#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3805828 by Gil.Gribb
UE4 - Fixed a bug in the lock free stalling task queue and adjusted a comment. The code is not current used, so this is not actually change the way the code works.
Change 3806784 by Ben.Marsh
UAT: Remove code to compile UBT when using UE4Build. It should already be compiled as a dependency of UAT.
Change 3807549 by Graeme.Thornton
Add a cook timer around VerifyCanCookPackage. A licensee reports this taking a lot of time so it'll be good to account for it.
Change 3807727 by Graeme.Thornton
Unhide the text asset format experimental editor option
Change 3807746 by Josh.Engebretson
Remove WER from iOS platform
Change 3807928 by Robert.Manuszewski
When async loading, GC Clusters will be created after packages have been processed to avoid situations where some of the objects that are being added to a cluster haven't been fully loaded yet
Change 3808221 by Steve.Robb
GitHub #4307 - Made GetModulePtr() thread safe by not using GetModule()
^ I'm not convinced by how much thread-safer this is really, but it's tidier anyway.
Change 3809233 by Graeme.Thornton
TBA: Misc changes to text asset commandlet
- Rename mode to "loadsave"
- Add -outputFormat option which can be assigned "text" or "binary"
- When saving binary, use a differentiated filename so that source assets aren't overwritten
Change 3809518 by Ben.Marsh
Remove the outdated UnrealSync automation script.
Change 3809643 by Steve.Robb
GitHub #4277 : fix bug; FMath::FormatIntToHumanReadable 3rd comma and negative value
#jira UE-53037
Change 3809862 by Steve.Robb
GitHub #3342 : [FRotator.h] Fix to DecompressAxisFromByte to be more efficient and reflect its intent accurately
#jira UE-42593
Change 3811190 by Graeme.Thornton
Add support for writing specific log channels to their own files
Change 3811197 by Graeme.Thornton
Minor updates to output formatting and timing for the text asset commandlet
Change 3811257 by Robert.Manuszewski
Cluster creation will now be time-sliced
Change 3811565 by Steve.Robb
Define out non-monolithic module functions.
Change 3812561 by Steve.Robb
GitHub #3886 : Enable Brace-Initialization for Declaring Variables
Incorrect semi-colon search removed after discussion with author.
Test added.
#jira UE-48242
Change 3812864 by Steve.Robb
Removal of some unproven code which was supposed to fix hot reloading BP class functions in plugins.
See: https://udn.unrealengine.com/questions/376978/aitask-blueprint-nodes-disappear-when-their-module.html
#jira UE-53089
Change 3820358 by Ben.Marsh
PR #4358: Incredibuild use ShowAgent by default (Contributed by projectgheist)
Change 3822594 by Ben.Marsh
UAT: Improvements to log file handling.
- Always create log files in the final location, rather than writing to a temp directory and copying in later.
- Now supports -Verbose and -VeryVerbose for increasing log verbosity, rather than -Verbose=XXX.
- Keep a backlog of log output before the log system is initialized, and flush it to the log file once it is.
- Allow buildmachines to specify the uebp_FinalLogFolder environment variable, which is used to form paths for display. When build machines copy log files elsewhere after UAT finishes (eg. a network share), this allows error messages to display the right location.
Change 3823695 by Ben.Marsh
UGS: Fix issue where precompiled binaries would not be shown as available for a change until scrolling the last submitted code change into the buffer (other symptoms, like de-focussing the main window would cause it to go back to an unavailable state, since the changes buffer was shrunk).
Now always queries changes up to the last change for which zipped binaries are available.
Change 3823845 by Ben.Marsh
UBT: Exclude C# projects for unsupported platforms when generating project files.
Change 3824180 by Ben.Marsh
UGS: Add an option to show changes by build machines, and move the "only show reviewed" option in there too (Options > Show Changes).
#jira
Change 3825777 by Steve.Robb
Fix to return value of StringToBytes.
Change 3825810 by Ben.Marsh
UBT: Reduce length of include paths for MSVC toolchain.
Change 3825822 by Robert.Manuszewski
Optimized PIE lazy pointer fixup. Should be up to 8x faster now.
Change 3826734 by Ben.Marsh
Remove code to disable TextureFormatAndroid on Linux. It seems to be an editor dependency.
Change 3827730 by Steve.Robb
Try to avoid decltype(auto) if it's not supported.
See: https://udn.unrealengine.com/questions/395644/build-417-with-c11-on-linux-ttuple-errors.html
Change 3827745 by Steve.Robb
Initializer list support for TMap.
Change 3827770 by Steve.Robb
GitHub #4399 : Added a CONSTEXPR qualifiers to FVariant::GetType()
#jira UE-53813
Change 3829189 by Ben.Marsh
UBT: Now always writes a minimal log file. By default, just contains the regular console output and any reasons why actions are outdated and needed to be executed. UAT directs child UBT instances to output logs into its own log folder, so that build machines can save them off.
Change 3830444 by Steve.Robb
BuildVersion and ModuleManifest moved to Core, and parsing of these files reimplemented to avoid a JSON library.
This should be revisited when Core has its own JSON library.
Change 3830718 by Ben.Marsh
Fix incorrect group name being returned by FStatNameAndInfo::GetGroupName() for stat groups.
The editor populates the viewport stats list by calling this for every registered stat and stat group (via FLevelViewportCommands::HandleNewStatGroup). The menu entry attempts to show the stat name with STAT_XXX stripped from the start as the menu item label, with the free-form text description as a tooltip.
For stat groups, the it would previously just return the stat group name as "Groups" (due to the raw naming convention of "//Groups//STATGROUP_Foo//..."). Since this didn't match the expected naming convention in FLevelViewportCommands::HandleNewStat (ie. STAT_XXX or STATGROUP_XXX), it would fail to add it.
When the first actual stat belonging to that group is added, it would add a menu entry for the group based on that, but the stat description no longer makes sense as a tooltip for the group. As a result, all the editor tooltips were junk.
#jira UE-53845
Change 3831064 by Ben.Marsh
Fix log file contention when spawning UBT recursively.
Change 3832654 by Ben.Marsh
UGS: Fix error panel not being selected when opened, and weird alignment/color issues on it.
Change 3832680 by Ben.Marsh
UGS: Fix failing to detect workspace if synced to a different stream. Seems to be a regression caused by recent P4D upgrade.
Change 3832695 by Ben.Marsh
UGS: Invert the options in the 'Show Changes' submenu for simplicity.
Change 3833528 by Ben.Marsh
UAT: Script to rewrite source files with public include paths relative to the 'Public' folder. Usage is: RebasePublicIncludePaths -UpdateDir=<Dir> [-Project=<Dir>] [-Write].
Change 3833543 by Ben.Marsh
UBT: Allow targets to opt-out of having public include paths added for every dependent module. This reduces the command line length when building a target, which has recently become a problem with larger games (due to Microsoft's compiler embedding the command line into each object file, with a maximum length of 64kb). All engine modules are compiled with this enabled; games may opt into it by setting bLegacyPublicIncludePaths = false; from their .target.cs, as may individual modules.
Change 3834354 by Robert.Manuszewski
Archetype pointer will now be cached to avoid locking the object tables when acquiring its info. It should also be faster this way regardless of any locks.
#jira UE-52035
Change 3834400 by Robert.Manuszewski
Fixing crash on exit caused by cached archetypes not being cleaned up before static exit cleanup.
#jira UE-52035
Change 3834947 by Steve.Robb
USE_FORMAT_STRING_TYPE_CHECKING removed from FMsg::Logf and FMsg::Logf_Internal.
Change 3835004 by Ben.Marsh
Fix code that relies on dubious behavior of requiring referenced "include path only" modules having their _API macros set to be empty, even if the module is actually implemented in a separate DLL.
Change 3835340 by Ben.Marsh
Fix errors making installed build from directories with spaces in the name.
Change 3835972 by Ben.Marsh
UBT: Improved diagnostic message for targets which don't need a version file.
Change 3836019 by Ben.Marsh
UBT: Fix warnings caused by defining linkage macros for third party libraries.
Change 3836269 by Ben.Marsh
Fix message box larger than the screen height being created when a large number of modules are incompatible on startup.
Change 3836543 by Ben.Marsh
Enable SoundMod plugin on Linux, since it's already supported through the editor.
Change 3836546 by Ben.Marsh
PR #4412: fix type mismatch (Contributed by nakapon)
Change 3836805 by Ben.Marsh
Fix commandlet to compile marketplace plugins.
Change 3836829 by Ben.Marsh
UBT: Fix ability to precompile plugins from installed engine builds.
Change 3837036 by Ben.Marsh
UBT: Write the previous and new contents of intermediate files to the log if they change. Makes it easier to debug unexpected rebuilds.
Change 3837037 by Ben.Marsh
UBT: Fix engine modules having inconsistent definitions depending on whether modules are only referenced for their include paths vs being linked into a binary (due to different _API macro).
Change 3837040 by Ben.Marsh
UBT: Remove code that initializes members in ModuleRules and TargetRules objects before the constructor is run. This is no longer necessary, now that the backwards-compatible default constructors have been removed.
Change 3837247 by Ben.Marsh
UBT: Remove UELinkerFixups module, now that plugins and precompiled modules do not require hacks to force initialization (since they're linked in as object files).
Encryption and signing keys are now set via macros expanded from the IMPLEMENT_PRIMARY_GAME_MODULE macro, via project-specific macros added in the TargetRules constructor.
Change 3837262 by Ben.Marsh
UBT: Set whether a module is an engine module or not via a default value for the rules assembly. All non-program engine and enterprise modules are created with this flag set to true; program targets and modules are now created from a different assembly that sets it to false. This removes hacks from UEBuildModule needed to adjust behavior for different module types based on the directory containing the module.
Also add a bUseBackwardsCompatibleDefaults flag to the TargetRules class, also initialized to a default value from a setting passed to the RulesAssembly constructor. This controls whether modules created for the target should be configured to allow breaking changes to default settings, and is set to false for all engine targets, and true for all project targets.
Change 3837343 by Ben.Marsh
UBT: Remove the OverrideExecutableFileExtension target property. Change the only current use for this (the MayaLiveLinkPlugin target) to use a post build step to copy the file instead.
Change 3837356 by Ben.Marsh
Fix invalid character encodings.
Change 3837727 by Graeme.Thornton
UnrealPak: KeyGenerator: Only generate prime table when required, not all the time
Change 3837823 by Ben.Marsh
UBT: Output warnings and errors when compiling module rules assembly in a way that allows them to be double-clicked in the Visual Studio output window.
Change 3837831 by Graeme.Thornton
UBT: When parsing crypto settings, always load legacy data first, then allow the new system to override it. Provides the same key backwards compatibility that the editor settings class gives
Change 3837857 by Robert.Manuszewski
PR #4404: Make FGCArrayPool singleton global instead of per-CU (Contributed by mhutch)
Change 3837943 by Robert.Manuszewski
PR #4405: Fix FGarbageCollectionTracer (Contributed by mhutch)
Change 3838451 by Ben.Marsh
UBT: Fix exceptions thrown on a background thread while caching C++ includes not being caught and logged correctly. Now captures exceptions and re-throws on the main thread.
#jira UE-53996
Change 3839519 by Ben.Marsh
UBT: Simplify configuring bPrecompile and bUsePrecompile settings for modules. Each rules assembly can now be configured as installed, which defaults the module rules it creates to use precompiled data.
Change 3843790 by Graeme.Thornton
UnrealPak: Log the size of all encrypted data
Change 3844258 by Ben.Marsh
Fix plugin compile failure when created via new plugin wizard. Passing -plugin on the command line is unnecessary, and is now reserved for packaging external plugins for the marketplace.
Also extend the length of time that the error toast stays visible, and don't delete the plugin on failure.
#jira UE-54157
Change 3845796 by Ben.Marsh
Workaround for slow performance of String.EndsWith() on Mono.
Change 3845823 by Ben.Marsh
Fix case sensitive matching of platform names in -TargetPlatform=X argument to BuildCookRun.
#jira UE-54123
Change 3845901 by Arciel.Rekman
Linux: fix crash due to lambda lifetime issues (UE-54040).
- The lambda goes out of scope in FBufferVisualizationMenuCommands::CreateVisualizationCommands, crashing the editor if compiled with a recent clang (5.0+).
(Edigrating 3819174 to Dev-Core)
Change 3846439 by Ben.Marsh
Revert CL 3822742 to always call Process.WaitForExit(). The Android target platform module in the editor spawns ADB.EXE, which inherits the editor's stdout/stderr handles and forks itself. Process.WaitForExit() waits for EOF on those pipes, which never occurs because the forked process never terminates.
Proper fix is probably to have the engine explicitly duplicate stdout/stderr handles for new pipes to output process, but too risky before copying up to Main.
Change 3816608 by Ben.Marsh
UBT: Use DirectoryReference objects for all include paths.
Change 3816954 by Ben.Marsh
UBT: Remove bIncludeDependentLibrariesInLibrary option. This is not widely supported by platform toolchains, and is not used anywhere.
Change 3816986 by Ben.Marsh
UBT: Remove UEBuildBinaryConfig; UEBuildBinary objects are now just created directly.
Change 3816991 by Ben.Marsh
UBT: Deprecate PlatformSpecificDynamicallyLoadedModules. We no longer have any special behavior for these modules.
Change 3823090 by Ben.Marsh
UAT: Improve logging for child UAT instances.
- Calling RunUAT now requires an identifier for prefixing into the parent log, which is also used to determine the name of the log folder.
- Stdout is no longer written to its own output file, since it's written to the parent stdout, the parent log file, and the child log file anyway.
- Log folders for child UAT instances are left intact, rather than being copied to the parent folder. The derived names for the copied names were confusing and hard to read.
- Output from UAT is no longer returned as a string. It should not be parsed anyway (but may be huge!). ProcessResult now supports running without capturing output.
Change 3826082 by Ben.Marsh
UBT: Add a check to make sure that all modules that are precompiled are correctly marked to enable it, even if they are part of the build target.
Change 3827025 by Ben.Marsh
UBT: Move the compile output directory into a property on the module, and explicitly pass it to the toolchain when compiling.
Change 3829927 by James.Hopkin
Made HTTP interface const correct
Change 3833533 by Ben.Marsh
Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.
Change 3835826 by Ben.Marsh
UBT: Precompiled targets now generate a separate manifest for each precompiled module, rather than adding object files to a library. This fixes issues where object files from static libraries would not be linked into a target if a symbol in them was not referenced.
Change 3835969 by Ben.Marsh
UBT: Fix cases where text is being written directly to the console rather than via logging functions.
Change 3837777 by Steve.Robb
Format string type checking added to FOutputDevice::Logf.
Fixes for those.
Change 3838569 by Steve.Robb
Algo moved up a folder.
[CL 3847482 by Ben Marsh in Main branch]
#rb None
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3761370 by Arne.Schober
DR - Added CityHash to use with conatiners and stuff. It provides good performance and high quallity across multiple platforms.
Change 3761437 by Guillaume.Abadie
Optimises motion blur compute shader for consoles.
Change 3761483 by Guillaume.Abadie
Fixes D3D11 RHI lying to dynamic resolution heuristic with t.MaxFPS.
Change 3761995 by Mark.Satterthwaite
Add the Metal compiler path to the local .pch filename to avoid problems when Xcode moves.
Change 3761996 by Mark.Satterthwaite
Emit more details when a pixel shader is found to have no outputs at all which Metal doesn't permit. More likely this is a bug in the shader compiler not configuring the in-out mask correctly...
#jira UE-52292
Change 3761999 by Mark.Satterthwaite
No need to avoid tessellation for FMetalRHICommandContext::RHIEndDrawIndexedPrimitiveUP anymore - that was from back when the tessellation logic was replicated in each RHI*Draw* implementation.
#jira UE-51937
Change 3762181 by Joe.Graf
Changed MaxShaderJobBatchSize to 25 on Mac as it reduced shader compile time by 21%
Change 3762607 by Mark.Satterthwaite
Remove accidentally included changes from 3761995.
Change 3762612 by Mark.Satterthwaite
Enable the explicit sincos intrinsic for Metal to avoid instances of UE-52477 that can cause shaders to compile incorrectly through hlslcc.
#jira UE-52477
Change 3762772 by Michael.Lentine
Move RHI calls to render thread.
Change 3763021 by Richard.Wallis
Remove shader cache tool project and implementation.
#jira UE-51613
Change 3763082 by Guillaume.Abadie
More SceneTexture, SceneColor and SceneDepth automated tests
Change 3763111 by Richard.Wallis
Clone of CL 3763033 (Release-4.18):
Fix for crash upon launching packaged game on Mac with Share Material Shader Code enabled.
#jira UE-52121
Change 3763657 by Michael.Lentine
Invalidate ddc for skeletal mesh render data so that the duplicated vertex render structures are properly serialized.
Change 3763727 by Jian.Ru
Fix Player Collision view mode. It is caused by checking an uninitialized vertex buffer so the check always fail.
#jira UE-52052
Change 3763738 by Guillaume.Abadie
Implements SSR input post process material location.
Change 3764271 by Mark.Satterthwaite
Allow ControlPointPatch lists to flow through MetalRHI as it was setup to handle this transparently - the VSHS compute shader will convert them to triangles to draw. Report the same warning as in the pipeline creation stage as this hasn't been formally validated.
#jira UE-52454
Change 3764316 by Daniel.Wright
Added AVolumetricLightmapDensityVolume - gives local control over Volumetric Lightmap density. Dropping the top mip outside of the play area in Monolith saves 20Mb (35Mb original).
Volumetric Lightmap no longer refines around static translucent geometry - saves 5Mb in Monolith
Reworked brick culling by error mechanism. Now compares error to interpolated parent lighting instead of the brick average - prevents dropping constant value bricks which are near a wall and cause leaking due to parent interpolation after being culled.
Change 3764318 by Daniel.Wright
Missing file
Change 3764321 by Daniel.Wright
Shader compiling memory optimizations
* Editor memory: Sharing uniform buffer includes and GeneratedInstancedStereo.ush per FShaderType (was previously duplicated per FShader job)
* SCW input size: Sharing uniform buffer includes and SharedEnvironment per batch
* 7.6Gb of shader job inputs in memory -> .5Gb (13x less) when doing a full shader compile of Paragon Editor
* 13.8Gb written into worker input files -> 2.9Gb (4.7x less). Global shaders are never batched when sent to SCW so unoptimized by these changes.
Change 3764595 by Daniel.Wright
Added VolumetricLightmapDensityVolume asset icons
Change 3764701 by Michael.Lentine
Add duplicated vertices merging for meshmerge.
Change 3766002 by Guillaume.Abadie
Fixes a crash in translucency.
Change 3766007 by Guillaume.Abadie
Oups.... Fixes compilation failure.
Change 3766697 by Guillaume.Abadie
Giant refactor of global shader interface for upcoming native support of permutation.
CL generated by python script.
Change 3767205 by Chris.Bunner
Deferring FMaterial::RenderingThreadShaderMap update to render-thread rather than assumption commands have been flushed.
#jira UE-50652
Change 3767207 by Chris.Bunner
Clamp fetched texture coordinates to those available on the mesh.
Change 3767209 by Chris.Bunner
PR #4203: Early-outs in UMaterialInstance parameter setters (Contributed by stefanzimecki)
#jira UE-52193
Change 3767772 by Mark.Satterthwaite
MetalShaderFormat will no longer fallback to text shaders when you ask it to compile to bytecode but the bytecode compiler is not available (either locally or remotely) - this ensures that the DDC can't be poisoned by incorrectly configured clients. The Editor is already setup such that if the remote shader compiler is not configured & Xcode is not available locally the shader-compiler will be invoked to generate text shaders.
#jira UE-52554
Change 3768604 by Guillaume.Abadie
Polish up with new global shader function signature.
Change 3768993 by Guillaume.Abadie
Fixes r.Upscale.Panini cvars
Change 3769478 by Mark.Satterthwaite
Move the ue4_stdlib.metal & PCH into a temporary directory that exists for the lifetime of the SCW on the remote side as well as the local one and add this path as an include directory.
#jira UE-52587
Change 3769703 by Mark.Satterthwaite
For all Metal platforms >= Metal v1.2 transform mul(a,b) into fma(a,b,0) to prevent the Apple compiler reordering operations differently between the base & depth passes which results in variance in the position output.
For iOS disable fast-math when the vertex-shader uses World-Position-Offset because there are additional problems on the iOS shader compiler that result in position variance even with the above fix - WPO performance will suffer but I don't have any alternatives.
Remove the depth-offset hack from the depth-only vertex shader again.
#jira UES-5651
Change 3769763 by Mark.Satterthwaite
Handle swizzle's in the hlslcc fma identification pass so that we reduce the number of instructions and the platform compiler can't break the instructions up.
Change 3769849 by Mark.Satterthwaite
Fix CIS error.
Change 3770517 by Richard.Wallis
Fix for crash when creating a new media texture (AppleIntelHD5000GraphicsMTLDriver!SamplerStage::bindSamplerToTexture()). Missing texture resource for binding. Old InitDynamicRHI() code has been refactored out into seperate functions which leaves us on Mac with a NULL resource initially after creation which Metal doesn't like. This fix puts InitDynamicRHI down the default setup/clear path which inits default resources - I don't think we should use a global dummy in this instance as this is a render target.
#jira UE-51940
Change 3770688 by Uriel.Doyon
Fixed texture resolution returning 0 when running blueprint construction scripts at cook time.
Change 3771115 by Mark.Satterthwaite
Report errors from failed attempts to compile global shaders or we can't see why things fail on non-Windows platforms.
Change 3771263 by Mark.Satterthwaite
Change the way ManualVertexFetch is enabled on Metal platforms so that it is enabled when targeting Metal v1.2 and higher (macOS 10.12+/iOS 10+). This brings iOS in the Desktop Forward renderer back into line with the Mac.
#jira UERNDR-300
Change 3773472 by Guillaume.Abadie
Fixes a crash on PIE of SimpleComposure project.
Change 3773475 by Guillaume.Abadie
Fixes bug in editor viewport caused by SSR input changes.
Change 3774677 by Arne.Schober
DR - Deprecated SetLocal from the RHICmdlist
Fixed some unnecessary PSO collisions.
Change 3777037 by Mark.Satterthwaite
Remove incorrect change that caused a reference to "accurate::sincos" to appear in some Metal shaders rather than "precise::sincos".
Change 3777122 by Mark.Satterthwaite
Back out changelist 3777037 - I'm blind and wasn't seeing the real problem was a stale shader cache...
Change 3777196 by Mark.Satterthwaite
Fix text-shader compilation on iOS 10 - maybe iOS 9 too (untested!).
We need our own make_scalar type-trait template for ue4_stdlib.metal so that we still compile with older iOS runtime compilers and we can't use as_type to directly implement the packHalf2x16/unpackHalf2x16 intrinsics for these older runtime compilers either.
Change 3779098 by Rolando.Caloca
DR - vk - Fix query index
Change 3779275 by Mark.Satterthwaite
Silence the Metal runtime compiler warning caused by use of a deprecated enum value when running text shaders compiled for Metal v1.0/1.1 on a Metal v1.2+ OS.
#jira UE-52554
Change 3779427 by Rolando.Caloca
DR - vk - Fix for allocator contention
Change 3779608 by Uriel.Doyon
Fixed invalid access in the resave package commantlet when building texture streaming material data for materials enabling tesselation.
Change 3784496 by Mark.Satterthwaite
Temporarily disable USE_OBJECT_COMPOSITING_TILE_CULLING for Metal shader compilation only - other platforms are unaffected - as it isn't working properly for some reason. need to work out what's up but don't want Distance Fields to be completely snookered in the interim.
#jira UE-52952
Change 3784608 by Rolando.Caloca
DR - Copy 3784588
- Fix for drivers returning out of date swapchains during resizes
Change 3784734 by Mark.Satterthwaite
Real fix for UE-52952 - MetalShaderFormat wasn't propagating the full thread-group value.
#jira UE-52952
Change 3784741 by Mark.Satterthwaite
More Metal debugging commandline options "-metalfastmath" & "-metalnofastmath" to force fast-math on or off for all shaders, must be using runtime-compiled shaders (i.e. -metalshaderdebug or r.Shaders.Optimise=0) to take effect.
Change 3787103 by Guillaume.Abadie
Kills BuiltinSamplers UB
Change 3787207 by Guillaume.Abadie
Sorry, compile fix that were fine with local changes...
Change 3787396 by Marcus.Wassmer
PR #4271: UE-52901: Set VIS_Max meta to hidden (Contributed by projectgheist)
Change 3788028 by Peter.Sumanaseni
Working linear HDR exr output from sequencer
Change 3788536 by Mark.Satterthwaite
Track whether the Metal shader uses the discard_fragment function as when this is used but without any other outputs we know we need to bind at least one render-target or a depth-stencil surface but we don't know which. This lets us correctly error when we encounter a shader with no outputs at all which Metal doesn't permit.
#jira UE-52292
Change 3788538 by Mark.Satterthwaite
Let's try mitigating UE-46604 on Nvidia by retaining resource references in the command-buffer. This shouldn't be necessary and isn't typically on other vendors but we haven't been able to reproduce this reliably enough to get to the bottom of it.
#jira UE-46604
Change 3789083 by Guillaume.Abadie
Implements global shader permutations. Example in ScreenSpaceReflections.cpp.
Change 3789090 by Guillaume.Abadie
Fixes linux build.
Change 3789106 by Guillaume.Abadie
Fixes compilation failure in niagara plugin.
Change 3789274 by Guillaume.Abadie
Avoid hit proxies to clobber TAA's hitsory.
#jira UE-52968
Change 3789380 by Guillaume.Abadie
Back out changelist 3789083: global shader permutation because compilation failure in clang.
Change 3789648 by Guillaume.Abadie
Relands global shader permutation, with clang support.
Change 3789712 by Guillaume.Abadie
Fixes TestImage show flag with TAAU on.
#jira UE-53061
Change 3791593 by Guillaume.Abadie
Reinvalidates shaders with shader permutations.
Change 3791884 by Daniel.Wright
Added BP setter for LowerHemisphereColor
Change 3791886 by Daniel.Wright
Added LightmapType to PrimitiveComponent
* ForceVolumetric allows forcing static geometry to use Volumetric Lightmaps, which can be useful on instanced foliage where seams are prevalent. Lightmass internal caching still requires lightmap UVs and reasonable lightmap resolution.
* ForceSurface replaces bLightAsIfStatic
Improvements to Volumetric Lightmap quality needed for static geometry
* Stationary light shadowing is now dilated inside geometry
* Now doing two dilation passes since samples near geometry see inside due to ray start bias
* Refinement around geometry uses an expanded cell bounds when the geometry is going to use Volumetric Lightmaps, since cross-resolution stitching causes leaking
Lightmass debug primitives are now tied to a swarm task instead of global - allows debugging of Volumetric Lightmap tasks
Change 3792256 by Guillaume.Abadie
Fixes a bug where permutation was not actually serialised in FShader, so was ending up recompiling shader at every load.
Change 3792884 by Marcus.Wassmer
Copying //UE4/Partner-AMD to Dev-Rendering (//UE4/Dev-Rendering)
Change 3793200 by Marcus.Wassmer
Copying //UE4/Partner-IDV-SpeedTree to Dev-Rendering (//UE4/Dev-Rendering)
Speedtree 8 support
Change 3793206 by Brian.Karis
Added color grading control BlueCorrection to correct for artifacts with "electric" blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.
Added color grading control ExpandGamut which expands bright saturated colors outside the sRGB gamut to fake wide gamut rendering.
ACES changes.
Change 3793344 by Marcus.Wassmer
Fix editortest compile
Change 3794285 by Guillaume.Abadie
Serializes PermutationId according to archive rendering version to avoid issues with old material that were serializing a shader map into UObject.
Change 3794307 by Guillaume.Abadie
Resaves uassets that were modified between 3789648 and 3794285
Change 3794627 by Mark.Satterthwaite
Implement two components for MTLPP, an IMP cache for Objective-C selector implementations & an interposition framework for those same selectors:
- imp_SelectorCache & friends provide the IMP caching for each of the Metal protocols which constitute most of the API, so far I've not covered the Metal classes used for the various descriptor/initializer types. Each type has its own IMPTable which caches the selector's implementation pointer and provides the mechanism to hook that implementation. As Objective-C is runtime dynamic this look up must be performed on the actual Class value returned by an object at runtime - you can't do this at compile time. Even things like NSString which appear compile-time static are really not as NSString is an alias for a class-cluster (NSString, NSMutableString, __NSInlineString and more).
- The interpose directory contains MTI* files which are the framework for interposing all the functions in Metal's runtime API - I deliberately omit the descriptor classes & read-only functions as there's no benefit to interposing them - which I can build off to create a trace tool or a superior validation layer. Right now this is Mac only as there'll be some problems to solve for iOS/tvOS due to difference in linking requirements - not insurmountable.
- Rebuild MTLPP's implementation of the C++ wrapper classes around the IMPTable's - this means we avoid all the objc_msgSend overhead for all the classes and functions whose implementations are cached. Right now the IMPTable is going to incur a look-up for all non-copy/move constructors which is suboptimal - ideally the Metal IMPTables would be cached in the Device object as they will be consistent within a single Device.
- Sort out the MTLPP availability logic - it now exports the availability warnings to the caller and internally just blithely assumes it may call the functions, the caller is responsible for ensuring that calls are made only on appropriate devices & OSes. This reduces MTLPP complexity and better fits how MetalRHI works.
- Fix a number of retain/release bugs that were lying dormant in MTLPP but exposed by the switch to IMPTables.
- Add tvOS support.
Next up, put this into MetalRHI and start fixing all the fallout.
Change 3794631 by Mark.Satterthwaite
Missed updating mtlpp's build.cs for TVOS.
Change 3794651 by Uriel.Doyon
UPointLightComponent::GetUnitsConversionFactor() now takes the cone angle as parameter. This allows to fix spotlight unit conversion when using lumens.
Change 3794720 by Guillaume.Abadie
Fixes a bug in Global{Bilinear,Trilinear}ClampedSampler that was actually doing a Point sampling.
Change 3794749 by Mark.Satterthwaite
Fix mtlpp.build.cs paths.
Change 3794856 by Mark.Satterthwaite
Fix some shadowing warnings.
Change 3795484 by Daniel.Wright
Implemented the Spherical Harmonic windowing algorithm from 'Stupid Spherical Harmonics (SH) Tricks'
New WorldSettings Lightmass property VolumetricLightmapSphericalHarmonicSmoothing controls the global amount of smoothing applied
Change 3795590 by Brian.Karis
Area light fixes
Fixed order of operations. This helps mixing of SourceRadius, SourceLength, and SoftSourceRadius.
Change 3796832 by Marcus.Wassmer
Correct shouldcache condition for new resolve shader
Change 3796884 by Marcus.Wassmer
Doing it right this time.
Change 3797196 by Mark.Satterthwaite
More updates to MTLPP to make things simpler and reduce the number of spurious Objective-C warnings that are emitted because of the way we are using the runtime.
Change 3797200 by Daniel.Wright
Lightmass now uses the highest density VolumetricLightmapDensityVolume settings that affect any part of a cell
Change 3797221 by Daniel.Wright
Reduced default SphericalHarmonicSmoothing based on RoboRecall tests. Now only active with strong direct lighting from static lights by default.
Change 3797411 by Brian.Karis
Disable ExpandGamut for old tone mapper.
Change 3797462 by Mark.Satterthwaite
More build warnings silenced after changing to the lowest possible deployment target OS for each library.
Change 3797585 by Mark.Satterthwaite
Range-based-For support in the NSArray wrapper.
Change 3797836 by Mark.Satterthwaite
Even more forward-declarations to avoid system headers poking through to the including code from mtlpp.
Change 3798027 by Mark.Satterthwaite
Fix handling of nil objects, on which no functions may be called, command-buffer retention and IMP declaration.
Change 3798154 by Mark.Satterthwaite
Fix some egregious memory leaks that rewriting to use mtlpp exposed before we carry on - don't want these slipping into 4.19.
Change 3800990 by Mark.Satterthwaite
Typedef all the completion-handler callback types in mtlpp to make future me's life easier.
Change 3801400 by Chris.Bunner
Improving automated test errors on failure to generate report data.
Change 3801726 by Mark.Satterthwaite
Correct some function availability and the command-buffer error status in mtlpp.
Change 3801808 by Chris.Bunner
Added DefaultScalability.ini to EngineTest that forces all quality levels to Engine default Epic for now to improve consistency.
Change 3801862 by Marcus.Wassmer
Update automated tests with color gamut change
Change 3802214 by Chris.Bunner
When running automated tests in and editor-locked PIE viewport, skip resizing as the editor can't handle this.
Added bindable delegate called when ScreenshotRequest is processed - Useful to allow screenshots to override and restore settings per capture.
#jira UE-53188
Change 3802243 by Chris.Bunner
Added button to automated test screenshot browser to add or replace all outstanding test reports if appropriate.
DeleteAllReports button is now only enabled whilst there are reports in the list.
Change 3802372 by Chris.Bunner
Updating more test screenshots.
Change 3803683 by Chris.Bunner
Adding more logging and multiple attempts to automated test report network save.
Added small wait on repeated operations that are known to fail.
Change 3803826 by Rolando.Caloca
DR - vk - Fix merge issue
Change 3804181 by Chris.Bunner
Tentative fix for CIS test failure.
Change 3804236 by Chris.Bunner
Additional logging for case where file write silently fails, report platform-specific error.
Change 3804303 by zachary.wilson
Cleaning up assets in QAGame saved with empty engine versions to resolve warnings seen when launching on
Change 3804410 by Chris.Bunner
Added additional logging when automated screenshot test fails due to size mismatch.
Mismatched bounds are colored red in the delta.
Change 3804455 by Mark.Satterthwaite
Fix a small number of persistent memory leaks on the Mac build that slowly consume more and more memory as you use the Editor - interacting with menu's was particularly egregious as each NSMenu would leak after you move away.
#jira NA
Change 3804667 by Chris.Bunner
Speculative CIS fixes.
Change 3806008 by Chris.Bunner
Partially reimplementing backed-out CL 3804181 to improve consistency of how automated screenshot test settings are applied/restored.
#tests CIS preflight job 8174412
Change 3806909 by Mark.Satterthwaite
Use the vertex-shader's in-out mask to ensure that we only validate legitmate vertex-streams in Metal's DrawIndexedPrimitive implementation.
#jira UE-53046
Change 3807059 by laz.matech
Checking in QAGame Rendering Map, QA-PhysicalLightingUnits, for testing Physical Light Units.
Wanted to get this in before copy up.
#Jira none
Change 3807726 by Chris.Bunner
Removed a check that we can't fix up. The check hits unbound buffers which it assumes means a failure but is actually due to m.v.fetch. We don't have the information available to know which are which removed from the input without reading from the shader.
#jira UE-53046
Change 3807800 by Guillaume.Abadie
Fixes some warning in shader headers.
Change 3807804 by Guillaume.Abadie
Back out changelist 3807800
Change 3807807 by Guillaume.Abadie
Relands shader header warnings.
Change 3808046 by Chris.Bunner
Dropping a new automated test error back to a warning as this may lead to genuine issues being ignored in the short term.
Change 3809579 by Chris.Bunner
Back out changelist 3774677.
#jira UE-53483
Change 3809620 by Chris.Bunner
Updating animated cloth test screenshot.
Change 3803629 by Chris.Bunner
Rebuilt CornellBox and DistanceField test maps, updated screenshots.
Change 3787045 by Guillaume.Abadie
Moves some global samplers to Common.ush
Change 3809756 by Chris.Bunner
Updating animated cloth test screenshot.
[CL 3809764 by Chris Bunner in Main branch]
#lockdown Nick.Penwarden
#rb JeanMichel.Dignard
============================
MAJOR FEATURES & CHANGES
============================
Change 3770717 by Simon.Tourangeau
Fix Blank Enterprise template project creation
Change 3773186 by Simon.Tourangeau
Fix asset migration to correctly handle the migration of content from Content Plugins
Change 3773230 by JeanLuc.Corenthin
Adding new material asset for CAD importer
Removing old material assets for CAD importer
Change 3774391 by JeanMichel.Dignard
Added support for IES asymmetrical light profile
- IES textures are now 2D (256*256) and the shader will use the light tangent to sample the texture.
- Point light tangent is now the Z axis to match the spot lights. Tube shaped point lights will be automatically rotated to compensate for this change. Dynamically generated point lights with a source length will need to have a 90 degrees pitch added to their orientation.
#jira UEENT-55
Change 3775668 by JeanMichel.Dignard
Fixed linux and mac editor builds. Use FVector::DotProduct instead of Dot3 since we're using FVectors.
Change 3781147 by Jamie.Dale
[Python] Prevent the Xcode version of Python being used by default
Change 3781991 by JeanMichel.Dignard
Send the IES texture profile to lightmass in a separate TArray to fix warning 6262 about using too much stack during static analysis.
Change 3783479 by Simon.Tourangeau
Fix NewProjectWizard crash if starter content was enabled
#jira UEENT-635
Change 3784279 by Jamie.Dale
[Python] Added ScopedEditorTransaction and an editor specific module
Change 3787566 by JeanLuc.Corenthin
Fixed issue with display of units which were not reflecting the project settings when enbling unit display.
Got Jamie Dale to help me find the correct solution to this problem: a lambda function.
Thanks, Jamie!
Change 3788178 by Martin.Sevigny
Make sure that FLightPropagationVolume is properly initialized before using it. Can currently trigger a check in FProjectedShadowInfo::SetupWholeSceneProjection because of an uninitialized BoundingBox if LPVIntensity is saved at 0.
Solves: https://udn.unrealengine.com/questions/354040/switching-gi-lpvs-at-runtime.html
Change 3788301 by JeanLuc.Corenthin
On behalf of Anousack:
UE assets necessary to properly handle Cropped procedural textures.
#jira UEENT-522
Change 3789146 by Martin.Sevigny
Bringing back the LPVIntensity test as per MarcusW review.
Change 3789467 by Patrick.Boutot
Add Analytics to PythonScriptPlugin.
Change 3789473 by Patrick.Boutot
Add a slow task dialog when executing a Python script.
Change 3790809 by Patrick.Boutot
Add GIsRunningUnattendedScript. If true, we are running an editor script that should not prompt any dialog modal. The default value of any model will be used. This is used when running a Blutility or script like Python and we don't want an OK dialog to pop while the script is running. Could be set for commandlet with -RUNNINGUNATTENDEDSCRIPT
Change 3790970 by Patrick.Boutot
Add SavePackages with Dialog version in EditorLoadingAndSavingUtils. Refactor some internal save & checkout function in FileHelpers to prevent dialogs from showing when it was not requested.
Change 3790976 by Patrick.Boutot
Add RenameAssetsWithDialog to AssetTools. All previous implementation now use the WithDialog version.
Allow DeleteObject & DuplicatedAsset to be completed without dialog.
Change 3791597 by Simon.Tourangeau
Fix custom window positions in "windowed mode"
#jira UE-52873
Change 3791633 by Patrick.Boutot
Expose to Blueprint the actor' label and folder path.
Change 3791634 by Patrick.Boutot
Change size of the OutputLog's SuggestionList box.
Change 3791637 by Patrick.Boutot
Make sure the suggestions panel is closed before executing the command. Some command wants to run dialog and the suggestions panel may prevent it from opening.
