Commit Graph

28 Commits

Author SHA1 Message Date
Mike Fricker
114458bf0f Clang warning fixes: Fixed missing 'override' specifiers
- Also removed some unreferenced functions that adding 'override' revealed

PR #1002 -- Thank you, Omar007!

[CL 2498415 by Mike Fricker in Main branch]
2015-04-01 07:20:55 -04:00
Marc Audy
5c936c7c3e Remove virtual from BlueprintImplementableEvents that have clear native virtual already
[CL 2483629 by Marc Audy in Main branch]
2015-03-18 17:50:49 -04:00
Mieszko Zielinski
42bb318fc4 Made functional testing's BP implementable events non virtual on C++ side #UE4
[CL 2483192 by Mieszko Zielinski in Main branch]
2015-03-18 12:16:37 -04:00
Jaroslaw Palczynski
f23f29257b Back out changelist 2481333
Rob asked me to back out GENERATED_*_BODY -> GENERATED_BODY change for now until the "_Validate and _Implementation auto-generation" discussion is over.

#codereview Robert.Manuszewski

[CL 2481343 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:38:32 -04:00
Jaroslaw Palczynski
fa31560e2d Enabled UHT to digest GENERATED_BODY instead of GENERATED_UCLASS_BODY, GENERATED_USTRUCT_BODY, GENERATED_UINTERFACE_BODY or GENERATED_IINTERFACE_BODY, changed every occurence to the new syntax and fixed every warning that have fallen out of this change.
#codereview Robert.Manuszewski

[CL 2481333 by Jaroslaw Palczynski in Main branch]
2015-03-17 05:19:11 -04:00
Mieszko Zielinski
5f8e1bf476 Improvements to functional testing framework #UE4
- improvements to debug drawing - a test can declare which level actors it's using and point at them while being selected in the editor
- added a "comment" field in propertied for a quick summary

[CL 2475160 by Mieszko Zielinski in Main branch]
2015-03-11 11:02:39 -04:00
Steve Robb
0756ef15b9 Delegate comparisons deprecated, lots of other associated code deprecated, and lots of warning fixups:
* Multicast delegate Add* calls now return FDelegateHandles, and Remove* calls are now all deprecated, except for a new Remove function which takes a FDelegateHandle.
* New FConsoleManager::RegisterConsoleVariableSink_Handle and UnregisterConsoleVariableSink_Handle functions which work in terms of FConsoleVariableSinkHandle.
* Timer calls which don't take FTimerHandles are deprecated.
* FTicker::AddTicker now returns an FDelegateHandle and is removed by an overloaded Remove function.
* DEFINE_ONLINE_DELEGATE* macros now define _Handle variants of the Add/Remove functions which return/take handles.
* Various other handle-based registration changes.
* Some unity build fixes.
* Some simplification of delegate code.
* Fixes for lots of existing code to use handle-based registration and unregistration.

#codereview robert.manuszewski

[CL 2400883 by Steve Robb in Main branch]
2015-01-08 09:29:27 -05:00
Mieszko Zielinski
71fe69f03c Fixed FunctionalTesting framework not being able detect if the testing has already finished #UE4
[CL 2383371 by Mieszko Zielinski in Main branch]
2014-12-10 09:17:33 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Eric Newman
65fa5864ff Fortnite Dev > Main Integration
Merged CL# 2352617 using UE4-Fortnite-To-UE4

[CL 2355906 by Eric Newman in Main branch]
2014-11-11 10:35:51 -05:00
Ben Zeigler
02a9e1dd4e Merging Dev -> Main using UE4-Fortnite-To-UE4 from CL 2340802
Includes following engine changes:

Getting display metrics only once at construct time when using SSafeZone. GetDisplayMetrics is expensive in Windows so it is impractical to call it every frame.
- Some AI API improvements, mostly switchig pointer function parameters to references.
- minor refactor of UCrowdFollowingComponent's queryinf functions:
    - IsCrowd*Enabled functions refactored to  IsCrowd*Active
    - implemented IsCrowd*Enabled that return acrual values of relevant properties
- Added a function to CrowdManager to query for location of agents neighbouring given agent
Added support for PS4 touchpad-based cursor
You can now choose to skip synchronously scanning for asset data in object libraries and just use the data that is currently in the asset registry. The data will be refereshed automatically later once the global scan completes. The only applies to non-commandlet editor instances.
Crash fixes for trying to access NULL Metal surfaces on IOS
Slate: Cleaned up some atlas code related to padding and corrected some comments

