yoan stamant
aafdd91a93
NavigationDirtyArea: added error reporting for large area dirtying the navigation data
...
+ added advanced property "DirtyAreaWarningSizeThreshold" in NavigationSystem to report warning logs when tiles larger than the specified threshold are pushed to the dirty queue.
+ error reporting is disabled as long as navigation lock is effective
+ centralized area validations and error reporting inside method FNavigationDirtyAreasController::AddArea and added new optional parameter to retrieve source object
[at]aris.theophanidis [at]maxime.mercier
#ROBOMERGE-SOURCE: CL 11587708 via CL 11587713 via CL 11588090
#ROBOMERGE-BOT: (v654-11333218)
[CL 11592197 by yoan stamant in Main branch]
2020-02-24 18:43:44 -05:00
aris theophanidis
5ea31ebf07
Marking map as dirty when navmesh tiles are built
...
[REVIEW] [at]Mieszko.Zielinski [at]Mikko.Mononen
#rb Mieszko.Zielinski Mikko.Mononen
#ROBOMERGE-SOURCE: CL 11568105 via CL 11568106 via CL 11568107 via CL 11568109
#ROBOMERGE-BOT: (v654-11333218)
[CL 11568110 by aris theophanidis in Main branch]
2020-02-20 13:54:10 -05:00
yoan stamant
a4d2d0bdc1
NavigationSystem: Added CSV stat to track navigation tasks (running + remaining)
...
[REVIEW] [at]maxime.mercier
#ROBOMERGE-SOURCE: CL 11421071 via CL 11421125 via CL 11421133 via CL 11421140
#ROBOMERGE-BOT: (v654-11333218)
[CL 11421148 by yoan stamant in Main branch]
2020-02-13 12:42:18 -05:00
stephen holmes
e7f00604a4
Simple change to allow better logging of locks and rebuild all to the nav mesh
...
[at]Yoan.StAmant
#ROBOMERGE-SOURCE: CL 11415477 via CL 11415497
#ROBOMERGE-BOT: (v654-11333218)
[CL 11415498 by stephen holmes in Main branch]
2020-02-13 05:19:52 -05:00
Marc Audy
9b14e17824
Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 11128285
...
#rb
#rnx
[CL 11130996 by Marc Audy in Dev-Framework branch]
2020-01-28 11:29:06 -05:00
Dan Oconnor
1c8e853762
Integrate from main @ 10895611
...
Merged manually:
//UE4/Dev-Framework/Engine/Source/Editor/BlueprintGraph/Classes/K2Node_GetClassDefaults.h
//UE4/Dev-Framework/Engine/Source/Editor/BlueprintGraph/Private/K2Node_GetClassDefaults.cpp
//UE4/Dev-Framework/Engine/Source/Programs/NotForLicensees/Solaris/uLangServer/uLangServer.Target.cs
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Private/NotForLicensees/QoSReporterConfiguration.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Private/QoSReporter.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Private/QoSReporterModule.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Private/QoSReporterPrivate.h
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/Public/QoSReporter.h
//UE4/Dev-Framework/Engine/Source/Runtime/Analytics/QoSReporter/QoSReporter.Build.cs
Merged manually accepted source:
//UE4/Dev-Framework/FortniteGame/Content/Animation/Marketing/Poses/Pose_Library/HolidayPJ/HolidayPJB_Female_H.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Buildings/5x5/HLOD/Apollo_5x5_LogPyramid_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_A6_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_B1_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_E1_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_F8_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_G1_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_G7_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_G8_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_H4_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_H5_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_H6_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Apollo/Maps/Streaming/HLOD/Apollo_Terrain_Sub_H8_0_HLOD.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Items/EnvironmentalItems/PinkOatmeal/PinkOatmeal_Sepia.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Items/Weapons/WID_Harvest_Pickaxe_GalileoFerry1H.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Playlists/ContextTutorial/Mutator/ContextualTutorial_NearChestMobile.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Anchor_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Heart_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Jaws_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Keg_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Megalodon_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_Pizza_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/PickAxe_SkiBoot_Ready_Athena_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Athena/Sounds/Weapons/PickAxes/SharpDresser/PA_SharpDresser_Ready_Cue.uasset
//UE4/Dev-Framework/FortniteGame/Content/Characters/Player/Male/Medium/Bodies/M_MED_GuanYuDragon/Meshes/M_MED_Guan_Yu_Dragon_AnimBP.uasset
//UE4/Dev-Framework/FortniteGame/Content/Characters/Player/Male/Medium/Bodies/M_MED_Ornament_Soldier/Textures/T_M_MED_Ornament_Soldier_Body_N.uasset
//UE4/Dev-Framework/FortniteGame/Content/Creative/Materials/M_Creative_4Layers_Inst.uasset
//UE4/Dev-Framework/FortniteGame/Content/Heroes/Commando/CosmeticCharacterItemDefinitions/CID_Commando_034_ToyTInkerer.uasset
//UE4/Dev-Framework/FortniteGame/Content/UI/Login/SubGameSelect/SubgameSelectScreen.uasset
//UE4/Dev-Framework/FortniteGame/Documents/VO_Script/Hero VO Master.xlsx
//UE4/Dev-Framework/FortniteGame/Documents/VO_Script/STW Questline VO - MASTER SCRIPT.xlsx
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_059_wwiipilot_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.json
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_059_wwiipilot_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.png
