4-Fortnite-To-UE4 using 2517024
Weekly Fortnite Dev -> Main integration.

#CodeReview Paul.Moore, Bob.Tellez

[CL 2524683 by Daniel Broder in Main branch]
2015-04-24 14:07:47 -04:00
Richard TalbotWatkin
a3cfc2f2bb Big revamp to SplineComponent (continuing work-in-progress).
#jira UE-11822 - Add up vector, roll and scale properties to USplineComponent which can be used when calculating rotations/transforms at a point on the spline
#jira UE-13333 - BP spline components do not update when setting points
#jira UE-3637 - SplineComponent: Add a get transform at distance accessor

Summary of changes:
- FInterpCurve now natively understands looping. A input key can be set, at which point the spline will loop back to its start point.  Adjusted FInterpCurve methods to take looped curves into account.
- Fixed bugs in FInterpCurve regarding returning default values (T(ForceInit) instead of T() otherwise FVectors and FQuats are not initialized correctly).
- SplineComponent now holds three separate splines (location, rotation and scale).
- The SplineReparamTable is no longer transient, but is built and saved as part of the asset.
- Changed the SplineComponent API. All methods now take a ESplineCoordinateSpace value which specifies whether the values are intended for use in local or world space. The old methods have been deprecated but not removed (for now).
- bAllowSplineEditingPerInstance is deprecated. A new member (bSplineHasBeenEdited) has superseded it, and is set automatically when editing the spline with the visualizer. Added "Reset to Default" option in the visualizer, which restores the archetype defaults.
- SplineComponentVisualizer determines if spline points have been initialized by the user construction script, and, if so, will disallow editing. This is to conform with the general idea that the UCS always overrides property values.
- Fixed a number of bugs in the visualizer, and added new facilities to allow the scale and rotation to be edited (still work-in-progress).

[CL 2524087 by Richard TalbotWatkin in Main branch]
2015-04-24 06:25:50 -04:00
Andrew Rodham
7acb236b3d Correcting section path for editor project appearance setings
[CL 2523417 by Andrew Rodham in Main branch]
2015-04-23 17:27:11 -04:00
Jeff Campeau
69b60e16cb AppxManifest and Resource files for Xbox One generated on the fly.
Settings used to generate these made settable from the editor.

[CL 2521784 by Jeff Campeau in Main branch]
2015-04-22 17:05:11 -04:00
Saul Abreu
ed27d12047 Moved specification of the native culture of a localization target over to the table of supported cultures.
[CL 2521701 by Saul Abreu in Main branch]
2015-04-22 16:39:20 -04:00
Marc Audy
48353a95d3 Allow enabling of shadow variable warning on a per project basis via BuildSettings in Engine.ini
Enable shadow variable warnings by default
Disable shadow variable warnings for Fortnite, Orion, and Ocean

[CL 2521304 by Marc Audy in Main branch]
2015-04-22 13:17:27 -04:00
bruce nesbit
e0d131ebad Added some automated tests for collision
[CL 2520905 by bruce nesbit in Main branch]
2015-04-22 09:22:48 -04:00