Fallback to 2013 is automatic if 2015 is not installed or a platform SDK is detected that doesn't support the new IDE
Manual override is available via -2013
#platformnotify Josh.Adams
[CL 2709701 by Jeff Campeau in Main branch]
Runs a lighting build for specific, or all, map(s). Reusing the ResavePackages commandlet. The commandline for the commandlet is:
ProjectName -run=resavepackages -buildlighting -allowcommandletrendering -map=optionalmapname
Script added to UAT to automate the process. The commandline for this is:
RebuildLightmaps -project="My:/Absolute/Project/Path.uproject" -MapsToRebuildLightMaps=OptionalMapName
[CL 2709358 by Terence Burns in Main branch]
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]
#UE4 Staging ShaderCache and ShaderCodeCache files if they exist when creating a pak file.
#codereview Mark.Satterthwaite, Michael.Trepka
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2704677 by Bob.Tellez on 2015/09/24 12:49:19.
[CL 2704678 by Bob Tellez in Main branch]
The Localise automation script processing was failing as we have acquired the "zh-Hans-CN" culture in our OneSky project, but the UE4 commandlet doesn't generate that culture, only "zh-CN". This was causing the script to fail as it couldn't find the data for that culture in Perforce.
This change has the Localise automation script read the same config file that the UE4 commandlet will use, and then use that config file data to work out what cultures it will export/upload to OneSky.
This change should also make the script generic enough for it to be used for other projects (once we can pass in the arguments on the command line).
[CL 2704649 by Jamie Dale in Main branch]