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_081_scubamale_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.json
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_081_scubamale_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.png
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_223_orangecamo_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.json
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_223_orangecamo_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.png
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_330_astronautevilupgrade_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.json
//UE4/Dev-Framework/FortniteGame/Test/Screenshots/CosmeticTests/AthenaBackpack_bid_330_astronautevilupgrade_epic/Windows/D3D11_SM5/dc0f63bd65ec455ecd43795cf3f3059a.png
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/Materials/TileMirrorAxis.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/Materials/UVEdit.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/Materials/wall3.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/textures/carpet_ao_rough_metal.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/textures/carpetdiff.uasset
//UE4/Dev-Framework/Samples/Showcases/ArchVisRT/Content/textures/carpetnorm.uasset
Merged automatically:
//UE4/Dev-Framework/Engine/Plugins/NotForLicensees/CommonUI/Source/CommonUI/Public/CommonNumericTextBlock.h
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemComponent.cpp
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/AbilitySystemComponent_Abilities.cpp
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayEffectTypes.cpp
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/AbilitySystemComponent.h
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayAbilitySpec.h
//UE4/Dev-Framework/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectTypes.h
//UE4/Dev-Framework/Engine/Source/Developer/BlueprintNativeCodeGen/Private/NativeCodeGenerationTool.cpp
//UE4/Dev-Framework/Engine/Source/Editor/Kismet/Private/BlueprintEditor.cpp
//UE4/Dev-Framework/Engine/Source/Editor/Kismet/Private/WorkflowOrientedApp/WorkflowTabManager.cpp
//UE4/Dev-Framework/Engine/Source/Editor/Kismet/Public/WorkflowOrientedApp/WorkflowTabManager.h
//UE4/Dev-Framework/Engine/Source/Editor/UnrealEd/Private/PlayLevel.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Decorators/BTDecorator_BlueprintBase.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Services/BTService_BlueprintBase.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_BlueprintBase.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/Blueprint/AIBlueprintHelperLibrary.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Classes/EnvironmentQuery/EnvQueryInstanceBlueprintWrapper.h
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Decorators/BTDecorator_BlueprintBase.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Services/BTService_BlueprintBase.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/BehaviorTree/Tasks/BTTask_BlueprintBase.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/Blueprint/AIBlueprintHelperLibrary.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/AIModule/Private/Navigation/PathFollowingComponent.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/CoreUObject/Public/UObject/ObjectMacros.h
//UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/AI/Navigation/NavigationTypes.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Engine/Private/KismetSystemLibrary.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/NavigationSystem/Private/NavFilters/NavigationQueryFilter.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/NavigationSystem/Private/NavMesh/NavMeshRenderingComponent.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/NavigationSystem/Private/NavMesh/RecastNavMesh.cpp
//UE4/Dev-Framework/Engine/Source/Runtime/Slate/Private/Framework/MultiBox/MultiBoxBuilder.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteEditor/Private/FortBuildingInstructionsCommandlet.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortAIController.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortAthenaAIBotController.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortBT/FortBTDecorator_IsTakerAirborne.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortEQS/FortQueryGenerator_InfluenceMapPoints.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortEQS/FortQueryGenerator_PointsFromNavGraph.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortEnemySpawn.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortNavSystem.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortPathFollowingComponent.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/FortPathFollowingComponentBase.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/HotSpots/FortAIHotSpotSlotGenerator_OnBoundingBox.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/HotSpots/FortAIHotSpot_Building.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/MissionBots/FortBotStructureBuilder.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/NavUtils/NavGraphCellUtils.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/NavUtils/NavLinkProcessor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/AI/Tasks/FortAITask_Move.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Abilities/FortGameplayAbility_AIPortal.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Analytics/FortAnalytics.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Analytics/FortBlueprintAnalytics.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Athena/FortAthenaZipline.