Commit Graph

26507 Commits

Author SHA1 Message Date
Nick Darnell
6c21b02f1d UMG - Fixing some weird merge problems with widget component. Should now reappear again for screen space widgets.
[CL 2708242 by Nick Darnell in Main branch]
2015-09-28 15:31:58 -04:00
Mieszko Zielinski
058310b708 Added a way to remove all EQS queries tied to fiven Querier #UE4
Merged over from Orion branch.

#codereview John.Abercrombie

[CL 2708236 by Mieszko Zielinski in Main branch]
2015-09-28 15:27:41 -04:00
Peter Knepley
32cf0be7d1 Remove accidental merge of UT-specific code
#codereview Josh.Markiewicz

[CL 2708204 by Peter Knepley in Main branch]
2015-09-28 15:05:36 -04:00
Ben Zeigler
59ab04456f Merging up to CL #2705955 using UE4-Fortnite-To-UE4
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]
2015-09-28 15:02:27 -04:00
Peter Knepley
3b9a90a952 Function does not need to be virtual
#codereview Josh.Markiewicz

[CL 2708198 by Peter Knepley in Main branch]
2015-09-28 15:02:27 -04:00
Nick Darnell
4bfba36d0f UMG/Slate - Adding some additional checks to the SWorldWidgetScreenLayer to ignore null components add/remove.
[CL 2708179 by Nick Darnell in Main branch]
2015-09-28 14:46:12 -04:00
Nick Darnell
faf005b928 UMG - Breaking out several bits of the WidgetComponent into other classes that can be used elsewhere. First, the bit that actually renders widgets has been brought out into the FWidgetRenderer, useful if you want to just draw some widgets to a render target it can do that for you. Second, the surface that manages the screen position of widgets based on the projected location of the component in the world. That code has been brought out into a publically usable widget that works for any Component. It does a few special things for widget components for DrawSize/Pivot, but for non-widget components it uses the DrawSize and Pivot you provide on the surface. Will probably wrap the SWorldWidgetScreenLayer in a UWidget in the future to allow users to get the same useful functionality of screen positioned widgets without needing to apply widget components to everything, which can be difficult when you're doing screen space widgets for several users in a split screen situation.
[CL 2708173 by Nick Darnell in Main branch]
2015-09-28 14:42:55 -04:00
Dan Oconnor
d6625b676d Changes required to support unicode (or otherwise invalid) class names for blueprints converted to native types. We now add a postfix (__pf) to native types generated for blueprints. We also overwrite invalid symbols (ie, +, - or unicode characters) found in blueprint asset names. All dynamic classes now need to explicitly specify a name.
#codereview Maciej.Mroz

[CL 2708146 by Dan Oconnor in Main branch]
2015-09-28 14:27:23 -04:00
Ori Cohen
25eda94bf0 Remove unused APEX exp files
[CL 2708139 by Ori Cohen in Main branch]
2015-09-28 14:25:34 -04:00
Nick Darnell
06ca8ed01f UMG - Exposing the bCanCache option for the Invalidation panel to blueprints and the details panel to make it easier to debug/examine invalidation problems without removing it from the stack, you can just turn off invalidation.
[CL 2708137 by Nick Darnell in Main branch]
2015-09-28 14:24:31 -04:00
Marcus Wassmer
8c7861c485 UAV resource transition support. Validation for UAV transitions.
Some RenderTarget validation fixes.

[CL 2708113 by Marcus Wassmer in Main branch]
2015-09-28 14:13:15 -04:00
Ori Cohen
93ae387aa9 Remove unused lib files
[CL 2708078 by Ori Cohen in Main branch]
2015-09-28 14:00:00 -04:00
Michael Trepka
615d0c5fb3 Merging CL 2708073 - Fixed a Mac-specific crash at exit that occured if GLog was initialized before the game thread was created
[CL 2708077 by Michael Trepka in Main branch]
2015-09-28 13:58:27 -04:00
Nick Darnell
3d2d613222 Slate - Slate Application no longer attempts to run prepass on child windows if they are minimized or invisible.
[CL 2708028 by Nick Darnell in Main branch]
2015-09-28 13:35:59 -04:00
Nick Darnell
a147971380 UE-21493 - ScrollBox: ScrollWidgetIntoView no longer crashes if you pass it a null widget.
[CL 2708011 by Nick Darnell in Main branch]
2015-09-28 13:30:40 -04:00
Bob Tellez
ad579d68fd [AUTOMERGE]
#UE4 Checking for a null Querier before allowing a blueprint-invoked EQS query to continue.

#rb Mieszko.Zielinski

--------
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]
2015-09-28 13:25:43 -04:00
Peter Knepley
5c379ee5ea Allow games to override network travel destruction of world net driver
#codereview Josh.Markiewicz, Joe.Wilcox

[CL 2707968 by Peter Knepley in Main branch]
2015-09-28 13:20:17 -04:00
Bob Tellez
5964758137 [AUTOMERGE]
#UE4 "Far" distance particles systems no longer include particles with LODs that are under the far distance threshold.

#rb Bill.Kladis

--------
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]
2015-09-28 13:16:54 -04:00
Bob Tellez
39e000fd25 [AUTOMERGE]
#UE4 Particle systems that have only beam emitters no longer show up in the SingleLOD list generated by the ParticleSystemAudit commandlet.

--------
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]
2015-09-28 13:16:41 -04:00
Ori Cohen
455b14bdb4 Add CHECKED config for physx/apex on PC, PS4, Xbox
Also remove the PARTICLES define which is not used

[CL 2707958 by Ori Cohen in Main branch]
2015-09-28 13:15:22 -04:00
Peter Knepley
92f44eabc0 GetBeaconType should be virtual so it can be overridden by child OnlineBeaconClients
#codereview Josh.Markiewicz

[CL 2707939 by Peter Knepley in Main branch]
2015-09-28 13:05:12 -04:00
Martin Mittring
01a20bbdb3 fixed Metal shader code
code_review:Ben.Marsh

[CL 2707896 by Martin Mittring in Main branch]
2015-09-28 12:31:09 -04:00
Ori Cohen
ac600eb220 Added the ability to use CHECKED physix libs. Binaries pending
[CL 2707831 by Ori Cohen in Main branch]
2015-09-28 11:47:42 -04:00
Allan Bentham
f4983fd80b UE-21530
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]
2015-09-28 11:03:20 -04:00
Ben Marsh
d2b6205b1c Add 'Enabled as helper' setting to XGE telemetry.
[CL 2707717 by Ben Marsh in Main branch]
2015-09-28 10:54:54 -04:00