This is CL#2904759 from //Fortnite/Main
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2904398 on 2016/03/10 by Bob.Tellez
#UE4 OnlineBeaconClients are now destroyed when net cleanup happens instead of normal destruction time so the behave more like PlayerControllers. Also added some low level protection from closing already closed beacons.
#rb Josh.Markiewicz
#codreview Josh.Markiewicz
#JIRA FORT-20703
Change 2904339 on 2016/03/10 by Daniel.Broder
Added support for allowing an actor to determine whether it is selectable or not (rather than relying purely on editor modes).
One example use-case is a Transient actor created by WorldSettings for Fortnite which can otherwise be selected, edited, and even copied and pasted to a non-Transient form (which can be done accidentally and cause bugs).
Change made after discussion with Bob.
#CodeReview Bob.Tellez
#UE4
Change 2903020 on 2016/03/10 by John.Abercrombie
Added blueprint function to set named params for use when running an EQS query from BP
- Phil is going to test this out for me.
#rb me (Mieszko wrote this)
#codereview Phil.Cole, Mieszko.Zielinski
Change 2902440 on 2016/03/09 by Ben.Zeigler
#Jira FORT-20149
Fix package map issue where if the client package map received a reference to a package that was already in the async loading queue due to an unrelated async load call, it would not register it correctly, which would lead to error messages and actors potentially not being initialized.
#codereview john.pollard
#RB bob.tellez
Change 2900138 on 2016/03/08 by Bob.Tellez
#UE4 Updated the following Parameter value functions to respect the bOverride flag
GetStaticSwitchParameterValue
GetStaticComponentMaskParameterValue
GetTerrainLayerWeightParameterValue
#rb Nick.Penwarden
Change 2899839 on 2016/03/08 by Lukasz.Furman
fixed navmesh projection on actors with overlap response to world channels
#rb Mieszko.Zielinski
#codereview Zak.Middleton
Change 2899743 on 2016/03/08 by Lukasz.Furman
fixed handling multiple blocking hits in navwalking's geometry conforming
blocking response was used in previous implementation accepting first hit, scoring mutliple points requires getting them all with overlap response
#fortnite FORT-21546
#rb Mieszko.Zielinski
#codereview Zak.Middleton
Change 2898194 on 2016/03/07 by Chris.Gagnon
Added the ability to filter DataTable Assets by their row using the metadata.
meta = (RowType=MyRowName)
#RB Saad.Nader
#codereview Saad.Nader, Jamie.Dale
Change 2895102 on 2016/03/04 by Ben.Zeigler
#JIRA FORT-20290
Fix issue where if a server received a 408 on a verify auth call, it would get stuck in the "in progress" state, and would never try to verify auth again until the auth timed out
Add additional logging to auth queries, to track this and other issues. The new log lines are permanent, but StartExtraLogging should be disabled before merging back to main
#codereview josh.markiewicz
Change 2891302 on 2016/03/02 by Bob.Tellez
#UE4 The spawned NavGraph actors in CreateNavigationDataInstance were getting immediately marked pending kill due to the existance of the FortNavGraph actors placed in the NavMeshBounds map. Marking an actor pending kill instead of calling destroy actor is dangerous since DestroyActor does many other things including removing the actor from the networked actors list. Failure to remove from this list caused FORT-21458. This change both removes the existing FortNavGraph actors from the registered list and better handles cleaning up NavigationData removed for this reason.
#rb Ben.Zeigler
#codereview Lukasz.Furman
Change 2887908 on 2016/03/01 by Chris.Gagnon
Added Event Track to UMG Sequencer.
Added PlayTo functionality for targeting the end point of a played animation.
#RB Frank.Fella
#codereview Frank.Fella, Nick.Darnell
Change 2887686 on 2016/03/01 by Joel.Crabbe
Fixed issue with replication comparison object not necessarily being the correct, blueprint-defined, defaults-edited version. Changed GetClass()->GetDefaultObject to GetArchetype() for comparison value.
#codereview Ben.Zeigler
Change 2886847 on 2016/02/29 by Bob.Tellez
#UE4 Fixed a bug where pasting multiple lines of text into the property matrix would leave the \\r character in the string in windows platforms.
#codereview Richard.TalbotWatkin
Change 2886414 on 2016/02/29 by Lukasz.Furman
fixed start point of composite path's update
#fortnite FORT-21380
#rb Mieszko.Zielinski
Change 2886250 on 2016/02/29 by Bob.Tellez
#UE4 Adding !IsInSlateThread to assert in SuspendLoading/ResumeLoading. I suspect this may be the cause of a race condition involving flushing async loading during startup.
#codereview Robert.Manuszewski
Change 2885942 on 2016/02/29 by Bob.Tellez
#UE4 Disabling per-instance mesh painting on instanced static mesh components.
#rb Jack.Porter
[CL 2909292 by Bob Tellez in Main branch]
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2879377 on 2016/02/24 by Gil.Gribb
UE4 - Added render thread start and stop delegates. GitHub 2006.
