- IsNetRelevantFor
- GetNetPriority
- GetNetDormancy
- Added GetNetOwner to remove cast to Pawn/PlayerController in ServerReplicateActors
- constify a few functions (GetNetConnection, IsRelevancyOwnerFor)
- Updated FNetViewer to properly handle non player controller "viewers"
[CL 2501704 by Josh Markiewicz in Main branch]
Including:
* Better control over AIController::PerceptionComponent access
* implemented team affiliation handling to sight and hearing senses
* added a way to configure a sense if it wants to send out notifications on every perception even, or just on perception value change (like visibility lost or gained)
[CL 2486226 by Mieszko Zielinski in Main branch]
We've changed the way vtable ptr are obtained for UClasses. Right now we use special empty constructor to get it, so we don't have to use normal one which was causing troubles. This special vtable helper constructor is generated automatically for most cases, but sometimes it's not possible (e.g. no default constructor for members types). In such case there is a possibility to override that generated constructor and write a custom one. The signature is UCustomClass::UCustomClass(FVTableHelper& Helper) and it needs to call base class'es constructor with the same parameter. Please do not use these constructors for anything else. There is no guarantee the object will be in correct state after calling this.
You can still disable this functionality if something breaks, just set WITH_HOT_RELOAD_CTORS to 0.
[CL 2466152 by Jaroslaw Palczynski in Main branch]
- While working on it I've also fixed GameplayDebugger's path corridor gathering to clear porperly and to be able to detect when AI uses the same path object, but the path has been updated since the last time its navigation corridor has been stored by GameplayDebugger.
- also includes minor refactor to navmesh debug drawing
[CL 2420345 by Mieszko Zielinski in Main branch]
EngineMinimal.h no longer includes SlateCore.h or SlateBasics.h
- This nearly halves the time it takes to recompile small game projects! (~14s -> ~8s)
- This shrinks the PCH size for EngineMinimal by 161 MB on Windows (420 MB -> 259 MB, Development Editor Win64)
- Note that Engine.h and EnginePrivate.h still include SlateCore.h and SlateBasics.h (not a clear detriment)
- IMPORTANT: We need to verify all example games that use this still compile, and add release notes for user games that forgot to include Slate directly
- This is all part of UE-7203
#codereview james.golding,nick.atamas
[CL 2419751 by Ben Marsh in Main branch]