Commit Graph

47 Commits

Author SHA1 Message Date
Adric Worley
9d134e7464 #ENGINE - Integrating automation test flags refactor
- New filter flags in automationtest.h
- Compile time errors if proper flags are not specified
- Existing tests converted to new flags
- New "disabled" flag
- Filter dropdown in automation UI replaces Smoke Tests button
- Automation features are no longer compiled out in Test configuration at runtime (except in Shipping)
- Enabled automation tests to be triggered from in-game console in non-editor builds (automation controller is enabled)

NOTE: This will force licensees who use automation to update their tests.
#codereview: jason.bestimt, mike.fricker, ben.salem

[CL 2672561 by Adric Worley in Main branch]
2015-08-28 13:23:02 -04:00
Mieszko Zielinski
5bc0ef2c56 Added a unity test for a Gameplay Tasks resource handling bug I've found yesterday #UE4
Merged over from Orion

[CL 2654665 by Mieszko Zielinski in Main branch]
2015-08-13 11:00:08 -04:00
Mieszko Zielinski
0189a39d9f A file missing from previous submission #UE4
It missing just causes some GameplayTask tests to fail

[CL 2597159 by Mieszko Zielinski in Main branch]
2015-06-23 11:17:52 -04:00
Mieszko Zielinski
20e4252b50 Gameplay Task priority and resources management up and running, pass 1 #UE4
Including:
- every GameplayTask can specify resources it requires to run, and separately resources it's going to lock, or "shadow" ones in the priority queue
- added a broadcast delegate to GameplayTasksComponent one can register for to get notified about changes in resource locks
    - AI uses this to lock AI logic for scripted tasks
- made IGameplayTaskOwnerInterface::GetAvatarActor require a task pointer to determine avatar actor - this was needed for a "skeletal" owners, like BT nodes
- Improvements to AITask_MoveTo
- expanded BTTaskNode with bits required for it being a GameplayTask owner
    - might need to move that to the most generic BTNode so that services can easily spawn tasks as well
- BT movement tasks can now use AITasks (opt-in with AISystem::bEnableBTAITasks via Project Settings)
- started adding a generic mechanism for configuring AI properties via Project Settings
    - consistency throughout multiple ways of spawning given AI task being the main drive here. Started with movement of course
    - currently implemented by exposing AISystem's properties to global config. Going to switch that over to UDeveloperSettings soon.
- Added a blackboard component member to AIController
- added setting BB SelfActor key to AI-controlled Pawn

[CL 2597132 by Mieszko Zielinski in Main branch]
2015-06-23 11:05:27 -04:00
Mieszko Zielinski
67bf486145 Updated Gameplay Tasks's unit tests category #UE4
Now in System.Engine.AI

[CL 2588370 by Mieszko Zielinski in Main branch]
2015-06-16 05:32:28 -04:00
Mieszko Zielinski
104d5894a2 Missing GameplayTasks changes merged over from dev branch #UE4
[CL 2581300 by Mieszko Zielinski in Main branch]
2015-06-09 10:55:02 -04:00
Eric Newman
f3569dae41 Fortnite dev to main merge up to cl # 2564489
Merging using UE4-Fortnite-To-UE4

[CL 2573959 by Eric Newman in Main branch]
2015-06-02 11:44:27 -04:00
Adric Worley
585d573df3 Fix categorization of AI test added by merge.
[CL 2527652 by Adric Worley in Main branch]
2015-04-27 18:45:21 -04:00
Daniel Broder
8ea8f8d7ad Merging using UE4-Fortnite-To-UE4 using 2517024
Weekly Fortnite Dev -> Main integration.

#CodeReview Paul.Moore, Bob.Tellez

[CL 2524683 by Daniel Broder in Main branch]
2015-04-24 14:07:47 -04:00
Adric Worley
e578e2d7cd Separate automated system tests from project-specific tests
[CL 2514485 by Adric Worley in Main branch]
2015-04-16 12:40:47 -04:00
Jaroslaw Palczynski
28fc7695a0 Missing chages for 2481343.
Some P4V problem with backing out large changelist missed some files.

