#lockdown Nick.Penwarden
Change 3110660 on 2016/9/1 by Andrew.Grant
Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress.
HLOD warning is updated every 20 secs to deal with streaing levels.
Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon).
#rb Michael.Noland
#tests verified we see our unbuilt HLOD warning in v31 :(
Change 3106649 on 2016/08/30 by Cody.Haskell
#Orion
- Input Axis Work
#rb DanH
#tests PIE
Change 3106299 on 2016/08/30 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 31.2 @ CL 3105865
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3106213 on 2016/08/30 by Ben.Marsh
BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file.
#rb none
#tests preflight
Change 3105994 on 2016/08/30 by Martin.Wilson
Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input)
#jira UE-35289
#rb Thomas.Sarkanen
#tests Tested UI in editor
Change 3105331 on 2016/08/29 by Uriel.Doyon
Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias
Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget.
#rb marcus.wassmer
#tests launched editor and played game
#jira OR-25814
Change 3105143 on 2016/08/29 by Josh.Markiewicz
#UE4 - added assert when histogram input parameters don't match
#rb none
#tests launched/ran/won game golden path
#codereview dmitry.rekman, michael.noland, bart.bressler
Change 3104976 on 2016/08/29 by Jon.Lietz
pickup refector
- fixed a big that would allow mixed replication to call a gameplay cue's added twice.
- All pickups now use the pick up manager, consolidated all pick up code into the manager.
- added to the XP set so we can define the CXP bounty for targets.
#RB Dave.Ratti
#tests Bot match, test maps, spawning coins and pickups.
Change 3103480 on 2016/08/26 by Josh.Markiewicz
#UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession
#rb none
#tests golden path matchmaking
#codereview paul.moore, eric.newman
Change 3103410 on 2016/08/26 by Max.Chen
Movie Capture: Fix commandline burnin option.
#rb none
#tests Render movie with commandline -UseBurnIn=yes option.
Change 3102134 on 2016/08/25 by Brian.Karis
Fix for HDR output exposure. Added 1000nit output option.
#rb marcus
#tests agora
Change 3101276 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_31 - Merging CL 3100347 (head revision of 2 files :o )
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3101267 on 2016/08/25 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_DUI - Integrating Media changes from 4.13 (head revision)
#RB:none
#Tests:none
/Engine/Plugins/Media
/Engine/Source/Runtime/Media
/Engine/Source/Runtime/MediaAssets
[CodeReviewed] matt.schembari, max.preussner
#R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100378 on 2016/08/24 by John.Pollard
Fix a crash that can occur when scrubbing in replays
#codereview David.Ratti
#tests Replays
#rb DavidR
This is the output:
[2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage
Change 3100375 on 2016/08/24 by Laurent.Delayen
Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket).
#rb none
#codereview lina.halper
#tests Tacticia's RMB Targeting
Change 3100278 on 2016/08/24 by Laurent.Delayen
Fix for fast path struct copy being broken for FVectors.
#rb lina.halper
#codereview thomas.sarkanen
#tests Chains' hook, Tacticia's LaserBeam and OrientationWarping
Change 3100161 on 2016/08/24 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix issue with refresh viewer command failing due to backend congestion
#rb RyanG
#tests Replays
Change 3100114 on 2016/08/24 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3098849
#RB:none
#Tests:none
#CodeReview: kerrington.smith, matt.schembari
#R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3100015 on 2016/08/24 by Michael.Noland
Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
#jira UE-34998
#rb Aaron.McLeran
[re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13]
#tests Compiled and ran a golden path match with headphones on
Change 3100012 on 2016/08/24 by Michael.Noland
UE-34951 - Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
#rb marc.audy
[re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran]
#tests Compiled and ran a golden path match with headphones on
Change 3099889 on 2016/08/24 by Max.Chen
Sequencer: Added command line option to enable burnin
#rb none
#tests Render movie from command line wtih -UseBurnIn=yes
Change 3099801 on 2016/08/24 by Lina.Halper
Removed unnecessary comment
#rb: none
#code review: Benn.Gallagher
#tests: compile
Change 3099787 on 2016/08/24 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#http
- fix for cancelled requests that have not been started never triggering a completion delegate
- fixes soft lock when handling disconnects during login
OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting
#rb josh.markiewicz, alex.fennell
#tests none
#R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3099252 on 2016/08/24 by Lina.Halper
Fixed menu text
#rb: none
#code review: Thomas.Sarkanen
#tests: open editor and create child montage and replaced the animation
Change 3099251 on 2016/08/24 by Lina.Halper
Deterministic cooking of skeleton
- abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked
#jira: UE-34834
#rb: Martin.Wilson
#tests: cooking orion and make sure it works
Change 3098504 on 2016/08/23 by Bart.Bressler
Add server time between sending packets monitoring histogram
#rb dmitry.rekman
#tests ran server locally and made sure analytics events were sent
Change 3098494 on 2016/08/23 by Michael.Noland
Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements
- Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer)
- Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected
#tests Tested by calling while stat dumphitches was active and confirmed that the interval changed
#codereview ben.salem, gil.gribb
#rb none
Change 3098491 on 2016/08/23 by Mieszko.Zielinski
Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4
#rb Lukasz.Furman
#test golden path
Change 3098070 on 2016/08/23 by Lina.Halper
Fix crash with UI update reconstructing
- will have to come up with a better solution than this.
#rb: Martin.Wilson
#tests: child anim montage
Change 3097914 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
Merging CL #3097879
from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/...
to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/...
#Analytics #OSS: Adjusted cohort selection algorithm and test cases
[CodeReviewed]: Philip.Buuck
#TESTS: unit tests
#RB: none
#R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097745 on 2016/08/23 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Megre 30.2/31 @ CL 3096895
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3097722 on 2016/08/23 by Chris.Bunner
Update texture expression properties before triggering parent material recompile.
#rb John.Billon
#tests Editor replace references, Golden path
#jira OR-27531
Change 3097694 on 2016/08/23 by Lina.Halper
#Child Anim Montage
- Duplicate from parent of the information it cares to get
- Currently it is selective on copying what data
- Modified GetAllAnimationSequencesReferred to get a partial data
- Added ParentAsset/AssetMappingTable in AnimationAsset
- Sequence Browser opening would also add to history
- AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on
#code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti
#rb:Martin.Wilson
#tests: creating child montage, editing, lots of UI functionality, notifies placement
Change 3097513 on 2016/08/23 by Thomas.Sarkanen
Non-POD structs can now be copied using the fast path
We now always use CPP struct ops to perform copies when dealing with struct properties.
#jira UE-34571 - Support struct member access on AnimBP fast path
#rb Laurent.Delayen
#tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games.
Change 3096729 on 2016/08/22 by Mieszko.Zielinski
Fixes to EQS scoring function preview #UE4
#rb Lukasz.Furman
#test golden path
Change 3096596 on 2016/08/22 by Jason.Bestimt
#ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970)
#RB:none
#Tests:none
#CodeReview: matt.schembari, max.preussner
#R@BOMERGE: MAIN
Change 3096550 on 2016/08/22 by Jurre.deBaare
Fix for HLOD dirty clusters PIE warning message
#tests Simulated Origin with built HLOD clusters, and with one dirty cluster
#rb none
Change 3096532 on 2016/08/22 by Mieszko.Zielinski
Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4
As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized
#codereview Lukasz.Furman
#rb none
#test golden path
Change 3096455 on 2016/08/22 by Jason.Bestimt
#R@BOMERGE-AUTHOR: keli.hlodversson
#CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases
#RB David.Nikdel
#TESTS none
#R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3096316 on 2016/08/22 by Sammy.James
Resave to fix log warnings.
BPC changes to ensure type saves.
#rb #tests editor
Change 3096040 on 2016/08/22 by bruce.nesbit
Revised fix for landscape crash
#rb GarethM
#tests Game
#codereview Bart.Bressler
Change 3096015 on 2016/08/22 by bruce.nesbit
Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server
#rb none
#tests game
#codereview Bart.Bressler
Change 3095578 on 2016/08/19 by Mieszko.Zielinski
Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4
This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor
#rb none
#test golden path
#codereview Lukasz.Furman
Change 3095397 on 2016/08/19 by Lina.Halper
Fix issue with crash when deleting all segment
#rb: Laurent.Delayen
#tests: delete segment and make sure it doesn't crash
#jira: UE-34830
Change 3095060 on 2016/08/19 by Bart.Bressler
Don't load ULandscapeComponent objects on dedicated servers to save memory.
#tests cooked server data and played a Solo vs. AI game
#rb gareth.martin
#codereview james.golding
Change 3095037 on 2016/08/19 by Lina.Halper
Potential fix with montage trigger ensure on marker sync group
#jira: OR-27685
#rb: Benn.Gallagher
#code review: Martin.Wilson
#tests: attack primhelilx with knock up
Change 3094962 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort
#RB: None
#TESTS: test suite in source
[CodeReviewed]: Philip.Buuck
#R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094950 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#Merge #UE4 - Made FMD5 const-correct
#RB: none
#TEST: none
#R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3094619 on 2016/08/19 by Lina.Halper
#DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
- assumed the name is all set by now
#rb: Benn.Gallagher
#jira : UE-34886
#tests: cooking infiltrator that showed same issue and run game.
Change 3094532 on 2016/08/19 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3094498
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3093260 on 2016/08/18 by Josh.Markiewicz
#UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel)
- removed unnecessary cast
#rb bart.bressler
#codereview bart.bressler, rob.cannaday
#tests launched game, some basic party testing
Change 3093224 on 2016/08/18 by Josh.Markiewicz
#UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games
#rb paul.moore
#codereview anthony.carter
#tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining
Change 3092597 on 2016/08/17 by Daniel.Lamb
Added Ben Crocker to the rebuild lighting emails.
#rb Trivial
#Test none
Change 3092063 on 2016/08/17 by andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb #tests none
Change 3091081 on 2016/08/16 by Jurre.deBaare
Fixing non-Editor build errors
#fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty)
#tests Build Editor + Game
#rb none
Change 3091009 on 2016/08/16 by Mieszko.Zielinski
Added a way to configure a map to not spawn AISystem instance at all #UE4
#rb none
#test golden path
Change 3090932 on 2016/08/16 by Michael.Noland
Vixen: Added indication to the analytics and FPS charts
#rb marcus.wassmer
#tests Compiled for the platform
Change 3090844 on 2016/08/16 by Laurent.Delayen
Replicated CL 3090734 from Fortnite.
---
Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage
Here's the issue in the version of the code prior to this checkin:
- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
- It also means if we were playing a montage, and then stop, we'll start ticking
- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing
#codereview john.abercrombie
#rb none
#tests golden path
Change 3090832 on 2016/08/16 by Michael.Noland
Windows: Fixed a whitespace issue
#rb none
#tests Compiled for windows
Change 3090688 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Merging using ROBO://Orion/Release-Candidate->//Orion/Main
#rb none
#tests built
#R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3090547 on 2016/08/16 by Jurre.deBaare
Need a warning message similar to lighting unbuilt when HLOD cluster is not built
#fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour
#jira UE-34335
#rb none
#codereview Michael.Noland
#tests pie Agora with and without dirty HLOD clusters
Change 3090285 on 2016/08/16 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3090267
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3089413 on 2016/08/15 by paul.mader
Agora 2.0 assets
Change 3089266 on 2016/08/15 by Max.Chen
Sequencer: Add Convert to Possessable
Copy from Dev-Sequencer
#jira UE-32139
#rb none
#tests Convert steel to possessable in Gameplay_PS4 map.
Change 3089136 on 2016/08/15 by Mieszko.Zielinski
Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4
#rb Lukasz.Furman
#codereview Dan.Youhon
#test golden path
Change 3089118 on 2016/08/15 by Mieszko.Zielinski
Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4
#rb none
#test golden path
Change 3088976 on 2016/08/15 by Andrew.Grant
Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules.
Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting.
Removed superflous /Os from VC debugg settings
#rb none
#tests verified module built with 'Never' on PS4/Win is built without optimizations.
#codereview Marcus.Wassmer, Ben.Marsh
Change 3088830 on 2016/08/15 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3088807
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3088597 on 2016/08/14 by Jason.Bestimt
#ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG)
#RB:none
#Tests:none
#CodeReview: andrew.grant, david.ratti, matt.schembari
Change 3087827 on 2016/08/12 by Bart.Bressler
Updates to skeletal mesh memory saving on dedicated server
#rb lina.halper
#tests Cooked server data, played a game for a while in Solo vs. AI
Change 3087351 on 2016/08/12 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
#jira OR-27406
#rb RyanG
#tests Replays
Change 3087118 on 2016/08/12 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3086747
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3086176 on 2016/08/11 by Marcus.Wassmer
Fix PS4 ShaderPipelines not matching pixel/vertex shader properly.
#rb Rolando.Caloca
#tests Broken PS4 content before/after
Change 3085992 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Unclog R@BOMERGE
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3085911 on 2016/08/11 by Laurent.Delayen
Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex
#rb none
#tests Orientation Warping
Change 3085614 on 2016/08/11 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3085547
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3084507 on 2016/08/10 by Marcus.Wassmer
Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen.
#rb none
#tests paragon ps4/vixen
#codereview Olaf.Piesche
Change 3084136 on 2016/08/10 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3083799
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083424 on 2016/08/09 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#tests Use sequence recorder to record a skeletal mesh actor
#rb none
Change 3083134 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
#online,store,ps4
- creating one offer entry per entitlement
#rb david.nikdel, ian.fox
#tests MTX purhcase on PS4
#lockdown: andrew.grant
#R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3083069 on 2016/08/09 by Marcus.Wassmer
Vixen scalability changes
#rb Michael.Noland
#tests vixen/ps4
#codereview jordan.walker
Change 3083063 on 2016/08/09 by Marcus.Wassmer
Most games will probably run out of memory if setup to do auto-4k.
Make this a setting that's off by default.
#rb Michael.Noland
#codereview Luke.Thatcher, Lee.Clark
#tests vixen on 4k.
Change 3082778 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087)
#rb none
#tests Agora on vixen.
Change 3082772 on 2016/08/09 by Marcus.Wassmer
Duplicate fix for detail mode reregistration (3065543)
#rb none
#tests Toggled detail mode, observe proper items spawning
Change 3082765 on 2016/08/09 by Marcus.Wassmer
Don't crash when trying to use windowed vsync on vixen
#rb Michael.Noland
#test ran paragon on vixen
#codereview Luke.Thatcher,Lee.Clark
Change 3082764 on 2016/08/09 by Marcus.Wassmer
fix HLOD distance scale not working properly when components are re-registered.
#rb michael.noland
#codereview jurre.debarre
#tests setting multiple times, setting on boot via deviceprofile
Change 3082429 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: sam.zamani
Merging //Orion/Release-30.1 to Main (//Orion/Main)
Change: 3082419
#online,store,PS4
OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen
- added config option for toggling store on PS4
[OnlineSubsystemPS4]
bStoreEnabled=true
- can also override via title specific json values in <titleid>\title.json
allow_mtx=true
[CodeReviewed]: andrew.grant, phillip.buck, ian.fox
#lockdown: andrew.grant
#rb none
#tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support)
#R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3082194 on 2016/08/09 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3082105
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080984 on 2016/08/08 by Lina.Halper
Issue with not being able to set static animation data via BP
- artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP
- also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called.
#rb: Martin.Wilson
#tests: Sword Beauty map
Change 3080665 on 2016/08/08 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3080081
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3080565 on 2016/08/08 by Laurent.Delayen
Fix for curve values during URO interpolation.
Fixes flashing of materials and Twinblast's ult weapon.
https://jira.ol.epicgames.net/browse/OR-27107https://jira.ol.epicgames.net/browse/OR-24358
#rb lina.halper, martin.wilson
#tests Twinblast's ult and Coil's primary.
Change 3079832 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: marcus.wassmer
Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline
#rb none
[CodeReviewed] Chris.Wood
#tests checked crashcontext on PC/PS4
#lockdown Andrew.Grant
#R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3079045 on 2016/08/05 by Lina.Halper
Adding more log to figure out why ActivePlayers.Count becomes inconsistent.
#rb: Martin.Wilson
#tests: PIE with bots
Change 3078944 on 2016/08/05 by Rolando.Caloca
O - Update blacklisted driver
#jira OR-27051
#rb Marcus.Wassmer
#tests Run with AMD card
Change 3078735 on 2016/08/05 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3078670
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3078122 on 2016/08/04 by Dmitry.Rekman
Linux: treat abort() / SIGABRT as crash.
- Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler.
- Rewrote RequestExit() because it used abort() itself.
- Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later. As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason.
#rb Mark.Satterthwaite
#codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant
#review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant
#tests Ran Linux server, crashed using different methods.
Change 3077887 on 2016/08/04 by Dmitry.Rekman
Initialize StackCount to 0 (kills valgrind warning).
#rb David.Ratti
#codereview David.Ratti
#tests Ran Linux server.
Change 3077257 on 2016/08/04 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3077193
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3077242 on 2016/08/04 by Dmitry.Rekman
Linux: stop heartbeat thread before handling the crash.
#rb Robert.Manuszewski
#codereview Robert.Manuszewski, Andrew.Grant
#tests Compiled and ran Linux server, crashed it.
Change 3076676 on 2016/08/03 by Dmitry.Rekman
Linux: print details about memory access (read or write).
- Also print all the 16 digits of the pointer.
- Read/write detection only implemented for x86_64.
#rb Andrew.Grant
#codereview Andrew.Grant
#tests Compiled (natively) and ran Linux server.
Change 3076675 on 2016/08/03 by Dmitry.Rekman
Print a bit more info about the array in assert.
#rb Andrew.Grant
#codereview Andrew.Grant
#test Compiled and ran Linux server.
Change 3076010 on 2016/08/03 by Laurent.Delayen
Moved OrionAnimNode_LegIK from Paragon to Engine.
#codereview lina.halper
#rb none
#tests Grim.exe + Iggy & Scorch
Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt
Reimplemented 3070766 for Orion:
Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)
#rb none
#tests none
Change 3075446 on 2016/08/03 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3075422
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3075394 on 2016/08/03 by HaarmPieter.Duiker
Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in.
#rb marcus.wassmer
#tests post process color correction
Change 3074314 on 2016/08/02 by Dmitry.Rekman
Linux: change optimization from -O2 to -O1 (temporarily?).
- The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier.
- Also adds a line to UBT output during compilation to draw attention.
#rb Michael.Noland
#codereview Michael.Noland, Andrew.Grant, Bart.Bressler
#tests Compiled and ran Linux server.
Change 3073553 on 2016/08/02 by jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3073360
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
#R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened
#CodeReview: jason.bestimt
Change 3073505 on 2016/08/02 by Daniel.Lamb
Added cook modification delegate stats to cooker stats.
#rb Wes.Hunt
#test cook paragon.
Change 3072440 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries.
#rb none
#tests SHIPPING
Change 3072259 on 2016/08/01 by Aaron.Eady
PlayerController Force Feedback (Debug only);
Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback.
#rb Michael.Noland
#tests PIE
Change 3071908 on 2016/08/01 by John.Pollard
Fix null reference crash
#rb DavidR
#tests Live game + replays
Change 3071876 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player
#rb none
#tests FN + Paragon live game + replays
#codereview Andrew.Grant
Change 3071875 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Finalize replay version system
* No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions)
* Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore.
* Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions)
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071874 on 2016/08/01 by John.Pollard
Merging using Dev-Networking_->_Dev-General_(Orion)
Fix gameplay tags to work better with backwards compatibility in replays
* We use the net field export group system in the package map to export tag names as a packed index
* This will allow us to see the names of tags that no longer exists on the remote side
#rb RyanG
#tests Live game + replays
#codereview Andrew.Grant
Change 3071776 on 2016/08/01 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30.2 @ CL 3071738
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3071258 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together.
- Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now.
#rb none
#tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues.
Change 3071099 on 2016/07/30 by Aaron.McLeran
OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads.
#rb none
#tests ran paragon with change and noticed no change in audio quality
Change 3070916 on 2016/07/29 by Andrew.Grant
Missed file!
#rb #tests na
Change 3070915 on 2016/07/29 by Andrew.Grant
Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging
#rb none
#tests Engine QA, Orion QA smoke
Change 3070576 on 2016/07/29 by Uriel.Doyon
Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize.
#review-3070386 @marcus.wassmer
#jira OR-25941
#rb marcus.wassmer
#tests Run Game on PS4, and in editor
Change 3070086 on 2016/07/29 by Martin.Wilson
Fixed ensure triggering during sequencer playback due to double update.
#jira UE-33938
#rb Thomas.Sarkanen
#tests opened affected asset and verified problem no longer occured
Change 3070016 on 2016/07/29 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 30 @ CL 3069935
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3069435 on 2016/07/28 by Ian.Fox
#Orion, #Mcp - Check if Price Engine is configured before attempting query
#rb Sam.Zamani
#tests none
#codereview Sam.Zamani
Change 3069381 on 2016/07/28 by Michael.Noland
Animation: Demoted a check() in anim sync group code to an ensure() to unblock others
#rb nick.penwarden
#tests Loaded Paragon cine asset that was crashing
#codereview lina.halper, martin.wilson
Change 3069203 on 2016/07/28 by Dmitry.Rekman
Headless client: do not draw windows.
- Disables a bunch of code, including reaching into font cache to estimate width.
- Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets).
#rb Nick.Atamas
#review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem
#codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem
#tests Compiled and ran Orion Linux client.
Change 3069181 on 2016/07/28 by Lina.Halper
Fix struct redirector for Orion anim node moving to engine
#rb: Maciej.Mroz
#code review:Laurent.Delayen
#tests: editor loading the anim BP that caused the name conversion
Change 3069092 on 2016/07/28 by Aaron.McLeran
OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
- Not all active sounds have sound classes, was causing a crash
#codereview marc.audy
#rb zabir.hoque
#tests Run game with stat soundcues and not crash
Change 3068969 on 2016/07/28 by David.Ratti
Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too.
#rb none
#tests compile
Change 3068902 on 2016/07/28 by David.Ratti
Code for tracking down UGameplayCueManager::GetInstancedCueActor crash.
#rb none
#tests compile
Change 3068831 on 2016/07/28 by Aaron.McLeran
OR-26417 Reverb is too loud in-game in Dev-General
- Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set.
#rb Jeff.Campeau
#tests run a map with no reverb audio volume and reverb is not super wet
Change 3068529 on 2016/07/28 by Jason.Bestimt
#R@BOMERGE-AUTHOR: david.nikdel
#OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of McpSubsystem->CreateRequest to query receipts (uses subsystem config)
#RB: none
#TESTS: none
#R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3068399 on 2016/07/28 by Andrew.Rodham
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira OR-25769
#tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly.
#rb Benn.Gallagher
Change 3068138 on 2016/07/28 by Marcus.Wassmer
Disable mallocleak testing by default
#rb none
#test none
Change 3068121 on 2016/07/28 by Marcus.Wassmer
Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled.
Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data. Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also.
#rb Robert.Manuszewski
#tests stack tracing / symbolication with mallocleak on windows.
Change 3068119 on 2016/07/28 by Marcus.Wassmer
Fix MallocLeakProxy deadlock
#rb Robert.Manuszewski
#tests mallocleak start/stop/dump on windows
Change 3067752 on 2016/07/27 by Michael.Noland
Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands
- IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer
- The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class.
- The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered
- Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code
Upgrade Notes:
- DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly
- In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands)
- HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name)
- Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future)
Paragon:
- Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event
- Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it.
#rb dmitry.rekman
#codereview bob.tellez, peter.knepley, andrew.grant, john.mauney
#review-3067607 @Dmitry.Rekman, @Bob.Tellez
#tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI
Change 3067654 on 2016/07/27 by Michael.Noland
FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.
#rb steve.robb
#jira UE-31959
[duplicating CL# 3039827]
#tests Tried moving a folder in the editor
Change 3067644 on 2016/07/27 by Aaron.McLeran
OR-24537 Looping audio sometimes persists in Agora
Adding stopping sounds if audio component is destroyed while playing a looping sound
#rb jeff.campeau
#tests audio component stops looping sound if audio component is destroyed prematurely
Change 3067560 on 2016/07/27 by Aaron.McLeran
OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters
- Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call
- using xaudio2 operation sets to ensure that voice and effect params are executing in sequence
- only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands
- Don't call EnsureCompletion on pending async tasks on teardown
#rb Jeff.Campeau
#tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions
Change 3067420 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge 29.2/30 @ CL 3067312
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067316 on 2016/07/27 by jason.bestimt
#ORION_MAIN - Merge DUI @ CL 3065602
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari
#R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3067025 on 2016/07/27 by Michael.Noland
Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes
#rb none
#tests Compiled
Change 3067020 on 2016/07/27 by Michael.Noland
Core: Various improvements to FHistogram and split it out into separate files
- Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate)
- Added O(1) getters for total sample counts and sum of all measurements
- Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex
- Added support for specifying explicit histogram bucket thresholds
#rb dmitry.rekman
#tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage
Change 3066681 on 2016/07/27 by Frank.Gigliotti
Camera anim field of view fix;
* The FOV is now reset on the PlayerCameraManager camera actor when it's initialized. This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value.
* Base FOV can now be edited in the CameraAnim properties. This allows you to specify what the FOV keys are relative to. Previously it was always using a base FOV of 90 degrees.
#RB None
#CodeReview Jeff.Farris
#Tests Multiple camera animations in PIE
Change 3066508 on 2016/07/27 by Lina.Halper
Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.
#code review:Martin.Wilson, Benn.Gallagher
#rb: Martin.Wilson
#tests: cooked test map, run test map, PIE, saving content, loading standalone game
Change 3066246 on 2016/07/27 by Jason.Bestimt
#R@BOMERGE-AUTHOR: andrew.grant
Fix for non-unity error
#rb none
#tests compiled
#R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3066167 on 2016/07/27 by Benn.Gallagher
Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding.
#rb Ori.Cohen
#tests Editor, PIE, Applying clothing to characters.
Change 3065868 on 2016/07/27 by Michael.Noland
Blueprints: Fixing non-editor build (missing WITH_EDITOR)
#rb none
#tests Compiled PS4
Change 3065749 on 2016/07/26 by Michael.Noland
Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
#codereview mike.beach, marc.audy
#tests Loaded and recovered a corrupted Blueprint on Cameron's machine
#rb Phillip.Kavan
Change 3065706 on 2016/07/26 by Josh.Markiewicz
#UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons
- fixed non shipping cmd line override to be correct
#rb none
#codereview andrew.grant, paul.moore
#tests none
Change 3065359 on 2016/07/26 by Rob.Cannaday
Limit external id querying to 100 ids per call. The backend currently enforces this and is returning an error when we exceed this limit.
Break up calls in batches of 100 ids.
#jira OR-20674
#rb ian.fox
#tests login to front end with PC, PS4. forced tests to simulate > 100 requests.
Change 3065197 on 2016/07/26 by Bart.Bressler
Change how PS4 sessions work:
- We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions.
- Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable
- Added comments, other misc. code cleanup.
#rb josh.markiewicz, sam.zamani, rob.cannaday
#tests created cross play parties with multiple pc + ps4 players
#jira OR-20332
Change 3065158 on 2016/07/26 by Lina.Halper
Fix the guid keep generated by adding to the database.
- This caused worse problem with non-deterministic cooking - This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible
#rb: Martin.Wilson
#jira: UE-33772, UE-33454
#tests: cooked AI_Test map, editor rename curves
Change 3064735 on 2016/07/26 by Dmitry.Rekman
Linux: added WebRTC libs.
- Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc).
#rb none
#tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform.
(Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064727 on 2016/07/26 by Dmitry.Rekman
Fix crash on cooker exit (UE-33583).
- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.
#rb none
#tests Compiled and ran Linux server and Linux client.
(Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064725 on 2016/07/26 by Dmitry.Rekman
Linux: use libc++ instead of libstdc++.
- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
- Bundled libc++ 3.8.1 (TPS cleared).
- Turned off ICU compilation (needs recompile against libc++).
- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.
#rb none
#tests Built and ran a number of Linux targets.
(Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)
Change 3064572 on 2016/07/26 by Jason.Bestimt
#R@BOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 29.2 @ CL 3064545
#RB:none
#Tests:none
#R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/...
#R@BOMERGE-BOT: ORION (Main -> Dev-General)
Change 3064523 on 2016/07/26 by Jon.Lietz
Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements.
#RB none
#tests BP compiles and stays not dirty
#codereview dave.ratti@epicgames.com
[CL 3111290 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3090652 on 2016/08/16 by James.Golding
UE-33627 When slicing procmesh collision shapes, ensure at least 4 verts in resulting geometry
UE-33301 Fix normals on cap sections when slicing proc mesh
Change 3093719 on 2016/08/18 by Marc.Audy
Remove unused bIsAudible
Change 3094646 on 2016/08/19 by Marc.Audy
DumpActiveSounds console command to help debugging audio
Change 3094667 on 2016/08/19 by Marc.Audy
Remove inadvertently checked in lines
Change 3094877 on 2016/08/19 by James.Golding
Improve warning when creating constraint between different scenes to report components being connected
Change 3094881 on 2016/08/19 by James.Golding
PR #2609: Fix TimeSecondsToString format so it matches comment
#jira UE-33404
Change 3094883 on 2016/08/19 by James.Golding
PR #2651: Add GetBoneMass and GetSkeletalCenterOfMass functions for skeletal meshes.
#jira UE-33978
Change 3094888 on 2016/08/19 by James.Golding
PR #2629 : Fix typo in ESuggestProjVelocityTraceOption::OnlyTraceWhileAsceding to OnlyTraceWhileAscending
#jira UE-33789
PR #2580: Fix typo in comment for DeprojectScreenToWorld
#jira UE-32898
Change 3094891 on 2016/08/19 by Marc.Audy
Allow focusing of Actors with 0 size bounds.
#jira UE-34892
Change 3094892 on 2016/08/19 by Marc.Audy
Put null bounds of an empty text render component at the correct location.
#jira UE-34892
Change 3094893 on 2016/08/19 by Aaron.McLeran
UE-34951 - Zero-volume vorbis decoded sounds are too expensive
-Adding an audio settings parameter to disable zero-volume playback globally
-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume
Change 3094895 on 2016/08/19 by James.Golding
Added several new features for collision component
- 'Attach End' option
- Collision support (inc friction)
- Stiffness option
- External forces
- GetCableParticleLocations function
Removed need for CableUpDir setting
Added perf stats for cable sim
#jira UE-33398
Change 3094980 on 2016/08/19 by Marc.Audy
Fix compile error
Change 3095035 on 2016/08/19 by Lukasz.Furman
increased layer limit for navmesh generation
#jira UE-33560
Change 3095036 on 2016/08/19 by Lukasz.Furman
fixed navmesh generation getting stuck in infite loop during contour trace step
#jira UE-32847
Change 3095148 on 2016/08/19 by Marc.Audy
Adjust UT to correct spelling from CL# 3094888
Change 3095228 on 2016/08/19 by Marc.Audy
PR #2389 - Expanded exposure of cheat manager (Contributed by EverNewJoy)
#jira UE-30548
Change 3095305 on 2016/08/19 by Marc.Audy
PR #2692: Set mouse position : PlayerController (Contributed by Vawx)
#jira UE-34602
Change 3096570 on 2016/08/22 by Ori.Cohen
Move bodies label in PhAT viewport to be easier to read.
Change 3096742 on 2016/08/22 by Ori.Cohen
Fix constraints being improperly edited (To Hinge, To Prismatic, etc...) when an active constraint profile is selected.
Fix undo redo not working with constraint profile instances.
#JIRA UE-34305, UE-34495
Change 3096883 on 2016/08/22 by Lukasz.Furman
fixed landscape's geometry export for navigation: sliced version and mirroring for holes
Change 3096941 on 2016/08/22 by Ori.Cohen
Fix phat incorrectly simulating using the wrong physics asset. (was missing virtual)
#JIRA UE-34559
Change 3098107 on 2016/08/23 by Ori.Cohen
Move skeletal mesh component physics updating into EndPhysics so that other components can use it safely in PostPhysics
#JIRA UE-29459
Change 3098365 on 2016/08/23 by Lina.Halper
Make sure to search guid before searching by name.
- Was waiting for change from main to come through before making this change.
#jira: related UE-33772, UE-33454
Change 3098468 on 2016/08/23 by Ori.Cohen
Fix CIS. Was going to make registration functions for cloth private, but I guess some games are relying on this directly.
#JIRA UE-35118
Change 3098668 on 2016/08/23 by Ori.Cohen
Expose the ability to separate reverse and brake given from PR#1418
#JIRA UE-1418
Change 3099270 on 2016/08/24 by Ori.Cohen
Remove WheeledVehicle and related headers from Engine.h
Change 3099358 on 2016/08/24 by Ori.Cohen
Fix non-unity build for removing wheeledvehicle out of engine.h
Change 3099434 on 2016/08/24 by Ori.Cohen
Fix vehicle suspension force offset to work from the spring location (in the z-axis) instead of the vehicle COM.
Change 3099534 on 2016/08/24 by Ori.Cohen
Update vehicle template to use the new suspension mode.
#JIRA UE-35157
Change 3100097 on 2016/08/24 by Lina.Halper
Morphtarget viewer support
PR #2327: Morph target viewer (Contributed by tmiv)
#code review: Martin.Wilson
#jira: UE-29998
Change 3101285 on 2016/08/25 by Jon.Nabozny
Adds a simple test case for the FSkeletalMeshMerge tool to QA game.
#JIRA UE-29279
Change 3101356 on 2016/08/25 by Jon.Nabozny
Fix invalid bound calculation in CalculateLodCount.
#jira UE-35105
Change 3101981 on 2016/08/25 by Mieszko.Zielinski
Fixed BTDecorator_CompareBBEntries not working as expected if first value pulled from BB is '<' then the other #UE4
It's an alternative fix to the one suggested as PR#2736
#jira UE-35196
Change 3103399 on 2016/08/26 by Ori.Cohen
Added SimpleWheeledVehicleMovementComponent which allows for n wheels with no motor simulation.
