There was a data loss conversion that was causing this crash when files were big enough. Fixed.
#codereview Robert.Manuszewski
[CL 2493533 by Jaroslaw Palczynski in Main branch]
- Extracted basic engine version numbers from FEngineVersion into FEngineVersionBase to be able to use that with FArchiveBase
- FEngineVersion now derives from FEngineVersionBase
- Added code to propagate FEngineVersionBase from linkers to FArchiveBase
#codereview Ben.Marsh
[CL 2447077 by Robert Manuszewski in Main branch]
The main changes are as follows:
1. moved Json out of Core into own module 'Json'
2. moved 3 i10n classes (Json serializers) from Core into a new module 'Internationalization' *
3. fixed up 2 i10n classes in Core to not instantiate the 3 Json-based classes. instead they are now passed in as a dependency
*) (2) and (3) were required to decouple the I10n code in Core from Json. Much of the i10n code probably doesn't belong into Core in the first place, but there is no time to fix this right now.
The following cosmetic changes were also made:
- NULL to nullptr
- namespaced enums to enum classes
- renamed the three i10n Json serializer classes to comply with naming conventions
- removed file header comments (not used)
- documentation, spelling, spacing etc,
#UpgradeNotes: If your module is including Json.h then you have to add 'Json' to your Build.cs module dependencies.
#ReviewedBy: justin.sargent, saul.abreu
[CL 2310420 by Max Preussner in Main branch]
This functionality is required inside the engine in more uses than we originally thought, so has been moved accordingly.
[CL 2282655 by Andrew Rodham in Main branch]
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]