- All movie scene capture responsiblities are now encapsulated inside the MovieSceneCapture module. Corresponding logic has been moved out of engine classes.
- Fixed time-step capture is fullly supported on PC and mac, real-time capture is still experimental.
- Matinee now goes through the same MovieSceneCapture module logic as actor animations
- AVIWriter can now be instantiated (used to be a single static w/ globals) to give greater control of capturing.
- This mostly addresses UETOOL-446
[CL 2700384 by Andrew Rodham in Main branch]
- at the end, no change on the data because this guarantees frame independent.
- Added help and renamed variable to speed, so that it knows it is speed.
Merging
//depot/UE4-Orion/Engine/...
to //depot/UE4-Orion/Engine/...
[CL 2683714 by Lina Halper in Main branch]
#jira UE-19181 - Materials array does not appear on static mesh components with no mesh until details is refreshed
[CL 2674193 by Richard TalbotWatkin in Main branch]
#jira UE-20220 - Widget position doesn't update when location is changed in details panel, in Geometry Editing mode
[CL 2674046 by Richard TalbotWatkin in Main branch]
I did the first part, lock some showflags to be 0 or 1 in SHIPPING
If this causes problems for some applications (e.g. using showflag as scalability which they shouldn't) the user needs to update the code.
or we remove the lock from that showflag.
For editor or non shipping features it's fine to use the SetSHOWFLAGNAME() calls, they become NOPS in SHIPPING.
This is a performance optimization (when used in inner loop) and prepares for removing more
[CL 2673126 by Martin Mittring in Main branch]
#jira UE-20286 - When editing multiple assets at once, clicking in a string field is treated as committing a new string to all assets
[CL 2669151 by Richard TalbotWatkin in Main branch]
Make/Break/Set nodes will no longer show the overrides variables that are used as conditionals for other variables.
These values will automatically be set to true when their corresponding variable is made visible in the node and false if they are not visible.
Added a tooltip for the checkbox to enable these pins to explain the situation.
This feature changes the functionality of existing nodes, all affected cases will give a Warning until the Blueprint is recompiled.
#jira UE-18268 - Post process settings blueprint polish
[CL 2667807 by Michael Schoell in Main branch]
- PC/Xaudio2 implementation
- Added new parameter added to sound attenuation object that specifies stereo spread for 3d spatialized assets that use the attenuation setting
- High-level implementation description: split the stereo file channels into 2 mono-source 3d calculations in XAudio2 (though the stereo voice still counts as a single voice).
- Currently HRTF spatialization only works for mono-sources.
- The L/R channels are oriented perpendicular to the listener and spread from each other by the spread parameter.
- Added the ability to visualize 3d audio using
-- the new audio command is "Audio3dVisualize", we can change the name to something else if there's a different name designers would like to use
-- 3d visualization will show the name of the wave instance, a white crosshair where the emitter position is, and a red/green crosshair for the left/right channels. This way sound designers can
visualize the spread parameter. The position used to display the crosshairs is the exact position used by the audio engine to spatialize the channels.
-- We can add more data to this visualization later(can display current volume, color based on occlusion, etc)
-- If the sound is mono-spatialized, it will only display a white crosshair (and the name of the wave instance).
-- It only shows actively playing voices that have audio components (to render into the component's world) so can be used as a means to determine playback activity of audio components.
-- Only implemented for PC at the moment, though this feature should be ported to our other platforms
[CL 2660161 by Aaron McLeran in Main branch]
Rename HasValidProperty to HasValidPropertyNode to make the behavior match the name, and clean up some comments
Fix several details customizations that weren't correctly checking for property validity before derefencing GetProperty() or AccessRawData(). This fixes the original slate crash as well
#codereview matt.kuhlenschmidt
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2653955 by Ben.Zeigler on 2015/08/12 21:23:30.
[CL 2653956 by Ben Zeigler in Main branch]
This ensures 2 things:
- That the property is always visible on an relevant UI
- That we will not suffer any data loss if any new derived UAssetImportData types are added in future
This addresses UE-19895 and UE-19893
[CL 2651232 by Andrew Rodham in Main branch]
#UE4 Text property input textboxes now have a Min and Max width to match the min/max width in SPropertyEditorText
#codereview Saul.Abreu
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2650256 by Bob.Tellez on 2015/08/10 18:30:53.
[CL 2650257 by Bob Tellez in Main branch]
- FAssetImportInfo is now marked as USTRUCT and is stored as a member value on UAssetImportData rather than using inheritance. This makes customization writing much easier and better affords UObject interoperability.
- Removed UAssetImportData::bDirty as it was only every used to enable/disable a button on the static mesh editor, and its presence caused confusion and inconsistency.
- Fixed issue where timestamps did not get updated correctly
- Fixed various reimport paths that were not updating their source file information correctly.
This addresses UETOOL-466 and UE-16406.
[CL 2646395 by Andrew Rodham in Main branch]
[UETOOL-125] - Have the "return to defaults" arrow on a brush's texture actually go back to the size of the texture
#change Customization of property rows now supports passing reset to default customizations to child properties so that structs like vectors can have their components handled by the same custom handler as the parent. Properties identify themselves by passing their handle to the delegate.
#change Reset to default is now set on properties using FResetToDefaultOverride class containing the delegates and ovrride behaviors.
#change Slate brush customization sets custom reset behavior on the Image Size property and uses the texture size as the default size.
#codereview matt.kuhlenschmidt
[CL 2644978 by Chris Wood in Main branch]