Exposed WheeledVehicleMovementComponent4W so that it can be added to any blueprint.
Change 3103414 on 2016/08/26 by Mieszko.Zielinski
fixed UBTDecorator_CompareBBEntries::CalculateRawConditionValue condition calue calculation #UE4
Change 3104345 on 2016/08/29 by Ori.Cohen
Fix typo (reverseAsBrake instead of reverseAsBreak)
Change 3104412 on 2016/08/29 by Ori.Cohen
Fix crash when using Don't Create Shape for vehicle wheel
#JIRA UE-35249
Change 3104423 on 2016/08/29 by Ori.Cohen
Expose SimpleWheeledVehicleMovementComponent torque and brake
Change 3104798 on 2016/08/29 by Mieszko.Zielinski
Even better phrasing of the condition in UBTDecorator_CompareBBEntries::CalculateRawConditionValue #UE4
Change 3105781 on 2016/08/30 by Lukasz.Furman
added log warnings when opening AIGraphs (behavior tree, EQS query) with missing node instance classes
#jira UE-34981
#2721
Change 3106161 on 2016/08/30 by Richard.Hinckley
Fixing a comment that's being pulled into documentation inappropriately.
Change 3106394 on 2016/08/30 by Marc.Audy
Don't crash trying to browse to the CAC actor template
Change 3106638 on 2016/08/30 by Jon.Nabozny
Fixed UK2Node_GetInputAxisValue using default bOverrideParent value on the created binding, causing previous bindings to be squashed.
#jira UE-34812
Change 3106788 on 2016/08/30 by Jon.Nabozny
Fix CIS warning resulting from 3106638
Change 3106946 on 2016/08/30 by Aaron.McLeran
#jira UE-35141 Audio no longer plays once window loses focus
Fix is to not include application volume changes (tabbing or application volume) when evaluating sound waves for inclusion in wave instance list, etc. Only use the "actual" volume when setting the volume on playing sound sources.
#tests tab out of game when running, audio returns to normal like it should (including 1-shot sounds)
Change 3106980 on 2016/08/30 by Lina.Halper
#Fix transform of poseablemeshcomponent not applying child transform and when set transform by bone name in editor
#code review: Benn.Gallahger
rushing this for Ryan
Change 3108285 on 2016/08/31 by Lukasz.Furman
removed deprecated nodes from troll and werewolf behavior trees (both unused)
#jira UE-35371
[CL 3108419 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3088355 on 2016/08/13 by Max.Preussner
Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)
#jira UE-34643
Change 3088331 on 2016/08/13 by Max.Preussner
Media: Fixed Failing to load Precached Media Source (UE-34285)
#jira UE-34285
Change 3088202 on 2016/08/12 by Zabir.Hoque
Porting DX12 Fix from MS:
Update D3D12 RHI for 4.13
- Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.
#jira UE-0
Change 3088149 on 2016/08/12 by Mark.Satterthwaite
Duplicate CL #3087991:
Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
#jira UE-34315
Change 3088131 on 2016/08/12 by Chris.Babcock
Fix iterative deploy for new ADB
#jira UE-34638
#ue4
#android
Change 3088106 on 2016/08/12 by Dan.Oconnor
Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
#jira UE-34564
Change 3088099 on 2016/08/12 by Zabir.Hoque
Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.
#Jira UE-27026
Change 3088072 on 2016/08/12 by Max.Chen
Sequencer: Level editor camera cut flag is now a one way gate
This resolves issues to do with the flag being erroneously reset by external forces.
#jira UE-33875
Change 3088031 on 2016/08/12 by Jeff.Campeau
Fix WinXP build issues in WmfMedia and SteamVR plugins.
#jira UE-32421
Change 3088025 on 2016/08/12 by Tom.Looman
Updated VR Template with new VR device ID blueprint node.
#jira ue-34592
Change 3088023 on 2016/08/12 by Tom.Looman
Added PS Move input handling support to VR Template.
#jira UE-34188
Change 3087989 on 2016/08/12 by Michael.Trepka
Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.
#jira UE-34581
Change 3087907 on 2016/08/12 by mason.seay
New test assets for sub instance testing
#jira UE-29618
Change 3087812 on 2016/08/12 by Maciej.Mroz
#jira UE-34247 Nativized UMG assets not visible
Redone cl#3087726 from Dev-Blueprints
Change 3087810 on 2016/08/12 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
Allows one to set the minimum output color from reprojection processing. Can be used to mitigate certain artifacts (dark smearing, reprojection edges). See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
#review-3087760 @nick.whiting
#jira UEVR-13
Change 3087795 on 2016/08/12 by Mitchell.Wilson
Added project thumbnail to subway sequencer.
Added thumbnails to subway sequencer levels.
Re-saved multiple files to resolve empty engine version and nodeguid warnings.
#jira UE-34521 UE-34519
Change 3087730 on 2016/08/12 by Michael.Trepka
Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml
#jira UE-34548
Change 3087699 on 2016/08/12 by Jeff.Campeau
Make resource generation fault tolerant of unset config values.
#jira UE-34614
Change 3087690 on 2016/08/12 by Mitchell.Wilson
Added a thumbnail for the BlueprintRenderToTarget level.
#jira UE-34544
Change 3087688 on 2016/08/12 by Marc.Audy
Fix headshot crash when tearing down physics when not registered
#jira UE-32935
Change 3087615 on 2016/08/12 by Ben.Woodhouse
Fix for crash in shadowsetup when frustum is invalid
#jira UE-33014
Change 3087607 on 2016/08/12 by Max.Chen
Sequencer: Fix Import/Export FBX
- Import FBX now maps arbitrary float properties as well as the transform
- Import/Export FBX now consistently operates on selected nodes or all nodes
- Fixed exported node names so that they're consistent with Sequencer node names
#jira UETOOL-534
Change 3087586 on 2016/08/12 by Chris.Babcock
Add HUAWEI_Mali device model recognition for Vulkan
#jira UE-34610
#ue4
#android
Change 3087529 on 2016/08/12 by Jurre.deBaare
Fix for crash when start index != 0 and sampling at a different rate
#jira UE-34637
Change 3087519 on 2016/08/12 by Ben.Marsh
Pass the -ignorejunk flag on to child UBT instance when running a clean.
Change 3087455 on 2016/08/12 by Jurre.deBaare
Alembic importer plugin needs proper logo
#fix Replaced icon with inverted official Alembic logo
#jira UE-34474
Change 3087360 on 2016/08/12 by Ben.Marsh
Print out the UBT command line before running it, to help diagnose -ignorejunk problem.
Change 3087285 on 2016/08/12 by Lina.Halper
- Add which animation it fails to compress
- Make sure it doesn't go in there unless you have skeleton
#jira: UE-34490
Change 3087237 on 2016/08/12 by Alex.Delesky
#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.
Change 3087215 on 2016/08/12 by danny.bouimad
#jira UE-29618 updated QA-AnimProfiles again...
Change 3087212 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated TM-PhysicalAnimProfiles again
Change 3087200 on 2016/08/12 by Robert.Manuszewski
Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.
#jira UE-34373
Change 3087188 on 2016/08/12 by Matthew.Griffin
Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually
Change 3087160 on 2016/08/12 by Ben.Marsh
Propagate the -ignorejunk option when we're building UHT as a child process in UBT.
Change 3087148 on 2016/08/12 by Ben.Marsh
Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.
Change 3087143 on 2016/08/12 by Danny.Bouimad
#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.
Change 3087140 on 2016/08/12 by Steve.Robb
GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs
I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...
#jira UE-29286
Change 3087139 on 2016/08/12 by Steve.Robb
Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.
#jira UE-31575
Change 3087107 on 2016/08/12 by Jurre.deBaare
Alembic Import with empty first frame will cause the editor to crash
#jira UE-34515
#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
#misc check condition fix in Runnable
#misc log now adds new page named after the imported Alembic file
Change 3087079 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Corrupted level package on loading cooked content
#jira UE-34591
Change 3087063 on 2016/08/12 by James.Cobbett
#jira UE-29618 Submitting test assets for Alembic Importer
Change 3087048 on 2016/08/12 by Matthew.Griffin
Changed Launcher Samples to create aggregate from property to avoid error in preflights
Only notify about Launcher Samples trigger in non-preflight builds
Change 3086985 on 2016/08/12 by Maciej.Mroz
#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]
Redone cl#3083825 from Dev-Blueprints
Change 3086960 on 2016/08/12 by Matthew.Griffin
Prevent Build DDC command from making DDC for platforms that aren't supported by project
#jira UEB-698
Change 3086945 on 2016/08/12 by Dmitriy.Dyomin
Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
#jira UE-18291
Change 3086904 on 2016/08/11 by Lina.Halper
Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f
#jira: UE-34570
Change 3086891 on 2016/08/11 by Lina.Halper
DUPEFIX: CL 3086544 from Michael Noland
Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
#jira UE-34223
#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
#tests (from Lina H) started the test project from JIRA and PIE, and no crash.
Change 3086837 on 2016/08/11 by Nick.Whiting
Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread(). This allows skel controls to use orientation and position with parallel animation
#jira UE-32564
Change 3086797 on 2016/08/11 by Dmitry.Rekman
Linux: fix crash on editor exit (UE-30795, UE-7519).
- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.
#jira UE-30795
Change 3086735 on 2016/08/11 by Richard.TalbotWatkin
Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash
Change 3086726 on 2016/08/11 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements : 2DVR
2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
#jira UEVR-13
#review-3086004 @chad.taylor @nick.whiting
Change 3086652 on 2016/08/11 by Dmitry.Rekman
Linux: re-enable ICU (UE-34012).
- Built static libs against libc++; disabled using dynamic ones.
- Fixes lack of rich text formatting.
#jira UE-34012
Change 3086648 on 2016/08/11 by Nick.Whiting
Adding support for getting the HMD Device name from code / blueprints
#jira UE-31785
Change 3086589 on 2016/08/11 by Chad.Taylor
Fixing Vive resolution on packaged builds
#jira UE-34535
Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt
Fix skeletal mesh LODs not being imported correctly. All meshes were imported to the base LOD instead.
#jira UE-34397
Change 3086529 on 2016/08/11 by Marc.Audy
Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
#jira UE-34287
Change 3086376 on 2016/08/11 by Peter.Sauerbrei
remove cached file handle from iOS and Android to save memory during loads
#jira UE-31720
Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt
Guard against crash with corrupted editor layouts
#jira UE-34364
Change 3086345 on 2016/08/11 by Dan.Oconnor
ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
#jira UE-34380
Change 3086272 on 2016/08/11 by Cody.Albert
Updating First Person templates to fix cook errors
#jira UE-22726
Change 3086259 on 2016/08/11 by Nick.Whiting
Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used
#jira UE-31617
Change 3086202 on 2016/08/11 by Marcus.Wassmer
Duplicate 3086176 to fix broken shaderpipelines on PS4
#jira UE-34540
Change 3086080 on 2016/08/11 by mason.seay
Test animbp for sub anim instances
#jira UE-29618
Change 3086062 on 2016/08/11 by Tom.Looman
Migrate from //depot/usr/ into Release-4.13 for VR Template.
#jira ue-34533
Change 3086032 on 2016/08/11 by Mike.Beach
Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).
#jira UE-34350
Change 3086025 on 2016/08/11 by Olaf.Piesche
#jira UE-32058
Replicating fix from 3050352
Change 3085969 on 2016/08/11 by John.Pollard
CIS fix
#jira UE-30516
Change 3085819 on 2016/08/11 by Jurre.deBaare
bForceOneSmoothingGroup not working for skeletal meshes
#fix Added check for forced smoothing group and calculate normals accordingly
#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
#jira UE-34555
Change 3085799 on 2016/08/11 by Ben.Marsh
Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.
Change 3085763 on 2016/08/11 by Daniel.Lamb
Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
#jira UE-34442
Change 3085717 on 2016/08/11 by Dmitry.Rekman
Linux: better messaging around Steam initialization (UE-32052).
- Also added a standalone test.
#jira UE-32052
Change 3085715 on 2016/08/11 by Chris.Bunner
Dropped check to an ensure as there's existing handling for invalid assets in that case.
#jira UE-23902
Change 3085714 on 2016/08/11 by Olaf.Piesche
#jira UE-30398
Fix offset added to particle collision locations.
Replicated from 3084645 in Dev-Rendering
Change 3085713 on 2016/08/11 by Chris.Babcock
Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
#jira UE-33840
#ue4
#android
#ios
#opengl
Change 3085711 on 2016/08/11 by Olaf.Piesche
#jira UE-34106
#jira UE-32784
#jira UE-31198
Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)
Replicated from 3083909 in Dev-Rendering
Change 3085707 on 2016/08/11 by Matthew.Griffin
Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue
Change 3085656 on 2016/08/11 by Marc.Audy
PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
#jira UE-32418
#jira UE-33617
Change 3085641 on 2016/08/11 by Lina.Halper
Fixed invalid compressed track data
- need a better solution and added ticket for 4.14 - UE-34547
#jira: UE-34077
Change 3085606 on 2016/08/11 by Max.Preussner
Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)
#jira UE-34381
Change 3085568 on 2016/08/11 by Maciej.Mroz
#jira UE-34436 Ensures when copy/pasting linked anim bp nodes
FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).
Change 3085532 on 2016/08/11 by Peter.Sauerbrei
fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
#jira UE-30335
Change 3085528 on 2016/08/11 by Max.Chen
Sequence Recorder: Fix crash when actor class to record is null.
#jira UE-34543
Change 3085418 on 2016/08/11 by Maciej.Mroz
#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults
Redone cl#3084313 from Dev-Blueprints
Change 3085395 on 2016/08/11 by John.Pollard
Don't allow hot-reloading if we're running PIE instances
#jira UE-30516
Change 3085377 on 2016/08/11 by Tom.Looman
Added StarterMap (WIP) to resolve JIRA.
#jira ue-34311
Change 3085364 on 2016/08/11 by Ben.Woodhouse
Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.
#jira UE-28561
Change 3085341 on 2016/08/11 by Dmitriy.Dyomin
Fixed: Creating Launcher Profile does not always shows all project available maps
#jira UE-33765
Change 3085336 on 2016/08/11 by Andrew.Rodham
Sequencer: Runtime instances are no longer updated when bluprints are recompiled
This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register
#jira UE-34499
Change 3085332 on 2016/08/11 by Dmitriy.Dyomin
Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
#jira UE-26868
Change 3085331 on 2016/08/11 by Ben.Woodhouse
Fix for threading related crash with precomputed lighting volumes
#jira UE-34531
Change 3085323 on 2016/08/11 by Allan.Bentham
Remove android specific vulkan hack to recreate depth buffer's imageview.
#jira UE-33593
#jira UE-33336
Change 3085313 on 2016/08/11 by Thomas.Sarkanen
StopRecordingAnimation now uses the same maing logic as RecordAnimation
This prevents inconsisten behaviour between record and stop record commands
#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor
Change 3085301 on 2016/08/11 by Allan.Bentham
Only allow gaussian DoF on mobile. Disable DoF for all other types.
#jira UE-34217
Change 3085292 on 2016/08/11 by Thomas.Sarkanen
Revert change to force shipping dlls in shipping builds
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3085291 on 2016/08/11 by Matthew.Griffin
Added nodes for Linux Editor, DDC and installed build
Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products
Change 3084973 on 2016/08/10 by Jeff.Campeau
Use relative settings for ShooterGame manifest
Package creation checks Xbox One target settings in Engine instead of Game config
#jira UE-33808
Change 3084932 on 2016/08/10 by patrickr.donovan
#jira UE-29618
SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.
Change 3084886 on 2016/08/10 by Daniel.Wright
Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
#jira UE-33238
Change 3084878 on 2016/08/10 by Jeff.Campeau
UFE launch command is generated with all devices requested instead of just the first.
#jira UE-34302
Change 3084860 on 2016/08/10 by Dmitry.Rekman
Fix CrashReportClient crashing on start (UE-32976, UE-34451).
- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.
#jira UE-32976
Change 3084756 on 2016/08/10 by Dmitry.Rekman
Linux: clean-up compiler settings logic (UE-22715).
- Includes parts of pull request #1704 by zaps166.
- Disables exceptions in most builds.
#jira UE-22715
Change 3084679 on 2016/08/10 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3084475
Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server
Change 3084614 on 2016/08/10 by Daniel.Wright
Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
#jira UE-34321
Change 3084607 on 2016/08/10 by Jeremiah.Waldron
Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur
Relates to:
#jira UE-34283
Change 3084586 on 2016/08/10 by Jeff.Campeau
Chunks don't assume they're done downloading at 100%.
#jira UE-34386
Change 3084552 on 2016/08/10 by Lina.Halper
Fix GetWorldFromContextObject to be used for another thread safer
: Guard to modify static variabls by another thread
#jira: UE-34416
Change 3084551 on 2016/08/10 by Mitchell.Wilson
Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
#jira UE-32855
Change 3084535 on 2016/08/10 by Mike.Beach
Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.
#jira UE-34378
Change 3084526 on 2016/08/10 by Jeff.Campeau
Update XDK to August 2016
#jira UEPLAT-1374
Change 3084471 on 2016/08/10 by John.Pollard
Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>
#jira UE-34295
Change 3084363 on 2016/08/10 by Marc.Audy
Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
#jira UE-34101
Change 3084231 on 2016/08/10 by Michael.Trepka
Fixed a problem with the search box in blueprint context menu not getting focus on Mac
#jira UE-20884
Change 3084229 on 2016/08/10 by Dmitry.Rekman
Linux: remove hardcoded staged files (UE-24594).
#jira UE-24594
Change 3084215 on 2016/08/10 by Chris.Bunner
Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
#jira UE-31936
Change 3084052 on 2016/08/10 by Jurre.deBaare
Alembic skeletal mesh importer does not calculate correct smoothing groups
#fix follow same routine as regular smoothing group/normal calculation
#jira UE-34493
Change 3084029 on 2016/08/10 by Phillip.Kavan
[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.
Mirrored from //UE4/Dev-Blueprints (CL# 3082839).
#jira UE-34458
Change 3084027 on 2016/08/10 by Ben.Woodhouse
Fix for crash when applying BSP materials
This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.
The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
#jira UE-31460
Change 3083981 on 2016/08/10 by Matthew.Griffin
Set Localization branch for Localise command to release version when running in the Release Branch
#jira UE-34471
Change 3083970 on 2016/08/10 by Max.Preussner
PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)
#jira UE-33481
Change 3083918 on 2016/08/10 by Matthew.Griffin
Exclude UBT generated files from the installed build
Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt
Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material
#jira UE-34360
Change 3083890 on 2016/08/10 by Matthew.Griffin
Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
#jira UE-34401
Change 3083873 on 2016/08/10 by Dmitry.Rekman
CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).
#jira UE-34478
Change 3083862 on 2016/08/10 by Mitchell.Wilson
Rebuilt lighting on Advanced_Lighting level in Samples Content
#jira UE-34383
Change 3083792 on 2016/08/10 by Benn.Gallagher
PR #2671: Fix sub instance curve values. (Contributed by tmiv)
PR #2668: Sub inst post anim fix (Contributed by tmiv)
#jira UE-34162
#jira UE-34121
Change 3083775 on 2016/08/10 by Kevin.Rushin
QAGame - Updating VRLatency Testmap, Can freelook
#jira UE-29618
Change 3083771 on 2016/08/10 by Robert.Manuszewski
Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.
#jira UE-34371
Change 3083742 on 2016/08/10 by Lee.Clark
4.13 - PS4 - Fix memory allocation sizes
#jira UE-33270
Change 3083732 on 2016/08/10 by Ben.Marsh
Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.
Change 3083690 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Foliage instances are not included when exporting a scene to FBX
#jira UE-34214
Change 3083654 on 2016/08/10 by Keith.Judge
Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().
#jira UE-23059
Change 3083646 on 2016/08/10 by Thomas.Sarkanen
Use shipping PhysX libs for installed builds
Copy fix from UE4Game.Target.cs to apply to all packaged games
#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration
Change 3083527 on 2016/08/10 by Dmitriy.Dyomin
Fixed: Warning upon Undo/redo-ing of sculpting the landscape
#jira UE-34443
Change 3083502 on 2016/08/10 by Dmitriy.Dyomin
Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
#jira UE-34417
Change 3083349 on 2016/08/09 by Daniel.Wright
Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
#jira UE-31181
Change 3083167 on 2016/08/09 by Chad.Taylor
Null deref crash fix
#jira UE-33830
Change 3083144 on 2016/08/09 by Zabir.Hoque
Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.
#jira UE-32980
Change 3083136 on 2016/08/09 by Chad.Taylor
Stripping out egregious log spam
#jira UE-34181
Change 3083116 on 2016/08/09 by John.Billon
Defaulting r.D3D.RemoveUnusedInterpolators to on.
#Jira UE-34461
Change 3083114 on 2016/08/09 by John.Billon
Fixing static analysis warning in NullRHI.
#Jira UE-34462
Change 3083070 on 2016/08/09 by Dmitry.Rekman
PR #2516: CMake improvements and fixes (UE-22233, UE-32136).
- Contributed by Nihlus.
- Contains PR #1668 by mgerhardy
Summary of changes (from PR):
- Fixed an issue where CMake build files would contain invalid targets
- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
- Improved code readability throughout the generator. Can still use some more polish.
- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
- Improved commenting throughout the generator. As with readability, can still use some more polish.
- Removed unused using statements.
- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.
#jira UE-22233
Change 3082999 on 2016/08/09 by Jeremiah.Waldron
Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
#jira UE-34457
Change 3082993 on 2016/08/09 by mason.seay
Fixed level BP error and updated Reverb asset
#jira UE-29618
Change 3082981 on 2016/08/09 by Peter.Sauerbrei
disable roughness calculation for iOS metal
#jira UE-31815
Change 3082912 on 2016/08/09 by Chris.Babcock
Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
#jira UE-34432
#ue4
#android
Change 3082875 on 2016/08/09 by Chris.Bunner
Lowered verbosity of mesh build warning when using MikkTSpace.
#jira UE-23903
Change 3082867 on 2016/08/09 by Trung.Le
VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
#jira UE-34227
Change 3082818 on 2016/08/09 by Mike.Beach
Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).
#jira UE-34430
Change 3082794 on 2016/08/09 by Lukasz.Furman
fixed gameplay debugger extensions activating during simulate in editor
#jira UE-33343
Change 3082760 on 2016/08/09 by Jamie.Dale
Scene viewports are now centered when re-entering windowed mode
#jira UE-32842
Change 3082744 on 2016/08/09 by Mitchell.Wilson
Resaving assets to resolve empty engine version warnings.
#jira UE-29746
Change 3082728 on 2016/08/09 by Ben.Marsh
BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.
#jira UE-34329
Change 3082686 on 2016/08/09 by Marc.Audy
If the GameMode is not carried over as part of a seamless travel create it.
#jira UE-25569
Change 3082663 on 2016/08/09 by John.Billon
Fixed SubUVAnimation asset crash when texture source is cleared.
#Jira UE-34231
Change 3082650 on 2016/08/09 by John.Billon
Changed an ensure the NullRHI dealing with memory allocation to be a log message.
#Jira UE-32362
Change 3082644 on 2016/08/09 by Maciej.Mroz
#jira UE-34240 Match 3 nativization failure
Redone cl3082121 from Dev-Blueprints
Change 3082633 on 2016/08/09 by Maciej.Mroz
#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]
Redone cl3082414 from Dev-Blueprints
Change 3082606 on 2016/08/09 by Michael.Trepka
Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.
#jira UE-34276
Change 3082579 on 2016/08/09 by Benn.Gallagher
CIS fix, missed removing a few #ifs
#jira UE-29180
Change 3082525 on 2016/08/09 by Tom.Looman
Removed Android from supported platforms in VR Template.
#jira UE-34189
Change 3082523 on 2016/08/09 by Tom.Looman
Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
Fixed typo in level text.
#JIRA UE-34422
Change 3082504 on 2016/08/09 by Jurre.deBaare
Crash importing alembic asset over itself after saving it in Content Browser
#fix Trivial nullptr + isValid fix
#jira UE-34418
Change 3082433 on 2016/08/09 by Tom.Looman
Updated list of supported platforms.
#jira UE-34189
Change 3082423 on 2016/08/09 by Mitchell.Wilson
Resaving levels to resolve MikkTSpace warnings
Updating collision on SM_Floor_Round
#jira UE-30786
Change 3082361 on 2016/08/09 by Keith.Judge
Xbox One - Fix a controller disconnection crash.
- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
- Possibly a VS2015 Update 3 bug.
#jira UE-33955
Change 3082341 on 2016/08/09 by Mitchell.Wilson
Reimporting SM_GodRay_Plane
Resaving levels to resolve MikkTSpace warnings
Resaving multiple materials to resolve warnings
#jira UE-34212
Change 3082313 on 2016/08/09 by Matthew.Griffin
Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)
Change 3082294 on 2016/08/09 by Jurre.deBaare
Crash when importing an Alembic file with Materials as a different asset type than one that already exists
#fix Ensure that we have a valid material to assign to the assets
#jira UE-34377
Change 3082291 on 2016/08/09 by Jurre.deBaare
Unable to save Alembic asset with materials after importing more than once
#fix Make sure we delete referenced transient materials if they are not used
#jira UE-34400
Change 3082290 on 2016/08/09 by Jurre.deBaare
Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
#jira UE-34392
Change 3082274 on 2016/08/09 by Benn.Gallagher
Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
#jira UE-29780
Change 3082273 on 2016/08/09 by Benn.Gallagher
Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
#jira UE-30827
Change 3082270 on 2016/08/09 by Benn.Gallagher
Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
#jira UE-29180
Change 3082257 on 2016/08/09 by Jurre.deBaare
Auto align floor mesh does not work in Persona
#fix Readded functionality for the auto alignment :)
#jira UE-34404
Change 3082239 on 2016/08/09 by Peter.Sauerbrei
make sure IPP and supporting dlls are all 64-bit
#jira UE-34408
Change 3082225 on 2016/08/09 by Mitchell.Wilson
Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
Reimporting SM_GodRay_Plane
Saving all levels to resolve MikkTSpace warnings.
#jira UE-30787
Change 3082222 on 2016/08/09 by Rolando.Caloca
UE4.13 - Fix crash on opengl3
- Load proper shader map depending on feature level
- int interpolators require nointerpolation modifier
#jira UE-33879
Change 3082221 on 2016/08/09 by Benn.Gallagher
Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
#jira UE-34384
Change 3082179 on 2016/08/09 by Ben.Woodhouse
Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
#jira UE-31461
Change 3082170 on 2016/08/09 by Graeme.Thornton
Manual copy of CL 3078836 from Dev-Core to Release-4.13
Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading
#jira UE-33909
Change 3082169 on 2016/08/09 by Graeme.Thornton
Make FLauncherTasks have unique names so we don't end up with stat name collisions
#jira UE-33849
Change 3082163 on 2016/08/09 by Matthew.Griffin
Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
Added Checks for files that might not exist when creating Installed Build from Github etc.
Tag the published installed build zips
#jira UE-34249
Change 3082139 on 2016/08/09 by Ben.Marsh
BuildGraph: Allow writing a schema without passing a script in.
Change 3082109 on 2016/08/09 by Thomas.Sarkanen
Fixed blendspaces producing bad data when degenerate spaces are present
Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.
#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph
Change 3082080 on 2016/08/09 by Matthew.Griffin
Added notifications for available triggers
Change 3082054 on 2016/08/09 by Allan.Bentham
Quality level override changes to high QL are now correctly picked up.
#jira UE-22812
Change 3082049 on 2016/08/09 by Allan.Bentham
Update shaders when mobile preview device is changed.
#jira UE-22810
Change 3081866 on 2016/08/09 by Max.Chen
Fbx Export: Fix build.
#jira UETOOL-750
Change 3081863 on 2016/08/09 by Max.Chen
Fbx Export: Fix level sequence fbx export.
- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
- Fix setting rich curve tangents and interpolation modes.
- Fix camera focal length export.
#jira UETOOL-750
Change 3081823 on 2016/08/08 by Dmitriy.Dyomin
Fixed: Crash when simulating in editor with a landscape actor selected
#jira UE-34367
#coderview Gareth.Martin
Change 3081647 on 2016/08/08 by Chad.Taylor
OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport
#jira UE-34352
Change 3081645 on 2016/08/08 by Zak.Middleton
#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.
#jira UE-30178
Change 3081639 on 2016/08/08 by Tyler.Cole
Update build scripts for WEX MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081616 on 2016/08/08 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirements
-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
#jira UEVR-13
#review-3081284 @chad.taylor @nick.whiting
Change 3081597 on 2016/08/08 by Tyler.Cole
Update build scripts for Ocean MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3081476 on 2016/08/08 by Tyler.Cole
Update build script for UE4 Release-4.13 stream Fortnite MCP.
#jira NONE-0
Change 3081397 on 2016/08/08 by Josh.Adams
- Fixing more linux case issues in UT
#jira ue-33478
Change 3081391 on 2016/08/08 by Mitchell.Wilson
Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
#jira UE-33843
Change 3081383 on 2016/08/08 by Aaron.McLeran
#jira UE-34081
Implementing CL 3076637 into 4.13
#tests run a procedural sound wave object test
Change 3081337 on 2016/08/08 by Aaron.McLeran
#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay
- OR-26580
- Implementing CL 3071258 to 3.13
#tests ran paragon with change, no crashes
Change 3081335 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed memory leak in source resolver (UE-34385)
#jira UE-34385
Change 3081320 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed typo (UE-32421)
#jira UE-32421
Change 3081276 on 2016/08/08 by Mitchell.Wilson
Resaving asset to resolve MikkTSpace warning.
#jira UE-31116
Change 3081269 on 2016/08/08 by Dan.Oconnor
Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
#jira UE-34324
Change 3081052 on 2016/08/08 by Dan.Oconnor
Making a change to test UE-34324
#jira UE-34324
Change 3081026 on 2016/08/08 by Daniel.Wright
Added a heightfield painting example to BlueprintRenderToTarget content example
#jira UE-34323
Change 3081025 on 2016/08/08 by Daniel.Wright
CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
#jira UE-34321
Change 3081023 on 2016/08/08 by Aaron.McLeran
#jira UE-34325 Implementing 3080958 in 4.13
- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.
#tests ran repro case described in bug several times without crashing (was 100% repro)
Change 3081020 on 2016/08/08 by Dan.Oconnor
Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
#jira UE-26310
Change 3081010 on 2016/08/08 by Dan.Oconnor
Fix for losing root transform when recycling objects
#jira UE-28398
Change 3080972 on 2016/08/08 by Mark.Satterthwaite
Duplicate CL #3080684:
Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
#jira UE-21857
Change 3080971 on 2016/08/08 by Mark.Satterthwaite
Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
#jira UE-34355
Change 3080923 on 2016/08/08 by Michael.Trepka
When archiving on for Mac delete the dest icon if it exists before trying to call File.Move
#jira UE-33304
Change 3080919 on 2016/08/08 by samuel.proctor
Revised assets for Blueprint Debugging tests
#jira UE-29618
Change 3080878 on 2016/08/08 by Ben.Marsh
Fix sample build timeouts due to generating DDC using installed engine builds taking too long.
* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.
Change 3080849 on 2016/08/08 by Marc.Audy
Always stop matinee sounds when jumping around, not just if the sound changed.
#jira UE-31447
Change 3080843 on 2016/08/08 by Ben.Marsh
BuildGraph: Fix compile error due to duplicated variable name.
Change 3080840 on 2016/08/08 by Max.Chen
Fbx: Fix rich curve export being exported at the incorrect times when baked.
#jira UETOOL-750
Change 3080824 on 2016/08/08 by Max.Chen
Sequencer: Revert fix root component structure for level sequence actor.
#jira UE-34354
Change 3080819 on 2016/08/08 by Chad.Taylor
Merging Move and Vive haptic implementation from Dev-VR to Release-4.13
#jira UE-27886
Change 3080818 on 2016/08/08 by Jurre.deBaare
Crash when importing the same Alembic file but as a different Asset Type
#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
#misc Typo
#jira UE-34293
Change 3080817 on 2016/08/08 by Jurre.deBaare
Crash when importing an Alembic file with Materials if it already exists
#fix Only create materials if they don't already exist
#jira UE-34300
Change 3080814 on 2016/08/08 by Jurre.deBaare
Crash when importing Alembic files as Skeletal Mesh
#fix Set the NumVertices variable that was re-added :)
#misc removed dead code
#jira UE-34288
Change 3080813 on 2016/08/08 by Jurre.deBaare
[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
#jira UE-34294
Change 3080797 on 2016/08/08 by Dmitriy.Dyomin
Fix: Crash opening levels with landscape in them via the command console in standalone game
#jira UE-34348
Change 3080784 on 2016/08/08 by Jamie.Dale
We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)
#jira UE-34298
Change 3080734 on 2016/08/08 by Matthew.Griffin
Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent
Change 3080685 on 2016/08/08 by Peter.Sauerbrei
fix for crash on tvOS and iOS when launching a project
#jira UE-34005
Change 3080683 on 2016/08/08 by Matthew.Griffin
Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built
Change 3080681 on 2016/08/08 by Matthew.Griffin
Corrected path separators for Mac DDC location, which was preventing it from being included in installed build
Change 3080675 on 2016/08/08 by Robert.Manuszewski
Fixing CIS on Clang platforms
#jira UE-34025
Change 3080674 on 2016/08/08 by Ben.Woodhouse
Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507
#jira UE-32651
Change 3080594 on 2016/08/08 by Keith.Judge
Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.
#jira UE-31607
Change 3080573 on 2016/08/08 by Martin.Wilson
Fix Root Motion from Everything blending incorrectly when using layered blend per bone
#Jira UE-17815
Change 3080517 on 2016/08/08 by James.Golding
PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
#jira UE-34299, UE-34279
Change 3080512 on 2016/08/08 by Benn.Gallagher
Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
#jira UE-34137
Change 3080510 on 2016/08/08 by Max.Preussner
WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)
#jira UE-32421
Change 3080509 on 2016/08/08 by Robert.Manuszewski
Added more detailed message when TArray's BulkSerialize fails.