[CL 2347323 by Ben Zeigler in Main branch]
2014-11-03 15:47:28 -05:00
Robert Manuszewski
e3203338d5 TSubobjectPtr removal, phase II. Making sure we're not breaking licensee projects by making subobjects TEMPORARILY public and deprecated (but only for game modules).
#change Made subobjects public again
#change Added temporary privat_subobject macro (defaults to public keyword) to help with changing eveything back later
#change TEMPORARILY moved subobject accessors to cpp fiels so that we don't get deprecation warnings when compiling the engine headers
#change Added DEPRECATED_FORGAME macro which is empty for the engine modules and reverts back to DEPRECATED for game modules

[CL 2345437 by Robert Manuszewski in Main branch]
2014-10-30 17:10:56 -04:00
Robert Manuszewski
af80979bb7 First phase of deprecating TSubobjectPtr<> replacing TSubobjectPtr properties in the Engine with normal pointers and adding subobject accessors for derived classes/client code.
[CL 2331521 by Robert Manuszewski in Main branch]
2014-10-16 09:02:30 -04:00
Marc Audy
02e71ed87c Convert to using WorldContext metadata instead of DefaultToSelf/HidePin
[CL 2292897 by Marc Audy in Main branch]
2014-09-10 16:24:10 -04:00
Mieszko Zielinski
7e8a38013e Reverted the change making development-time AI-debugging actors not placable #UE4
[CL 2282947 by Mieszko Zielinski in Main branch]
2014-09-03 09:56:49 -04:00
James Golding
fb01c5d511 Mark several classes as 'notplaceable' to remove them from the All Classes list
Improve comments on some classes
Remove TriggerBase/Box/Capsule/Sphere.h from Engine.h

[CL 2282826 by James Golding in Main branch]
2014-09-03 07:31:18 -04:00
Marc Audy
4e1c9fd0e4 Remove trivial overrides
[CL 2255242 by Marc Audy in Main branch]
2014-08-13 17:34:55 -04:00
Daniel Broder
9f50173ccf Merging using UE4-Fortnite-To-UE4 from CL 2236347
Unshelved this merge from Stephan and then completed the merge with additional fixes and testing.

Hand fixed some WorldExp compile issues due to changes to OnPaint() signature.

#Integration

[CL 2245992 by Daniel Broder in Main branch]
2014-08-06 16:12:41 -04:00
Mieszko Zielinski
6726954152 Fixed FunctionalTestingManager not being removed from the rootset on world cleanup #UE4
Also FunctionalFramework's pch no longer including Engine.h

[CL 2116531 by Mieszko Zielinski in Main branch]
2014-06-25 05:47:19 -04:00
Mieszko Zielinski
1895e026a2 Added a way to trigger specific subset of functional tests #UE4
When a whole set of functional tests is run as part of summary a "Repro String" is generated. This string can be used as a parameter to RunAllFunctionalTests and if so only indicated tests will be performed.

[CL 2108028 by Mieszko Zielinski in Main branch]
2014-06-17 08:31:02 -04:00
Marc Audy
a9bccd3c6b Fix compile error in CL# 2106961
#codereview Mieszko.Zielinski

[CL 2107356 by Marc Audy in Main branch]
2014-06-16 15:57:17 -04:00
Mieszko Zielinski
962f4863b1 Improved FunctionalTesting logging to properly report in Automation #UE4
[CL 2106961 by Mieszko Zielinski in Main branch]
2014-06-16 09:55:19 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Mieszko Zielinski
bc6f34612b Functional testing improvements #UE4
- a functional test can specify an "observation point" where player will get teleported when the test is started. I suggest using CameraActors
- made function test maps be executed as regular games when run from automation in Editor. Running as "simulation" was not really working.

[CL 2099005 by Mieszko Zielinski in Main branch]
2014-06-09 11:13:04 -04:00
Mieszko Zielinski
7cb8d165ef Functional testing improvements merged over from Fortnite branch #UE4
- AI functional test got an option to decfine time delay between spawns in a spawnset

[CL 2097018 by Mieszko Zielinski in Main branch]
2014-06-06 06:27:44 -04:00