Notable changes:
2696075
- Change ALobbyBeaconHost::Init and ALobbyBeaconHost::SetupLobbyState to be virtual
- Add new function APartyBeaconHost::GetMaxReservations, for getting the maximum number of reservations allowed by the beacon
- Add new delegate and associated RPC to APartyBeaconClient for when reservations on the host beacon are full
- Behavior change: Full reservation fires the new delegate and not ClientSendReservationUpdates
2687900
only sort session search results if there are any
2697435
fixed invalidating crowd's navmesh boundary data, tile salt was not increased during rebuilds
2686334
Added a blueprint library function to get attribute values from an ability system component.
2694255
Abilities that are triggered by events are now triggered by children of the events that trigger them. For example an ability that is triggered by A.B would now also be triggered by A.B.C.
2694384
When triggering abilities send the original tag so triggers that aren't an exact match can choose not to respond.
2692521
Fixes issue using nav mesh walking where AIs would pop up on top of geometry
- We now use the surface closest to the target nav location, rather than tracing downwards from above and using the first surface we find
2699230
Put the Mac.HighPrecisionDisableMouseCoalescing & Mac.HighPrecisionDisableMouseAcceleration CVars into the 'io.' rather than 'r.' groups where they belong.
[CL 2708199 by Ben Zeigler in Main branch]
#UE4 Checking for a null Querier before allowing a blueprint-invoked EQS query to continue.
#rb Mieszko.Zielinski
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2707989 by Bob.Tellez on 2015/09/28 13:25:21.
[CL 2707992 by Bob Tellez in Main branch]
#UE4 "Far" distance particles systems no longer include particles with LODs that are under the far distance threshold.
#rb Bill.Kladis
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2707959 by Bob.Tellez on 2015/09/28 13:15:53.
[CL 2707961 by Bob Tellez in Main branch]
#UE4 Particle systems that have only beam emitters no longer show up in the SingleLOD list generated by the ParticleSystemAudit commandlet.
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2706555 by Bob.Tellez on 2015/09/25 14:43:37.
[CL 2707960 by Bob Tellez in Main branch]
Fix for high quality shader flag triggering a cook/cache of all quality levels.
Ensure high quality shader map id is not affected by quality override setting.
#codereview jack.porter
[CL 2707739 by Allan Bentham in Main branch]