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Athena/FortClientBotManagerAthena.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Athena/FortGameModeAthena.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Athena/FortPlayerControllerAthena.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/AthenaLayoutRequirementData.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingActor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingAutoNav.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingContainer.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingCorner.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingDeco.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingFloor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingFoundation.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingPlayerPrimitivePreview.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingProp.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingRift.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingRoof.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingSMActor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingStairs.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingTrap.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/BuildingWall.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/DeployableBasePlot.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/DynamicBuildings/FortDynamicBuilder.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/EditMode/BuildingEditModeSupport.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/FortVolume.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Building/StructuralSupport/BuildingStructuralSupportSystem.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/ClientPilot/FortClientPilot_GameplayBase.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Components/FortControllerComponent_Interaction.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Curie/Managers/FortCurieFirePropagationManager.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Curie/Managers/FortCurieSpatialManager.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Environment/FortProceduralFoliageComponent.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/FortClientBotManager.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/FortGameMode.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/FortGameStateZone.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Input/FortPlayerInput.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/LevelRecordSpawner.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/LevelSaveRecord.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Modifiers/FortGameplayMutator_DestroyMapActors.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/NoRedist/ML/FortDetectionML_BuildingMacro.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Objectives/FortPlacementActor.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Pawns/FortAIPawn.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Pawns/FortPawn_Taker.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Player/FortPlayerController.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Replay/Automation/Pegasus/PegasusGameEventCollector.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/STW/FortConstructorBASE.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Track/FortTrack.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/UI/FortUIZone.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Weapons/FortDecoTool.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Weapons/FortProjectileDecoHelper.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Weapons/FortWeap_BuildingTool.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Private/Weapons/FortWeap_BuildingToolBase.cpp
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingActor.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingAutoNav.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingPlayerPrimitivePreview.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingProp.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingTrap.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Building/BuildingWall.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/FortAssets.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Player/FortPlayerController.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/STW/FortConstructorBASE.h
//UE4/Dev-Framework/FortniteGame/Source/FortniteGame/Public/Track/FortTrack.h
All other files merged 'safely'
#rb none
[CL 10934998 by Dan Oconnor in Dev-Framework branch]
2020-01-09 19:00:27 -05:00
Mieszko Zielinski
10c27dbc0e
Fixed a bug where the NavigationSystem would rebuild Static and DynamicModifiersOnlt navdata in PIE and game if bAutoCreateNavigationData was set to false.
...
#jira UE-86469
#review-10925709 @Aris.Theophanidis, @Yoan.StAmant
#rb Aris.Theophanidis, Yoan.StAmant
[CL 10927910 by Mieszko Zielinski in Dev-Framework branch]
2020-01-09 11:39:01 -05:00
ryan durand
0f0464a30e
Updating copyright for Engine Runtime.
...
#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]
2019-12-26 14:45:42 -05:00
aris theophanidis
8a1526bac3
LogNavigationDataBuild -> change verbosity from Log to Display
...
#rb trivial
#ROBOMERGE-SOURCE: CL 10762583 via CL 10762586 via CL 10762839 via CL 10762869 via CL 10762911
#ROBOMERGE-BOT: (v610-10636431)
[CL 10763418 by aris theophanidis in Main branch]
2019-12-17 10:45:24 -05:00
aris theophanidis
7510542394
Fixing several navmesh issues caused by incorrect collision data in the DDC
...