#jira UE-34025
Change 3080506 on 2016/08/08 by Allan.Bentham
Do not set render target if there are no modulated shadows.
#jira UE-33252
Change 3080498 on 2016/08/08 by Keith.Judge
Fix D3D12.x link error.
#jira UE-34322
Change 3080493 on 2016/08/08 by Matthew.Griffin
Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
#jira UE-34073
Change 3080490 on 2016/08/08 by Maciej.Mroz
#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match
Redone cl# 3080484
Change 3080462 on 2016/08/08 by Allan.Bentham
Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
Fix initialisation errors introduced in CL 3070035.
#jira UE-34099
Change 3080242 on 2016/08/07 by Max.Chen
Sequencer: Fix to allow deleting spawnables from the viewport
#jira UE-28523
Change 3080241 on 2016/08/07 by Dmitriy.Dyomin
Fixed: StartCameraFade not fading camera when MobileHDR is off
#jira UE-34143
Change 3079990 on 2016/08/06 by andrew.porter
Changing defaults on some settings on M_Details for test case.
#jira UE-29618
Change 3079989 on 2016/08/06 by andrew.porter
Setting two sided off on M_Details material
#jira UE-29618
Change 3079986 on 2016/08/06 by phillip.patterson
Updated QA-Foliage for test case
#jira UE-29618
Change 3079984 on 2016/08/06 by andrew.porter
Adding test content for using sprites in UMG
#jira UE-29618
Change 3079879 on 2016/08/05 by Dmitry.Rekman
Remove HITCHHUNTER logspam from release UE (UE-30959).
#tests Compiled the UE4Editor.
#jira UE-30959
Change 3079815 on 2016/08/05 by Tyler.Cole
Set dependencies for Orion MCP in UE4 Release-4.13 stream.
#jira NONE-0
Change 3079808 on 2016/08/05 by Daniel.Wright
BlueprintRenderToTarget content example map with interactable fluid surface
#jira UE-34323
Change 3079746 on 2016/08/05 by Daniel.Wright
Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
New blueprint function CreateRenderTarget2D
#jira UE-34321
Change 3079569 on 2016/08/05 by Mitchell.Wilson
Updating template tutorials after assets were moved to new folders
#jira UE-34139
Change 3079546 on 2016/08/05 by Ian.Shadden
#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6
#jira UE-34316
Change 3079542 on 2016/08/05 by Mark.Satterthwaite
Duplicate CL #3079503:
Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
#jira UE-33856
Change 3079472 on 2016/08/05 by Peter.Sauerbrei
fix for remote server name being empty stopping a build for a BP project in binary
fix for several error messages from platform requirements not stopping a build
#jira UE-34213
Change 3079453 on 2016/08/05 by Benjamin.Hyder
Updating QA_Materials to include Material Details example
#jira UE-29618
Change 3079389 on 2016/08/05 by Gareth.Martin
Missing file from CL 3079376:
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079384 on 2016/08/05 by Michael.Trepka
PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)
#jira UE-29358
Change 3079376 on 2016/08/05 by Gareth.Martin
Tessellate Landscape only in highest landscape LOD
Fix incorrect UV coordinates when tessellation is enabled
#jira UE-14253
#jira UE-20405
Change 3079365 on 2016/08/05 by Peter.Sauerbrei
fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
#jira UE-34192
Change 3079361 on 2016/08/05 by Ryan.Vance
#jira UE-34297
Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)
Change 3079349 on 2016/08/05 by Mason.Seay
Deleting unneeded assets
#jira UE-29618
Change 3079306 on 2016/08/05 by Peter.Sauerbrei
IPP is now built as a 64-bit executable
#jira UE-26393
Change 3079303 on 2016/08/05 by Peter.Sauerbrei
PR2018 - disable user input request from ssh courtesy of Teivaz
#jira UE-26393
Change 3079276 on 2016/08/05 by mason.seay
Extended Line Trace For Convenient
#jira UE-29618
Change 3079274 on 2016/08/05 by Alex.Delesky
#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.
Change 3079273 on 2016/08/05 by Max.Chen
Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.
#jira UE-34301
Change 3079254 on 2016/08/05 by Ori.Cohen
Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.
#JIRA UE-34224
Change 3079242 on 2016/08/05 by Nick.Darnell
Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.
#jira UE-34304
Change 3079129 on 2016/08/05 by Jurre.deBaare
#jira UE-34278
#fix Changed reimport path to be the same as geometry cache / skeletal mesh
Unable to reimport Alembic static meshes
#jira UE-34292
#fix Handle cancelled situation during reimport ui interaction
Cancelling the reimport of an Alembic file seems to confirm the action
#jira UE-34288
#fix Possible fix, flush rendering commands before importing
Crash when importing Alembic files as Skeletal Mesh
#jira UE-34282
#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
"Failed to Import" message when clicking Cancel on the Alembic Import Message
Change 3079127 on 2016/08/05 by Marc.Audy
Properly clean up all worlds when ending PIE while a seamless transition is active
#jira UE-33863
Change 3079107 on 2016/08/05 by Mike.Beach
Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).
#jira UE-30548
Change 3079093 on 2016/08/05 by Jurre.deBaare
Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
#fix Hide the environment and sky when showing vertex colours
#jira UE-34251
Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
#jira UE-34206
Change 3079090 on 2016/08/05 by Jurre.deBaare
Bad performance when changing (slider) values for the advanced preview scene
#fix Could not repro but added some more check if update needed checks
#jira UE-33496
Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
#fix Add the rotational delta for the sky to the directional light rotation
#jira UE-34108
Change 3079088 on 2016/08/05 by Jurre.deBaare
Alembic Cache Importer option for Hard Edge Angle Threshold does not work
#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
#jira UE-34127
Change 3079040 on 2016/08/05 by Max.Preussner
MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)
Also made class properties blueprint read-writable
#jira UE-34290
Change 3078958 on 2016/08/05 by Marc.Audy
Don't ever reregister child actor components
Don't destroy child actors when hiding a level
#jira UE-31038
Change 3078954 on 2016/08/05 by ryan.brucks
#jira ue-00001 Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL
Change 3078952 on 2016/08/05 by Phillip.Kavan
[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.
change summary:
- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.
#jira UE-34085, UE-34169
Change 3078912 on 2016/08/05 by Andrew.Rodham
Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified
#jira UE-33875
Change 3078900 on 2016/08/05 by Lauren.Ridge
Fix for small Vive HMD movements entering VR mode
#jira UE-33970
Change 3078880 on 2016/08/05 by Jack.Porter
Cannot set GenerateOverlapEvents flag on Landscape
#jira UE-9055
Change 3078879 on 2016/08/05 by Lee.Clark
PS4 - Fix corrupted debuffer decals
(CMask wasn't getting decoded correctly)
#jira UE-34273
Change 3078871 on 2016/08/05 by Steve.Robb
Fix for changes to UObject*s in property boxes.
#jira UE-29596
Change 3078857 on 2016/08/05 by Max.Chen
Sequencer: Set Fixed frame interval playback to false by default.
#jira UE-34272
Change 3078850 on 2016/08/05 by mason.seay
Updated map to test physics mesh, added comments to level BP
#jira UE-29618
Change 3078795 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixed spawnables not responding to blueprint reinstance events
This ultimately left spawnable bindings broken, and an unreachable object in the world
#jira UE-31635
Change 3078786 on 2016/08/05 by Robert.Manuszewski
Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.
#jira UE-33872
Change 3078782 on 2016/08/05 by Andrew.Rodham
Sequencer: Fixes to "Create Camera Here" functionality
Fixed crash when undoing the "Create Camera Here" operation.
Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
Fixed issues when the cursor was outside of the play range
#jira UE-33127
Change 3078737 on 2016/08/05 by Andrew.Rodham
Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
#jira UE-34256
Change 3078722 on 2016/08/05 by Ben.Woodhouse
Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
#jira UE-34269
Change 3078620 on 2016/08/05 by Dmitriy.Dyomin
Fixed: SunTemple geometry has rendering artifacts on low end devices
[Android_Low] devices will use 'Low' material quality level
#jira UE-22455
Change 3078584 on 2016/08/05 by James.Golding
Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
#jira UE-33675
Change 3078565 on 2016/08/05 by Jack.Porter
Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.
#jira UE-33842
Change 3078564 on 2016/08/05 by James.Golding
Fix display name for bSupportUVFromHitResults to fix missingspace
#jira UE-34248
Change 3078542 on 2016/08/05 by Yannick.Lange
VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
#jira UE-32839
Change 3078541 on 2016/08/05 by Yannick.Lange
VR Editor : Fix linux compile error from VREditorAvatarActor
#jira UE-34215
Change 3078396 on 2016/08/04 by Max.Chen
Sequencer: Invalidate playback context when map changes.
#jira UE-34256
Change 3078291 on 2016/08/04 by Jeff.Campeau
RHI compress/decompress return success/failure
Failure falls back to software method
D3D12 for Xbox One still needs implementation
#jira UE-31363
Change 3078131 on 2016/08/04 by Chris.Babcock
Deal with missing Android movie framerate by defaulting to 30 if not available
#jira UE-34208
#ue4
#android
Change 3078084 on 2016/08/04 by John.Billon
Disabled AMD hacks Cvars that aren't needed anymore.
#Jira UE-30772
Change 3078083 on 2016/08/04 by John.Billon
Consolidated ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
Added a couple of more ensures when allocating render targets.
Added log message when changing feature levels.
#Jira UE-32536
#Jira UE-32204
Change 3078039 on 2016/08/04 by Josh.Adams
- Fixed a case issue with Linux
#jira UE-33478
Change 3078029 on 2016/08/04 by Ryan.Vance
#jira UE-30989
We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.
Change 3078027 on 2016/08/04 by Lina.Halper
Fix sequencer morphtarget displaying issue
#code review:Max.Chen
#jira: UE-28459
Change 3078012 on 2016/08/04 by mason.seay
map and asset updates for testing UV hit detection
#jira UE-29618
Change 3078009 on 2016/08/04 by Jamie.Dale
Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading
This prevents it being incorrectly set by other operations, such as counting memory used by font data.
#jira UE-34252
Change 3078006 on 2016/08/04 by Mark.Satterthwaite
Duplicate CL #3064008 & CL #3077412:
Fix "iOS Metal-based build crashes at launch with sub-levels":
- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
- Fix validation error of texture reallocation on loading template projects under Metal.
#jira UE-30847
Change 3078002 on 2016/08/04 by John.Billon
Fixed LowLightMapQuality warning triggering with wrong conditions.
#Jira UE-33237
Change 3078001 on 2016/08/04 by John.Billon
Fixed a crash due to particle threading issues in packaged game.
#Jira UE-32147
Change 3077989 on 2016/08/04 by Rolando.Caloca
UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
#jira UE-34218
Change 3077940 on 2016/08/04 by Jeff.Campeau
Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
Include copies of the VS2015 runtime and UCRT
Change -applocaldir parameter to -applocaldirectory
Stage to engine and project binaries paths (for crash reporter, etc.)
#jira UE-33903
Change 3077936 on 2016/08/04 by Daniel.Wright
DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
#jira UE-34183
Change 3077927 on 2016/08/04 by Lina.Halper
Fix issue with morphtarget not working due to invalid guid
#jira: UE-34077
Change 3077919 on 2016/08/04 by Daniel.Wright
Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
#jira UE-34245
Change 3077877 on 2016/08/04 by Ori.Cohen
Fix physical animation undo/redo not affecting linked bodies and constraints
#JIRA UE-33987
Change 3077823 on 2016/08/04 by Ori.Cohen
Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)
#JIRA UE-33985
Change 3077814 on 2016/08/04 by Uriel.Doyon
Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
#jira UE-34120
#review-3077812
Change 3077781 on 2016/08/04 by Max.Chen
Sequencer: Fix crash in rotation key struct
#jira UE-34155
Change 3077771 on 2016/08/04 by Lina.Halper
Added const and removed auto
#jira: UE-33023
Change 3077702 on 2016/08/04 by Daniel.Wright
Copy - Planar reflection show flags can now be edited
#jira UE-34229
Change 3077585 on 2016/08/04 by Ori.Cohen
Fix spam when moving simulated skeletal mesh in the editor.
#JIRA UE-34164
Change 3077532 on 2016/08/04 by Tom.Looman
Fixed error in description of VR Template.
#jira ue-33950
Change 3077517 on 2016/08/04 by Tom.Looman
Fixed parsing error for FP_VirtualRealityBP
#jira UE-34059
Change 3077493 on 2016/08/04 by Tom.Looman
Updated Template description to remove GearVR reference and include more clear message on the two available maps.
#jira UE-33950
Change 3077492 on 2016/08/04 by Tom.Looman
Improvements to VR Template
Fixed teleportation issue on both locomotion types (JIRA)
Rebuilt navmesh for motioncontrollermap
Added new WIP startermap to clarify the difference between the multiple levels.
Added more comments and did some cleanup in BPs.
#jira UE-33962
Change 3077491 on 2016/08/04 by Jurre.deBaare
Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
#fix Pass in complete path to save material to instead of just the name
#jira UE-34211
Change 3077481 on 2016/08/04 by Tom.Looman
Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)
#jira ue-34143
Change 3077463 on 2016/08/04 by Ben.Woodhouse
Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
#jira UE-32843
Change 3077432 on 2016/08/04 by Steve.Robb
Removal of Fortnite-specific setting which disables hot reload.
#jira UE-33261
Change 3077380 on 2016/08/04 by Keith.Judge
Fix for green reflection environment in some maps.
- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
- Fixed a validation error when locking cube map faces which was causing them not to be updated.
- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
- Added a GPU/CPU sync at the same point the PS4 code does.
#jira UE-32086
Change 3077336 on 2016/08/04 by Mitchell.Wilson
removed r.Streaming.PoolSize from DefaultEngine.ini
Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
#jira UE-30941
Change 3077275 on 2016/08/04 by Phillip.Kavan
[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.
#jira UE-29903
Change 3077119 on 2016/08/04 by Marc.Audy
Use TickType All when in PIE
#jira UE-18982
Change 3077108 on 2016/08/04 by Jon.Nabozny
Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.
#jira UE-34032
Change 3077073 on 2016/08/04 by Jurre.deBaare
bBlendOverlappingNormals does not seem to have an impact for Alembic importing
#fix this wasn't being used in the normal calculation anymore so redundant
#jira UE-34204
Change 3077059 on 2016/08/04 by Robert.Manuszewski
Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).
#jira UE-34200
Change 3077024 on 2016/08/04 by Thomas.Sarkanen
Added GetResourceSize to UDataAsset
Data assets now correctly report their size.
#jira UE-28851 - Fix mem reporting of DataTables
Change 3077001 on 2016/08/04 by Andrew.Rodham
Sequencer: Fixed sequencer adding spawnables into recorded worlds twice
The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.
Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.
#jira UE-31422
Change 3076995 on 2016/08/04 by Matthew.Griffin
Fixed Shadow Variable warning
Change 3076974 on 2016/08/04 by Matthew.Griffin
Added Node to build CrashReportClient for Linux that can be used by internal game targets
Change 3076820 on 2016/08/04 by Max.Chen
Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).
#jira UE-34199
Change 3076665 on 2016/08/03 by Dan.Oconnor
Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
#jira UE-18982
Change 3076569 on 2016/08/03 by Chad.Taylor
SteamVR GetOrthoProjection implementation to fix broken console rendering in VR
#jira UE-21424
Change 3076556 on 2016/08/03 by Aaron.McLeran
#jira UE-34154 PSVR Stereo assets are spatialized as MONO
- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
- Fix is to only route audio that is mono and spatialized
- Fixed some compile errors/shadow variables
- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library
Change 3076546 on 2016/08/03 by Aaron.McLeran
#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves
Implementing 3069092 in Release-4.13
- Not all active sounds have sound classes, was causing a crash
#tests Run game with stat soundcues and not crash
Change 3076512 on 2016/08/03 by Ben.Marsh
Fix warning about UnrealTournament:true argument.
Change 3076492 on 2016/08/03 by Daniel.Wright
Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game. Blutilities can be used to do blueprint rendering in the editor.
#jira UE-34177
Change 3076491 on 2016/08/03 by Daniel.Wright
Marked the Forward Shading project setting as experimental for 4.13
#jira UE-34176
Change 3076490 on 2016/08/03 by Daniel.Wright
Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
#jira UE-34175
Change 3076489 on 2016/08/03 by Daniel.Wright
Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
#jira UE-34174
Change 3076485 on 2016/08/03 by Daniel.Wright
Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
#jira UE-34173
Change 3076440 on 2016/08/03 by Ryan.Vance
#jira UE-34184
Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
Adding Oculus 1.6 support.
Change 3076399 on 2016/08/03 by Nick.Darnell
Slate - The LayoutCache pointer in SWidget is now a WeakPtr. This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels. Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.
#jira UE-34185
Change 3076397 on 2016/08/03 by Rolando.Caloca
UE4.13 - hlslcc -Fix for hlsl length(float)
#jira UE-32629
Change 3076337 on 2016/08/03 by mason.seay
Test assets (and map for ensure bug)
#jira UE-29618
Change 3076332 on 2016/08/03 by Peter.Sauerbrei
fix for clang build errors
#jira UE-34163
Change 3076326 on 2016/08/03 by Ryan.Vance
#jira UE-32975
Using the wrong screen position in the base pass pixel shader with ISR.
Change 3076309 on 2016/08/03 by Benjamin.Hyder
Renaming TEST-LightingFeatures to TM-LightingFeatures
#jira UE-29618
Change 3076299 on 2016/08/03 by Chad.Taylor
Fix SteamVR lag in late-update fold child renderables.
#jira UE-33928
Change 3076214 on 2016/08/03 by Mitchell.Wilson
Resaving BluperintOffice level to resolve MikkTSpace warnings.
Reimporting SM_GodRay_Plane to resolve cook warning.
#jira UE-30064
Change 3076112 on 2016/08/03 by Max.Chen
Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)
#jira UE-34167
Change 3076090 on 2016/08/03 by Marc.Audy
Fix Mac compile error
#jira UE-34163
Change 3076075 on 2016/08/03 by Jeremiah.Waldron
Fixing comments documenting attribute in deleteFiles node for UPL
#jira UE-34161
Change 3076034 on 2016/08/03 by Mitchell.Wilson
Resaving Strategy Game maps to resolve MikkTSpace warnings.
Resaving material in strategy game to resolve string asset reference warning.
#jira UE-29720
Change 3076003 on 2016/08/03 by Mitchell.Wilson
Resaving Elemental Demo levels to resolve MikkTSpace warnings.
Resaving multiple materials to resolve String asset reference warnings.
#jira UE-29679
Change 3075985 on 2016/08/03 by Jeremiah.Waldron
Fixing UPL comments misnaming the deleteFiles node
#jira UE-34161
Change 3075977 on 2016/08/03 by Maciej.Mroz
#jira UE-30473 Moving child component in child blueprint forces parent to become dirty
Duplicated from Dev-Blueprints CL 3075793
Change 3075959 on 2016/08/03 by Marc.Audy
Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
#jira UE-33921
Change 3075891 on 2016/08/03 by Chad.Taylor
SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.
#jira UE-34142
Change 3075882 on 2016/08/03 by Dan.Oconnor
Manually integrating 3073939 to address UE-19062
#jira UE-19062
Change 3075805 on 2016/08/03 by Marc.Audy
Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
#jira UE-18982
Change 3075803 on 2016/08/03 by Marc.Audy
Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
#jira UE-18982
Change 3075761 on 2016/08/03 by Max.Preussner
MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)
#jira UE-34152
Change 3075719 on 2016/08/03 by Chad.Taylor
Blocker fix for binary editor crash on incorrectly used dll
#jira UE-34142
Change 3075709 on 2016/08/03 by Jeremiah.Waldron
Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor
#android
#jira UE-34149
Change 3075695 on 2016/08/03 by Jurre.deBaare
Adding missing debug zlib dll
#jira UE-123
Change 3075641 on 2016/08/03 by Jurre.deBaare
Crash when re-importing alembic cache file several times
#fix Always create a new object when importing
#jira UE-34130
Change 3075609 on 2016/08/03 by Danny.Bouimad
#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.
Change 3075578 on 2016/08/03 by Mitchell.Wilson
Updating attenuation settings for multiple sounds in Strategy Game.
#jira UE-25828
Change 3075529 on 2016/08/03 by Trung.Le
VREditor: Fxied foliage lasso select without pressing trigger
#jira UE-33689
Change 3075502 on 2016/08/03 by Lee.Clark
Copied from cl#3041664 - Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.
#jira UE-28549
Change 3075386 on 2016/08/03 by Robert.Manuszewski
Fixing bulkdata using source data pointer as an archive instead of raw data when saving
#jira UE-34132
Change 3075384 on 2016/08/03 by mason.seay
AnimBP for crash bug
#jira UE-29618
Change 3075350 on 2016/08/03 by Max.Chen
Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.
#jira UE-30506
Change 3075327 on 2016/08/03 by Max.Chen
Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.
#jira UE-34093
Change 3075313 on 2016/08/03 by Matthew.Griffin
Tidied up hardcoded installed build includes so that they're all in one file with platform checks
Added .dll.config files to CsCompile build products if they exist
Change 3075133 on 2016/08/03 by Yannick.Lange
VREditor : Original submit in Dev-VREditor = 3064489
- Fix crash when starting VREditor and then changing levels
#jira UE-33766
Change 3075124 on 2016/08/03 by Thomas.Sarkanen
Fixed undo/redo crash when editing anim blueprint defaults
Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.
#jira UE-34024 - Crash undoing variable change in Animation Blueprint.
Change 3075101 on 2016/08/03 by Matthew.Griffin
Adding job to selectively build games in release branch
Also adding documentation and localization to overnight build
#jira UEB-688
Change 3075061 on 2016/08/03 by Yannick.Lange
VR Editor : Original submit in Dev-VREditor = 3062883
- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
- Avatar code refactor to its own actor class #jira UETOOL-812
#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812
Change 3075059 on 2016/08/03 by Allan.Bentham
Fall back to standard shadows when capsule shadows are not supported.
#jira UE-33344
Change 3075045 on 2016/08/03 by Matthew.Griffin
Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step
Change 3074693 on 2016/08/02 by Dan.Oconnor
Manually integrating 3070569 from Dev-Blueprints
#jira UE-34119
Change 3074672 on 2016/08/02 by Dan.Oconnor
Manually integrating 3061854 into 4.13 from Dev-Blueprints
#jira UE-34119
Change 3074646 on 2016/08/02 by Aaron.McLeran
#jira UE-34081 Implementing from Dev-Framework CL 3074325
Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback
- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.
- Implementing 3003851 from UT into Dev-Framework.
Change 3074630 on 2016/08/02 by Brent.Pease
UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
UE-33200 - A movie isn't played on iOS occasionally.
UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows
+ Give a more friendly error message when UHT fails with an invalid error code.
#jira UE-23846
#jira UE-33200
#jira UE-32397
Change 3074590 on 2016/08/02 by Rolando.Caloca
UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
#jira UE-33694
Change 3074588 on 2016/08/02 by Chad.Taylor
Update OpenVR SDK to v1.0.2
-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers
#jira UE-34115
Change 3074481 on 2016/08/02 by Ori.Cohen
Make sure that new physical animation data defaults to 0
#JIRA UE-33678
Change 3074395 on 2016/08/02 by Ori.Cohen
Fix duplication of physical animation profiles not duplicating data.
Also fix undo redo not working for profiles.
Fix editor not passing Duplicate change type
#JIRA UE-33987, UE-33985
Change 3074392 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.
Change 3074364 on 2016/08/02 by phillip.patterson
Re-created UMG_Optimization for Test Cases
#jira UE-29618
Change 3074346 on 2016/08/02 by Jurre.deBaare
Potential DDC warning fix, remove non-existing values
#jira UE-123
Change 3074289 on 2016/08/02 by Jeff.Fisher
UEVR-13 PSVR: TCR Requirement
Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue. After reconnection reprojection would be lagged by 12+ seconds. After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
#jira UEVR-13
#review-3074209 @chad.taylor @nick.whiting
Change 3074196 on 2016/08/02 by Martin.Wilson
Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)
#jira UE-23453
Change 3074177 on 2016/08/02 by Alex.Delesky
#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.
Change 3074157 on 2016/08/02 by Ben.Marsh
Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.
Change 3074132 on 2016/08/02 by Trung.Le
VREditor: Fixed brush preview present while in foliage mode and hovering at UI
#jira UE-33228
Change 3074131 on 2016/08/02 by Tom.Looman
Fix for scalability build warnings in VR Template
#jira ue-33325
Change 3074089 on 2016/08/02 by Kevin.Rushin
QAGame - Added Foliage to TestMap
#jira UE-29618
Change 3074067 on 2016/08/02 by Kevin.Rushin
QAGame- Rebuilt Lighting
#jira UE-29618
Change 3074063 on 2016/08/02 by Kevin.Rushin
QAGame - Fix up VREditor Map to have more asset variation
#jira UE-29618
Change 3074057 on 2016/08/02 by Andrew.Porter
Deleting - UMG_Optimization
#jira UE-29618
Change 3074040 on 2016/08/02 by Michael.Trepka
On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.
#jira UE-31194
Change 3074008 on 2016/08/02 by Phillip.Patterson
Renamed UMG_Invalidation to UMG_Optimization to better match test
#jira UE-29618
Change 3073988 on 2016/08/02 by Mitchell.Wilson
Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
#jira UE-32723
Change 3073966 on 2016/08/02 by Jurre.deBaare
Alembic Cache Importer option for propagating matrix transformation does not work
#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
#misc typo fix
#jira UE-34066
Change 3073953 on 2016/08/02 by Lina.Halper
Fixed static warning on null reference
#jira: UE-33923
Change 3073951 on 2016/08/02 by Lina.Halper
Fix GetRelativeTransform for negative scale
#jira: UE-33380
Change 3073896 on 2016/08/02 by Alex.Delesky
#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.
#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool
Change 3073804 on 2016/08/02 by Jamie.Dale
Fixed the detail panel trying to apply class customizations to structs
This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).
#jira UE-32623
Change 3073803 on 2016/08/02 by Jurre.deBaare
Morph target vertex mapping can be wrong with multi material caches
#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
#jira UE-34074
Change 3073788 on 2016/08/02 by Andrew.Rodham
Sequencer: Added support for montage based animation
CL#3061714 :
Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.
There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.
CL#3063015 :
Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes
We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.
CL#3068399 :
Sequencer: Changed animation tracks to allow more animation types (such as anim montages)
- APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility
#jira UE-34046
Change 3073787 on 2016/08/02 by Jurre.deBaare
Handle failed Simplygon proxy mesh generation with error message instead of hard checks
#fix Added a failed delegate along side the succesful delegate
#jira UE-31990
Change 3073786 on 2016/08/02 by Jurre.deBaare
Alembic importer crashes when not assets are generated
#fix Prevented adding nullptr values to the array (now only contains valid entries)
#jira UE-34065
Change 3073777 on 2016/08/02 by Jurre.deBaare
User is able to give a Preview Scene Profile the same name as an existing profile
#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
#jira UE-34033
Change 3073775 on 2016/08/02 by Mitchell.Wilson
Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
#jira UE-31281
Change 3073732 on 2016/08/02 by Rolando.Caloca
DR - Fix crash when enabling gpu morph targets on non SM5 platforms
#jira UE-34011
Change 3073706 on 2016/08/02 by Peter.Sauerbrei
fix for no tvOS libraries in binary release for Win64
#jira UE-34076
Change 3073671 on 2016/08/02 by Allan.Bentham
High quality mobile reflection captures are now blended in correct (linear) space.
#jira UE-33915
Change 3073663 on 2016/08/02 by Peter.Sauerbrei
fix for launch on failing for iOS in Binary
#jira UE-34014
Change 3073662 on 2016/08/02 by Lee.Clark
4.13 - PS4 - Fix Media Player Audio cutting out
#jira UE-33850
Change 3073616 on 2016/08/02 by Mark.Satterthwaite
Duplicate CL #3073584 from Dev-Platform:
Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
#jira UE-32323
Change 3073592 on 2016/08/02 by Max.Chen
Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.
#jira UE-33993
Change 3073585 on 2016/08/02 by Nick.Darnell
Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.
#jira UE-34075
Change 3073575 on 2016/08/02 by Richard.TalbotWatkin
Duplicating from Dev-Editor, CL 3057645
Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server
Change 3073542 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3072169.
A couple of changes to the BSP code:
* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it. This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations. This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.
#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume
Change 3073540 on 2016/08/02 by Matthew.Griffin
Added Package Samples script behind a trigger to package samples for QA
Removed submitter notifications from Launcher Samples nodes
Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
#jira UEB-689
Change 3073511 on 2016/08/02 by Tom.Looman
Removed object redirectors to fix build warning in VR Template
#jira ue-33325
Change 3073458 on 2016/08/02 by Jurre.deBaare
Update default preview scene ini and assets
#fix deleted old sky texture and fixed BaseEditor.ini setup
#jira UE-34063
Change 3073427 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3068585
Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
#jira UE-34062 - SplineMesh collision can be generated incorrectly
Change 3073421 on 2016/08/02 by James.Golding
Resave PSD test assets in QAGame with proper version
#jira UE-34061
Change 3073419 on 2016/08/02 by James.Golding
Rename OrientationDriver to PoseDriver
#jira UE-34015
Change 3073404 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor, CL 3057895
Mesh paint bugfixes and improvements.
Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched. Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.
This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.
#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting
Change 3073380 on 2016/08/02 by Richard.TalbotWatkin
Fixed build error in unity builds.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
Change 3073343 on 2016/08/02 by Matthew.Griffin
Whitelisting PS4 and XboxOne plugins for those platforms specifically
#jira UE-33866
Change 3073338 on 2016/08/02 by Ben.Marsh
When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.
Change 3073319 on 2016/08/02 by Maciej.Mroz
#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860
Manually integrated some fixes from Dev-Blueprints
Change 3073311 on 2016/08/02 by Richard.TalbotWatkin
Duplicated from Dev-Editor CL 3057868
Spline component improvements, both tools and runtime:
- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
- Added a custom version for SplineComponent and provded serialization fixes.
- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0. Now any SplineComponent key can be set. The details customization enforces that the sequence remains strictly ascending.
- Allowed an explicit loop point to be specified for closed splines.
- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
- Fixed the logic which determines whether the UCS has modified the spline curves.
- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.
#jira UETOOL-766 - Spline tool improvements
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
#jira UE-13082 - Users would like a snapping feature for splines
#jira UE-13568 - Additional Spline Component Functionality
#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
#jira UE-33669 - Crash in Dev-Editor
Change 3073242 on 2016/08/02 by James.Golding
Move physics state create/destroy delegates from BodyInstance to ActorComponent
- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
#jira UE-32768
Change 3072953 on 2016/08/01 by Uriel.Doyon
Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
#jira UE-34045
[CL 3094220 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3038116 on 2016/07/05 by James.Golding
Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)
Change 3038271 on 2016/07/05 by Lukasz.Furman
fixed bug with instanced behavior tree nodes writing over memory of other nodes
#jira UE-32789
Change 3038295 on 2016/07/05 by Lukasz.Furman
changed behavior tree node injection to modify shared template instead of switching nodes to instanced
fixes GC reference chain between AI using the same behavior tree
Change 3038504 on 2016/07/05 by Zak.Middleton
#ue4 - Fix typo in comment (debugging arrow).
github #2352
#jira 30255
Change 3039151 on 2016/07/06 by James.Golding
UE-30046 Add bAllowCPUAccess flag to UStaticMesh
Change 3039281 on 2016/07/06 by Ori.Cohen
Fix attached partially simulating ragdolls not moving with actor.
#JIRA UE-32830
Change 3039286 on 2016/07/06 by Benn.Gallagher
Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.
Change 3039313 on 2016/07/06 by Benn.Gallagher
Enabled override of angular joint bias on AnimDynamics
Change 3039335 on 2016/07/06 by Ori.Cohen
Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.
#JIRA UE-32833
Change 3039412 on 2016/07/06 by Ori.Cohen
PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)
#JIRA UE-30725
Change 3039799 on 2016/07/06 by Tom.Looman
- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
- Fixed bug in override gravity for the suggest projectile velocity functions.
Change 3039903 on 2016/07/06 by Ori.Cohen
Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.
Change 3039932 on 2016/07/06 by Lina.Halper
Merging using //Orion/Dev-General_to_//UE4/Dev-Framework
serialize crash is always bad, so dupe checkin.
Change 3040059 on 2016/07/06 by Ori.Cohen
Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)
#JIRA UE-32730
Change 3040203 on 2016/07/06 by Jon.Nabozny
Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.
#jira UE-32357
Change 3040211 on 2016/07/06 by Ori.Cohen
Fix constraints being unselectable in phat when a render mesh is on top
#JIRA UE-32479
Change 3040273 on 2016/07/06 by Ori.Cohen
Fix vehicle drag adding instead of removing energy when in reverse.
#JIRA UE-28957
Change 3040293 on 2016/07/06 by Zak.Middleton
#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.
Change 3040325 on 2016/07/06 by Zak.Middleton
#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.
#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html
Change 3040950 on 2016/07/07 by Thomas.Sarkanen
Removed GWorld from FTimerManager
Switched LastAssignedHandle to a static member.
#jira UE-31485 - Remove GWorld from FTimerManager
Change 3041054 on 2016/07/07 by Jon.Nabozny
Fix warning about negation operator on FRotator introduced in CL 3040203.
Change 3041214 on 2016/07/07 by Ori.Cohen
Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies
#JIRA UE-29538
Change 3041319 on 2016/07/07 by James.Golding
UE-29771
- Rename LocalAtoms to BoneSpaceTransforms
- Rename SpaceBases to ComponentSpaceTransforms
Change 3041432 on 2016/07/07 by James.Golding
UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
Also remove PhysicsSettings.h from PhysicalMaterial.h
Change 3041434 on 2016/07/07 by James.Golding
Improve comment on UStaticMesh::bAllowCPUAccess
Change 3041701 on 2016/07/07 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498
Change 3041760 on 2016/07/07 by Ori.Cohen
Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.