Change 3791661 by Jamie.Dale
[Python] Fixed a bug where we could return an object of the incorrect type from the cache
This could happen if the same instance pointer actually represented two different things, such as when a struct had a different struct as its first member as both of those have the same address, but reflect two different things.
We now treat the type as significant in the cache, and only return something if it matches both the instance and the type.
#jira UEENT-651
Change 3794968 by Patrick.Boutot
Extend File menu to include Python menu. Save the last 10 scripts executed in the user config.
Change 3795084 by Jamie.Dale
[Python] Added a way to purge all references to a given UObject (or set of UObjects) from any living Python objects
Change 3795324 by Jamie.Dale
[Python] Ensure that Python objects referencing the current world/level are purged when the active world/level is changed
This is needed to avoid a fatal assert about a GC leak
#jira UEENT-658
Change 3796248 by Jamie.Dale
FilterAssetDataWithNoTags no longer implicitly removes localized assets
Change 3773185 by Simon.Tourangeau
Move DatasmithImporter plugin content to a content-only plugin under Engine/Plugins/Enterprise/DatasmithContent
This makes it possible to load content created with the DatasmithImporter without having access to Enterprise plugins.
#jira UEENT-544
Change 3790982 by Patrick.Boutot
Set GIsRunningUnattendedScript to EditorScriptUtilities callable functions.
Load level without a prompt.
Change 3791539 by Jamie.Dale
[Python] Added ScriptName and ScriptNoExport meta-data to allow control over how things are exposed to scripts
ScriptName can be used to override the basic name we use when converting classes, structs, enums, properties, and functions to their Python names. It has been used here to remove all the K2_ and BP_ prefixes, and to remove Kismet and Blueprint from some library names.
ScriptNoExport can be used to prevent a property or function from exporting to Python. It has been used here to prevent exporting some deprecated functions that had names that would conflict if we stripped off the K2_ prefix of some newer functions (there were only a handful of these cases).
Change 3773163 by Patrick.Boutot
Improve ConvertActors implementation. Check if the StaticMesh path is valid and do not use dialog in the case we are converting a Brush to a StaticMesh.
Change 3776401 by Patrick.Boutot
Add function to spawn and destroy an actor in editor mode. Spawn use the Place functionality of the editor, you can spawn from an asset, class, archetype or factory.
Change 3778137 by Patrick.Boutot
Add 2 functions to EditorAssetLibrary. GetPathNameForLoadedAsset, wrapper for UObject.GetPathName(). FindPackageReferencersForAsset similar to AssetRegistry.FindPackageReferencer. It will load the assets and all the referencers to confirm the reference.
EditorAssetLibrary now support full path.
Change 3778139 by Patrick.Boutot
Update example data for EditorScriptingUtilities.
Change 3778768 by Patrick.Boutot
Update EditorScriptingUtilities py file with the new naming convention.
Change 3779291 by Patrick.Boutot
Remove const& on TSubLassOf because Blueprint do not show the Pick tool with it.
Update py script & blueprint to point to the new paths.
Change 3783246 by Patrick.Boutot
After review. Tech art prefer to have a filter that check the class and not have the class pass as argument for GetAllLevelActor.
Fix return type in Blueprint for SpawnActorFromClass.
Change 3789367 by Patrick.Boutot
Gets all TagValues associated with an asset as strings value.
Change 3789438 by Patrick.Boutot
Split EditorLevelLibrary into EditorFilterLibrary. All filter function are now in their own modules.
Change 3789489 by Patrick.Boutot
Update script examples with copyright and with the split from EditorFilterLibrary.
Change 3790980 by Patrick.Boutot
Prevent all dialog modal from showing up when running a Python script via command line.
Change 3790984 by Patrick.Boutot
Fix typo in content_browser.py. Delete asset with the loaded version. Fix double values initialized by float.
[CL 3797855 by Simon Tourangeau in Main branch]
#rb
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3776794 by Chris.Bunner
Fixed inverted check.
Change 3778396 by Chris.Bunner
By default functional screenshot tests now enable camera cut and a fixed tonemap/exposure.
Existing tests in PostProcessing have had the FixedTonemapping flag disabled.
Updated all existing screenshots against the new fixed gamma ground truth.
Change 3778592 by Chris.Bunner
Updating PostProcess screenshots that managed to collide mid P4 add.
Change 3778793 by Chris.Bunner
Override the secondary screen percentage (used for high DPI) when taking screenshots. This is necessary for consistent results between machines.
Change 3781715 by Chris.Bunner
Updating Windows screenshots.
Change 3781717 by Chris.Bunner
Fixes for eye adaptation and tonemapping override consistency between test types and run modes.
Change 3783199 by Chris.Bunner
Added separate add/replace screenshot buttons to know if we're working with a matching platform tier or a fallback.
Change 3783228 by Chris.Bunner
When incoming screenshots are different sizes create a delta of the minimum shared dimensions but still force a failure. The UI is more consistent showing any delta, even if it's almost pure white.
Change 3783712 by Chris.Bunner
Rebuilt translucency lighting test map and updated screenshot results.
Change 3784010 by Chris.Bunner
Adding Mac-specific PostProcessing screenshots.
Change 3787456 by Chris.Bunner
Improving name matching consistency of test blacklist entries.
Change 3787522 by Chris.Bunner
Updating Mac-specific screenshots.
Change 3787583 by Chris.Bunner
Updating Mac-Specific screenshots.
Change 3787832 by Chris.Bunner
Fixing-up NaNs in two saved level's HLOD world settings.
Change 3789147 by Chris.Bunner
Updating Sequencer sub-levels which still had NaNs in World Settings.
Change 3791454 by Chris.Bunner
Deleted ancient screenshot re-introduced by Fortnite merge.
Change 3781713 by Chris.Bunner
Updating platform unique screenshots - Tessellation, fixed vs variable screenshot size, Niagara simulation.
Change 3776756 by Chris.Bunner
Initial pass at hierarchical screenshot testing.
Deleted existing platforms automated test screenshots.
Change 3784051 by Chris.Bunner
Updated CableActor screenshots for new capture defaults.
Change 3787092 by Chris.Bunner
Added blacklist as "AutomationTestBlacklist" in Engine.ini.
Formatting fix-up in existing automation test config.
Removed workaround cvar for physicalized animation tests failing on platforms.
[CL 3792526 by Chris Bunner in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3627858 by Sorin.Gradinaru
#jira UE-48948 Crash when pressing backspace on empty line
Fixed:
UE-48948 Backspace on empty line crashes app (virtual keyboard)
UE-49112 Virtual keyboard text field isn't visible after rotating from landscape to portrait
UE-49117 Chinese and Korean virtual keyboards don't allow native characters
UE-49120 Virtual keyboard number pad "kicks" user back to regular keyboard
UE-49121 Gboard and Swift swipe entry are not supported by Virtual keyboard
UE-49124 Cursor in virtual keyboard and UMG don't match
UE-49128 Virtual Keyboard text field doesn't appear if there is too much text
UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
Change 3630732 by Sorin.Gradinaru
#jira UE-43488 GitHub 3440 : Fixes exposure with planar reflections.
#3440
Cancelled the applied exposure scale for non-hdr mobile
Change 3631436 by Nick.Shin
HTML5
recommended fix for "RuntimeError: integer result unrepresentable" from the emscripten makers
#jira UE-49059 HTML5 - Unable to launch project onto HTML 5 from editor
Change 3632689 by Sorin.Gradinaru
#jira UE - 49301 Text in UMG controls flickers during update from Virtual Keyboard
Full refresh of the Slate control for Android experimental VK - the control has focus, but the cursor was removed
Change 3632769 by Adrian.Chelu
#jira UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3633305 by Allan.Bentham
Print out the callstack when a fatal error occurs.
Change 3633510 by Chris.Babcock
Remove unneeded logging
#jira none
Change 3634827 by Adrian.Chelu
#fixed build editor buildsystem linux
Change 3640610 by Adrian.Chelu
#fixed Cook Win64 warnings
#fixed UE4Editor Static Analysis Win64 warnings
Change 3663057 by Sorin.Gradinaru
UE-49301 Text in UMG controls flickers during update from Virtual Keyboard
#jira UE-49301
#ue4
#android
On some Android devices TextWatcher.onTextChanged gets called multiple times when typing/deleting the content of a EditText (internally, the first call resets the entire content, the second fills it with the new value)
The workaround is to delays sending "empty string" to the Slate, waiting for 100ms to see if there is a second call (the "real" string to update)
The CL contains a fix for a 5/5 crash : select some/all the text from the native edittext, press delete.
Change 3663630 by Jack.Porter
Fix shader compile error on Galaxy S6
Change 3663972 by Allan.Bentham
add ES3.1 framebuffer fetch.
#jira UE-46251
Change 3671843 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
#jira UE-50415 ( Pri:1 - 4.18 ) //UE4/Release-4.18: Step "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3677675 by Sorin.Gradinaru
Android Experimental Virtual Keyboard 4.18 issues
#jira UE-49124 Cursor in virtual keyboard and UMG don't match
#jira UE-49139 Tapping in the same text box doesn't make the virtual keyboard disappear
#jira UE-49141 Virtual keyboard is unresponsive with repeated tapping in control (some devices)
#ue4
#android
UE-49124 Cursor in virtual keyboard and UMG don't match - change in SlateTextLayout.cpp - OnPaint() don't display the cursor
Changed the show/hide vk routines (Game activity.java) to solve low-repro, Android O issues related to multiple click events.
Should also be tested with multiple text boxes (fast click in/out different types of TextBox controls)
Change 3681555 by Adrian.Chelu
UEMOB-403 Improvements to "Device Mobile Preview" feature
Change 3692020 by Sorin.Gradinaru
#jira UE-50645 Carriage returns can be pasted into single line UMG fields on Android
#ue4
#4.19
#android
Change 3692741 by Sorin.Gradinaru
Andoid 3D WebBrowser
#jira UE-32740 Web Browser on a Widget Component appears to be 2D when launching on to Android
#ue4
#android
Change 3695475 by Chris.Babcock
Per project Android NDK/SDK API settings
#jira UEMOB-394
#ue4
#android
Change 3701364 by Dmitriy.Dyomin
Fixed: WEX - Android - Log spammed with "LogRHI: Error: Unsupported EPixelFormat 28"
#jira UE-50714
Change 3701664 by Jack.Porter
Fix typo
Change 3702355 by Cosmin.Sulea
UEMOB-393 - Support "ETC 1.5" packaging
#jira UEMOB-393
Change 3704950 by Chris.Babcock
Add verification of support for cooked texture format(s) on device at runtime (optional with Validate texture formats checkbox in Android project settings) and skipped for cook on the fly
#jira UE-50837
#ue4
#android
Change 3709817 by Nick.Shin
HTML5 - silence CIS warnings (changed to INFO message type)
finally have a repo case to test this proper fix
#jira UE-50415 ( Pri:1 - 4.18 ) "Package ShooterClient HTML5" has completed with 1 Warning: "File packager is creating an asset bundle of 815 MB. This is very large"
Change 3717598 by Chris.Babcock
Fix Android icon paths
#jira UE-51585
#ue4
#android
Change 3718456 by Adrian.Chelu
#fixed spelling in category localized name
Change 3719643 by Nick.Shin
nuke PLATFORM_HTML5_WIN32
more "old" code to remove
#jira UEMOB-433 Remove Win32 SDL "HTML5 Simulator" code
Change 3720342 by Nick.Shin
HTML5 redirect logs to console window
#jira UE-50747 HTML5 log is not easily accessible to users
Change 3720652 by Sorin.Gradinaru
UE-50382 Xcode Address Sanitizer feature does not work on iOS
#jira 50382
#iOS
#ue4
Address sanitizer dylib loader depends on the default SDKROOT parameter (<scheme> => Build Settings => Base SDK => <Build Configuration>)
For macosx or missing (also translated as macosx), the path is incorrect for iphone/appletv.
Change 3720654 by Sorin.Gradinaru
UE-48499 Android Voice Module has a few issues
#jira 48499
#Android
#ue4
1.Circular Buffer: Does the engine already have an implementation? Do we want this into core libraries?
R: There is an generic template class TCircularBuffer, but it lacks functionality like write/read checks, reading/writing data chunks.
Plus the code from VoiceModuleAndroid is optimized for circular byte array. I suggest to keep it.
2. Possible memory leaks: void free_circular_buffer (circular_buffer *p) is implemented, but not used. Presumably a memory leak on the variable inrb. Does CreateAudioRecorder need to be paired with any kind of destroy on shutdown?
R: Fixed. Using an array ActiveVoiceCaptures to store VoiceCapture references (same as on Windows)
3. Init() There are 4 calls to setup/init things that store the result in "result" but only the last call is checked against success. Should more checks against the values be made at each stage with informative log messaging in the event of failure?
R: Fixed.
4. GetVoiceData()
// Workaround for dealing with noise after stand-by
while(bytes<InVoiceBufferSize)
{
OutVoiceBuffer[bytes++]=0;
}
Isn't this just a memzero?
R: Fixed.
5. Missing features. Need to implement GetBufferSize and DumpState
R: Added GetBufferSize. Can be used like in TestVoice.cpp
DumpState is never used (same on Mac, iOS), plus the OpenSL objects do not expose internal properties.
Change 3722554 by Cosmin.Sulea
UE-44224 - iOS - Remote Build - rsync error: files not transferred
#jira UE-44224
Change 3723265 by Allan.Bentham
Assign a texture format priority for ETC1a.
prevents launch on from using ETC1a all the time..
Change 3729764 by Dmitriy.Dyomin
Removed deprecated LightmapUVBias, ShadowmapUVBias from instanced static mesh component per-instance data (80 -> 64 bytes)
Change 3729899 by Dmitriy.Dyomin
Fixed tiled landcape re-import
Change 3730895 by Bogdan.Vasilache
UEMOB-442 --> [ Support texture streaming on Android ES 3.1 ]
#jira UEMOB-442
Change 3733463 by Chris.Babcock
Return error for external texture if not used in pixel shader
#jira UE-51763
#ue4
Change 3736226 by Chris.Babcock
Change ExposureScale to PreExposure
#jira UE-52007
#jira UE-51691
#ue4
#android
Change 3740509 by Allan.Bentham
Add LQ (direct lighting from stationary spot/point lights) to volumetric lightmaps.
#jira UE-50551
Change 3740586 by Cosmin.Sulea
UE-51747 - GitHub 4174 : [BUG-FIX] Invalid ASTC texture versioning is corrected.
#jira UE-51747
Change 3741110 by Chris.Babcock
Fix functional code in checks removed for shipping
#ue4
Change 3741117 by Chris.Babcock
Fix checkin error for check -> ensure fix
#ue4
Change 3741156 by Chris.Babcock
Swap order of SDK and NDK overrides in menu to match Android SDK settings
#jira UE-52019
#ue4
#android
Change 3741271 by Chris.Babcock
Use final NDK and SDK levels only in UEBuildSettings.txt and rename the overrides to be clearer
#jira UE-52058
#ue4
#android
Change 3741464 by Chris.Babcock
Add NDK and SDK platform validation (installed) for Android
#jira UE-52069
#ue4
#android
Change 3744602 by Josh.Adams
From Meerkat: - Added optional 0 or 1 param to showlayer that will set the visibility instead of toggling it for entire layer
Change 3744603 by Josh.Adams
From Meerkat: - Fixed a comment about debug view modes on consoles
Change 3744607 by Josh.Adams
From Meerkat: - Added HWInstances to the PrimitiveStats view in Statistics window
Change 3754890 by Chris.Babcock
Updated IntelISPCTexComp DLLs to fix crashes with some processors on Windows
#jira UE-52281
#ue4
Change 3755147 by Jack.Porter
Fixed Google Cardboard rendering upside down on iPhone 6S+
#jira UE-38555
Change 3755458 by Cosmin.Sulea
UE-47801 - RSync Error when Generating SSH Key for Remote Mac Building when Mac username contains a space
#jira UE-47801
Change 3755492 by Jack.Porter
Fix merge error
Change 3759140 by Bogdan.Vasilache
UE-52396 --> Assertion in FOpenGLDynamicRHI::CreateOpenGLTexture when launching on Mali Galaxy S III
#jira UE-52396
Change 3760536 by Sorin.Gradinaru
UE-51262 values for pinch input produce very different results for same area on android device
#jira 51262
#iOS
#Android
#ue4
1. When the pinch goes beyond the viewport boundaries (when zooming out), the touch that goes off-screen is "released" and the zooming effect is over.
Solved by remembering last pinch event values
2. "Hack" the initial distance for the pinch/ rotate, by touching the screen and moving the finger to another position before using the second finger.
Solved by using the correct values when the pinch event starts
Change 3761279 by Chris.Babcock
Flag vertex and fragment shaders belonging to materials with external textures
#jira UE-52398
#ue4
#android
Change 3761494 by Chris.Babcock
Fix access to FrameUpdateInfo in MediaPlayer14.java and CameraPlayer14.java with Proguard
#jira UE-52471
#ue4
#android
Change 3763146 by Jack.Porter
Default assets for web browser widget
#jira UE-51374
Change 3764242 by Chris.Babcock
Disable Niagara vertex factories for mobile and Switch
#jira UE-52425
#ue4
#mobile
#switch
Change 3766027 by Allan.Bentham
Fix crash when no LQ volumetric lightmap data exists
#jira UE-52508
Change 3766075 by Josh.Adams
- Updating UDKRemote. Still needs art updated, and some some unneeded assets removed
Change 3766141 by Allan.Bentham
Show unbuilt lightmap warning when LQ data is missing from volumetric lightmap in mobile shading mode.
Change 3766163 by Josh.Adams
- Updated icons and added a generator script when we get a new one
Change 3766560 by Allan.Bentham
Workaround for broken offsets with automation screenshots.
#jira UE-52491
Change 3767193 by Peter.Sauerbrei
remove Oculus shader from being cached
force a metal shader re-compile
#jira UE-52587
Change 3767604 by Peter.Sauerbrei
fix the Oculusshader the right way
#jira UE-52587
Change 3768543 by Sorin.Gradinaru
Android WebBrowser 3D - webbrowser plugin contins the assets, 2D behaviour restored
#Android
#UE4
#4.19
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
Change 3663915 by Jack.Porter
Prevent FTcpListener from busy polling while waiting for connections
#jira UE-50125
Change 3709224 by Allan.Bentham
Add android target device to gauntlet.
Automation screenshot uses high res screenshot api for mobile.
#jira UEMOB-360
Change 3741453 by Chris.Babcock
Match the 4.18.1 fixes for shipping checks removing code (from CL3741091)
#ue4
Change 3769301 by Peter.Sauerbrei
fix for missing ue4_stdmetal.lib, courtesty of MarkS
#jira UE-52587
Change 3770597 by Sorin.Gradinaru
Android WebBrowser - remove the WebBrowser plugin reference from the Engine
Load the default material directly from the resources.
#Android
#UE4
#jira UE-51374 Web Browser widget is not working on Android
#jira UE-52399 Android web browser does not accept input
[CL 3771573 by Chris Babcock in Main branch]
#rb Rendering
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3658809 by Chris.Bunner
Changing default HDR display gamut to P3 as in practice that's more common than Rec2020, this should be a user-facing option where possible though as we can't automatically retrieve that data.
Change 3658842 by Chris.Bunner
Backing out previous HDR default gamut change as it conflicts with mandatory platform defaults.
Change 3695269 by Arne.Schober
DR - Make clang happy wreorder
Change 3695418 by Guillaume.Abadie
Fixes compilation failure in FoliageType_InstancedStaticMesh.cpp.
Change 3695430 by Guillaume.Abadie
Fixes missing BeginFrame dynamic resolution event in EngineTest.
Change 3695469 by Guillaume.Abadie
Fixes crash when passing down an invalid parameter on the sample material expression's DDX, DDY parameters.
Change 3696091 by Guillaume.Abadie
Fixes Linux compilation failure in DynamicResolution.cpp
Change 3696593 by Chris.Bunner
Fixed typo in vetex factory enum.
Change 3696596 by Chris.Bunner
Added material attributes type checking to If material expression.
Updated If material expression to validate compilation of inputs.
Change 3696597 by Chris.Bunner
Allow visible parameter retrieval to correctly traverse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3696599 by Chris.Bunner
Fixed material instance parameter visiblity when using nested static switches across functions.
#jira UE-50878
Change 3696734 by Chris.Bunner
Return type fix.
Change 3697123 by Guillaume.Abadie
Fixes compilation failure in PostProcessWeightedSampleSum.cpp on Windows 32bits.
Change 3697125 by Guillaume.Abadie
Fixes compilation failure in MaterialExpressionIf.h
Change 3697127 by Guillaume.Abadie
Fixes compilation failure in DynamicResolution.cpp on shipping build.
Change 3697135 by Guillaume.Abadie
Fixes crash in dynamic resolution event frontend when resizing game play viewport in EngineTest.
Change 3697199 by Guillaume.Abadie
Fixes TAA upsample's shader compilation failure on Mac.
Change 3697220 by Guillaume.Abadie
Makes static analysis happy again.
Change 3697280 by Chris.Bunner
Fixing up invalid casts in material layers validation.
Change 3697366 by Rolando.Caloca
DR - hlslcc - Fix warning
#jira UE-43988
Change 3697451 by Rolando.Caloca
DR - vk - Per pipeline descriptor pools
Descriptor pool are now allocated per PSO instead of globally to reduce peak mem consumption and fragmentation
Enabled on Windows only via VULKAN_USE_PER_PIPELINE_DESCRIPTOR_POOLS
Change 3697477 by Rolando.Caloca
DR - vk - Custom memory allocator
Remove old/unused stats
Change 3697486 by Rolando.Caloca
DR - vk - Fix validation issue
Change 3697488 by Richard.Wallis
Fix for Mac editor session no longer accurately tracking Mouse location after moving between Desktops in Mission Control on 10.12.6. Problem stems from the extra call to update the slate cached window position in mouse move while dragging, which is itself is a hack but apparently this is needed as we don't get window position updates on Mac while dragging (although I couldn't see any -ve side effects without it) then the OS (in 10.12.6) doesn't always push out a final window did move notificaiton when changing desktops which leaves the window according to slate incorrectly positoned to it's frame.
Solution is to either remove the mouse-move-while-drag window position hack or add a final window position update to the mouse-up event while dragging - this change is the latter.
#jira UE-37553
Change 3697501 by Richard.Wallis
Move audio processing over to audio bus tap. Currently on Mac Media audio playback uses OS media player mixer rather than Engine as existing implemtation, using AVAssetReader, now suffers from poor performance with new Media Framework. This audio tap version replaces that asset reader implementation but also suffers from bad quality audio hence is still disabled at the top of AvfMediaTracks.cpp.
Original Code Review Description:
Convert Mac to Play audio through the engine MediaFramework API rather than using AVMediaPlayer. This is the Mac implementation only - this should work ok on iOS but unable to test due to missing audio type implementation (throws error "Init Buffer on unsupported sound type name = Synth type = 5"), as such is only enabled for Mac. There maybe some extra tweaks required for iOS on app backgrounding etc if this feature is enabled.
- Stuttering Audio Performace issue investiagation: Re-Tested this implementation against [now fixed] current Mac implementation which was working fine last year and that implementation now has the same audio output quality (performance) issues as this one. Basic investigation seems to point to somewhere in the engine audio handing. When poor audio is heard the FMediaAudioResampler::Generate() function is dequeing an IMediaAudioSample sample buffer and the audio sample queue usually has 50-100 of these IMediaAudioSample buffers waiting in the queue. I think the AvfMedia playback system is providing the sample buffers in good time but they are not getting consumed "fast" enough. This under consuming also occurs if I force the Core Audio - Audio Unit mixer to use 48000 samples/sec.
#jira UEPLAT-1677
Change 3697517 by Richard.Wallis
XCode 9.0 extra nullability specifiers required.
Change 3697537 by Richard.Wallis
Back out revision 23 from //UE4/Dev-Rendering/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Private/Player/AvfMediaTracks.cpp
Change 3697670 by Rolando.Caloca
DR - vk - Fix mapstaging surface
Change 3697846 by Uriel.Doyon
Allow denormalized values when converting float32 to float16.
Change 3697892 by Uriel.Doyon
Fix for unaligned structure elements
Change 3699335 by Richard.Wallis
Mac compile fix - turns out I did need these nullability specifiers here.
Change 3699663 by Guillaume.Abadie
Fixes time unit conversions from microseconds to milliseconds error in dynamic resolution heuristic when using GPU busy time queries.
Change 3699959 by Rolando.Caloca
DR - Fix barrier in the middle of render pass
Change 3699969 by Rolando.Caloca
DR - vk - Change dump layer location so it prints out validation ids
Change 3700356 by Guillaume.Abadie
Implements secondary screen percentage to be able to do TAA upsample followed spatial upscale so that the editor viewport still have same TAA upsample screen percentage range to test the content with no matter monitor's DPI.
Change 3701105 by Guillaume.Abadie
Ignore per view automatic mip bias on texture type other than 2d textures.
#jira UE-51396
Change 3702297 by Richard.Wallis
Mac compile fix for nullable specifier. Looks like Obj class using the C++ class also needs this otherwise it throws. Seems to be some kind of xcode/compiler caching bug with this stuff as it'll report the error once then on subsequent compiles say everything is ok.
#jira UE-51386
Change 3702357 by Richard.Wallis
Mac nullability compile fix - again. Looks like I fell foul of that xcode compile caching!
#jira UE-51386
Change 3702424 by Guillaume.Abadie
Fixes planar reflection from drowing themselves in their own FSceneRenderer in forward shading.
#jira UE-51395
Change 3702464 by Guillaume.Abadie
Fixes wrong viewport to buffer conversion of the distortion.
#jira UE-51406
Change 3702819 by Guillaume.Abadie
Fixes planar reflections with secondary screen percentage for HighDPI editor viewports.
Change 3703732 by Guillaume.Abadie
Removes unecessary check(); when there is more than 2 players with planar reflections.
#jira UE-51436
Change 3704302 by Guillaume.Abadie
Removes unecessary Interface suffix on new dynamic resolution related interfaces
Change 3704390 by Chris.Bunner
Fixed a coincidentally correct define.
Change 3704730 by Rolando.Caloca
DR - vk - Fix map for depth surfaces
Change 3704739 by Rolando.Caloca
DR - Debug label on D3D11 UAVs
- Validate when running -d3debug
Change 3705000 by Chris.Bunner
Skip compiling opacity and opacity mask inputs on opaque surface materials. Previously the code was always added to the shader, sometimes we force opaque materials down a masked path which then calls the dormant code unintentionally. A safer fix for UE-48254.
Partially reverted previous fix in CL 3608303 which removed a material instance optimization caching the overridden base properties.
Change 3706065 by Guillaume.Abadie
Does some renaming for primary screen percentage, and move the primary screen percentage method selection from dynamic resolution driver to FSceneView.
Change 3706464 by Chris.Bunner
Fixed material property translate overrides that were generating code in the wrong entry.
Fixed conditions in If material expression GetInputType and IsMA check.
#jira UE-51368
Change 3706641 by Chris.Bunner
Missing "break" in switch statement (which unfortunately needs another bump to resolve).
Change 3706642 by Guillaume.Abadie
Fixes assertion failure when r.TemporalAA.EnableUpscale = 1
Change 3706650 by Gil.Gribb
UE4 - UE4 - Changes from intel. Increase number of worker threads on Windows to if hyperthreads (hyperthreads √ 2) else cores √ 1 up to a max of 22 workers. Increase MAX_THREADS multiplier per bank from 22 to 26. Intel VTune ITT event annotations. Wrapped in same function as your existing CPU events and enabled with √vtune. Optimize NV cloth by consuming FVector instead of FVector4 out of the solver. Vertex buffers were using FVector all along. ~15% improvement. Optimize cloth copy to vertex buffer by adding prefetch (similar to how bones are already done). Move local to world cloth transform from CPU to GPU. When simulating lots of vertices game thread was becoming bottleneck doing matrix multiply. Add your TaskGraph task switch latency test code.
Change 3706733 by Daniel.Wright
Print Embree Build time
Change 3706841 by Daniel.Wright
EmbreeFilterFunc4 now handles masked out intersections properly
Change 3707437 by Rolando.Caloca
DR - vk - Android compile fix
#jira UE-51474
Change 3707785 by Guillaume.Abadie
Fixes viewport issue in bloom setup pass with TAA upsample.
Change 3709623 by Rolando.Caloca
DR - vk - Missing barrier for reading into cpu
Change 3709633 by Rolando.Caloca
DR - vk - Compile fix
Change 3710454 by Mark.Satterthwaite
Refactor the way we compile Buffer<> & RWBuffer<> types for Metal so that we can support the type-conversion semantics of HLSL/D3D.
- Buffer<> types are converted to Linear Textures unless the internal type is 3-compnent or the STRONG_TYPE macro is added as a type-qualifier. Linear Textures require an MTLTexture "view" object be created around the MTLBuffer which is the backing-store and it is typically best if that buffer is marked as Private (GPU-only) memory, reading from this in the shader then uses the texture-fetch hardware to perform the format conversion on load.
- RWBuffer<> & 3-compnent Buffer<> types are converted to use template functions to load/store - the implementation of which will read the format from the BufferSizes meta-table and determine which type-conversion to apply. Function-constants are used to specialise the shader where feasible to reduce branch costs (function-constants are a Metal feature that allow efficient runtime recompilation of bytecode shaders).
- Buffer<> & RWBuffer<> types where the STRONG_TYPE macro is added as a type-qualifier (only does something on Metal, everywhere else it is #define'd away) are compiled as "raw" Metal buffers of the inner-type (e.g. float4 for Buffer<float4>) and the MetalRHI runtime will enforce that only SRVs/UAVs of the proper format are bound to it. This is necessary in a couple of cases (BoneMatrices, NumCulledLightsGrid, CulledLightDataGrid & ForwardLocalLightBuffer buffers) which are used in a larger number of shaders as Linear Textures have poorer performance than Buffer<>/RWBuffer<>.
- Most of the complications to generating subtly different Metal code for different OS/device combinations have been factored out into ue4_stdlib.metal which acts as an extension to the Metal shader standard-library and helps simplify the MetalBackend code - particularly helpful for Buffer<>/RWBuffer<> but also texturecube_array and the SM6 wave-related intrinsics.
- Reverted some of the awkward Metal-specific changes Richard.Wallis & Arne had to make to the high-level shaders as they aren't necessary anymore.
- Made the existing Metal-specific changes to use uint32 for all light-grid injection buffers apply to all Metal platforms again (I had hoped that it would not be necessary anymore, but it is much faster this way).
- STRONG_TYPE is actually hlslcc's "invariant" keyword applied as a type-qualifier to a Buffer<>/RWBuffer<> type - only valid when using Metal which exports this through ILanguageSpec and #define'd out for everyone else.
- Old versions of iOS (anything earlier than iOS 10.3) won't be able to use this new code, so every buffer will be treated as "raw" and the MetalRHI will now properly report when something goes awry rather than it leading to mysterious rendering errors and crashes.
Change 3710456 by Mark.Satterthwaite
Fix the Eddie workset project generator so that Enterprise projects don't get mixed in with regular projects at the top-level because of the way Eddie combines workset groups.
Change 3710457 by Mark.Satterthwaite
DX11 texture formats for Mac Metal please!
Change 3710480 by Mark.Satterthwaite
Permit RHI thread and parallel execution in Mac -game mode again.
Change 3710522 by Mark.Satterthwaite
MSVC type-mismatch error fixes.
Change 3710580 by Mark.Satterthwaite
Alright then - if I can't use the C++11 extended string semantics I'll have to use "xxd -i" to generate a hex-dump include header from ue4_stdlib.metal instead. This can only be updated from a machine with access to the POSIX xxd command (Mac & Linux, possibly the new Linux sub-system for Win10).
Change 3710616 by Mark.Satterthwaite
Missing file.
Change 3712972 by Guillaume.Abadie
Fixes Circle DOF's negative alpha channel getting clamped to 0 in TAA pass.
Change 3712979 by Guillaume.Abadie
Fixes wrong RT reallocation when doing TAA upsample in editor viewports with secondary upscale.
Change 3713406 by Mark.Satterthwaite
Use GPU morph targets on Mac - the necessary buffer conversions will always be available there. For iOS it can only be supported if iOS 10 is the minimum OS & Metal standard so leave that on the CPU path for now.
Change 3713494 by Richard.Wallis
Fix for hitch when PIE unloading sublevel. PerformReachabilityAnalysisOnObjects is spawing multiple threads in Editor builds as there is an extra code path that results in Critical Section locking within a singleton type static object - this is a bottle neck for multiple threads. However they all just need to read the data not change it. Replaced FScopeLock with a Read/Write version allowing these threads to all take a read lock at the same time to reduce contention.
Changed the FUObjectAnnotationDense implementation only - left the sparse implementation alone as its not currently affecting this - although we could proactivly change that too.
Also tested again repro in linked bug UE-24711.
#jira UE-40533
Change 3713612 by Mark.Satterthwaite
Integrate LPV_STORE_INDEX_IN_HEAD_BUFFER related changes from //depot/Partners/Microsoft/UE4-MS/Engine-Fable @ 2954744
This should make Light Propagation Volumes potentially viable on non-Microsoft platforms.
Change 3713623 by Mark.Satterthwaite
Implement ByteAddressBuffer/RWByteAddressBuffer in hlslcc in a similar manner to StructuredBuffer/RWStructuredBuffer so that the backends don't need too much modification. Implement the necessary changes into MetalBackend to make this work for Metal.
Load/Store{+2,3,4} & Atomics are supported. Counter operations are not supported and aren't likely to be.
Change 3713636 by Mark.Satterthwaite
Enable LPVs for Mac Metal.
- Rework some multi-dimensional arrays & array-index dependent HLSL code that hlslcc simply can't cope with, the mesa-glsl compiler core is only capable of dealing with 1 dimensional arrays and array-indexing can't itself be directly dependent on the result of an array-index operation.
- MetalRHI needs to ignore any SetRenderTargets call that binds nothing at all as you must bind at least one target (UAV, RT, Depth/Stencil) for it to be able to do anything sensible.
- Turn on LPVs for Metal as it works now.
Change 3714049 by Guillaume.Abadie
Do not set screen percentage method to TAA upsample when anti aliasing method is not TAA even if there is automatic fallback in the renderer.
Change 3714306 by Guillaume.Abadie
Fixes assertion failure in dynamic resolution state proxy with GPU busy time queries.
Change 3714714 by Mark.Satterthwaite
Tweak Metal GPU identification so that it works with eGPU boxes and protoype hardware - these changes only apply to macOS 10.13 so the system as a whole remains.
Change 3716104 by Mark.Satterthwaite
Fix 10.12/Xcode 8 compile errors from the build-farm which is still split until Fortnite can update.
Change 3716120 by Mark.Satterthwaite
Silence static-analysis.
Change 3716158 by Guillaume.Abadie
Rewrites editor primitive compositing to support TAA upsample.
This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives.
Change 3716271 by Daniel.Wright
Lightmass correctness fixes
* After these changes, point, spot, directional and sky lights closely match reference renderer Mitsuba after light unit conversions
* Photon density trimming intended for direct photons was affecting indirect photons as well. This caused high noise for point / spot lights with a large attenuation radius. Indirect photon density even for small lights is 5x with this change, which improves 2nd bounce quality.
* Removed legacy fudge factor on point / spot light photon energy
* Spotlights no longer emit based on indirect photon paths. Fixes excessive photon energy from spot lights as they were emitting outside of the cone.
* Fixed photons computing one more bounce than requested.
* Added an option to use the Radiosity solver for all multibounce, replacing photons. Useful as a reference but generally too much noise indoors.
* Fixed visualization of photons without final gather
Change 3716434 by Mark.Satterthwaite
Backout the remaining change from 3632041 that is no longer necessary - this was the last of the 4.18 Metal workarounds.
Change 3716491 by Chris.Bunner
Fixing up an edge-case on a recent optimization.
Change 3716611 by Guillaume.Abadie
Allows secondary screen percentage >= 100%.
Change 3716977 by Guillaume.Abadie
Back out changelist 3716158 to unblock QA pass.
#jira UE-51580
Change 3717111 by Arne.Schober
Fixing nomalization of Morph Tangents https://udn.unrealengine.com/questions/392462/
Also implemanted batching of the dispatches which should help worst case perfomance where dispatches become too small.
CalculateInverseAccumulatedWeights is not cheap and proably should be moved onto a task thread that runs as soon as the input weights are ready.
Change 3717127 by Mark.Satterthwaite
Fix a mismerge from the reversion of 3632041 - part of the modified code had been moved into another file and I didn't initially notice.
Change 3717178 by Mark.Satterthwaite
Remove useless copy-pasted expressions from glsl_type::GetByteAddressBufferInstance & force MetalBackend to relink. Apparently the previous Mac libs were mysteriously broken.
#jira UE-51583
Change 3717476 by Marcus.Wassmer
Fix PS4 compile. funciton local statics not allowed on PSSL
Also enabled the new atomics method for LPVs for all platforms
Change 3717502 by Arne.Schober
DR - Compiletime option for compressed ruleset (0.02ms perf gain on PS4 and disabled by default as it limits array size to 2million entries)
Change 3717601 by Arne.Schober
DR - Move cycle counter into more meaningfull locations.
Change 3718054 by Guillaume.Abadie
Removes unecessary check() failure on secondary upscale that fires when testing raw output screen percentage method.
Change 3718066 by Guillaume.Abadie
Reland: Rewrites editor primitive compositing to support TAA upsample.
This takes the oportunity to remove the manual depth testing in base pass pixel shader of editor primitives.
Change 3718589 by Mark.Satterthwaite
Console-variable to enable and disable Manual-Vertex-Fetch for Metal and fix the internal code to handle the subtle changes in behaviour for vertex-declarations so we don't explode under the Metal validation layer. MVF works on macOS, though testing did expose an error with Tessellation on Nvidia (true for MVF enabled & disabled).
Change 3718633 by Guillaume.Abadie
Fixes temporal instability issue of TAA upsample with secondary screen percentage.
Change 3718658 by Arne.Schober
DR - 25% MorphTarget Speed increase because there was a bit of cache thrashing between the waves going on.
Change 3718818 by Mark.Satterthwaite
Fix compilation on hlslcc - integral values are not automatically converted into comparisons with zero.
Change 3719004 by Guillaume.Abadie
Lets the game viewport client automatically set raw output screen percentage method when doing dynamic resolution with stereo rendering but without TAA upsample.
Change 3719375 by Mark.Satterthwaite
Extend mtlpp compiler testing app to support Metal tessellation compute shaders so we can send Nvidia a much simpler reproduction of their regression.
Change 3720099 by Mark.Satterthwaite
Make the left-hand arguments work in airdiff.
Change 3720413 by Mark.Satterthwaite
Support standalone compute shaders in the mtlpp compiler test app.
Change 3721232 by Mark.Satterthwaite
No more Metal Shader Model 4 - instead we have to have a Metal Shader Model 5 w/o Tessellation as Nvidia's shader compiler is broken on all tessellation shaders in 10.13.0 and above. There is no guarantee that they will fix this prior to 10.14 and I can't afford to disable tessellation entirely as if I do that then the AMD & Intel compilers will also regress. As there is no Shader Model 4 platform on Mac anymore I've amended the LevelEditorActions to disable the preview modes when no appropriate shader platform is available.
Change 3721244 by Mark.Satterthwaite
Fix incorrect enum handling for Metal features due to overflow.
