Commit Graph

43 Commits

Author SHA1 Message Date
Daniel Broder
8ea8f8d7ad Merging using UE4-Fortnite-To-UE4 using 2517024
Weekly Fortnite Dev -> Main integration.

#CodeReview Paul.Moore, Bob.Tellez

[CL 2524683 by Daniel Broder in Main branch]
2015-04-24 14:07:47 -04:00
Andrew Rodham
8ff0d8b98b Added config migration path for newer versions of the engine.
Newly installed versions of the engine will now attempt to copy the project-agnostic config settings from a previous engine installation. This happens by way of a versioned manifest that copies old versions when the manifest does not exist, or is a different version. This code path is benign for non-installed versions of the engine (or FPaths::ShouldSaveToUserDir() is false).

EditorGameAgnosticSettings and EditorUserSettings ini paths have been renamed to EditorSettings and EditorPerProjectUserSettings respectively to better convey their purpose. In general, most settings should be saved in EditorSettings (project-agnostic) so that they apply regardless of which project is open. We have some way to go migrating existing settings for this to be the case, however.

Some previously per-project configuration files are now project-agnostic (such as Editor.ini, EditorKeyBindings.ini, and EditorLayout.ini)

GEditor->Access...Settings and GEditor->Get...Settings have been removed in favor of direct access of the CDO through GetMutableDefault<> and GetDefault<> respectively. Global config ini filenames that are not set up are now neither loaded nor saved on build machines, to handle the problem of indeterminate state more generically.

This addresses UETOOL-270 (Most editor preferences should be project-agnostic)

[CL 2517558 by Andrew Rodham in Main branch]
2015-04-20 10:12:55 -04:00
sebastian kowalczyk
163b331c3b Fixed monolithic build issues for maxos.
[CL 2510237 by sebastian kowalczyk in Main branch]
2015-04-13 09:08:59 -04:00
sebastian kowalczyk
f2dc1112a2 Added debug camera to gameplay debugger, to have a way to fly around (Tab key to switch between cameras).
Added alternate keyboard bindings to gameplay debugger, for keyboards without numpad (can be enabled in gameplay debugger settings). It uses Alt + [regular number] shortcuts.

[CL 2510117 by sebastian kowalczyk in Main branch]
2015-04-13 06:23:53 -04:00
Josh Markiewicz
d3365369ae #UE4 - Changed the following functions to use AActor instead of APlayerController
- 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]
2015-04-03 17:34:52 -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
Marc Audy
8a022fb2e0 Fix shadowed variables
[CL 2468979 by Marc Audy in Main branch]
2015-03-04 13:46:55 -05:00
Jaroslaw Palczynski
8e8aa26725 Changed "WITH_HOT_RELOAD && WITH_HOT_RELOAD_CTORS" to "WITH_HOT_RELOAD_CTORS".
#codereview Robert.Manuszewski

[CL 2467443 by Jaroslaw Palczynski in Main branch]
2015-03-03 05:28:51 -05:00
Jaroslaw Palczynski
3c450b9477 UE-10111: Hot Reload crash with Scene Component tied to Actor class
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]
2015-03-02 06:44:04 -05:00
sebastian kowalczyk
e27fddecdc Improved path corridor drawing in Gameplay Debugger and we can see nav areas rendered with different colors - with colors defined in navarea.
[CL 2458243 by sebastian kowalczyk in Main branch]
2015-02-24 07:01:10 -05:00
Laurent Delayen
e586cd3a8f Dev to Main integration from CL #2446290
[CL 2456855 by Laurent Delayen in Main branch]
2015-02-23 15:58:14 -05:00
sebastian kowalczyk
af6f1379e7 Fix for UE-9995 "GameplayDebugger doesn't auto-focus on AI in server-client PIE"
[CL 2451474 by sebastian kowalczyk in Main branch]
2015-02-19 07:14:31 -05:00
Mieszko Zielinski
3faf962c6c Fixed PathFollowingComponent not getting notified about path updates due to external events (like goal moved or navmesh rebuild) #UE4
- 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]
2015-01-27 10:22:55 -05:00
Lukasz Furman
0e8e991729 extended gameplay debugger's basic pawn data
[CL 2410724 by Lukasz Furman in Main branch]
2015-01-19 06:07:32 -05:00
Stephan Delmer
6f7661f391 Merging using UE4-Fortnite-To-UE4 from CL 2403093
[CL 2407402 by Stephan Delmer in Main branch]
2015-01-15 11:57:16 -05:00
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
sebastian kowalczyk
6d8bd032cf Added a way to extend GameplayDebugger's controller class, to set custom keyboard bindings, etc.
[CL 2385669 by sebastian kowalczyk in Main branch]
2014-12-11 11:44:40 -05:00
sebastian kowalczyk
7c0f5c00dd Minor cleanups for GameplayDebugger's and LogVisualizer's settings.
[CL 2385431 by sebastian kowalczyk in Main branch]
2014-12-11 09:03:56 -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
sebastian kowalczyk
1f95333e69 Added AI Tools section to Editor Settings
Added GameplayDebugger settings to editor (AI Tools section) - it's usefull feature to controll default properties.
Fixed LogVisualizer as experimental menu entry in UE4 Editor

[CL 2371500 by sebastian kowalczyk in Main branch]
2014-11-27 08:16:04 -05:00
sebastian kowalczyk
4b3ebabbbd Fix for UE-4866 "GameplayDebugger is not frawing not-stringpulled paths correctly"
[CL 2369717 by sebastian kowalczyk in Main branch]
2014-11-25 09:36:16 -05:00
Marc Audy
0acad9828f Convert Engine, QAGame, and Sample Games to use TimerHandle
[CL 2366279 by Marc Audy in Main branch]
2014-11-20 10:01:23 -05:00
Ryan Gerleve
140cfcd734 Add const qualifiers to some networking functions
AActor::IsNetRelevantFor is now const and takes const parameters
UNetDriver::IsLevelInitializedForActor is now const and takes const parameters
UNetConnection::ClientHasInitializedLevelFor is now const
FNetGUIDCache::SupportsObject is now const

#codereview john.pollard

[CL 2350109 by Ryan Gerleve in Main branch]
2014-11-05 13:09:51 -05:00
sebastian kowalczyk
d93787f6b0 Fixed keyboard shortcut display name for GameplayDebugger - it should work Ok with any keyboard binding now.
[CL 2342150 by sebastian kowalczyk in Main branch]
2014-10-28 07:46:37 -04:00