#JIRA UE-32438
Change 3041771 on 2016/07/07 by Marc.Audy
Add GetParentActor convience accessor
Change 3041798 on 2016/07/07 by Marc.Audy
Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
#jira UE-32772
Change 3041857 on 2016/07/07 by Jon.Nabozny
Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.
#jira UE-32272
Change 3041914 on 2016/07/07 by Marc.Audy
Fix mismatch function prototype
Change 3042041 on 2016/07/07 by Jon.Nabozny
Fix CIS issue introduced by CL 3041857
Change 3042402 on 2016/07/08 by James.Golding
Fix CIS after no longer globally including PhysicsSettings.h
Change 3042517 on 2016/07/08 by Martin.Wilson
Fix root motion when actor and component transforms do not match
#jira UE-32944
Change 3043021 on 2016/07/08 by mason.seay
Assets for testing poses
Change 3043246 on 2016/07/08 by Marc.Audy
Eliminate USoundWave::CompressionName
Add USoundWave::HasCompressedFormat
#jira UE-32546
Change 3044376 on 2016/07/11 by James.Golding
- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
- Add UVInfo mem usage to UBodySetup::GetResourceSize
- Remove BodySetup.h from EnginePrivate.h
- Remove outdated comment in PhysUtils.cpp
Change 3044464 on 2016/07/11 by Ori.Cohen
Fix CIS
#JIRA UE-33005
Change 3044519 on 2016/07/11 by Ori.Cohen
PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)
#JIRA UE-30712
Change 3044774 on 2016/07/11 by Zak.Middleton
#ue4 - Fix typos in comments.
Change 3044854 on 2016/07/11 by Mieszko.Zielinski
Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4
#jira UE-32013
Change 3044855 on 2016/07/11 by Mieszko.Zielinski
Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4
#jira UE-32458
Change 3044887 on 2016/07/11 by Zak.Middleton
#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.
- Fixed comments on FindNearestPointsOnLineSegments.
- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".
Merge CL 3036162.
Change 3044910 on 2016/07/11 by Mieszko.Zielinski
Fixed AISense_Sight not reporting any hits on ECC_Visibility channel #UE4
Change 3045144 on 2016/07/11 by Lukasz.Furman
exposed pathfollowing's reach test modifier: goal radius as parameter of move request
Change 3045174 on 2016/07/11 by Marc.Audy
Remove incorrect SetMobility reference from comment
#jira UE-30492
Change 3045233 on 2016/07/11 by Marc.Audy
Correct function name in warning
Change 3045284 on 2016/07/11 by mason.seay
Test Assets for pose blending
Change 3045342 on 2016/07/11 by Michael.Noland
PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
#jira UE-29522
Change 3045343 on 2016/07/11 by Michael.Noland
PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
#jira UE-32403
Change 3045344 on 2016/07/11 by Michael.Noland
Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
#jira UE-31632
Change 3045382 on 2016/07/11 by Ori.Cohen
Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.
#JIRA UE-29937
Change 3045529 on 2016/07/11 by Zak.Middleton
#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.
Change 3045601 on 2016/07/11 by Michael.Noland
Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
#jira UE-20962
Change 3046039 on 2016/07/12 by Jurre.deBaare
Instanced HLOD materials to reduce permutations + compilation time
Change 3046147 on 2016/07/12 by Ori.Cohen
PR #1615: Traceworldforposition should trace async scene too
#JIRA UE-21728
Change 3046180 on 2016/07/12 by Ori.Cohen
Introduce a shape complexity project setting
#JIRA UE-31159
Change 3046280 on 2016/07/12 by Ori.Cohen
Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.
#JIRA UE-31525, UE-19252
Change 3046282 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
#jira UE-32626
Change 3046284 on 2016/07/12 by Benn.Gallagher
Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
- Made default slot 0, as a montage should always have at least one slot
- Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
(2nd CL, missed file)
#jira UE-32626
Change 3046416 on 2016/07/12 by Jon.Nabozny
PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)
#jira UE32123
Change 3046428 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
#jira UE-33055
Change 3046429 on 2016/07/12 by Michael.Noland
Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
#jira UE-25994
Change 3046475 on 2016/07/12 by Ori.Cohen
Added strength multiplyer for physical animation
#JIRA UE-33075
Change 3046518 on 2016/07/12 by Ori.Cohen
Make sure to refresh contact points when turning simulation on for bodies.
#JIRA UE-31286
Change 3046658 on 2016/07/12 by Ori.Cohen
Fix the case where setting body blend weight doesn't turn off blend override.
Change 3046720 on 2016/07/12 by Ori.Cohen
Added option to allow skeletal mesh simulation to NOT affect component transform.
#JIRA UE-33089
Change 3046908 on 2016/07/12 by Ori.Cohen
Fix welded body not properly unwelding when in a chain of welded bodies
#JIRA UE-32531
Change 3047015 on 2016/07/12 by Lukasz.Furman
fixed nested repath requests
Change 3047102 on 2016/07/12 by Ori.Cohen
Added physics component to content example
Change 3047848 on 2016/07/13 by Ori.Cohen
Expose transform update mode to phat
#JIRA UE-33227
Change 3047853 on 2016/07/13 by Ori.Cohen
Update physical animation level and content. Was missing some blueprints
Change 3047897 on 2016/07/13 by Ori.Cohen
PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)
#JIRA UE-27102
Change 3048026 on 2016/07/13 by Benn.Gallagher
Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
#jira UE-23823
Change 3048592 on 2016/07/13 by Marc.Audy
Change check when physics state exists but not registered to ensure and add additional logging information.
#jira UE-32935
Change 3048790 on 2016/07/13 by Ori.Cohen
Fix CIS for shipping physx builds.
#JIRA UE-33246
Change 3048801 on 2016/07/13 by Ori.Cohen
Update RootBodyTransform when ref skeleton has offset
Change 3048891 on 2016/07/13 by Marc.Audy
Fix copy paste bug with AudioComponent::SetPitchMultiplier
Change 3049549 on 2016/07/14 by Thomas.Sarkanen
Prevented stale anim asset references from persisting in wired pins
Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.
#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset
Change 3049576 on 2016/07/14 by Thomas.Sarkanen
Fix CIS linker errors
Change 3049611 on 2016/07/14 by Benn.Gallagher
Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
#jira UE-31016
#jira UE-33061
Change 3049663 on 2016/07/14 by Benn.Gallagher
CIS fix after Persona render fixes
Change 3049794 on 2016/07/14 by Marc.Audy
Some cleanup and ensuring ActiveSound adds references to all of its used assets
Change 3049823 on 2016/07/14 by Tom.Looman
Added Player Connect and Disconnect Multicast Events to GameMode
PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)
Change 3049896 on 2016/07/14 by Ori.Cohen
Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.
#JIRA UE-31660
Change 3049921 on 2016/07/14 by Benn.Gallagher
PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
- Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
#jira UE-29573
Change 3049929 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3049956 on 2016/07/14 by Zak.Middleton
#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.
Change 3049992 on 2016/07/14 by Jon.Nabozny
Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.
#JIRA: UE-31601
Change 3050017 on 2016/07/14 by James.Golding
PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)
Change 3050061 on 2016/07/14 by Zak.Middleton
#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.
Change 3050254 on 2016/07/14 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614
Change 3050416 on 2016/07/14 by mason.seay
Test map and asset for slicing proc meshes
Change 3050881 on 2016/07/14 by Zak.Middleton
#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.
github #2047
Change 3051401 on 2016/07/15 by Thomas.Sarkanen
Prevented animation from restarting each time a new section is selected/inspected in the montage editor
Preserved playback state when changing section.
Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.
#jira UE-31014 - Moving Montage Event Unpauses Playback
#jira UE-25101 - Improve Montage Replay Usability issue
Change 3051717 on 2016/07/15 by Benn.Gallagher
Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
#jira UE-18558
Change 3051729 on 2016/07/15 by Benn.Gallagher
Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
- They look the same when there isn't a documentation entry for them (Just the enum name)
- Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name
Change 3051825 on 2016/07/15 by Marc.Audy
Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
#jira UE-29435
Change 3051850 on 2016/07/15 by Marc.Audy
Reduce priority of audio thread
Add a frame sync to avoid audio thread drifiting behind
Change 3051920 on 2016/07/15 by Tom.Looman
Added ActorComponent Activate/Deactivate events
#JIRA UE-31077
Change 3051923 on 2016/07/15 by Tom.Looman
PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)
Change 3052038 on 2016/07/15 by Martin.Wilson
Possible fix for fortnite crash + ensure incase the situation occurs again
#jira UE-33258
Change 3052042 on 2016/07/15 by Jurre.deBaare
Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)
Change 3052171 on 2016/07/15 by Ori.Cohen
Improve UI for constraint profiles. Polish UI for physical animation profile.
#JIRA UEFW-101, UE-33290
Change 3052243 on 2016/07/15 by Martin.Wilson
Pose watching: Ability to draw bones of pose at any point in the anim graph.
#jira UE-12181 (originally Epic Friday project)
Change 3053202 on 2016/07/18 by Thomas.Sarkanen
FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility
#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication
Change 3053203 on 2016/07/18 by Thomas.Sarkanen
Fixed properties that are fed to skeletal mesh components via construction script not updating when edited
Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case to prevent edits being a frame out of date.
#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph
Change 3053241 on 2016/07/18 by Martin.Wilson
Add parent bone space to GetSocketTransform
#jira UE-29814
Change 3053270 on 2016/07/18 by Jurre.deBaare
PR #2105: Disable creation of array modifiers (Contributed by projectgheist)
Change 3053273 on 2016/07/18 by Jurre.deBaare
Default ini for asset viewer and HDR images
#jira UE-32903
Change 3053527 on 2016/07/18 by Ori.Cohen
Fix CIS
#JIRA UE-33375
Change 3053620 on 2016/07/18 by Thomas.Sarkanen
Socket chooser now has a search box
Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
Search box has focus when the menu appears.
#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh
Change 3053626 on 2016/07/18 by Martin.Wilson
Fix crash caused by skeletalmeshcomponent being destroyed during a notify
#jira UE-33258
Change 3053761 on 2016/07/18 by Martin.Wilson
Mac build compile fix
Change 3053858 on 2016/07/18 by Lina.Halper
Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/
Fix on crashing recursive asset
Change 3053864 on 2016/07/18 by Ori.Cohen
Make sure phat UI changes when picking different constraint profiles
Change 3053866 on 2016/07/18 by Ori.Cohen
Submit content example for constraint profiles
Change 3053915 on 2016/07/18 by Lina.Halper
The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
This is the fix for that.
#jira: UE-32927
Change 3053969 on 2016/07/18 by James.Golding
PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)
Change 3054004 on 2016/07/18 by Ori.Cohen
Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.
#jira UE-33333
Change 3054410 on 2016/07/18 by Lina.Halper
Fixed issue with moving translation not working with mirrored parent due to inverse position.
Changed to Transform.
#jira: UE-31521
Change 3054659 on 2016/07/18 by Lina.Halper
Fix for retargeting of pose asset
- Moved animsequence::retarget to be out to AnimationRuntime
- PoseAsset is now using that function to retarget correctly
#code review: Martin.Wilson, Ori.Cohen
Change 3054777 on 2016/07/18 by Jurre.deBaare
Fixing integration blocker, had this fix locally already
#jira UE-33427
Change 3056619 on 2016/07/19 by Ori.Cohen
Temporarily turn off audio threading due to heap corruption.
#JIRA UE-33320
Change 3057770 on 2016/07/20 by Aaron.McLeran
Doing sync trace for occlusion if audio thread is enabled
#jira UE-33494
Change 3057778 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Change 3057788 on 2016/07/20 by Aaron.McLeran
#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)
Enabling audio thread (with a capital T for True)
Change 3057850 on 2016/07/20 by Ori.Cohen
Temporarily turn off audio threading as the feature is still experimental
Change 3057876 on 2016/07/20 by Martin.Wilson
Fix Graph Linked External Object issue when saving recompressed animations
#jira UE-33567
Change 3058371 on 2016/07/20 by Ori.Cohen
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework)
[CL 3058682 by Ori Cohen in Main branch]
#rb None
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3021479 on 2016/06/21 by Marc.Audy
Fix child actor properties set in the parent's construction script from being wiped out (4.12)
#jira UE-31956
Change 3021703 on 2016/06/21 by Marc.Audy
Fix crash due to copying properties to registered components and then reregistering them. (4.12)
#jira UE-31973
Change 3022105 on 2016/06/21 by Jeremy.Ernst
-new test assets for James for PSD node
Change 3022621 on 2016/06/22 by James.Golding
Add AnimBP for testing PSD
Change 3022622 on 2016/06/22 by James.Golding
Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes
Change 3022656 on 2016/06/22 by James.Golding
UE-30537 Fix solid collision geom drawing not working when mirrored
Change 3022657 on 2016/06/22 by James.Golding
Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash)
Change 3022663 on 2016/06/22 by James.Golding
UE-31283 Additional extensibility for anim and physics
PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology)
Change 3022683 on 2016/06/22 by James.Golding
- Change OrientationDriver to always use PoseAsset for target poses
- Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead
Change 3022891 on 2016/06/22 by mason.seay
Test asset for component hit
Change 3023203 on 2016/06/22 by mason.seay
Updated map to use more noticeable sound assets
Change 3023335 on 2016/06/22 by Marc.Audy
Use AddReferencedObjects instead of iterating array manuallly
Change 3023351 on 2016/06/22 by Ori.Cohen
Fix the case where physics hit events were passing the wrong component's bone info to the hit event.
#JIRA UE-32376
Change 3023368 on 2016/06/22 by mason.seay
Renamed actors in World Outliner
Change 3023425 on 2016/06/22 by mason.seay
Moved asset to new folder and fixed deprecated node
Change 3023429 on 2016/06/22 by mason.seay
Disabled collision on proc mesh
Change 3023553 on 2016/06/22 by Jon.Nabozny
Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477.
#JIRA UE-31670
Change 3024669 on 2016/06/23 by James.Golding
Update PSD test assets (removing unused)
Change 3024864 on 2016/06/23 by Marc.Audy
Audio Threading!
Change 3024877 on 2016/06/23 by James.Golding
PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro)
Change 3024880 on 2016/06/23 by James.Golding
PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem)
Change 3024939 on 2016/06/23 by James.Golding
- Add SwingOnly options to OrientationDriver
- Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h
- Calculate gaussian radius per pose, not globally
Change 3024940 on 2016/06/23 by James.Golding
PoseAsset editor improvements
- Replace pose edit box with inline-editable style (with validation)
- Add filter highlight
- Show curve values for each pose when selected
- Add different background for curve list
- Filter box only searches pose list, moved location to indicate that
Change 3024949 on 2016/06/23 by James.Golding
Small update to PSD test AnimBP
Change 3025002 on 2016/06/23 by Ori.Cohen
Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate.
#JIRA UE-32219
Change 3025214 on 2016/06/23 by mason.seay
Updated Character Movement Map
Change 3025319 on 2016/06/23 by Ori.Cohen
Make sure changing skeletal mesh updates the bone index on body instances already created.
Change 3025435 on 2016/06/23 by Ori.Cohen
Fix welded bodies not updating their collision profile when calling SetCollisionProfile
#JIRA UE-32394
Change 3025581 on 2016/06/23 by mason.seay
Test asset for slicing procedural mesh
Change 3026483 on 2016/06/24 by Marc.Audy
Don't reschedule multiple times tick functions used as prerequisites
#jira UE-32414
Change 3026498 on 2016/06/24 by mason.seay
Updating blueprint for bug repro
Change 3026547 on 2016/06/24 by Thomas.Sarkanen
Fixed crash in FKismetDebugUtilities::GetWatchText()
Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html
Change 3026598 on 2016/06/24 by James.Golding
Double clicking on poses now toggles them between 1.0 and 0.0 strength
Change 3026768 on 2016/06/24 by Marc.Audy
Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings
#jira UE-32468
Change 3026802 on 2016/06/24 by Lina.Halper
#Pose Asset work
# additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it
- Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3
- When apply the scale to base, it should multiply [additive scale + 1 ] where additive scale is [targetscale/sourcescale - 1]
- Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp
# pose asset preview fix
- made sure it adds to curve, so you don't have to use delegate to apply
- PreviewOverride is now added to output curve, so we don't have to apply that curve later
- only reason of anim instance delegate is now for normal anim blueprint.
#pose asset change
- Curve extraction happens with ExtractContext, the output curve is stricly output curve
- Pose Asset supports Shrink now, but only shrink if full pose
- Added PoseHandler to handle most of common stuff between different pose nodes
- Still have to work on how to update pose asset - wip
- todo: clean up single node player to handle pose asset in a function
#code review:Martin.Wilson, James.Golding
Change 3026978 on 2016/06/24 by Lina.Halper
- Delete DrivePose Curve type
- Renamed TriggerEvent to DriveAttribute for consistency
- Replaced drive pose to drive attribute
- right now it can't have 0 curve type flags, so everything is DriveAttribute
#code review: James.Golding, Martin.Wilson
Change 3027113 on 2016/06/24 by mason.seay
Test Pose Assets
Change 3027454 on 2016/06/24 by Aaron.McLeran
UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize
https://answers.unrealengine.com/questions/441080/audio-crash.htmlhttp://crashreporter/Crashes/Show/5689478
Change 3027519 on 2016/06/24 by Lina.Halper
Reverted FTransform name change as that causes compile errors due to lack of deprecated messages
- not worth to keep the old functions and add new one
#code review: Martin.Wilson
Change 3027887 on 2016/06/25 by Lina.Halper
Fix clang build warning
Change 3028703 on 2016/06/27 by Lukasz.Furman
gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active
#ue4
Change 3028792 on 2016/06/27 by Lukasz.Furman
compilation fix for gameplay debugger
Change 3028950 on 2016/06/27 by Lukasz.Furman
compilation fix for gameplay debugger
Change 3029003 on 2016/06/27 by Ori.Cohen
Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation
Change 3029019 on 2016/06/27 by Lina.Halper
Update pose from source asset
Change 3029094 on 2016/06/27 by Marc.Audy
If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true.
Change 3029308 on 2016/06/27 by Jeremy.Ernst
-adding test animation for PSD node. Has morphs built in to compare against driver result
Change 3029372 on 2016/06/27 by Marc.Audy
Fix compile error after merge
Also just fix the logic to be explicit rather than using suppression for static analysis warning
Change 3029493 on 2016/06/27 by Ori.Cohen
Move PhysicsAsset.h out of public engine header.
Change 3029550 on 2016/06/27 by Lina.Halper
Fix crash with Nan when additive blending of poses\
Change 3029659 on 2016/06/27 by Aaron.McLeran
Adding new minor feature to add new concurrency mode
- stop by lowest priorty but prevent new rather than stop oldest.
Change 3029673 on 2016/06/27 by Aaron.McLeran
#JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found.
Implementation in CL 3024124
Change 3030470 on 2016/06/28 by Ori.Cohen
Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING
#JIRA UE-32561
Change 3030586 on 2016/06/28 by Lina.Halper
Preview curve fix from anim curve viewer
#code review: Martin.Wilson
Change 3031054 on 2016/06/28 by Aaron.McLeran
#jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework
Change 3031535 on 2016/06/28 by mason.seay
Re-saving concurrency asset
Change 3031691 on 2016/06/28 by Marc.Audy
Fix stat sounds not turning on correctly unless a sort was specified
#jira UE-32597
Change 3031883 on 2016/06/28 by Zak.Middleton
#ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments.
Change 3031898 on 2016/06/28 by Zak.Middleton
#ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes).
#udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html
Change 3032539 on 2016/06/29 by Marc.Audy
Don't destroy AudioDevices before draining audio commands and stopping audio thread
#jira UE-32611
Change 3032633 on 2016/06/29 by Marc.Audy
In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic.
#jira UE-32574
Change 3032644 on 2016/06/29 by Lina.Halper
- Fixed issue where pose node evaluator doesn't show up in the menu with asset
- it showed twice of pose node (none) - jira UE-32358
- Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly
- jira UE-32359
- support create pose menu from create asset - UE-32596
- added create pose asset from current pose
- update source should refresh list - UE-32576
- fixed blendspace to be in the blendspaces category
Change 3032847 on 2016/06/29 by Tom.Looman
Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics.
Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison.
#jira UE-32103
Change 3033124 on 2016/06/29 by Jon.Nabozny
Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated.
#JIRA: UE-13673
Change 3033155 on 2016/06/29 by Lina.Halper
- montage is playing and montage is pure
- made montage parameter to be mostly const (except play), and made it consistently pointer
Change 3033157 on 2016/06/29 by Lina.Halper
Check in missing file
Change 3033456 on 2016/06/29 by Lukasz.Furman
fixed path following changes broken by merge
#ue4
Change 3033956 on 2016/06/30 by bruce.nesbit
PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87)
#test PIE
Change 3034019 on 2016/06/30 by Benn.Gallagher
Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance.
Caveats:
- Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance.
#jira UEFW-1
Change 3034085 on 2016/06/30 by Benn.Gallagher
Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together.
Change 3034162 on 2016/06/30 by Martin.Wilson
Refactor bone reference widget so that selection tree can be used seperately
Change 3034205 on 2016/06/30 by Lina.Halper
#ANIM: fix issue with addiitve blending with non-full weight applying wrong scale
#jira: UE-32643, UE-32593
Change 3034339 on 2016/06/30 by James.Golding
Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab
Change 3034426 on 2016/06/30 by Martin.Wilson
CIS Fix
Change 3034629 on 2016/06/30 by Lina.Halper
Support non-zero curves to be stippred out upon importing
Change 3035863 on 2016/07/01 by Marc.Audy
When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0
#jira UE-31344
Change 3035916 on 2016/07/01 by Jon.Nabozny
Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124
Change 3035973 on 2016/07/01 by Lukasz.Furman
fixed hash function for FRecastDebugPathfindingNode
#ue4
Change 3036024 on 2016/07/01 by Zak.Middleton
#ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache().
Change 3036157 on 2016/07/01 by Marc.Audy
Protect against running commands on game thread when the audio device has already been freed
#jira UE-32611
Change 3036178 on 2016/07/01 by Marc.Audy
Don't bitpack the gamethread specific boolean.
Change 3036906 on 2016/07/04 by bruce.nesbit
Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE)
#tests Compiled
Change 3036929 on 2016/07/04 by James.Golding
UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw
Change 3036930 on 2016/07/04 by James.Golding
UE-30414 Move constraint warnings to Message Log
Change 3036931 on 2016/07/04 by James.Golding
PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus)
Change 3037123 on 2016/07/04 by Ori.Cohen
Added physical animation preview in PhAT as well as physical animation profiles.
Change 3037420 on 2016/07/05 by Jurre.deBaare
Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds)
#jira UE-32771
Change 3037702 on 2016/07/05 by Thomas.Sarkanen
Copying change 3037701 from Release-4.12:
Fixed crash when viewing uncompressed animation
Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor.
#jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona
Change 3037837 on 2016/07/05 by Marc.Audy
sound stats will now still be displayed when creating a new audio device
#jira UE-32743
[CL 3038035 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb None
==========================
MAJOR FEATURES + CHANGES
==========================
Change 3016321 on 2016/06/16 by Ori.Cohen
Refactor constraint instance so that we can easily swap parameters at runtime using profiles.
Change 3016367 on 2016/06/16 by Marc.Audy
Strip #lockdown from changelists as well
Change 3016380 on 2016/06/16 by Martin.Wilson
Fixes for socket copying in Persona (mode to preserve bone attachment & fix for duplicating same socket multiple times)
Change 3016396 on 2016/06/16 by Zak.Middleton
#ue4 - Fix bad call to RemoveAt() in FFinalPostProcessSettings::UpdateEntry() causing potential infinite loop.
#jira UE-32036
Github #2504
Merging using //UE4/Dev-Framework_to_//UE4/Release-4.12 (reversed)
Change 3016477 on 2016/06/16 by Marc.Audy
Fix initialization order compile warning
Actually initialize LastKnownScale
Change 3017624 on 2016/06/17 by James.Golding
- Remove DestructibleActor.h from Engine.h
- Remove SkeletalMesh.h from EnginePrivate.h
Change 3017657 on 2016/06/17 by Benn.Gallagher
PR #2253: Fix UDestructibleComponent::AddImpulseAtLocation (Contributed by mik14a)
#jira UE-29280
Change 3017658 on 2016/06/17 by Benn.Gallagher
PR #1840 fixed generating patch with DestructibleMesh assets (Contributed by Pierdek)
#jira UE-24231
Change 3017661 on 2016/06/17 by Benn.Gallagher
Dynamic space switching for anim dynamics, also exposed a bunch of properties as optional pins.
#jira UEFW-163
Change 3017914 on 2016/06/17 by James.Golding
- Add WITH_EDITORONLY_DATA around ProgressiveDrawingFraction
- Add number of morph targets to SkelMesh asset registry tags
Change 3017915 on 2016/06/17 by James.Golding
Move util to find debugged node from FAnimationViewportClient to UAnimGraphNode_SkeletalControlBase
Change 3017916 on 2016/06/17 by James.Golding
Remove unused FMorphTargetMap struct
Change 3018038 on 2016/06/17 by Aaron.McLeran
UE-32124 Crash when Deleting Concatenator Node while Playing Sound Cue
Change 3018048 on 2016/06/17 by Mieszko.Zielinski
Made GameplayDebugger's HUD toggling persist over tool toggling #UE4
Change 3018068 on 2016/06/17 by Mieszko.Zielinski
Improved navigaiton-related condition in USceneComponent::PostUpdateNavigationData to avoid doing unnecessary work #Orion
Thich change also fixes USceneComponent not working in client-side dynamic navmesh generation
Change 3018529 on 2016/06/17 by Aaron.McLeran
Passing in sendlist on CreateSource for xaudio2 in effort to avoid lag on AMD with CreateSourceVoice
As per this thread:
https://udn.unrealengine.com/questions/298497/xaudio2-setoutputvoices-lag.html
Change 3018907 on 2016/06/18 by James.Golding
UE-32004 Add EngineDefines.h to CameraTypes.h for WORLD_MAX
Change 3019372 on 2016/06/20 by James.Golding
- Initial add of OrientationDriver node
- UI for importing poses from PoseAset not yet working
- Add FQuat::AngularDistance
Change 3019373 on 2016/06/20 by James.Golding
PSD test assets
Change 3019444 on 2016/06/20 by Jurre.deBaare
Added advanced preview scene, this allows specific profiles to be set altering the Persona and Static mesh editor scene
Change 3019565 on 2016/06/20 by Lina.Halper
#anim : prioritize socket name over bone name
#jira : UE-24847
Change 3019712 on 2016/06/20 by Jurre.deBaare
Changed the way the advanced preview tab is spawned for Persona (otherwise would cause a crash in anim graph editor)
Change 3020010 on 2016/06/20 by Aaron.McLeran
Implementing CL 3019996 in Dev-Framework
Proper default LPF values to avoid situation when going to area with no reverb volume
Change 3020067 on 2016/06/20 by Ori.Cohen
Add constraint profiles to physics assets.
Change 3020110 on 2016/06/20 by Lina.Halper
Github PR: mesh merge crash fix
#jira : UE-19569
Change 3020167 on 2016/06/20 by Ori.Cohen
Added the ability to add forces and impulses to all bodies in a skeletal mesh component. Refactored iteration of bodies below in skeletal mesh component.
Change 3020324 on 2016/06/20 by Ori.Cohen
Bring back cone constraint visualization, but with some improvements like colors and free vs locked.
Turn on constraint visualization when drawing a skeletal mesh with constraint show flags.
Change 3020342 on 2016/06/20 by Ori.Cohen
Fix constraint crash when trying to wake up an actor that hasn't been added into the scene yet.
#JIRA UE-32248
Change 3020349 on 2016/06/20 by mason.seay
Resaving material assets
Change 3020400 on 2016/06/20 by Lina.Halper
Disable check single influence on LOD check
- this doesn't seem to appropriate anymore
#code review:Alexis.Matte
Change 3020928 on 2016/06/21 by James.Golding
- Move PSD test assets out of Developer folder
- Add PSD test AnimBP
Change 3021000 on 2016/06/21 by Ori.Cohen
Remove ensure from body instance customization. This is a legit case where owner becomes stale (bp recompile for example)
#JIRA UE-31445
Change 3021017 on 2016/06/21 by Ori.Cohen
Help static analysis
Change 3021045 on 2016/06/21 by Marc.Audy
Fix regression with detachment in AActor::OnRep_AttachmentReplication
#jira UE-32276
[CL 3021299 by Marc Audy in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2975196 on 2016/05/12 by Robert.Manuszewski
Garbage Collector will no longer be responsible for generating class token stream, instead the token stream will be generated on startup or when a class has finished loading.
- This way we can avoid very long GC times after new blueprints have been loaded.
- Temporarily enabled CLASS_TokenStreamAssembled check in development builds (for testing purposes)
Change 2993960 on 2016/05/30 by Robert.Manuszewski
Fixing leaked linkers created by blocking load requests during async loading.
Change 2959398 on 2016/04/28 by Steve.Robb
TMap references are strong and cannot be nulled by pending kill. This makes references in values strong too, even though we only really care about keys, which will corrupt the map when nulled.
#jira UE-20828
Change 2960723 on 2016/04/29 by Graeme.Thornton
Fix for texture asset import data being ignored when async loaded
Change 2960938 on 2016/04/29 by Robert.Manuszewski
Nulling out sql db handle after closing it.
Change 2967127 on 2016/05/05 by Steve.Robb
Move constructors explicitly disabled in generated code.
Change 2967143 on 2016/05/05 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
Change 2967164 on 2016/05/05 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer
Change 2968650 on 2016/05/06 by Steve.Robb
Fix for HotReload copying module manager.
Change 2968915 on 2016/05/06 by Robert.Manuszewski
Fixing spelling of SetImageIntegrityStatus function name.
Change 2970406 on 2016/05/09 by Steve.Robb
Static analysis fixes:
Function uses '...' bytes of stack: exceeds /analyze:stacksize '81940'. Consider moving some data to heap.
Change 2970419 on 2016/05/09 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
warning C6011: Dereferencing NULL pointer '...'.
warning C6385: Reading invalid data from '...': the readable size is '...' bytes, but '...' bytes may be read.
warning C6386: Buffer overrun while writing to '...': the writable size is '...' bytes, but '...' bytes might be written.
Change 2970431 on 2016/05/09 by Steve.Robb
Static analysis fixes:
warning C6299: Explicitly comparing a bit field to a Boolean type will yield unexpected results.
Change 2972032 on 2016/05/10 by Steven.Hutton
Workflow fixes to bugg / crashgroup filtering. Filters should now correctly persist across queries.
Change 2972085 on 2016/05/10 by Steve.Robb
Const-correctness fix for FLogCategoryBase::IsSuppressed.
Change 2972087 on 2016/05/10 by Steve.Robb
ELogVerbosity moved into its own header.
Change 2972090 on 2016/05/10 by Steve.Robb
Redundant ensure removed.
Change 2972103 on 2016/05/10 by Steve.Robb
Removal of redundant use of USING_CODE_ANALYSIS.
Change 2972139 on 2016/05/10 by Steve.Robb
Fix for ensure macros throwing C6326 warnings during static analysis.
Change 2972147 on 2016/05/10 by Steve.Robb
Fix for UE_LOG_ACTIVE macro throwing C6326 warnings during static analysis.
Change 2972162 on 2016/05/10 by Steve.Robb
SCOPE_CYCLE_COUNTER_GUARD removed.
Change 2972168 on 2016/05/10 by Steve.Robb
Compile error fix for logOrEnsureNanError in static analysis builds.
Change 2973084 on 2016/05/10 by Chris.Wood
Crash Report Server performance tweak
Change 2974030 on 2016/05/11 by Steve.Robb
Fix for IPropertyHandle::SetValue - used to take a non-const reference to a const UObject*, now it takes const references to both non-const and const UObject*.
Change 2974053 on 2016/05/11 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
Change 2974191 on 2016/05/11 by Steve.Robb
Fix for template instantiation error in VS2013.
Change 2975298 on 2016/05/12 by Steve.Robb
Static analysis fixes:
warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.
Change 2975318 on 2016/05/12 by Steve.Robb
Fix for hot reload info being reported as warnings.
#jira UE-30586
Change 2975447 on 2016/05/12 by Steve.Robb
Static analysis fixes:
warning C6235: (<non-zero constant> || <expression>) is always a non-zero constant.
warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>. Did you intend to use the bitwise-and operator?
warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>. Did you intend to use the bitwise-and operator?
warning C6285: (<non-zero constant> || <non-zero constant>) is always a non-zero constant. Did you intend to use the bitwise-and operator?
warning C6286: (<non-zero constant> || <expression>) is always a non-zero constant. <expression> is never evaluated and might have side effects.
warning C6289: Incorrect operator: mutual exclusion over || is always a non-zero constant. Did you intend to use && instead?
warning C6316: Incorrect operator: tested expression is constant and non-zero. Use bitwise-and to determine whether bits are set.
Change 2975478 on 2016/05/12 by Steve.Robb
Static analysis fixes for lots of redundant <zero constant> and <non-zero constant> warnings.
Change 2975538 on 2016/05/12 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'StaticResource'
Change 2976640 on 2016/05/13 by Robert.Manuszewski
Fixing crashes caused by token stream generation changes. Making sure the token stream gets re-generated when a class gets re-linked.
#jira UE-30675
Change 2978320 on 2016/05/16 by Steve.Robb
Fix for static analysis warnings in XNA headers.
Change 2978329 on 2016/05/16 by Steve.Robb
Static analysis fixes:
warning C6334: sizeof operator applied to an expression with an operator might yield unexpected results: Parentheses can be used to disambiguate certain usages.
Change 2980222 on 2016/05/17 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'X'.
warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.