Addition of a NAVCOLLISION_FORMAT for Chaos
Rotating the DDC string version for the FDerivedDataNavCollisionCooker
Adding new logs to LogNavigationDataBuild
[at]Max.Whitehead
#ROBOMERGE-SOURCE: CL 10762439 via CL 10762448 via CL 10762825 via CL 10762860 via CL 10762898
#ROBOMERGE-BOT: (v610-10636431)
[CL 10762927 by aris theophanidis in Main branch]
2019-12-17 10:27:04 -05:00
aris theophanidis
c421d48280
Addition of LogNavigationDataBuild to output in the logs a basic build summary
...
[at]Yoan.StAmant
#rb Yoan.StAmant
#ROBOMERGE-SOURCE: CL 10738283 via CL 10739484 via CL 10739563 via CL 10739765 via CL 10739868
#ROBOMERGE-BOT: (v610-10636431)
[CL 10739961 by aris theophanidis in Main branch]
2019-12-16 14:41:02 -05:00
Robert Manuszewski
7b6f840f7f
Copying //UE4/Dev-Core @ 10708550 to Dev-Main (//UE4/Dev-Main)
...
#rb none
[CL 10708666 by Robert Manuszewski in Main branch]
2019-12-13 11:07:03 -05:00
yoan stamant
1bbc5d14dd
NavigationSystemV1: GetNavDataForActor now returns any INavigationDataInterface found, not only classes in ARecastNavMesh class hierachy. It is up to the caller to cast and test for a specific sublass. (e.g. ANavigationData)
...
#jira UE-85467
[at]mieszko.zielinski [at]ken.kuwano [at]aris.theophanidis
#rb mieszko.zielinski
#ROBOMERGE-SOURCE: CL 10638011 via CL 10638033
#ROBOMERGE-BOT: (v609-10634694)
[CL 10638036 by yoan stamant in Main branch]
2019-12-10 13:42:41 -05:00
stephen holmes
17b247d433
Added a few perfromance stats to the navigation mesh regen code.
...
#ROBOMERGE-SOURCE: CL 10308613 via CL 10308622
#ROBOMERGE-BOT: (v593-10286020)
[CL 10308626 by stephen holmes in Main branch]
2019-11-19 11:38:03 -05:00
stephen holmes
6fe766c421
Work to Timeslice the Nav Tile Regen.
...
I've left the Sync code path as seperate to the Sync Time Sliced one, as its atleast 10% faster (but much spikier). Its also good way of easily verifying if the Time Sliced Code is correct.
I've let medium level functions have access to the timeslicer as they are often expensive enough to warrent it and many times we are time slicing within loops of these functions.
Some fucntions don't need timeslicing within them selves and can be timesliced from the outside and used on both code paths. Currently no functions are called from the non time slicing code that return a FTimeSliceWorkResultData type.
I've increaced the time slice regen times a bit to account for the fact we'll be going over the time slice limit less often now.
[at]Maxime.Mercier, [at]Mikko.Mononen, [at]Yoan.StAmant, [at]Aris.Theophanidis
#ROBOMERGE-SOURCE: CL 10303494 via CL 10303495
#ROBOMERGE-BOT: (v593-10286020)
[CL 10303496 by stephen holmes in Main branch]
2019-11-19 04:40:52 -05:00
yoan stamant
57dbc0d2d9
NavigationSystem: prevent registration of CustomNavLink from a different world in PIE
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With Editor multiple NavigationSystems may exist at the same time (i.e. Editor, Client Game, Server Game worlds) so we want to make sure that any given NavigationSystem instance performs a single flush of the global pending queue to register the links associated to their outer World.
[at]guillaume.guay [at]mieszko.zielinski [at]aris.theophanidis
#ROBOMERGE-SOURCE: CL 10057481 via CL 10057734
#ROBOMERGE-BOT: (v566-10053404)
[CL 10057800 by yoan stamant in Main branch]
2019-11-06 13:02:33 -05:00
Matt Kuhlenschmidt
c0511b26d4
Moved BSP and all the related editor modes to a plugin so it can be disabled in some situations
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#ROBOMERGE-OWNER: matt.kuhlenschmidt
#ROBOMERGE-AUTHOR: matt.kuhlenschmidt
#ROBOMERGE-SOURCE: CL 9870262 via CL 9870265
#ROBOMERGE-BOT: (v548-9842178)
#rb chris.gagnon
[CL 9872761 by Matt Kuhlenschmidt in Main branch]
2019-10-28 16:05:49 -04:00
mieszko zielinski
52ac5e391a
Fixed a crash in AI CrowdManager resulting from the navigation data the manager is relying on going away, being streamed out or just being unregistered from the NavSystem.