#jira UE-51643
Change 3721338 by Mark.Satterthwaite
MIssing file from 3721232
Change 3721818 by Mark.Satterthwaite
Fix the Intel vector-array-dereference workaround so that it doesn't cause the AMD compiler to explode instead.
Change 3722139 by Arne.Schober
DR - [UE-51602] -Fixed Typo that accidently bound the LightingInstancebuffer to the Transform one
#jira UE-51602
Change 3722165 by Rolando.Caloca
DR - Default -opengl to GL4
Change 3722682 by Guillaume.Abadie
Fixes wrong clear color in SSR important for VR that has a HMD mesh.
Change 3722766 by Rolando.Caloca
DR - Fix static analysis
Change 3722943 by Mark.Satterthwaite
Disable the METAL_SM5_NOTESS shader platform again - I can workaround the Nvidia pipeline state compiler crash by changing the buffer address space from "constant" to "device" as we're managing to confuse the poor thing. This won't materially affect AMD or Intel as they don't care much about this, but to limit performance issues on Nvidia we only need to do this for Tessellation Compute shaders.
Change 3723100 by Mark.Satterthwaite
Apparently users like enabling Metal shader standards that won't work on their current OS, so don't display those that aren't going to work & display an error message before quitting rather than crashing when trying to load a project that tries to use an incompatible shader version.
Change 3723121 by Mark.Satterthwaite
Fix build error.
Change 3723245 by Daniel.Wright
Ensure for when a reflection capture upload fails due to incorrect lighting scenario level handling
Reflection captures with no data use an array index of 0, instead of -1. Might avoid reading uninitialized memory on PS4.
Change 3723387 by Arne.Schober
DR - Metal already applies the instance and vertexoffset in the shader
Change 3723393 by Mark.Satterthwaite
More fixes to the mtlpp compiler test application.
Change 3725258 by Guillaume.Abadie
Improves fast TAA upsample shader permutation by 15% on console.
Change 3725555 by Chris.Bunner
[Dupliate] CL 3725548 - Fixed invalid screenpercentage value in VehicleGame sample (was setting -1 but should default to 100). This has always been broken but was recently exposed by CL 3686200.
Change 3726845 by Guillaume.Abadie
Exposes SvPosition to material through screen position material expression, so that material no longer have SvPosition * InvViewSize * ViewSize precision loss.
#jira UE-51428
Change 3728014 by Guillaume.Abadie
Uses ScreenPosition material expression's PixelPosition pin in existing engine functions to improve precision.
#jira UE-51428
Change 3728053 by Richard.Wallis
Duplicate CL 3727958: Crash fix when using shared material libraries. Initial shader code library offset is not zero'd so all entry offsets were garbage.
Change 3728339 by Guillaume.Abadie
Adds project setting for TAA upample, and officialises TAA upsampling CVar.
Change 3728549 by Guillaume.Abadie
CsvProfiler is pretty cool, but even better with console autocompletion for lazy developers.
Change 3728752 by nick.bullard
Built and re-saved QA-MeshPaint
#jira UE-50978
Change 3728775 by Guillaume.Abadie
Implements r.DynamicRes.ChangePercentageThreshold to stabilize primary screen percentage.
Change 3729224 by Uriel.Doyon
Hidden levels now keep their last build data when using lighting scenarios.
Hidden levels don't affect the scene anymore volumetric lighting when not using lighting scenarios.
#jira UE-40454
#jira UE-38131
Change 3729243 by Marcus.Wassmer
Update Ansel to 1.4
#github 4159
#jira UE-51545
Change 3729325 by zachary.wilson
Adding indirect lighting to TM-LightingChannels
#jira UE-47069
Change 3729485 by zachary.wilson
Fixing ambient occlusion bias on QA-LightsStationary. Removed global PPV with bad settings, also fixed the shadow on the roof.
#jira UE-50972
Change 3729629 by Uriel.Doyon
Fixed crash when using debug view modes.
Fixed d3ddebug error when clearing quad overdraw buffer.
#jira UE-51836
Change 3730053 by Guillaume.Abadie
Allows edititing of AScreenshotFunctionalTestBase::ScreenshotCamera.
Change 3730308 by Guillaume.Abadie
Disables TAA upsample on buffer visualization, and disallow screen percentage preview in editor viewport with any buffer visualization.
Change 3730355 by Guillaume.Abadie
Sacrifices consistency for good cvar name for TAA upsample.
Change 3731403 by Daniel.Wright
Reduced slider for ContactShadowLength to .1, algorithm produces poor results with larger values.
Change 3731404 by Daniel.Wright
Checkpoint for ScreenShadowMaskTexture, allowing 'vis ScreenShadowMaskTexture'
Change 3731407 by Daniel.Wright
Must opt-in for FDistanceFieldSceneData::VerifyIntegrity
Change 3731517 by Guillaume.Abadie
Freezes dynamic resolution heuristic when doing pause.
Change 3732168 by Guillaume.Abadie
Renames TAA upsampling cvar.
Change 3732295 by Guillaume.Abadie
Lets the scene texture's size and texel size return the correct sizes after TAA upsample.
Change 3732313 by Guillaume.Abadie
Implements SceneTexture material expressions' automated tests.
Change 3734928 by Guillaume.Abadie
Adds panic mode when the last N frames are over budget to the dynamic resolution heuristic.
Change 3735966 by Ryan.Vance
Fixing mac steamvr compile issue. Missed a few lines in the refactor because mac.
Change 3736104 by Guillaume.Abadie
Removes FSceneViewInitOptions::bDisableGameScreenPercentage brought by 4.18, that new screen percentage API do in a better way.
Change 3736346 by Daniel.Wright
Volumetric fog is always interpolated in the pixel shader, since per-vertex interpolation gives consistently poor results. Fixes Volumetric Fog on opaque in Forward, and on transparent in Deferred.
Forward shading: per-pixel height fog is always done in the base pass, to work with MSAA correctly
Change 3736348 by Daniel.Wright
Forward shadowing of directional light for translucency
* Static shadowing and CSM supported with minimal filtering (1 PCF)
* Deferred renderer: affects translucency using 'Surface ForwardShading' lighting mode. Forward renderer: affects all translucency.
Change 3736650 by Rolando.Caloca
DR - vk - # of desc pools
Change 3737985 by Guillaume.Abadie
Fixes pixel inspector with primary and secondary screen percentage.
Change 3738638 by Michael.Lentine
Compile fix due to unclear operator precendence.
Change 3739417 by Daniel.Wright
Fixed a few issues with irradiance cache visualization
Change 3739447 by Daniel.Wright
Skip forward static shadowing in projects with static lighting disabled
Change 3739595 by Daniel.Wright
ConditionalPostLoad DistanceFieldReplacementMesh. Should fix a crash on load when static mesh derived data is being rebuilt, and the DistanceFieldReplacementMesh is in use.
Change 3739598 by Daniel.Wright
Disable capsules shadows on lowest shadow quality
Change 3739611 by Daniel.Wright
Added r.CapsuleDirectShadows and r.CapsuleIndirectShadows for more specific scalability control over capsule shadow features
New Lighting Feature show flags for RTDF shadows and Capsule Shadows
Change 3740516 by Guillaume.Abadie
Fixes VR editor rendering only on eye with TAA upsample.
#jira UE-52016
Change 3740580 by Guillaume.Abadie
Fixes chromatic aberration with TAA upsample and multiple view rendering.
#jira UE-51993
Change 3740588 by Guillaume.Abadie
Gives to FXAA a more explicit draw event name for easier UDN support.
Change 3740845 by Michael.Lentine
Fix shipping build.
Change 3740903 by Guillaume.Abadie
Disables dynamic resolution threading outliers detection by default and includes editor UI GPU cost within dynamic resolution's begin/end frame events for better reliability of timestamp query based dynamic res in editor.
Change 3741355 by Daniel.Wright
Normalize planar reflection plane - fixes crash when scaling a BP with a planar reflection component
Change 3741357 by Daniel.Wright
More info on volumetric lightmap import failure
Change 3742535 by Ryan.Vance
Fix for view rect changes.
Change 3743282 by Guillaume.Abadie
Fixes a bug in dynamic resolution heuristic's outlier detection that was preventing the over budget panic to react.
Change 3743559 by Michael.Lentine
Port Siren changes for recompute tangents. This adds recompute tangents for cloth as well as the ability for recompute tangents to work across seams where vertices are duplicated.
Change 3743679 by Guillaume.Abadie
Cherry-pick 3743621: Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743906 by Ryan.Brucks
BlueprintMaterialAndTextureNodes Plugin: Fix for clamping sampled HDR render target values by setting ERangeCompressionMode in the FReadSurfaceDataFlags to RCM_MinMax
Change 3744096 by Ryan.Brucks
BlueprintMaterialAndTextureNodes Plugin: removed Mip option from Texture2D_SampleUV_EditorOnly for now since reads from source data cannot access mips and it can be misleading.
Change 3744253 by Guillaume.Abadie
Fixes merge collisions of debug canvas rendering with High DPI, fixes stat unit on high DPI monitors, and fixes secondary screen percentages.
Change 3744953 by Chris.Bunner
Crash workaround.
Change 3745628 by Marcus.Wassmer
Temporarily disable recalctangent normal-smoothing
#jira UE-52166
Change 3745942 by Guillaume.Abadie
Fixes a todo in FCommonViewportClient
Change 3746005 by Guillaume.Abadie
Fixes stat UnitGraph on high DPI monitor.
Change 3746029 by Guillaume.Abadie
Oups.... Fix compilation. :D
Change 3748322 by Guillaume.Abadie
Shows dynamic resolution's primary screen percentage on stat unit/unitgraph console commands.
Change 3748346 by Chris.Bunner
Potential static analysis fix.
Change 3748349 by Chris.Bunner
Mac feature support flag fix on versions < 10.30.
Change 3749336 by Guillaume.Abadie
Fixes some spelling mistakes in dynamic resolution cvars. Thanks Daniel!
Change 3749374 by Guillaume.Abadie
Adds a black background on the stat unitgraph so timing curves can be seen no matter the content.
Change 3749437 by Guillaume.Abadie
Final UI polish up for `stat unitgraph`
Change 3749719 by Guillaume.Abadie
Fixes a crash when changing r.DynamicRes.MaxScreenPercentage below current screen percentage.
Change 3750243 by Chris.Bunner
Increasing controller's automated test timeout to allow for slower machines to complete the longest tests.
#jira UE-48494, UE-51907
Change 3750728 by Guillaume.Abadie
Fixes merge collision in chromatic aberration.
#jira UE-52282
Change 3750791 by Guillaume.Abadie
Fixes chromatic baerration R and G channel swap.
Change 3751246 by Guillaume.Abadie
Bypasses screen percentage apply with mobile LDR rendering.
#jira UE-52089
Change 3752624 by Guillaume.Abadie
Simplies dyn res state's event interface to a single virtual method.
Change 3753766 by Chris.Bunner
Rebuilt volumetric baked lighting test map and updated screenshots.
#jira UE-52322
Change 3755108 by Guillaume.Abadie
Fixes a bug where default dynamic resolution state was created at startup of server build.
#jira UE-52345
Change 3755267 by Mark.Satterthwaite
Fix condition controlling which features are enabled when iOS >= 10.3 - it wasn't working for iOS 11+ which was causing all kinds of problems.
#jira UE-52301
Change 3755811 by Chris.Bunner
Disable some new logging that was causing a stack overflow during EnginePreInit.
#jira UE-52345
Change 3756983 by Mark.Satterthwaite
Prevent different versions of metal_stdlib/ue4_stdlib from causing shader compilation failures due to a time-stamp mismatch between the local file & the PCH. This can happen when working with Xcode Beta releases that change the modification date, but not the content or compiler version, amongst other possibilities.
#jira UE-52073
Change 3757156 by Guillaume.Abadie
Fixes editor compositing with wireframe rendering.
#jira UE-52017
Change 3757435 by Mark.Satterthwaite
Workaround a bug in the MobileSceneCaptureRendering where it was copying the ViewInfo's ViewRect prior to it being configured by the mobile renderer.
#jira UE-52327
Change 3757523 by Uriel.Doyon
Fixed d3ddebug warning with unused inputs
Change 3758318 by Guillaume.Abadie
Cleaner fix for mobile scene captures.
#jira UE-52327
Change 3759541 by Mark.Satterthwaite
Don't enable Manual Vertex Fetch on iOS Metal for the moment as it isn't well tested there and will probably need further changes.
Change 3695086 by Guillaume.Abadie
Render thread dynamic resolution & TAA upsample.
Merging //Tasks/UE4/Dev-DynamicRes/...@3694528 to //UE4/Dev-Rendering/...
New features breakdown:
- TAA upsample compute shader that accepts screen percentage from 50% to 200%, with a faster shader permutation for consoles;
- Material no longer have to deal with BufferUV, and post process material after TAA upsample can sample any scene buffer seamlessly;
- Material texture per view mip bias to produce sharper images with TAA upsample;
- Render thread dynamic resolution heuristic is fully plugable by game code (for VR plugin specific heuristics);
- Dynamic resolution in PIE and game builds;
- Busy time queries in the RHI to be implemented on the different platforms so that the dynamic resolution heuristic can exactly associate GPU frame times with screen percentages in its history;
- Game user settings to enable/disable dynamic resolution;
- In editor viewport screen percentage config to previsualise and test content at different screen percentage.
Fixes:
- Various fixes for algorithms producing different outputs at different screen percentage.
- Various fixes for algorithms sampling outside view rects.
Refactors:
- TAA shader
- Moved some screen percentage specific members from FSceneView to FViewInfo for thread race bullet proofing.
Aknowledgements:
- VR plugins are broken
- DFAO still have some artifacts
Premiliminary review: Marcus.Wassmer
Review for TAA refactor and TAA upsample shader: Brian.Karis
Review for dynamic resolution: Brian.Karis
[CL 3761165 by Chris Bunner in Main branch]
#lockdown Nick.Penwarden
#rb none
Change 3720210 on 2017/10/25 by Olaf.Piesche
Fixing dynamic material params for ribbons
#!codereview scott.kennedy
#!rb none
#!tests scott's test ribbon
Change 3720073 on 2017/10/25 by robomerge
#!ROBOMERGE-AUTHOR: frank.fella
Niagara - Fix a crash where a UNiagaraSystem has been GCed at runtime and there is still a system simulation ticking for it.
#!Tests Minion automated tests no longer crash randomly.
#!rb SimonT
#!ROBOMERGE-SOURCE: CL 3719901 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3719233 on 2017/10/25 by robomerge
#!ROBOMERGE-AUTHOR: philip.buuck
[OR-45889] Ability fail widget will no longer fire if you are dead and have a passive (which is failing to activate while you are dead).
#!rb Matt.Schembari
#!tests PIE
[QAREVIEW] Ensure the ability fail widget and its attached sounds do not trigger on death
#!ROBOMERGE-SOURCE: CL 3719016 in //Orion/Release-44/... via CL 3719072 via CL 3719091
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3718474 on 2017/10/25 by Yannick.Lange
Niagara: Only show isolate menu items on track context menu if it is a system.
Rename "Isolate toggle" to "Isolated".
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3718095 on 2017/10/25 by Yannick.Lange
Niagara: Fix crash when not having dynamic parameter in material.
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3718069 on 2017/10/25 by Yannick.Lange
Niagara: Remove material member from material parameter node and add helper function for getting material dynamic parameter expression.
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3717545 on 2017/10/24 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Removed read / write locks from PipelineStateCache.
#!rb Andrew.Grant, Gil.Gribb
#!test paragon ps4.
#!ROBOMERGE-SOURCE: CL 3716445 in //Orion/Release-44/... via CL 3716701
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3716928 on 2017/10/24 by Shaun.Kime
The cooked dusk minions on PS4 don't have an index buffer, previously causing us to crash. We now fail to initialize the skeletal mesh data interface if this happens. This change also reworks the skeletal mesh data interface to be more like what Simon is already working on, getting rid of some places where we were skinning. Additionally, I have disabled the parallel pretick and posttick logic.Many more checks have been added to try and detect bad situations at runtime.
#!rb olaf.piesche, simon.tovey
#!fyi olaf.piesche, simon.tovey, frank.fella
#!tests am now able to run Test_minionWave on PS4
Change 3715712 on 2017/10/24 by Yannick.Lange
Niagara: Set display name of if node to "If" instead of "NiagaraNodeIf".
#!rb none
#!codereview Shaun.Kime
#!tests n/a
Change 3715430 on 2017/10/23 by Shaun.Kime
Rather than make a unique decision each time we bind a VM function about whether or not we need previous positions, we initialize the decision with the results of last time. The value defaults to false in the constructor, so we're still behaving as we did before, but this time asking for UV info last won't initialize the data to no longer want the previous position even though we later ask for it.
#!rb none
#!fyi simon.tovey
#!tests from Tim Elek - testMinion map get minions spawned then run down the lane and "setteamnum 1" crashes everytime
Change 3715368 on 2017/10/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Merging 3714121 from //Orion/Release-44 to Main (//Orion/Main)
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3715255 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3715226 on 2017/10/23 by Shaun.Kime
Getting rid of an ensure for Nan's and switching to a log warning. This keeps it from polluting long term runs in the debugger. It seems like at least one of the Niagara systems on minions generates Nan's.
#!rb none
#!fyi simon.tovey, olaf.piesche, frank.fella
#!tests ran in PIE
Change 3714645 on 2017/10/23 by Yannick.Lange
Niagara: Add ability to create particle system from this emitter in content browser.
#!rb Shaun.Kime
#!tests n/a
Change 3714200 on 2017/10/23 by Olaf.Piesche
Niagara: Fixing rendering of GPU simulated emitters; store SRV instead of data buffers, so we can point the VF at the correct buffer based on sim target
#!codereview simon
#!rb none
#!tests Orion Niagara assets
Change 3713341 on 2017/10/23 by Yannick.Lange
Niagara: Fix NiagaraNodeIF output pins cannot be deleted.
Fix NiagaraNodeIF output pins cannot be renamed.
#!jira UE-50193
#!jira UE-50193
#!rb Shaun.Kime
#!tests n/a
Change 3713133 on 2017/10/23 by Yannick.Lange
Niagara: Isolate emitters in sequencer UI.
- Added being able to extend the sequencer track context menu with a delegate.
- Added entry in track context menu to toggle the selected emitters isolation state.
- Added entry in track context menu to isolate all the selected emitters and turn isolation off for all non-selected emitters.
#!rb Shaun.Kime
#!tests n/a
Change 3712445 on 2017/10/22 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
UVScale, UniformAorBFloat, and LinearColorAlongVector added.
#!rb none
#!tests new autotest added
#!ROBOMERGE-SOURCE: CL 3712444 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3712420 on 2017/10/21 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Fixing issue where if you disabled Acceleration Force it would cause a compile error saying that it could find a default for Physics.Force but not in the parameter map. This was because of a simple error of using the index of the pin instead of the value of the pin when routing around the disabled node. In interpolated spawn scripts, there are two parameter maps, the spawn and update. If you always look in 0, which you would if you just use the pin index, you'd never find the Physics.Force variable in parameter map at entry 1.
#!rb none
[CODEREVIEW] frank.fella
[FYI] simon.tovey, olaf.piesche, wyeth.johnson
#!tests created an emitter, disabled Acceleration Force.. still compiled.
#!ROBOMERGE-SOURCE: CL 3712419 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711602 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Fix for issue where we were getting a check due to the mesh not being set up properly. We now catch the error and don't try and do the bad operation. The log will have something like:
LogNiagara: SkeletalMesh data interface has no valid mesh. Failed InitPerInstanceData
#!jira UE-51511
#!rb Simon.Tovey
#!tests n/a
#!ROBOMERGE-SOURCE: CL 3711601 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711288 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: eric.ketchum
[Justice] Ultiamte VFX in Niagara work, includes GeneratePositionEvent Module work
#!rb: None
#!tests: PIE
[CODEREVIEW] Scott.Kennedy, Tim.Elek, Simon.Tovey, Shaun.Kime
#!ROBOMERGE-SOURCE: CL 3711285 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3711197 on 2017/10/20 by Olaf.Piesche
Fix for ribbon facing issue; VF assumed local space particles in the ribbon, now it assumes world space (the most common case); TODO: deal with local space properly
#!rb none
#!tests minion projectile ribbon trail
Change 3710634 on 2017/10/20 by Mic.Rooney
Moving some Facial Animation stuff around so I can use some of their importing logic inside Orion Dialogue asset importing.
#!RB: none
#!Test: tested/built locally ran preflight Editor/Monolithics build.
#!review-3710635 @andrew.grant, @david.ratti, @thomas.sarkanen
Change 3709686 on 2017/10/20 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Added some more timerguards for slow timer manager tick objects.
Commented out for now.
#!rb Trivial
#!test Paragon Cooked ps4.
#!ROBOMERGE-SOURCE: CL 3709683 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3708958 on 2017/10/19 by Shaun.Kime
Back out changelist 3708456 .. this was an unintentional change
#!rb none
#!tests n/a
Change 3708839 on 2017/10/19 by Shaun.Kime
Merging CL 3708835
Fixing Scott's common crash with adding an emitter with autocompile off
#!rb frank.fella
#!tests n/a
Change 3708784 on 2017/10/19 by Shaun.Kime
Merging CL 3708782
//Orion/Main/... to //Orion/DevGeneral/...
#!rb none
#!tests n/a
Change 3708600 on 2017/10/19 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Made bots in Ultimate movement mode not ignore all enemies but instead use a very small radius for enemy selection #!Orion
#!rb none
#!test golden path
#!ROBOMERGE-SOURCE: CL 3706947 in //Orion/Release-44/... via CL 3708165
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3708473 on 2017/10/19 by Shaun.Kime
Merging Frank's changes for team color support from Main to Dev-General
#!rb Frank.Fella
#!tests test_minionwave worked
Change 3708456 on 2017/10/19 by Shaun.Kime
Particles.Random set to 0.0
#!rb none
#!tests n/a
Change 3708455 on 2017/10/19 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests passed minion fx autotest
Change 3707648 on 2017/10/19 by Shaun.Kime
Temporary render thread safety code for emitter instances and it's dataset until a more thorough refactor/safety pass can be made.
Defer deletion of dataset to RT.
Ensure resets don't mess with data inflight RT commands are using.
Checkin on behalf of Simon Tovey
#!jira OR-45423
#!rb Simon.Tovey
#!tests ran through the LaneMinionFXTests successfully on PC
Change 3707096 on 2017/10/19 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
CameraOffset for sprites. Had to bless some new images due to Simon's off by one frame render fix from a few days ago.
#!rb none
#!tests automated tests pass
#!ROBOMERGE-SOURCE: CL 3707088 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3706726 on 2017/10/19 by Rob.Cannaday
Merge XMPP resource version to use version 2 instead of version 3
#!rb trivial
#!tests compile
#!ROBOMERGE: Main, 44, Tencent
Change 3706349 on 2017/10/19 by Josh.Markiewicz
#!UE4 - Cross Voice code review feedback
- fixed up broken stack vs queue
- fixed GetRoomId returning int32 instead of uint64
- fixed switch room logic
- more/better logging
- more comments
#!jira TEN-301
#!review-3681404 @sam.zamani, @rob.cannaday
#!rb none
#!tests local cheat codes
Change 3705453 on 2017/10/18 by robomerge
#!ROBOMERGE-AUTHOR: arne.schober
Initzalize missing Cubemaps with Zero index to avoid inconsistencies between platforms (like PS4 where a negative index will access the memory shead of the array)
#!RB Daniel.Wright
#!Tests LaunchOnPs4
#!ROBOMERGE-SOURCE: CL 3704845 in //Orion/Release-44/... via CL 3704847
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3705399 on 2017/10/18 by robomerge
#!ROBOMERGE-AUTHOR: scott.kennedy
Default Niagara emitter changed color property to better default value.
Updated basic glow emitter
Added energy bubble base emitter
put a little more polish into siege minion impact FX.
#!ROBOMERGE-SOURCE: CL 3704654 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3704426 on 2017/10/18 by Shaun.Kime
Standardizing our null and zero checks for the sprite and mesh renderers trying to prevent OR-45423
#!rb simon.tovey
#!fyi hunter.kent
#!tests ran test_minionwave with no crashes on PC, needs QA to bang on it to be sure
Change 3703288 on 2017/10/18 by Olaf.Piesche
Simon's change to avoid recreation of vertex buffers; should also fix uninitialized gpu buffer crash
#!rb olaf.piesche, simon.tovey
#!tests minion test map PC and PS4
Change 3701373 on 2017/10/17 by robomerge
#!ROBOMERGE-AUTHOR: shaun.kime
Passing the wrong shader into ribbon vertex factories when setting shader constants for pixel shader.
#!rb Olaf.Piesche
#!tests test_minionwave runs
#!ROBOMERGE-SOURCE: CL 3701371 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3701108 on 2017/10/17 by Hunter.Kent
Added a "New Minions (nomcp)" option to the Mode dropdown in the BuildLauncher tool so that Devs can test the new minions on PS4 more easily.
#!RNX
#!Test PS4
#!rb @tim.elek
#!review-3701110 @andrew.grant, @daniel.lamb
Change 3701044 on 2017/10/17 by robomerge
#!ROBOMERGE-AUTHOR: jon.lietz
- white space fixes
- added in more detail to logging
- fixed dragon GC to not hide when the mesh is hidden
#!rb none
#!tests complies and logging is updated
[FYI] Billy.Rivers, Eric.Ketchum, Fredrik.Seehuusen
#!ROBOMERGE-SOURCE: CL 3700996 in //Orion/Release-44/... via CL 3701002
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3700900 on 2017/10/17 by Shaun.Kime
Integrating possible crash fix from Dev-Niagara to Dev-Gen
#!rb none
#!tests n/a
#!fyi Olaf.Piesche
Change 3700492 on 2017/10/17 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests done in branch
Change 3700217 on 2017/10/17 by Olaf.Piesche
Fix for potential crash in sprite renderer
#!rb none
#!tests minion test map
Change 3700216 on 2017/10/17 by Benn.Gallagher
Fix for crash using Ghost's E on Rampage due to posable mesh being set as the master pose component. Clothing simulation assumed derivative of skeletal mesh component so was failing to correctly map its bones to the master.
#!rb Lina.Halper
#!jira OR-45226
#!tests PIE + Standalone games hitting Rampage with Ghosts E
Change 3699660 on 2017/10/17 by Jason.Bestimt
#!ORION_DG - Fixes to UnrealHitchParser edge cases
#!RB:none
#!Tests: Ran on Logs from QA
#!CodeReview: ben.salem
Change 3699462 on 2017/10/17 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!tests preflight ok
#!rb none
Change 3699010 on 2017/10/17 by Jeff.Williams
Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3698920
#!rb none
#!tests none
Change 3698519 on 2017/10/16 by Olaf.Piesche
Sawtooth ribbon fix; may well fix other potential ribbon rendering artifacts
#!rb none
#!tests minion wave test map
Change 3698380 on 2017/10/16 by Shaun.Kime
Updating logic to now support the autoattachment
#!rb none
#!tests autotests pass..
Change 3698263 on 2017/10/16 by Olaf.Piesche
Assume degrees for sprite rotation
#!rb none
#!codereview shaun.kime
#!tests test sprite emitter
Change 3697652 on 2017/10/16 by Olaf.Piesche
Fixing crappy FP math for alternating vertex IDs ffor ribbon expansion
#!rb none
#!tests minion test map
Change 3696906 on 2017/10/15 by Shaun.Kime
Fixing the spurious missing required attribute errors that were occuring for Scott on Friday. These were a result of a bad assumption in the code. The scripts input array can include more than just this emitter's scripts and as such we cannot assume that all the input scripts should be checked against the Emitter's renderers. Now we only check this emitter's scripts against the renderers.
#!rb none
#!tests now no longer generates invalid errors
#!fyi frank.fella, olaf.piesche, simon.tovey
Change 3695456 on 2017/10/13 by Olaf.Piesche
Fix for potential ribbon crash and end-of-ribbon rendering artifacts
#!rb none
#!codereview scott.kennedy
#!tests minion wave test map
Change 3694545 on 2017/10/13 by Andrew.Grant
Fix for low frequency async loading crash (OR-42535)
#!rb gil.gribb
#!tests comppiled
Change 3694176 on 2017/10/13 by Jeff.Williams
Plugin manifest name changed to DLCFile name
#!rb none
#!tests compile, stage
Change 3693582 on 2017/10/12 by Don.Eubanks
Fixing PS4 Compile warning (constructor init order not matching member define order)
#!rb none
#!tests Compile Shipping Client PS4
#!fyi olaf.piesche
Change 3693516 on 2017/10/12 by Olaf.Piesche
Niagara: Remove mesh renderer assert, replace with early out
#!rb none
#!tests niagara mesh test asset
Merging
//Orion/Dev-Niagara/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp
to //Orion/Dev-General/Engine/Plugins/FX/Niagara/Source/Niagara/Private/NiagaraRendererMeshes.cpp
Change 3693051 on 2017/10/12 by Ben.Salem
Adding parser for any logs with dumphitches enabled. Run UnrealHitchParser <logfile> to receive a logfile_hitches.txt file containing only the hitches in the log, plus reference lines to their location in the original log.
#!rb Clayton.Langford
#!tests Parsed a 5mb log with dumphitches down to 23k of hitch data.
Change 3692912 on 2017/10/12 by Olaf.Piesche
Merging: Niagara ribbon tiling distance
#!rb none
#!tests ribbon test asset
Change 3692835 on 2017/10/12 by Shaun.Kime
Synching with Dev-Niagara, specifically CL 3692821 which made InitialMeshRotation respect local space flags.
#!rb none
#!fyi scott.kennedy, wyeth.johnson
#!tests n/a
Change 3692751 on 2017/10/12 by Shaun.Kime
Removing script that shouldn't have come over.
#!rb none
#!tests n/a
Change 3692746 on 2017/10/12 by Shaun.Kime
Merging using //Orion/Dev-General/_To_//Orion/Dev-Niagara
#!rb none
#!tests opened test level and created new emitter/system
Change 3692616 on 2017/10/12 by Don.Eubanks
OR-45131
Marking SRetainerWidget and our Orion-specific VirtualWindow (child of the RetainerWidget when bUseRetainerWidget is true) as SelfHitTestInvisible so they don't interfere with our HUD tooltip mouse picking.
#!rb dan.hertzka
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
#!codereview nick.darnell
Change 3691912 on 2017/10/12 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Merging //Orion/Dev-General to Main (//Orion/Main) to [at 3689865] #!rb none
#!tests compile, editor
#!ROBOMERGE-SOURCE: CL 3691870 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3690944 on 2017/10/11 by Jeff.Williams
Adding Plugin Config .ini's to DLC paks. Building pluginmanifests per-DLC.
#!rb Daniel.Lamb
#!tests Compile, build
Change 3688989 on 2017/10/10 by Lina.Halper
LOD sync of attached/parent
#!rb: Laurent.Delayen
#!tests: price with shotgun skin/PIE/editor
Change 3687592 on 2017/10/09 by Ben.Salem
Increase the number of times we run each shallow test to make sure our numbers are reliable. Improve shallow FX perf logger to be able to handle multiple runs of the same test.
#!rb clayton.langford
#!tests Ran sparrow shallow tests.
Change 3686560 on 2017/10/09 by Shaun.Kime
Flipping the min/max values to be standard
#!rb none
#!tests n/a
Change 3686046 on 2017/10/09 by Shaun.Kime
Merging latest from Dev-Niagara in preparation for Effects team work on Monday
#!rb none
#!tests successful preflight
#!fyi Andrew.Grant, Simon.Tovey, Frank.Fella, Olaf.Piesche, Scott.Kennedy, Tim.Elek
Change 3685613 on 2017/10/07 by robomerge
#!ROBOMERGE-AUTHOR: simon.tovey
Implementing vector field matrix inverse fix from CL3675167 to 43.3.
#!rb none
#!tests none
#!lockdown andrew.grant
#!ROBOMERGE-SOURCE: CL 3684339 in //Orion/Release-43.3/... via CL 3684340 via CL 3684342
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685603 on 2017/10/07 by robomerge
#!ROBOMERGE-AUTHOR: thomas.ross
RotationalContent Improvements
- Fixed potential bug where tags could be updated when not intended on RotationalContentManager
- Fix for PIE assert
- Moved DebugParsing checks to all cases of InitializingTagsFromMCP so that connecting to MCP or returning to the main menu would not overwrite a console / manually set debug option.
- Removing config tag from RotationalContentOverrides in OrionGlobals.
New Halloween Gauntlet Test
- Adding in Halloween Gauntlet Test to facilitate launching halloween overriden builds easily. Run by typing Halloween into the custom text box.
#!rb none
#!tests local builds / editor / PIE
#!ROBOMERGE-SOURCE: CL 3682813 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685408 on 2017/10/07 by ben.salem
Fixing robomerge error in DevGen
#!CodeReview: ben.salem, jason.bestimt, andrew.grant, jeff.williams
Unresolved conflicts. ben.salem, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml
--------------------------------------
Merging using DevGen->Release43.3
Repairing mailer for nightly Perf tests, fixing email headers.
#!tests run in devgen
#!rb none
#!lockdown andrew.grant
#!ROBOMERGE-SOURCE: CL 3680914 in //Orion/Release-43.3/... via CL 3680919 via CL 3680922
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3685073 on 2017/10/06 by Andrew.Grant
Merging 3680922 //Orion/Main to Dev-General (//Orion/Dev-General)
#!tests #!rb na
Change 3684717 on 2017/10/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where GT & RT times in profile info were reversed :(
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3680128 in //Orion/Release-43.2/... via CL 3680129 via CL 3680130 via CL 3680235
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3684512 on 2017/10/06 by Laurent.Delayen
Added 'PlayRateBasis' to SequencePlayer node, to scale PlayRate without having to do more expensive BP code.
#!rb lina.halper
#!tests minion AnimBP nativization
Change 3684059 on 2017/10/06 by Max.Preussner
Orion: Fixed ability videos not loading on PS4 and/or not looping
#!fyi stephan.jiang
#!jira OR-44682
#!rb none
#!rnx
#!tests none
Change 3683538 on 2017/10/06 by David.Ratti
batch all non-trickle gold and XP gameplay cues into single compact RPC call. Fixes issues where rpc throttling would prevent gold/xp number pops over large groups of minions.
-Fixes enemy heroe kills/assists never showing XP pops. We now pass the avatar actor as the Source Actor into ::AwardXP (like we do for ::AwardCardXP). This was causing XP pops to only show for minions and not players.
-Fixes case where killing minions with badass was not displaying pops (prediction key issue)
#!rb none
#!tests editor, pie
#!review-3683539 @Matt.Schembari
Change 3683364 on 2017/10/06 by Andrew.Grant
Changed warning to info
#!tests #!rb na
Change 3681999 on 2017/10/05 by Bart.Hawthorne
Implement live spectating feature. Clients can join a match using a custom key by setting their custom key and using the "JoinAsSpectator" console command. This will be replaced with proper UI later. The client is able to watch a match from start to finish (or join in the middle), then they will see the end game sequence and return to the title screen at match completion.
#!rb cody.haskell
#!fyi ben.zeigler, matt.schembari, matt.kuhlenschmidt, paul.moore
#!jira OR-44111
#!tests Golden path, live spectated numerous matches.
Change 3681403 on 2017/10/04 by Josh.Markiewicz
#!UE4 - base pass for Tencent Cross SDK
- basic testing done with enter/exit/switch room
- basic testing of ShowUI
- checked in disabled
#!rb duck
#!tests see above
#!jira TEN-301
#!review-3681404 @sam.zamani, @rob.cannaday
Change 3680623 on 2017/10/04 by David.Ratti
Rework for how max movement speed is calculated.
The design is now "only strongest movement speed slow affects player speed". Movement speed buffs are unaffected : they are still accumulated along with the strongest slow.
Combat Slows (Shooting, jump penalties) are now aggregated within Max Movement Speed, so the same rules apply. If a slow of greater magnitude is active, Combat Slows will effectively be ignored. Likewise, if a combat slow is stronger than a debuff slow, the debuff slow will effectively be ignored.
Directional Slows (penalty for strafing or backpeddaling) are treated in a similar way. There are some subtleties here, but basically directional slows are only applied if they would be "the strongest" slow.
GE Slows that are not contributing (due to not being the strongest active slow) will still appear to be "on" and applied. (Their GCs will still play, they are not inhibited, handles to them are still valid, etc).
Suggested methods for inspection:
AbilitySystem debug hud (Home/End)
p.VisualizeMovement (displays final calculated movement speed)
Orion.Movement.DirectionalScaleDebug (displays directional slow movement scalar)
Technical information:
1. Changes the way attribute mods are qualified. Rather than qualifying inside the mod prior to evaluating, we qualify all mods within an FAggregator first, then allow a custom callback to run which can further muck with the mods IsQualified bool, then we evaluate like normal except that we just check the IsQualified bool.
2. Added a concept of Aggregator Evaluate Meta Data that can be set per aggregator. This is data that is instrinc to the aggregator rather than passed in by the person evaluating. It may make sense to have this be a shared ptr to reduce memory footprint if this struct grows.
3. Added a notification for attribute sets when an aggregator is created for one of their attributes.
4. Added ForEachMod functions in the aggregators to iterate over all mods (while getting the channel and mod op which are otherwise not known to the actual FAggregatorMod)
5. Added FAggregatorEvaluateMetaDataLibrary which can store common/shared functions for this type of extension.
#!tests pie
#!rb FrankG
#!codereview Fred.Kimberley, Billy.Bramer
#!fyi colin.fogle
#!QAReview
#!RN
#!designchange
Change 3680580 on 2017/10/04 by Ben.Salem
Repair email titles for various reports.
#!rb none
#!tests Reran tests.
Change 3680438 on 2017/10/04 by Dan.Hertzka
GameplayAbilities now pass along their SourceObject when creating the effect context for a new effect
- Fixes the HUD status effect feed not showing sources for a lot of itemization abilities
Also added the tag to prevent showing a feed entry for the Lifesteal received from the first major agi pip
#!rb Dave.Ratti
#!tests OrionEntry PIE - equipped Sand Speeder
#!QAReview: This should address the majority of cases where a card/gem effect buff doesn't show the source item. There are still a number of unaddressed cases, but these will largely be content one-offs from here on
Change 3680344 on 2017/10/04 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Speculative disable of defragging on volumetric lightmap textures.
#!rb andrew.grant
#!test monolith2 ps4
#!ROBOMERGE-SOURCE: CL 3678624 in //Orion/Release-43.3/... via CL 3678628
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3680302 on 2017/10/04 by Shaun.Kime
Integration from DevNiagara.
Some character and card blueprints were changed in a minor way when they called their parent Burst, Loop, etc. as Blueprints cannot have an unattached array pin and Gameplay cues now have an Additional Niagara Particle Systems array.
#!rb none
#!fyi Scott.Kennedy, Olaf.Piesche, Simon.Tovey, Frank.Fella, Andrew.Grant, Tim.Elek
#!tests passed PS4 test level (not submitted, but ported from DevNiagara). Automated tests pass.
Change 3679946 on 2017/10/04 by Laurent.Delayen
Fix for OR-44826. Old minions would crash because their LODs would reduce bone counts, and LowerBodyBoneIndices wasn't properly reset between LOD switches.
