Commit Graph

480 Commits

Author SHA1 Message Date
Marc Audy
e2e396c708 Allow project to define Audio Quality Levels.
* Each quality level allows the definition of the max audio channels to be used
* A sound cue node exists to allow branching behavior based on quality level.
* Wave assets from Wave Player sound nodes will not be loaded if connected only to a branch for a quality level that is not currently selected
* Quality Level to use for stand alone is specified via Game User Settings. Changes to this value will not take effect until the next run.
* Quality Level to use for PIE is specified from the Level Editor Play Settings and can be changed dynamically causing newly played sounds to use the alternate path
* Add SoundNodeAssetReferencer abstract class to operate as an interface for sound nodes that need to have assets loaded dependingo n the sound quality node

[CL 2551249 by Marc Audy in Main branch]
2015-05-14 15:39:34 -04:00
Justin Sargent
f0c754fa1c Added the new Category and Keywords loc targets to the OneSky automation
[CL 2549755 by Justin Sargent in Main branch]
2015-05-13 17:39:49 -04:00
Guillaume Abadie
55c1e35e33 UE-13256: Fixes SSAO flicker on small radius by building HZB only by downsampling per 2.
#code_review: Brian.Karis
#code_review: Martin.Mittring

[CL 2549592 by Guillaume Abadie in Main branch]
2015-05-13 16:37:56 -04:00
Jaroslaw Palczynski
17b8c6c480 Enable vtable ptr ctors by default.
#codereview Robert.Manuszewski

[CL 2548633 by Jaroslaw Palczynski in Main branch]
2015-05-13 05:28:51 -04:00
Ben Marsh
6b1d263572 Make bEnableShadowVariableWarnings a per-module setting, so we don't break reuse of shared build intermediates.
#codereview Marc.Audy, Wes.Hunt

[CL 2547047 by Ben Marsh in Main branch]
2015-05-12 08:03:21 -04:00
Daniel Wright
b99d773644 Distance Field AO is now evaluated on a screen grid and using a global distance field for far traces
* Screen grid resolution is 1/8th of primary resolution, but with 4x temporal supersampling through jittering subsample positions.  A longer history filter is required to hide the jittering which can increase ghosting.
* The main benefit of doing cone tracing on a screen grid instead of the previous surface cache is that it's performance is generally constant regardless of camera movement or noisy geometry (foliage)
* A global distance field is now used for cone traces after a certain distance, DFAO is 2-4x faster as a result.
* The global distance field is composed of 4 128^3 clipmaps that follow the camera around
* Clipmaps are scrolled so that only new or dirty regions are updated due to camera or object movement, with close to 0 average GPU cost.  Worst case update cost (camera teleport) is 5ms on 7870.
* The global distance field currently breaks Distance Field GI
* Overall with these changes DFAO in a Fortnite level is 3.4ms on a 7870 (3.8ms on PS4), and 4.0ms in the Kite demo on 7870.

[CL 2546300 by Daniel Wright in Main branch]
2015-05-11 20:04:15 -04:00
Maciej Mroz
531a98adb9 UE-7584 Blueprint Break on Exceptions does not work with Accessed None errors
config bCanSuppressAccessViolation added in Engine.ini, "false" by default.

#codereview Nick.Whiting, Michael.Noland

[CL 2544767 by Maciej Mroz in Main branch]
2015-05-10 19:27:57 -04:00
Michael Noland
3d4ed56f8d Paper2D: Fixed missing collision/render shapes when loading assets saved with Paper2D custom version 13 (4.7.4 and above) [UE-15311]
[CL 2544284 by Michael Noland in Main branch]
2015-05-09 01:38:13 -04:00
Marc Audy
d05e450ab3 Fix up a number of issues with SoundNodeWavePlayer using TAssetPtr
* Avoid unnecessary weak pointer evaluations by caching SoundWave pointer after loading from TAssetPtr
* Encapsulated SoundWave and SoundWaveAssetPtr to prevent getting out of sync
* Prevent sound waves from being garbage collected

[CL 2543325 by Marc Audy in Main branch]
2015-05-08 14:24:00 -04:00
Michael Schoell
db9c8e2240 UProperty and UFunction metadata for Category can now be localized and have improved FText usage throughout the editor (Blueprints, Behavior Trees, Materials, etc).
Big conversion of FStrings and FNames to FText.

Version bump to move some MaterialFunction UProperty from a TArray<FString> to TArray<FText> (some Engine assets are older than being allowed to auto-convert the UProperty)

Auto conversion of FName to FText (and back) now supported (as well as TArrays of those types).

Searching categories by both the localized string and the source string is now supported in Blueprints.