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Changed UNavigationSystemV1::OnBeginTearingDown to call UNavigationSystemV1::CleanUp so that CrowdManager doesn't do unnecessary work when we unregister nav data on EndPlay.
#jira UE-81818
[at]Yoan.StAmant, [at]Mikko.Mononen, [at]Aris.Theophanidis
#rb Yoan.StAmant
#ROBOMERGE-SOURCE: CL 9676135 in //UE4/Release-4.24/...
#ROBOMERGE-BOT: RELEASE (Release-4.24 -> Main) (v536-9675740)
[CL 9676136 by mieszko zielinski in Main branch]
2019-10-18 03:06:56 -04:00
Mieszko Zielinski
6cc98f7d80
Fixed a crash in navigation system when renaming NavigationData instance while there's already another on of that name. We've already had a safety feature for that but it turns out there might be multiple objects of the same name if Undo/Redo comes to play.
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#jira UE-81596
#rb Yoan.StAmant
#review-9528515 @Yoan.StAmant, @Stephen.Holmes
[CL 9545633 by Mieszko Zielinski in Main branch]
2019-10-11 03:46:12 -04:00
Chris Gagnon
8ab0638182
Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main) for 4.24
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#rb none
[CL 9325047 by Chris Gagnon in Main branch]
2019-10-01 20:41:42 -04:00
steve robb
14cab21e0c
Deprecating ARRAY_COUNT and changing it to UE_ARRAY_COUNT.
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Replicated from CL# 7924370.
#rb none
#ROBOMERGE-OWNER: steve.robb
#ROBOMERGE-AUTHOR: steve.robb
#ROBOMERGE-SOURCE: CL 9279060 via CL 9279063
#ROBOMERGE-BOT: (v443-9013191)
[CL 9279836 by steve robb in Main branch]
2019-09-28 08:19:35 -04:00
stephen holmes
aea04bb205
Made some CSV stats off by default as they were firing too frequently.
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[FYI] Ben.Woodhouse
#ROBOMERGE-SOURCE: CL 9045167 via CL 9046686 via CL 9046799
#ROBOMERGE-BOT: (v443-9013191)
[CL 9049646 by stephen holmes in Main branch]
2019-09-24 14:49:55 -04:00
mieszko zielinski
575c5cc953
Added a function to UNavigationSystemV1 that unregisteres all NavigationData instnces no longer supported by the nav system (as contolled by SupportedAgentsMask)
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#rb none
[at]Yoan.StAmant, [at]Stephen.Holmes, [at]Mikko.Mononen
#ROBOMERGE-SOURCE: CL 9038081 via CL 9043888 via CL 9044090
#ROBOMERGE-BOT: (v443-9013191)
[CL 9047383 by mieszko zielinski in Main branch]
2019-09-24 14:17:23 -04:00
mieszko zielinski
38e321e0a0
Added a way to query NavigationSystemV1 for NavigationData corresponding to a given agent name
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While modifying NavigationSystemV1 I've extended IsNavigationBuildingLocked with a parameter allowing more precise queries.
#rb Yoan.StAmant, Mikko.Mononen
[at]Yoan.StAmant, [at]Stephen.Holmes, [at]Mikko.Mononen
#ROBOMERGE-SOURCE: CL 8886708 via CL 8886728 via CL 8889423
#ROBOMERGE-BOT: (v427-8887818)
[CL 8889507 by mieszko zielinski in Main branch]
2019-09-19 12:00:05 -04:00
james brinkerhoff
48a66b17ea
Hotfix from CL 8696491 for UE-79923: Show Navigation does not work
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[FYI] Paul.Johnston
#ROBOMERGE-SOURCE: CL 8786492 via CL 8786506 via CL 8792525
#ROBOMERGE-BOT: (v422-8689730)
[CL 8792537 by james brinkerhoff in Main branch]
2019-09-17 20:57:06 -04:00