#!rb lina.halper
#!FYI andrew.grant
#!tests monolith2 old minions
Change 3679938 on 2017/10/04 by Daniel.Lamb
Allowed foliage cullall option to be modified by scalability options.
#!rb Trivial
#!test Compile paragon editor
Change 3679563 on 2017/10/04 by Jon.Lietz
OR-43599
- added support for WaitForAttributeChange, WaitForAttributeChangeWithComparison, WaitForAttributeChangeThreshold, and WaitForAttributeChangeRatioThreshold to support tracking on an extrnal source. This way you can track when that extranal sources attribute changes and respond to it.
#!rb Dave.Ratti
#!review-3679564 @John.Nielson
#!tests added these waits to hot pursuit and they worked as expected
Change 3679006 on 2017/10/03 by Ben.Salem
Try to fix broken nightly mailer issues for FX tests.
#!rb none
#!tests Preflighted a shallow fx pass successfully in EC.
Change 3677845 on 2017/10/03 by Andrew.Grant
Added an ensure to guard against OR-44826 while further investigations occur
#!tests compiled
#!rb none
Change 3677443 on 2017/10/03 by John.Nielson
Fix to OrionOR-44394, Log Warnings related to Phase GC when loading into game as Phase.
Made it so that gameplayCue's async loads are cancelled when Unloaded (in UnloadGameplayCueNotify).
#!RB: None
#!Test: Pie, Uncooked
#!review-3677445: @David.Ratti
Change 3676748 on 2017/10/02 by Laurent.Delayen
Minions: split body layer is now done in mesh space, to maintain upper body orientation.
#!FYI ray.arnett, lina.halper
#!rb none
#!test lane minion test map
Change 3675950 on 2017/10/02 by Don.Eubanks
Added several new supported tags / status effects to the Floating Status Effect Text system.
Added support for providing a list of Instigating actors when a status effect begins, the list isn't super perfect (overlapping status effects can result in an instigator appearing in multiple lists) but it should be pretty good for now. This paves the way for us to squelch status effects unless they are initiated by the player.
Added ScaleOverDistance curve support for floating numbers / text.
Inverted the Instigator / Target checkboxes for XP in the DamageNumberManager per @matt.schembari request to support his work while I had the asset checked out.
#!rb matt.schembari
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4
Change 3675186 on 2017/10/02 by Mic.Rooney
Support for other anim curve driving audio types (right now specifically DialogueWave)
#!RB: none
#!Test: compiled editor/monolithics/withoutunity and tested locally.
#!review-3675187 @andrew.grant, @david.ratti, @thomas.sarkanen
Change 3675167 on 2017/10/02 by Shaun.Kime
Changed unsafe InverseFast() to an Inverse()
#!jira OR-44671
#!rb Simon.Tovey
#!tests n/a
Change 3674888 on 2017/10/02 by David.Ratti
GGP V2
* Major refactor of the GGP system though this first check in is a scaled back integration from original plans. Primarily to stabilize the system and improve designer work flows before possibly going deeper for a "Completely unified" integration.
Item System:
* Simple Ability Keyword Data now directly references gameplay effect to apply, effectively removing Gameplay Effect Keywords.
* Qualifier and Gameplay Effect parameters now use the FAutoExportScalableFloat structure which automatically hooks up the values to spreadsheets. (GGP is used to surface these parameters for the auto hookup).
Ability System:
* SetByCaller magnitudes are now copied over anytime a GE applies another GE. When an ability applies a GE it also brings over its SetByCaller Magnitude tags from the GE that granted it (if granted bya GE)
#!rb none
#!tests editor pie cooked
#!review-3674889 @Jon.Lietz
Change 3674170 on 2017/09/30 by Mieszko.Zielinski
Fixed a bug in OrionToggleableNavLinkProxy resulting from an overly optimistic assumption that Navmesh and Gameplay levels are being saved in sync #!Orion
Had to make OrionToggleableNavLinkProxy's nav poly ID caching happen on map load.
#!rb none
#!test golden path
#!OR-44738
Change 3672937 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed Gauntlet filecopy to a single thread to see if it addresses issue with PS4 files
#!tests 3compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3670237 in //Orion/Release-43/... via CL 3670243 via CL 3670244 via CL 3670245 via CL 3670246
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672867 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Restored previous behaviour of integer numbers being formatted as "1" and not "1.00"
#!tests ran game, checked playlist analytic
#!rb nikdel
#!ROBOMERGE-SOURCE: CL 3669417 in //Orion/Release-43/... via CL 3669556 via CL 3669557 via CL 3669558 via CL 3669559
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672575 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Remove warning that can happens normally with backwards compat replays
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3667518 in //Orion/Release-43.3/... via CL 3667520
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672548 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned.
#!rb Andrew.Grant
#!test Editor building hlods
#!ROBOMERGE-SOURCE: CL 3667059 in //Orion/Release-43.3/... via CL 3667060
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672542 on 2017/09/29 by Andrew.Grant
Merging
#!rb #!tests na
Change 3672390 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed memreport settings for frontend tests
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3666239 in //Orion/Release-43/... via CL 3666240 via CL 3666241 via CL 3666242 via CL 3666243
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672385 on 2017/09/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Reworked and pretty much final PipelineState cache code
- various comments incorporated
- namespaced functions
- removed redundant class and replaced with ref pointer
#!tests soaked a lot
[at daniel.lamb,] [at arne.schober] #!rb none
#!ROBOMERGE-SOURCE: CL 3666233 in //Orion/Release-43/... via CL 3666235 via CL 3666236 via CL 3666237 via CL 3666238
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3672281 on 2017/09/29 by Rob.Cannaday
Add user ID to OnNetworkCheatDetected
#!jira TEN-272
#!jira TEN-273
#!jira TEN-274
#!rb rob.cannaday
#!tests Win64 AI match, simulate cheat detected by cheat command
#!review-3672282 @ian.fox @sam.zamani
Change 3671688 on 2017/09/29 by Frank.Gigliotti
Added ability to set developer comment when adding native tags.
#!RB David.Ratti
#!Tests None
Change 3670409 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for dump type made while doing cleanup
#!tests compiled Win64, PS4, ran PS4
#!rb none
#!ROBOMERGE-SOURCE: CL 3664048 in //Orion/Release-43/... via CL 3664049 via CL 3664050 via CL 3664873
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3670399 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed race condition in pipeline state cache
Cache now trims every 60 secs to reduce memory. Saves ~95MB in a 60m game of Paragon
(Couple of extra tweaks planned, but this should be GTG for a v43 release)
#!rb codereviewed
#!tests soaked locally, lots
#!ROBOMERGE-SOURCE: CL 3663603 in //Orion/Release-43/... via CL 3663605 via CL 3663607 via CL 3664870
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669802 on 2017/09/28 by Andrew.Grant
From Dev-Framework
#!jira UE-49858 Fix performance regression deleting many actors at once. It was redundantly serializing packages repeatedly to look for actor references, so now we cache that once per package and only display the slow dialog/p4 check when needed
#!rb michael.noland
#!codereview andrew.grant
#!tests na
Change 3669709 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
Restored LoadTimesObjectVersion even though it is no longer used, packages saved with it will issue a warning in the cooker
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3664407 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669177 on 2017/09/28 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Reflection Captures support Lighting Scenarios without recapturing
* Reflection Captures are now part of the Map Build
* Modifying a capture in editor will display a preview, but game can only display built captures (black for unbuilt with screen message)
* Reflection Capture build data moved to the BuildData package
* Building lighting / reflection captures no longer dirties ULevels
* Sky lights which capture the scene now work correctly with Lighting Scenarios
* Lighting Scenarios must now be loaded for each time they are made visible (no switching back and forth while keeping both loaded)
#!rb Marcus.Wassmer
#!TESTS Paragon editor Monolith02
#!ROBOMERGE-SOURCE: CL 3662969 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3669124 on 2017/09/28 by Daniel.Lamb
Merging //Orion/Main/Engine/Shaders/Public/ShaderVersion.ush
to //Orion/Dev-General/Engine/Shaders/Public/ShaderVersion.ush
Fix cook in devgeneral
Bumped shader version to invalidate stale uniform buffer name.
#!rb none
#!TESTS none
#!fyi Daniel.Wright
Change 3667906 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Fixed HandleLegacyMapBuildData not getting called on P maps loaded in the editor, which apparently was dropped in an integration error, causing all legacy maps (before the BuildData change) to lose their built lighting.
#!rb none
#!TESTS QAGame
#!ROBOMERGE-SOURCE: CL 3662475 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667899 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Remove unused SM4 reflection capture cubemap
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662462 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667894 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy from Brian] SM4 fallback for reflection captures.
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662449 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667859 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy from Brian] Removed old rasterized deferred reflection env path.
Removed reflection compute shader. Replaced with PS. Small perf gain.
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662439 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667852 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Fixed missing include
#!rb none
#!TESTS none
#!ROBOMERGE-SOURCE: CL 3662396 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667807 on 2017/09/27 by Daniel.Lamb
Tencent DLC can now remap the plugin content to the game root directory.
#!rb Ben.Marsh
#!test Paragon regioncl dlc build, preflight ps4, win64 standard build + test
Change 3667753 on 2017/09/27 by Clayton.Langford
Adding automated test for capturing fx perf for lane minions. Also adding a Gauntlet node to run the test nightly, added test map to the cook list, updated the SpawnMinion phase to use new minion assets, and fixed an issue with the spawn timer.
#!RB Ben.Salem, Adric.Worley
#!tests PIE, local synced client/server, and Gauntlet's RunAutomaticTest.bat
Change 3667408 on 2017/09/27 by Jordan.Walker
Optimization to bakedNormal layer blend on Low end material quality
-uses simple multiply and add normal map blend
Change 3667388 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] Moved Volumetric Lightmap textures out of FScene and into FPrecomputedVolumetricLightmapData so their lifetime can match the MapBuildData. This allows tossing the source BulkData in game after RHI texture creation even though switching lighting scenarios does Release/InitializeRenderingResources multiple times.
#!rb none
#!TESTS QAGame on console
#!ROBOMERGE-SOURCE: CL 3662389 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667383 on 2017/09/27 by robomerge
#!ROBOMERGE-AUTHOR: daniel.wright
[Copy] CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame.
#!rb none
#!TESTS QAGame
#!ROBOMERGE-SOURCE: CL 3662383 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3667265 on 2017/09/27 by Daniel.Lamb
Fixed crash in the editor caused by trying to build hlods with StaticMeshComponents that don't have a static mesh assigned.
#!rb Uriel.Doyon
#!test Editor building hlods
Change 3667159 on 2017/09/27 by Mieszko.Zielinski
Added simple logging to BT loading allowing us to identify missing BB keys #!Orion
#!test golden path
#!rb Lukasz.Furman
Change 3665944 on 2017/09/26 by Dan.Hertzka
Fix PS4 compile
#!rb none
#!tests compile PS4
Change 3665590 on 2017/09/26 by Daniel.Lamb
Fix for DLC cooking everything when it should only cook the DLC.
#!rb None
#!test None
Change 3665569 on 2017/09/26 by Dan.Hertzka
New status effect feed for the new HUD:
- Now placed in the mid-upper-left side of the HUD
- Biggest difference from before is that there are now names associated with each effect
- If we can determine the ability it came from (and it has a name/icon), we show that as well. This doesn't work for any card effects yet.
Cleaning:
- Deleted all of the old buff widget classes & codepaths
- Removed redundant properties from StatusEffectDisplayInfo
- Added BuffStatusTags and DebuffStatusTags to AttributeViewItem. This allows us to associate the effects that modify an attribute with the attribute itself. Allowed me to remove about half of the entries in StatusEffectDisplayData
Also:
- Consolidated all of the events on FActiveGameplayEffect into a single struct. Since we don't want to allow non-const access to any other part of the active effect, each of these has an individual getter on the ASC. This is pretty obnoxious when you want to bind multiple events. There is now a getter for the event set of an active effect on the ASC. This allows more convenient non-const native access to these events
- Added an event for when the inhibition of an effect changes. This is important for UI to know when an effect is no longer relevant (despite never being actually removed)
@todo: Add support for showing the item ability names that are responsible for effects (note that this will be the ability, not the name of the item. The name of the item will be a lot harder.)
#!rb Don.Eubanks
#!tests OrionEntry PIE with some cards and hero abilities
#!QAReview - Please keep an eye on this to make sure it works as expected during normal play. I wasn't sure how to test stack counts - not sure which status effects actually support that. They should show up though if any do. Please also verify that this still works/appears correctly during the tutorial.
#!lockdown Billy.Rivers
Change 3665555 on 2017/09/26 by Daniel.Lamb
AudioStreaming mpsc queue fix up.
#!rb Andrew.Grant
#!test Compile paragon client / editor.
Change 3665517 on 2017/09/26 by Daniel.Lamb
Suspect fix for OR-44619
#!jira OR-44619
#!test Paragon editor compile
#!rb Trivial
Change 3664346 on 2017/09/26 by Jon.Lietz
- making LifeSpanCallback inside UDecalComponent virtual so sub classes can override how Decals handle fade out.
- Adding in UOrionDecalComponent to replace the use of UDecalComponent, for the most part they are the same the only thing we needed to change was the LifeSpanCallback() if the Owner is a AOrionGameplayCueNotify_Actor we dont call Super::LifeSpanCallback() that would result in the GC getting destroyed but now call GameplayCueFinishedCallback() so our gameplay cues will recycle as desired.
- Updated all GC's data to use the new decal class
- removed the option to place UDecalComponent as BP comp and only left our new UOrionDecalComponent
#!rb Dave.Ratti
#!reivew Dave.Ratti
#!tests used characters that had decal comps in the GC and they recylce as expected.
#!QAReview please check the effected abilities and cues, I tested and everything looks fine to me up a deeper check is needed.
Change 3664099 on 2017/09/26 by Jon.Lietz
OR-44510
- bringing over engine fixes for the Enum Redirector from Dev-Framework
#!rb none
#!tests compiles and warnings are gone
Change 3663019 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Gil: fixed race condition in the PipelineStateCache
#!rb Daniel.Lamb
#!test paragon ps4 with higher repro modified build
#!lockdown Andrew.Grant
#!jira OR-44441
#!ROBOMERGE-SOURCE: CL 3659463 in //Orion/Release-43/... via CL 3661481 via CL 3661489 via CL 3661497
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3663014 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Quick fix to remove a redundant copy of the PipelineStateInitializer (saves 16MB over a 10min game) incase we need to submit a build before the more extensive changes are ready.
#!tests ran locally
#!rb [at daniel.lamb] [at arne.schober]
#!ROBOMERGE-SOURCE: CL 3658907 in //Orion/Release-43/... via CL 3661480 via CL 3661488 via CL 3661494
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3663004 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed dev check for extra commandline args from /data to /temp0
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3658497 in //Orion/Release-43/... via CL 3661478 via CL 3661486 via CL 3661492
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3662999 on 2017/09/25 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - Fixed DateTime used for folders not being set
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3658390 in //Orion/Release-43/... via CL 3661477 via CL 3661485 via CL 3661491
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3662255 on 2017/09/25 by Sam.Zamani
#!tencent
- fix for link error due to missing define of static OnNetworkCheatDetected delegate
#!rb none
#!tests none
Change 3662073 on 2017/09/25 by Sam.Zamani
#!tencent
Added new global network delegates callback FNetworkCheatDetected for when cheating is detected on a server
Possible options
#!jira TEN-275 TSS detect and expose punish user callbacks
KickClient - User should be booted from the current game session via disconnect
KickMatch - User received info about being punished (eg. ban type etc)
PunishInfo - User received info about being punished (eg. ban type etc)
#!rb rob.cannaday
#!tests none
Change 3659487 on 2017/09/22 by Josh.Markiewicz
#!Orion - removed NUTFortnite* files because they have been moved into Fortnite specific plugin
#!review-3659190 john.barrett, ryan.gerleve
Change 3659485 on 2017/09/22 by Josh.Markiewicz
#!UE4 - removed OSSUtils dependencies from NUTUnrealEngine4 since the refactor moved dependencies into game specific plugins
#!fyi john.barrett, ryan.gerleve
Change 3659184 on 2017/09/22 by Josh.Markiewicz
#!UE4 - delete EpicSurvey module
#!fyi justin.sargent, nick.darnell
#!rb none
Change 3658697 on 2017/09/22 by Ryan.Gerleve
Fixes for server-side Tencent anti-cheat library integration:
-Fix DLL loading to properly call tss_sdk_load and use the correct paths on Linux as well as Windows
-Add getter for the TssSdkAntiInterf object
-Enable server anti-cheat in editor builds
#!codereview sam.zamani
#!rb none
#!tests enabled Tencent OSS, built & ran server
Change 3658200 on 2017/09/22 by Graeme.Thornton
Manual copy of CL 3587584 from Dev-Core
Logging improvements for pak signature check failures
- Added "PakCorrupt" console command which corrupts the master signature table
- Added some extra log information about which block failed
- Re-hash the master signature table and to make sure that it hasn't changed since startup
- Moved the ensure around so that some extra logging messages can make it out before the ensure is hit
- Added PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL to IPlatformFilePak.h so we have a single place to make signature check failures fatal again
#!rb none
#!tests been in Dev-Core and Main for a while now. Compile tests in Dev-General
Change 3657970 on 2017/09/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added Trim() delegate hook to PipelineStateCache so accumulated memory is freed on a hard level transition.
We've noticed this memory growing considerably overtime and while it may reach a ceiling eventually it was still increasing after 60m of Paragon. This should at least reset it upon the end of each game,
[at marcus.wassmer,] [at arne.schober] #!rb none
#!tests cycled 6-7 levels of Paragon
#!ROBOMERGE-SOURCE: CL 3657965 in //Orion/Release-43/... via CL 3657967 via CL 3657968 via CL 3657969
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657914 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Non-shipping: test and dev builds now check testkit's data drive for a commandline override. Not sure if this will work as-is, but shouldn't cause any harm if not and it needs to go into a pkg build for testing...
#!tests stepped through in non-pkg build
#!rb none
#!ROBOMERGE-SOURCE: CL 3657910 in //Orion/Release-43/... via CL 3657911 via CL 3657912 via CL 3657913
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657906 on 2017/09/21 by Andrew.Grant
Improved some logging
#!tests used locally
#!rb none
Change 3657891 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Formalized idea of multiple test passes in Gauntlet. Current pass and total passes are provided to nodes incase they want to perform custom processing
Fixed issue with -dev mode on PS4 not updating symbols
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3657887 in //Orion/Release-43/... via CL 3657888 via CL 3657889 via CL 3657890
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657867 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Re-locked network CL to 3652780
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3657221 in //Orion/Release-43/... via CL 3657359 via CL 3657366 via CL 3657374
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657857 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Removing start up dialog that warns of non-optional instructions - OR-44444
#!RB:arciel.rekman
#!Tests:Compiled
[CODEREVIEW] daniel.lamb, andrew.grant, arciel.rekman, benjamin.crocker, matthew.coleman, joe.graf
#!ROBOMERGE-SOURCE: CL 3657058 in //Orion/Release-43/... via CL 3657355 via CL 3657364 via CL 3657370
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657852 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for case-insensitivity causing title.json not to be staged
#!rb daniel.lamb, bob.tellez
#!tests ran packaging script, verified contents match v42
#!ROBOMERGE-SOURCE: CL 3657054 in //Orion/Release-43/... via CL 3657353 via CL 3657363 via CL 3657369
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657831 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Removing popcnt version of CountBits to repair pre-Nehalem processors
We can worry about a more permanent solution after we get this live.
#!RB:none
#!Tests: Compiled
[CODEREVIEW] daniel.lamb, andrew.grant, ben.marsh, marcus.wassmer
#!ROBOMERGE-SOURCE: CL 3656206 in //Orion/Release-43/... via CL 3657325 via CL 3657333 via CL 3657338
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657824 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.exe
//ROBOMERGE_ORION_Release_43_1/Engine/Binaries/Win64/UnrealCEFSubProcess.pdb
--------------------------------------
Built new UnrealCEFSubprocess client
Changed OrionBuild.xml to build the shipping version of the above.
The first should definitely fix out store issue. It's not clear to me if the latter will because if this artifact was being staged I'd expect to see UnrealCEFSubProcess-Win64-Development etc be distributed and it's not. This suggests to me we just stage what's in P4 and not the result of this step, but further investigationds will be needed to vet this.
[at justin.sargent,[at benjamin.crocker,[at wes.fudala]]]
#!ROBOMERGE-SOURCE: CL 3656066 in //Orion/Release-43/... via CL 3657319 via CL 3657332 via CL 3657337
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3657488 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: anton.migulko
LIGHTING AND assets update
#!ROBOMERGE-SOURCE: CL 3656996 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3656388 on 2017/09/21 by Laurent.Delayen
Added default GetAxisVector static function to EAxisOption
#!rb none
#!FYI thomas.sarkanen
#!tests lane minions test map
Change 3656387 on 2017/09/21 by Laurent.Delayen
Initialize FAnimInstanceProxy with default constructor.
#!rb none
#!fyi lina.halper, thomas.sarkanen
#!tests lane minion test map
Change 3656003 on 2017/09/21 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked net version to 3650578 for patching
benjamin.crocker
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3655998 in //Orion/Release-43/... via CL 3656000 via CL 3656001 via CL 3656002
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3654403 on 2017/09/20 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Merge DevCore -> Orion Release-43 CL 3641450
UE4 - Switch PS4 over to atomics that issue a full memory barrier. UE4 assumes atomics have memory barriers.
#!rb Daniel.Lamb
#!test Compile
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3654399 in //Orion/Release-43/... via CL 3654400 via CL 3654401 via CL 3654402
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3654356 on 2017/09/20 by Andrew.Grant
Merging 3653658 from Dev-Rendering
#!tests compiled, ran editor
#!rb marcus.wassmer
Change 3653914 on 2017/09/20 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to reprocess autosdks (installs debugger for CoreFileAPI access).
#!rb none
#!tests ran locally
#!ROBOMERGE-SOURCE: CL 3653910 in //Orion/Release-43.1/... via CL 3653911 via CL 3653912
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3652495 on 2017/09/19 by Andrew.Grant
Editgration of VR fix in 3643776 from Release-4.17
#!tests #!rb na
Change 3652244 on 2017/09/19 by Sam.Zamani
#!tencent
Disable launcher checks if "-q" is on command line indicating QQ id when launched via TCLS launcher
Added "-q" to whitelist of command line params for shipping builds
Skip update URI routing to Epic Launcher for tencent builds since they use TCLS launcher
#!rb rob.cannaday
#!tests none
Change 3651493 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_x86_64-unknown-linux-gnu libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651490 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_aarch64-unknown-linux-gnueabi libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651489 on 2017/09/19 by buildmachine
BuildPhysX.Automation: Deploying PhysX & APEX & NvCloth Linux_arm-unknown-linux-gnueabihf libs.
#!rb none
#!lockdown Nick.Penwarden
#!tests none
Change 3651445 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3651124 from Release-4.17 to remove -ffast-math flag
#!RB:none
#!Tests:none
[CODEREVIEW] dmitry.rekman, daniel.lamb, andrew.grant
#!ROBOMERGE-SOURCE: CL 3651441 in //Orion/Release-43/... via CL 3651443 via CL 3651444
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3651059 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed code to archive load-order during tests
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3651056 in //Orion/Release-43/... via CL 3651057 via CL 3651058
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3651043 on 2017/09/19 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed error parsing from tests to put cause ahead of file info
#!tests ran self-test
#!rb none
#!ROBOMERGE-SOURCE: CL 3651034 in //Orion/Release-43/... via CL 3651041 via CL 3651042
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649683 on 2017/09/18 by Andrew.Grant
Bulk-merge of oustanding changes in Main to DG
#!tests #!rb na
Change 3649345 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Integrate fix for eidtor crash when switching between low and high scaleability options.
#!rb Olaf.Piesche
#!test Paragon editor
#!ROBOMERGE-SOURCE: CL 3643174 in //Orion/Release-43/... via CL 3643214 via CL 3643240
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649335 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - OR-44257 - Fix for hair not working
It is valuable to use the proper variable when doing Boolean logic :/ Cut-n-paste error from bit-packing conversion.
#!RB:daniel.lamb
#!Tests:Re-tested in cooked build
[CODEREVIEW] daniel.lamb
#!ROBOMERGE-SOURCE: CL 3643061 in //Orion/Release-43/... via CL 3643211 via CL 3643237
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649231 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Bit packing skel mesh cache variable and then reverting sound cue changes to avoid collision with AaronM
#!RB:none
#!Tests:none
[CODEREVIEW] daniel.lamb, aaron.mcleran, marc.audy
#!ROBOMERGE-SOURCE: CL 3642166 in //Orion/Release-43/... via CL 3643199 via CL 3643231
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649211 on 2017/09/18 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix 'lowest' shadow settings (simple forward rendering)
#!rb arne.schober
[FYI] Daniel.Wright
#!tests monolith
#!ROBOMERGE-SOURCE: CL 3642119 in //Orion/Release-43/... via CL 3643196 via CL 3643228
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3649141 on 2017/09/18 by Stephan.Jiang
Tagging files that shouldn't be merged up to Main, upon next engine merge should accept source.
-- These are hacks for ability videos to work before we have the new Sequencer updates
-- CLs contain those hacks: 3649066, 3649049, 3648752, 3648748
#!fyi Andrew.Grant, Max.Preussner
#!rb none
#!test compile
Change 3649087 on 2017/09/18 by Thomas.Ross
Merging //UE4/Dev-Framework/ CL#!3646428 using //UE4/Dev-Framework_to_//Orion/Dev-General
#!rb none
#!tests none
#!fyi Andrew.Grant,Jeff.Williams,dan.oconnor
Change 3649066 on 2017/09/18 by Max.Preussner
WmfMedia: Fix for multiple media sessions being created when repeatedly opening media sources
#!rb stephan.jiang
#!rnx
#!tests none
Change 3649049 on 2017/09/18 by Max.Preussner
Media: Changed audio sample rate warning to verbose log
#!fyi stephan.jiang
#!rb none
#!rnx
#!tests none
Change 3648752 on 2017/09/18 by Max.Preussner
WmfMedia: Fixed race condition in media sound wave
#!rb none
#!rnx
#!tests none
Change 3648748 on 2017/09/18 by Max.Preussner
WmfMedia: Hack for preventing flicker between media source switching
Do not merge to Dev-Main!
#!rb stephan.jiang
#!rnx
#!tests none
Change 3648596 on 2017/09/18 by Bart.Hawthorne
More Oodle batch file fixes - cleaned up the changelist description and removed the changelist parameter since the branch parameter is enough.
Change 3648575 on 2017/09/18 by Sam.Zamani
#!tencent
Fix for missing library calls when initializing TSS anti cheat SDK
#!rb none
#!tests compiles win64 server
Change 3648556 on 2017/09/18 by Jeff.Williams
Null Merging //Orion/Main to Dev-General (//Orion/Dev-General) @3642084
Clearing up robomerge
#!rb none
#!tests none
Change 3648533 on 2017/09/18 by clayton.langford
Unblocking RM.
#!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams
Unresolved conflicts. clayton.langford, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Backing out 3641723 for now due to nontrivial merge conflicts. Did not back out change to DefaultEditor.ini since this change is unrelated to the conflict and essential for existing tests to run properly.
#!RB Adric.Worley
#!tests none
#!ROBOMERGE-SOURCE: CL 3642084 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3648219 on 2017/09/18 by Sam.Zamani
#!tencent
fixed Tencent module thirdparty dll runtime dependency paths
fixed DLLHandle not being set
#!rb none
#!tests none
Change 3647998 on 2017/09/18 by Clayton.Langford
Reorganized CardFXTests to the appropriate location for this branch as part of the merge associated with 3645763.
#!tests compiled
#!rb Adric.Worley
Change 3647817 on 2017/09/18 by James.Golding
Mirror fix from 4.18 release stream (CL 3647799) to Dev-General
Fix out-of-bounds access of cloth mapping data during CPU skinning
#!rb benn.gallagher
#!jira UE-49628
#!fyi benn.gallagher
#!tests convert RiftMage to static mesh
Change 3647749 on 2017/09/18 by Benn.Gallagher
Small change to windows memory intrinsics in PhysX to avoid VS compilation bug on windows causing restrict parameters to bleed the restrict into the calling scope.
This caused matrix transposition to fail after the data was copied in using memcpy
BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
#!rb none
#!tests Editor reimport of clothing assets
Change 3646242 on 2017/09/15 by Tyler.Cole
Revert shared engine LocalMCP scripts.
Change 3646153 on 2017/09/15 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Caching off HasActiveClothingAssets for SkeletalMeshes and ShouldApplyInteriorVolumes for SoundCues in non editor builds
#!RB:daniel.lamb
#!Tests: Ran cooked Client
[CODEREVIEW] daniel.lamb, Benn.Gallagher, lina.halper, marc.audy
#!ROBOMERGE-SOURCE: CL 3641934 in //Orion/Release-43/... via CL 3641936 via CL 3641940
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3646125 on 2017/09/15 by robomerge
#!ROBOMERGE-AUTHOR: arne.schober
OR - Sorting Primitive Components to increase I-Cache utilization and to keep the branch prediction alive during initviews.
#!RB Marcus.Wassmer
#!tests automated performance tests
#!ROBOMERGE-SOURCE: CL 3641873 in //Orion/Release-43/... via CL 3641882 via CL 3641886
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3645861 on 2017/09/15 by clayton.langford
#!CodeReview: clayton.langford, jason.bestimt, andrew.grant, jeff.williams
Still need to move OrionTest.CardFXTest.cs to the correct location and generate the proper includes in the GauntletExtra csproj file. Will do this in a separate CL as advised by JeffW.
Unresolved conflicts. clayton.langford, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Adding more card types to the automated tests. We now support all cards with an active ability and valid target types. This brings us to a current total of 40 cards for now, but new cards that fit the criteria will automatically be included once they are added.
To execute the tests, either run a gauntlet test for CardFXTests or enterthe following command from the frontend: Automation RunTests OrionPerf.Effects.Cards
Known issues: The following cards do not properly confirm their abilities and so produce invalid results: StaticTrap, LampLighter, ProtectiveSentry, and AstralLeap. Disabling these cards is nontrivial as the tests are automatically generated.
#!tests ran local client/server, preflighted
#!rb Ben.Salem
#!rnx
[FYI] Sean.Tobin, Hunter.Kent, Edward.King
#!ROBOMERGE-SOURCE: CL 3641723 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3644062 on 2017/09/14 by Aaron.McLeran
#!jira OR-44171 Some looping sounds are extremely loud
#!rb Ethan.Geller
#!tests run paragon, run near water river, don't observe looping sound being very loud
Change 3643901 on 2017/09/14 by Laurent.Delayen
Integrated CL #!3604725 to fix bug with opening state machines from anim graph.
#!rb none
#!tests fixes bug
#!FYI lina.halper
Change 3643641 on 2017/09/14 by Rob.Cannaday
Fix unreachable code detected
#!rb rob.cannaday
#!tests Win64 compile
Change 3643326 on 2017/09/14 by Sam.Zamani
#!tencent
- temp disabled TerSafe.dll loading until staging issues can be resolved
#!rb none
#!tests none
Change 3643039 on 2017/09/14 by Sam.Zamani
#!tencent
- temp disabled TSS on servers due to linux build issues
#!rb none
#!tests none
Change 3642438 on 2017/09/13 by Rob.Cannaday
Handle new analytics param types (number, string, etc)
Stub implementation of FAnalyticsProviderETTencent DefaultAttrs
#!rb rob.cannaday
#!tests Win64 vs AI match
Change 3641655 on 2017/09/13 by Sam.Zamani
#!tencent
WIP added tss_sdk.dll (server) and TerSafe.dll (client)
JIRA TEN-262 StoryAnti-Cheat SDK - TerSafe.dll 3rd party module for client
JIRA TEN-197 StoryTSS SDK 3rd party module for dedicated servers
#!rb none
#!tests PC run with RegionCN.pak enabling tencent mode
Change 3641559 on 2017/09/13 by Bart.Hawthorne
Fix up oodle dictionary generation scripts
#!rb none
#!jira none
Change 3641550 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added more temp logging in attempt to find OrionOR-43600: Master Bug: Some hero ability FXs are missing in v43
#!rb: none
#!test: Pie
#!ROBOMERGE-SOURCE: CL 3641546 in //Orion/Release-43/... via CL 3641548 via CL 3641549
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3641393 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
We'd lilke to start using this on PS4 but the cost is very high (link-times are 60-90m!) so it needs to be something that is enabled selectively on the farm. I think we're going to consider it analogous to "Arxan" where it's on by default for Nightly/Standard builds in Release branches, but can be flipped off for quick turnarounds and is off in dev.
Currently LTCG/LTO on PS4 is driven purely by bEnableLTOPerfBuilds / bEnableLTODevBuilds project settings. This change allows it to be specified as a command line UBT argument, and also preps the ground for targets to specify their own PGO file which would be used when LTO is enabled
- Changed UBT option from -NoLTCG to -LTCG (I didn't see how it's possible to turn this on, since the default is false and adding the option also turns it false)
- Added PGOInput option to TargetRules and passed through to compile environment
- Updated UEBuildPS4.cs to that bAllowLTCG=true overrides settings in the ini file about what targets to have LTCG on for
- Updated PS4 toolchain to use both LTO and PGO depending on what was set
#!tests soaked locally, preflighted
#!rb codereviewed
FWIW here are before/after results for LTCG.
Orion Performance report from 3 games and 1441.51 seconds
MVP: 2.83 (Min: 2.05, Max: 3.22)
HPM: 4.29 (Min: 4.24, Max: 4.37)
AvgH: 2.77ms (Min: 2.08ms, Max: 4.16ms)
GT: 12.88ms (Min: 12.68ms, Max: 13.25ms)
RT: 13.71ms (Min: 13.48ms, Max: 14.08ms)
GPU: 14.39ms (Min: 14.21ms, Max: 14.50ms)
Orion Performance report from 3 games and 1440.49 seconds
MVP: 1.42 (Min: 1.02, Max: 1.94)
HPM: 3.25 (Min: 2.75, Max: 3.62)
AvgH: 2.08ms (Min: 2.08ms, Max: 2.08ms)
GT: 11.93ms (Min: 11.64ms, Max: 12.47ms)
RT: 12.80ms (Min: 12.54ms, Max: 13.24ms)
GPU: 14.10ms (Min: 13.91ms, Max: 14.27ms)
#!ROBOMERGE-SOURCE: CL 3641352 in //Orion/Release-43/... via CL 3641354 via CL 3641357
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640885 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Limited warning to once every 10 secs.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3640377 in //Orion/Release-43/... via CL 3640380
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640875 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed shipping config issue
#!tests #!rb na
#!ROBOMERGE-SOURCE: CL 3640328 in //Orion/Release-43/... via CL 3640362
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640870 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: mieszko.zielinski
Fixing CIS builds #!Orion
The builds were failing because InitAsyncThread is being run as part of UHT, which doesn't usually include -DebugFX parameter, and warnings reported by UHT during reflection code generation are treated as errors.
[CODEREVIEW] John.Nielson
#!rb none
#!test compilation
#!ROBOMERGE-SOURCE: CL 3640310 in //Orion/Release-43/... via CL 3640361
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3640783 on 2017/09/13 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
More temporary logging for finding the missing FX issue.
#!rb: none
#!Test: Pie
#!ROBOMERGE-SOURCE: CL 3640089 in //Orion/Release-43/... via CL 3640352
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639910 on 2017/09/12 by Rob.Cannaday
Build fix for AnalyticsETTencent
#!rb rob.cannaday
#!tests compile Win64 DebugGame Editor
Change 3639565 on 2017/09/12 by Laurent.Delayen
SkeletalMeshComponent::InitAnim doesn't call Update and Eval anymore, but instead initializes transforms with cheaper ref pose, and relies on regular ticking for updating the pose, so we can take advantage of visibility related optimizations. Also RecalcRequiredBones uses correct predicted LOD level instead of defaulting to 0.
#!rb lina.halper
#!FYI lina.halper
#!tests minion test lane, dropping meshes in a level, testing masterpose component at runtime.
Change 3639228 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Tools - Added ability to postmortem a PS4 devkit for last crash
#!rb run locally
#!tests none
#!ROBOMERGE-SOURCE: CL 3639226 in //Orion/Release-43/... via CL 3639227
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639075 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Specifically requesting 'all' configuration, to avoid missing manifest in jar.
#!ROBOMERGE-SOURCE: CL 3639072 in //Orion/Release-43/... via CL 3639074
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3639022 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
Remove dependency on the editor style set in the WidgetReflector
- Fixes a crash when trying to use the reflector in a client cooked build
- Also updated Focusable column name to shared var
#!rb none
#!tests Widget Reflected in a cooked build
#!ROBOMERGE-SOURCE: CL 3639020 in //Orion/Release-43/... via CL 3639021
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638984 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added some more temp logging to get to the bottom of the missing FX issue. OR-43600 : Master Bug: Some hero ability FXs are missing in v43
#!rb: none
#!test: Pie
#!ROBOMERGE-SOURCE: CL 3638982 in //Orion/Release-43/... via CL 3638983
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638696 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Swapped problematic ensure to LogError, made draft obey notimeouts.
#!tests compiled
#!rb none
[at daniel.lamb]
#!ROBOMERGE-SOURCE: CL 3638693 in //Orion/Release-43/... via CL 3638695
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638644 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Third time's the charm
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638620 in //Orion/Release-43/... via CL 3638636
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638628 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed ensure in a PS4 friendly way
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638550 in //Orion/Release-43/... via CL 3638551
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638583 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed ensure to get a cook
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3638476 in //Orion/Release-43/... via CL 3638478
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3638545 on 2017/09/12 by Bart.Hawthorne
Add analytics for oodle compression percentages
#!rb ryan.gerleve, wes.hunt
#!tests ran a 2 person game with dedicated server and verified analytics were reported
#!jira OR-26386
Change 3638172 on 2017/09/12 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Duplicate 3620803
Partial Fix for Dither Opacity Mask
#!rb none
#!tests PC monolith
#!ROBOMERGE-SOURCE: CL 3637837 in //Orion/Release-43/... via CL 3637838
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637643 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jeff.williams
Fixing version stream to Main
#!ROBOMERGE-SOURCE: CL 3637373 in //Orion/Release-43/... via CL 3637466
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637524 on 2017/09/11 by Andrew.Grant
Merging EngineTest and latest Gauntlet using //Orion/Dev-General/_To_//UE4/Orion-Stating
#!tests build Win64 editor, ran tests locally
#!rb none
Change 3637402 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - Restored logging of runoptions when not verbose
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3636838 in //Orion/Release-43/... via CL 3636840
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637357 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Made 'none' test specify Attended
#!rb Daniel.Lamb
#!tests compiled
#!ROBOMERGE-SOURCE: CL 3636811 in //Orion/Release-43/... via CL 3636812
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3637305 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: john.nielson
Added temporary debug logging cmd line option for finding Jira OrionOR-43600
#!RB: none
#!Test: Pie
[at David.Ratti]
#!ROBOMERGE-SOURCE: CL 3636730 in //Orion/Release-43/... via CL 3636732
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636549 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3633162 from Dev-Rendering to guard around potential issues
#!RB:none
#!Tests:none
[CODEREVIEW] uriel.doyon
#!ROBOMERGE-SOURCE: CL 3636541 in //Orion/Release-43/... via CL 3636542
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636507 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: dan.hertzka
[OR-44013] & [OR-43780] - Hamstrung the old long-form rich text formatting functions to remove unsupported formatting immediately. Will be cleaning up API and usages in DG.
