Commit Graph

692 Commits

Author SHA1 Message Date
Maciej Mroz
c3690f90e4 UE-14122 Passing FText objects accessed from Access None objects into functions crashes the game
After a contex fail the result is properly cleared.

#codereview Nick.Whiting

[CL 2528864 by Maciej Mroz in Main branch]
2015-04-28 14:48:37 -04:00
Marc Audy
eecbb5719a Only report skipped saved property in the load from disk (persistent) and when working with cooked content
#codereview Robert.Manuszewski

[CL 2528811 by Marc Audy in Main branch]
2015-04-28 14:15:48 -04:00
Robert Manuszewski
0c7bc6f9da Fixing BulkData serialization when cooking compressed packages
#codereview Ori.Cohen

[CL 2528304 by Robert Manuszewski in Main branch]
2015-04-28 06:48:18 -04:00
Bob Tellez
a53242000f [AUTOMERGE]
#UE4 Handled a case where the engine config is not available (like in CrashReportClient)

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2527207 by Bob.Tellez on 2015/04/27 13:59:31.

[CL 2527210 by Bob Tellez in Main branch]
2015-04-27 13:59:55 -04:00
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
Richard TalbotWatkin
a3cfc2f2bb Big revamp to SplineComponent (continuing work-in-progress).
#jira UE-11822 - Add up vector, roll and scale properties to USplineComponent which can be used when calculating rotations/transforms at a point on the spline
#jira UE-13333 - BP spline components do not update when setting points
#jira UE-3637 - SplineComponent: Add a get transform at distance accessor

Summary of changes:
- FInterpCurve now natively understands looping. A input key can be set, at which point the spline will loop back to its start point.  Adjusted FInterpCurve methods to take looped curves into account.
- Fixed bugs in FInterpCurve regarding returning default values (T(ForceInit) instead of T() otherwise FVectors and FQuats are not initialized correctly).
- SplineComponent now holds three separate splines (location, rotation and scale).
- The SplineReparamTable is no longer transient, but is built and saved as part of the asset.
- Changed the SplineComponent API. All methods now take a ESplineCoordinateSpace value which specifies whether the values are intended for use in local or world space. The old methods have been deprecated but not removed (for now).
- bAllowSplineEditingPerInstance is deprecated. A new member (bSplineHasBeenEdited) has superseded it, and is set automatically when editing the spline with the visualizer. Added "Reset to Default" option in the visualizer, which restores the archetype defaults.
- SplineComponentVisualizer determines if spline points have been initialized by the user construction script, and, if so, will disallow editing. This is to conform with the general idea that the UCS always overrides property values.
- Fixed a number of bugs in the visualizer, and added new facilities to allow the scale and rotation to be edited (still work-in-progress).

[CL 2524087 by Richard TalbotWatkin in Main branch]
2015-04-24 06:25:50 -04:00
Robert Manuszewski
b59bd4ad53 Fixing FortniteServer crashes on startup cause by static initialization order
#codereview Steve.Robb

[CL 2524061 by Robert Manuszewski in Main branch]
2015-04-24 05:29:36 -04:00
Andrew Rodham
04ab0ea160 Project agnostic ini files are now always loaded on build machines, but are set to be read-only.
This should fix problems caused by not loading the ini files at all.

[CL 2523496 by Andrew Rodham in Main branch]
2015-04-23 17:48:51 -04:00
Maciej Mroz
a0ba1bb348 UMulticastDelegateProperty::ImportText_Internal treats empty Multicast Delagate as a valid one.
#codereview Robert.Manuszewski

[CL 2523355 by Maciej Mroz in Main branch]
2015-04-23 17:03:03 -04:00
Ori Cohen
c2171a5af4 Fix single use bulk data unloading during cook of multiple levels and crashing. UE-13215
#codereview Daniel.Lamb, Robert.Manuszewski
#lockdown Zachary.EdgertonJones

[CL 2523175 by Ori Cohen in Main branch]
2015-04-23 15:44:19 -04:00
Steve Robb
4bbd73284e Fix for ShooterGame cook crash.
#codereview robert.manuszewski
#lockdown Zachary.EdgertonJones

