mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
a534ff946689494ffab3e8dd00896ca7258b755d
9 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
571bf8847e |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004)
#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 |
||
|
|
eb44cd9882 |
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden #rb None [CL 3016298 by Marc Audy in Main branch] |
||
|
|
67e3197eff |
Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 2964666)
#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 |
||
|
|
4c41590c3d |
Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625
#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] |
||
|
|
bb70b349ce |
Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden [CL 2819020 by Matthew Griffin in Main branch] |
||
|
|
7fec532e26 |
Animation: Added a remap range to the bone driven controller when clamping is enabled, and added a note about the driven bone space
[CL 2619198 by Michael Noland in Main branch] |
||
|
|
2d953ade9f |
Animation: Improved bone driven controllers
- One driver value can now drive multiple components - How a component is driven is now configurable (add to input, replace, add to ref pose and replace) - The range limit is now defined on the input (before the multiplier is applied) rather than the output (existing ranges are fixed up on load) - New details customization to make working with the node easier - Individual scale components can now be a driver or one of the driven components, rather than just the max component of scale - The node title now displays the driving equation (e.g., driven.rotation.z = -0.5 * driver.rotation.x) Animation: Added a custom version for AnimGraph/AnimGraphRuntime usage Upgrade Note: The exact behavior of the original node was not preserved, but there are now more configuration options, so please revisit any uses of bone driven controllers in your animation blueprints [CL 2606968 by Michael Noland in Main branch] |
||
|
|
6a27c42041 |
Animation: Various improvements to the bone driven controller
- Added support for using a curve to map from input range to output range - Added compilation warnings when a bone or component still needs to be selected - Added a customization to hide the range/multipler when using a curve, and gated editing of the range based on bUseRange - Minor optimization to evaluation speed - Reorganized the properties into logical groups (Source/Driver, Mapping, Destination/Driven) [CL 2591125 by Michael Noland in Main branch] |
||
|
|
7c0f5172ac |
Animation: Started moving animation nodes out of Engine into a new AnimGraphRuntime module
- Moved all skeletal control nodes to start out Upgrade Note: Modules containing custom animation nodes will need to have a dependency on the new "AnimGraphRuntime" module added to their Build.cs file #codereview lina.halper [CL 2582755 by Michael Noland in Main branch] |