Also:
- Added distance formatting type for simple ability description values (will automatically append u to the value)
- SimpleAbility description values can now go up to two decimal places
Engine:
- Modified FGameplayTag::ImportTextItem to account for redirects when establishing TagName
#!rb Matt.Schembari
#!tests PIE OrionEntry & FrontEndScene - various bug repros
#!ROBOMERGE-SOURCE: CL 3636370 in //Orion/Release-43/... via CL 3636412
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636372 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Implement fast particle pool memory.
Default is 2mb, automatically cleans up oldest used pool slots.
Estimated 1/4 time for STAT_PARTALLOC.
#!rb Jason.Bestimt
#!test paragon ps4 cooked
#!ROBOMERGE-SOURCE: CL 3636045 in //Orion/Release-43/... via CL 3636048
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636319 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue with fatal error message not being shown in reports.
Fixed issue where some cancelled tests reported as succeeded
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635951 in //Orion/Release-43/... via CL 3635955
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3636264 on 2017/09/11 by robomerge
#!ROBOMERGE-AUTHOR: jason.bestimt
#!ORION_43 - Integrating CL 3609090 && 3621546 from Dev-Rendering to help with Render Thread mip map streaming performance
#!RB:none
#!Tests: Ran client cooked build
[CODEREVIEW] daniel.lamb, andrew.grant, Uriel.Doyon
[QAREVIEW]
#!ROBOMERGE-SOURCE: CL 3635817 in //Orion/Release-43/... via CL 3635819
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635288 on 2017/09/10 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added CleanDevices command and task that runs nightly in Dev-Gen to remove old builds from devices
Fixed missing - in SoloSmoke args that were causing trailing params to be lost
#!tests preflighted, ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635286 in //Orion/Release-43/... via CL 3635287
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635145 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Bumped script version to pick up SDK change for patch packages
#!rb none
#!tests none
#!ROBOMERGE-SOURCE: CL 3635143 in //Orion/Release-43/... via CL 3635144
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3635097 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added cleardevices option to Gauntlet that removes all devices after running.
Added to Orion build scripts
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3635090 in //Orion/Release-43/... via CL 3635091
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634985 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Cleaned up some logging around device failures
Attempt to handle "Too Many Connections" error at a lower level
Added removeall command to PS4DevkitUtil (not yet used)
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3634983 in //Orion/Release-43/... via CL 3634984
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634897 on 2017/09/09 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Checking in change to timeouts to test theory
#!tests ran test locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3634895 in //Orion/Release-43/... via CL 3634896
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634765 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Scrape another .05ms out of GPU particle simulation.
#!rb none
#!tests ps4 monolith
#!ROBOMERGE-SOURCE: CL 3634763 in //Orion/Release-43/... via CL 3634764
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634422 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for Gauntlet shutdown issue on builders
Fix for BP editing crash from Dev-Framework
#!tests ran locally
#!rb none!
#!ROBOMERGE-SOURCE: CL 3634313 in //Orion/Release-43/... via CL 3634314
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3634139 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - provision devices on demand. Cuts down logging and reduces issue of kits having too many TM connections when tests on different branches are running
#!tests ran locally with single and file-based devices
#!rb none
#!ROBOMERGE-SOURCE: CL 3633919 in //Orion/Release-43/... via CL 3633921
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633799 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed crash when on Turrets, when changing their MeshUpdate mode to Montages only.
#!rb none
#!tests monolith02 turrets
[CODEREVIEW] lina.halper
#!ROBOMERGE-SOURCE: CL 3633600 in //Orion/Release-43/... via CL 3633601
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633647 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Possible fix for OR-43926 from Arne
#!tests ran locally, observed no ensures or negative side-effects in UI or HUD
#!rb none
#!ROBOMERGE-SOURCE: CL 3633278 in //Orion/Release-43/... via CL 3633281
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3633637 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Upped timeout for editorbased tests
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3633271 in //Orion/Release-43/... via CL 3633274
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632565 on 2017/09/08 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed some test code...
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3632563 in //Orion/Release-43/... via CL 3632564
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632385 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
More improvements to device handling.
Specifically PS4 targets now force-kill other connection if they're not in use, and fixed an edge case where devices could be left in TM and cause problems.
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3632383 in //Orion/Release-43/... via CL 3632384
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632177 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: thomas.ross
Merging CL#!3631888 from //UE4/Dev-Framework to //Orion/Dev-Release-43
#!rb none
#!test local commandlet
#!ROBOMERGE-SOURCE: CL 3632175 in //Orion/Release-43/... via CL 3632176
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632131 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix a bug with new local vector-field only project setting
#!rb none
#!tests ps4 monolith
#!ROBOMERGE-SOURCE: CL 3632127 in //Orion/Release-43/... via CL 3632130
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3632034 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed issue where problem devices were reset each attempt
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3632029 in //Orion/Release-43/... via CL 3632032
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631812 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
More improvements to device management in Gauntlet
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3631602 in //Orion/Release-43/... via CL 3631604
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631787 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fix for OR-42922, reset TickRecords when doing 'OnlyTickMontagesWhenNotRendered' since the montage will appear to have jumped when regular ticking resumes.
#!rb none
[CODEREVIEW] martin.wilson
#!test bot game
#!ROBOMERGE-SOURCE: CL 3631532 in //Orion/Release-43/... via CL 3631536
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3631251 on 2017/09/07 by Andrew.Grant
Additional device selection improvements
#!tests #!rb na
Change 3630861 on 2017/09/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Imrpoved device selection to randomize pick order, exclude devices that failed on the last round, and provide more info as to the constraints of the pool
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3630857 in //Orion/Release-43/... via CL 3630858
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3630620 on 2017/09/07 by Laurent.Delayen
RigidBody anim node: Maintain Bone Velocity transfers through LOD changes. Refactored bone velocity transfer to be queued one frame, while we let final animation pose through. Added support for transferring angular velocity. If update rate is less than 30FPS, break down update into several iterations (max 4). This is to support URO, which can update animations at 15 FPS for minions.
#!rb Ori.Cohen
#!codereview benn.gallagher
#!tests lane minions test map
Change 3629990 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fix for gpu hang on ps4.
#!rb Marcus.Wassmer
#!test Paragon cooked ps4
#!jira OR-43835
#!ROBOMERGE-SOURCE: CL 3629890 in //Orion/Release-43/... via CL 3629891
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629980 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Moved some missed code to FDebug::HasAsserted()
#!tests na
#!rb none
#!ROBOMERGE-SOURCE: CL 3629794 in //Orion/Release-43/... via CL 3629795
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629975 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Project optimization to only support local vector fields.
separate 'stat emitters' into 'stat emitters' and 'stat emittersrt' to separate gamethread cost from renderthread cost.
#!rb olaf.piesche
#!tests monolith ps4/pc
#!ROBOMERGE-SOURCE: CL 3629782 in //Orion/Release-43/... via CL 3629783
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629917 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: marcus.wassmer
Fix for sizebyspeed on ps4
#!rb Simon.Tovey
#!tests pc
#!ROBOMERGE-SOURCE: CL 3629660 in //Orion/Release-43/... via CL 3629661
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629620 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Always get the rest result from nodes, this is where UnrealTestNode parses logs for errors
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3629618 in //Orion/Release-43/... via CL 3629619
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629554 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Restored screenshot support to gauntlet (now driven externally)
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3629551 in //Orion/Release-43/... via CL 3629553
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629495 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: don.eubanks
Stat panel will only show stat changes or improvements that come from Item sources (cards / gems)
#!rb dan.hertzka
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
[RN] Card Shop now only considers Attribute Point effects and Card effects when calculating the bonuses for stats on the stats panel. No more giant HP/MP regen numbers when standing in base!
#!ROBOMERGE-SOURCE: CL 3629334 in //Orion/Release-43/... via CL 3629337
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629468 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Replaced global access to bHasAsserted to FDebug::HasAsserted() and added FDebug::IsEnsuring()
Changed GameThreadWaitForTask so it won't timeout if an ensure is ocurring on a different thread.
#!tests ran locally
#!rb none
[at marcus.wassmer]
#!ROBOMERGE-SOURCE: CL 3629246 in //Orion/Release-43/... via CL 3629296
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629410 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[CODEREVIEW] andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Main/Engine/Plugins/Runtime/PacketHandlers/CompressionComponents/Oodle/Source/ThirdParty/NotForLicensees/Oodle/Oodle.Build.cs
--------------------------------------
Fix for generating project files
#!tests GPF
#!rb none
#!ROBOMERGE-SOURCE: CL 3629088 in //Orion/Release-43/... via CL 3629174
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629369 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Ignore pak signing if fileopenorder is specified (temp? workaround for deadlock in Orion tests)
#!rb none
#!tests verified signing is disabled and game gets to main menu with -fileopenlog
[at graeme.thornton]
#!ROBOMERGE-SOURCE: CL 3628814 in //Orion/Release-43/... via CL 3628816
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3629254 on 2017/09/06 by Laurent.Delayen
URO: ensure we don't skip more frames than desired when switching LODs.
#!rb lina.halper
#!codereview martin.wilson, benn.gallagher
#!test lane minions test map
Change 3629191 on 2017/09/06 by Laurent.Delayen
Added CopyAndAssign to BoneContainer. To help transfer Cached Poses through LOD transitions.
#!rb lina.halper
#!codereview martin.wilson
#!test lane minions test map
Change 3629130 on 2017/09/06 by Laurent.Delayen
AnimInstance: tweaked debug display of AnimSequences, and added DeltaTime to AnimInstance debug.
#!rb none
#!tests lane minion test map
Change 3628300 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed exception that could occur during tests if all devices were in use
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3628298 in //Orion/Release-43/... via CL 3628299
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627915 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Undoing Oodle check for the time being
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3627913 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627875 on 2017/09/06 by Jason.Bestimt
#!ORION_DG - Merge of CL#! 3626655 from Dev-Framework to fix assetimportdata loading (allowing for re-import of curve tables)
#!RB:none
#!Tests:none
#!CodeReview: andrew.grant, alex.gillies, colin.fogle, benjamin.crocker
#!ROBOMERGE: MAIN, 43
Change 3627694 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Improved warnings
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3627691 in //Orion/Release-43/... via CL 3627693
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627642 on 2017/09/06 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
More logging for OR-43892 and OR-43779
#!rb none
#!tests compile
#!ROBOMERGE-SOURCE: CL 3627640 in //Orion/Release-43/... via CL 3627641
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627247 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed check that turns out to be bogus
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3627245 in //Orion/Release-43/... via CL 3627246
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627240 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added compile-time check for presence of Oodle files to prevent future hard-to-debug-runtime-failures
#!tests compiled OrionClient
[at daniel.lamb] #!rb none
#!ROBOMERGE-SOURCE: CL 3627237 in //Orion/Release-43/... via CL 3627239
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3627211 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added ensure for OR-43777
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3627209 in //Orion/Release-43/... via CL 3627210
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626839 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added wait to PS4DevkitUtil before trying to postmortem crashdump
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3626833 in //Orion/Release-43/... via CL 3626837
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626755 on 2017/09/05 by Rob.Cannaday
Merge //Orion/Release-Tencent to //Orion/Dev-General
Some features need to be re-implemented as noted by #!ifdef TODO_TENCENT
TODO: Figure out how to have OnlineSubsystemTencent be Enabled by default in OrionGame.uproject, some calls to IOnlineSubsystem::IsLoaded(TENCENT_SUBSYSTEM) will return true even though the OSS is disabled by config because the module itself is loaded
#!rb sam.zamani
#!lockdown andrew.grant
#!tests Win64 vs AI match, QA smoke test
#!fyi sam.zamani
Change 3626285 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed BaseDir argument not being correctly applied in tests
Added check for LowLevelFatalError to log parser. Don't consider RequestExit's clean if StaticShutdownAfterError was called
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3626280 in //Orion/Release-43/... via CL 3626284
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3626221 on 2017/09/05 by robomerge
#!ROBOMERGE-AUTHOR: david.ratti
Queue OnRep_ReplicatedMovement for simulated proxy OrionChars for a single end of frame call. This is to address when clients can't keep up with server's send rate and end up processing multiple packets / actor bunches in a single frame. Rather than handling multiple bunches with movement updates and calling OnRep_ReplicatedMovement every time, this will call the OnRep once at the end of the frame.
Can be toggled off via UOrionRuntimeOptions::bQueueSimulatedProxyOnRepMovement
#!rb none
#!tests verified OnRep_Movement doesn't show up in profiler when client running at < 60hz
[at Laurent.Delayen] [FYI] [at Andrew.Grant]
#!ROBOMERGE-SOURCE: CL 3626215 in //Orion/Release-43/... via CL 3626219
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3625925 on 2017/09/05 by Laurent.Delayen
If using URO with bShouldUseLodMap and we're missing higher LOD numbers into our LOD Map, use highest available settings (below our current LOD number). Instead of defaulting to high quality (eval every frame), which is certainly not what we want.
#!rb benn.gallagher
#!codereview martin.wilson, lina.halper
#!tests lane minion map
Change 3624051 on 2017/09/02 by Andrew.Grant
Fixed issue with test params not being set.
Went through OrionBuild.xml and added explicit configs arguments to tests where missing. Also set order of args to tests as "-platform -config" to improve readability.
#!tests preflighted
#!rb none
#!review-3624052 @ben.salem
Change 3623907 on 2017/09/02 by Andrew.Grant
Fixed usesyncedbuild option being broken in Gauntlet
#!codereview @daniel.lamb
#!tests compiled
#!rb none
Change 3623906 on 2017/09/02 by David.Ratti
Fix some issues where GameplayCues played on an OrionBaseActor wouldn't be properly translated for skin overrides
#!rb none
#!test future wukong pie
Change 3623766 on 2017/09/01 by Daniel.Wright
[Copy] Volume materials on static meshes now voxelize the mesh's Object space bounding box
#!rb none
#!Tests PC QAGame
Change 3623518 on 2017/09/01 by Don.Eubanks
Fix for Shipping Client PS4
#!rb none
#!tests Compile Shipping Client PS4
#!fyi daniel.lamb andrew.grant
Change 3623515 on 2017/09/01 by Daniel.Wright
[Copy] Volume materials applied to static meshes operate on the object's bounding sphere
#!rb none
#!TESTS QAGame PC
Change 3623503 on 2017/09/01 by Daniel.Wright
[Copy] Fixed ObjectRadius in Volume domain materials
#!rb none
#!TESTS none
Change 3623102 on 2017/09/01 by Marcus.Wassmer
Add GT (gamethread), AT (async task), RT (renderthread) to stuff in 'stat particles' to make things easier to understand
#!rb none
#!tests monolith on PS4
#!fyi olaf.piesche,tim.elek
Change 3623096 on 2017/09/01 by Marcus.Wassmer
checkslow -> check to find issues with ILC
#!rb none
#!tests ran monolith on ps4
Change 3622744 on 2017/09/01 by Laurent.Delayen
RigidBody anim node: Added option 'bTransferBoneVelocities' to transfer bone velocities to simulation upon start, so ragdolls transition seamlessly from kinematic (animation) to simulation. (just linear velocity for now).
Added 'bFreezeIncomingPoseOnStart' option to freeze incoming pose and stop ticking/evaluating rest of the AnimGraph. Also prevents animation animating non simulated bodies.
Take gravity from movement component if present, to inherit custom gravity scaling.
Use proper animation deltatime, rather than world deltatime, as that would cause the simulation to run in slow motion when URO was used.
If LOD enables new bodies, they are now initialized during simulation.
Only write transforms from simulated bodies. Stop considering children of simulated bodies, since SkelControl system handles that by default.
Cached MeshBoneIndexToBodyIndex on initialization to avoid linear search during InitializeBoneTransforms, on LOD change.
Added AnimStats for PreUpdate, Update and Eval.
#!rb ori.cohen
#!codereview ori.cohen, lina.halper, benn.ghallager
#!tests lane minion test map
Change 3622743 on 2017/09/01 by Laurent.Delayen
Added UpdateComponentPose_AnyThread and EvaluateComponentPose_AnyThread to AnimNode_SkeletalControlBase to allow overriding these in child classes.
#!rb lina.halper
#!tests lane minion test map
Change 3622742 on 2017/09/01 by Laurent.Delayen
'showdebug animation' now shows current LOD, various counters to know if Update/Eval/Cachebones/Init was called. Also URO settings.
Renamed DisplayDebugCustom to DisplayDebugInstance.
#!rb lina.halper
#!tests lane minion test map
Change 3622738 on 2017/09/01 by Laurent.Delayen
Removed unused USkinnedMeshComponent::AnimUpdateRateSetParams
#!rb lina.halper
#!tests lane minion test map
Change 3622666 on 2017/09/01 by Jian.Ru
Fix incorrect grouping when FHierarchicalStaticMeshSceneProxy::GetDynamicMeshElements
#!jira UE-48972, OR-43455
#!rb Chris.Bunner
#!tests editor
Change 3622579 on 2017/09/01 by Andrew.Grant
Fixed shutdown issues with some tests being detected as errors
Simplied and cleanup some things in state management of tests.
#!tests ShortSOloGame test locally
#!rb none
Change 3622322 on 2017/09/01 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-40366 from v43
#!tests compiled
#!rb Aaron.McLeran
#!ROBOMERGE-SOURCE: CL 3620707 in //Orion/Release-42.4/... via CL 3621208 via CL 3622295
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3621054 on 2017/08/31 by Andrew.Grant
Merging Gauntlet refactor from //Orion/Dev-General/_To_//UE4/Orion-Stating
#!tests preflighted
#!rb none
Change 3620755 on 2017/08/31 by Daniel.Lamb
Added a pooling system for FDynamicSkelMeshObjectDataGPUSkin. Doesn't add a lot of memory over head. Cleans out every few allocations.
#!rb Jason.Bestimt
#!test Cooked paragon ps4
Change 3620541 on 2017/08/31 by Ben.Salem
Tag all nightly gauntlet report emails with [NightlyAuto] for easier sorting.
#!rb none
#!tests compiled.
Change 3620443 on 2017/08/31 by Mieszko.Zielinski
Extended EQSTestingPawn with an option to specify its nav agent properties to affect navigation-related EQS tests/features #!UE4
#!rb none
#!test golden path
Change 3620428 on 2017/08/31 by Aaron.McLeran
#!jira OR-40366 Bringing fix from FN and Anim-Phys to Dev-General
#!rb Ethan.Geller
#!tests there is no internal repro. Rare crash online. Confirmed fixed in FN crash reports.
Change 3620411 on 2017/08/31 by Mieszko.Zielinski
Fix to removal of simuli sources from the AISense_Sight #!UE4
Made sure given source gets removed from ObservedTargets.
#!rb none
#!test golden path
Change 3620343 on 2017/08/31 by Ben.Salem
Add hitch reporting into FX tests. Layout is definitely WIP but we want the data in those reports to iterate on.
#!rb clayton.langford
#!tests ran shallow and normal FX tests, generated hitches to display.
Change 3620050 on 2017/08/31 by Luke.Thatcher
[ORION] [PS4] [^] Merging compile fix in UEBuildPS4.cs (CL 3619919) from //UE4/Dev-Console/... to //Orion/Dev-General/...
- USE_DEFRAG_ALLOCATOR was not always defined in all cases.
#!rb Daniel.Lamb
#!tests none
Change 3619836 on 2017/08/31 by Andrew.Grant
Merging //UE4/Main @ 3613306 (largely 4.17 fixes and an update from rendering team)
#!tests preflighted, ran locally
#!rb none
Change 3618597 on 2017/08/30 by Dan.Hertzka
Fixed Additive UI materials not being affected by the widget opacity
- We needed to multiply the sampled color by the alpha of the vertex color
Also added fade in anim for scoreboard when showing after the endgame cinematic
#!rb Nick.Darnell
#!tests Widget alpha affects additive materials
Change 3618441 on 2017/08/30 by Laurent.Delayen
Added AnimInstance::DisplayDebugCustom, to display custom debug info before AnimGraph display.
#!rb lina.halper
#!tests lane minions
Change 3618404 on 2017/08/30 by Paul.Moore
- Update to new MMS client API from Fortnite.
- Add MMS API plugin.
#!rb none
#!tests matchmaking, v2 MMS matchmaking, draft lobby.
#!lockdown andrew.grant
Change 3618167 on 2017/08/30 by Marcus.Wassmer
Fix fog on PS4, also volume texture clears.
#!rb luke.thatcher
#!fyi Jordan.Walker
#!tests ran monolith on ps4
Change 3617911 on 2017/08/30 by Andrew.Grant
Fix for OR-43401, lighting remaining unbuilt
#!tests ran cook, verified that lighting for bp components is now correctly found.
#!rb marc.audy
Change 3617765 on 2017/08/30 by Andrew.Grant
Fix for lighting always being unbuilt on some blueprints
#!tests cooked data and verified BP components have the correct transform and receive cached lighting data
#!rb marc.audy, bp-team
Change 3617757 on 2017/08/30 by Laurent.Delayen
clang fix
#!rb none
#!tests none
Change 3617700 on 2017/08/30 by Laurent.Delayen
Added PreEvalSkelControl_AnyThread to SkelControlBase, to allow capture of incoming pose before SkelControl is evaluated.
#!rb lina.halper
#!tests lane minions map
Change 3617695 on 2017/08/30 by Laurent.Delayen
Added Empty() to FBaseCompactPose and FCSPose, to release allocated arrays.
#!rb lina.halper
#!tests test lane minions map
Change 3616757 on 2017/08/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for OR-43459 from Laurent
#!tests na
#!rb Lina.Halper, Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3615643 in //Orion/Release-42.3/... via CL 3615645 via CL 3615649
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3616745 on 2017/08/29 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked net version to 3609966 in anticipation of patch
#!rb #!tests na
#!ROBOMERGE-SOURCE: CL 3615584 in //Orion/Release-42.3/... via CL 3615592 via CL 3615597
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3616551 on 2017/08/29 by Daniel.Lamb
Fix memory leak in paragon.
#!rb Andrew.Grant
#!test Paragon ps4
Change 3613700 on 2017/08/28 by Andrew.Grant
Integrated r.Shadow.UnbuiltPreviewInGame support from Dev-Rendering (reduces cost of rendering unbuilt lighting). Set to off for Orion
Renabled r.Cache.UpdatePrimsTaskEnabled
#!tests ran locally
#!rb none
Change 3613694 on 2017/08/28 by Andrew.Grant
Added -teamsize argument to Orion none test.
#!tests ran None test :)
#!rb none
Change 3613638 on 2017/08/28 by Ben.Salem
Hide threshold colors for Perf tests on Thread times when in development. Add hyperlinks to description videos for Shallow tests. Support for linking new videos on other tests is already in for when videos are created.
#!rb clayton.langford
#!tests Ran shallow and deep test for multiple characters.
Change 3612731 on 2017/08/28 by Chris.Bunner
[DUPLICATE] CL 3572421 - Edge case in lazyobjptr assignment failing for landscape collision components which causes grass data to be flushed during cook.
#!rb
#!fyi Robert Manuszewski, Andrew.Grant, Daniel.Lamb
#!tests Cooking/running simple scene with grass foliage
#!jira UE-48698, OR-42612
Change 3612695 on 2017/08/28 by Andrew.Grant
Added longtimeouts option that uses TimeoutMultiplierForUnoptimizedBuilds value for net connections to solve issue where nomcp can timeout due to non-async loading
Moved Gauntlet-in-shipping determination to OrionClient.Target.cs so it can be enabled with other things.
#!tests ran NoneTest with -nomcp
#!rb none
Change 3612002 on 2017/08/27 by Andrew.Grant
Fix for crash seen during nightly tests
#!tests baseline perf didn't crast 3/3
#!rb none
Change 3611980 on 2017/08/27 by Andrew.Grant
PS4DevkitUtil post-mortem improvements to logging
#!tests run ShortSoloGame
#!rb none
Change 3611758 on 2017/08/26 by Andrew.Grant
Fix for warning
#!tests #!rb na
Change 3611737 on 2017/08/26 by Andrew.Grant
Merging optimizations 3517039, 3545241, & 3545347 from Dev-Rendering
3517039 -
GitHub #!2655: Optimization for shadow map resolution selection for spot lights
* Use the radius of the inscribed sphere at the cone end as the spot light's screen radius
Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly
3545241 -
Fixed spotlight whole scene shadows using a radius 2x too long
3545347 -
Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame.
#!rb none
#!tests compiled
Change 3611718 on 2017/08/26 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Unreal/Gauntlet.UnrealLogParser.cs
--------------------------------------
Improved parsing of callstacks and errors in test logs
Added unit test for error parsing
#!tests ran locally, unit tests
#!rb none
#!ROBOMERGE-SOURCE: CL 3611709 in //Orion/Release-42.3/... via CL 3611710 via CL 3611711
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3611704 on 2017/08/26 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Test fixes - addresses issue with memory report failing
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3611695 in //Orion/Release-42.3/... via CL 3611702 via CL 3611703
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3611683 on 2017/08/26 by Andrew.Grant
Upgraded PS4 SDK to 4.508.111
#!tests SoloGames locally
#!rb none
Change 3611466 on 2017/08/25 by Andrew.Grant
Changed none test to use monolith02 by default
#!tests compiled
#!rb none
Change 3611167 on 2017/08/25 by Laurent.Delayen
Reset UpdateCounter in AnimProxy when initialized, to force an update if rendered without updated.
#!rb none
#!tests lane minions
#!codereview martin.wilson
Change 3610850 on 2017/08/25 by dan.hertzka
Unclog Robomerge
#!rb none
#!tests none
Change 3610325 on 2017/08/25 by Andrew.Grant
Compile fix for PS4
#!tests compiled
#!rb none
Change 3610018 on 2017/08/25 by Laurent.Delayen
UE-48827, OR-43346, OR-43345 Fix for SingleNodeInstances not getting ticked properly. Due to them not increasing UpdateCounter, and forcing a tick even if we're doing parallel ticking later.
#!rb lina.halper
#!tests venus ult on minion lane test map
Change 3609967 on 2017/08/25 by Daniel.Lamb
Merging using //Fortnite/Main/->//Orion/Dev-General/
Bringing across several changes to the texture streamer and budgets from fortnite so as to reduce our garlic memory pool slack for PS4.
CL 3526904 [FORTNITE] [PS4] [!] Fix blurry textures in shipping.
- The texture streaming manager has additional logic in shipping builds which caused textures to never stream back in once they had streamed out.
- Added an extra flag to reset mip bias values when texture memory budget is increased.
#!rb Uriel.Doyon
#!jira FORT-45385
#!jira FORT-47739
CL 3505459 [FORTNITE] [PS4] [~] Memory savings for Fortnite on PS4.
- Disabled LLM. This was increasing the libc heap from 32MB to 100MB in builds with STATs enabled.
- Reduced Libc heap size from 32MB to 8MB. The game only uses 2-3 MB of this heap space, so additional memory is wasted.
- Removed "RESERVED_MEMORY_SIZE" allocation. This is just wasting 1 MB unnecessarily. There is already ~1.5 MB of unallocated direct memory due to alignment requirements of the garlic/onion heaps.
#!jira FORT-45229
#!rb Ben.Woodhouse
CL 3564368
LLM Changes
Summary:
LLM now has 3 stat pages, stat LLM for engine allocations, LLMPlatform for OS allocations and LLMOverhead.
Changes where LLM hooks into the various allocation functions and pools.
Added more LLM tracking scopes.
Changed the way LLM gets its internal memory.
Writing stats out to csv
Fixed a few bugs with the tracker code
Details:
* re-enabled LLM by default in Dev builds for XB1 and PS4
* Reduced overhead to 30MB when LLM is defined in but disabled (this will be removed in a future update)
* track allocations made from the defrag pool (PS4)
* track non-drfrag pool garlic allocations (PS4)
* track allocations made from PS4 malloc
* combined the RHI and Malloc trackers into the Default tracker
* changed stat groups to LLM, LLMPlatform and LLMOverhead
* OnLowLevelAlloc how takes a default tag to be used is no tag scope has been set
* XMemAlloc now uses AllocationType if no LLM scope has been set
* renamed VirtualMap to LLMMap
* added global function pointers for LLMMap to use to allocate memory. Using malloc to allocate memory meant that we couldn't track that memory using LLM. LLM now uses the lowest level OS function depending on the platform. If the platform doesn't set these fiunction pointers LLM will be disabled.
* support for tracking allocations that move in memory (for the PS4 defrag allocator)
* support for tracking explicit memory without pausing the tracker
* LLMCsvWriter for writing out the LLM stats periodically. Enable with -LLMCSV command line arg
* fixed check in FNameToTag. It was checking the wrong value when verifying the name index
* show a warning on screen if LLM has been enabled without debug memory enabled (on consoles)
* fixed program size tracking
* fixed bug with tag scopes being tracked in all trackers. This caused allocations to be counted in stats that were not shown in the tracker. The tracker is now passed in to the scope.
* optimised FLLMScopedTag so that it only calls the singleton once when disabled (instead of 3 times)
* fixed problem in the Pause feature. It now only pauses the specified tracker instead of all of them.
* fixed compile error when LLM_ALLOW_ASSETS_TAGS is disabled
* changed default alloc size for LLMMap to 16K
* Added lots more LLM scopes renamed some of the existing ones
* made FMemBlock::Allocators private and added accessor functions, which include LLM tracking.
* fixed LLM alignment tracking in CustomVirtualAlloc
* implemented LLM on XB1 so that it properly tracks D3D12Allocations
* added tracking to allocations that come from FMemBlock (excluding the defrag heap alloc) and removed tracking from Growable allocator
* tracking of render targets
* fixed LLM pool total column value.
#!rb luke.thatcher
CL 3565905
[ATHENA] [PS4] [^] Merging new PS4 memory system from //UE4/Dev-Console/... to //Fortnite/Dev-Athena/...
3458941 - Initial submission of new PS4 memory allocator.
3485054 - Finer grain scope locks. Prevents contention stalls between threads where possible.
3498440 - Flexible and framebuffer memory fallbacks
3515704 - Add stats to new PS4 memory system.
UEBuildPS4.cpp changes reimplemented as edit. Cannot merge as Dev-Athena's copy is too old to merge properly.
#!rb Ben.Woodhouse
CL 3580934
[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
- Neo has 512 MB more direct memory than a base kit.
- Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.
#!rb Marcus.Wassmer
#!jira FORT-50206
CL 3590180
[FORTNITE] [PS4] [!] Allow fallback to MallocBinned2 when Libc mspace heaps are exhausted.
- Since FORCE_ANSI_ALLOCATOR is not defined, the Libc heap only had 8 MB.
- Platform and 3rd party libraries that make libc malloc/free calls could potentially crash OOM if we exhausted the pool.
- Now, when no memory is left in the mspace heaps, we call into the base allocator (MallocBinned2). This has the added benefit that we should get proper OOM crashes/logs if a libc allocation fails.
#!jira FORT-49700
#!rb Aaron.McLeran
CL 3593920
[FORTNITE] [PS4] [!] Fix 4 GB CPU memory limit in old PS4 memory system.
- Incorrect bitmask usage was truncating the available memory value to 32 bits.
- Also includes some minor refactoring to make parts more readable.
- Removed PS4_USE_FLEXIBLE_FIRST. Dead code that doesn't compile.
#!rb Jonathan.Fitzpatrick
#!jira FORT-50918
CL 3597577
[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
- Previously the amount of texture memory wasnÆt fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
- With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.
#!rb Stewart.Lynch
#!jira FORT-50825
#!jira FORT-49688
#!jira FORT-49695
#!jira FORT-50054
CL 3601951
[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
- Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
- Added garlic, onion and defrag stats to the platform memory stats struct.
- Added fixed pool sizes to platform memory stats.
- Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.
#!rb Stewart.Lynch
#!jira FORT-52910
#!test preflight with baseline performance memory report tests, local tests on neo
#!rb Luke.Thatcher
Change 3608480 on 2017/08/24 by Uriel.Doyon
Instanced static mesh lightmaps are now updated correctly after lighting scenario changes
#!jira UE-48522
#!tests Build lighting, loaded maps
#!rb michel.dupuis
Change 3608407 on 2017/08/24 by Andrew.Grant
Reintegrated ROlando's cloth optimizations
#!tests #!rb none
Change 3608349 on 2017/08/24 by Rolando.Caloca
O - Cloth vertex buffers no longer generate dummy vertices
#!rb Lina.Halper
#!fyi James.Golding
#!tests Check obj list memory with multiple characters, tested animations
Change 3607815 on 2017/08/24 by Laurent.Delayen
Fixed crash when displaying a two bone IK gizmo for a node that hadn't had a chance to evaluate or had a zero alpha.
https://jira.it.epicgames.net/browse/OR-43186
#!rb none
#!tests Price hand two bone IK
#!codereview lina.halper, thomas.sarkanen
Change 3607770 on 2017/08/24 by Andrew.Grant
Fixed bug with peak memory being missing in BaselinePerf tests and time being wrong
#!tests ran locally, updated parser test
#!rb none
Change 3607546 on 2017/08/24 by Jian.Ru
Add more control to chromatic aberration effect
#!jira UE-47138
#!rb Brian.Karis
#!tests editor
Change 3607270 on 2017/08/24 by Andrew.Grant
Mirroring 3605735 from FN to address bug with MIC deduplication
#!tests compiled
#!rb none
Change 3607082 on 2017/08/24 by Laurent.Delayen
Moved up Paragon functionality to cycle between targets with PageUp and PageDown for 'showdebug' commands.
List of targets is contextual (For example 'showdebug animation' will consider all visible actors with an AnimGraph).
Current debug Target is highlighted in a green bounding box.
Paragon now supports 'ShowDebugForReticleTargetToggle <class>' to have 'showdebug' for Actors aimed at by the player.
Paragon maintains feature to track AbilitySystemComponents across Targets. But Cycling is restricted to visible actors.
Target cycling in Paragon now works for all 'showdebug' tags, not just ASCs and Animation.
#!rb dave.ratti
#!tests lane minion test map, debugging individual minions
#!codereview jon.lietz
Change 3606772 on 2017/08/24 by David.Ratti
Spot edigrate CL 3606417 for accurate CurveTable memory tracking
#!rb none
#!tests none
[CL 3748735 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3358367 by tim.gautier
Submitting resaved QAGame assets - Materials, Material Instances, Material Functions and Parameters
Change 3624848 by Jamie.Dale
Added a composite font for the editor (and Slate core)
This is defined in FLegacySlateFontInfoCache::GetDefaultFont and uses our default Roboto fonts (and the culture specific fallback fonts), and is now used as the default font for Slate and the editor.
This change removes all the manual TTF/OTF file references from the various Slate styles, as well as updating 200+ hard-coded font references to use the new default font.
This fixes various rendering issues with fonts in the editor when using different languages, and clears a big barrier for removing the legacy localized fallback font support.
Change 3654993 by Jamie.Dale
'Native' (now called 'FNativeFuncPtr') is now a function pointer that takes a UObject* context, rather than a UObject member function pointer
This avoids ambiguity when binding a native function pointer to a type that doesn't match the context pointer, as you could end up getting a function called with an incorrect 'this' pointer
Breaking changes:
- Native has been renamed to FNativeFuncPtr.
- The signature of a native function has changed (use the DECLARE_FUNCTION and DEFINE_FUNCTION macro pair).
- Use P_THIS if you were previously using the 'this' pointer in your native function.
Change 3699591 by Jamie.Dale
Added support for displaying and editing numbers in a culture correct way
Numeric input boxes in Slate will now display and accept numbers using the culture correct decimal separators. This is enabled by default, and can be disabled by setting "ShouldUseLocalizedNumericInput" to "False" in XEditorSettings.ini (for the editor), or XGameUserSettings.ini (for a game).
#jira UE-4028
Change 3719568 by Jamie.Dale
Allow platforms to override the default ICU timezone calculation
Change 3622366 by Bradut.Palas
#jira UE-46677
Don't allow OnLevelRemovedFromWorld to reset the transaction buffer if we're in PIE mode.
Also, remove one undo barrier in case the event was triggered in PIE mode or else we block the user from undoing previous actions.
Change 3622378 by Bradut.Palas
#jira UE-46590
we have a general bug with detecting the size of the last column, but the clamping prevents it from appearing with the other resize modes. The Content Browser is the only one to use fixed width.
The bug is that the size of the last element is incorrectly reported, after we drag back and forth.
Fixed by not reading the size real time, but reading it from the SlotInfo structure that is created earlier, which holds the correct value.
Change 3622552 by Jamie.Dale
Added support for per-culture sub-fonts within a composite font
This allows you to do things like create a Japanese specific Han sub-font to override the Han characters used in a CJK font (previously you needed to create a localized font asset to achieve this).
Change 3623170 by Jamie.Dale
Fixing warning
Change 3624846 by Jamie.Dale
Composite font cache optimizations
- Converted a typically small sized map to a sorted array + binary search.
- Converted the already sorted range array to use binary search.
- Contiguous ranges using the same typeface are now merged in the cache.
Change 3625576 by Cody.Albert
We now only set the widget tree to transient instead of passing the flag through StaticDuplicateObject. This was causing instanced subobjects to be flagged with RF_DuplicateTransient, preventing them from properly being duplicated when an array of instanced subobjects was modified.
#jira UE-47971
Change 3626057 by Matt.Kuhlenschmidt
Expose EUmgSequencePlayMode to blueprints
#jira UE-49255
Change 3626556 by Matt.Kuhlenschmidt
Fix window size and position adjustment not accounting for primary monitor not being a high DPI monitor when a secondary monitor is. Causes flickering and incorrect window positioning.
#jira UE-48922, UE-48957
Change 3627692 by Matt.Kuhlenschmidt
PR #3977: Source control submenu menu customization (Contributed by Kryofenix)
Change 3628600 by Arciel.Rekman
Added AutoCheckout to FAssetRenameManager for commandlet usage.
Change 3630561 by Richard.Hinckley
Deprecating the version of UFunctionalTestingManager::RunAllFunctionalTests that feature an unused bool parameter, replacing with a new version without that parameter.
Change 3630656 by Richard.Hinckley
Compile fix.
Change 3630964 by Arciel.Rekman
Fix CrashReporterClient headless build.
Change 3631050 by Matt.Kuhlenschmidt
Back out revision 9 from //UE4/Dev-Editor/Engine/Source/Runtime/Slate/Private/Widgets/Layout/SSplitter.cpp
Causes major problems with resizing splitters in editor
Change 3631140 by Arciel.Rekman
OpenAL: update Linux version to 1.18.1 (UETOOL-1253)
- Also remove a hack for RPATH and make it use a generic RPATH mechanism.
- Bulk of the change from Cengiz.Terzibas
#jira UETOOL-1253
Change 3632924 by Jamie.Dale
Added support for a catch-all fallback font within composite fonts
This allows you to provide broad "font of last resort" behavior on a per-composite font basis, in a way that can also work with different font styles.
Change 3633055 by Jamie.Dale
Fixed some refresh issues in the font editor
Change 3633062 by Jamie.Dale
Fixed localization commands being reported as unknown
Change 3633906 by Nick.Darnell
UMG - You can now store refrences to widgets in the same UserWidget. If you need to create links between widgets this is valuable. Will likely introduce new ways to utilize this in the future, for now just getting it working.