#jira UE-14481 - We are missing ability to translate node categories

#codereview Justin.Sargent

[CL 2542875 by Michael Schoell in Main branch]
2015-05-08 10:46:42 -04:00
Jeff Campeau
cf48eb78f0 Fix issue deploying games with invalid characters in names or ABCD style guids.
Added some default values for project setup.
Added type support to default value macros for manifest settings.
Added a macro for manifest generation that filters all non-alphanumeric or dot characters (this is a common requirement for manifest fields).
Filtered game name with alphanumericdot and productid with guid type to support projects that didn't use the same format as some others.

[CL 2541236 by Jeff Campeau in Main branch]
2015-05-07 12:19:58 -04:00
Nick Whiting
9188e708fc #oculus Updating to 0.5.0 runtimes, support for Canvas in 3D, common code added for GearVR / desktop (UE-14204)
[CL 2537769 by Nick Whiting in Main branch]
2015-05-05 13:46:42 -04:00
Josh Adams
047163606b - Adding some text to Base.ini so that it doesn't cause problems by being empty and then getting skipped, etc. [user reported]
[CL 2536714 by Josh Adams in Main branch]
2015-05-04 19:29:18 -04:00
Dan Hertzka
18decb8a51 [UE-14606] - Updated shade growth behavior - now possible to be able to grow in shade without being required to spawn in shade. Old bGrowsInShade option is now bSpawnsInShade.
[UE-14605] - Painting scale only visible when painting and proc scale only visible when the asset is open
[UE-14155] - Fixed procedural generation to not add redundant entries for foliage types when simulating. When Foliage Type assets are not used, the foliage type created by the proc foliage simulation will stomp an existing non-asset type with the same mesh (if there is one) in the palette. A significant rework of the foliage palette is needed for a more robust solution.

- Fixed crash when an instance is located exactly on the border between two quadtrees

[CL 2536450 by Dan Hertzka in Main branch]
2015-05-04 17:06:02 -04:00
Peter Sauerbrei
3518000e25 SSH on by default
fix for No Code project from windows message
UE-14864
#ios

[CL 2536350 by Peter Sauerbrei in Main branch]
2015-05-04 16:27:48 -04:00
Saul Abreu
9715e3a553 Temporarily disabled word count and conflict report generation from individual legacy localization configuration scripts for engine targets until promotion occurs. Also corrected a few warnings about deprecated settings in said localization configuration scripts.
[CL 2536071 by Saul Abreu in Main branch]
2015-05-04 14:14:47 -04:00
Saul Abreu
75b0e67120 Setup word count and conflict report generation for engine/editor targets in the legacy localization configuration scripts. Disabled erroneous checkout/revert of UNC specified-paths through localization commandlet source control integration.
[CL 2536054 by Saul Abreu in Main branch]
2015-05-04 14:07:38 -04:00
Saul Abreu
d391dd58d4 Back out changelist 2533891. Issue with remote network paths being confused for Perforce paths are causing automation to fail. We'd rather have no conflict reports generated for now than break automation for the weekend.
[CL 2534657 by Saul Abreu in Main branch]
2015-05-01 19:46:23 -04:00
Saul Abreu
56213edb33 Setup word count and conflict report generation for engine/editor targets in the legacy localization configuration scripts.
[CL 2533891 by Saul Abreu in Main branch]
2015-05-01 13:35:12 -04:00
Nick Darnell
9c34d8f23a UMG - UE-14779 - Adding iPhone 6/6+ to the hardware resolution list, also adds it for previewing game.
[CL 2533583 by Nick Darnell in Main branch]
2015-05-01 10:17:21 -04:00
Maciej Mroz
9e7104421b UE-11912 Access None errors creating log spam in user's project when editing BP
In Editor.ini [ScriptErrorLog] section and MaxNumOfAccessViolation variable were added.

#codereview Mike.Beach

[CL 2531156 by Maciej Mroz in Main branch]
2015-04-29 20:41:03 -04:00
Bob Tellez
116d2be6a0 [AUTOMERGE]
#UE4 Added a config to skip GCing on specific asset types.

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2529715 by Bob.Tellez on 2015/04/28 23:49:13.

[CL 2530496 by Bob Tellez in Main branch]
2015-04-29 13:42:40 -04:00
Michael Noland
2c44aa2155 Tile Set Editor: Added a customization to narrow down the metadata display to only it for the tile currently being edited
- Added a UserDataKey metadata property and exposed a filter for set tags (along the same lines as the collision filter)
- Exposed some properties of UTileSet as readable from Blueprints
- Removed the Experimental tag on the per-tile metadata
[UE-13623]

[CL 2528098 by Michael Noland in Main branch]
2015-04-28 03:34:45 -04:00
bruce nesbit
7265eb43df Fixed missing ) in baseeditor.ini
[CL 2528085 by bruce nesbit in Main branch]
2015-04-28 03:19:19 -04:00
Mike Beach
e556554c1c [UE-14230] Extending FMemberReference so it can properly represent global delegate signatures (and have a UPackage for the member's parent).
#codereview maciej.mroz, jaroslaw.palczynski

[CL 2527120 by Mike Beach in Main branch]
2015-04-27 12:46:38 -04:00