#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]
Overview:
- Created a new UObject: USoundConcurrency
- Defines concurrency behaviors and allows for different USoundBase assets (e.g. SoundWave's, SoundCues) to be a part of the same concurrency group.
- This feature will allow a number of powerful techniques to limit and control the number of sound assets which can play concurrently
Details and Additional Related Features:
- USoundBase's not specifying an override or a USoundConcurrency ref will result in no concurrency limits.
- Added support to existing static gameplay functions to provide an optional argument to override the USoundConcurrency of a sound at the point of playing
- Added a few new concurrency resolution rules: Resolve based on priority and Resolve based on volume
- Volume based concurrency resolution is implemented slightly different than the others due to the fact that it's complex/expensive to compute an active sound's volume before it plays due to SoundCue graph traversal. Thus, this step is made after a sound is already made it through one update of the SoundCue graph.
- It's now possible to limit max concurrency (both in groups and per-sound-instance) to the "owner" of a sound. This way different characters/actors can use the same USoundConcurrency ref but have different max-concurrency counts. With this technique, you can, for example, limit dialogue lines per actor without needing to make a USoundConcurrency object for each actor.
- A new optional concurrency behavior was also added at a suggestion from the Epic audio team: the ability to attenuate a sound based on the instance count of a sound in its concurrency group. I.e. as more sounds play in a concurrency group, the sound instances get quieter.
Backwards Compat:
- The old way limited sounds per USoundBase instance (and not different ones). You can recover this behavior by specifying an "Override" settings structure on the USoundBase. When you do this, the feature will only limit sound concurrency per instance and not per group. All existing assets with MaxConcurrency settings will fallback to this behavior.
- The default USoundBase behavior for new USoundBase objects is the same as the old behavior - i.e. max limit of 16 and non-grouped (i.e. will be an override)
#codereview marc.audy
[CL 2706947 by Aaron McLeran in Main branch]
Properties in nodes can be marked as Blueprint searchable. Content will be gathered by FiB system for use in unloaded Blueprints on resave.
"Find References" on variables in the MyBlueprint list or on variable nodes is now more accurate.
Removed FEdGraphSchemaAction_K2AddCallOnVariable and FEdGraphSchemaAction_K2AddDocumentation, both unused in the editor and are a part of the old Blueprint menu system.
FMemberReference::SetSelfMember and FMemberReference::SetExternalMember support accepting a FGuid for the reference.
Variable nodes will assign their variable's Guid to their VariableReference
Added UK2Node::GetFindReferenceSearchString to find the search query for a node to find references to it, currently returns the node title for all nodes but variables (where it tries to do an advanced search to limit to only actual references to the same variable).
Can mark UProperties with metadata that informs the Find-in-Blueprint system to gather the property for searching. Currently FVariableReference in K2Node_Variable is the only thing gathered and only nodes are yet supported by this feature. Will expand to all objects contained within UBlueprint in the future.
When using Find-in-Blueprints, can use category names as functions to filter into child tags and values.
All Find-in-Blueprint data is now stored in an Asset Registry tag titled "FiBData" instead of "FiB", this is to support the new version feature.
#jira UE-21164 - Find-in-Blueprints needs an easier way of marking properties as searchable.
[CL 2702574 by Michael Schoell in Main branch]
- 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]
Merging
//depot/UE4-Orion/Engine/Source/Editor/UnrealEd/...
to //depot/UE4-Orion/Engine/Source/Editor/UnrealEd/...
[CL 2697805 by Lina Halper in Main branch]
During duplication of the CDO, the duplicated CDO's class still does not point to the CDO when it is placed in the transaction buffer. Any native sub object components that are placed in the transaction buffer are serialized incorrectly. These are fixed up during a compile which leads to a different path of serialization during undo and a mismatch buffer size. Delaying CDO placement into the undo buffer until it is finished resolves this.
#jira UE-20913 - Undo after deletion in BP editor causes crash
#codereview Maciej.Mroz, Phillip.Kavan
[CL 2697003 by Michael Schoell in Main branch]
#codereview matt.kuhlenschmidt
When we focus on an actor we now prevent changing the preview camera transform.
[CL 2696933 by Alexis Matte in Main branch]
Fix the fbx export to support correctly the hierarchy when there is parenting.
1. The order of the export was not sort correctly
2. When a parent was not exported it was crashing, now it is using the absolute transform so the child is export with the expected transform.
[CL 2696928 by Alexis Matte in Main branch]
Lots of change in here:
- Improved UActorAnimationPlayer functionality to include looping and play speed (UI needs polish)
- Fixed actor object bindings not working in PIE. We now only store the object GUID (and an object path for a fallback), which can then be fixed up within a given context (UWorld for now).
- Added UActorAnimationInstance which is responsible for managing bindings on a UActorAnimation. UActorAnimation itself is now pretty much just a data asset.
- Levels are no longer responsible for ticking actor animations, this is now handled by the client (either AMovieSceneActor, or ticked automatically if created from a blueprint node)
[CL 2696822 by Andrew Rodham in Main branch]
#UE4 RunAsDedicated is now set a little sooner so subclasses of UGameInstance can check it correctly in Init().
#rb Daniel.Broder
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2696051 by Bob.Tellez on 2015/09/17 17:14:51.
[CL 2696052 by Bob Tellez in Main branch]
#jira UE-21087 - Material Editor: Pressing C for comment doesn't auto highlight the comment text to begin typing the comment
Added methods to create a 'user invoked' node on UEdGraph and FGraphNodeCreator, which propagates this property through the FEdGraphEditAction to the SGraphNode. This allows us to give comment nodes focus when created.
#reviewedby Dan.Oconnor
[CL 2694875 by Richard TalbotWatkin in Main branch]