Change 3634070 by Arciel.Rekman
Display actually used values of material overrides.
Change 3634254 by Arciel.Rekman
Fix ResavePackages working poorly with projects on other drives (UE-49465).
#jira UE-49465
Change 3635985 by Matt.Kuhlenschmidt
Fixed typo in function name used by maps
PR #3975: Add tooltip to Arrays in Editor (Contributed by projectgheist)
Change 3636012 by Matt.Kuhlenschmidt
PR #3982: Unhide mouse cursor after using Ansel (Contributed by projectgheist)
Change 3636706 by Lauren.Ridge
Epic Friday: Save parameters to child or sibling instance functionality
Change 3638706 by Jamie.Dale
Added an improved Japanese font to the editor
This is only used when displaying Japanese text when the editor is set to Japanese, and uses a font with Japanese-style unified Han characters (our default fallback font uses Chinese-style unified Han characters).
#jira UE-33268
Change 3639438 by Arciel.Rekman
Linux: Repaired ARM server build (UE-49635).
- Made Steam* plugins compile.
- Disabled OpenEXR as the libs aren't compiled (need to be done separately).
(Edigrating CL 3639429 from Release-4.17 to Dev-Editor)
Change 3640625 by Matt.Kuhlenschmidt
PR #4012: FSlateApplication::ProcessReply use &Reply (Contributed by projectgheist)
Change 3640626 by Matt.Kuhlenschmidt
PR #4011: Remove space from filename (Contributed by projectgheist)
Change 3640697 by Matt.Kuhlenschmidt
PR #4010: PNG alpha fix (Contributed by mmdanggg2)
Change 3641137 by Jamie.Dale
Fixed an issue where a culture specific sub-font could produce incorrect measurements during a culture switch
It would fallback to the last resort font for a frame or two while the font cache flushed. This has it update the ranges immediately.
Change 3641351 by Jamie.Dale
Fixing incorrect weights on the Japanese sub-font
Change 3641356 by Jamie.Dale
Fixing inconsistent font sizes between CoreStyle and EditorStyle
Change 3641710 by Jamie.Dale
Fixed pure-virtual function call on UMulticastDelegateProperty
Change 3641941 by Lauren.Ridge
Adding a Parameter Details tab to the Material Editor so users can change default parameter details
Change 3644141 by Jamie.Dale
Added an improved Korean font to the editor
This is only used when displaying Korean text when the editor is set to Korean
Change 3644213 by Arciel.Rekman
Fix the side effects of a fix for UE-49465.
- Default materials were apparently not being found while building DDC (e.g. making an installed build), now they are
and we should not reset loaders on them lest we trigger HasDefaultMaterialsPostLoaded() assert later.
#jira UE-49465
Change 3644777 by Jamie.Dale
Reverting Korean editor font back to NanumGothic as NanumBarunGothic looked too squished
Change 3644879 by tim.gautier
QAGame: Optimized assets for Procedural Foliage testing
- Added camera bookmarks to Stations in QA-Foliage
- Renamed QA-FoliageTypeInst assets to ProcFoliage_Shape
- Fixed up redirectors
Change 3645109 by Matt.Kuhlenschmidt
PR #3990: Git plugin: fix status of renamed, removed, missing, untracked assets (Contributed by SRombauts)
Change 3645114 by Matt.Kuhlenschmidt
PR #3991: Git Plugin: Fix RunDumpToFile() leaking Process handles (Contributed by SRombauts)
Change 3645116 by Matt.Kuhlenschmidt
PR #3996: Git Plugin: run an "UpdateStatus" at "Connect" time to populate the Source Control cache (Contributed by SRombauts)
Change 3645118 by Matt.Kuhlenschmidt
PR #4005: Git Plugin: Expand the size of the Button "Initialize project with Git" (Contributed by SRombauts)
Change 3645876 by Arciel.Rekman
Linux: fix submenus of context menu not working (UE-47639).
- Change by icculus (Ryan Gordon).
- QA-ClickHUD seems to be not affected by this change (it is already broken alas).
#jira UE-47639
Change 3648088 by Jamie.Dale
Fixed some case-sensitivity issues with FText format argument names/pins
These were originally case-sensitive, but that was lost somewhere along the way. This change restores their original behavior.
#jira UE-47122
Change 3648097 by Jamie.Dale
Moved common macOS/iOS localization implementation into FApplePlatformMisc
#jira UE-49940
Change 3650858 by Arciel.Rekman
UBT: improve CodeLite project generator (UE-49400).
- PR #3987 submitted by yaakuro (Cengiz Terzibas).
#jira UE-49400
Change 3651231 by Arciel.Rekman
Linux: default to SM5 for Vulkan.
- Change by Timothee.Bessett.
Change 3653627 by Matt.Kuhlenschmidt
PR #4020: Source Control Submit Files now interprets Escape key as if the user clicked cancel (Contributed by SRombauts)
Change 3653628 by Matt.Kuhlenschmidt
PR #4022: Add New C++ Class dialog remember previously selected module. (Contributed by Koderz)
Change 3653984 by Jamie.Dale
Fixed some redundant string construction
Change 3658528 by Joe.Graf
UE-45141 - Added CMAKE_CXX_COMPILER and CMAKE_C_COMPILER settings to the generated CMake files
Change 3658594 by Jamie.Dale
Zipping in UAT now always uses UTF-8 encoding to prevent Unicode issues
#jira UE-27263
Change 3659643 by Michael.Trepka
Added a call to FCoreDelegates::ApplicationWillTerminateDelegate.Broadcast(); in Mac RequestExit() to match Windows behavior
#jira UETOOL-1238
Change 3661908 by Matt.Kuhlenschmidt
USD asset importing improvements
Change 3664100 by Matt.Kuhlenschmidt
Fix static analysis
Change 3664107 by Matt.Kuhlenschmidt
PR #4051: UE-49448: FPropertyChangedEvent to include TopLevelObjects (Contributed by projectgheist)
Change 3664125 by Matt.Kuhlenschmidt
PR #4036: Add missing GRAPHEDITOR_API (Contributed by projectgheist)
Change 3664340 by Jamie.Dale
PR #3648: Prevent GatherTextFromSource from failing the commandlet (Contributed by projectgheist)
Change 3664403 by Jamie.Dale
PR #3769: Fixes UE-46973 - Drag and Dropping Folders with Names (Contributed by LordNed)
Change 3664539 by Jamie.Dale
PR #3280: Added EditableText functionality (Contributed by projectgheist)
Change 3665433 by Alexis.Matte
When we finish importing morph target we must re-initialise the render resources since we now use GPU morph target.
#jira UE-50231
Change 3666747 by Cody.Albert
Change 3669280 by Jamie.Dale
PR #4060: UE-50455: Verify folder is newly created before removing from tree (Contributed by projectgheist)
Change 3669718 by Jamie.Dale
PR #4061: Clear Content Browser folder search box on escape key (Contributed by projectgheist)
Change 3670838 by Alexis.Matte
Fix crash when deleting a skeletal mesh LOD and the mouse is over the "reimport" button.
#jira UE-50387
Change 3671559 by Matt.Kuhlenschmidt
Update SimpleUI automation test ground truth
#jira UE-50325
Change 3671587 by Alexis.Matte
Fix fbx importer scale not always apply. A cache array was not reset when opening a fbx file.
#jira UE-50147
Change 3671730 by Jamie.Dale
Added PostInitInstance to UClass to allow class types to perform construction time initialization of their instances
Change 3672104 by Michael.Dupuis
#jira UE-50427: Update the volume visibility list of the editor viewport when changing the procedural foliage settings
Change 3674906 by Alexis.Matte
Make sure the export LOD option is taken in consideration when exporting a level or the current level selection
#jira UE-50248
Change 3674942 by Matt.Kuhlenschmidt
Fix static analysis
Change 3675401 by Alexis.Matte
-fix export animation, do not truncate the last frame anymore
-fix the import animation, there was a display issue in the progress bar. Also a floorToInt sometime truncate the last valid frame. We also have a better way to calculate the time increment we use to sample the fbx curves.
#jira UE-48231
Change 3675990 by Alexis.Matte
Remove morph target when doing a re-import, so morph will be remove if they do not exist anymore in the fbx.
This is to avoid driving random vertex with old morph target.
#jira UE-50391
Change 3676169 by Alexis.Matte
When we re-import with dialog the option, "Override Full Name" was set to false and save with the option dialog. We now not set it to false, since it was not use during re-import.
Change 3676396 by Alexis.Matte
Make all LOD 0 name consistent in staticmesh editor
#jira UE-49461
Change 3677730 by Cody.Albert
Enable locking of Persistent Level in Levels tab
#jira UE-50686
Change 3677838 by Jamie.Dale
Replaced broken version of Roboto Light
Change 3679619 by Alexis.Matte
Integrate GitHub pr #4029 to fix import fbx chunk material assignation.
#jira UE-50001
Change 3680093 by Alexis.Matte
Fix the skeletal mesh so the vertex color is part of the vertex equality like with the static mesh.
Change 3680931 by Arciel.Rekman
SlateDialogs: show image icon for *.tga (UE-25106).
- Also reworked the logic somewhat.
#jira UE-25106
Change 3681966 by Yannick.Lange
MaterialEditor post-process preview.
#jira UE-45307
Change 3682407 by Lauren.Ridge
Fixes for material editor compile errors
Change 3682628 by Lauren.Ridge
Content browser filters for Material Layers, Blends, and their instances
Change 3682725 by Lauren.Ridge
Adding filter assets and instance assets to Material Layers and Material Layer Blends. Turning Material Layering on by default
Change 3682921 by Lauren.Ridge
Fix for instance layers not initializing fully
Change 3682954 by Lauren.Ridge
Creating Material Layer Test Assets
Change 3683582 by Alexis.Matte
Fix static analysis build
Change 3683614 by Matt.Kuhlenschmidt
PR #4062: Git Plugin: Fix UE-44637: Deleting an asset is unsuccessful if the asset is marked for add (Contributed by SRombauts)
Change 3684130 by Lauren.Ridge
Allow visible parameter retrieval to correctly recurse through internally called functions. Previous check was intended to prevent function previews from leaving their graph through unhooked inputs, but unintentionally blocked all function inputs.
Change 3686289 by Arciel.Rekman
Remove the pessimization (UE-23791).
Change 3686455 by Lauren.Ridge
Fixes for adding/removing a layer parameter from the parent not updating the child
Change 3686829 by Jamie.Dale
No longer include trailing whitespace in the justification calculation for soft-wrapped lines
#jira UE-50266
Change 3686970 by Lauren.Ridge
Making material parameter preview work for functions as well
Change 3687077 by Jamie.Dale
Fixed crash using FActorDetails with the struct details panel
Change 3687152 by Jamie.Dale
Fixed the row structure tag not appearing in the Content Browser for Data Table assets
The CDO is used to filter these tags, and the CDO was omiting that tag which caused it to be filtered for all Data Tables.
#jira UE-48691
Change 3687174 by Lauren.Ridge
Fix for material layer sub-parameters showing up in the default material parameters panel
Change 3688100 by Lauren.Ridge
Fixing static analysis error
Change 3688317 by Jamie.Dale
Fixed crash using the widget reflector in a cooked game
Editor-style isn't available in cooked games. Core-style should be used instead for the widget reflector.
Change 3689054 by Jamie.Dale
Reference Viewer can now show/copy references lists for nodes with multiple objects, or multiple selected nodes
#jira UE-45751
Change 3689513 by Jamie.Dale
Fixed justification bug with RTL text caused by CL# 3686829
Also implemented the same alignment fix for visually left-aligned RTL text.
#jira UE-50266
Change 3690231 by Lauren.Ridge
Added Material Layers Parameters Preview (all editing disabled) panel to the Material Editor
Change 3690234 by Lauren.Ridge
Adding Material Layers Function Parameter to Static Parameter Compare
Change 3690750 by Chris.Bunner
Potential nullptr crash.
Change 3690751 by Chris.Bunner
Fixed logic on overridden vector parameter retrieval for material instances checking a function owned parameter.
Change 3691010 by Jamie.Dale
Fixed some clipping issues that could occur with right-aligned text
FTextBlockLayout::OnPaint was passing an unscaled offset to SetVisibleRegion, and it also wasn't correctly adjusting the offset for RTL text with left-alignment (which becomes a visual right-alignment)
#jira UE-46760
Change 3691091 by Jamie.Dale
Renamed FTextBlockLayout to FSlateTextBlockLayout to reflect that it's a Slate specific type
Change 3691134 by Alexis.Matte
Make sure we instance also the collision mesh when exporting a level to fbx file.
#jira UE-51066
Change 3691157 by Lauren.Ridge
Fix for reset to default not refreshing sub-parameters
Change 3691192 by Jamie.Dale
Fixed Content Browser selection resetting when changing certain view settings
#jira UE-49611
Change 3691204 by Alexis.Matte
Remove fbx export file version 2010 compatibility. The 2018 fbx sdk refuse to export earlier then 2011.
#jira UE-51023
Change 3692335 by Lauren.Ridge
Setting displayed asset to equal filter asset if no instance has been selected
Change 3692479 by Jamie.Dale
Fixed whitespace
Change 3692508 by Alexis.Matte
Make sure we warn the user that there is nothing to export when exporting to fbx using "export selected" or "export All" from the file menu.
We also prevent the export dialog to show
#jira UE-50973
Change 3692639 by Jamie.Dale
Translation Editor now shows stale translations as "Untranslated"
Change 3692743 by Lauren.Ridge
Smaller blend icons, added icon size override to FObjectEntryBox
Change 3692830 by Alexis.Matte
Fix linux build
Change 3692894 by Lauren.Ridge
Tooltip on "Parent" in material layers
Change 3693141 by Jamie.Dale
Removed dead code
FastDecimalFormat made this redundant
Change 3693580 by Jamie.Dale
Added AlwaysSign number formatting option
#jira UE-10310
Change 3693784 by Jamie.Dale
Fixed assert extracting the number formatting rules for Arabic
It uses a character outside the BMP for its plus and minus sign, so we need these to be a string to handle that.
#jira UE-10310
Change 3694428 by Arciel.Rekman
Linux: make directory watch request a warning so they don't block cooking.
- See https://answers.unrealengine.com/questions/715206/cook-error-on-linux.html
Change 3694458 by Matt.Kuhlenschmidt
Made duplicate keybinding warning non-fatal
Change 3694496 by Alexis.Matte
fix static analysis build
Change 3694515 by Jamie.Dale
Added support for culture correct parsing of decimal numbers
#jira UE-4028
Change 3694621 by Jamie.Dale
Added a variant of FastDecimalFormat::StringToNumber that takes a string length
This can be useful if you want to convert a number from within a non-null terminated string
#jira UE-4028
Change 3694958 by Jamie.Dale
Added a parsed length output to FastDecimalFormat::StringToNumber to allow permissive parsing
You can test this rather than the result if you want to attempt to parse a number from a string that may have other data after it. This also fixes the sign-suffix causing the parsing to fail.
#jira UE-4028
Change 3695083 by Alexis.Matte
Optimisation of the morph target import
- We now compute only the normal for the shape the tangent are not necessary
- The async tasks are create when there is some available cpu thread to avoid filling the memory
- When we re-import the morph target are deleted in bulk avoiding to initialize the morph map for every morphs targets
#jira UE-50945
Change 3695122 by Jamie.Dale
GetCultureAgnosticFormattingRules no longer returns a copy
Change 3695835 by Arciel.Rekman
TestPAL: greatly expanded malloc test.
Change 3695918 by Arciel.Rekman
TestPAL: Added thread priority test.
Change 3696589 by Arciel.Rekman
TestPAL: tweak thread priorities test (better readability).
Change 3697345 by Alexis.Matte
Fix reorder of material when importing a LOD with new material
#jira UE-51135
Change 3699590 by Jamie.Dale
Updated SGraphPinNum to use a numeric editor
#jira UE-4028
Change 3699698 by Matt.Kuhlenschmidt
Fix crash opening the level viewport context menu if the actor-component selection is out of sync
#jira UE-48444
Change 3700158 by Arciel.Rekman
Enable packaging for Android Vulkan on Linux (UETOOL-1232).
- Change by Cengiz Terzibas
Change 3700224 by Arciel.Rekman
TestPAL: fixed a memory leak.
Change 3700775 by Cody.Albert
Don't need to initialize EnvironmentCubeMap twice.
Change 3700866 by Michael.Trepka
PR #3223: Remove unnecessary reallocation. (Contributed by foollbar)
#jira UE-41643
Change 3701132 by Michael.Trepka
Copy of CL 3671538
Fixed issues with editor's game mode in high DPI on Mac.
#jira UE-49947, UE-51063
Change 3701421 by Michael.Trepka
Fixed a crash in FScreenShotManager caused by an attempt to access a deleted FString in async lambda expression
Change 3701495 by Alexis.Matte
Fix fbx importer "import normals" option when mix with "mikkt" tangent build it was recomputing the normals instead of importing them.
#jira UE-UE-51359
Change 3702982 by Jamie.Dale
Cleaned up some localization setting names
These now have consistent names and avoid double negatives. This also fixes needing to restart the editor when changing the "ShouldUseLocalizedPropertyNames" setting.
Change 3703517 by Arciel.Rekman
TestPAL: improved thread test.
- Changed the counter to a normal variable to reduce possible contentions (threads used to share the counter in an early prototype, hence the usage of an atomic).
Change 3704378 by Michael.Trepka
Disable Zoom button on Mac if project requests a resizeable window without it.
#jira UE-51335
Change 3706316 by Jamie.Dale
Fixed the asset search suggestions list closing if you clicked on its scrollbar
#jira UE-28885
Change 3706855 by Alexis.Matte
Support importing animation that has some keys with negative time
#jira UE-51305
Change 3709634 by Matt.Kuhlenschmidt
PR #4146: Null access check on ForceLOD in FViewport::HighResScreenshot (Contributed by projectgheist)
Change 3711085 by Michael.Trepka
Reenabled UBT makefiles on Mac
Change 3713049 by Josh.Engebretson
The ConfigPropertyEditor now generates a unique runtime UClass. It uses the outer name on the property instead of a unique ID as a unique id would generate a new UClass every time (and these are RF_Standalone). I also removed some static qualifiers for Section and Property names which were incorrect.
#jira UE-51319
Change 3713144 by Lauren.Ridge
Fixing automated test error
#jira UE-50982
Change 3713395 by Alexis.Matte
Fix auto import mountpoint
#jira UE-51524
Change 3713881 by Michael.Trepka
Added -buildscw to Mac Build.sh script to build ShaderCompileWorker in addition to the requested target. Xcode passes it to the script when building non-program targets.
#jira UE-31093
Change 3714197 by Michael.Trepka
Send IMM key down event to the main window instead of Cocoa key window, as that's what the Slate's active window is. This solves problems with IMM not working in context menu text edit fields.
#jira UE-47915
Change 3714911 by Joe.Graf
Merge of cmake changes from Dev-Rendering
Change 3715973 by Michael.Trepka
Disable OS close button on Windows if project settings request that
#jira UE-45522
Change 3716390 by Lauren.Ridge
The color picker summoned when double-clicking vector3 nodes now has its intended "do not refresh until OK is clicked" behavior.
#jira UE-50916
Change 3716529 by Josh.Engebretson
Content Browser: Clamp "Assets to Load at Once Before Warning" so it cannot be set below 1
#jira UE-51341
Change 3716885 by Josh.Engebretson
Tracking transactions such as a duplication operation can modify a selection which differs from the initial one. Added package state tracking to restore unmodified state when necessary.
#jira UE-48572
Change 3716929 by Josh.Engebretson
Unshelved from pending changelist '3364093':
PR #3420: Exe's icons and properties (Contributed by projectgheist)
Change 3716937 by Josh.Engebretson
Unshelved from pending changelist '3647428':
PR #4026: Fixed memory leaks for pipe writes and added data pipe writes (Contributed by Hemofektik)
Change 3717002 by Josh.Engebretson
Fix FileReference/string conversion
Change 3717355 by Joe.Graf
Fixed CMake file generation on Windows including Engine/Source/ThirdParty source
Change 3718256 by Arciel.Rekman
TestPAL: slight mod to the malloc test.
- Touch the allocated memory to check actual resident usage.
Change 3718290 by Arciel.Rekman
BAFO: place descriptor after the allocation to save some VIRT memory.
- We're relying on passing correct "Size" argument to Free() anyway, and this modification makes use of that extra information to save on memory for the descriptor.
Change 3718508 by Michael.Trepka
Fixed vsnprintf on platforms that use our custom implementation in StandardPlatformString.cpp to ignore length modifier for certain types (floating point, pointer)
#jira UE-46148
Change 3718855 by Lauren.Ridge
Adding content browser favorite folders. Add or remove folders from the favorite list in the folder's right-click context menu, and hide or show the favorites list in the Content Browser options.
Change 3718932 by Cody.Albert
Update ActorSequence plugin loading phase to PreDefault
#jira UE-51612
Change 3719378 by tim.gautier
QAGame: Renamed multiTxt_Justification > UMG_TextJustification.
Added additional Text Widgets for testing
Change 3719413 by Lauren.Ridge
Resubmit of content browser favorites
Change 3719803 by Yannick.Lange
VREditor: Fix crash with null GEditor
#jira UE-50103
Change 3721127 by tim.gautier
QAGame: Fixed up a ton of redirectors within /Content and /Content/Materials
- Added M_ParamDefaults and MF_ParamDefaults
- Moved legacy MeshPaint materials into /Content/Materials/MeshPaint
- Renamed ColorPulse assets from MatFunction_ > MF_, moved into /Content/Materials/Functions
Change 3721255 by Alexis.Matte
Replace skeletal mesh import option "keep overlapping vertex" by 3 float thresholds allowing the user to control the welding thresholds.
#jira UE-51363
Change 3721594 by Lauren.Ridge
Material Blends now have plane mesh previews in their icons.
Change 3722072 by tim.gautier
QAGame: Updated MF_ParamDefaults - using red channel as roughness
Updated M_ParamDefaults - tweaked Scalar values
Change 3722180 by Michael.Trepka
Updated Xcode project generator to sort projects in the navigator by name (within folders) and also sort the list of schemes so that their order matches the order of projects in the navigator.
#jira UE-25941
Change 3722220 by Michael.Trepka
Fixed a problem with Xcode project generator not handling quoted preprocessor definitions correctly
#jira UE-40246
Change 3722806 by Lauren.Ridge
Fixing non-editor compiles
Change 3722914 by Alexis.Matte
Fbx importer: Add new attribute type(eSkeleton) for staticmesh socket import.
#jira UE-51665
Change 3723446 by Michael.Trepka
Copy of CL 3688862 from 4.18 + one more fix for a deadlock related to window resizing when using IME
Don't do anything in Mac window's windowWillResize: if we're simply chaning the z order of windows. This way we avoid a rare dead lock when hiding the window.
#jira UE-48257
Change 3723505 by Matt.Kuhlenschmidt
Fix duplicate actors being created for USD primitives that specify a custom actor class
Change 3723555 by Matt.Kuhlenschmidt
Fix crash loading the gameplayabilities module
#jira UE-51693
Change 3723557 by Matt.Kuhlenschmidt
Fixed tooltip on viewport dpi scaling option
Change 3723870 by Lauren.Ridge
Fixing incorrect reset to default visibility, adding clear behavior to fields
Change 3723917 by Arciel.Rekman
Linux: fix compilation with glibc 2.26+ (UE-51699).
- Fixes compilation on Ubuntu 17.10 among others.
(Merging 3723489 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3723918 by Arciel.Rekman
Linux: do not test for popcnt presence unnecessarily (UE-51677).
(Merging 3723904 from //UE4/Release-4.18/... to //UE4/Dev-Editor/...)
Change 3724229 by Arciel.Rekman
Fix FOutputDeviceStdOutput to use printf() on Unix platforms.
Change 3724261 by Arciel.Rekman
TestPAL: fix thread priority test (zero the counter).
Change 3724978 by Arciel.Rekman
Linux: fix priority calculation.
- Rlimit values are always positive, so this was completely broken when the RLIMIT_NICE is non-0.
Change 3725382 by Matt.Kuhlenschmidt
Guard against crashes and add more logging when actor creation fails.
Looks like it could be manual garbage collections triggered before conversion is complete so those have been removed
#jira UE-47464
Change 3725559 by Matt.Kuhlenschmidt
Added a setting to enable/disable high dpi support in editor. This currently only functions in Windows.
Moved some files around for better consistency
Change 3725640 by Arciel.Rekman
Fix Linux thread/process priorities.
- Should also speed up SCW on Linux by deprioritizing them less.
Change 3726101 by Matt.Kuhlenschmidt
Fix logic bug in USD child "kind" type resolving
Change 3726244 by Joe.Graf
Added an option to generate a minimal set of targets for cmake files
Added shader and config files to cmake file generation for searching within IDEs
Change 3726506 by Arciel.Rekman
Fix compile issue after DPI change.
Change 3726549 by Matt.Kuhlenschmidt
Remove unnecessary indirection to cached widgets in the hit test grid
Change 3726660 by Arciel.Rekman
Enable DPI switch on Linux.
Change 3726763 by Arciel.Rekman
Fix mismatching "noperspective" qualifier (UE-50807).
- Pull request #4080 by TTimo.
Change 3727080 by Michael.Trepka
Added support for editor's EnableHighDPIAwareness setting on Mac
Change 3727658 by Matt.Kuhlenschmidt
Fix shutdown crash if level editor is still referenced after the object system has been gc'd
#jira UE-51630
Change 3728270 by Matt.Kuhlenschmidt
Remove propertyeditor dependency from editorstyle
Change 3728291 by Arciel.Rekman
Linux: fix for a crash on a headless system (UE-51714).
- Preliminary change before merging to 4.18.
Change 3728293 by Arciel.Rekman
Linux: remove unneeded dependency on CEF.
- Old workaround should no longer be needed, while this dependency makes UE4 depend on a ton of external libs.
Change 3728524 by Michael.Trepka
Copy of CL 3725570
Removed Enable Fullscreen option from editor's Window menu on Mac. Windowed fullscreen mode is currently unavailable on Mac in editor mode as supporting it properly would require it to work with multiple spaces and split screen, which we currently don't handle (requested in UE-27240)
#jira UE-51709
Change 3728875 by Michael.Trepka
Fixed compile error in Mac SlateOpenGLContext.cpp
Change 3728880 by Matt.Kuhlenschmidt
Guard against invalid worlds in thumbnail renderers
Change 3728924 by Michael.Trepka
Don't defer MacApplication->CloseWindow() call. This should fix a rare problem with deferred call executing during Slate's PrepassWindowAndChildren call.
#jira UE-51711
Change 3729288 by Joe.Graf
Added the .idea/misc.xml file generation to speed up CLion indexing
Change 3729935 by Michael.Dupuis
#jira UE-51722: Hide from UI invalid enum values
Change 3730234 by Matt.Kuhlenschmidt
Fix "Game Gets Mouse Control" setting no longer functioning and instead the mouse was always captured.
#jira UE-51801
Change 3730349 by Michael.Dupuis
#jira UE-51324: Clear the UI selection when rebuilding the palette, as we destroyed all items and recreate them, so selection is on invalid item
Change 3730438 by Lauren.Ridge
Cleaning up material layering UI functions
Change 3730723 by Jamie.Dale
Fixed FastDecimalFormat::StringToNumber incorrectly reporting that number-like sequences that lacked digits had been parsed as numbers
#jira UE-51799
Change 3731008 by Lauren.Ridge
Changing Layers and Blends from proxy assets to real assets
Change 3731026 by Arciel.Rekman
libelf: make elf_end() visible (UE-51843).
- This repairs compilation for a case when CUDA is being used.
- Also added some missing files for ARM 32-bit.
Change 3731081 by Lauren.Ridge
New material layer test assets
Change 3731186 by Josh.Engebretson
Adding camera speed scalar setting and Toolbar UI to increase range on camera speed presets
#jira UE-50104
Change 3731188 by Mike.Erwin
Improve responsiveness of Open Asset dialog.
On large projects, there's a noticeable delay when opening and searching/filtering assets.
Stopwatch measurements on my machine (seconds for ~122,000 assets):
before with this CL
ctrl-P 1.4 0.45
search 1.8 0.55
CollectionManagerModule was the main culprit for search/filter slowness.
Open Asset delay was due to filtering out plugin content. We were doing a lot of redundant work for what is essentially a read-only operation.
Change 3731682 by Arciel.Rekman
UnrealEd: Allow unattended commandlets to rename/save packages.
Change 3732305 by Michael.Dupuis
#jira UE-48434 : Only register if the foliage type still has a valid mesh
Change 3732361 by Matt.Kuhlenschmidt
Fix two settings objects being created in the transient package with the same name
#jira UE-51891
Change 3732895 by Josh.Engebretson
https://jira.it.epicgames.net/browse/UE-51706
If a shared DDC is not being used, present a notification to the licensee with a link on how to setup a shared DDC.
Adds DDC notification events for check/put and query for whether a shared DDC is in use.
#jira UE-51706
Change 3733025 by Arciel.Rekman
UBT: make sure new clang versions are invoked.
Change 3733311 by Mike.Erwin
Fix Linux compile warning from CL 3731188
It didn't like mixing && and || without parentheses. Reworked logic to do one test at a time, put cheaper tests first to avoid calls to more expensive IsPluginFolder.
Change 3733658 by Josh.Engebretson
Add a missing #undef LOCTEXT_NAMESPACE
Change 3734003 by Arciel.Rekman
Fix Windows attempting to use printf %ls and crashing at that (UE-51934).
Change 3734039 by Michael.Trepka
Fixed a couple of merge issues in Mac ApplicationCore
Change 3734052 by Michael.Trepka
One more Mac ApplicationCore fix
Change 3734244 by Lauren.Ridge
Fix for accessing Slate window on render thread
Change 3734950 by Josh.Engebretson
Fixing clang warning
Change 3734978 by Jamie.Dale
Relaxed enum property importing to allow valid numeric values to be imported too
This was previously made more strict which caused a regression in Data Table importing
#jira UE-51848
Change 3734999 by Arciel.Rekman
Linux: add LTO support and more.
- Adds ability to use link-time opitimization (reusing current target property bAllowLTCG).
- Supports using llvm-ar and lld instead of ar/ranlib and ld.
- More build information printed (and in a better organized way).
- Native scripts updated to install packages with the appropriate tools on supported systems
- AutoSDKs updated to require a new toolchain (already checked in).
- Required disabling OpenAL due to https://bugs.freebsd.org/bugzilla/show_bug.cgi?id=219089
Change 3735268 by Matt.Kuhlenschmidt
Added support for canvas based DPI scaling.
-Scene canvas is by default not scaled as this could severely impact any game using a canvas based UI
-The debug canvas for stats is always dpi scaled in editor and pie.
-Eliminated text scaling workaround now that the entire canvas is properly scaled
-Enabled canvas scaling in cascade UI
Change 3735329 by Matt.Kuhlenschmidt
Fix potential crash if an asset editor has an object deleted out from under it
#jira UE-51941
Change 3735502 by Arciel.Rekman
Fix compile issue (bShouldUpdateScreenPercentage).
Change 3735878 by Jamie.Dale
Updated FString::SanitizeFloat to allow you to specify the min number of fractional digits to have in the resultant string
This defaults to 1 as that was the old behavior of FString::SanitizeFloat, but can also be set to 0 to prevent adding .0 to whole numbers.
Change 3735881 by Jamie.Dale
JsonValue no longer stringifies whole numbers as floats
Change 3735884 by Jamie.Dale
Only allow enums to import integral values
Change 3735912 by Josh.Engebretson
Improving cook process error/warning handling including asset warning/error content browser links and manual dismiss for cook error notifications
#jira UE-48131
Change 3736280 by Matt.Kuhlenschmidt
Fix 0 dpi scale for canvases
#jira UE-51995
Change 3736298 by Matt.Kuhlenschmidt
Force focus of game viewports in vr mode
Change 3736374 by Jamie.Dale
Fixed some places where input chords were being used without testing that they had a valid key set
#jira UE-51799
Change 3738543 by Matt.Kuhlenschmidt
Better fix for edit condition crashes
#jira UE-51886
Change 3738603 by Lauren.Ridge
Copy over of drag and drop non-array onto array fix
Change 3739701 by Chris.Babcock
Fix crashlytics merge error
#jira UE-52064
#ue4
#android
[CL 3739980 by Matt Kuhlenschmidt in Main branch]
#lockdown Nick.Penwarden
#rb
============================
MAJOR FEATURES & CHANGES
============================
Change 3716887 by Chris.Bunner
[Duplicate] Added "show delta" checkbox to automated screenshot comparison viewer.
Change 3720970 by Chris.Bunner
Added more time for UDP serialization test.
Change 3722873 by Chris.Bunner
Updated screenshot comparison to handle new folder layout, can no longer assume the root folder. Was deleting pending AddNew/Replace comparison results when any were updated.
Change 3720019 by Chris.Bunner
Swapping automation screenshot test data from "Map_Test/Platform_RHI" to "Map/Test/Platform/RHI" as this allows platform folders and platform-specific tests to obey privacy rules.
Change 3720989 by Chris.Bunner
[Duplicate] Allow platforms to override the default ICU timezone calculation
[CL 3723196 by Chris Bunner in Main branch]
Added cvar for adjusting tolerance on less precise autopamted tests, AutomationTestUseRelaxedPhysicsStabilityThresholds.
Added GetConsoleVariableFloat/Int global blueprint functions.
#rb Marcus.Wassmer
#fyi James.Golding
#jira UE-48317
#lockdown Nick.Penwarden
[CL 3699491 by Chris Bunner in Main branch]
#rb none
#lockdown Nick.Penwarden
=================================================================================================
THESE CHANGES TOUCH MULTIPLE PLATFORMS AND/OR RESTRICTED FOLDERS.
YOU MUST REVIEW THESE MANUALLY AND APPEND THEM TO THE DESCRIPTIONS FOR THE APPROPRIATE PLATFORMS.
=================================================================================================
Change 3662267 by Nick.Darnell
Engine - Fixing a bug in GetAccurateRealTime, it wasn't subtracting GStartTime, which if you don't prevents accurate platform time when you try to store it in a float.
#jira nojira
Change 3662176 by Ben.Marsh
Disable image integrity report generation if a debugger is attached, and in editor builds.
#jira FORT-55656
Change 3656958 by Luke.Thatcher
[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
- Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
- Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
- r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.
Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.
[~] Unified platform specific sync interval CVars (D3D12.SyncInterval, D3D11.SyncInterval, r.PS4FlipRate, RHI.SyncIntervalOgl) into one: rhi.SyncInterval
- 1 == 60Hz
- 2 == 30Hz
- 3 == 20Hz
[-] Removed large number in XboxOneTime. Adding this arbitrary number prevents us from comparing timestamps from FPlatformTime::Seconds() and various OS callbacks (e.g. flip timings).
#jira FORT-50803
Change 3655598 by Lukasz.Furman
added filtering for navmesh's low height spans to fix crash on layer partitioning
% of span reductions depends on presence of stair or roof building in navmesh tile, changed failsafes in layer code to ignore entire tile if heightfield is too complex to partition instead of reallocating memory
#jira FORT-35375
Change 3648972 by Keith.Judge
Add analytics to help diagnose default parameter collection buffer issue.
+++ REMOVE ONCE CORE ISSUE IS SOLVED +++
#jira FORT-54690
Change 3648756 by Bart.Hawthorne
Integrate 3645298 from //UE4/Dev-Networking
Deprecate GetNetworkObjectInfo in favor of separate FindNetworkObjectInfo and FindOrCreateNetworkObjectInfo methods.
#jira none
Change 3643090 by Josh.Markiewicz
#UE4 - proper handling of "pending connection lost"
- triggered only if a connection is lost and there no "owning actor" to deal with the connection loss
-- added Rejoin and CleanedUp states to connection to make sure that the pending connection lost delegate only fires at the appropriate time
- delegate returns the unique id of the player if known (still possible to be unknown if connection lost after NMT_Hello)
- changed debug output on timeout if the net connection was already in the process of being destroyed
-- occurs when game hitches during the pending destroy 2 second wait
-- ReceivedAcks should have been called to clean things up quietly in those 2 seconds but blocking the game thread will cause the cleanup to look like a timeout
- added userid to UNetConnection::Describe
- bad split screen player handling of unique id
-- splitscreen uniqueid was overwriting the primary player id
-- only store the id on the child connection
- added some clarifying comments
#review-3642816 @ryan.gerleve, @bob.tellez, @sam.zamani, @bart.hawthorne, @dave.ratti
#jira FORT-26776
Change 3639043 by Alex.Thurman
Fix CommonTreeView SetSelection to correctly update list navigation, and behave similarly to CommonListView's SetSelectedItem.
#JIRA FORT-45841
Change 3632275 by Seth.Weedin
#JIRA FORT-54203 - Add clamps to ActiveSound fade interpolation to prevent unwanted volume spikes. Remove 0.01 start time for single-fire audio cues. Should remove the sudden pops sometimes heard when firing weapons, as well as smooth out fade volume in general.
Change 3626944 by Josh.Markiewicz
#UE4 - added "updates connection status" flag to ServiceConfigMCP
- disable updates on Cloud and Friend services (Fortnite only)
- removed overloaded ProcessConnectionStatus function in cloud service
#jira FORT-53113
Change 3626226 by Stewart.Lynch
LLM Update - Memory reductions, Summary page, enum scopes, refactor and cleanup of tags
* Remove all static arrays and hard limits from LLM. Everything is now dynamically allocated using the internal LLM allocators. The overhead when LLM is disabled is now only 48K (was 40MB)
* re-wrote LLMMap. Now stores an int32 index rather then pointer in the HashMap array. Also, changed the Values to be arrays for structs instead of structs of arrays. Means that the tag can be stored in a single byte. Changed the size of the allocation size from int64 to int32. All this takes the memory down from around 600MB to 100MB. It was 120 bytes per allocation, now 29 bytes.
* changed all LLM scopes over to enums. This has a number of benefits; LLM can be enable in Test, less CPU overhead, stored in a byte (LLM overhead /= 8)
* summary page for content creators where all lower-level stats are grouped under one Engine stat
* renamed ELLMScopeTag enum to ELLMTag
* renamed LLM_SCOPED_TAG_WITH_ENUM macro to LLM_SCOPE
* removed Tracker arg from LLM_SCOPE and added LLM_PLATFORM_SCOPE macro
* fixed GenericPlatformMallocCrash stat. Although it seems not be be used anymore
* fixed BackupOOMMemoryPool stat (now shows in both default and platform pages)
* added separate LLM enums for XB1, PS4 and D3D12 (PS4LLM.cpp/h etc.)
* lots of changes adding/removing/renaming tags
* added LLMArray and FLLMObjectAllocator classes
* disabled asset tag tracking by default because it takes up so much memory even when not used
* enable LLM in all non-shipping builds. In Test the on screendisplay won't show because it uses the stats system but it till still write out the csv.
* all the stat macros have been left as they were and can be enabled on the LLM_STAT_TAGS_ENABLED define. These are needed for the asset tagging.
* disabled LLM_TRACK_PEAK_MEMORY because there is a problem with the way it adds the peaks for multiple threads. This needs to be fixed.
* added a CVar to control the csv write interval: LLM.LLMWriteInterval
* added static arrays for the enum tags setup. Easier to manage and removes need for slow switch statements.
