Commit Graph

28 Commits

Author SHA1 Message Date
Max Chen
39a92c1fa2 Copying //UE4/Dev-Sequencer to //UE4/Main
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2859626 on 2016/02/08 by Max.Preussner

	Editor: Added SaveAs functionality to content asset editors

Change 2859666 on 2016/02/08 by Max.Chen

	Sequencer: Fix crash in CheckForWorldGCLeaks when loading a new map because spawnables are left behind.

	#jira  UE-25616

Change 2859685 on 2016/02/08 by Max.Chen

	Sequencer: Add prompt to save sub level sequences if they are dirty

	#jira UE-26510

Change 2859715 on 2016/02/08 by Thomas.Sarkanen

	Adding actor spawning recording

	Actors are queued for record on spawn then added to the list like manually-specifed ones.
	Changed almost everything about UActorRecording. We now record on a per-component basis, with property tracks encapsulated in each actor recording. Much effort is expended to make sure that the correct components are owned by their respective actors, as we can add and remove components at runtime, but they must be created up-front in the UMovieScene Blueprints. We go as far as to add our own SCS nodes to make sure components are correctly spawned.
	Fixed infinite loop in FSequencer::AddSpawnable.
	Fixed visibility track instance to work with scene components as well as actors.
	Fixed particle track instance to work on UParticleSystemComponent rather than just AEmitters.
	Added particle recorder.
	Moved animation recording into an animation property recorder rather than having it as a special case. This still uses the animation recorder under the hood.
	Moved old-style Matinee animation control into FMovieSceneSkeletalAnimationTrackInstance & made this work on USkeletalMeshComponents directly, rather than via the old interface.
	Exposed SetMatineeAnimPositionInner and PreviewMatineeSetAnimPositionInner in FAnimMontageInstance so those utility functions can be used externally to Engine.
	Added a predicate version of UMovieScene::FindPossessable.
	Exposed UMovieSceneParticleSection::AddKey externally via MOVIESCENETRACKS_API so I can programmatically add keys.
	Fixed a crash in FScalableFloatDetails::CustomizeHeader when selecting PIE projectiles in Orion.
	Moved all recorders over to recording Actors or Components & store UObjects instead of AActors.
	Allowed skeletal animation tracks on components as well as actors.

Change 2862675 on 2016/02/10 by Max.Chen

	Sequencer: Add option to link the sequencer curve editor with the sequencer timeline.

	Under General Options->Link Curve Editor Time Range. The default is false, so the sequencer and curve editor have separate time ranges.

	#jira UE-25933

Change 2862699 on 2016/02/11 by Max.Chen

	Sequencer: Added a playback status of jumping which the AudioTrack and Skeletal Mesh Track (anim notifies) ignores for updates. This is used to updating thumbnail at certain times.

	#jira UE-26447, UE-26671

Change 2862712 on 2016/02/11 by Max.Chen

	Sequencer: Fix spawnables firing off their particles. Disable auto activate on spawnable components

	#jira UE-26390

Change 2862719 on 2016/02/11 by Max.Preussner

	Editor: Refactored detail customizations for colors, rotators, vectors

	- broke color and rotator customizations out into their own files
	- added vector customizations (placeholder)
	- cleaned up localization namespaces, forward declarations

Change 2866454 on 2016/02/14 by Max.Preussner

	Sequencer: Removed ULevelEditorSequencerSettings; moved default settings into INI

Change 2866455 on 2016/02/14 by Thomas.Sarkanen

	Sequence recorder can now record replays

	Added extra edtior-only UI to the replay playback controls to record sequences. Curretnly very placeholder: only records the entire sequence and provides no feedback in the UI if it is recording.
	Fixed bindings to recorded objects not working in various circumstances. Added the ability to manually create a binding.
	Recompiled actor blueprints post-record if we added components.
	Fixed a null ptr dereference in FOrionTeamUIInfo::Update.
	Removed tolerances when reducing tracks - they are now 'very small'.
	Added actor filter so actors of certain classes can be recorded.