Change 2980458 on 2016/05/17 by Chris.Wood
Attempt to fix crash report submission problems from CRP to CR website
[UE-30257] - Crashreports are sometimes missing file attachments
Passing crash GUID so that website can easily check for duplicates in future
Increased request timeout for AddCrash to be longer than website database timeout
Logging retries for future visibility
CRP v.1.1.6
Change 2980639 on 2016/05/17 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'X'.
warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.
Change 2981750 on 2016/05/18 by Steve.Robb
check()s in ContainerAllocationPolicies.h changed to checkSlow()s, as they only exist to check that the container has been written correctly.
Change 2982106 on 2016/05/18 by John.Mahoney
Fixed a crash caused by loading two stat capture files simultaneously in the profiler.
If the user tries to load a capture file while another load is in progress, the previous load is now cancelled and cleaned up before proceeding with the new load.
Made the delegates in FNewStatsReader explicitly specify which profiler instance they are loading data for, instead of relying on the current value of LoadConnection->InstanceId.
This also fixes a crash that occurs when selecting a different capture file in the "Stats dump browser" pane of the profiler (after using Load Folder) while another file is still loading.
Cleaned up some weak pointer usage in the profiler window.
#jira UE-30741
Change 2983366 on 2016/05/19 by Steven.Hutton
Changes for passing crash type directly from CRP to CRW.
Change 2983394 on 2016/05/19 by Steven.Hutton
Minor changes to add crash with more error reporting
Change 2984685 on 2016/05/20 by Robert.Manuszewski
Merging //UE4/Dev-Main @ 2984626 to Dev-Core (//UE4/Dev-Core)
Change 2985143 on 2016/05/20 by Steve.Robb
Missing semi-colons.
Change 2986463 on 2016/05/23 by Steve.Robb
CopyTemp added to make it clear that you want to make a copy (rather than a move, or an accidental copy) at the call site of a function taking rvalue refs.
Change 2986475 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6313: Incorrect operator: zero-valued flag cannot be tested with bitwise-and.
Change 2986476 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6313: Incorrect operator: zero-valued flag cannot be tested with bitwise-and.
Change 2986480 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant
Change 2986515 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6340: Mismatch on sign: 'X' passed as _Param_(N) when some unsigned type is required in call to 'Func'
Change 2986680 on 2016/05/23 by Steve.Robb
Static analysis fixes:
warning C6386: Buffer overrun while writing to 'Ptr': the writable size is 'X' bytes, but 'Y' bytes might be written.
warning C6387: 'Ptr' could be '0': this does not adhere to the specification for the function 'Func'
warning C6031: Return value ignored: 'snprintf'.
warning C6340: Mismatch on sign: 'const unsigned int' passed as _Param_(4) when some signed type is required in call to 'snprintf'.
Change 2986865 on 2016/05/23 by Robert.Manuszewski
Removing redundand AddReferencedObjects functions
Change 2987968 on 2016/05/24 by Robert.Manuszewski
Removing redundant UPROPERTY macros from intrinsic classes.
Change 2987979 on 2016/05/24 by Steve.Robb
Optimization of some FString and FPaths operations to produce fewer temporaries.
Change 2988297 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6287: Redundant code: the left and right sub-expressions are identical.
Change 2988430 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6385: Reading invalid data from 'var': the readable size is 'X' bytes, but 'Y' bytes may be read.
Change 2988461 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6235: (<non-zero constant> || <expression>) is always a non-zero constant.
warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.
warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.
Change 2988464 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6262: Function uses 'X' bytes of stack: exceeds /analyze:stacksize 'Y'. Consider moving some data to heap.
Change 2988494 on 2016/05/24 by Steve.Robb
Static analysis fixes:
warning C6237: (<zero> && <expression>) is always zero. <expression> is never evaluated and might have side effects.
Change 2989411 on 2016/05/25 by Robert.Manuszewski
Splitting GC cluster index and intenral object flags to allow more UObjects in editor builds.
Change 2989429 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6387: '_Param_(X)' could be '0': this does not adhere to the specification for the function 'Func'.
Change 2989982 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6001: Using uninitialized memory 'LODPlanesMin'.
Change 2990018 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6386: Buffer overrun while writing to 'X'
Change 2990077 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6240: (<expression> && <non-zero constant>) always evaluates to the result of <expression>.
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2990114 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6336: Arithmetic operator has precedence over question operator, use parentheses to clarify intent.
Change 2990125 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6239: (<non-zero constant> && <expression>) always evaluates to the result of <expression>.
Change 2990162 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C6294: Ill-defined for-loop: initial condition does not satisfy test. Loop body not executed.
Change 2990193 on 2016/05/25 by Steve.Robb
Static analysis fixes:
warning C28182: Dereferencing NULL pointer. 'type' contains the same NULL value as 'type->base_type' did.
warning C6011: Dereferencing NULL pointer 'Semantic'.
Change 2991006 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C28113: Accessing a local variable dummy via an Interlocked function: This is an unusual usage which could be reconsidered.
Change 2991012 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6031: Return value ignored: 'InitializeCriticalSectionAndSpinCount'.
Change 2991013 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6287: Redundant code: the left and right sub-expressions are identical.
Change 2991016 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.
Change 2991017 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6326: Potential comparison of a constant with another constant.
Change 2991019 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6292: Ill-defined for-loop: counts up from maximum.
Change 2991023 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6322: Empty _except block.
warning C28251: Inconsistent annotation for 'WinMain': this instance has no annotations.
Change 2991070 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C28182: Dereferencing NULL pointer. 'Ptr1' contains the same NULL value as 'Ptr2' did.
Change 2991416 on 2016/05/26 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2992738 on 2016/05/27 by Steve.Robb
Revert changes to FString::MatchesWildcard.
Change 2992916 on 2016/05/27 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2992960 on 2016/05/27 by Chris.Wood
Optimized P4 access in Crash Report Process and MinidumpDiagostics.
Change 2992964 on 2016/05/27 by Steve.Robb
Static analysis fixes:
warning C6011: Dereferencing NULL pointer 'Ptr'.
Change 2993956 on 2016/05/30 by Robert.Manuszewski
Fixing a crash after adding a new C++ class in the editor - made sure new classes have the token stream assembled after hot-reload.
#jira UE-31309
Change 2993977 on 2016/05/30 by Robert.Manuszewski
Don't wait for all packages to finish loading before PostLoading those which already have.
Change 2994206 on 2016/05/31 by Robert.Manuszewski
PR #2429: Three bug fixes required for script support to work properly (Contributed by pluranium)
#lockdown Nick.Penwarden
[CL 2996251 by Robert Manuszewski in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2976484 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: nick.atamas
Added queueing to HUD Alerts so they don't clobber each other.
Added input visualization so that keys show up in game.
SRichTextBlock/UOrionRichTextBlock now have a MinDesiredWidth
#test PIE
#ROBOMERGE-SOURCE: CL 2976474 in //Orion/Release-0.26/... via CL 2976481 via CL 2976482 via CL 2976483
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2976256 on 2016/05/12 by Zak.Middleton
#ue4 - Fix for shipping build.
#tests compiled
Change 2976205 on 2016/05/12 by Zak.Middleton
#ue4 - (Merge 2957866) Add MaxDepenetration for characters against geometry and pawns.
#tests MP PIE PlayGo
(Merging CL 2957866 using Framework->DevGeneral)
Change 2976166 on 2016/05/12 by Daniel.Lamb
Cooking optimziation to unsolicited markup saves 150 seconds paragon cook time.
#test Cook paragon
Change 2976161 on 2016/05/12 by Zak.Middleton
#ue4 - Make sure LastUpdateLocation, Rotation, and Velocity are updated on client and server error corrections. ForcePositionUpdate should call PerformMovement regardless of velocity (there may be root motion or gravity effects).
#tests PIE MP w/ real-world networking
Change 2976092 on 2016/05/12 by Mieszko.Zielinski
Modified adding dynamic subtrees to BT component so that we get a log info if it fails #UE4
#test golden path
Change 2976001 on 2016/05/12 by Robert.Manuszewski
Don't log to memory on dedicated servers
#jira UE-30693
#test Cooked dedicated server and client
Change 2975855 on 2016/05/12 by Lukasz.Furman
fixed behavior tree serialization spawning duplicates of task services
#tests BT editor
Change 2975706 on 2016/05/12 by Daniel.Lamb
Fixed redirect collector stats.
#test Compile
Change 2975636 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge DUI @ CL 2975557
#RB:none
#Tests:none
[CodeReviewed]: matt.schembari, kerrington.smith, tony.oliva, jaymee.stanford, mona.huang, alex.conner, jacob.lawyer, paul.shank
#ROBOMERGE-SOURCE: CL 2975635 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975592 on 2016/05/12 by Zak.Middleton
#ue4 - Add stat for SetHitResultFromShapeAndFaceIndex().
#tests PIE
Change 2975589 on 2016/05/12 by Zak.Middleton
#ue4 - Avoid filling temp variable unless in Editor builds. It's only used later in the function in Editor builds.
#tests PIE
Change 2975588 on 2016/05/12 by Zak.Middleton
#ue4 - Minor tweak to avoid array read each loop iteration.
#tests PIE
Change 2975587 on 2016/05/12 by Zak.Middleton
#ue4 - Add "IsPlayerController()" function to AController. Variable already existed, just wasn't exposed.
#tests PIE
Change 2975504 on 2016/05/12 by Daniel.Lamb
Remove new stats system because it broke build.
#test cook paragon
Change 2975500 on 2016/05/12 by Daniel.Lamb
Enable redirect timers so I can get stats from build machines.
#test cook paragon.
Change 2975367 on 2016/05/12 by Jason.Bestimt
#ROBOMERGE-AUTHOR: david.nikdel
#OGF #CatalogService #OSS #Localization
- Flush the cached offers/items in CatalogServiceMcp when the culture changes since they contain localized text
- Flush the cached virtual catalog offers/items in McpCatalogHelper when the culture changes since they contain localized text
- Replaced SetForceCatalogRefresh with ClearCache per CR with SamZ (will require Launcher fixup)
[CodeReviewed]: Sam.Zamani, Matt.Kuhlenschmidt
#RB: Sam.Zamani
#TESTS: storefront w/ language change
#ROBOMERGE-SOURCE: CL 2975366 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2975209 on 2016/05/12 by Simon.Tovey
Fixed initialization order warning.
#tests none
Change 2975200 on 2016/05/12 by Simon.Tovey
Translucency GPU time stats for automation.
Refactored separate translucency gpu timer to more general helper class and used it to also time regular translucency.
Feeding both of these into a stat to help art identify poorly performing VFX for more detailed investigation.
There are occasional spikes when the GPU is starved but overall the data out seems good.
#tests GoldenPath, Editor, Auto downsampling works, new stat produces reasonable data.
Change 2974984 on 2016/05/11 by Mieszko.Zielinski
Fixed a bug in graph-a-star heuristics' calculation #UE4
#test golden path
Change 2974916 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2974578
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2974915 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974869 on 2016/05/11 by Ben.Marsh
BuildGraph: Add a MergeTelemetryWithPrefix="..." parameter to the <Command> task which allows merging the telemetry data from a child UAT run, adding a given prefix to all the key names.
#tests none
Change 2974673 on 2016/05/11 by Mieszko.Zielinski
Fix to BT not stopping if "StopTree" called while BT was waiting for a task to latently abort #UE4
(change by ?ukasz.Furman)
#test golden path
Change 2974581 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
Merged CL 2974565 from Release-.26 -> Main:
Fixed loc region not saving in shipping builds
Partially fixed store not refreshing when changing regions. Real money currency items are pending additional fixes
#ROBOMERGE-SOURCE: CL 2974578 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974444 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Reimplement support for specifying BuildPatchTool version used in chunking
This is now possible after Ben Marsh's fix to BuildGraph with CL 2974407.
#tests none
#ROBOMERGE-SOURCE: CL 2974441 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974408 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: ben.marsh
BuildGraph: Fix support for variable expansion in user-defined enum types. Enums in the schema are now represented as the union of valid values and a regex matching a balanced property expansion string, which still validates/autocompletes cleanly in Visual Studio.
#tests none
[CodeReviewed] Richard.Fawcett
#ROBOMERGE-SOURCE: CL 2974407 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974392 on 2016/05/11 by Daniel.Lamb
Optimizing resolve string asset reference resolution.
Added timing stats (disabled by default).
#test Cook paragon.
Change 2974349 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Back out changelist 2974298. An issue with the BuildGraph system has prevented this change from working on the build farm.
#tests none
#ROBOMERGE-SOURCE: CL 2974347 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974299 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: richard.fawcett
Add support for chunking builds with the pre-release version of BuildPatchTool.
#tests None. This code will be tested by creating a build on the build farm immediately after submission.
#ROBOMERGE-SOURCE: CL 2974298 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2974277 on 2016/05/11 by Lina.Halper
Fix up of retargeting when it skips replacing nested reference
#tests: retargeting anim BP
Change 2974210 on 2016/05/11 by Bart.Bressler
Merging Oodle changes from Dev-Networking
Change 2939167 on 2016/04/10 by John.Barrett
Updated packet bit termination code, so that both UNetConnection's and the PacketHandler use a termination bit (required for both PacketHandler/UNetconnection, as HandlerComponent's such as Oodle, are byte-aligned and do not preserve packet bit size).
Added new 'stat packet' stats group, for tracking reserved packet bits.
Added '-NoPacketHandler' commandline parameter, for disabling the PacketHandler and all HandlerComponent's (including stateless handshake) - restoring netcode to pre-PacketHandler state.
Removed PacketHandler 'packet overhead' method of packet bit size calculation - replaced with termination bit. Still partially used for reserving bits within packets (but renamed to avoid conflict with other 'PacketOverhead' variable).
Refactored/consolidated some PacketHandler code. Added more stringent bounds checking on packet sizes.
Change 2939168 on 2016/04/10 by John.Barrett
Updated Oodle to support new packet bit-termination code.
Added Oodle protocol support for selective packet compression (packets can now be sent uncompressed - game code will require a hook for this) - required for new bit-based netcode (Oodle outputs byte-aligned data, allowing compressed data to exceed size of uncompressed data - and thus, maximum packet size if not sent uncompressed - in rare edge cases).
Added '-CompressionTest' commandline parameter to Oodle dictionary generation commandlet, which reserves a portion of captured packets, for determining the compression savings percentage.
Added '-OodleDebugDump' commandline parameter, which disables normal dictionary generation, and converts packet captures into a .bin file, which is compatible with the Oodle 'example_packet.cpp' code.
Added temporary security bandaids to Oodle code, based on report that Luigi Auriemma put together, which deals with potential weaknesses in the Oodle API
Added 'stat oodle' stats for tracking failed attempts at compressing packets.
Change 2942964 on 2016/04/10 by Ryan.Gerleve
Fix broken indentation/formatting
Change 2958260 on 2016/04/27 by Bart.bRessler
Add branch name and changelist to oodle packet capture filenames.
Change 2964360 on 2016/05/03 by John.Barrett
Updated Oodle to support using a dictionary and capturing packets at the same time.
The dictionary is now always loaded, if specified, and whenever -OodleCapturing is on the commandline, packets are captured alongside the active dictionary.
Added several debug commands, to aid with testing compression performance (not QA-ready; only works with 1 player on a server):
"Oodle Compression On/Off" - enables/disables packet compression (but still decompresses received compressed packets)
"Oodle Dictionary Unload/Load" - unloads/loads the dictionary files, to allow releasing the files for dictionary generation, and reloading the new dictionary.
"Oodle Capture On/Off" - Enables/Disables packet capturing at runtime - requires '-OodleCapturing' on commandline.
"Oodle ResetStats" - resets the 'stat oodle' stat counters.
The NetcodeUnitTest plugin should be enabled, so that these commands can automatically execute on the server as well, as needed.
Change 2964553 on 2016/05/03 by Bart.Bressler
Add process ID to oodle capture filenames
Change 2966247 on 2016/05/04 by John.Pollard
Oodle 2.1.5 SDK
Change 2968761 on 2016/05/06 by Bart.Bressler
- Added changelist number as parameter to most command line tasks to filter captures by their changelist number (use "all" to get everything)
- Moved a bunch of the file searching/processing code outside of the tasks themselves so that the tasks all just operate to an array of capture files, this makes it easier to create new command line options
- When looking for capture files, we will now recursively search subdirectories
Change 2970529 on 2016/05/09 by Bart.Bressler
Add an optional "CapturePercentage" command line parameter that has a percentage chance of generating capture files per connection
Change 2970874 on 2016/05/09 by Bart.Bressler
- Turn on OODLE_DEV_SHIPPING in the Orion server shipping config so that captures can be generated in shipping builds
- Link to version 215 of oodle
Change 2971233 on 2016/05/09 by Bart.Bressler
Update Oodle DLLs in Orion
Change 2971362 on 2016/05/09 by Bart.Bressler
Create script for building an oodle dictionary out of capture files in an arbitrary location
Change 2972176 on 2016/05/10 by Bart.Bressler
Update oodle references to version 215 in OodleHandlerComponent.Build.cs
#tests used solo vs. ai to test oodle captures and using them
Change 2974035 on 2016/05/11 by Simon.Tovey
Adding fx.ParticleCollisionIgnoreInvisibleTime to replace hard coded time.
This is the time a PSC needs to be invisible for to have all it's collisions ignored.
This is potentially the cause of a bug Tim et al are seeing.
#tests Editor, Can be used to repro/fix the issue.
Change 2973985 on 2016/05/11 by Lina.Halper
Retargeting fix with editor saving issue
#tests: retargeting
Change 2973695 on 2016/05/11 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2973469
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2973694 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2973679 on 2016/05/11 by Graeme.Thornton
UAT parameter -signedpak now no longer implies -pak
#tests win64 cooked client. checked that pak generation works as expected through project launcher
Change 2973588 on 2016/05/11 by Simon.Tovey
OR-21033 - Get physical material from particle collision event exposed in Cascade / Blueprint
Particles can now receive collision events selectively based upon the phyisics material of the hit.
Physics material is passed through the event and can be accessed in BPs.
The Event Receiver Spawn node also now has an array of Allowed and Banned phys materials.
#tests Editor and game. Coudln't test cooked as having unrelated crashes in cooked games. Shouldn't be any cooked/uncooked issues here.
Change 2973394 on 2016/05/11 by bruce.nesbit
Fixed couple of shadow vars
#tests compiled
Change 2973335 on 2016/05/11 by Andrew.Grant
Warning fix
#tests compiled
Change 2973308 on 2016/05/10 by Dmitry.Rekman
Add "unplayable condition" reporting.
- The server will report an unplayable condition by creating a local file (under Saved).
- An external script can possibly notice this and, applying its own logic on % of servers reporting it, profile or shutdown the whole machine.
- Report file is to be deleted by an external script.
#tests Compiled and ran Linux server, subjected it to various hitches.
Change 2973235 on 2016/05/10 by Zak.Middleton
#ue4 - Removed allocs after initial spawn from client saved move processing in character movement.
#tests PIE multiplayer w/ Bots
Change 2973157 on 2016/05/10 by Olaf.Piesche
Merging CL 2973112 from //UE4/Dev-Rendering->//Orion/Dev-General
Providing particle source and target for beam emitters
#tests editor game PC
Change 2972715 on 2016/05/10 by Jason.Bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 26 @ CL 2972681
#RB: none
#Tests:none
#ROBOMERGE-SOURCE: CL 2972712 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2972678 on 2016/05/10 by Mieszko.Zielinski
Fixed babysitter bot not avoiding enemy towers when pathfinding back to base #Orion
#jira OR-18590
#test golden path
Change 2972595 on 2016/05/10 by Lina.Halper
Animation Retargeting fix for blendspaces
#code review: Benn.Gallagher, Martin.Wilson
#tests: retargeting anim BP
Change 2972282 on 2016/05/10 by Daniel.Lamb
Optimized string asset reference resolution slightly to help get back missing 10 minutes from paragon cook.
#test cook paragon.
Change 2972260 on 2016/05/10 by Laurent.Delayen
Fixed crash in UCharacterMovementComponent::HasRootMotionSources().
#tests Chains pull not crashing anymore.
Change 2972241 on 2016/05/10 by Frank.Fella
UMG - Fixes for material animation copied from 4.12.
#RB Matt K.
#TESTS Struct materials can now be animated and animated materials are named nicely.
Change 2971643 on 2016/05/09 by Dmitry.Rekman
Add reporting of "zero load" frame times (OR-21035).
- Added a thread that does nothing but sleeps and counts how often it missed the target FPS.
- Added an analytics event ServerZeroLoadFrameTimeDistribution that is sent at the end of the match.
- Server only.
#tests Compiled and ran Linux server on a compatible content, played few matches in a row.
Change 2971544 on 2016/05/09 by Ben.Marsh
EC: Use a full path to the telemetry file, to account for UAT switching directories.
Change 2971532 on 2016/05/09 by Wes.Hunt
Alter the cook stats hierarchical profile data to reflect the latest cook changes.
#tests none
Change 2971527 on 2016/05/09 by Ben.Marsh
UAT: Move telemetry object into CommandUtils, so we can add stats from anywhere.
#tests none
Change 2971461 on 2016/05/09 by David.Ratti
Fix issues with mesh swap skins:
-Front end intro animations not playing
-In game spawn animations not playing
-Some attachment weirdness (twinblast)
#tests golden path
Change 2971460 on 2016/05/09 by David.Ratti
Fallback to Target actor if there is no instigating actor in the GAmeplayCue parameters when determining if we should play "local only" effects
#tests pie
Change 2971364 on 2016/05/09 by Ben.Marsh
EC: Add support for adding custom telemetry data from UAT scripts, which gets piped through to the trends panel in EC.
#tests none
Change 2971245 on 2016/05/09 by Dmitry.Rekman
Add a "hitchhunter" log message to catch hitches while sleeping.
#tests Compiled and ran Linux server on a compatible content.
Change 2971196 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2971139
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2971168 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Coil/Audio/Body/Pixie_Cranking_Loop_Cue.uasset - can't branch exclusive file already opened
#CodeReview: david.nikdel, jason.bestimt
Change 2971113 on 2016/05/09 by Dmitry.Rekman
UdpMessaging: Fixed broken filters for when to enable UDP transport.
- Redoing MaxP's change from Dev-Sequencer (CL 2963357).
- Reduces number of threads spawned by the server.
#tests Compiled Linux server, ran it on a compatible content.
Change 2971040 on 2016/05/09 by jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2970990
#RB:none
#Tests:none
[CodeReviewed]: jon.lietz
#ROBOMERGE-SOURCE: CL 2971027 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2970555 on 2016/05/09 by Ben.Marsh
BuildGraph: Only show warnings and errors for the SavePackage log during cooks. Prevents redundant display of information that's already in the Cook log.
#tests preflight here: https://ec-01.epicgames.net/commander/link/jobDetails/jobs/6443796
Change 2970507 on 2016/05/09 by David.Ratti
Support for linking passive abilities to a key binded ability. E.g., allow a passive ability to be unlocked and leveled up in step with a key binded ability.
Cleaned up the TryLevel/CanLevelUp code a bit: moved to Orion Ability System Component
#tests pie
Change 2970414 on 2016/05/09 by Graeme.Thornton
Don't take a copy of the child tags array when doing UGameplayTagsManager::FindTagNode, just take a const&
#tests win64 client golden path
Change 2969729 on 2016/05/06 by Mieszko.Zielinski
Fixed a dumb mistake in a conditional expresion in UNavigationQueryFilter::GetQueryFilter #UE4
#test golden path
Change 2969675 on 2016/05/06 by Mieszko.Zielinski
Implemented "meta navigation filter" that can fetch a filter class based on given agent #UE4
Added NavFilter_AIControllerDefault that fetched DefaultNavigationFilter from AIController
Reverted hack-feature that supplied same functionality to EQS
#test golden path
Change 2969652 on 2016/05/06 by Michael.Noland
HLOD: Changed UI gating code so that whether or not a LOD Actor is valid is based on the presence of at least two static mesh components, rather than at least two actors (to improve handling when including BPs)
- Repurposed HasValidSubActors for this check, and introduced HasAnySubActors() for the existing uses as this better matches the intent of how the function was used
#tests Added a single BP containing 7 mesh components to a new ALODActor and verified that it allowed a proxy to be generated
Change 2969651 on 2016/05/06 by Michael.Noland
Simplygon: Added time taken for simplygon mesh reduction to the log message
#tests Simplified a LOD cluster and inspected the log
Change 2969604 on 2016/05/06 by Uriel.Doyon
Changed default value to true for UParticleModuleVectorFieldLocal::bUseFixDT.
#tests confirmed that default value has changed for old assets, while allowing override.
Change 2969418 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
Fixed unconverted char string being passed as part of build info
#tests ran & verified patch check passes
#ROBOMERGE-SOURCE: CL 2969417 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968817 on 2016/05/06 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2968572
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2968813 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2968383 on 2016/05/05 by Mieszko.Zielinski
Added "default navigation filter" to AIController #UE4
Also, made EQS take advantage of that
#test golden path
Change 2968225 on 2016/05/05 by John.Pollard
Add sanity checks and more info to help track down possible memory corruption
#tests Networking, replication
Change 2967903 on 2016/05/05 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2967827
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2967902 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2967899 on 2016/05/05 by Lina.Halper
Merged change of 2956152
Remove invalid ensure - this didn't work if you have composite inside.
#tests: none
Change 2967870 on 2016/05/05 by Andrew.Grant
Fix for OR-20731 (gamever crashes client)
#tests gamever at console with -game
Change 2967606 on 2016/05/05 by Wes.Hunt
Tweaked output log message for HTTP module shutdown.
#tests none
Change 2967359 on 2016/05/05 by Wes.Hunt
HttpManager will log outstanding requests on shutdown so people can debug shutdown issues and ensure their requests get flushed properly. Also changed default LogHttp logging level to display so these messages can be shown by default without using warning level.
#tests ran editor build and queued up an event using the console command, then quit immediately. the log indeed showed that HttpManager had to wait at least 0.5 seconds for the request to complete.
Change 2966987 on 2016/05/05 by Dmitry.Rekman
Fix editor build.
#tests Compiled Win64 editor.
Change 2966977 on 2016/05/05 by Dmitry.Rekman
Added collecting and reporting periodic server frame time distribution.
- Added generic FHistogram class and necessary analytic events.
- Also added reporting hostname (OR-20842).
#tests Built Linux server and ran a few matches on a compatible content.
Change 2966920 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2966805
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2966919 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2966778 on 2016/05/04 by Michael.Noland
Rendering: Fixed shadow variable warning in GPUProfiler
#tests Compiled and tested GPUProfiler command
Change 2966769 on 2016/05/04 by Mieszko.Zielinski
Fixed GraphAStar not resetting the output path before fillinf it with results #UE4
#test golden path
Change 2966704 on 2016/05/04 by Michael.Noland
Rendering: Added triangle and draw call summaries to ProfileGPU output, broken up by asset and material
- This is controlled by r.ProfileGPU.PrintAssetSummary, which defaults to 1, but you really need r.ShowMaterialDrawEvents 1 enabled as well for a complete picture
- It can also output a summary line for speciifc asset names using a comma separated list in r.ProfileGPU.AssetSummaryCallOuts (e.g., "LOD,HeroName")
#tests Used ProfileGPU a number of times
Change 2966696 on 2016/05/04 by Michael.Noland
Engine: Embedded FPS chart preamble/postamble/row .html files into ChartCreation.cpp to permanently solve packaging woes
#tests Tested FPS charts in an uncooked and cooked build
#jira OR-19713
Change 2966336 on 2016/05/04 by Lukasz.Furman
fixed jungle minions unable to reach spawn locations when camp resets
#jira OR-20700
#tests jungle camp POC
Change 2965948 on 2016/05/04 by David.Ratti
Changes to how passive abilities activate
-Passives now continually try to activate by default rather than only on spawn
Support for Status.Immortal
-Prevents death, fies AbilityTriggerEvent.ImmortalProc when this happens.
-Clamps health to 1.
Fixed bug in muriel passive where ShieldHealthRegen would be left in the world where muriel died.
Fixed bunch of crap in GA_OnSpawn that was causing desync on client at start of match
#tests multi pie
Change 2965870 on 2016/05/04 by Ryan.Gerleve
Duplicated fix from Release-4.12 by marc.audy, CL 2960819:
Owned components are once again referenced by their Owning actor for GC purposes
#jira UE-29131
#tests golden path
Change 2965798 on 2016/05/04 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2965789
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2965796 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2965220 on 2016/05/03 by Dmitry.Rekman
Log instance id and system id (OR-20782).
- These ids get reported in multiple analytics events, having them logged is helpful for quickly mapping events to the log file.
#tests Compiled Linux server, ran on compatible client.
Change 2964907 on 2016/05/03 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2964858
#RB:none
#Tests:none
Change 2964530 on 2016/05/03 by Laurent.Delayen
Renamed GetSlotRootMotionWeight to GetSlotNodeGlobalWeight and made it double buffered to it's safe to access anytime.
Added GetSlotMontageGlobalWeight() to get the Global Weight of a montage being played on a Slot. (Also double buffered).
Added GetInstanceMachineWeight() to get Global Weight of a State Machine in the AnimGraph. (Also double buffered)
Added FAnimInstanceProxy::GetStateMachineIndexAndDescription to avoid searching through the AnimNodeProperties twice.
#tests Chains full feature system in PIE.
Change 2964498 on 2016/05/03 by Frank.Fella
DecalComponent - Fix visibility so that it behaves like other scene components with regard to the editor visibility, component visibility, and actor hidden in game flags.
#RB Andrew Rodham
#TESTS Visibility for decals works like other scene components in the editor, and their visibility can now be animated properly by sequencer.
Change 2964428 on 2016/05/03 by Benn.Gallagher
Fixed stale clothing chunk/section references after container realloc in editor
#tests editor
Change 2964316 on 2016/05/03 by bruce.nesbit
Banner revisions
Banners now use components for various banner items
Banners can now be enabled when killing a hero.
#tests PIE+Game
Change 2964187 on 2016/05/03 by Jon.Lietz
Speeding up the tag count check in UAbilitySystemComponent::RegisterAndCallGameplayTagEvent()
- Remove the call to GetAggregatedStackCount and creating a FGameplayEffectQuery every time we call RegisterAndCallGameplayTagEvent
- Added GetTagCount to the UAbilitySystemComponent that will call GetTagCount on the GameplayTagCountContainer
#RB DanY
#tests JIP shadow pad still works.
Change 2964136 on 2016/05/03 by Laurent.Delayen
Fix crash while switching tabs using Persona.
#tests not crashing anymore.
Change 2964083 on 2016/05/03 by jason.bestimt
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 25.2 @ CL 2963929
[CodeReviewed]: andrew.grant
HTTP Manager has larger stack size (1024)
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2964080 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2963771 on 2016/05/02 by Nick.Atamas
Setting a desired size scale invalidates layout and volatility.
#test none
Change 2963555 on 2016/05/02 by Rob.Cannaday
Fix PS4 Orion players being able to whisper chat with non-Orion players
#jira OR-20626
#tests chat with launcher, fortnite
Change 2963387 on 2016/05/02 by Laurent.Delayen
Added GatherDebugData to FABRIK node.
#tests showdebug animation works on Chains now.
Change 2963331 on 2016/05/02 by Jon.Lietz
fixing compile error, dont need the clamp just the ternary on the EventType and pass down the tag count or 1.
#RB none
#tests compiles
Change 2963106 on 2016/05/02 by Rob.Cannaday
Increase HTTP thread's stack size to 128k
We discovered a stack overflow when the stack size was 64kb in LavasoftTcpService64.dll (Ad-Aware's Lavasoft Web Companion)
#tests log in
Change 2963047 on 2016/05/02 by Jon.Lietz
OR-20206 for JIP we need to call the bound function if we already have the tag on reconnect.
- adding a new function in UAbilitySystemComponent, RegisterAndCallGameplayTagEvent this will bind the passed in delegate and if the ability system has that tag already will execute the delegate.
#RB Dave.Ratti
#test shadow pad, slow, stun and root still trigger and trigger for JIP players.
Change 2962836 on 2016/05/02 by jason.bestimt
#ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Duplicating 2961899 - Fix minimal code builds for Linux not overwriting files
[CodeReviewed] Ben.Marsh
#ROBOMERGE-SOURCE: CL 2962812 in //Orion/Release-0.24.2/... via CL 2962830 via CL 2962833 via CL 2962834 via CL 2962835
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2962570 on 2016/05/02 by Jason.Bestimt
#ORION_MAIN - Merge MAIN @ CL 2962544
#RB:none
#Tests:none
Change 2962552 on 2016/05/02 by Ben.Marsh
Avoid output of warnings containing the string "error:" (and causing the EC post processor to fail the build) if posting build info has a human-readable error message instead. Output should probably be changed to parse out/sanitize the actual failure message if it's meant to retry and succeed, but this will stop failures caused by multiple builds being posted with the same build version.
#tests none
Change 2962506 on 2016/05/02 by Ben.Marsh
Add a version string to identify a given build (FApp::GetBuildVersion()/BUILD_VERSION) which is distinct from the engine version. Defaults to <Escaped Branch Name>-CL-<Changelist>, but can be overriden by specifying a -Build=... argument to UpdateLocalVersion or the "Build" attribute to the SetVersion BuildGraph task.
#tests Preflighted Win64 client/server build (P:\Builds\Orion\++Orion+Dev-General-CL-2962228-PF-2945494-6398155-PF-2945494-6398155) and loaded into Agora. Checked that version strings appear correctly in generated executables.
Change 2962228 on 2016/04/30 by Dmitry.Rekman
Move processing HTTP requests into separate thread (OR-20723).
- First iteration of the implementation, pending implementing feedback.
- Adds a separate thread for CurlHttp where actual processing is performed.
- Coded by RobC, post-processed by me.
#tests Compiled Linux server and Windows client, ran them on compatible content, played a match.