* renamed FLLMThreadStateManager to FLLMTracker to make it consistent with the enum
* fixed program size stat which was broken recently on PS4. This was due to initialisation order and global platform stats setup
#jira NONE-01
Change 3622978 by Lukasz.Furman
changed WeaponStatus BT decorator to be event driven, fixes AI trying to check ranged weapon abilities without valid weapon
includes copy of CL# 3620700
#jira FORT-45914
#review-3622979 John.Abercrombie
Change 3622340 by Josh.Markiewicz
#UE4 - playerid netconnection variable setup properly on clients and servers for both beacons and game net drivers
- ipconnection prints uniqueid with lowleveldescribe
#jira fort-0
Change 3621386 by Tim.Tillotson
Add the ability to retry HTTP operations by VERB. This allows us to automatically retry cloud save PUT operations.
#JIRA FORT-53717
#review-3621317 @Josh.Markiewicz @Ian.Fox @Carlos.Cuello
Change 3620517 by Keith.Judge
Xbox One - Revert iOS behaviour for the depth bias back to how it was, and make separate XB1 change use its own define to avoid confusion.
#jira FORT-53928
Change 3620248 by Lukasz.Furman
changed behavior of UBTTask_MoveTo.bStopOnOverlap flag after recent AcceptanceRadius fix, updated comments to be more detailed
#jira nojira
Change 3616187 by Bob.Tellez
#UE4 Throwing an error (for now) if you attempt to use both the malloc profiler and leak detection at the same time since it causes a deadlock.
#JIRA UE-0
Change 3613935 by Peter.Knepley
More logging on update launcher launching
#jira nojira
#robomerge rp rn
Change 3613537 by Marcus.Wassmer
Safety asserts around the MarkPendingKill feature for rendering classes.
#jira FORT-50385
Change 3613399 by Arne.Schober
Extended ShowMaterialDrawEvents to enable it only in very specific passes and default enabled Depth for Fortnite on PS4 to track down a crash.
#RB Marcus.Wassmer
#jira FORT-53610
Change 3610794 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce UMG class memory
#jira UE-52043
#ROBOMERGE-SOURCE: CL 3610792 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3610144 by Stewart.Lynch
General LLM improvements
* added tracking for misc task graph tasks (moves 20MB out of Untagged)
* renamed EngineTick to EngineMisc
* added tracking for FName
* added tracking for GC_ProcessObjectArray potential leak
* renamed index & vertex buffers stat to Meshes
* added hooks for MemPro to track allocations from a single category. Currently defined out. I haven't added MemPro.cpp/h.
* removed AVAILABLE_PHYSICAL stat from LLM csv
* csv files now include the date in the filename
* fixed potential threading bug when reading stat values to csv
* made IsDebugMemoryEnabled() always return false in shipping and if not runnong on a dev-kit (PS4). The reason is that the function is a bit hacky, and should only be used for debug purposes, such as displaying the on screen warning.
* added lots more scopes
* started changing Stat scopes to enum scopes. Stat scopes will be phased out.
* added tracking of FName memory
* added llmplatform tracking for XBoxSymbols
* added llm tracking for CPU symbol allocations (20MB)
* wrote an allocator for XBoxOneStack reading so that it doesn't go through Malloc and get tracked by LLM.
* added tracking for GC
* fixed tracking for TransientMemoryAllocator
* added tracking for networking memory
* added more audio memory tracking
* added tracking for blueprints
* added tracking for static meshes
* show on screen warning if debug memory is enabled
* added tracking for particles
* renamed Phys to PhysX and added more scopes
* renamed Slate to UI and added more scopes
* much better coverage of networking memory
* improved coverage of audio
#jira FORT-53420
Change 3610136 by robomerge
#ROBOMERGE-AUTHOR: marc.audy
Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 64 bytes exclusive)
Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
Reduce size of USceneComponent by 112 bytes.
Reduce size of FLightingChannels from 3 bytes to 1.
Reduce size of FBodyInstance by 16 bytes.
#jira FORT-52043
#ROBOMERGE-SOURCE: CL 3610134 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607937 by robomerge
#ROBOMERGE-AUTHOR: paul.moore
#jira FORT-53105
- Fix websocket not providing information when the peer closes the connection.
#ROBOMERGE-SOURCE: CL 3607933 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3607042 by Bart.Hawthorne
Move replay.Loop functionality into the demo net driver and rename it demo.Loop
#jira none
Change 3605448 by robomerge
#ROBOMERGE-AUTHOR: seth.weedin
#Athena - Pass owner to ActiveSounds created using PlaySoundAtLocation/PlaySound2D to allow "Limit to Owner" concurrency rules to work. Hook up for weapon sounds. #JIRA FORT-53180
#ROBOMERGE-SOURCE: CL 3605443 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3604787 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Initial support for hotfixing live assets from .ini files
- This allows clients and server to patch certain assets in memory whenever .ini file hotfixes are downloaded
- Only CurveTables and DataTables are supported for now
- The new asset content must be in Json format, the same format the editor uses for importing
- Assets that are hotfixed will be synchronously loaded if they're not already in memory. They'll be retained in memory afterwards.
- IMPORTANT: Json data must be supplied on a single line, and all double quotes must be escaped!
- The changes must go in the Game.ini file and use the following syntax:
[AssetHotfix]
+CurveTable=("/Game/Folder/MyCurveTable","[{\"Name\":\"Default\"}]")
+DataTable=("/Game/Folder2/MyDataTable","[{\"Name\":\"Foo\"}]")
#jira FORT-52099
[CODEREVIEW] frank.gigliotti
[FYI] peter.knepley,bob.tellez
#ROBOMERGE-SOURCE: CL 3604784 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3602067 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Loading time improvements
- This shaves off up to 10 seconds of load time on PS4 in Athena
Details:
- Fixed multiple sub-levels not being able to be enqueued for loading in a single client frame. Athena has ~300 sub-levels, so this ended up wasting up many seconds.
- Fixed 3D world being rendered while loading (frees up game thread cycles for throttled streaming)
- UWorld::AllowLevelLoadRequests() was not allowing load requests to go through while an async load was in progress and the match had started. It now allows this as long as the world isn't being rendered (loading screen.)
- Eliminated extra 2 second delay before loading screen is dismissed (in Athena only)
- Note: A side effect of this change is that the progress bar may not update as smoothly on loading screen. We'll look at tuning the throttle settings if it ends up being a problem.
[CODEREVIEW] ori.cohen
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3602061 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3601951 by Luke.Thatcher
[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
- Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
- Added garlic, onion and defrag stats to the platform memory stats struct.
- Added fixed pool sizes to platform memory stats.
- Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.
#jira FORT-52910
Change 3600340 by robomerge
#ROBOMERGE-AUTHOR: wes.hunt
All Fort analytics events now contain a GameState attribute indicating the active GameState ClassName when the event is sent.
Added some new context to crashreporter to help identify Athena matches near and long term.
* Near Term: GameNameSuffix - set via FCoreDelegates::CrashOverrideParamsChanged
* Added bools to the params to indicate WHICH ones are changing
* Allows you to set only some values, and clear them out.
* Hooked up in FortGameState::PostInitializeComponents.
* FortGameState clears it (for returning to main menu).
* FortGameStateAthena sets it (for going into an Athena match).
* Only does this when it's a true GameMode GameState instance (ie, not PIE) so PIE crashes aren't modified.
* Long Term: GameStateName - set via FCoreDelegates::GameStateClassChanged.
* This works for ANY crash on ANY game.
* Hooked up in GameState::HandleMatchIsWaitingToStart.
#jira AT-1457
#jira AT-519
[CODEREVIEW] peter.knepley,josh.markiewicz
#ROBOMERGE-SOURCE: CL 3600278 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3597593 by Ben.Zeigler
#jira FORT-50722
Fix issues where AssetBundles weren't being correctly updated during cook, which is blocking both Noland and Abercrombie
Partial copy of CL #3402335 and #3526538
#robomerge rp, rn
Change 3597577 by Luke.Thatcher
[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
- Previously the amount of texture memory wasn╞t fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
- With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.
#jira FORT-50825
#jira FORT-49688
#jira FORT-49695
#jira FORT-50054
Change 3596556 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Enable GC clustering for actors and blueprints in Fortnite
- This shaves off about 10 ms on GC frames in Athena on PS4 (~52 ms -> 42 ms)
- Clustering doesn't work on building actors because they're very dynamic, but general Fort static meshes and blueprints are clustered!
- This gets us into the realm of shippability on console for very large UObject counts
[FYI] bob.tellez,peter.knepley,michael.noland
#jira AT-1440
#ROBOMERGE-SOURCE: CL 3596552 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3593994 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
Force largest distance field atlas size in Athena
- We now force the largest distance field atlas size before preloading Athena content (512x512x1024 = 256 MB). This helps with load times because it's expensive to re-create this texture on consoles, and typically it gets resized over a dozen times.
- Added new CVar "r.DistanceFields.ForceMaxAtlasSize" (defaults to zero)
- Important: Currently we never "reset" this atlas texture. This will be a problem when going back to play Campaigns after preloading to play Athena. I will look into this soon!
[CODEREVIEW] peter.knepley,marcus.wassmer,michael.noland,daniel.wright
#jira AT-1477
#ROBOMERGE-SOURCE: CL 3593992 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592096 by robomerge
#ROBOMERGE-AUTHOR: ben.salem
Prototype of gauntlet memory soak test. Not fully fiinished, but want changes in tonight's cook so we can experiment on cooked build tomorrow morning.
#jira FORT-0
#ROBOMERGE-SOURCE: CL 3592025 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3592085 by robomerge
#ROBOMERGE-AUTHOR: mike.fricker
HLOD: Added support for a fixed distance override via CVar
- Use this to force all HLODs to transition at a specific distance, regardless of their TransitionSize/MinDrawDistance/LODDrawDistance
- New CVar: r.HLOD.DistanceOverride (defaults to 0)
- Fortnite uses 350m for this distance, fornow
[CODEREVIEW] jurre.debaare
#jira AT-1462
#ROBOMERGE-SOURCE: CL 3591929 in //Fortnite/Release-Prep/...
#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)
Change 3587391 by Michael.Noland
Fortnite: Lots of memory tracking stuff
- Added memory logging to game state transitions and overall health tracking for the entire session
- Added support for Gauntlet-based tests to Fortnite
- Enabled the Gauntlet plugin (and fixed spaces instead of tabs in the .uproject file)
- Added code to set gauntlet state based on the current subclass of AFortGameState
- Added a base controller and a memory report controller (WIP, ported from equivalents in Paragon)
- Updated FortniteClient to use MALLOC_LEAKDETECTION=1, PLATFORM_USES_FIXED_GMalloc_CLASS=0, and AllowASLRInShipping=false in Development builds (may enable them in Test builds in a future CL, to match Paragon)
#jira FORT-50567
Change 3583307 by Peter.Knepley
Need non-jittered ViewToClip matrix in order to do "after tonemapper" postprocess blendable material that's positioned in view space
Modify the AttachScope material function to use "ViewSpaceTransformToClipSpace" instead of going back to world space first. This also means it can utilitize the ViewToClipNoAA matrix.
#jira AT-733
Change 3582378 by Luke.Thatcher
[FORTNITE] [~] Unify Xbox and PS4 scalability settings and device profiles.
- All Xbox and PS4 r. CVars are overriden in their platform's Scalability.ini file. The device profile only selects sg. groups.
- Fixed the Neo 4K profile for Fortnite. Previously players with 4K monitors would choose the Neo_4K profile, which looks worse than Neo, but still renders at 1080p.
- Console specific settings have to live in the Base/Default .ini's, as the cooker doesn't load the console specific files. This is fixed in UE4 Main.
#jira FORT-50206
Change 3580934 by Luke.Thatcher
[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
- Neo has 512 MB more direct memory than a base kit.
- Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.
#jira FORT-50206
Change 3576664 by Bart.Hawthorne
Re-enable Oodle and add Mac implementation. Also includes fixed oodle libraries by MichaelT.
#jira FORT-49986
#tests Connected to PC server with editor -game build on Mac in Athena
Change 3575671 by Nick.Darnell
Athena - The gameplay ability system now supports adding Gameplay Cue's with params. Now using cues instead of gameplay effects in order to notify when the bandaging/shielding begin and end. THe new method should properly show and disappear on time, b/c it's all client side. Added a way in the Athena Context to easily hook gameplay "UI" cues that are rebroadcast from the Athena Pawn.
#jira AT-644
Change 3575534 by Peter.Knepley
Ability montage replication optimizations
#jira AT-955
Change 3573305 by Lukasz.Furman
disabled path section update when crowd simulated AI is moving through navlink, fixed AI getting stuck in some corners
#jira FORT-49748
Change 3566775 by John.Abercrombie
Optimizations from Dev-Athena
- Tested with PIE & and 2 Player local server game
#ue4-athena - (merge CLs 3345771 and 3363030 from Framework) - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager].
For Fortnite, set unthrottled (<= 10 player) limit to 60Hz (from 90Hz), and trying throttled at 30Hz (from 45Hz).
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545535 by Zak.Middleton on 2017/07/19 20:15:17.
#ue4-athena - (merge CL 3377054 from Framework) - Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545452 by Zak.Middleton on 2017/07/19 18:57:45.
#athena - If network smoothing mode is not linear, don't replicate ReplicatedServerLastTransformUpdateTimeStamp. Only AI use linear smoothing in FN.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545559 by Zak.Middleton on 2017/07/19 20:47:18.
#ue4-athena - Converted all RPCs on UCharacterMovementComponent to be on ACharacter instead, to avoid the bandwidth overhead of calling RPCs on a component.
Existing overrides of _Implementation and _Validate functions should remain unchanged. If for some reason someone overrode the old RPC virtuals, those are now non-virtual on UCharacterMovementComponent but are still virtual on ACharacter.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3557564 by Zak.Middleton on 2017/07/26 20:13:43.
#ue4-athena - Throttle character movement server corrections and acks to the client based on time since last adjustment. Cuts down on network traffic for character movement.
Added configurable settings to control this. Set times to zero to disable this.
- NetworkMinTimeBetweenClientAckGoodMove
- NetworkMinTimeBetweenClientAdjustments
- NetworkMinTimeBetweenClientAdjustmentsLargeCorrection
- NetworkLargeClientCorrectionDistance
#ue4-athena - Perf: (EditMerge CL 3492200 from Dev-Framework): Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561669 by Zak.Middleton on 2017/07/28 14:16:19.
#ue4-athena - Perf: (EditMerge CL 3468253 from Dev-AnimPhys): Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561672 by Zak.Middleton on 2017/07/28 14:17:12.
#ue4-athena - Perf: (EditMerge CL 3359553 from Dev-Framework): Optimization in CharacterMovement tick to not extract transform values twice.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561674 by Zak.Middleton on 2017/07/28 14:18:04.
#ue4-athena - Perf: (EditMerge CL 3426174 from Dev-Framework): Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561709 by Zak.Middleton on 2017/07/28 14:32:11.
#ue4-athena - Perf: (EditMerge CL 3382054 from Dev-Framework): Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561856 by Zak.Middleton on 2017/07/28 15:11:57.
#ue4-athena - Use less bandwidth for CharacterMovement RPCs when the character is not standing on any component (ie during jumps and falling). Added separate "...NoBase()" versions of ServerMove() and ServerMoveDual().
Undid part of 3557564 and restored the CMC functions to be virtual, and removed virtual keyword from matching Character functions, so that overrides are in one consistent place. Also guarantees backwards compat for licensees.
#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3564858 by Zak.Middleton on 2017/07/31 15:24:39.
#jira Fort-1
Change 3562825 by Chris.Gagnon
Added CommonCustomNavigation Widget, this widget can be used to capture navigation requests to handle in custom ways.
#jira FORT-0
Change 3562098 by Josh.Markiewicz
#UE4 Encryption token/ack changes
- moved encryption token request/ack to delegates
- moved FNetworkNotify to NetworkDelegates.h
- moved connection logic out of GameInstance and back into networking code
-- GameInstance sends an enum and the network code does the right thing based on that
#review-3559694 @ryan.gerleve
#tests PC dedicated server connections golden path and forced failures
#jira FORT-0
Change 3559354 by Luke.Thatcher
[FORTNITE] [PS4] [^] Merging (as edit) support for setting flip rate on PS4 (CLs 3555687 and 3558843) from //Fortnite/Dev-Athena/... to //Fortnite/Main/...
- Allowed rates are now 60Hz, 30Hz and 20Hz.
- Exposed by r.PS4FlipRate CVar, set to 60Hz by default. Requires r.Vsync 1.
#jira FORT-49463
Change 3532644 by Jeff.Campeau
Fix mapping current culture to movie audio channels using data table to map languages to track indices.
Don't rewind cinematics (they all start from the begining because we load them and play them once). Seeks cause us to have to redecode video frames at a large perf cost.
Delay cutscene playback by 0.5 seconds to give us time to build up a buffer of decoded video. (Temporary workaround for audio/video sync).
Generic implementation for getting current languages in BP.
Fix more issues with calling into media source functionality when using the source reader (potential hangs).
#jira FORT-44376,FORT-48209,FORT-48040
#testedon Preflight from last night combined with Bob's changes from today clear all known issues. This change tested on Xbox and PC multiple times each.
Change 3527761 by Chris.Gagnon
Fixed various issues in the widget switcher, also added Advanced calls that allow the user to specify if activation/deactivation should occur.
#jira FORT-47988, FORT-47984
Change 3525390 by Jeff.Campeau
Remove media player log spam
#jira FORT-47393
#testedon compiled client
Change 3518692 by Chris.Gagnon
Added CleanOperation Adding which will remove unneeded op combinations from the op queue.
Also added the ability to suspend starting operation queue processing to allow complex operations to accumulate and in turn allow the Clean Op adding code to be effective.
GameFeedback, and the widget switcer utilize this to avoid unnesacary activations of a screen that is immediately being deactivated.
Root issue of the mentioned bug is that activation of the quest screen created a latent navigation du to the deferal of scrolling into view.
This is still an issue in general, there isn't much we can do about it. Other than avoid activating a panel that will deactivated that frame as we did with the code changes in this CL.
#jira FORT-47395
Change 3514658 by Jeff.Campeau
Fixed a media player threading issue where the OnMediaOpened event could be called before the media Init script completed.
Moved the event Cinematic used when setting up and playing media after media file load to use a delayed event from the MovieWidget so that it will always happen after the movie widget processing.
Fixed an issue that could cause samples to leak in MfMedia plugin and cause ReadSample to lockup.
Fixed an issue where a default texture is displayed for movies before the movie starts playing (the player may be active before the first frame of the video is decoded). Default is now all black as it is expected that this texture will be displayed for several frames.
#jira FORT-46801
#testedon Xbox through rocket launch cinematic including vintertip for stairs, skill tree nodes, and victory result video
Change 3507896 by Ryan.Gerleve
Changed the net.UseEncryptionToken to be more useful and renamed it to net.AllowEncryption.
This cvar, if 0, will prevent the PacketHandler from adding the configured encryption component, and prevent UPendingNetGame and AOnlineBeaconClient from filling out the EncryptionToken parameter of NMT_Hello - which prevents the extra encryption handshake connection step.
#jira FORT-46878
#review-3507897 @josh.markiewicz
Change 3503928 by Ryan.Gerleve
Add safety checks around some of the encryption functionality. Fixes a server crash seen during load testing.
#jira FORT-46772
#review-3503929 bob.tellez
#robomerge ReleaseNext
[CL 3673993 by Bob Tellez in Main branch]
- Disable texture streaming
- AScreenshotFunctionalTest now reads back from game viewport directly when taking screenshot
- AFunctionalUIScreenshotTest now render into a custom render target using FWidgetRenderer so that UI screenshot can be captured at fixed size
- Add a new class, AScreenshotFunctionalTestBase, that handles screenshot common functions. AScreenshotFunctionalTest and AFunctionalUIScreenshotTest now derive from it
#rb Chris.Bunner
#codereview Chris.Bunner
#lockdown nick.penwarden
[CL 3647910 by Jian Ru in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3503468 by Marcus.Wassmer
Fix merge conflicts
Change 3537059 by Ben.Marsh
Fixing case of iOS directories, pt1
Change 3537060 by Ben.Marsh
Fixing case of iOS directories, pt2
Change 3608300 by Chris.Bunner
Added post process material to preview compile cache set to allow post process volume preview scene improvements.
Change 3608302 by Chris.Bunner
Fixed decal lifetime fading.
#jira UE-48400
Change 3608303 by Chris.Bunner
Updated default WritesAllPixels input to ignore dithering (as intended, was disabled due to isues at the time).
Fixed material instances returning their local data when not overridden.
#jira UE-48254
Change 3608455 by Mark.Satterthwaite
Enabling WorldPositionOffset requires disabling fast-math on Metal because the manually specified FMA's are not respected if one or more arguments is a literal which then leads to very different compiler optimisation between the depth-only shader and the base-pass shader. This change will only affect the way Metal compiles shaders.
#jira UE-47372
Change 3608462 by Rolando.Caloca
DR - Cloth vertex buffers no longer generate dummy vertices
Copy from 3608349 and 3608407
Change 3608491 by Rolando.Caloca
DR - hlsl - Fix crash when type was not found
Change 3608513 by Rolando.Caloca
DR - Default to real uniform buffers for Vulkan SM4 & SM5
Change 3608794 by Mark.Satterthwaite
Implement SV_DepthLessEqual (maybe right?) for Metal - seems to work in the ParallaxOcclusionMapping test map.
#jira UE-47614
Change 3608929 by Mark.Satterthwaite
Fix ambiguous expression compile error.
Change 3608991 by Mark.Satterthwaite
Fix a dumb bug when parsing the Metal compiler version that breaks Metal shader PCH generation on HFS+ volumes.
Change 3609090 by Uriel.Doyon
StaticMeshComponent and LandscapeComponent now register AO material mask and sky occlusion texture in the texture streamer.
Changing the current lighting scenario now triggers an update of the texture streamer, and a refresh of lighting data for instanced static meshes.
Added an option to the "liststreamingtextures" named UNKOWNREF allowing to inspect texture without references in the texture streamer.
BUILDMATERIALTEXTURESTREAMINGDATA now rebuild every shader in memory and mark for save those with different data.
MipBias now behaves the same way in shipping than in other builds.
Fixed texture resolution logic for editor tooltips and in game stats.
Change 3609659 by Richard.Wallis
Remove Eye Adaption Pixel Shader Workaround for macOS 10.11 (El Cap) Nividia.
#jira UE-48642
Change 3610552 by Mark.Satterthwaite
Optimise the constant-propagation pass in hlslcc by using a hash-table to reduce the cost of looking up the existing constant assignment instructions. The get_assignment_entry drops from 25% of runtime to 2.2% of runtime on a 4.2Ghz Quad i7 2017 iMac.
Change 3610662 by Rolando.Caloca
DR - hlsl - Fix for rwstructured buffer
Fix for floats printed as ints
Change 3610830 by Michael.Lentine
ByteAddressBuffer does not have a subtype.
Change 3610869 by Rolando.Caloca
DR - hlsl - Fix disambiguation between 1.r and 1.0.r
Change 3610982 by Mark.Satterthwaite
Use the correct code to dump Metal shader text for debugging at runtime.
Change 3610996 by Rolando.Caloca
DR - hlsl - Actual fix for 0.r
Change 3611312 by Rolando.Caloca
DR - Integrate: Improve performance of bokeh depth of field.
* Fewer instances with more work (higher quad count) per instance.
* Improves performance on RX 480 in the Infiltrator demo by 0.37 ms at 1080p and 0.50 ms at 1440p (average frame time over the beginning of the demo, including the hallway confrontation between the guard and the infiltrator, where heavy DOF is used).
* Similar optimizations may be possible for other systems that perform similar "instanced draws of quads" (e.g. virtual texture page table updates, lens blur, and velocity scatter).
Change 3611345 by Mark.Satterthwaite
Missed the hash-table destructor in previous change.
Change 3611372 by Rolando.Caloca
DR - vk - New barrier/layout api
Change 3611445 by Mark.Satterthwaite
Fix stupid bugs in MetalBackend's LoadRWBuffer helper function where the wrong type was being used - won't fix problems in the LinearTexture case though.
Change 3611686 by Mark.Satterthwaite
Remove the sampler from the Metal Linear Texture SRV path as for reasons so far unknown it doesn?╟╓t work with the light grid culling.
#jira UE-48881
Change 3611743 by Mark.Satterthwaite
Implement early depth test for Metal - it is implemented such that manual specification of the SV_Depth* outputs will elide the early_fragment_test qualifier as Metal does not permit both at present.
Change 3611746 by Mark.Satterthwaite
Use early fragment tests implicitly unless we perform a direct resource write or use discard - explicit depth writes always disable early fragment tests as Metal doesn?╟╓t allow both. This should better match D3D driver behaviour.
Change 3611756 by Mark.Satterthwaite
Missed a header file in last commit.
Change 3611836 by Mark.Satterthwaite
Fixed the use of Metal?╟╓s capture manager so that it doesn?╟╓t capture more frames than intended.
Change 3611843 by Mark.Satterthwaite
Tidy up the handling of when to increment the frame count for the Metal capture manager.
Change 3612279 by Michael.Lentine
Move FP16 Math to Public so that it can be included as part of platform which is where the other float/half defines happen.
Change 3612595 by Rolando.Caloca
DR - hlslcc - Rebuilt with CL 3611345
Change 3612665 by Rolando.Caloca
DR - Make cubemap mip barrier consistent with HZB mip barriers
Change 3612758 by Daniel.Wright
FColor usage comment
Change 3612980 by Rolando.Caloca
DR - hlsl - Do not overflow ints
Change 3613068 by Rolando.Caloca
DR - vk - Initial fix for transition validation warnings
Change 3613115 by Daniel.Wright
Volumetric lightmap voxels are now always cubes
Bricks outside of any Lightmass Importance Volume will never be refined
Change 3613124 by zachary.wilson
Enabling Eye-Adaptation in TM-ShaderModels.
Change 3613205 by Mark.Satterthwaite
Fully disable linear textures in Metal - they simply aren't performant. Instead we'll have to use helper functions to dynamically type-cast appropriately within the shader. This is currently only configured for a handful of UAV types and will need to be extended.
Change 3613208 by Mark.Satterthwaite
Add code to MetalBackend to promote half types to float for math operations to avoid compiler errors.
Change 3613354 by zachary.wilson
Fixing up the Bloom_FFT map. Renaming to fit qa conventions, updating content and improving workflow.
Change 3613409 by Rolando.Caloca
DR - vk - Layout as part of descriptor writes
Some access flag warning fixes
Change 3613518 by Daniel.Wright
Added 'Render Unbuilt Preview Shadows in game' rendering project setting and r.Shadow.UnbuiltPreviewInGame cvar
Change 3613610 by Daniel.Wright
Volumetric lightmap visualization sphere size is now a fraction of the corresponding brick world size
Change 3613651 by Daniel.Wright
[Copy] Fixed landscape in the Global Distance field on PS4. Multiple updates to a vertex buffer using BUF_Dynamic cause a race condition on PS4 with no assert.
Also added shrinking for GDistanceFieldUploadData which saved 15Mb.
Change 3613696 by Mark.Satterthwaite
Add the Metal SRV format for Index buffers so that they can be properly type-cast inside the shader. Fixes recompute tangents with latest changes.
Change 3613697 by Rolando.Caloca
DR - vk - Fix missing layout
Change 3613922 by Rolando.Caloca
DR - vk - Some fixes for layout/transitions
- Disable GSupportsDepthFetchDuringDepthTest on desktop as the deferred renderer is not copying the aux depth in the right spot and will be removed
Change 3614009 by Mark.Satterthwaite
TPS Approved: Integrating the MIT-licensed mtlpp C++ Metal wrapper from Nikolay Aleksiev which will slowly replace previous Metal API wrappers in MetalRHI.
Change 3614015 by Mark.Satterthwaite
Initial extensions to mtlpp:
- Fixed over retention of alloc-init'd objects.
- Added 10_13 & 11_0 availablity macros.
- Started, but have not yet finished adding new Metal API function wrappers.
Change 3614909 by Rolando.Caloca
DR - Fix static analysis
Change 3614916 by Michael.Lentine
Add function to convert FP32 to FP16
Change 3614957 by Mark.Satterthwaite
mtlpp declarations for macOS 10.13 & iOS 11 Metal features - no matching definitions yet.
Change 3614995 by Mark.Satterthwaite
Revert all changes to project config's from Rhino that should not have come back to Dev-Rendering, keeping only the solitary change to Metal shader standard necessary for ShowdownDemo.
Change 3615035 by Rolando.Caloca
DR - Generate mips using shader for HZB
Change 3615561 by Rolando.Caloca
DR - Fix deprecation warning
Change 3615787 by Mark.Satterthwaite
Only emit min. OS version specification into the Metal shader bytecode for macOS as we share shaders between iOS & tvOS and this option inhibts that.
#jira UE-48919
Change 3616317 by Mark.Satterthwaite
Make TonemapperConfBitmaskPC the proper size so we dn't attempt to access uninitialized memory.
Change 3616357 by Mark.Satterthwaite
And fix some compile errors...
Change 3616473 by Rolando.Caloca
DR - Render pass api minor changes
Change 3616518 by Mark.Satterthwaite
Fix a merge snafu where dead code was retained where it shouldn't be.
#jira UE-48472
Change 3616706 by Rolando.Caloca
DR - Vulkan fixes (integration from Vulkan working branch)
- Fix for editor outline
- Fix for profilegpu
Change 3616770 by Rolando.Caloca
DR - vk - Mark GIsGPUCrashed on device lost
Change 3616993 by Daniel.Wright
IndirectLightingCacheQuality respects VolumetricLightingMethod
Change 3616996 by Daniel.Wright
Volumetric Lightmap show flag is respected by Volumetric Fog
Change 3616999 by Daniel.Wright
Fixed ObjectRadius in Volume domain materials
Change 3617777 by Rolando.Caloca
DR - Fix static analysis warning
Change 3617863 by Guillaume.Abadie
PR #3875: Removed Duplicated "RHI" Module Dependency (Contributed by DavidNSilva)
#jira UE-48159
Change 3618133 by Rolando.Caloca
DR - vk - Set general layout for compute shader resources
- Assume transitions to writable imply end render pass
Change 3618292 by Michael.Lentine
Add support for Expressions, Jump Statments, and Structs.
Change 3618326 by Rolando.Caloca
DR - vk - Fix transition flags
Change 3618408 by Daniel.Wright
Lightmass skylight solver improvements
* Lightmass uses a filtered cubemap to represent the skylight instead of a 3rd order Spherical Harmonic. Directionality in shadowed areas is improved. Mip level is chosen based on the ray differential for anti-aliasing.
* Multiple skylight and emissive bounces are now supported with a radiosity solver, controlled by NumSkyLightingBounces in Lightmass WorldSettings. More bounces results in longer build times, and the radiosity time is not distributable.
* The mapping surface cache is now rasterized with supersampling, reduces incorrect darkness in corners
* Combined direct lighting, photon irradiance, skylight radiosity and diffuse in the mapping surface cache so final gather rays only have to do one memory fetch, speeds up lighting builds by 7%.
* Added support for Embree packet tracing although no solver algorithms use it yet
Change 3618413 by Daniel.Wright
Swarm hands out the most expensive tasks in roughly a round robin ordering among distribution agents. Lightmass processing of a single task is multithreaded, so ideally the most expensive tasks are evenly distributed among active agents. This has the biggest impact in small scenes with 10's of high resolution lightmaps, and with a distribution farm. Build time in one scene went from to 113s -> 47s.
Change 3618439 by Mark.Satterthwaite
Fix the assert in hlslcc when we have saturate(int) and the shader language spec. supports a native saturate intrinsic.
Change 3618468 by Rolando.Caloca
DR - vk - Fix copy to non render target surface
Change 3618696 by Daniel.Wright
Worked around Lightmass crash callstacks not getting reported back to the editor
Change 3618779 by Mark.Satterthwaite
mtlpp definitions for a few of the new calls & fixing the max. number of samplers it assumes.
Change 3618789 by Daniel.Wright
Added missing file
Change 3618816 by Daniel.Wright
Another missing file
Change 3618855 by Rolando.Caloca
DR - vk - Show user debug markers when using dump layers
- Remove old defines
Change 3618887 by Rolando.Caloca
DR - Fix for missing transition to readable for blur widget. Was causing corruption on Vulkan.
Change 3618999 by Mark.Satterthwaite
Definitions for Metal's new CaptureManager & CaptureScope classes.
Change 3619790 by Jian.Ru
Add some debug info
#jira UE-48710
Change 3619834 by Rolando.Caloca
DR - vk - static analysis fix
Change 3619952 by Rolando.Caloca
DR - vk - Static analysis not smart enough...
Change 3620191 by Jian.Ru
Revert 3584245 to prevent focus stealing
#jira UE-49044
Change 3620402 by Mark.Satterthwaite
Remaining Metal definitions for mtlpp.
Change 3620803 by Brian.Karis
Removed faceting bug I introduced to Dither Opacity Mask. Removes the attempt to make opacity stack properly.
Change 3620904 by Michael.Lentine
Change the order of static and const
Change 3620975 by Rolando.Caloca
DR - Updated Vulkan headers to SDK 1.0.57.0
Change 3621026 by Rolando.Caloca
DR - Remove unused type
- Force recompile with new Vulkan headers
Change 3621070 by Rolando.Caloca
DR - glslang - Fix pdb option
Change 3621157 by Arciel.Rekman
Added files to cross-build glslang on Windows.
(Edigrating //UE4/Main/...@3621127 to //UE4/Dev-Rendering/...)
Change 3621194 by Rolando.Caloca
DR - glslang - Update to 1.0.57.0
- Fix some tab/whitespace mismatch
Change 3621225 by Rolando.Caloca
DR - Revert glslang (Back out changelist 3621194)
Change 3621254 by Mark.Satterthwaite
Duplicate 3610656 and revert the incorrect merge from the Rhino task stream. Fixes EyeAdaptation on all clang platforms properly thanks to RCL.
Change 3621261 by Mark.Satterthwaite
Trivial FMetalStateCache optimisations - won't help much but equally they shouldn't hurt.
Change 3621262 by Mark.Satterthwaite
Correct the handling of MSAA target in Desktop Forward for iOS - now the problem is that iOS always creates an internal resolve target so which texture to bind depends on the shader parameter type. Not sure (yet) how best to solve that.
Change 3621263 by Mark.Satterthwaite
Don't mandate Mobile Metal for projects that have Metal MRT enabled.
Change 3621301 by Rolando.Caloca
DR - Unity build fix
Change 3621349 by Mark.Satterthwaite
Fix a bug in MetalBackend that was omitting the depth-output variable from the hlslcc signature if the semantic was SV_DepthLessEqual rather than SV_Depth.
Change 3621546 by Uriel.Doyon
Refactor of the texture 2D mip update logic to offload more work on the async thread.
#jira UE-45332
#jira UE-45789
Change 3622210 by Rolando.Caloca
DR - Do not store DDC data if static mesh failed to build
#jira UE-48358
Change 3622349 by Arciel.Rekman
Better build script for Linux glslang and a bugfix.
(Edigrating CL 3622235 from //UE4/Main/... to //UE4/Dev-Rendering/...)
Change 3622401 by Rolando.Caloca
DR - vk - Integration
- Support for r.Vulkan.ProfileCmdBuffers
Change 3622506 by Rolando.Caloca
DR - vk - Back out changelist 3622401
Change 3622521 by Mark.Satterthwaite
Support disabling V-Sync in MetalRHI on macOS 10.13+.
Change 3622910 by Rolando.Caloca
DR - static analysis fix
Change 3622964 by Mark.Satterthwaite
Fix generation of .metallib on local Macs and exclude .metallib files from the pak - they must always be loaded from disk.
#jira UE-48193
Change 3622986 by Mark.Satterthwaite
A couple more trivial optimisations to MetalRHI for iOS:
- Metal page size is 4k but only buffers under 512 bytes should go through set*Bytes on iOS to balance CPU cost.
- On iOS the minimum buffer size should therefore be 1k and on Mac 4k as nothing else makes much sense.
- No need to rebind uniform buffers if to the same slot - it just wastes cycles.
Change 3623266 by Rolando.Caloca
DR - Fix GL4 rendering
#jira UE-49187
Change 3623377 by Daniel.Wright
Volume materials applied to static meshes operate on the object's bounding sphere
Change 3623427 by Mark.Satterthwaite
Fix MetalViewport compile errors on Xode 8.3.
#jira UE-49231
Change 3623443 by Daniel.Wright
Fixed out of bounds crash in lightmass
Change 3623751 by Daniel.Wright
Volume materials on static meshes now voxelize the mesh's Object space bounding box
Change 3625142 by Guillaume.Abadie
PR #2992: Fixing aspect ratio issue of SceneCapture2D rendering in "Ortho" camera mode (Contributed by monsieurgustav)
Change 3625983 by Jian.Ru
Fix a LPV race condtion due to parallel RSM draw-call submission
#jira UE-48247
Change 3626015 by Jian.Ru
Small fix to 3625983
Change 3626294 by Michael.Trepka
Copy of CL 3535792 and 3576637
Added support for changing monitor's display mode on Mac in fullscreen mode. This greatly improves performance on Retina screens when playing in resolutions lower than native.
Fixed a problem with incorrect viewport size being set in windowed fullscreen in some cases. Also, slightly improved screen fades for fullscreen mode transitions on Mac.
#jira UE-48018
Change 3626532 by Marcus.Wassmer
Fix divide by 0 crash when GPU timing frequency not available for whatever reason.
Change 3626548 by Ryan.Brucks
KismetRenderingLibrary: Added EditorOnly function for creating static textures from Render Targets. Has options for Mip and Compression Settings
Change 3626874 by Mark.Satterthwaite
Fix Metal 2.0 compilation.
Change 3626997 by Rolando.Caloca
DR - vk - cis fix
- Initial RGBA16 readback
Change 3627016 by Mark.Satterthwaite
Workaround more of Metal's unfortunate tendency to re-associate float mul/add/sub operations - this time from Metal's own standard-library.
Change 3627040 by Brian.Karis
Removed old rasterized deferred reflection env path.
Removed reflection compute shader. Replaced with PS. Small perf gain.
Change 3627055 by Mark.Satterthwaite
No MSAA support on Intel Metal or iOS Desktop Forward for the moment as neitehr work and I don't want to have lots of crashes out in the wild until we have a solution.
Change 3627057 by Mark.Satterthwaite
Make SCW's directcompile not fall over with Metal when there are compilation errors.
Change 3627083 by Mark.Satterthwaite
Invalidate Metal shaders so QA testing picks up the most recent changes.
Change 3627788 by Chris.Bunner
[Duplicate, CL 3627751] - VisibleExpressions static switch value evaluation needs to handle reroute nodes rather than only verify first expression.
Change 3627834 by Rolando.Caloca
DR - cis fix
Change 3627847 by Rolando.Caloca
DR - 4th try to fix static analysis
Change 3627877 by Guillaume.Abadie
Works arround a HLSLCC bug in a SimpleComposure project's material where x != x does not work for an unknown reason yet.
#jira UE-48063
Change 3628035 by Marcus.Wassmer
Duplicate 3620990
Smarter scenecapture allocation behavior.