Change 2866458 on 2016/02/14 by Max.Chen

	Sequencer: Fix anim notifies that fire at shot cuts. Anim notifies are fired from the last position to the current position. When jumping cuts, we want the delta to be 0 so that the anim notifies before the shot are not fired off.

	#jira UE-26390, UE-26671

Change 2866459 on 2016/02/14 by Max.Chen

	Sequencer: Add option to toggle visibility of combined keys

Change 2866466 on 2016/02/14 by Frank.Fella

	Sequencer - Add a track for controlling streamed level visibilty and remove visibility code from the master level blueprint.

Change 2866470 on 2016/02/14 by Max.Chen

	Sequencer: Add return value to indicate data has changed when a section has been added. This fixes a bug where creating a new section doesn't seem to add a key.

	#jira UE-26837

Change 2866481 on 2016/02/14 by Max.Preussner

	Sequencer: Implemented Presets for adding tracks automatically based on actor type (UE-24513)

	#Jira: UE-24513

Change 2866482 on 2016/02/14 by Max.Chen

	Sequencer: Allow for any actor that has a camera component to be a camera cut.

	#jira UE-26777

Change 2866484 on 2016/02/14 by Thomas.Sarkanen

	Added in/out times to sequence recording

	Also added the optional ability to record different actor types (heroes, projectiles, minions).

Change 2866495 on 2016/02/14 by Max.Chen

	Sequencer: Need to limit camera control to the section bounds of the camera cut otherwise, control won't be relinquished back to player at the end of the playback.

	#jira UE-26886

[CL 2874647 by Max Chen in Main branch]
2016-02-19 21:36:27 -05:00
Matthew Griffin
bb70b349ce Merging CL 2804086 from //UE4/Release-4.11 to Dev-Main (//UE4/Dev-Main) to isolate copyright update
#lockdown Nick.Penwarden

[CL 2819020 by Matthew Griffin in Main branch]
2016-01-07 08:17:16 -05:00
Mike Fricker
65e7557229 [INTEGRATE] Compile times: Working on eliminating <Module>Classes.h header files
- This checkin eliminates use of all <Module>Classes.h files in Engine, with the exception of UnrealEdClasses.h
- Compilation speed-ups for all of the modules affected, now that they are including what they use
- No effective changes other than C++ includes

[CL 2686054 by Mike Fricker in Main branch]
2015-09-10 08:48:03 -04:00
Marc Audy
d25958e352 Use SizeSquared comparisons instead of Size where trivially replaceable
[CL 2681970 by Marc Audy in Main branch]
2015-09-06 12:42:18 -04:00
Dmitry Rekman
413918f1bc Fix non-unity build.
#codereview Sebastian.Kowalczyk

[CL 2673534 by Dmitry Rekman in Main branch]
2015-08-28 22:47:38 -04:00
sebastian kowalczyk
49aba11ae5 Optimizations to Visual Logger edytor tool:
Much faster filters due to Async framework, it's paraller now,
Optimizations to items rendered on sequencer,
Optimization to graphs rendered on canvas,
Changed as much as possible to event driven flot, to update data only when needed.

[CL 2670708 by sebastian kowalczyk in Main branch]
2015-08-27 05:21:28 -04:00
Jeff Farris
9f93bca6f0 Refactored colliison handling when spawning an actor. Users have 4 options, choosable in the actor class and overrideable at spawn time. Old content should upgrade cleanly to new system.
#docs

[CL 2621989 by Jeff Farris in Main branch]
2015-07-15 13:13:35 -04:00
sebastian kowalczyk
ac74f84d72 Bunch of fixes to have better control over Visual Logger tool with keyboard.
[CL 2584112 by sebastian kowalczyk in Main branch]
2015-06-11 09:51:31 -04:00
Dmitry Rekman
de2169c577 Avoid symbol collision between two FSequencerTimeSliderControllers.
- Slightly different solution than PR #778 (lesser impact on code).