Change 2961899 on 2016/04/29 by Ben.Marsh
BuildGraph: Fix minimal Linux server builds not overwriting the existing executables, by adding an "Overwrite" parameter into the staging task. Windows exe-only patches already happen to bypass this bug by deleting the Binaries/Win64 directory (designed to remove any configurations that weren't built this time), but could still fail if changes had been made to some other staged binaries.
#tests preflighted code-only build against DG CL 2960870 and compared output (P:\Builds\Orion\++Orion+Dev-General-CL-2961878-PF-2961895-6393603)
Change 2961587 on 2016/04/29 by Daniel.Lamb
Redirector doesn't fire callback if it fails to be loaded.
#test Cook orion.
Change 2961458 on 2016/04/29 by Wes.Hunt
Cooker Stats improvements. Also removed some old UBT telemetry that was not being used.
#tests many cooks of orion
Change 2961136 on 2016/04/29 by Daniel.Lamb
Readded caching of platform data into postload of materials.
#test Cook paragon.
[CL 2979220 by Ben Marsh in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2945310 on 2016/04/15 by Jon.Nabozny
Fix UI locking Angular Rotation Offset for PhysicsConstraintComponents when the motion is for axes is Free or Locked.
#JIRA UE-29368
Change 2945490 on 2016/04/15 by Jon.Nabozny
Remove extraneous changes introduced in CL-2945310.
Change 2946706 on 2016/04/18 by James.Golding
Checkin of slice test assets
Change 2947895 on 2016/04/19 by Benn.Gallagher
PR #2292: Use ref instead of copy in FAnimNode_ModifyBone::EvaluateBoneTransforms (Contributed by MiKom)
#jira UE-29567
Change 2947944 on 2016/04/19 by Benn.Gallagher
Fixed a few extra needless bone container copies
Change 2948279 on 2016/04/19 by Marc.Audy
Add well defined Map and Set Property names
Change 2948280 on 2016/04/19 by Marc.Audy
Properly name parameters
Change 2948792 on 2016/04/19 by Marc.Audy
Remove unused ini class name settings
Change 2948917 on 2016/04/19 by Aaron.McLeran
UE-29654 FadeIn invalidates Audio Components in 4.11
Change 2949567 on 2016/04/20 by James.Golding
- Add SliceProceduralMesh utility to UKismetProceduralMeshLibrary. It will slice the ProcMeshComp with a plan, including simple collision geom, and optionally create cap geometry, and create an addition ProceduralMeshComponent for the other half
- Add support for simple collision on ProceduralMeshComponent, and added bUseComplexAsSimpleCollision to allow it to be used
- Move GeomTools.h and .cpp from Editor to Engine module, so it can be used at runtime. Also move utils into an FGeomTools namespace.
- Add GetSectionFromStaticMesh and CopyProceduralMeshFromStaticMeshComponent utilities to UKismetProceduralMeshLibrary
- Expose UStaticMesh::GetNumLODs to BP, and add BP exposed UStaticMesh:: GetNumSections function
Change 2950482 on 2016/04/20 by Aaron.McLeran
FORT-22973 SoundMix Fade Time not fading audio properly
- Bug was due to bApplyToChildren case where the FSoundClassAdjuster wasn't getting the interpolated value before calling RecursiveApplyAdjuster in the case of non-overriden sound mixes.
Change 2951102 on 2016/04/21 by Thomas.Sarkanen
Un-deprecated blueprint functions for attachment/detachment
Renamed functions to <FuncName> (Deprecated).
Hid functions in the BP context menu so new ones cant be added.
#jira UE-23216 - "Snap to Target, Keep World Scale" when attaching doesn't work properly if parent is scaled.
Change 2951173 on 2016/04/21 by James.Golding
Fix cap geom generation when more than one polygon is generated
Fix CIS warning in KismetProceduralMeshLibrary.cpp
Change 2951334 on 2016/04/21 by Osman.Tsjardiwal
Add CapMaterial param to SliceProceduralMesh util
Change 2951528 on 2016/04/21 by Marc.Audy
Fix spelling errors in comments
Change 2952933 on 2016/04/22 by Lukasz.Furman
fixed behavior tree getting stuck on instantly finished gameplay tasks
copy of CL# 2952930
Change 2953948 on 2016/04/24 by James.Golding
Put #if WITH_EDITOR back into FPoly::Triangulate to fix non-editor builds (FPoly::Finalize not available in non-editor)
Change 2954558 on 2016/04/25 by Marc.Audy
Make USceneComponent::Attach* members private and remove deprecation messages and pragmas disabling/enabling deprecation throughout SceneComponent.h/cpp
#jira UE-29038
Change 2954865 on 2016/04/25 by Aaron.McLeran
UE-29763 Use HMD audio device only in VR preview mode, not for other PIE session types.
Change 2955009 on 2016/04/25 by Zak.Middleton
#ue4 - Wrap call from UCharacterMovementComponent::PostPhysicsTickComponent() to UpdateBasedMovement() in a FScopedMovementUpdate to accumulate moves with better perf.
Change 2955878 on 2016/04/26 by Benn.Gallagher
[Epic Friday] - Added spherical constraints to anim dynamics
Change 2956380 on 2016/04/26 by Lina.Halper
PR #2298: Step interpolation for UAnimSequence (Contributed by douglaslassance)
Change 2956383 on 2016/04/26 by Lina.Halper
Fixed to match coding standard
Change 2957866 on 2016/04/27 by Zak.Middleton
#ue4 - Add max depenetration distance settings for CharacterMovementComponent. Add controls to throttle logging when character is stuck in geometry so it doesn't spam the log.
- Depenetration settings are separated based on whether overlapping a Pawn versus other geometry, and furthermore by whether the Character is a proxy or not. Simulated proxies typically should not depenetrate a large amount because that effectively ignores the server authoritative location update.
- "Stuck" logging is controlled by the console var "p.CharacterStuckWarningPeriod". Set to number of seconds between logged events, or less than zero to disable logging.
#tests QA-Surfaces multiplayer, walking in to moving objects and pawns.
Change 2957953 on 2016/04/27 by Aaron.McLeran
UE-30018 Fixing up audio component ref-counting to prevent triggering notifications when an audio component is still active after a sound finishes playing.
Change 2958011 on 2016/04/27 by Jon.Nabozny
CalcAABB wasn't properly accounting for current transform on Convex elements, causing bad results.
#JIRA UE-29525
Change 2958321 on 2016/04/27 by Lukasz.Furman
path following update pass, added flags to request result, fixed AITask stacking vs scripted/BP move requests
Change 2959506 on 2016/04/28 by Aaron.McLeran
PR #2330: Fix for ambient sounds not stopping when active and told to play again (Contributed by hgamiel)
Change 2959686 on 2016/04/28 by Marc.Audy
Correctly handle multiple viewpoints when significance is being sorted descending
Change 2959773 on 2016/04/28 by Marc.Audy
Fix shadowing warning
Change 2959785 on 2016/04/28 by Aaron.McLeran
UE-30083 Sound concatenator node doesn't progress if child nodes don't produce wave instances
Change 2960852 on 2016/04/29 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2960738
Change 2960946 on 2016/04/29 by Marc.Audy
Fix post merge compile error
Change 2962501 on 2016/05/02 by Marc.Audy
Remove interim GetMutableAttach accessors and use the variables directly now that they are private
Change 2962535 on 2016/05/02 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2962478
Change 2962578 on 2016/05/02 by Marc.Audy
Switch ObjectGraphMove to using UserFlags instead of custom move data
Change 2962651 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2962662 on 2016/05/02 by Lukasz.Furman
deprecated old implementation of gameplay debugger
#jira UE-30011
Change 2962919 on 2016/05/02 by Marc.Audy
VS2015 shadow variable fixes
Change 2963475 on 2016/05/02 by Mieszko.Zielinski
Made SimpleMoveToLocation/Actor not reset velocity if agent not already at goal #UE4
#jira UE-30176
Change 2964098 on 2016/05/03 by Marc.Audy
Spelling fix
Change 2964099 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964156 on 2016/05/03 by Marc.Audy
VS2015 shadow variable fixes
Change 2964272 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable fixes
Change 2964395 on 2016/05/03 by Marc.Audy
VS2015 Shadow Variable Fixes
Change 2964460 on 2016/05/03 by Marc.Audy
Reschedule coolingdown tick functions during pause frames.
#jira UE-30221
Change 2964666 on 2016/05/03 by Marc.Audy
Fix shipping compile error
[CL 2964775 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2949393 on 2016/04/20 by Graeme.Thornton
Orion non-pak file security.
- Removed security bypass code from platform pak file
- Added a delegate to pak file code which allows the game to decide whether a file should be allowed or not
- Added an orion delegate which whitelists appropriate files
#rb robert.manuszewski
#tests win64 client + dedicated server. golden path.
Change 2949232 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: michael.noland
Paragon: Added a distinct menu frame rate limit, currently set to 60 fps and not visible in settings (if the user sets a game frame rate limit of below 60, we also clamp the menu limit to that threshold, so they can go down but not up for menus)
#jira OR-18017
#rb marcus.wassmer
#tests Ran paragon and switched between gameplay, menus, and replays, observing t.MaxFPS at different points
#ROBOMERGE-SOURCE: CL 2949231 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2949032 on 2016/04/19 by Zak.Middleton
#orion - Lower default NetUpdateFrequency for minions (10->6). Avoid excessive latency for some knockback/knockup abilities that would have noticeable lag by forcing an update sooner when they are triggered.
This should have the following effects:
1. Reduce server CPU cost (we tick minions at the net frequency).
2. Reduce server bandwidth
3. Reduce client CPU cost (we move character capsules and perform overlaps when new positions are received).
#rb Bart.Bressler, John.Pollard
#codereview Dmitry.Rekman
#tests MultiPIE AI lane, Replays
Change 2948966 on 2016/04/19 by Lina.Halper
Added log (check) of the asset info for Anim Per Track contains invalid format key
#rb: Michael.Noland
#code review: Martin.Wilson, Laurent.Delayen, Michael.Noland
#tests: editor/ cooked and test with AI_Tests with 10 bots.
Change 2948876 on 2016/04/19 by Michael.Noland
PS4: Validate that the texture pool size is not set to automatic (-1, which will crash later on as an attempt to allocate too much memory)
#rb none
#codereview marcus.wassmer
#tests Ran Paragon on PS4
Change 2948765 on 2016/04/19 by Daniel.Lamb
Removed AssetImportData tag from cooked asset registry builds.
#rb Andrew.Grant
#test Cook orion
Change 2948691 on 2016/04/19 by Marcus.Wassmer
Fix copytoresolvetarget ensure
#rb none
#test pc agora
Change 2948633 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
[AUTOMERGE]
Fix copytoresolve crash and change validation to ensure.
#test PC editor / PC golden path
#rb none
--------
Integrated using branch //Orion/Main_to_//Orion/Release-Next (reversed) of change#2948169 by Marcus.Wassmer on 2016/04/19 10:50:32.
#ROBOMERGE-SOURCE: CL 2948632 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2948507 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: andrew.grant
Merging 2937781 (Pak signing) using //Orion/Dev-General_to_Release
#rb none
#tests cooked client, checked game runs
#ROBOMERGE-SOURCE: CL 2948497 in //Orion/Release-0.24.1/... via CL 2948506
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2948431 on 2016/04/19 by Steve.Robb
CL#s 2919775 and 2942793 integrated to prevent annotation map performance problems on shutdown and asserts in PIE.
#codereview robert.manuszewski,bob.tellez
#rb bob.tellez
#tests Ran editor
Change 2948408 on 2016/04/19 by Leslie.Nivison
Adding .tps
#rb none
#test none
Change 2948185 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: chris.bunner
Fix for HLOD visibility freeze.
#tests Golden Path, Editor
#rb rolando.caloca, michael.noland
#lockdown andrew.grant
#jira OR-19863
#ROBOMERGE-SOURCE: CL 2948182 in //Orion/Release-0.24.1/... via CL 2948183
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2948149 on 2016/04/19 by Simon.Tovey
Fixed crash. Collision rendering path was not dealing with mesh batch with 0 triangles where other paths do.
#rb none
#tests No more crash
#codereview Marcus.Wassmer
Change 2948129 on 2016/04/19 by Lukasz.Furman
fixed gameplay debugger getting stuck with outdated data pack on client,
changed names of AI related debug cvars
#rb none
#tests game, PIE
#codereview Mieszko.Zielinski
Change 2948027 on 2016/04/19 by david.nikdel
#ROBOMERGE-AUTHOR: graeme.thornton
Fix for OR-20033 - CRASH: Client will crash with FRCPassPostProcessCircleDOFSetup
#rb none
#tests checked game runs without crashing
#ROBOMERGE-SOURCE: CL 2948017 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2947558 on 2016/04/18 by Matt.Kuhlenschmidt
Fix compile error
#rb none, #tests none
Change 2947509 on 2016/04/18 by Matt.Kuhlenschmidt
Added more logging to track down
https://jira.ol.epicgames.net/browse/OR-19841
#rb none, #tests none
Change 2947412 on 2016/04/18 by Ryan.Gerleve
Fix shadowed variable.
#rb none
#tests none
Change 2947377 on 2016/04/18 by Jamie.Dale
Gather paths are now sorted by fuzzy-ness, so that more specific includes beat less specific excludes
#rb Matt.Kuhlenschmidt
#tests Built for Windows. Ran a gather, and confirmed that explicitly included heroes were now gathered, and that generically excluded heroes were absent from the gather.
Change 2947351 on 2016/04/18 by Ryan.Gerleve
Allow overriding the demo.AsyncLoadWorld setting with a URL option when playing a replay.
Store the entire URL in the demo net driver instead of just the map name, so that the options can be accessed later.
#tests golden path, replays
#rb john.pollard
Change 2947103 on 2016/04/18 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 24.1 @ CL 2947071
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2947102 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2947007 on 2016/04/18 by Zak.Middleton
#ue4 - Improve linear smoothing in the presence of low net frequency updates.
#rb Bart.Bressler
#tests MultiPIE AI with lanes
Change 2946994 on 2016/04/18 by Mieszko.Zielinski
Improvements to NavigationSystem's "abstract navigation data" support #UE4
#rb Lukasz.Furman
#test golden path
Change 2946760 on 2016/04/18 by Chris.Bunner
Fixing up bad merge, recommit of CL 2819472 - ForceLOD now clamps to available LODs on primitive, i.e. use MinLOD rather than not drawing at all.
#tests Editor
#rb None
Change 2946745 on 2016/04/18 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_MAIN - Merge 24.1 @ CL 2946637
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2946656 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2946645 on 2016/04/18 by Richard.Fawcett
When promoting a buidl to staged, prevent enumeration of files already in S3
Enumerating files in S3 is a slow process, and it turns out that simply uploading all chunks blindly is more efficient than enumerating existing chunks and selectively uploading only the new ones.
#rb Leigh.Swift
#tests This technique has already been used in launcher promotions for several months
Change 2946622 on 2016/04/18 by Richard.Fawcett
By default, when enumerating chunks from a manifest file, skip checking they exist on disk at enumeration time.
This will fail anyway further down the line if the files don't exist, but will improve speed of stage promotions by around five minutes. In practice, we have NEVER seen a job fail at this point because of the existence check.
#rb Leigh.Swift
#tests Ensure that output of ExtractDataFilenamesFromManifest method is identical both with and without bSkipExistsCheck specified.
Change 2945812 on 2016/04/15 by Daniel.Lamb
Fixed error in diff cooked build commandlet.
#rb ben.marsh
#test Compile.
Change 2945110 on 2016/04/15 by Matt.Kuhlenschmidt
Fix crash exporting actors with non-scene components to fbx
#rb none, #tests full scene exporting on maps that crashed
#codereview alexis.matte
Change 2945078 on 2016/04/15 by Simon.Tovey
Fix for OR-19778
When some pooled systems are reused, on init they have a non zero lod level but the emitter instances are created at LOD 0 initially.
So the component did not think it had to update it's LOD but the emitters were not at the correct LOD.
Have forced a LOD set on init when the component LOD is non-zero.
#rb none
#tests Works in editor and game.
#codereview Olaf.Piesche
Change 2944664 on 2016/04/14 by Uriel.Doyon
Fix to SM4 compilation issue
#jira OR-19706
#rb marcus.wassmer
#tests tested editor in SM4 and SM5
Change 2944642 on 2016/04/14 by Lukasz.Furman
changed waypoint switch conditions in meta nav paths
#rb none
#tests PIE
#codereview Mieszko.Zielinski
Change 2944599 on 2016/04/14 by david.nikdel
#ROBOMERGE-AUTHOR: andrew.grant
Added sha1 to UnrealPak list output
#rb none
#tests listed content of pakfile
#ROBOMERGE-SOURCE: CL 2944595 in //Orion/Release-0.24/... via CL 2944597 via CL 2944598
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2944441 on 2016/04/14 by Marcus.Wassmer
Duplicate change to output shader compiler errors.
#rb none
#test run PC and see errors.
Change 2944437 on 2016/04/14 by John.Pollard
Possible fix for https://jira.ol.epicgames.net/browse/OR-19614
#rb JoshM
#codereview Josh.Markiewicz
#tests Golden path matchmaking
Change 2944430 on 2016/04/14 by david.nikdel
#ROBOMERGE-AUTHOR: michael.noland
Engine: Added support for more/fewer settings in individual categories to the editor scalability control widget
#rb david.ratti
#tests Tested in the editor
#ROBOMERGE-SOURCE: CL 2944428 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2944198 on 2016/04/14 by David.Ratti
Paragon - register for slow/stun/root/silence callbacks on any tag count change, not just add/remove. This is so the UI will update if you get another stack of a stackable slow GE.
Ability system - unify client stack count change code path with server. Client now properly update owner ASC's tag map and broadcasts all delegates there.
#rb dayY
#tests pie
Change 2944124 on 2016/04/14 by Wes.Hunt
Change the TPS redirects for DX modules to point to the proper DX redist TPS which is what packaged games will need.
#codereview:leslie.nivison
#rb none
#tests ran UAT ListThirdPartySoftware <for Orion>
Change 2944107 on 2016/04/14 by Wes.Hunt
MeshUtilities now depends on new module nvTessLib to better track the third party dependency.
#codereview:daniel.wright
#rb none
#tests build OrionClient/Editor for Win64
Change 2944102 on 2016/04/14 by Wes.Hunt
Tweak to UBT -ListBuildFolders to do a distinct in a better place to cut down on duplicate module searches.
#tests ran the UBT command
#rb none
Change 2943851 on 2016/04/14 by Ryan.Gerleve
Fix the ForEachNetDriver helper function to get the world context directly off the world instead of going through the game instance. Ensures the correct net drivers will be used when there are multiple worlds but only one game instance.
#rb john.pollard
#tests golden path, replays, PIE
Change 2943847 on 2016/04/14 by Ryan.Gerleve
Fixes to support client replay recording & playback in another world:
When recording a replay, only swap actor roles if the remote role is ROLE_Authority
When loading a replay checkpoint, call NetworkRemapPath to make sure paths have the correct name in the GuidCache
#rb john.pollard
#tests golden path, replays, PIE
Change 2943691 on 2016/04/14 by david.nikdel
#ROBOMERGE-AUTHOR: jason.bestimt
#ORION_24 - Fix for OR-19609, OR-19610, and OR-19611
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2943687 in //Orion/Release-0.24/... via CL 2943688
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 2943508 on 2016/04/14 by Richard.Fawcett
Automation: Add support for multipart file uploads to Amazon S3 to increase speed of large file uploads.
#jira OPPBUILD-44
#rb Leigh.Swift
#tests Uploaded files to S3 using the new routines, downlaoded via AWS management console and ensured downloaded files identical to uploaded ones
Change 2943274 on 2016/04/13 by jason.bestimt
#ORION_MAIN - Merge 24 @ CL 2943257
#RB:none
#Tests:none
#ROBOMERGE-SOURCE: CL 2943271 in //Orion/Main/...
#ROBOMERGE-BOT: ORION (Main -> Dev-General)
#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
#CodeReview: david.nikdel, jason.bestimt
Change 2943178 on 2016/04/13 by Olaf.Piesche
Bumping size of the particle curve texture to 512x512
#rb martin.mittring
#tests PC Editor, Game
Change 2943174 on 2016/04/13 by Aaron.McLeran
OR-19392 Ensure condition failed: (*RequiresInitialization == 0) on loading into PVP match
- Removing ensure since there is a rare edge case where it's possible for a sound looping node may get ResetChildren called twice.
- Condition is when a child random node o fa looping node has a blank entry and results in no sound chosen in a given frame (which results in ResetChildren getting called). Later in the frame, if a sound had previously been playing with an active sound, it will have stop called on it, which will call NotifyWaveInstanceFinished and hit the ensure. Simply using the branch to check if the looping node has been initialized will work fine in this and other cases.
#codereview Bob.Tellez
#rb Bob.Tellez
#tests ran orion with this change testing problematic sound cue
Change 2943042 on 2016/04/13 by Rob.Cannaday
Fix crash in HTTP completion delegates on shutdown
Stop ticking HTTP retry manager after FOnlineSubsystemImpl::Shutdown has been called
#rb josh.markiewicz
#tests shutting down multiple times
Change 2942913 on 2016/04/13 by Lukasz.Furman
added meta navmesh paths
#orion
#rb Mieszko.Zielinski
#tests PIE
Change 2942132 on 2016/04/13 by Wes.Hunt
Enable UBT -ListBuildFolders to operate on Mac and iOS platforms without having to fully set up the remote environment.
#codereview:leslie.nivison
#rb peter.sauerbrei
#tests running UBT with and without -listbuildfolders
Change 2941651 on 2016/04/12 by Jason.Bestimt
#ORION_DG - Merge MAIN @ CL 2941645
#RB:none
#Tests:none
Change 2941539 on 2016/04/12 by Laurent.Delayen
FABRIK: Normalize outgoing rotations.
Fixes Chains Q ability crashing.
#rb none
#tests Chains not crashing
Change 2941469 on 2016/04/12 by Wes.Hunt
Fix UBT -ListBuildFolders to not prep target for deployment.
#codereview:leslie.nivison
#rb none
#tests tested -ListBuildFolders for Android
Change 2941434 on 2016/04/12 by Leslie.Nivison
Adding/cleaning up .tps files
#rb none
#test none
Change 2941241 on 2016/04/12 by Daniel.Lamb
Removed shadername from the shader code to fix deterministic material cooking issue.
#jira UE-29320
#codereview Marcus.Wassmer
#rb Marcus.Wassmer
#test Running editor, cooking orion.
Change 2941046 on 2016/04/12 by Laurent.Delayen
Added safety net for non state AnimNotifies having a non-zero EndTriggerTimeOffset.
Fixes Twinblast double shot for the left primary attack.
#rb benn.gallagher
#codereview lina.halper, ray.arnett, aaron.eady
#tests twinblast's LMB
Change 2941032 on 2016/04/12 by Jason.Bestimt
#ORION_24 - Merge MAIN @ CL 2940950
#RB:none
#Tests:none
[CL 2952833 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2899855 on 2016/03/08 by Marc.Audy
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 2899785
Change 2926689 on 2016/03/29 by Jeff.Farris
AAIController::SetFocus() will now implicitly clear any location focus at the same priority.
UE-27975
#rb john.abercrombie
Change 2926690 on 2016/03/29 by Jeff.Farris
Using wildcard operator with the "KismetEvent" or "ke" console commands will now only trigger the event on objects in the world in which it was triggered. Prevents badness with running events on things like CDOs and editor actors. (UE-23106)
Change 2926691 on 2016/03/29 by mason.seay
Content for testing collision on scaled components
Change 2926692 on 2016/03/29 by Jeff.Farris
- FixupDeltaSeconds now considers time dilation when clamping.
- Acceptable range for time dilation values is now a config parameter on WorldSettings
- Acceptable range for undilated frame times is now a config parameter on WorldSettings
(UE-27815)
#rb marc.audy
Change 2926711 on 2016/03/29 by Ori.Cohen
Fix constraint rendering when scaling a cosntraint actor
#JIRA UE-28691, UE-28700
#rb Lina.Halper
Change 2926745 on 2016/03/29 by Lukasz.Furman
navigation filters can now be instantiated per querier - usually AI agent
required for FORT-21372
Change 2926789 on 2016/03/29 by Ori.Cohen
Downgrade check to ensure for 2d physics during a hard shutdown
#rb Michael.Noland
Change 2926859 on 2016/03/29 by Ori.Cohen
Fix red herring warnings of not locking physx scenes during hard shutdown.
#JIRA UE-28747
#rb Michael.Noland
Change 2927444 on 2016/03/30 by Thomas.Sarkanen
Fixed Blueprint compiler errors when resetting timer handles
Added basic support for 64-bit int/uint terms to Blueprint. This allows the use of opaque 64-bit integer types inside of BlueprintType structs, it in no way means that 64-bit ints are fully supported in Blueprint.
Corrected a left-over formatting oversight when converting a FTimerHandle to a string.
Added new by-ref "Clear and Invalidate Timer by Handle" function to Blueprint system library & deprecated old version.
#rb Maciej.Mroz (and a few others!)
#jira UE-28833 - Unresolved compiler error for B_Pickups blueprint in Fortnite
Change 2927520 on 2016/03/30 by Jurre.deBaare
Should not allow skeletal mesh components mobility to be set to static, but detach instead
#fix Added CanHaveStaticMobility to SceneComponent class, and check this when trying to propogate Static mobility to parent component
#jira UE-26364
Change 2927533 on 2016/03/30 by Jurre.deBaare
Static Mesh Merge tool: when merging from multiple blueprints, fails to combine same materials
#fix Material index remapping was part of if-clause where it shouldn't be
#jira UE-23827
Static Mesh Merge tool, failed to combine physics data if using complex
#fix Required copying the SectionInfoMap from source static meshes
HLOD/MergeActor - Vertex Colours are not correctly propagated to negatively scaled meshes
#fix had to re-order function calls
#jira UE-28316
#rb James.Golding
Change 2927535 on 2016/03/30 by Ori.Cohen
Make sub-stepping run on game thread
#JIRA UE-24011
#rb Gil.Gribb
Change 2927537 on 2016/03/30 by Jurre.deBaare
Warning message when HLOD mesh > 65536 vertices
#jira UE-22365
#fix added messages when building proxy mesh
Change 2927691 on 2016/03/30 by Jeff.Farris
Fixed potential PlayerState leak (UE-22700)
Change 2927692 on 2016/03/30 by Lina.Halper
Allow it to select any name they want other than just restrict to what we have.
- I think it may not be the best solution but with current widget built, you can't even clear name, which is problem.
- Other solution is to add "Clear" as a name, and when that gets entered, we just clear it, but then the X button is odd and no purpose being there.
- I think we should just allow them to choose if they don't like it but with suggestions.
#rb: Ori.Cohen
#jira UE-27786
#code review: Benn.Gallagher
Change 2927853 on 2016/03/30 by Lina.Halper
[CL 2944273 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski
Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4
This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2828384 on 2016/01/14 by Mieszko.Zielinski
Back out of visual log refactor done as part of CL#2821607 #UE4
Change 2910454 on 2016/03/15 by Zak.Middleton
#ue4 - Properly exclude zero-distance MTD results in ComponentEncroachesBlockingGeometry_WithAdjustment() in the presense of multiple overlaps.
#rb Jeff.Farris
#jira UE-24327
UDN: https://udn.unrealengine.com/questions/270574/jeff-farris-hack-for-physx-mtd.html
Change 2910548 on 2016/03/15 by Zak.Middleton
#ue4 - Handle MTD computation returning NaN direction when there is a "contact" with zero distance.
Change 2912311 on 2016/03/16 by Marc.Audy
Properly handle overlaps in C++ in documentation code and UE4 to Unity doc
#rb Martin.Wilson
Change 2913086 on 2016/03/17 by Marc.Audy
Adding ability to have 9 parameters to a dynamic delegate
Change 2913101 on 2016/03/17 by Marc.Audy
Fix some of the loctext error messages
Change 2913102 on 2016/03/17 by Thomas.Sarkanen
Console usability improvements
Display console autocompletion commands from the lexicographically first element up to either the total number of commands or MAX_AUTOCOMPLETION_LINES, whichever is least. The previous behaviour started the list "in the middle" and hid the first elements if there were too many matches. Thus "[ab ac ad]" with "aa" hidden now becomes "[aa ab ac]" with "ad" hidden.
To make scrolling work as expected, the input handling of the up and down arrow keys has been reversed so that the cursor iterates forward starting from the top with the down arrow key, and goes back up with the up arrow key. Command history is still accessed with the up arrow key.
This commit also undoes one of the most evil uses of operator overloading I've ever seen, on par with "#define true false" but more subtle
Color console autocomplete entries to denote their type: command, CVar or other (manual autocompletion entries). CVars are further divided into writeable and read-only variables.
Assume that manual console autocompletion entries are commands. This makes the autocompletion list colors more consistent and less noisy
Automatically select (but don't complete) a command on console character input. To prevent the autocomplete from becoming too trigger happy, no longer automatically complete commands for arbitrary key inputs that we happen to have a match for
Allow cycling through console commands with the tab key
Discriminate between first time and repeated tab presses and only scroll through autocomplete entries on the latter
Fix off-by-one error in console: "x more matches" line was being shown when the number of autocomplete elements was equal to MAX_AUTOCOMPLETION_LINES
Fix an off-by-one error that was causing the topmost console command to not be shown if there was an autocomplete scroll region
Show the currently selected autocomplete entry faded out behind the user's typed input
Slightly increase brightness of the normal input text colour to better distinguish between the typed and autocompleted parts of the input line
Left-justify command descriptions in the console autocompletion box
Detect overflow of console autocomplete lines on low resolutions and decrease the space used for description justification to compensate
Make the console input, history and autocomplete colours user configurable
Add console background transparency. Configurable, set to 15% by default
Add missing closing quote to the console dump HTML template
#github #2061: Console usability improvements from Mattiwatti
Change 2913104 on 2016/03/17 by Thomas.Sarkanen
Added indicator displayed on animation nodes when they use the 'fast path'
Added checkbox that can be used to audit Blueprint fast-path usage.
Switched almost all animation node widgets to derive from new SAnimationGraphNode. This creates the overlay widget that indicates whether this node is using a more optimal path.
#doc Also added documentation tooltips and UDN doc files/images for the fast path systems.
#jira UE-24698 - Add icon to pins in anim graph to indicate 'fast mode' access
#rb Martin.Wilson
Change 2913306 on 2016/03/17 by Marc.Audy
Cleaning up GetResourceSize
- Made many call Super::GetResourceSize
- Removed trivial implementations
- Fixed HierarchicalInstanceStaticMeshComponent double counting an array
Change 2913535 on 2016/03/17 by Lukasz.Furman
fixed broken behavior tree graph data after subnode undo
#ue4 UE-28198
Change 2913608 on 2016/03/17 by Lukasz.Furman
fixed behavior tree execution indices after undoing move in editor
#ue4 UE-26705
Change 2913847 on 2016/03/17 by Lukasz.Furman
added new automation test for UE-28309
#ue4
Change 2913849 on 2016/03/17 by Lukasz.Furman
fixed behavior tree skipping over branch when restart request comes during AbortCurrentTask call
#ue4 UE-28309
Change 2913895 on 2016/03/17 by Marc.Audy
Added 'self' argument to Actor and PrimitiveComponent delegates that didn't already supply one
Fixed up all C++ uses of these delegates
#jira UE-23122
#rb Zak.Middleton
Change 2914743 on 2016/03/18 by Thomas.Sarkanen
Editing of primitive data in PhAT
[CL 2926677 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2912513 on 2016/03/16 by David.Ratti
attempted cook fix
#rb none
#tests compile
Change 2912456 on 2016/03/16 by Zak.Middleton
#ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly.
#rb John.Pollard
#tests Replays and MultiPIE vs AI
Change 2912386 on 2016/03/16 by Ben.Marsh
BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces.
Change 2912378 on 2016/03/16 by Ben.Marsh
BuildGraph: Fix format of custom build arguments when running with buildgraph.
Change 2912318 on 2016/03/16 by Marcus.Wassmer
Fix mallocleakdetection false positives, and hash collision data corruption.
#rb none
#test leak finding on goldenpath
Change 2912242 on 2016/03/16 by Lukasz.Furman
CIS fix
#rb none
#tests none
Change 2912239 on 2016/03/16 by Ben.Marsh
UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there.
#rb none
#tests generated project files using UGS after making change
Change 2912211 on 2016/03/16 by Ben.Marsh
BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders.
#rb none
#codereview Wes.Hunt
#tests none
Change 2912196 on 2016/03/16 by Mieszko.Zielinski
Added a missing #pragma once to GameplayDebuggerCompat.h #Orion
#rb Lukasz.Furman
#test none
Change 2912165 on 2016/03/16 by Lukasz.Furman
new gameplay debugger and some replication fixes (disabled by default)
uncommment debugger's setup line in FOrionGameModule::StartupModule to enable
#orion
#rb none
#tests yes, a lot.
#codereview Mieszko.Zielinski
Change 2912065 on 2016/03/16 by Jason.Bestimt
[AUTOMERGE]
#ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016
#RB:none
#Tests:none
#CodeReview: matt.schembari
--------
Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56.
Change 2912045 on 2016/03/16 by David.Ratti
Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues
#rb DanY
#tests PIE
Change 2912030 on 2016/03/16 by Alex.Fennell
Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/...
support for cookies across curl easy handles in libcurl
#TESTS: cookie support confirmed by using the http test targetting google.com
#RB: david.nikdel
#codereview: david.nikdel, jason.bestimt
Change 2911870 on 2016/03/16 by Laurent.Delayen
- Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications.
- FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from.
- New notifications are backwards compatible with old.
- Added bIsNativeBranchingPoint flag to notify classes to force them into branching points.
#rb martin.wilson, frank.gigliotti
#tests Kuro VS Rampage abilities in networked PIE
Change 2911763 on 2016/03/16 by Nick.Atamas
Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue.
#rb none
#test Editor does not crash.
