Commit Graph

7 Commits

Author SHA1 Message Date
Richard TalbotWatkin
36e63cd46d Various fixes for in-game / in-editor screenshot.
#jira UE-14213 - Using the command "highresshot" will corrupt future screenshots until game is relaunched

Summary of changes:
- Editor now no longer relies on the delegate registered by the AutomationWorkerModule to save the image as a .png.
- Removed the OnPNGScreenshotCaptured delegate as it was only being used by the AutomationWorkerModule, and made .png the default format for saving screenshots.
- AutomationWorkerModule registers a HandlePreTestingEvent and HandlePostTestingEvent with the AutomationTestFramework, whose purpose is to hook in to the UGameViewportClient::OnScreenshotCaptured delegate, to override the default screenshot capture behaviour.
- Removed one of the FScreenshotRequest::RequestScreenshot implementations and united the funcionality to be able to specify whether the UI should be captured, and whether a unique filename suffix should be added to the supplied name.

[CL 2528072 by Richard TalbotWatkin in Main branch]
2015-04-28 02:55:47 -04:00
Justin Hair
c07b436013 Tests ran using -automationtests= will now run after the asset registry has finished loading. This does mean that on some larger projects the tests may take longer before starting. This is better than not testing them at all which was the case previously.
UnrealEngine.cpp - removed the automationtests commandline arguments from being added to the deferredcommands array.
AutomationWorkerModules - When initailized the commandlines are added to the new deferredautomationcommands array.  Wrote a function to exectue the commands.  Bound the function to the asset registry delegate that gets called when the the registry is done loading.

[CL 2483033 by Justin Hair in Main branch]
2015-03-18 10:26:17 -04:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Max Preussner
fdfdf274ee Messaging: First pass on making headers compilable individually
[CL 2333827 by Max Preussner in Main branch]
2014-10-17 19:15:09 -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
Max Preussner
3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00