#Jira UE-26184
Change 2879378 on 2016/02/24 by Gil.Gribb
UE4 - Avoided using TG_PrePhysics as the first tickgroup so that licensees can add tickgropups.
https://udn.unrealengine.com/questions/279126/code-assumes-that-tg-prephysics-is-the-first-tick.html
#Jira UE-26971
Change 2879382 on 2016/02/24 by Gil.Gribb
UE4 - Tweaked automation test framework by request from UDN post.
Change 2879727 on 2016/02/24 by Martin.Mittring
adding debug info for Optimus driver detection issue
#rb:Benjamin.Hyder
#Test:PC
Change 2879728 on 2016/02/24 by Martin.Mittring
fixed and improved VisualizeMotionBlur
#rb:David.Hill
#test:PC
Change 2879729 on 2016/02/24 by Martin.Mittring
added AngleBetweenVectors() and variants to the FastMath library
#rb:David.Hill
#code_review:Brian.Karis
Change 2880133 on 2016/02/24 by David.Hill
new r.DepthOfFieldQualitySetting
for GDC squencer demo
#rb:Martin.Mittring
- OR-15875
Change 2880314 on 2016/02/24 by Daniel.Wright
Fixed uses of FDepthDrawingPolicyFactory being affected by bUseAsOccluder
* This fixes preshadows on HISMC and foliage
Change 2880338 on 2016/02/24 by Martin.Mittring
added SkinCache.Debug cvar
#rb:Lina.Halper
#test:PC
Change 2880344 on 2016/02/24 by Daniel.Wright
Added the ability to apply DFAO to static indirect lighting, controlled by r.AOApplyToStaticIndirect
* Lightmaps, stationary skylight and reflection captures are all affected
* Specular occlusion on reflection captures requires a fair amount of tweaking of r.SkySpecularOcclusionStrength, MinOcclusion and MaxOcclusionDistance for good quality
* For now, a movable skylight with low intensity (.0001) must be placed to control MaxOcclusionDistance and MinOcclusion
Change 2880346 on 2016/02/24 by Daniel.Wright
Added several cvars to expose mesh distance field limits, which allows higher quality
* r.DistanceFields.MaxPerMeshResolution
* r.DistanceFields.DefaultVoxelDensity
* r.DistanceFields.AtlasSizeXY
* r.DistanceFields.AtlasSizeZ
Change 2881304 on 2016/02/25 by Gil.Gribb
UE4 - Increased the priority of cloth tasks because these are on the critical path.
Change 2881306 on 2016/02/25 by Gil.Gribb
UE4 - Added cvar to control background tick list cleanup.
Change 2881790 on 2016/02/25 by Daniel.Wright
Screen size fading is only applied to spot and point lights
Change 2882077 on 2016/02/25 by Daniel.Wright
DFAO indirect occlusion on static lighting is now correctly applied to IndirectIrradiance
Change 2882391 on 2016/02/25 by Martin.Mittring
fixed bad caching of SRV for vertexbuffers in SkinCache (caused rendering artifacts and wasteful memory allocations). Finding a SRV is now O(1), was O(n)
#rb:Olaf.Piesche
#code_review:Rolando.Caloca,Marcus.Wassmer
Change 2883008 on 2016/02/26 by Gil.Gribb
UE4 - Fixed recursive shader intialization crash on consoles.
Change 2883253 on 2016/02/26 by Martin.Mittring
Improved SkinTangent compression
#rb:Olaf.Piesche
Change 2883295 on 2016/02/26 by Martin.Mittring
Added RecomputeSkinTangent feature for GPU SkinCache, not enabled by default (r.SkinCache.RecomputeTangents)
#rb:Olaf.Piesche,Brian.Karis,Lina.Halper,Rolando.Caloca
Change 2883363 on 2016/02/26 by Gil.Gribb
UE4 - Fixed an issue with recurisve shader init on consoles...again.
Change 2883912 on 2016/02/26 by Gil.Gribb
UE4 - Fixed shadows updating static meshes while the prepass is in progress.
Change 2884829 on 2016/02/27 by Martin.Mittring
OR-16237 indirect lighting on skin is too dark
#rb:Martin.Mittring
#code_review:Brian.Karis
Change 2885096 on 2016/02/28 by Martin.Mittring
OR-13678
[CL 2890130 by Gil Gribb in Main branch]
Example:
Both of these will work!
-ExecCmds="Automation RunTests MeshFactoryValidation"
-ExecCmds="Automation RunTests Mesh Factory Validation"
[CL 2564818 by Justin Hair in Main branch]
#NOTE - "-AutomationTests=" has been deprecated
#NOTE - Supported Commands are now "List", "RunTests", RunAll", and "Quit"
#NOTE - Syntax is now -ExecCmds="Automation List;RunAll;Quit"
[CL 2542722 by Justin Hair in Main branch]