[CL 2522880 by Steve Robb in Main branch]
2015-04-23 12:10:17 -04:00
Robert Manuszewski
a398dfdfa7 Fixing huge streaming time regressions in 4.8. Reduced FN startup time by 8 seconds.
- Removed lambdas and TFunctions from FArchiveAsync (this was the culprit of the regression)
- Added THREADSAFE_UOBJECTS to easily disable UObject multithreading safety and potential overhead (not that it even exists)
- Moved a few functions so that they're not called too often (they come up in profiles)

UE-14282

#lockdown Zachary.EdgertonJones

[CL 2522599 by Robert Manuszewski in Main branch]
2015-04-23 07:47:56 -04:00
Marc Audy
883236f66b Fix initializer order
#codereview Jeff.Farris
#lockdown Zachary.EdgertonJones

[CL 2521833 by Marc Audy in Main branch]
2015-04-22 17:24:51 -04:00
Steve Robb
c629e99ce5 IsA optimisations.
#codereview robert.manuszewski

[CL 2521781 by Steve Robb in Main branch]
2015-04-22 17:04:40 -04:00
Jeff Farris
a08ba4a2eb Tweaked data layouts of UClass, UStruct, and UScriptStruct for efficiency.
UClass went from 424 bytes with 19 bytes padding to 408 with 3.
UStruct went from 160 bytes with 8 bytes padding to 152 with 0.
UScriptStruct went from 176 bytes with 10 bytes padding to 168 with 2.

[CL 2521584 by Jeff Farris in Main branch]
2015-04-22 15:44:15 -04:00
Terence Burns
14cb541a13 Config Editor added to UE4.
We now have the capacity to set a uproperty value anywhere in the config file hierarchy

Satisfies UEPLAT-429

The user can now use the 'ConfigHierarchyEditable' meta flag in their uproperties to present a butoon that allows the property to be edited in the config hierarchy, where applicable.
Target platform is configurable.

[CL 2521330 by Terence Burns in Main branch]
2015-04-22 13:40:06 -04:00
Marc Audy
ba008b0bdf Fix shadow variables
[CL 2521205 by Marc Audy in Main branch]
2015-04-22 11:37:49 -04:00
Steve Robb
c63eb5b108 'Should serialize' expression rearranged for better short-circuit evaluation.
#codereview robert.manuszewski

[CL 2521197 by Steve Robb in Main branch]
2015-04-22 11:33:29 -04:00
Daniel Lamb
f146fbb3eb Reworked cooker patch warning so that there is only valid patching warnings.
[CL 2520315 by Daniel Lamb in Main branch]
2015-04-21 19:13:44 -04:00
Dan Oconnor
1f38e0c844 [UE-13370] - Blueprints that have a SCS that imply calls its parent can now be data only, also we clean up data left over from blueprints that were formerly not blueprint only but now are
[CL 2520166 by Dan Oconnor in Main branch]
2015-04-21 18:01:47 -04:00
John Pollard
3ac0754a35 RPC's save checksum separately now. This allows us to still replicate an actor, even if the rpc signature changed. We use checksums in the net field cache to get past the issue where indexes can be off when we add/remove rpc's.
[CL 2519988 by John Pollard in Main branch]
2015-04-21 16:53:35 -04:00
Mike Beach
ed7d381201 [UE-14168] Fixing it so CPF_HasGetValueTypeHash flags are not compared when checking to see if two function signatures match.
#codereview Steve.Robb

[CL 2519754 by Mike Beach in Main branch]
2015-04-21 15:25:00 -04:00
Bob Tellez
c482c47909 [AUTOMERGE]
#UE4 Wrapped expensive stat gathering in #if LOOKING_FOR_PERF_ISSUES and added a yield when flushing async loading in a multithreaded environment

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2519624 by Bob.Tellez on 2015/04/21 14:14:05.

[CL 2519625 by Bob Tellez in Main branch]
2015-04-21 14:14:25 -04:00
Steve Robb
b9283526cd Weird linker fix.
#codereview robert.manuszewski

[CL 2519610 by Steve Robb in Main branch]
2015-04-21 14:10:07 -04:00
Jaroslaw Surowiec
07e576f6b8 Stats - Cleaned AsyncIo stats
[CL 2519507 by Jaroslaw Surowiec in Main branch]
2015-04-21 13:10:11 -04:00