#codereview Sebastian.Kowalczyk

[CL 2424806 by Dmitry Rekman in Main branch]
2015-01-29 19:21:24 -05:00
sebastian kowalczyk
1da64949ca Bunch of internal changes to LogVisualize and added module interface to controll cursor location on timelines.
[CL 2407176 by sebastian kowalczyk in Main branch]
2015-01-15 06:19:24 -05:00
sebastian kowalczyk
8a3bafd8e3 Removed old LogVisualizer module (and old tool that way)
Fixed issue with visible 2d graphs after closing LogVisualizer
Removed LogVisualizer tool from experimentals so it's a regular tool inside Develoment Tools sub-menu now
Few other minor issue fixes in LogVisualizer tool

[CL 2385317 by sebastian kowalczyk in Main branch]
2014-12-11 06:23:59 -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
5805456393 Binary file format for Visual Logger (Log Visualizer can still load old file format)
Removed old Visual Logger class and files. Minor cleanups in code.

[CL 2341032 by sebastian kowalczyk in Main branch]
2014-10-27 08:35:45 -04:00
sebastian kowalczyk
64c75fc0bc Bunch of fixes for Visual Logger (ttps: #349696, 349692, 349679, 349636, 349624) #ue4
[CL 2333012 by sebastian kowalczyk in Main branch]
2014-10-17 10:07:57 -04:00
sebastian kowalczyk
496433601e Visual Loggger refactor - first pass. #ue4
- new interface. Old FVisualLog class is used only as a devce for visual logger - only to store logs and to communicate with LogVisualizer for now (this class is going to be removed soon).
- added first basic automation tests
- added first simple Blueprint interface
- kept old functionality. ToggleAILogging cheat and EnableAILogging command line works too.

[CL 2321094 by sebastian kowalczyk in Main branch]
2014-10-07 07:36:49 -04:00
Bob Tellez
fa1a7542ca Merging Dev->Main using CL#2312419 UE4-Fortnite-To-UE4
[CL 2313759 by Bob Tellez in Main branch]
2014-09-29 21:43:13 -04:00
Jaroslaw Palczynski
65ba5d456f TArray documentation and a coupld of methods deprecation.
Changes mostly in Array.h. The changes in other files are only renames for deprecated functions.

[CL 2312616 by Jaroslaw Palczynski in Main branch]
2014-09-29 04:23:44 -04:00
Marc Audy
07043e64e0 Convert uses of FActorIterator to TActorIterator where appropriate
[CL 2300029 by Marc Audy in Main branch]
2014-09-16 16:22:01 -04:00
sebastian kowalczyk
36c53b1fc3 Fixed removing ALogVisualizerDebugActor from scene after closing LogVisualizer window. #ue4
[CL 2256228 by sebastian kowalczyk in Main branch]
2014-08-14 10:59:17 -04:00
sebastian kowalczyk
18e05d9c84 Added EQS Logging to Visual Logger #ue4
[CL 2256107 by sebastian kowalczyk in Main branch]
2014-08-14 09:13:50 -04:00
Daniel Broder
9f50173ccf Merging using UE4-Fortnite-To-UE4 from CL 2236347
Unshelved this merge from Stephan and then completed the merge with additional fixes and testing.

Hand fixed some WorldExp compile issues due to changes to OnPaint() signature.

#Integration

[CL 2245992 by Daniel Broder in Main branch]
2014-08-06 16:12:41 -04:00
Fred Kimberley
739ee0d8e9 Merging using UE4-Fortnite-To-UE4
Merged from CL 221481.

[CL 2227500 by Fred Kimberley in Main branch]
2014-07-22 16:23:09 -04:00
Mikolaj Sieluzycki
de6a6e0c8f Back out changelist 2121706
[CL 2121856 by Mikolaj Sieluzycki in Main branch]
2014-06-30 10:25:10 -04:00
Mikolaj Sieluzycki
1bb08f711a Remove superfluous headers, part 1 of n.
#codereview Robert.Manuszewski

[CL 2121706 by Mikolaj Sieluzycki in Main branch]
2014-06-30 06:39:08 -04:00
Laurent Delayen
a377ef0cf4 Dev to Main from cl #2110143
[CL 2118596 by Laurent Delayen in Main branch]
2014-06-26 17:26:58 -04:00