Includes the following engine-level changes (among others; biggest change is enabling world assets by default):
CL 2252857
added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor
CL 2256142
Added support for native arrays in JSON object converter.
- Permissive in treating arrays of size 1 and scalars as equivalent
- Excess elements in JSON are ignored. Serialization succeeds but a warning is logged
CL 2256073
Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations
CL 2253797
#UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug).
CL 2258142
#UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load.
CL 2247003
Added homing to ProjectileMovementComponent
- Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable
- Both homing and gravity are now applied in the new virtual function "CalculateAcceleration"
CL 2247249
Moved the homing modification to acceleration occur in a separate function specifically for homing
CL 2257043
- Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance
CL 2245629
#UE4 - fixed json TryGetNumber to round negatives appropriately
CL 2255312
#UE4 Enabling World Assets by default.
CL 2260956
Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events
CL 2245571
GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4
- Made PerceptionSystem's sight sense take advantage of that
CL 2246897
Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4
- addresses TTP#343392
CL 2260634
added more debug data for NaN in crowd simulation
CL 2248387
Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4
Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4
CL 2253281
Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution
- We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution
CL 2255310
#UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case.
CL 2258256
#UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets.
[CL 2266822 by Billy Bramer in Main branch]
#UE4 - changes to _Validate code generation to make it virtual
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2262447 by Josh.Markiewicz on 2014/08/19 09:36:53.
[CL 2262454 by Josh Markiewicz in Main branch]
EPropertyReferenceFlags removed too, because it is unused.
#ttp 329394: UHT: Support the C++ "enum class" syntax for UENUMs
#codereview robert.manuszewski
[CL 2252907 by Steve Robb in Main branch]
#change Classes will now be defer registered instead of being created during static initialization
#change Added class re-instancing after hot-reload
#change Changes to UHT to keep track of generated code changes
#change Refactored a few CoreUObject delegates to a common namespace struct.
[CL 2235479 by Robert Manuszewski in Main branch]
#add Fake linker-only function generated in UHT for every Module.generated.cpp.
#change UELinkerFixups file is now processed *after* running UHT.
#change Fake function called from UELinkerFixups for every statically-linked dependent project.
#codereview robert.manuszewski,jj.hoesing
[CL 2103062 by Steve Robb in Main branch]
#ttp 331467: Make UHT not depend on CoreUObject
#change GScriptHelper made an object instead of a heap-allocated pointer.
#change NameLookupCPP made an object instead of a heap-allocated pointer.
#add FClasses::FindAnyClass added.
#change FClasses construction moved earlier.
#change FClass::GetInnerClass added.
#change More UClasses changed to FClasses.
#codereview robert.manuszewski
[CL 2091696 by Steve Robb in Main branch]
#change Root module path added to include paths.
#change Plugins now write intermediates to the project folder.
#change All generated #includes are now relative.
#change Updated UHTDebugging.manifest to new format.
#change Android response files now use relative include paths to prevent overly-large response files.
#remove Rocket-specific UHT execution removed.
#remove iOS header hack removed.
#codereview robert.manuszewski,ben.marsh
[CL 2077472 by Steve Robb in Main branch]
#ttp 332332 UE4: Core: UnrealHeaderTool: Doesn't provide source file and line number for error about missing superclass
#proj core
#branch UE4
#summary Add clickable error with file name and line number information in error/output window when superclass is missing.
#codereview steve.robb
[CL 2077342 by Mikolaj Sieluzycki in Main branch]
#change Root module path added to include paths.
#change Plugins now write intermediates to the project folder.
#change All generated #includes are now relative.
#change Updated UHTDebugging.manifest to new format.
#remove Rocket-specific UHT execution removed.
#remove Some bHackHeaderGenerator usage removed.
#remove iOS header hack removed.
#codereview robert.manuszewski,ben.marsh
[CL 2073005 by Steve Robb in Main branch]
#change Root module path added to include paths.
#change Plugins now write intermediates to the project folder.
#change All generated #includes are now relative.
#change Updated UHTDebugging.manifest to new format.
#remove Rocket-specific UHT execution removed.
#remove Some bHackHeaderGenerator usage removed.
#remove iOS header hack removed.
#codereview robert.manuszewski,ben.marsh
[CL 2068336 by Steve Robb in Main branch]
TTP# 333824 - Add Code To Project not including game-specific headers
It would previously assume that all include paths contained a Public/Private/Classes folder, and would blindly try and strip them out, meaning that a project without these folders (like the ones created by the game templates) would produce incorrect or empty include paths.
It instead now explicitly checks for a Public/Private/Classes folder, rather than just doing it blindly.
ReviewedBy James.Hopkin, Max.Preussner
[CL 2065412 by Jamie Dale in Main branch]
#add Wrote out a .generated.inl file for every module which contains a #pragma message asking the user to delete their include.
#codereview robert.manuszewski,mike.fricker
[CL 2062361 by Steve Robb in Main branch]