Attempt to spawn a PlayerState for the replay spectator controller during client replay recording, by falling back to the default game mode object if the authority game mode can't be found (only if GetNetMode() != NM_Client).
Expose the ability to get an actor's FNetworkGUID, and the actor that corresponds to an FNetworkGUID, if available. Allows games to correlate actors across multiple local worlds if there is a client-server relationship between them.
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Integrated using branch UE4-Orion-To-UE4 of change#2705235 by Ryan.Gerleve on 2015/09/24 17:12:18.
[CL 2705290 by Ryan Gerleve in Main branch]
- Native UProperties of an unconverted type, are replaced with properties of the first native type.
- support for Cast and DynamicCast
- various fixes
#codereview Mike.Beach, Robert.Manuszewski
[CL 2704010 by Maciej Mroz 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]
Changing GetUObjectArray() -> GUObjectArray to avoid redundant function calls in places like weak pointers/GC/object iterators
[CL 2686461 by Robert Manuszewski in Main branch]
- refactor
- DynamicClass support
- various bugs
#codereview Mike.Beach, Dan.OConnor, Phillip.Kavan, Robert.Manuszewski
[CL 2686106 by Maciej Mroz in Main branch]