#codereview Matt.Kuhlenschmidt
Change 2911631 on 2016/03/16 by Dmitry.Rekman
Fix AvgPing perfcounter being occasionally NaN (FORT-20523)
- Prevent division by zero.
#rb none
[CL 2917701 by Andrew Grant in Main branch]
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2875445 on 2016/02/22 by Matthew.Griffin
Added UE4.natvis to Visual Studio Projects
#jira UE-27153
Change 2875456 on 2016/02/22 by Keith.Judge
Fix custom stencil shaders on Xbox One
#jira UES-1387
Change 2875524 on 2016/02/22 by Robert.Manuszewski
More log info when saving shader temp files fails. Increased the number of attemps when moving a file fails.
#jira UE-20945
Change 2875698 on 2016/02/22 by Rolando.Caloca
UE4.11 - Add new bool for RHIs (unused currently)
#jira UE-24967
Change 2875897 on 2016/02/22 by Taizyd.Korambayil
#jira UE-20324 Re-imported Cloth Skeletal Meshes to Fix odd Circle Highlights
Change 2875922 on 2016/02/22 by Mieszko.Zielinski
Fixed BP-implemented EQS generators crashing when trying to add generated value of wrong type #UE4
#jira UE-25034
#rb Lukasz.Furman
Change 2875960 on 2016/02/22 by Michael.Trepka
Added a way to disable right click emulation on Mac and used it in TabNavigator to fix issues with its widgets not reacting to clicking
#jira UE-21895
Change 2875984 on 2016/02/22 by Michael.Schoell
Split output struct pins will no longer give a warning about override pins being removed.
#jira UE-27150 - Format Text nodes and split nodes reporting warning that override pins are removed.
Change 2876169 on 2016/02/22 by Ben.Marsh
Changes to support building UHT plugins with the binary release.
* Add source code and target files for UHT to binary distribution
* Fix UBT deleting build products if we're only compiling a single module.
* Fix UBT exception setting up compile environment when a module doesn't have any source files set to build.
* Include DLL import libraries for UHT in the build
* Add support for compiling UHT modules in BuildPluginCommand. Stages an empty host project to allow UHT to load any enabled plugins.
Change 2876219 on 2016/02/22 by Rolando.Caloca
UE4.11 - Integration from 2874609
#jira UE-24967
PC: Update D3D12 RHI
- Implement _RenderThread versions of Create, Lock and Unlock Index/Vertex Buffer. Only synchronize threads on Readback
- Limit GPU starvation on CPU bound scenarios by flushing work when the GPU is idle
- Change texture streaming system to correctly account for placed textures. Also fix texture sizes so they accurately represent the real size of the allocation the GPU.
- Disable API shader blobs
- Add the ability to easily change allocation stategy for a given pool, also add a simple linear allocator and a 'Multi-Buddy Allocator' for efficiency in different scenarios
- Pool Fences to prevent creation and destruction every frame when using Async Compute
- Implement _RenderThread versions of CreateShaderResourceView and CreateUnorderedAccessView
Change 2876232 on 2016/02/22 by Rolando.Caloca
UE4.11 - Integration from 2876173
#jira UE-24967
PC: Update D3D12 RHI
- Fix ResizeBuffers() failing due to dangling references to the backbuffer if deferred deletion is used.
- Reorder when pending FRHIResources are deleted. This still needs to flush all pending deletes and ignore the deferred deletion queue otherwise some items may still be left in the engine's queue.
- Fix UT build error due to missing FPlatformMisc::GetGPUDriverInfo()
Change 2876366 on 2016/02/22 by Douglas.Copeland
Adding Skeletal Meshes for Import Test Case
#jira UE-24473
Change 2876401 on 2016/02/22 by Peter.Sauerbrei
fix for WindowsClient build from UFE and Project Launcher
#jira UE-23897
Change 2876456 on 2016/02/22 by Ben.Marsh
Use a more hierarchical directory structure for packaged builds, rather than just dumping everything in the root. Now defaults to <Share>\\PackagedBuilds\\<Branch>\\<CL>\\<ProjectName>_<Platform>_<Configuration>.
Change 2876507 on 2016/02/22 by Nick.Shin
use HOME (osx) and USERPROFILE (windows) on appropriate target platform
#jira UE-26414 -- Mac is missing .emscripten file necessary for packaging or launching onto HTML5
Change 2876537 on 2016/02/22 by Dan.Oconnor
Removed dubious fix for an old bug, no longer needed but I havn't figured out what has changed. This fixes a crash on Replace References, but does not reintroduce UE-9497
#jira UE-24891
Change 2876545 on 2016/02/22 by Chad.Taylor
SteamVR camera late-update fix
#jira UE-27254
Change 2876825 on 2016/02/22 by Dan.Oconnor
Unfortunate edge case in lifetime of UEdGraph's schema, schema is assigned after construction so its modification is in the undo buffer, and we clear it after undoing.
#jira UE-25956
Change 2876878 on 2016/02/22 by Nick.Whiting
PSVR HMD Server support
#jira UE-27262
[CL 2905127 by Matthew Griffin in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2868448 on 2016/02/16 by Mark.Satterthwaite
Bring MetalRHI & MetalShaderFormat mostly up to Dev-Platform CL #2867146 to address JIRA UE-26181 and as the first part of addressing JIRA UE-23208. Only CL #2854142 has been omitted for compatibility with the 4.11 branch.
#jira UE-26181
Change 2868454 on 2016/02/16 by Mark.Satterthwaite
Shader changes necessary to properly fix Mobile Preview under Mac Metal (JIRA UE-23208) - Mac ES 3.1 doesn't support framebuffer fetch & is in fact a Mobile Emulation shader platform.
#jira UE-23208
Change 2868650 on 2016/02/16 by Matthew.Griffin
Allow Developer modules to be pre-compiled when the target is editor.
#jira UE-26802
Change 2868859 on 2016/02/16 by Nick.Whiting
Merging StereoPanorama fixes from Main to Release-4.11 (CL 2811839)
#jira UE-25066
Change 2868927 on 2016/02/16 by Mieszko.Zielinski
Fixed some regular-use crashes in LogVisualizer #UE4
#rb Lukasz.Furman
#jira UE-27003
Change 2868994 on 2016/02/16 by Lina.Halper
Fix refresh UI issue with remove joint
#jira : UE-26529
#rb: Martin.Wilson
Change 2868996 on 2016/02/16 by Lina.Halper
Fix node stop working when negative value of LODThreshold
#jira: UE-26828
#rb:Martin.Wilson
Change 2868998 on 2016/02/16 by Lina.Halper
Fix with crash when invalid index has entered
#jira : UE-26715
#rb : Martin.Wilson
Change 2869003 on 2016/02/16 by Ori.Cohen
- Fix thread safety issue when cloth child collision or environment collision is used.
- Fix cloth bounds growing when stale transform data is used.
#JIRA OR-14990
#rb James.Golding
Change 2869109 on 2016/02/16 by mason.seay
Updated test assets for Restitution testing
#jira UE-24473
Change 2869223 on 2016/02/16 by Taizyd.Korambayil
#jira UE-19083 Disabled LOD on SkySphere BP
Change 2869558 on 2016/02/16 by Dan.Oconnor
Conservative fix for crash that occurs when adding a weak object ptr to an array of object ptrs in a blueprint
#jira UE-25893
Change 2869891 on 2016/02/17 by Thomas.Sarkanen
Fix crash when re-compiling anim BPs that are dependencies of 'parent' Blueprints
Force a re-initialzation of nodes when initializing the whole anim instance. The bInitialized flag was intended as a runtime optimization - we assume our function will not change for the lifetime of the UAnimInstance. While parts of the graph will be re-initialized we dont need to re-acquire our UFunction ptrs (etc.) unless the whole instance is getting re-initialized.
#rb Martin.Wilson
#jira UE-26642 - Switch Skeletal Mesh node crashes the editor if the blueprint is compiled.
Change 2869956 on 2016/02/17 by Tim.Hobson
#Jira UE-26550 - Added three new icons for Arrow, Locked, and Unlocked per request from IanS.
Change 2869965 on 2016/02/17 by Gareth.Martin
Fix check() being hit when loading KiteDemo x1_y1 (and other old foliage maps)
#jira UE-26930
Change 2870007 on 2016/02/17 by Richard.TalbotWatkin
Merging from //UE4/Dev-Editor CL 2867609
Fixed auto-generation of unique object/package names when duplicating, so they generate the same names if they the source object was named the same as its package.
#jira UE-25769 - Crash when Copy+Pasting numbered umaps in the content browser
#RB Bob.Tellez
Change 2870072 on 2016/02/17 by Michael.Schoell
Level Blueprints will no longer preload newly created Blueprints that they reference when they are reloaded.
#jira UE-23637 - Use of Blueprint delegate in sub-level script causes errors on startup
Change 2870087 on 2016/02/17 by Matthew.Griffin
Removed Android and IOS from list of platforms to build only for UnrealMatch3, so that they can be cooked and packaged correctly.
Change 2870141 on 2016/02/17 by mason.seay
Test content for Copy Pose From Mesh
#jira UE-24473
Change 2870195 on 2016/02/17 by Mieszko.Zielinski
PR #2052: Added missing Super::BeginPlay() (Contributed by Skylonxe)
#jira UE-26915
Change 2870325 on 2016/02/17 by Steve.Robb
[CL 2882948 by Matthew Griffin in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski
Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4
This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.
#rb Lukasz.Furman
Change 2828384 on 2016/01/14 by Mieszko.Zielinski
Back out of visual log refactor done as part of CL#2821607 #UE4
Change 2869215 on 2016/02/16 by Marc.Audy
Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior
#rb Bruce.Nesbit
#jira UE-26417
Change 2869404 on 2016/02/16 by Ori.Cohen
Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood.
#rb Lina.Halper
Change 2870062 on 2016/02/17 by Jurre.deBaare
Name parameter driven by bone controller
#JIRA UE-25997
#rb Thomas.Sarkanen
Change 2870280 on 2016/02/17 by Mieszko.Zielinski
Vis log category handling fixes #UE4
Also, a minor cleanup
#rb Lukasz.Furman
Change 2871729 on 2016/02/18 by James.Golding
UE-26663 Fix 'LOD For Collision' display name
#rb thomas.sarkanen
Change 2871730 on 2016/02/18 by James.Golding
UE-26580 Make ECollisionEnabled a BlueprintType
UE-25373 Add a MakeHitResult node
#rb thomas.sarkanen
Change 2871732 on 2016/02/18 by James.Golding
UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API.
#rb ori.cohen
Change 2872022 on 2016/02/18 by Lukasz.Furman
gameplay debugger refactor
#ue4
Change 2872082 on 2016/02/18 by Lukasz.Furman
enabled old gameplay debugger as default one for now
it will be deprecated with next version after testing in game projects
#ue4
Change 2872390 on 2016/02/18 by Aaron.McLeran
OR-15041 (CPU) Hitches due to audio decompression on Windows
1) Moving ogg-vorbis file info parsing into a worker thread
- stat dumphitches now shows the vorbis stuff totally gone
2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback
#rb marc.audy
Change 2872418 on 2016/02/18 by Mieszko.Zielinski
Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4
#rb Lukasz.Furman
Change 2872446 on 2016/02/18 by Aaron.McLeran
Using cached value of ActualVolume in GetVolumeWeightedPriority
Change 2872770 on 2016/02/18 by Aaron.McLeran
QAGame testing content for audio testing.
Going to create a folder with specific sub-system testing maps for audio
Change 2873733 on 2016/02/19 by Jurre.deBaare
- HLOD generated assets are now saved into a separate package instead of inside of the level asset
#rb Ori.Cohen
Change 2873828 on 2016/02/19 by Ori.Cohen
Distributions that bake out no longer load in cooked build.
#JIRA UE-27126
#rb Olaf.Piesche, Nick.Penwarden
Change 2874623 on 2016/02/19 by Aaron.McLeran
UE-27131 Support for changing sound class volumes dynamically
- new BP function to override a sound mix sound class adjuster
- cleanup of AudioDevice.h and AudioDevice.cpp
- removing unnecessarily forward declares on various types
- removing unnecessary spaces and (void) params, etc
Change 2874922 on 2016/02/20 by Mieszko.Zielinski
Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4
#jira OR-15292
#rb none
Change 2875838 on 2016/02/22 by Benn.Gallagher
[CL 2880055 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2839897 on 2016/01/22 by Ori.Cohen
Allow static mesh editor to specify a default collision profile.
#rb Lina.Halper
#UE-2836
Change 2840489 on 2016/01/22 by Ori.Cohen
Fix collision customization so that it respects const editing property
#rb Marc.Audy
Change 2840528 on 2016/01/22 by Ori.Cohen
Fix compile error and actually get value from attribute
Change 2840672 on 2016/01/22 by Zak.Middleton
#ue4 - Include data from USkinnedMeshComponent in USkeletalMeshComponent::GetResourceSize().
#rb Michael.Noland
Change 2841314 on 2016/01/24 by Marc.Audy
Fix depressingly frequent misspellings of 'suppress'
Change 2841323 on 2016/01/24 by Marc.Audy
Reserve worst case memory for TSet Intersect, Union, and Difference to avoid memory allocations during iteration
Ensure that TSet Intersect considers the least number of elements possible
Early out from TSet Contains if Other is larger than this
Clarify comment on TSet Difference
#rb Steve.Robb
Change 2841380 on 2016/01/24 by Aaron.McLeran
UE-25586 Audio assets not correctly reporting resource memory usage
Tested on PC/PS4 and with Editor builds. Memory reporting is working for all cases now.
Change 2841385 on 2016/01/24 by Aaron.McLeran
UE-21210 Adding subtitle priority to USoundWave
Change 2841386 on 2016/01/24 by Marc.Audy
Return null for GameNetDriver if World is null instead of crashing
Change 2841409 on 2016/01/24 by Aaron.McLeran
UE-25514 Removing load for default objects for every sound wave
Change 2841858 on 2016/01/25 by Ori.Cohen
Make sure that PIE face index results are consistent with runtime
#rb Benn.Gallagher
Change 2841977 on 2016/01/25 by Ori.Cohen
Fix object type customization so that it's only enabled when custom is selected. (Accidently broke this in recent change)
Change 2841982 on 2016/01/25 by Marc.Audy
Minor optimization by avoiding recreating FNames repeatedly in constructor
Change 2842169 on 2016/01/25 by Benn.Gallagher
Fixes to animBP compiler and instance to store and double buffer internal machine state weights on the instance. So they can be queried cross-machine without issue.
#rb Lina.Halper
Change 2842390 on 2016/01/25 by Ori.Cohen
Fix in world editing of BodyInstance not working.
No longer serializing Scale3D as this is allways initialized in InitBody.
No longer overwriting MassInKg and renamed to to MassInKgOverride which better reflects what this variable does.
#JIRA UE-25518
#rb Lina.Halper
Change 2843579 on 2016/01/26 by Marc.Audy
Only update replication when it actually changes
Don't check calling SetIsReplicated if the class cannot replicate, instead output an error message
Fix spelling in comment
#rb Ori.Cohen
Change 2843627 on 2016/01/26 by Marc.Audy
Add \\ as a default console key for Italian keyboard layouts
#jira UE-25198
#rb James.Golding
Change 2843628 on 2016/01/26 by Marc.Audy
Don't reconstruct FName on each call to GetHitResultAtScreenPosition
#rb James.Golding
Change 2843671 on 2016/01/26 by Martin.Wilson
Fix incorrect bone transforms being pushed to the renderer during SetSkeletalMesh. This presented as motion blur artifacts in editor
#rb Thomas.Sarkanen
Change 2843768 on 2016/01/26 by Marc.Audy
Inline Get Component functions in TriggerBase
Change 2844003 on 2016/01/26 by Zak.Middleton
#ue4 - Fix FMath::Fmod(X, Y) sometimes returning small negative values for positive X and Y due to float imprecision. Added tests to math tests at startup to check this, and also to better handle results close to Y. Wrap the ensure on Y=0 within a conditional so a breakpoint can be used during debugging (to distinguish between zero and very small input).
#codereview Laurent.Delayen
Change 2844005 on 2016/01/26 by Zak.Middleton
#ue4 - Convert uses of fmod() and fmodf() to use FMath::Fmod() instead.
Also see CL 2844003
[CL 2855709 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2807479 on 2015/12/17 by Zak.Middleton
#ue4 - Optimize allocations in FFinalPostProcessSettings. Fix bug skipping an element when updating the ContributingCubemaps array if one is removed during an iteration.
#rb Aaron.Mcleran
#codereview Martin.Mittring
#jira UE-24485
Change 2807695 on 2015/12/17 by Aaron.McLeran
Changing the VolumeScale sound concurrency implementation to be a volume scalar on older sounds in a concurrency group rather than scale new sounds.
#rb zak.middleton
Change 2808628 on 2015/12/18 by Thomas.Sarkanen
Minor optimization: Dont call GetWorld() 3 times in a row in USceneComponent::ShouldRender()
#rb Martin.Wilson
Change 2810090 on 2015/12/21 by Ori.Cohen
Allow collision and trail particles to run off the game thread.
Clean up missing marshelled AsyncComponentToWorld
Change 2814518 on 2016/01/04 by Marc.Audy
Use Reset instead of Empty
Change 2814530 on 2016/01/04 by James.Golding
UE-2689 Hook up lots of new icons for component classes
#rb thomas.sarkanen
Change 2814665 on 2016/01/04 by Marc.Audy
PR #1860:Fix ChildActorComponent linking issue when extended from game (Contributed by lion03)
Change 2814686 on 2016/01/04 by Benn.Gallagher
Fix for radial force components applying impulses multiple times to destructible components
#rb Ori.Cohen
Change 2815221 on 2016/01/04 by Aaron.McLeran
UE-24528 Fixing focus-distance scaling and focus priority scaling working with concurrency settings.
USoundAttenuation:
- Added methods to SoundAttenuation to get focus, attenuation, and distance scale based on focus factor.
- Added NonFocusDistanceScale parameter to attenuation settings customization so its setable by users
USoundBase:
- Added function on USoundBase which checks IsLooping, which checks the duration
- Removed functions IsAudible and IsAudibleSimple from USoundBase since that functionality is accomplished differently and takes into account focus-distance scaling now.
FActiveSound:
- Caching values of FocusPriorityScale and FocusDistanceScale to Active sound so that can be used for audibility checks
- Included FocusDistanceScale when computing bIsAudible in Active sound
- Moved GetAttenuationListenerData and the accompanying private struct FAttenuationListenerData to FAudioDevice since the audio device and moved code which computes focus factor and geometry into FAudioDevice::GetFocusFactor since it needs to be computed before an active sound exist
FAudioDevice:
- Added SoundIsAudible function which queries a particular sound if its audible based on attenuation settings, focus factor, etc. Will optionally return computed MaxDistance to avoid recomputing it in certain cases.
- Added a few helper functions: FindClosestListenerIndex, GetAttenuationListenerData
- Added GetFocusFactor, which performs the vector math to determine focus factor (0.0 is in-focus, 1.0 is out of focus) for a given sound and listener and attenuation focus settings.
- Updated CreateComponent and PlaySoundAtLocation functions to use the new SoundIsAudible function rather than the old IsAudibleSimple
#rb zak.middleton
Change 2815694 on 2016/01/05 by thomas.sarkanen
Added test texture
Change 2815695 on 2016/01/05 by thomas.sarkanen
Modified test texture
Change 2815709 on 2016/01/05 by James.Golding
PR #1778 : New BP-callablle function AActor::WasRecentlyRendered, with optional tolerance in seconds
https://github.com/EpicGames/UnrealEngine/pull/1778
#github 1778
#jira UE-23674
#rb jurre.debaare
Change 2815711 on 2016/01/05 by James.Golding
PR #1534 : Add missing default tolerance value for FVector2D::Equal
https://github.com/EpicGames/UnrealEngine/pull/1534
#github 1534
#jira UE-20838
#rb jurre.debaare
Change 2815714 on 2016/01/05 by James.Golding
PR #1887 : Added 'Thickness' Parameter to all valid options in Draw Debug Helper
https://github.com/EpicGames/UnrealEngine/pull/1887
#github 1887
#jira UE-24802
#rb jurre.debaare
Change 2815725 on 2016/01/05 by James.Golding
Added comment that USkeletalMeshComponent::bEnablePhysicsOnDedicatedServer cannot be changed at runtime
#jira UE-20439
Change 2815813 on 2016/01/05 by Marc.Audy
Move dispatch of transition functions to new OnMatchStateSet virtual which is called from SetMatchState allowing subclasses to insert their own handling between the set of the variable and dispatch to GameState and Blueprints rather than having to override the entire function.
#codereview Peter.Knepley
Change 2815884 on 2016/01/05 by James.Golding
- Avoid PSC iterating over all particle emitters each tick to check for changes in DetailMode. Now remember global DetailMode when we last checked, and only iterate again if that has changed.
- Add 'WarmupTime' and 'CPUCollision' to Asset Registry Tags for Particle Systems
#rb simon.tovey
#codereview gil.gribb
Change 2816306 on 2016/01/05 by Marc.Audy
(4.11) Pass boolean to OnComponentDestroyed that indicates if the entire Actor's hierarchy is being destroyed. If so we can avoid doing a lot of expensive tear down, particularly detaching each component one at a time from the hierarchy and causing massive position/bounds updates.
#rb Zak.Middleton, James.Golding
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2826201 on 2016/01/13 by Zabir.Hoque
Add more verbose logging to try to understand #OR-11297
#lockdown Andrew.Grant
#CodeReview Marcus.Wassmer
#RB none
#TESTS compiled Win64 debug editor, ran agora_p
Change 2826170 on 2016/01/13 by Marcus.Wassmer
Flush unloaded resource properly in LoadMap
#codereview Gil.Gribb
#rb none
#test cycling game. memory is freed properly now.
#lockdown Andrew.Grant
Change 2826135 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General
Change 2826131 on 2016/01/12 by Michael.Noland
#UE4 - added print out of MS/FPS during Qos ping evaluation
#rb michael.noland
#tests loaded up through login screen to see output
Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General
Change 2826128 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main
Change 2826116 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
#lockdown andrew.grant
#codereview josh.markiewicz
Change 2825772 on 2016/01/12 by Dmitry.Rekman
Linux signal handling improvements.
- Switch crash handlers to use "crash malloc" (preallocated memory) on crash.
- Remove unnecessary memory allocations from graceful termination handler.
#rb none
#tests Run the Linux server and crashed it a few times.
#codereview David.Vossel, Michael.Trepka
Change 2825768 on 2016/01/12 by Josh.Markiewicz
#UE4 - added print out of MS/FPS during Qos ping evaluation
#rb michael.noland
#tests loaded up through login screen to see output
Change 2825703 on 2016/01/12 by Brian.Karis
Switched on new motion blur. Set temporal AA sharpness to 1.
#rb none
#TESTS editor
Change 2825689 on 2016/01/12 by Lina.Halper
Fix for get animation notify crash
https://jira.ol.epicgames.net/browse/OR-12248https://jira.ol.epicgames.net/browse/OR-12348
- Also fixed the crash in preview of persona due to blend sample cache contains previous animation data
- Also fixed blend space player to reinitialize cache data
- The main issue is marker doesn't clamp the length, causing notifies ensure to trigger.
#rb : Laurent.Delayen
#tests: 10 Sparrows bot match for long time
#code review: Martin.Wilson
#lockdown: Andrew.Grant
Change 2825680 on 2016/01/12 by Martin.Mittring
fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading)
#rb:Olaf.Piesche, David.Hill
#test: PC, many cases
Change 2825579 on 2016/01/12 by Chris.Bunner
Force shadow shape bone indices on the required update list.
#rb Lina.Halper, Rolando.Caloca
#tests Editor
#codereview Daniel.Wright
#jira OR-12339
Change 2825443 on 2016/01/12 by Martin.Mittring
Added new EvaluateComponentSpaceInternal override to FAnimNode_SkeletalControlBase so derived classes can override Evaluate as well as Update phases.
#rb Lina.Halper,Jaren.Petersen
#lockdown nick.penwarden
[CL 2824451 by Thomas Sarkanen in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2775736 on 2015/11/20 by Richard.Hinckley
Fix for Paper2D issue with repeated imports in one edutor session. Paper2D import process now creates a new importer at the end. This prevents the sprite sheet import process from leaving frame data around, causing subsequent imports (including imports of different sprite sheets) to include this data inappropriately.
#codereview michael.noland
Change 2776352 on 2015/11/20 by Zak.Middleton
#ue4 - Avoid useless DetachFromParent() for the same pending AttachParent during registration. Added missing UpdateOverlaps() when detaching from object simulating physics.
#rb Marc.Audy, Ori.Cohen
#codereview James.Golding
Change 2776401 on 2015/11/20 by Mieszko.Zielinski
Implemented a way to do batched points projection to navmesh, where every point can declare a custom projection box #UE4
The biggest advantage here is that projection box is independent from projected point - no more manual offsetting of projected point to achieve "100uu up and 500uu down"-like functionality
#jira UE-23705
#rb Lukasz.Furman
Change 2777450 on 2015/11/23 by Martin.Wilson
Bake additive data into animations during cooking to avoid doing additive calculations and extra pose extraction and blending at runtime
#rb Thomas.Sarkanen
Change 2777698 on 2015/11/23 by Mieszko.Zielinski
Gameplay debugging tools fixes #UE4
Fixes:
- made newly added logs respect Log Visualizer's filters
- added handling of invalid data when trying to draw EGameplayDebuggerShapeElement::Cylinder in AGameplayDebuggingHUDComponent::DrawPerception. This is a patch, root cause to be found.
- fixed Log Visualizer resetting it's data while trying to serialize invalid objects. This is a patch, root cause to be addressed.
In addition
- while at it removed bunch of 'auto' and 'class' keywords from the files I've touched
#rb Lukasz.Furman
Change 2777762 on 2015/11/23 by Mieszko.Zielinski
Removed BlackboardComponent's functionality deprecated since 4.7 #UE4
#rb Lukasz.Furman
Change 2777839 on 2015/11/23 by Zak.Middleton
#ue4 - Wrap all vector library calls to math functions through our FMath versions, so they benefit from fixes or improvements therein. Added Exp2() function.
#rb Laurent.Delayen
Change 2777840 on 2015/11/23 by Zak.Middleton
#ue4 - Fix up uses of library math functions to go through our FMath namespace.
#rb Laurent.Delayen
Change 2778287 on 2015/11/23 by Stan.Melax
deprecation of FCollisionQueryParams(bool)
See 2774707 description for the whole story
#OR-9936
#codereview marc.audy
Changes to kite will have to be in a separate check-in
I couldn't submit to all files from the framework branch addition fixes have their files are shelved in cl 2778299
Change 2778507 on 2015/11/23 by Marc.Audy
Eliminate spurious cook warnings for known missing packages
#rb Michael.Noland
Change 2778546 on 2015/11/23 by Aaron.McLeran
Moving occlusion feature settings from audio component to sound attenuation settings struct.
- Sound attenuation setting struct is used for all sounds that do 3d spatialization so it make sense for the occlusion feature settings to be there.
- Kept old low-pass frequency filter setting values on audio component (where HighFrequencyAttenuation used to be)
#rb Zak.Middleton
Change 2778664 on 2015/11/23 by Zak.Middleton
#ue4 - Clarify some comparison functions (IsZero, IsNearlyZero, Equals) in FRotator to explain that they compare as orientations, not other interpretations such as rotational speed, winding, etc.
#rb Aaron.Mcleran
#codereview Frank.Gigliotti
Change 2779335 on 2015/11/24 by Mieszko.Zielinski
Another VisualLog patch to avoid crashing due to a core bug that remains to be investigated #UE4
Again, the core bug here is related visual log trying to serialize invalid objects on a regular basis.
#rb Lukasz.Furman
Change 2779338 on 2015/11/24 by Benn.Gallagher
Fixed crash in Persona when focus is taken from a different window
#jira UE-22516
#rb Ben.Cosh
Change 2779375 on 2015/11/24 by Benn.Gallagher
Fix for deadlock in destructibles. Aquiring actor buffer without releasing causes an infinite wait on next aquire.
#rb Ori.Cohen
Change 2779753 on 2015/11/24 by Zak.Middleton
#ue4 - FMath::Atan2() no longer calls atan2f() because of some compiler or library bugs causing it to randomly return NaN for valid input. It now uses a high-precision minimax approximation instead, measured to be 2x faster than the stock C version.
#rb Brian.Karis
Change 2779853 on 2015/11/24 by Marc.Audy
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720537 on 2015/10/07 by Aaron.McLeran
Audio Optimization: Implementing an audio update delta time so audio isn't updated with every engine tick
Change 2746582 on 2015/10/29 by Aaron.McLeran
Implementing single ray-cast sound occlusion
- Fixing/Implementing sound occlusion using one ray cast
- Update rate of the ray cast is conifgurable by the user
- User can enabled/disable occlusion and set various properties of the occlusion at the audio component level
- Occlusion ray-casts are made at a slower rate than the audio engine is updated
- The following properties are supported:
* LowPassFilterFrequency (the LPF cutoff frequency of the per-voice filter to apply if a sound is occluded)
* OcclusionVolumeAttenuation (the volume attenuation to apply to sounds that are occluded)
* OcclusionInterpolationTime (how fast a sound moves from occluded to unoccluded... allows user-defined interpolation times, avoids fast parameter setting for smoother transitions)
- Fixed how low-pass filter frequency is applied on platforms that support it.
* Changed the older HighFrequencyGain parameter to a more understandable and correct LowPassFilterFrequency parameter
* Updated the parameter for the various other features that use per-voice LPF (e.g. audio volumes, distance-based filtering)
* Added backward-compatibility code to take old HighFrequencyGain params to new LowPassFilterFrequency params.
* At the lowest level, there is only one filter which is applied to a sound, but the parameter that has the lowest cutoff frequency is the one used
* Fixed how the parameter is applied at the lower-level in XAudio2 and CoreAudio. The old parameter was incorrectly applied.
* XAudio2 documentation on the low-pass-fitler frequency cutoff param is confirmed incorrect through testing.
#rb zak.middleton
Change 2765174 on 2015/11/12 by Aaron.McLeran
UE-23091 More fixage for NaN audio log spam
Last checkin for this (CL 2760896) was fixing a legit issue but there was still an issue that I was rarely catching during the FN gate encounter in AITestbed after about 5 min of gate defense.
To track down, I added a lot more logging and asserts on NaN numbers in the audio code, enabled ENABLE_NAN_DIAGNOSTIC in UnrealMathUtility.h.
- Was able to trace another cause of the NaNs in audio to 2 uninitialized variables in SoundAttenuationSettings struct: OmniRadius and StereoSpread.
- Zak M suggested the change of the const ref position vector in ListenerPosition and the usage of GetSafeNormal() in Audio.cpp since the value returned by GetLocation() is a temporary and Normalize() is unsafe.
- I removed the flag for the XAudio2 call to compute doppler since we don't use that value and it could've been as source of more NaNs in X3DAudioCalculate
#codereview Zak.Middleton
#rb Zak.Middleton
Change 2765467 on 2015/11/13 by James.Golding
- Allow -ms option to work with 'stat dumphitches' for controlling min time logged
#rb gil.gribb
Change 2765746 on 2015/11/13 by Benn.Gallagher
Added buckets for update rate shift tags (for staggering anim updates)
#jira UE-23213
#rb Bruce.Nesbit
Change 2765747 on 2015/11/13 by Benn.Gallagher
Fixes for bone length calculation in anim dynamics chains.
#rb Bruce.Nesbit
Change 2765749 on 2015/11/13 by Benn.Gallagher
Removed allocations from local CS blends for skeletal controls.
#rb Bruce.Nesbit
Change 2765752 on 2015/11/13 by Benn.Gallagher
Lod mapping support for URO customization
#jira UE-23211
#rb Bruce.Nesbit
Change 2765965 on 2015/11/13 by Marc.Audy
Remove outdated code in LoadMap previously used for matching up downloaded packages from servers. These code paths no longer operate, but in the case where a PIE client was connecting to a non-PIE server (not really supported, but possible), it would cause the Editor Level package to be flagged as as PIE package and cause a crash on exit of PIE
#jira UE-21181
#rb Josh.Markiewicz
Change 2766071 on 2015/11/13 by Mieszko.Zielinski
Fixed dumb mistake in AEQSTestingPawn::PostLoad #UE4
the 'bTickDuringGame == bTickDuringGame' thing
#rb John.Abercrombie
Change 2766086 on 2015/11/13 by Mieszko.Zielinski
Exposing NavModifierComponent to ENGINE_API #UE4
#codereview Lukasz.Furman
Change 2766345 on 2015/11/13 by Mieszko.Zielinski
No longer compiling AISystem's creation out from client builds #UE4
Instead AISystem's instantiation on clients is configurable via UAISystemBase::bInstantiateAISystemOnClient config variable
Change 2766346 on 2015/11/13 by Mieszko.Zielinski
Improvements to EQS test scoring function preview #UE4
#rb Lukasz.Furman
Change 2766528 on 2015/11/13 by Stan.Melax
multiple materials/chunks on a single cloth sim mesh
This supposedly used to work in 4.7 but broke for 4.8
It looks like previous change 2493547 may have introduced the condition statement that makes multiple materials not include all of there verts.
Changing this to instead check for the bounds on the skinningmap instead of the NumRealSimVerts which doesn't look like it takes the offset into consideration.
jira:
#UE-23300
https://jira.ol.epicgames.net/browse/UE-23300https://answers.unrealengine.com/questions/287833/apex-not-working-on-multiple-materials-since-48.html
Double tested code change with test asset from https://jira.ol.epicgames.net/browse/UE-10674
#rb Benn.Gallagher
Change 2766546 on 2015/11/13 by Marc.Audy
Throw warning for orphaned looping sounds caused by a looping sound node
Don't do somewhat expensive (due to weak pointer) orphaned sound checks in test or shipping
#rb Aaron.McLeran
Change 2766917 on 2015/11/14 by Jurre.deBaare
Fix UE4-23349 Simplygon doens't support sub 64 pixel textures
Change 2767742 on 2015/11/16 by Marc.Audy
Restructure SignificanceManager to store significance manager references in a FGCObject Module class instead of using a singleton.
