Commit Graph

70 Commits

Author SHA1 Message Date
robert manuszewski
b7568cc694 Fix for UE-90683: You can no longer delete conflicting variables
Refactored FindField into FindUField and FindFProperty to avoid confusion caused by the fact that FindField<UField> will no longer return FProperties.

#jira UE-90683
#rb Steve.Robb
#tests Basic editor functionality test, cooked and ran PC client and server, bot soak tests for two hours

#ROBOMERGE-OWNER: robert.manuszewski
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 12190998 in //UE4/Release-4.25/... via CL 12190999
#ROBOMERGE-BOT: RELEASE (Release-4.25Plus -> Main) (v661-12148976)

[CL 12191300 by robert manuszewski in Main branch]
2020-03-15 10:33:45 -04:00
stephen holmes
d46374bce0 Work to Deprecate IsNavigationBuildInProgress(bool) and IsBuildInProgress(bool). These functions behave inconsistently between different navmesh build types and were causing issues. Not only that but their default params were set opposite ways (true / false).
[at]Yoan.StAmant [at]Mieszko.Zielinski [at]Maxime.Mercier [at]David.Hamm


#ROBOMERGE-SOURCE: CL 12126550 via CL 12132795
#ROBOMERGE-BOT: (v659-12123632)

[CL 12132919 by stephen holmes in Main branch]
2020-03-11 13:01:04 -04:00
stephen holmes
9545c6f32c Minor changes to previous CLfor moving tile regen time slice management logic to navigation system as suggested by Aris https://p4-swarm.epicgames.net/reviews/11589014/
#rb Aris.Theophanidis


#ROBOMERGE-SOURCE: CL 11871398 via CL 11871432
#ROBOMERGE-BOT: (v656-11643781)

[CL 11886277 by stephen holmes in Main branch]
2020-03-03 16:27:08 -05:00
aris theophanidis
fff13a7e88 Resubmit 11644253 with missing include for non-unity build
Adding bMaskFillCollisionUnderneathForNavmesh option on NavModifierVolume to go along bFillCollisionUnderneathForNavmesh.
This allows navvolumes to mark a 2D areas to be ignored by the fill under feature.
[at]Mieszko.Zielinski [at]Mikko.Mononen
#jira UE-86726


#ROBOMERGE-SOURCE: CL 11650044 via CL 11650049 via CL 11650055
#ROBOMERGE-BOT: (v656-11643781)

[CL 11861821 by aris theophanidis in Main branch]
2020-03-03 08:48:03 -05:00
brandon grable
c16fec26e8 Back out changelist 11644253
[FYI] Aris.Theophanidis


#ROBOMERGE-SOURCE: CL 11645547 via CL 11645548 via CL 11645552
#ROBOMERGE-BOT: (v656-11643781)

[CL 11837531 by brandon grable in Main branch]
2020-03-02 13:50:21 -05:00
aris theophanidis
66f8eeaf19 Addition bMaskFillCollisionUnderneathForNavmesh option on NavModifierVolume to go along bFillCollisionUnderneathForNavmesh.
This allows navvolumes to mark a 2D areas to be ignored by the fill under feature.
[REVIEW] [at]Mieszko.Zielinski [at]Mikko.Mononen
#jira UE-86726


#ROBOMERGE-SOURCE: CL 11644253 via CL 11644264 via CL 11644271
#ROBOMERGE-BOT: (v656-11643781)

[CL 11836158 by aris theophanidis in Main branch]
2020-03-02 13:42:26 -05:00
stephen holmes
a924f5faa1 Work to properly account for time slicing accross multiple generators. The time slicing is now calculated in the navigation system.
The general idea here is to tick any non time sliced generators once per frame. Time sliced generators we aim to tick one per frame and move to the next, next frame.

In the case where one time sliced generator doesn't use the whole time slice we move to the next time sliced generator. That generator will only be considered to have a full frames processing if either it runs out of work or uses a large % of the time slice. Depending we either tick it again next frame or go to the next time sliced generator (next frame).

[at]Yoan.StAmant Aris [at]Aris.Theophanidis


#ROBOMERGE-SOURCE: CL 11628387 via CL 11628394
#ROBOMERGE-BOT: (v656-11643781)

[CL 11805238 by stephen holmes in Main branch]
2020-03-01 01:40:04 -05:00
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
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
#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.
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