#codereview Robert.Manuszewski

[CL 2481366 by Jaroslaw Palczynski in Main branch]
2015-03-17 06:17:32 -04:00
Jaroslaw Palczynski
f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00
Jaroslaw Palczynski
fa31560e2d Enabled UHT to digest GENERATED_BODY instead of GENERATED_UCLASS_BODY, GENERATED_USTRUCT_BODY, GENERATED_UINTERFACE_BODY or GENERATED_IINTERFACE_BODY, changed every occurence to the new syntax and fixed every warning that have fallen out of this change.
#codereview Robert.Manuszewski

[CL 2481333 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:19:11 -04:00
Lukasz Furman
3b13772531 behavior's tree stop will call Abort on active tasks
#ue4

[CL 2446753 by Lukasz Furman in Main branch]
2015-02-16 04:49:14 -05:00
John Abercrombie
4e9ac6444a Merging using UE4-Fortnite-To-UE4 @ CL 2382284
[CL 2388856 by John Abercrombie in Main branch]
2014-12-15 15:29:48 -05:00
Mieszko Zielinski
397c3eb5f4 Compilation fixes after blackboard key-syncing related changes #UE4
#lockdown Zachary.EdgertonJones

[CL 2386402 by Mieszko Zielinski in Main branch]
2014-12-11 20:54:40 -05:00
Mieszko Zielinski
51c73e91cd Blackboard keys' values synchronization #UE4
- original implementation by Dustin Vertrees @ Black Tusk Studios (https://udn.unrealengine.com/questions/228443/behaviortree-synchronized-blackboard-fields.html)
- butchered and optimized a bit in the process of integration

[CL 2386152 by Mieszko Zielinski in Main branch]
2014-12-11 16:59:40 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Mieszko Zielinski
46378c31f4 Added a BP-implementable event called when AI controller starts using new Blackboard asset #UE4
- to be used for BB values initialization
- unvirtualized UseBlackboard and introduced virtual InitializeBlackboard for better readibility

[CL 2372174 by Mieszko Zielinski in Main branch]
2014-11-29 17:51:51 -05:00
Mieszko Zielinski
6952a6f2fc Refactored a bunch of BT functions taking BehaviorTreeComponent pointers to require references instead #UE4
[CL 2371640 by Mieszko Zielinski in Main branch]
2014-11-27 15:56:48 -05:00
Mieszko Zielinski
494e9a5ae0 Fixed Automation crashes on AITestSuite's tests #UE4
[CL 2358816 by Mieszko Zielinski in Main branch]
2014-11-13 16:14:29 -05:00
Peter Sauerbrei
7715043791 Mac CIS fix
#mac

[CL 2352064 by Peter Sauerbrei in Main branch]
2014-11-06 15:45:59 -05:00
Mieszko Zielinski
62f6ff5c1f Changes the way FAITestBase auto-releases UObjects created for given test #UE4
- fixes UE-5114, FORT-2006
- merged over from UE4-Fortnite

[CL 2351944 by Mieszko Zielinski in Main branch]
2014-11-06 15:26:48 -05:00
Ben Zeigler
02a9e1dd4e Merging Dev -> Main using UE4-Fortnite-To-UE4 from CL 2340802
Includes following engine changes:

Getting display metrics only once at construct time when using SSafeZone. GetDisplayMetrics is expensive in Windows so it is impractical to call it every frame.
- Some AI API improvements, mostly switchig pointer function parameters to references.
- minor refactor of UCrowdFollowingComponent's queryinf functions:
    - IsCrowd*Enabled functions refactored to  IsCrowd*Active
    - implemented IsCrowd*Enabled that return acrual values of relevant properties
- Added a function to CrowdManager to query for location of agents neighbouring given agent
Added support for PS4 touchpad-based cursor
You can now choose to skip synchronously scanning for asset data in object libraries and just use the data that is currently in the asset registry. The data will be refereshed automatically later once the global scan completes. The only applies to non-commandlet editor instances.
Crash fixes for trying to access NULL Metal surfaces on IOS
Slate: Cleaned up some atlas code related to padding and corrected some comments

[CL 2347323 by Ben Zeigler in Main branch]
2014-11-03 15:47:28 -05:00
Lukasz Furman
fe55f13845 fixed functional test for behavior tree subtrees
[CL 2337044 by Lukasz Furman in Main branch]
2014-10-22 13:33:29 -04:00