Added GameplayDebugger settings to editor (AI Tools section) - it's usefull feature to controll default properties.
Fixed LogVisualizer as experimental menu entry in UE4 Editor
[CL 2371500 by sebastian kowalczyk in Main branch]
- pass 1, some more improvements to come
- updated lots of Fortnite code to accommodate API changes
- same goes for Orion, though a lot less of code had to be touched
- includes a minor extension to IGenericTeamAgentInterface
[CL 2361462 by Mieszko Zielinski in Main branch]
AActor::IsNetRelevantFor is now const and takes const parameters
UNetDriver::IsLevelInitializedForActor is now const and takes const parameters
UNetConnection::ClientHasInitializedLevelFor is now const
FNetGUIDCache::SupportsObject is now const
#codereview john.pollard
[CL 2350109 by Ryan Gerleve in Main branch]
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]