Improve performance by eliminating StaticFindObjectFast calls in ::Get and force inlining Get calls
#rb Zak.Middleton, Rob.Manuszewski
Change 2767827 on 2015/11/16 by Zak.Middleton
#ue4 - Perf: avoid SmoothClientPosition() calls once the target mesh offset has been reached.
- New flag bNetworkSmoothingComplete indicates whether smoothing has reached the destination. This is set to false when a new network position is received.
- Also fixes trying to smooth rotation towards identity rotation before receiving network updates.
- Deprecated FNetworkPredictionData_Client_Character::CurrentSmoothTime in favor of saving last update time, to prevent needing to update time every tick (since we skip updates now).
#rb Dan.Youhon
Change 2768070 on 2015/11/16 by Marc.Audy
Change StaticDuplicateObject and DuplicateObject to take FName instead of char* (existing usages can automatically convert to FName so no backwards compatibility issues)
Fixup usages to avoid unnecessary string -> char* -> name conversions
Change AActor::CreateComponentFromTemplate to take an FName instead of FString, deprecated FString version
#rb Gil.Gribb
Change 2768121 on 2015/11/16 by Marc.Audy
Forceinline GetFName
Change 2768161 on 2015/11/16 by Aaron.McLeran
Checking occlusion back in
- Bug was due to improper interpolation of LPFFrequency values in audio volumes.
Change 2769428 on 2015/11/17 by Thomas.Sarkanen
Fixed backwards-compatibility issues with FExposedValueCopyRecord
Added PostSerialize function to patch up older data to the new format (copies properties->property FNames).
Made sure to zero FExposedValueCopyRecord in its constructor, prevents uninitialized variable issues when generating CRCs. This is necessary despite these members being UPROPERTYs because they are simply built on the stack then stuffed into the new CDO during compilation.
UE-23268 - EDITOR CRASH: Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter())
#rb James.Golding
#codereview Mike.Beach,Bob.Tellez
Change 2769488 on 2015/11/17 by Benn.Gallagher
DrawCanvas and debug string support for skeletal controls - accessed using "Skeletal Controls" option in Show->Display Info in Persona
#rb Martin.Wilson
Change 2769545 on 2015/11/17 by Benn.Gallagher
Added space conversion options to copy bone node.
#jira OR-9430
#rb Martin.Wilson
Change 2770228 on 2015/11/17 by Marc.Audy
Fix cause of assert firing when detaching if AttachTo(AttachParent) returns false
#rb Ori.Cohen
#jira UE-23366
Change 2770489 on 2015/11/17 by Marc.Audy
Make ::Serialize WITH_EDITORONLY_DATA since it did nothing otherwise
Change 2770761 on 2015/11/17 by Aaron.McLeran
Removing optimization disablement
- Forgot to remove these lines before checking in/testing.
Change 2771375 on 2015/11/18 by Thomas.Sarkanen
Added initialzation of internal state machine desc ptrs to (finally) remove random crashes when using sub-state machines
#rb Benn.Gallagher
Change 2771697 on 2015/11/18 by Jeff.Farris
Sensible defaults for APlayerController::ClientPlayCameraAnim and ClientPlayCameraShake
#rb marc.audy
Change 2771755 on 2015/11/18 by Marc.Audy
Put back in the recursion block for destroy actor
#rb James.Golding
Change 2772217 on 2015/11/18 by Marc.Audy
Update axis inversion to work the same way as sensitivity instead of old problematic way
Also change to use Reset instead of Empty(Array.Num())
#rb Jeff.Farris
Change 2772686 on 2015/11/18 by Aaron.McLeran
Fixing HRTF spatialization coordinate bug.
Don't need to convert to xaudio2 coordinates for HRTF spatialization
#rb chad.taylor
Change 2772766 on 2015/11/18 by Aaron.McLeran
Fixing HRTF spatialization with xaudio2 voice pools
- Issue was caused by 2 issues:
- effect chains weren't properly clearing their state between uses (SetEffectChain(nullptr) releases the effect for use with other voices)
- Not re-setting MaxEffectChainChannels = 0 in CreateSource() was causing re-used SoundSources to release their XAudio2 voices to the wrong pool.
#rb chad.taylor
Change 2773027 on 2015/11/19 by Thomas.Sarkanen
PR #1765: Git Plugin can find the git.exe binary installed on the Local AppData user directory (Contributed by SRombauts)
#rb Thomas.Sarkanen
Change 2773142 on 2015/11/19 by Benn.Gallagher
Optimized SafeSetCSBoneTransforms, no longer doing 2 iterations over the whole pose.
- Only iterating beyond the index of the first bone transform, cutting off all bones before
- No longer using a bone mask the size of the skeleton, just an array of interesting nodes
- No longer attempting to convert a transform if it isn't necessary (which was happening a lot)
#rb Laurent.Delayen
Change 2773212 on 2015/11/19 by Richard.Hinckley
#jira UEDOC-2685
Removing ugly comment. Not going to remove the node itself for backward compatibility.
Change 2773351 on 2015/11/19 by Zak.Middleton
#orion - Make sure we don't skip a final visual update when character mesh interpolation tries to stop smoothing once it reaches its destination. We keep setting bNetworkSmoothingComplete to false until the first visual update, at which point if it remains true we will stop getting updates.
#rb Dan.Youhon
Change 2773599 on 2015/11/19 by Marc.Audy
Fix shadow variable, initialization order, and incorrect placement of ENGINE_API that fails compiles on clang
#codereview Aaron.McLeran
Change 2773661 on 2015/11/19 by Richard.Hinckley
#jira UEDOC-2685
Following up by deprecating the CastToPlayerController function for 4.11.
Change 2774707 on 2015/11/19 by Stan.Melax
FCollisionQueryParams constructor API pitfall
Deprecating something that will call the unintended constructor if the programmer provides a string literal instead of explicitly creating an FName.
So this line of code:
FCollisionQueryParams Param(FName(TEXT("DragDropTrace")));
will invoke:
FCollisionQueryParams::FCollisionQueryParams(FName,bool=false,...)
But this line of code:
FCollisionQueryParams Param(TEXT("DragDropTrace"));
invokes:
FCollisionQueryParams::FCollisionQueryParams(bool)
Yes that actually happens, the string literal (the TEXT("whatever")) ends up specifies a bool parameter instead of a FName parameter. So the name is lost and a flag (that is usually set to false) is now set to true (since the string literal address is non-NULL). Yeah, that's could potentially be not what the programmer had intended.
It looks like this interface was introduced in CL 1792949
back in august 2013. Since its been a couple of years, we'll phase it out using the deprecation approach.
Making an API change would break things for existing projects.
If it had been a more recent change we could have probably just gone down to a single constructor right away.
Figured out that going one step further and removing bool param's default and adding a default constructor would minimize the number of places that will be hit with this deprecation. So, yes this is *increasing* the number of construtors temporarily, but this solution has minimal impact on the community. Later after other to-be-deprecated constructor gets removed, the two remaining can be combined into one with defaults for all parameters.
see also
https://udn.unrealengine.com/questions/269512/dangerous-fcollisionqueryparams-overloads.html
#codereview ori.cohen
[CL 2775460 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2720406 on 2015/10/07 by Aaron.McLeran
Audio optimization
Don't search for nearest listener if there's only 1 listener.
Change 2720411 on 2015/10/07 by Aaron.McLeran
Fixing HRTF spatialization code with recent changes to stereo spatialization.
HRTF emitter posiition doesn't need to be converted to XAudio2 coordinates.
Change 2723829 on 2015/10/09 by Mieszko.Zielinski
Fixed NavigationSystem trying to set label of newly spawned navigation data #UE4
UE-21880
Change 2723873 on 2015/10/09 by Mieszko.Zielinski
Fixed a bug in FNavAgentProperties::IsEquivalent resulting in failing the test for FNavAgentProperties instances having default AgentStepHeight value (-1) #UE4
UE-21977
Change 2724834 on 2015/10/12 by Ori.Cohen
PR #1634: Add PxVehicleDriveNW support to PhysXVehicleManager.cpp (Contributed by zeduk)
Change 2724850 on 2015/10/12 by Marc.Audy
Fix sound not restarting in matinee preview when jumping back along timeline after reaching end
#codereview Nick.Darnell
Change 2726499 on 2015/10/13 by Ori.Cohen
Fix edge case where sphyl length and radius are 0 and they are not properly clamped to 0.1
Change 2726689 on 2015/10/13 by Marc.Audy
Make UPackage::PackageFlags private
Add debugging for UE-21181 to try and track down when EditorWorld's PackageFlags are getting flagged as PlayInEditor
#codereview Mike.Fricker
Change 2726862 on 2015/10/13 by Lukasz.Furman
removed unused code from DetourNavMeshQuery
#ue4 UE-21988
Change 2726888 on 2015/10/13 by Lukasz.Furman
fixed observer abort: both mode in behavior tree's cone check decorator
#ue4 UE-19375
Change 2726913 on 2015/10/13 by Lukasz.Furman
navmesh raycast will use nearest poly containing ray origin instead of just closest one
#ue4 UE-19334
Change 2726920 on 2015/10/13 by Marc.Audy
Re-unify ULevelStreaming::GetWorldAssetPackageName and GetWorldAssetPackageFName
#codereview Dmitriy.Dyomin, Bob.Tellez
Change 2726931 on 2015/10/13 by Lukasz.Furman
fixed missing Tick event in aborting behavior tree tasks from abandoned subtree
#ue4 UE-21777
Change 2728093 on 2015/10/14 by Ori.Cohen
Fix edge case of sphyl scale take two. The previous approach did double scaling
Change 2728577 on 2015/10/14 by Mieszko.Zielinski
Improved navmesh labeling condition #UE4
Change suggested by github user
#rb Lukasz.Furman
Change 2728587 on 2015/10/14 by Lukasz.Furman
fixed crowd simulation for auto possessed pawns placed on level
#ue4
#rb Mieszko.Zielinski
Change 2728629 on 2015/10/14 by Lukasz.Furman
fixed influence of navmesh edges on crowd simulation near end of path
#ue4 UE-21380
#rb Mieszko.Zielinski
Change 2728678 on 2015/10/14 by Lukasz.Furman
added Z check to detour's crowd avoidance segment gathering
#ue4 UE-20889
#rb Mieszko.Zielinski
Change 2728745 on 2015/10/14 by Lukasz.Furman
fixed copy&paste operation in behavior tree's composite decorators subgraphs
#ue4 UE-18740
Change 2729276 on 2015/10/14 by Stan.Melax
ensure all actors get recreated with new collision shape specification.
this wasn't being done for a couple of editing methods.
todo: this should be merged into 4.10
#UE-20961
#rb ori.cohen
Change 2730709 on 2015/10/15 by Marc.Audy
Prevent memory corruption when an invalid controller ID is passed in to the forcefeedback channel functions
#rb Lina.Halper
Change 2733590 on 2015/10/19 by Benn.Gallagher
Fixed various crashes when using undo and redo while manipulating state machines UE 22088
Change 2735143 on 2015/10/20 by Lukasz.Furman
clearing behavior tree debugger's state when displayed subtree becomes inactive
#ue4
#rb Mieszko.Zielinski
Change 2735144 on 2015/10/20 by Lukasz.Furman
rebuilding behavior tree graph node order when node is being moved
#ue4
#rb Mieszko.Zielinski
Change 2735403 on 2015/10/20 by sebastian.kowalczyk
Integrated fix for issue UE-18594 "Gameplay Debugger is hijacking the Canvas" issue from 4.10 (2735391). Extended previous fix to care about OSX users - it's possible to configure shortcuts in engine config file now (little different ones for osx platform).
Change 2736406 on 2015/10/21 by sebastian.kowalczyk
Added new GameplayDebugger as a plugin. Old gameplay debugger is still here to keep backward compatibility but it's deprecated now. Current projects should be moved to use new plugin soon.
Change 2736436 on 2015/10/21 by sebastian.kowalczyk
Fixed crash in gameplay debugger with player set as debug target.
Change 2736437 on 2015/10/21 by sebastian.kowalczyk
Added visual indicator around selected pawn to fix FORT-10273 issue. (FN is not using new gd plugin yet).
Change 2736489 on 2015/10/21 by sebastian.kowalczyk
Hide internal and debug hud classes from drop down lists.
Change 2736504 on 2015/10/21 by sebastian.kowalczyk
Fix for UE-18548 "EnableGDT does not work correctly in PIE".
Change 2736529 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-18548 "EnableGDT does not work correctly in PIE"
Change 2736588 on 2015/10/21 by sebastian.kowalczyk
Removed old log visualizer classes.
Change 2736700 on 2015/10/21 by sebastian.kowalczyk
Fixed UE-19256 "Perception debug data doesn't get replicated by Gameplay Debuger" for old gameplay debugger module.
Change 2737180 on 2015/10/21 by Zak.Middleton
#ue4 - Fix UPrimitiveComponent::GetCollisionShape not correctly enforcing bounds limits.
#rb Aaron.Mcleran
#jira UE-22436
Change 2738084 on 2015/10/22 by sebastian.kowalczyk
Better indication of selected pawn for Gameplay Debugger.
Change 2738413 on 2015/10/22 by Marc.Audy
Disable duplication of worlds/maps via the content browser
#jira UE-22200
#rb James.Golding
Change 2739743 on 2015/10/23 by bruce.nesbit
UE-18707 - Issue with drawing material triangle on canvas #1387
Added DrawTriangleUsingVertexColor
Change 2739751 on 2015/10/23 by bruce.nesbit
Revised bShowDebugForReticleTarget should not be static #1539
Change 2739788 on 2015/10/23 by bruce.nesbit
Revised the 2 functions that used FTriangleRenderer::DrawTriangle to use FTriangleRenderer::DrawTriangleUsingVertexColor
Fixed compile error
Change 2739870 on 2015/10/23 by Marc.Audy
Avoid issues while detaching child components if OnAttachmentChange were to remove a sibling component itself.
#jira UE-22362
#rb Zak.Middleton
Change 2739882 on 2015/10/23 by sebastian.kowalczyk
Fix for UE-20901 "VisualLog redirections are broken after PIE finishes" issue.
Change 2740140 on 2015/10/23 by Marc.Audy
Ensure that components reregister tick functions after seamless travel
#jira UE-20892
#rb Zak.Middleton
Change 2740614 on 2015/10/23 by Ori.Cohen
Fix linker issues for people wanting to use physics lock lambdas
Change 2740674 on 2015/10/23 by Aaron.McLeran
Sound Focus Feature
Added new parameters to SoundAttenuation settings to allow audio to change behavior based on its angle to the listener
- Define the min/max azimuth angle to establish in-focus and non-focus regions
- Can scale the priority of a sound based on focus angle
- Can attenuate the volume of a sound based on focus angle
- Can scale the listener-emitter distance based on focus angle
- Distance scale is applied when determining max audible distance for USoundBase
- Can opt-out of focus effects for a sound at the USoundBase level
#rb Ryan.Vance
Change 2741542 on 2015/10/26 by Lukasz.Furman
lowered min value clamping in navigation filter properties
#ue4
#rb Mieszko.Zielinski
Change 2743227 on 2015/10/27 by Marc.Audy
Make ASceneCaptureCube subclassable outside of Engine module
#jira UE-22609
Make USceneCaptureComponentCube::UpdateContent callable outside of Engine module
#jira UE-22610
#rb Jeff.Farris
Change 2743255 on 2015/10/27 by Marc.Audy
Wrap FActorSpawnParameters class with deprecation warning disable pragma instead of hand implementing copy constructor
#rb Jeff.Farris
Change 2743729 on 2015/10/27 by Ori.Cohen
Fix case where we spawn and adjust location which gives us implicit velocity.
#codereview Stan.Melax
Change 2746135 on 2015/10/29 by sebastian.kowalczyk
Fixed UE-21668 "Saving log filters selected in LogVisualizer causes insane ini file sizes! And doesn't really work."
Change 2746437 on 2015/10/29 by Lukasz.Furman
pass on verifying behavior tree stack before accessing its elements
#ue4
#rb Mieszko.Zielinski
Change 2748028 on 2015/10/30 by sebastian.kowalczyk
Changed GameplayDebugger's console variable from gd.EQSOnHUD to ai.gd.EQSOnHUD" after suggestion with MieszkoZ.
Change 2748184 on 2015/10/30 by Aaron.McLeran
UE-22693 Fix for streaming bug
- 3rd decoded buffer in initial 3 buffers was not getting submitted to xaudio2 voice resulting in garbled/skipped audio.
- Wasn't able to repro the 'cannot read chunk' part of the bug
#rb ryan.vance
Change 2749255 on 2015/10/31 by sebastian.kowalczyk
Fixed ai.gd.EQSOnHUD console variable after rename from gd.EQSOnHUD.
Change 2749276 on 2015/10/31 by sebastian.kowalczyk
Added switch to toggle highlight of selected actor to GameplayDebugger.
Change 2749318 on 2015/10/31 by sebastian.kowalczyk
New Gameplay Debugger plugin can be used with old module simultaneously. It's best to configure different keyboard binding for plugin when using old module (it can be set in project settings, for new gameplay debugger plugin - when activated for project).
Change 2749337 on 2015/10/31 by sebastian.kowalczyk
Fixed GameplayDebugger compilation in shipping/test builds.
Change 2749376 on 2015/10/31 by sebastian.kowalczyk
Small clean-up in gameplay debugger class for BT.
Change 2749931 on 2015/11/02 by James.Golding
Add stats to ProcMeshComp
Change 2749932 on 2015/11/02 by James.Golding
Remove PhysicsThrusterComponent.h from Engine.h
Change 2749960 on 2015/11/02 by James.Golding
- Fix PS4 compile errors in ActiveSound.cpp
- Constructor order of FActiveSound
- Shadowed AudioComponent var in CheckOcclusion
#RB thomas.sarkanen
#codereview aaron.mcleran
Change 2749961 on 2015/11/02 by James.Golding
Fix PS4 compile errors in GameplayDebuggerBaseObject.cpp
- Shadowed DefaultContext function param, now just Context, which matches declaration
#RB thomas.sarkanen
#codereview sebastian.kowalczyk
Change 2750026 on 2015/11/02 by Thomas.Sarkanen
Anim Multithreading: thread-safety refactor
Segregated access to various parts of anim update data by spitting off a new proxy class (FAnimInstanceProxy) containing all data accessed in Update() and Evaluate() passes. Gated access to the proxy data on the game thread in a number of ways:
- Explicit access via GetValueOnGameThread() - this blocks on any existing task, completes and then allows control to return to the accessing function. This allows stuff like Blueprints to continue to operate as normal.
- Explicit access via GetValueOnAnyThread() - this ensures that in the limited set of circumstances we need this (Blueprint pure functions mostly) that conditions are met about concurrent access.
- Deprecating many APIs on UAnimInstance that should not be used (and in fact are not used at present, happily).
Derived classes of UAnimInstance can override the creation of the proxy class to create their own type. We do this for UAnimSingleNodeInstance etc.
Any API deprecation should continue to function - no functions have been removed yet. The only things that are not backwards-compatible are direct access to some public member variables for which there is no way to support (e.g. via references, for example UngroupedActivePlayerArrays).
Some APIs have been changed to more specifically represent the dependencies involved. For example TickAssetPlayerInstance() used to take a UAnimInstance*, only to use it to simply queue notifies. This has been deprecated and replaced with a new FNotifyQueue API. FNotifyQueue also uses a thread-safe FRandomStream instead of FMath::Rand.
Many changes are due to substituting accessor functions for direct variable access.
Removed 'service' tick group as we no longer need to segregate the running of our parallel update.
Anim nodes that need to do some game thread-side update should register for a pre-update callback delegate in the proxy. See FAnimNode_AnimDynamics for an example of this.
Moved UpdateActiveVertexAnims into FAnimRuntime so I can subsume some of the code that was in USkeletalMeshComponent::EvaluateAnimation into UAnimInstance (and hence keep the proxy access private).
#rb Martin.Wilson,Lina.Halper
#codereview Michael.Noland
Change 2750077 on 2015/11/02 by Marc.Audy
Expose UInputComponent::BindAction that supports WithKey delegate signature
Change 2751767 on 2015/11/03 by Thomas.Sarkanen
Added extra support to Anim Blueprint 'fast-path'
Added support for negated bools (value gets negated during copy).
Added support for copying from struct members (via break struct) and split struct pins.
Removed potentially troublesome references to BP-constructed UProperties, replacing them with the property FName. This adds some extra Initialize() overhead, but prevents various crash-on load issues (one when generating the class CRC). Added guard to prevent multiple initialization to save this more expensive work being done more often.
#rb Martin.Wilson
Change 2752158 on 2015/11/03 by Jeff.Farris
Fixed UGameplayStatics::SpawnEmitterAttached() to register the ParticleSystemComponent after it spawns.
#rb marc.audy
Change 2752159 on 2015/11/03 by Jeff.Farris
Improvements to camera lens effects to (EmitterCameraLensEffectBase)
- can now specify a transform to align the emitter with the camera
- exposed several key parameters to Blueprints
- ENGINE_API now applies to the entire class
#rb marc.audy
Change 2753454 on 2015/11/04 by Thomas.Sarkanen
Fixup deprecation warnings fallout from multithreaded update changes.
Fixed up use of AnimInstance in Vicon plugin.
Fixed up use of AnimInstance in slope warping node.
Un-deprecated some APIs to become warning free (these APIs are safe to call but just a 'bad idea if you want to do it right').
Also an extra API to allow for smoother transition: Allow custom allocation/deallocation (including using a proxy member struct) by providing an override point for proxy destruction.
#rb Martin.Wilson
Change 2754099 on 2015/11/04 by Ori.Cohen
Fix for task threads dropping stats (from Gil)
#rb Gil.Gribb
Change 2754449 on 2015/11/04 by Marc.Audy
Ensure that components created from an Actor's blueprint BeginPlay implementation get BeginPlay called on them and register their component ticks
#jira UE-20853
Reorganize some booleans to get better bit packing
#rb Jeff.Farris
#codereview Mieszko.Zielinski
Change 2754573 on 2015/11/04 by Aaron.McLeran
Fixing audio component PostLoad code to not set all LowPassFilterFrequency values to 0.0f
Change 2755345 on 2015/11/05 by Thomas.Sarkanen
Added deprecated constructors for various animation contexts
Allows existing code to compile if it creates its own contexts from UAnimInstance.
#rb James.Golding
Change 2755348 on 2015/11/05 by James.Golding
Add BP-exposed SetBoundsScale function to PrimitiveComponent
#RB thomas.sarkanen
Change 2755437 on 2015/11/05 by Marc.Audy
Fix compile errors
#codereview Thomas.Sarkanen, Mieszko.Zielinski, Aaron.McLeran
Change 2755982 on 2015/11/05 by Marc.Audy
Move HeaderParse changes for deprecation macro from Core
Fix world settings warning
Change 2756028 on 2015/11/05 by Marc.Audy
Fix shadow variable issue
Change 2756090 on 2015/11/05 by Ori.Cohen
Improve budget tool so that task threads are computed automatically.
#rb Gil.Gribb
Change 2756120 on 2015/11/05 by Mieszko.Zielinski
Fixed AIController::MoveTo not using DefaultQueryExtent of its navigation data #UE4
#rb Lukasz.Furman
Change 2756243 on 2015/11/05 by Mieszko.Zielinski
Fixed AI perception sight's "auto-visibility" mechanism totally skipping distance and vision cone checks #UE4
The old way was resulting in false positives when for example observer teleported somewhere far
#rb Lukasz.Furman
#codereview John.Abercrombie
Change 2756280 on 2015/11/05 by Mieszko.Zielinski
Minor VLog code cleanup and dumb-fixing visual logger accessing timer manager off of game thread #UE4
#rb Lukasz.Furman
Change 2756500 on 2015/11/05 by Mieszko.Zielinski
Added sanity-checking to BlueprintNodeHelpers::HasBlueprintFunction and cleaned up its usage #UE4
Also, refactored its parameters into references over pointers.
#rb Lukasz.Furman
Change 2757041 on 2015/11/06 by Thomas.Sarkanen
Removed check() in UAnimInstance::GetProxyOnAnyThread()
The check was no longer needed as if we are on the game thread we block until tasks are completed below, and if we are on any other thread we are 'safe' anyway.
#rb James.Golding
Change 2757207 on 2015/11/06 by Ori.Cohen
Fix incorrect root body cache which causes a single frame "freak out" when simulating physics from an animation
#rb Lina.Halper
Change 2757238 on 2015/11/06 by Marc.Audy
Force compiler generated functions to be generated for FHierarchicalSimplification in WorldSettings.h so that they are generated while the deprecation warnings are disabled.
#rb Mike.Fricker
Change 2757284 on 2015/11/06 by Stan.Melax
tapered capsule drawing
cloth collision happens with spheres and for the hull or tapered capsule goemetry between any specified pair of spheres.
(this was already code reviewed before, but missed the check-in window before streamtime)
#rb ori.cohen
Change 2757743 on 2015/11/06 by Lukasz.Furman
fixed node memory allocations for injected behavior tree decorators
#ue4 UE-22783
#rb Mieszko.Zielinski
Change 2757772 on 2015/11/06 by Lukasz.Furman
added setters for crowd avoidance
#ue4 UE-22785
#rb Mieszko.Zielinski
Change 2758422 on 2015/11/07 by Lina.Halper
Potential fix for invalid root bone index input
#jira :/UE-23086
#code review: Ori.Cohen
Change 2758429 on 2015/11/07 by Mieszko.Zielinski
Reimplemented a fix for AI Sight's "auto seeing" mechanics in a more flexible way #UE4
#jira UE-23089
Change 2758571 on 2015/11/08 by Mieszko.Zielinski
Modified ensure condition in UAIPerceptionComponent::OnRegister so it doesn't go off when BP does it's magic when components are being added to a BP actor class #UE4
#jira UE-23080
Change 2758821 on 2015/11/09 by Thomas.Sarkanen
Fixed animations no longer playing when using a dedicated server.
Uses correct logic to determine whether we are running as a server or not.
#rb Martin.Wilson
Change 2758920 on 2015/11/09 by Marc.Audy
Don't dereference weak object pointers repeatedly in FBoneContainer::Initialize
#rb Lina.Halper
Change 2758944 on 2015/11/09 by Ori.Cohen
Fix crash when stats are only on one thread and budget mode is used
Change 2758967 on 2015/11/09 by Benn.Gallagher
Fix for crash undoing notify socket changes in Persona, needed to recache the notify track data after the transaction had reserialized the sequence.
#jira UE-22963
Change 2758973 on 2015/11/09 by Benn.Gallagher
Added new 'Random Player' node for anim graphs allowing the user to play a selection of animations in a random order with certain randomised paramers. Also allows 'Shuffle Mode' to act more like a playlist in that it will play everything on the list before repeating.
#rb Bruce.Nesbit
Change 2759219 on 2015/11/09 by Ori.Cohen
Character perf test is now looking at stats directly and sending to analytics
#RB Ben.Salem
Change 2759398 on 2015/11/09 by Lina.Halper
Fix issue where placed montages are not playing.
- the issue is that IsPlaying does not consider montage, but SetPlaying does. It is asymmetry, so I made it same. However, there are other functions that need to be re-looked at wr.t. montage
#code review: Thomas.Sarkanen
#RB: Marc.Audy
Change 2759491 on 2015/11/09 by Lina.Halper
#Anim: Fix not getting input correctly for Copy Pose node
#RB: Marc.Audy
Change 2759602 on 2015/11/09 by Marc.Audy
Fix imporperly named struct
Change 2759795 on 2015/11/09 by Aaron.McLeran
UE-23145 Adding a Priority value to USoundBase to use in concurrency evaluation and sorting wave instances for voice stealing.
#rb zak.middleton
Change 2760081 on 2015/11/09 by Aaron.McLeran
UE-23091 Adding more logging for NaN checks and fixing one source of NaNs for audio.
OmniDirectional Math Explanation:
For XAudio2, because we do our own distance-attenuation calculations, we use the X3dAudio2 API to simply compute a speaker-map for spatialization and force the listener to be at the origin and the emitter to be on the unit-circle. Thus, from XAudio2's perspective, all distances for every listener-emitter pair will be 1.0.
So in order to use the InnerRadius blending feature, we need to trick it into doing a an inner radius blend relative to a distance of 1.0. For example, if OmniRadius and Distance are the same, then the "NormalizedOmniRadius" is 1.0 and XAudio2 will begin its "blend" of the sound to an omni-directional speaker map.
If Emitter-listener distance is less than the OmniRadius, we'll want to do more blending to an omni-directional speaker map, but we need to set the InnerRadius to something greater than 1.0 (i.e. so that the normalized distance of 1.0 will be treated as less than the InnerRadius). To do "full" omni-directional blending, the emitter-listener distance will be 0 or close to zero, and the NormalizedOmniRadius will be very large (i.e. close to infiinity).
The previous math just set the NormalizedOmniRadius to FLT_MAX which is fine but that number is eventually squared before making the API call. FLT_MAX squared is INF.
Note: I do not think we need to square the OmniRadius in:
Emitter.InnerRadius = OmniRadius*OmniRadius;
But I am keeping it t here because of legacy content which depends on that behavior.
#rb zak.middleton
hange 2760401 on 2015/11/10 by Thomas.Sarkanen@Thomas.Sarkanen-Dev-Framework
Re-instated deleted protected functions in UAnimInstance.
Fixed access of UAnimInstance in FAnimNode_StateMachine.
#rb Martin.Wilson
Change 2760407 on 2015/11/10 by Jurre.deBaare
Construct raw meshes for spline meshes now uses the render data instead of original model data (preserves tangents/normals)
Change 2760468 on 2015/11/10 by Benn.Gallagher
Anim Dynamics optimizations, cached iteration independant data to reduce footprint of iteration on limits.
#rb Graeme.Thornton
Change 2760613 on 2015/11/10 by Jeff.Farris
Fixed async collision completion delegate potentially firing repeatedly. (UE-23149)
#cr marc.audy
#codereview lina.halper
Change 2760795 on 2015/11/10 by Marc.Audy
Don't compile in pointless AddReferencedObjects when with editoronly data not defined
Minor coding standard cleanup (NULL and auto)
Change 2760848 on 2015/11/10 by Benn.Gallagher
Fix to anim instance proxy to not rely on state machine initialization to bind native delegates as nested state machines are not guaranteed to be initialized. This was fixed in UAnimInstance originally but broken again by the proxy instance code.
#jira UE-23164
#rb Martin.Wilson
Change 2760866 on 2015/11/10 by Marc.Audy
Manage transient visualization components for camera component in the same way that sprite component for other actor components are
#rb Mike.Beach
Change 2760963 on 2015/11/10 by Marc.Audy
Since construction script can cause actors to be spawned don't use a ranged for to iterate
#jira UE-22639
#rb Jeff.Farris
#codereview Dmitriy.Dyomin
Change 2762297 on 2015/11/11 by James.Golding
UE-23086 Don't ensure in SetRootBodyIndex when Bodies array is empty (ie no physics state created)
#rb martin.wilson
#codereview ori.cohen, lina.halper
Change 2763566 on 2015/11/11 by Lina.Halper
FAnimNode_CopyPoseFromMesh::Evaluate - was accessing skeleton joint, not mesh joint.
#RB: Laurent.Delayen
Change 2763926 on 2015/11/12 by Thomas.Sarkanen
Fix anim notifies not firing from single anim instances
UE-23248 - Anim Notifies are not working for Animation Sequences
UE-23249 - Anim Notifies using Sound Cues do not work
#rb James.Golding
Change 2764039 on 2015/11/12 by Jurre.deBaare
Fix for issue with incorrect material indices after reducing a skeletal mesh with non LOD0 mesh as BaseLOD (OR-9243) #rb Lina.Halper
Change 2764307 on 2015/11/12 by Jurre.deBaare
VS2015 SSF library
Change 2764314 on 2015/11/12 by Stan.Melax
crashfix was putting bad bodies to sleep at start
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor-Engine.dll!USkeletalMeshComponent::InitArticulated() [...\\engine\\source\\runtime\\engine\\private\\skeletalmeshcomponentphysics.cpp:875]
On some skeletalmeshcomponent, some bodies aren't getting created correctly. Trying to force them to sleep was causing a crash - it expected instantiated physx bodies. Seems that all the rest of the code is able to tolerate bad bodies.
Added check to ensure physx body exists before trying to force it to sleep.
not sure if bad bodies are the norm or if this fix is just more "kicking the can down the road".
#codereview ori.cohen
Change 2764343 on 2015/11/12 by Jurre.deBaare
- Fixed crash when building a LOD with SubActors.Num < 2
- Force HLOD level slider is now always enabled, however won't show complete image if not all HLODs are build
- LODActor tree view item now scrolls into view if selected in the world
- Set bAllowCullDistanceVolume to false for LODActor's static mesh components by default
- Added 7zip files
- Fixed issue with WinINet complaining about http-request without 'http://' prefix
- Changed % reduced or original triangles display string, now uses float instead of int (for < 1% reductions)
- Override texture sizes and automatic texture bias
- Fixed issue with incorrect material merging, not picking up it required mesh-data during baking. Added extra conditions for rendering with mesh-data.
- Now incorporate static meshes with opague materials into HLOD merging
- Fixed issue with incorrect normals after merging meshes who's owning components had been negatively scaled
- Fixed issue with incorrect texture size being set from MergeActor window (was only changing .X component)
- Fixed issue with material merging when meshes with multiple LODs are merged, right now only merges LOD0's together if we are also merging the materials (otherwise, merge each LOD)
- Added ENUM for texture scaling/resizing type that has to be applied while merging the materials
- Added detail customization class for FMaterialProxySettings
#rb James.Golding
[CL 2765024 by Marc Audy in Main branch]