Change 3628204 by Daniel.Wright
Fixed denormalization scale on one of the 2nd SH band of volumetric lightmaps
Change 3628217 by Mark.Satterthwaite
Fix InfiltratorForward project defaults so that iOS will package.
Change 3628515 by Arne.Schober
DR - [UE-49213] - Fix case where HZB was not generated for SSR and SSAO when Occlusion culling was disabled.
#RB Marcus.Wassmer
Change 3628550 by Chris.Bunner
Merge fixes.
Change 3628597 by Chris.Bunner
Merge fixes.
Change 3628656 by Michael.Trepka
One more workaround for a bug in StandardPlatformString.cpp. It doesn't handle %lf format correctly, parsing it as long double instead of ignoring the 'l' format sub-specifier.
Change 3628685 by Daniel.Wright
CPU interpolation of Volumetric Lightmaps for the mobile renderer. They use a scene cache based on interpolation position, since the precomputed lighting buffer for movable objects is recreated every frame.
Change 3629094 by Ryan.Brucks
Fixes to RenderTargetCreateStaticTexture2DEditorOnly with additional error checks
#RB none
Change 3629223 by Rolando.Caloca
DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847
Change 3629491 by Rolando.Caloca
DR - Revert back to emulated uniform buffers on SM4/SM5
Change 3629663 by Daniel.Wright
Fixed NaN when capsule shadow direction is derived from volumetric lightmap with completely black lighting
Change 3629664 by Daniel.Wright
Don't render dynamic indirect occlusion from mesh distance fields when operating on a movable skylight, since DFAO fills that role
Change 3629708 by Rolando.Caloca
DR - vk - Redo some changes from DevMobile
3601439
3604186
3606672
3617383
3617474
3617483
Change 3629770 by Mark.Satterthwaite
Fix a mobile Metal shader compilation error when using the FMA workaround for "cross" which should only be applied if the min. Metal version is 1.2 (as FMA is not known to work prior to this).
Change 3629793 by Daniel.Wright
Fixed VolumetricLightmapDetailCellSize not being respected in small levels, causing too much volumetric lightmap density and memory
Change 3629859 by Mark.Satterthwaite
macOS 10.12 also had problems with MSAA in forward rendering - so only permit it to work on macOS 10.13 and above.
Change 3630790 by Mark.Satterthwaite
Move RHISupportsMSAA so that the Metal related complications for when it is viable can be hidden within.
Change 3630990 by Rolando.Caloca
DR - vk - Redid CL 3617437 (optimize number of Buffer Views, eg 165 to 58)
Change 3631071 by Mark.Satterthwaite
Fix a small gotcha in a change from Dev-Mobile: for MetalRHI we need to explicitly configure the ShaderCacheContext for the immediate/device context after initialising the shader-cache.
#jira UE-49431
Change 3631076 by Rolando.Caloca
DR - vk - Redo 3617574, reduce number of render pass objects created
Change 3631250 by Mark.Satterthwaite
Make another Metal warning a Verbose log instead as it isn't interesting unless you are me.
Change 3631911 by Chris.Bunner
Back out changelist 3628035.
#jira UE-49364, UE-49365
Change 3632041 by Mark.Satterthwaite
Fix cloth rendering on Metal - some of the data in FClothVertex is uint but we load it from a float buffer. This could be due to a bug in Metal's as_type<uint4>() or it could be that Xcode 9's compiler is now finally enforcing Metal's official flush-to-zero-on-load semantics for denorms - it isn't immediately obvious.
#jira UE-49439
Change 3632261 by Brian.Karis
SM4 fallback for reflection captures.
Change 3632281 by Mark.Satterthwaite
Fix an intermittent assert on startup when the AVFoundation movie player gets the QAGame TM-ShaderModels video ready to play prior to the rendering thread being back online when resizing the window. This is done by deferring the processing of AVFoundation events to the game-thread where it won't cause a threading violation.
Change 3632382 by Rolando.Caloca
DR - vk - Fix clang warning
Change 3633338 by Chris.Bunner
Static analysis/Linux compile fix.
#jira UE-49502
Change 3633616 by Jian.Ru
Force alpha to 0xff for functional UI screenshot tests
#jira UE-48266
Change 3633818 by Daniel.Wright
Better indirection texture clamping and asserts
Change 3634319 by Mark.Satterthwaite
Stop FVolumetricLightmapDataLayer ::Discard which is invoked by the Editor RHI during texture-upload from chucking the backing data when in the Editor - because if we do that then cooking will serialise an empty array. This was only apparent on Mac because Metal always invokes Discard on BulkDataInterfaces and D3D11 never does.
#jira UE-49381
Change 3634613 by Rolando.Caloca
DR - Call discard on bulk data for textures
#jira UE-49533
Change 3634654 by Mark.Satterthwaite
Fixes for broken iOS builds:
- Fix RHIGetShaderLanguageVersion returning the wrong version for iOS Metal if the Mac version had already been queried - this has been wrong for a long while.
- Remove the precise:: qualifier for Metal's fma intrinsic - it isn't necessary and breaks on older OSes.
#jira UE-49381
Change 3634820 by Mark.Satterthwaite
Change the hash-function for the preprocessed HLSL source in FMetalShaderOutputCooker to reduce risk of hash-collisions. Fixes one cause of UE-49381 and reveals an underlying driver bug on iOS 9 with runtime-compiled text shaders *only*.
#jira UE-49381
Change 3634821 by Mark.Satterthwaite
Force Metal shaders only to recompile by incrementing the format version.
[CL 3635058 by Chris Bunner in Main branch]
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3582363 by Marc.Audy
Make ComponentToWorld fully private and remove deprecation informing of this
#jira UE-46286
Change 3582885 by Ben.Zeigler
#jira UE-47642 Add ToString for SoftObjectReference/SoftClassReference/PrimaryAssetId/PrimaryAssetType to use for debugging. The other direction is not provided because the type validation cannot be done at runtime
Change 3584468 by Ben.Zeigler
#jira UE-48301 Avoid infinite recursion crash when cooking client/server only component blueprints
Change 3584596 by Marc.Audy
(4.17) Ensure that old user defined structs have their members properly marked as blueprint visible
#jira UE-48346
Change 3586057 by Ben.Zeigler
#jira UE-48413 Fix issue where running a dedicated server with a fixed framerate could cause a time crash because the "last time" was out of sync. Clarified code to indicate which times are real and which are logical. This manifested as a crash in EngineTest but could happen in any game with a fixed framerate
Change 3588211 by Marc.Audy
PR #3889: Added BLUEPRINTGRAPH_API module specifier to the input nodes. (Contributed by karanseqwb)
#jira UE-48318
Change 3588826 by Marc.Audy
Don't ensure when connecting the output pin of a create delegate node to a wildcard input
#jira UE-48157
Change 3588827 by Marc.Audy
Always throw error when unable to validate a link connection instead of allowing totally broken content to compile
Change 3588872 by Ben.Zeigler
#jira UE-48457 Add Export To CSV to content browser/asset audit windows that are in the column view. This is useful for preparing memory/disk usage reports
Change 3589134 by Dan.Oconnor
Mirror 3585244 from Release 4.17
Run actor construction via UBlueprint::BroadcastCompiled after reinstancing, matching non-compilation manager behavior
#jira UE-48189
Change 3589140 by Dan.Oconnor
Mirror 3588406 from Release-4.17
Set "WorldContext" metadata earlier in the compilation process, so that it can be used reliably in other blueprints. This fixes occasionally 'None' WorldContext references
#jira UE-48464
Change 3589141 by Dan.Oconnor
Mirror 3588681 from Release-4.17
Set Default values and CallInEditor meta data for event nodes
#jira UE-48386
Change 3590690 by Ben.Zeigler
#jira UE-48509 Fix crash in incremental cook when a file in the incremental cook was deleted from p4
Change 3590909 by Ben.Zeigler
#jira UE-48509 Fix crash in incremental cooker when DDC data is not built for a package that is skipped for rebuilding. The cached data would not be checked for completness, but would assert becuase it was not complete.
WillNeverCacheCookedPlatformDataAgain no longer does anything other than assert, so remove it.
Change 3591386 by Marc.Audy
Split pins are now correctly handled when expanding macros and functions.
#jira UE-47747
Change 3591939 by Dan.Oconnor
Mirror 3591923 from Release-4.17
Split ReplaceInstancesOfClass_Inner into two passes, one for objects and one for actors because actor reconstruction needs all components to be of final class type (e.g. not REINST_ or HOT_RELOAD_)
#jira UE-48250
Change 3593243 by Marc.Audy
PR #3910: Add FQuat initialization from FString (Contributed by cneumann)
#jira UE-48534
Change 3593407 by Marc.Audy
Properly expose Lex::To/FromString for FName
Change 3593648 by Marc.Audy
Refactor AActor::PostEditUndo to have a single implementation to avoid incosistent fixes
Change 3593917 by Marc.Audy
Improved comment
Change 3594501 by Marc.Audy
Fix biased shuffle algorithm
#jira UE-48432
Change 3594699 by Ben.Zeigler
#jira UE-48555 Fix crash where async loading flush update callback was happening in the async loading thread, it's supposed to be a game delegate
Fix InstancedStaticMesh to not ensure when loaded via the async loading thread
Change 3595327 by Phillip.Kavan
#jira UE-16485 - Add an option to host global Blueprint searches in a dockable tab that's not tied to any Blueprint editor context.
Change summary:
- Added a few additional Slate editor style descriptors specifically for the Find Results tab.
- Added a private dependency on the 'WorkspaceMenuStructure' module to the 'Kismet' editor module.
- Added a new Blueprint Editor settings option to the "Workflow" section to toggle the feature on/off (now set to 'on' by default).
- Added a UBluepriintEditorSettings::PostEditChangeProperty() implementation to reset FiB state upon changing the experimental toggle switch.
- Modified the FFindResultsSummoner ctor to use an alternate tooltip when the feature is turned on. In that case the "local" Find Results tab will always search only the local BP context.
- Modified FBlueprintEditor::OnRequestClose() to additionally find and close the local Find Results tab if the feature is turned on and we're not in a full BP editor context. This ensures that the local Find Results tab context will be reset to hidden if the option is toggled while a defaults-only BP editor context is active.
- Modified FBlueprintEditor::SummonSearchUI() to invoke the global Find Results tab if the feature is turned on and 'bSetFindWithinBlueprint' is true.
- Simplified FBlueprintEditor::FindInBlueprint_Clicked() and FBlueprintEditor::FindInBlueprints_OnClicked() to call SummonSearchUI().
- Moved the FFindInBlueprintsResult declaration into FindInBlueprintManager.h. Also relocated the ExpandAllChildren API out of this class and into the localized FindInBlueprintsHelpers util class.
- Added new FFindInBlueprintSearchManager public APIs - GetGlobalFindResults() and CloseAllGlobalResults(). Also added a delegate for handling cleanup after a global Find Results tab is closed.
- When the feature is turned on, global Find Results tabs will be named "Find in Blueprints" to correlate to the menu command that's bound to CTRL-SHIFT-F. An index will be appended to the tab name if more than one context is active.
- Extended FFindInBlueprintSearchManager to support spawning and maintaining up to 4 global Find Results widget contexts. These are registered and spawned as "nomad" tabs, but they don't currently auto-insert into the menu. Instead, they are invoked internally by the GetGlobalFindResults() API as needed, in response to the BP editor's "Find in Blueprints" command.
- Extended the SFindInBlueprints widget to support a "locked" state and allow users to toggle it via an SButton. This is visible only in the global Find Results context.
- Extended the SFindInBlueprints widget to support an additional "Find in All Blueprints" button on the local Find Results context. Clicking the button will invoke an unlocked global Find Results tab and initiate a global search with the text taken from the local context. This is visible only in the local Find Results context.
- Removed the "Find in Current Blueprint only" checkbox from the local Find Results context when the feature is enabled. Global searches are instead redirected to the global Find Results tab.
Change 3596499 by Marc.Audy
Fix non-editor CIS error
Change 3596653 by Marc.Audy
When a transaction is cancelled the previous redo buffer will now be restored instead of lost
#jira UE-48513
Change 3598187 by Ben.Zeigler
Add ability for automation command line to run as remote session with Automation StartRemoteSession (SessionGuid). In this mode it waits for external clients to be ready
Fix functional tests to work in editor builds with -game by forcing an asset registry scan
Change 3598193 by Ben.Zeigler
Add support for -TcpMessagingListen=IP:port and TcpMessagingConnect=IP:Port command line options to the TCP messaging layer, this is used by automation to connect a specific device to an editor coordinator.
Change 3600168 by Marc.Audy
(4.17.2) Protect against crash when ParentClass has become null for unknown reasons
#jira UE-47467
Change 3600457 by Ben.Zeigler
Fix issue where nonblocking BSD sockets on some platforms may return EINPROGRESS on initial connect, which should not be treated as an error
Change 3600462 by Ben.Zeigler
Remove platform whitelist from TcpMessaging plugin, this was effectively blocking it on all other platforms
Change 3600685 by Marc.Audy
(4.17.2) ParentClass is known to be able to be null if a class has been deleted without redirector. Allow the class to be marked deprecated under this circumstance.
#jira UE-47467
Change 3600859 by Marc.Audy
(4.17.2) Prevent error pop ups about failing to save world due to save on compile of blueprints
#jira UE-48672
Change 3600918 by Marc.Audy
Transient child actor components should create transient child actors.
#jira UE-48605
Change 3601012 by Ben.Zeigler
Fix TCP Messaging system to work better on non desktop by sleeping for some real time during the thread tick.
Add verbose logs and fix warning spam about thread stats being duplicated by renaming the thread per connection.
Change 3602595 by Marc.Audy
(4.17.2) PR #3930: Fix compiler error for PS4 if a nativized blueprint invokes a method of its own through interface (Contributed by hillin)
#jira UE-48684
Change 3602644 by Ben.Zeigler
Add game game thread asserts to streamable manager to track down possible async loading thread issues
Change 3602745 by Ben.Zeigler
Add Tolerance parameters to AssertEqual_Rotator and Transform, Vector and Float already had them
Change 3602807 by Phillip.Kavan
#jira UE-48426
- Fix runtime crash in a nativized child Blueprint that includes a parent function call node in a replicated function implementation.
Change summary:
- Modified FBlueprintCompilerCppBackend::EmitCallStatmentInner() to append the "_Implementation" postfix to parent RPC calls in a child class RPC implementation.
Change 3602856 by Ben.Zeigler
Fix fixed frame rate to be more stable by computing delta time as doubles, to avoid rounding issues
Change 3602903 by Marc.Audy
Allow Scale to be set on an AnimNotify as well as the spawn emitter gameplay statics
#jira UE-39362
Change 3602963 by Marc.Audy
PR #3762: DisableHaptics disables haptics properly (Contributed by projectgheist)
#jira UE-46960
Change 3603249 by Marc.Audy
Prevent compilation of a blueprint containing a child actor component to mark the blueprint the child actor's class dirty
#jira UE-43328
Change 3603311 by Ben.Zeigler
Add -nocodesign option to disable code signing during staging
Change 3603504 by Ben.Zeigler
#jira UE-27124 Fix crash during PIE by ensuring the world package PIE flag is always set, even if it's loaded via redirector
Change 3604790 by Marc.Audy
Fix inability to undo Add Pin via context menu to make container nodes.
#jira UE-48751
Change 3605079 by mason.seay
Renamed component from Cube to Cylinder, because it's actually a Cylinder
Change 3605113 by Mieszko.Zielinski
PR #3927: Fixed issue of behavior if setting InfiniteLoopTimeoutTime variable (Contributed by yhase7)
Change 3605276 by mason.seay
Fixed comment error in level bp
Change 3605706 by Zak.Middleton
#ue4 - Fix redundant GetDefault<>.
#jira none
Change 3605850 by Zak.Middleton
#ue4 - Fix client assert when trying to send RPCs while connection is pending closure due to queued bunches. ChIndex is -1 during this time, though the channel is not actually closed. Added ensure when calling SendBunch() under this condition to catch future cases like this.
(Mirror CL 3602849 in Fortnite)
#jira FORT-51215, UT-6139
Change 3607677 by Dan.Oconnor
Mirror 3597636 from Release-4.17
Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
#jira UE-48524
Change 3607704 by Dan.Oconnor
Back out changelist 3607677 - want to obliterate integration record
Change 3607727 by Dan.Oconnor
Mirror 3597636 from Release-4.17 - now with integrations converted to edits
Don't clear UClass CDO until after we've duplicated the class, in case class duplication wants to read from the CDO (e.g. when duplicating a class that has ChildActorComponents)
#jira UE-48524
Change 3607735 by Dan.Oconnor
Mirror 3606248 from Release-4.17
When copying data from old archetypes to new archetypes we want to use delta's from the old instances, but only when reliable (e.g. not CDO)
#jira UE-48697, UE-48465
Change 3607919 by Ben.Zeigler
#jira UE- 48815
Fix issue where StreamableHandle CompletedDelegate wasn't being reset after being called. If this had a payload pointing to the handle the handle would then be kept alive forever due to the reference counting, causing bad memory leaks
Copy of CL #3607743
Change 3608447 by mason.seay
Fixing deprecated node
Change 3608779 by Ben.Zeigler
#jira UE-48762 Do not rename a PIE world in place if it was loaded by redirector, this corrupts the redirector and later crashes if used again
Change 3609860 by Marc.Audy
Allow uint8:1 properties to be used as expose on spawn
#jira FORT-52043
Change 3609877 by Marc.Audy
Reduce size of UProperty and UWidgetBlueprintGeneratedClass by 8 bytes
Reduce size UBlueprintGeneratedClass by 32 bytes
#jira FORT-52043
Change 3609944 by Marc.Audy
Remove unused per instance physics create/destroyed delegates from UActorComponent (reduce size by 224 bytes)
Change 3610009 by mason.seay
Moving assets to another folder for organization
Change 3610840 by Ben.Zeigler
#jira UE-47351 Fix multiple launch ons inside the editor to correctly detect changed source files by refreshing the asset registry each time.
Packages are now always saved to disk before launch on so we just need to load the data off disk and then refresh the registry generators.
Change 3610961 by Ben.Zeigler
Fix it so when a test times out it writes out the full report with a proper error
Fix typo with ErrorCount
Change 3611183 by Marc.Audy
(4.17.2) Don't crash clicking the variable of a deleted component
#jira UE-47678
Change 3611262 by Ben.Zeigler
#jira UE-41412 Fix Delegate ImportText to check the outer chain for owning object before searching all packages, this fixes several issues with copy-pasting actors that have bound delegates
Change 3611667 by Phillip.Kavan
#jira UE-48450
- Fix UHT C++ codegen compile error (regression) after choosing to package with Blueprint nativization enabled if the project includes a converted User-Defined Structure asset.
Change 3612641 by Marc.Audy
Private StaticMesh, remove deprecation warning
Change 3612990 by Marc.Audy
Reduce memory footprint of UClass
Change 3613137 by Ben.Zeigler
#jira UE-44570 Fix issue with GUID struct customization where it would generate a post edit after modifying only the first element in the GUID, which caused the property handle to get invalidated
Change 3613161 by Ben.Zeigler
#jira UE-48372 Add InRange (Int) for Blueprints, and cleanup KismetMathLibrary.h comments
PR #3899
Change 3613192 by Ben.Zeigler
#jira UE-48366 PR #3895 Fix missing small icons within the blueprint Merge and diff tools
Change 3613320 by Mason.Seay
Submitting deleted redirectors
Change 3613321 by Marc.Audy
Shrink AActor 32 bytes
Change 3613326 by Marc.Audy
Move Serialize to be editoronly
Change 3613358 by Phillip.Kavan
#jira UE-48525 - Fix non-native script interface property value initialization for nativized Blueprint class default objects.
Change summary:
- Modified FEmitDefaultValueHelper::HandleSpecialTypes() to special-case interface property values when emitting initialization code for converted class subobjects.
Change 3613827 by Marc.Audy
Combine material parameter caches of UMeshComponent in to a single sorted map instead of 3 independent maps (saves ~224 bytes)
Change 3613841 by Ben.Zeigler
#jira UE-48800 Fix crash with undoing blueprint changes while blueprint differ is open, it now listens for blueprint changes
Change 3614031 by Marc.Audy
Fix initialization order
Change 3614033 by Marc.Audy
Use Reset instead of Empty in get functions
Change 3615211 by Ben.Zeigler
Fix CIS warning
Change 3615386 by Ben.Zeigler
#jira UE-48976 Fix crash compiling user struct when out of date nodes point to it
Change 3615571 by Ben.Zeigler
#jira UE-48974 Fix crash trying to reconnect blueprint pins with null connections
Change 3615844 by Marc.Audy
(4.17.2) Reexpose WeightedBlendables/Post Process Materials to blueprints
#jira UE-48977
Change 3615887 by Marc.Audy
(4.17.2) Don't crash getting context menu actions if the variable get doesn't have a value pin
#jira UE-48970
Change 3615965 by Dan.Oconnor
Make sure that depedent blueprints are bytecode recompiled (e.g. child blueprints that are also dependent must also be bytecode recompiled), also no longer call RefreshNodes on dependent blueprints of interfaces, as this is no longer needed and can result in incoherent skeleton class hierarchies
#jira UE-48429, UE-48433, UE-48437, UE-48445, UE-48692
Change 3616149 by mason.seay
Updated BP for more thorough Find in BP testing
Change 3616261 by Dan.Oconnor
Mirror 3594264 and 3594798 from Release-4.17
Fix crash after compiling a blueprint that has an invalid ParentClass
#jira UE-48430, UE-48903
Change 3616816 by Zak.Middleton
#ue4 - Add GetTargetRotation() to SpringArmComponent, which returns the rotation target based on the combination of various rotation setting flags (bUsePawnControlRotation, bInheritPitch, bInheritYaw, bInheritRoll, absolute rotation flags).
#jira UE-48351
Change 3616934 by Phillip.Kavan
#jira UE-48877 - Close a disabled new-style global find tab if docked after restoring a previously-saved Blueprint editor layout.
Change summary:
- Modified FBlueprintEditor::PostLayoutBlueprintEditorInitialization() to close any active global tabs after restoring from a saved layout if the option is disabled.
Change 3616946 by Phillip.Kavan
#jira UE-48595 - Global FiB Results are now accessible through the main Window menu.
Change 3618007 by Marc.Audy
(4.17.2) Ensure that RootComponent is correct after undo/redo
#jira UE-48995
Change 3618014 by Phillip.Kavan
#jira UE-49025 - Fix global FiB menu item names.
Change 3618206 by Dan.Oconnor
Make sure instances in the same package as a UBlueprintGeneratedClass are properly created after the CDO
#jira UE-47991, UE-47726
Change 3618211 by Dan.Oconnor
Fix 'bad' USE_DEFERRED_DEPENDENCY_CHECK_VERIFICATION_TEST - this is only broken until we get the fix from core that restores CLASS_Intrinsic
Change 3618299 by Zak.Middleton
#ue4 - Fix comment in GetComponents (UActorComponent version)
#jira none
Change 3618409 by Marc.Audy
Make linker placeholder properly support map and set properties
#jira UE-48925
Change 3618436 by Marc.Audy
Fix shadow variable
Change 3618682 by Ben.Zeigler
Fix issue where pressing escape or losing focus while using a SpinBox would leave the UI in a state where the SpinBox could never be used again, caused by CL #3173966. Also fix the initial value to be correct the first time it is dragged
Change 3618783 by Ben.Zeigler
Fix several issues with the Component Transform details UI
#jira UE-48959 Fix it so the world/relative transform type bools are correctly propagated to inherited components when modified via editor customizations
#jira UE-48963 Refactor Transform customization to handle paste and reset to default as atomic operations, allowing them to work properly on blueprint component instances
#jira UE-48960 Correctly notify blueprint system when component transforms are changed
#jira UE-4311 Preserve exact rotation typed into component rotation field in most cases
Fix the "Reset to Defaults" icon to be correct in transform details
Change 3618904 by Ben.Zeigler
#jira UE-489999 Fix blueprint breakpoint crash when breakpoint data is out of date with UI
Change 3618984 by Zak.Middleton
#ue4 - Reduce memory churn/allocations when duplicating for PIE.
#jira none
Change 3619895 by Marc.Audy
Very minor cleanup
Change 3620129 by Marc.Audy
PR #3958: Exposing GetOwningPlayerController and GetOwningPawn as public in AHUD. (Contributed by ill)
#jira UE-49083
Change 3620350 by Lukasz.Furman
restored intended behavior of path following's acceptance radius: additive with goal and agent radii (included when FAIMoveRequest flags allow it)
copy of CL# 3618825, 3618828
#ue4
Change 3620628 by Zak.Middleton
#ue4 - Moved hardcoded limits on FCollisionShape extents to a static value and refactored external code to reference that instead.
Fixed Capsules where axis length (half-height - radius) < 1 were clamped to a new capsule with axis length of 1. Changed the clamp threshold to 1e-4 and changed FPhysXShapeAdaptor to use a Sphere instead when Radius >= HalfHeight.
This would cause sweeps using the capsule params to use a capsule of a different size, up to 1 UU different along the axis.
#jira UE-49035
Change 3620700 by Lukasz.Furman
moved blackboard decortator's version of requesting abort to parent class, so all decorators can use it with external events
#ue4
Change 3620716 by mason.seay
Test map for flow control save issue
Change 3620723 by mason.seay
Minor improvement
Change 3620792 by Ben.Zeigler
Clang doesn't like template specializations in classes, switch to an overload instead to fix CIS
Change 3621084 by Marc.Audy
Fix NegateInt/Float in StandardMacros
#jira UE-36242
#jira UE-36470
Change 3621152 by Marc.Audy
Fix backwards compatibility on FEdGraphPinType for particularly old blueprints.
#jira UE-49111
Change 3621246 by mason.seay
Test BP for UE-48800
Change 3621257 by Michael.Noland
Animation: Corrected a comment on the LegIK node
Change 3621480 by Zak.Middleton
#ue4 - Added FTransform::TransformRotation(FQuat) and FTransform::InverseTransformRotation(FQuat). Added matching Blueprint library functions taking FRotator.
#jira UE-39088
#github PR 2985 (modified)
Change 3621685 by Phillip.Kavan
#jira UE-49024 - Add/remove global FiB menu items from the Main Menu when the global FiB option is enabled/disabled.
Change summary:
- Added FFindInBlueprintSearchManager::EnableGlobalFindResults(). Now using this API to enable/disable both the Main menu items as well as the global FiB workflow change within the BP editor context.
- Renamed FFindInBlueprintSearchManager::CloseAllGlobalResults() to CloseOrphanedGlobalFindResultsTabs(). This is now being called to clean up any orphaned global FiB tabs when opening the BP editor context.
Change 3622629 by Marc.Audy
Reduce memory footprint of UMG/Slate classes: UWidget, UBorder, UImage, UUserWidget, SWidget, SButton, SOverlay, SBoxPanel, SInlineEditableTextBlock, FSlateFontInfo, EVisibility, FSlateBrush, FCheckBoxStyle, FButtonStyle, FComboBoxStyle
Change 3622779 by Zak.Middleton
#ue4 - Rename USceneComponent::bWorldToComponentUpdated to bComponentToWorldUpdated (since the transform is called ComponentToWorld).
#jira none
Change 3623020 by Marc.Audy
Fix initialization order
Change 3623021 by Marc.Audy
Reorganize USceneComponent to improve cache coherency
Change 3623261 by Ben.Zeigler
#jira UE-48555: Fix for corruption of shared pointers by the async loading thread. It is unsafe to copy delegates by value on the async loading threads because they may have shared pointers on them that are being used by the main thread. Instead of copying by value, we now allocate once on the game thread and copy by TUniquePtr.
Change 3623294 by Marc.Audy
Realign UActorComponent to avoid members crossing cache lines
Change 3623383 by Marc.Audy
Compress UParticleSystemComponent and fix up cases of members crossing cache lines
Change 3623492 by Marc.Audy
(4.17.2) Fix pin values on function nodes not correctly carrying the value between reloads/refreshes
#jira UE-49189
#jira UE-49196
Change 3623573 by Ben.Zeigler
#jira UE-49223 Fix crash when undoing changes to actors that have been recompiled. We need to skip most of PostEditUndo when the class is out of date and this got broken in a recent refactor
Change 3623642 by Dan.Oconnor
Make sure we don't attempt to defer exports that rely on CDOs that have been regenerated
#jira UE-49211
Change 3623719 by Marc.Audy
PR #3387: Added new Swap method (blueprint KismetArrayLibrary). (Contributed by RChehowski)
#jira UE-42970
Change 3624191 by Marc.Audy
Cache GetWorld()
Change 3624232 by Marc.Audy
Remove accidentally checked in change
Change 3624688 by Marc.Audy
PR #3491: Client play force feedback can now ignore time dilation. (Contributed by miracle7)
Force feedback component can also ignore time dilation
#jira UE-44155
Change 3624880 by Marc.Audy
PR #3970: SpawnObject not checking for a nullptr causing an editor crash
Change 3625740 by Mason.Seay
Check in the correct file this time...
Change 3625806 by Ben.Zeigler
#jira UE-48555 Code review fix for async loading thread fixes, disable an assert when cancel is called in non-EDL, and add comment + assert if Cancel is re-enabled for EDL in the future
Change 3626128 by Marc.Audy
Fix dragging off component tree in to graph showing an error message
#jira UE-49114
Change 3626655 by Ben.Zeigler
#jira OR-43846 Fix asset import objects to correctly load off disk again. They aren't marked as SubObjects so the special case code to add the NeedsLoad flag wasn't getting hit. Change it so in the editor it marks all unloaded subobjects as needs load, need to talk to Core about rather this fix should be editor specific or not
Change 3626740 by Marc.Audy
Fix compile errors when nativizing when a property references a sub object of a dervied type with modified default properties
#jira UE-49276
Change 3626831 by Marc.Audy
Remove BOM
Change 3627162 by Phillip.Kavan
#jira UE-49239 - Fix an invalid cast emitted to nativized codegen for converted AnimBP types.
- Regression introduced in CL# 3613358.
Change 3628051 by Marc.Audy
Fix spelling of redundant
#jira UE-49343
Change 3596437 by Marc.Audy
Don't copy metadata unnecessarily
Change 3613302 by Marc.Audy
Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 56 bytes exclusive)
Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
Reduce size of USceneComponent by 112 bytes.
Reduce size of FLightingChannels from 3 bytes to 1.
Reduce size of FBodyInstance by 16 bytes.
Change 3620363 by Lukasz.Furman
split UBTTask_MoveTo.bStopOnOverlap flag to separate goal & agent parts to match actual parameters of AI move request, added simple versioning for behavior tree nodes
copy of CL# 3620248
#ue4
Change 3622569 by Marc.Audy
Remove unnecessarily deprecated visibility member and use redirect instead
Change 3624879 by Marc.Audy
Add a deprecated version of ClientPlayForceFeedback for backwards compatibility.
Adjust existing game calls to ClientPlayrForceFeedback to use new API
[CL 3628687 by Marc Audy in Main branch]
#lockdown nick.penwarden
#rb none
Change 3235667 on 2016/12/14 by Max.Preussner
Media: Moved enums into separate header file, so they can be shared
Change 3259266 on 2017/01/16 by Max.Preussner
Core: Added timespan ratio
Change 3267229 on 2017/01/21 by Max.Preussner
Editor: Fixed texture samplers in materials not getting notified when sRGB mode changed
Change 3274773 on 2017/01/27 by Max.Preussner
Core: Added TLruCache template
Change 3281579 on 2017/02/01 by Max.Preussner
Core: Added scalar division to FTimespan
Change 3289522 on 2017/02/07 by Max.Preussner
MediaAssets: Added looping for play lists
Change 3290664 on 2017/02/07 by Max.Preussner
Engine: Moved UTexture material notification code into separate function, so it can be used by derived classes.
Change 3290688 on 2017/02/07 by Max.Preussner
MediaAssets: Notifying materials when media texture properties changed.
Change 3291171 on 2017/02/07 by Max.Preussner
MediaAssets: Filtering unused UTexture properties
Change 3291229 on 2017/02/07 by Max.Preussner
ImgMedia: Use displayWindow instead of dataWindow due to bug in OpenEXR with data window min < 0
Change 3298520 on 2017/02/11 by Max.Preussner
Sequencer: Fixed skylight and reflection components off by one frame in PIE
Change 3298778 on 2017/02/12 by Max.Preussner
MediaUtils: Experimenting with dynamic pitch adjustment
Change 3298987 on 2017/02/13 by Max.Chen
Editor: Add matrix and transform properties to property editor test object
Change 3298997 on 2017/02/13 by Max.Chen
Editor: It's now possible to specify Units and ForceUnits meta-data on struct properties
- Doing so will cause any child numeric and struct properties to use these units by default (unless another unit was specified)
- Added percentage unit type
- Multiplier unit types can now be converted between
Change 3298998 on 2017/02/13 by Max.Chen
Editor: Conversion between multiplier (1.5x) and percentage (150%) units is now possible
Change 3348678 on 2017/03/15 by Max.Preussner
Media: Added Buffering media event
Change 3355268 on 2017/03/20 by Max.Preussner
Core: TQueue documentation updates
Change 3359055 on 2017/03/22 by Max.Preussner
Portal: Removed dependency to Messaging.h
Change 3359060 on 2017/03/22 by Max.Preussner
Messaging: Modernization pass
- added missing includes & forward declarations
- include what you use
- deprecated shared pointer typedefs
- replaced some delegates with callback interfaces
- documentation fixes
Change 3359189 on 2017/03/22 by Max.Preussner
Automation: Modernization pass
- include what you use
- removed molothic header
- documentation fixes
#upgradenotes: IAutomationWorkerModule.h is now in the module's public root directory
Change 3359718 on 2017/03/22 by Max.Preussner
Messaging: Moved common helper classes into MessagingCommon module
#upgradenotes: If you use the common helper classes, replace "Messaging" with "MessagingCommon" in your Build.cs files and remove the "Helpers/" subdirectory from your include statements (unless you actually
include header files from "Messaging", in which case you need to keep "Messaging" and add "MessagingCommon").
Change 3359793 on 2017/03/23 by Max.Preussner
TargetDeviceServices: Modernization pass
- include what you use
- removed boilerplate header
- deprecated selected shared pointer typedefs
- reorganized files
- documentation fixes
Change 3361028 on 2017/03/23 by Max.Preussner
DeviceManager: Modernization pass
- include what you use
- reduced shared pointer typedef usage
- documentation fixes
Change 3361197 on 2017/03/23 by Max.Preussner
Messaging: Waking up message router thread on shutdown
Change 3361246 on 2017/03/23 by Max.Preussner
AutomationWindow: Removed boilerplate header
#upgradenotes: Replace includes of AutomationWindow.h with IAutomationWindowModule.h
Change 3361428 on 2017/03/23 by Max.Preussner
AutomationController: Removed boilerplate header
#upgradenotes: Instead of AutomationController.h, include the individual interface headers that you actually use. Remove the "Interfaces/" subdirectory from existing interface inclusions.
Change 3363206 on 2017/03/24 by Max.Preussner
ProfileLauncher: Modernization pass
- include what you use (selected files)
- reduced shared pointer typedef usages
- removed dead code
- cleaned up file organization
- documentation fixes
Change 3363290 on 2017/03/24 by Max.Preussner
LauncherServices: Removed boilerplate header
#upgradenotes: Instead of including LauncherServices.h, include the ILauncherXXX.h files that you actually use. Remove the "Interfaces/" subdirectory from existing ILauncherXXX.h includes
Change 3363305 on 2017/03/24 by Max.Preussner
LauncherCheck: Removed boilerplate header
#upgradenotes: Include ILauncherCheckModule.h instead of LauncherCheck.h. Remove "Interfaces/" subdirectory from existing ILauncherCheckModule.h inclusions
Change 3363708 on 2017/03/24 by Max.Preussner
ImageWrapper: Removed boilerplate header
#upgradenotes: Instead of including ImageWrapper.h, include the actual IImageWrapperXXX.h files that you use. Remove the "Interfaces/" subdirectory from existing IImageWrapperXXX.h includes
Change 3363966 on 2017/03/24 by Max.Preussner
ImageWrapper: Modernization pass
- include what you use
- reorganized internal files
- documentation fixes
Change 3364579 on 2017/03/24 by Max.Preussner
ImageWrapper: Deprecated shared pointer typedef and removed usages
#upgradenotes: Please use TSharedPtr<IImageWrapper> instead of IImageWrapperPtr
Change 3364582 on 2017/03/24 by Max.Preussner
NetworkFileSystem: Removed monolithic boilerplate header
#upgradenotes: Instead of including NetworkFileServer.h, include the INetworkFileXXX.h headers that you actually use. Remove the "Interfaces/" subdirectory from existing INetworkFileXXX.h includes
Change 3381440 on 2017/04/05 by Max.Preussner
Oculus: Removed illegal pragmas
Change 3391731 on 2017/04/12 by Max.Preussner
ImgMedia: Added support for BMP, JPG and PNG image sequences
Change 3401146 on 2017/04/19 by Max.Preussner
Core: Cleanup pass for FTimespan usages; updated documentation
When initializing time span values from single components, consider using the FromHours, FromMinutes, FromSeconds, Zero, MinValue and related methods instead of calling the overloaded constructors as they will make
your code easier to read and understand.
Change 3401504 on 2017/04/20 by Max.Preussner
MCP: Fixed incorrect FTimespan usage of GetMilliseconds instead of GetTotalMilliseconds
Change 3401833 on 2017/04/20 by Max.Preussner
Core: Various improvements to FTimespan
- added proper serialization
- updated documentation
- access fractions as milli-, micro- or nanoseconds
- removed the following string formatters as they were not useful: %D %H %M %S %F
- updated documentation
#upgradenotes: The %D string formatter (previously total number of days) is now the zero-padded days component of the time span. Time spans are now always exported and stringified with a leading plus or minus sign.
#jira UE-43990
#jira UE-44163
Change 3437543 on 2017/05/12 by Max.Preussner
PS4Media: Added audio error codes conversion
Change 3446564 on 2017/05/18 by Max.Preussner
Networking: Fixed nullpointer crash if socket initialization fails
Change 3459978 on 2017/05/25 by Max.Preussner
ImgMedia: Renamed frame cache to frame loader
Change 3463311 on 2017/05/26 by Max.Preussner
Core: Added iterators & predicate based methods to LRU Cache
Change 3464452 on 2017/05/29 by Max.Preussner
ImgMedia: Added video sample output
Change 3464468 on 2017/05/29 by Max.Preussner
Media: Added separate cache visualization for loaded and cached samples
Change 3464592 on 2017/05/29 by Max.Preussner
Core: Added TLruCache::FindAndTouch
Change 3464607 on 2017/05/29 by Max.Preussner
Core: Added TRange::Inclusive / ::Exclusive
Change 3464608 on 2017/05/29 by Max.Preussner
Media: Fixed incorrect upper bound in support play rates of various players
Change 3466732 on 2017/05/30 by Max.Preussner
ImgMedia: Added image compression type to info string
Change 3466871 on 2017/05/31 by Max.Preussner
WmfMedia: Fixed session capabilities not showing up; added initialization logging
Change 3467785 on 2017/05/31 by Max.Preussner
MfMedia: Fixed sample stride calculated from media input instead of output
Change 3467963 on 2017/05/31 by Max.Preussner
WmfMedia: Reordered media sub-type string conversion to fix some tracks being reported incorrectly
Change 3468110 on 2017/05/31 by Max.Preussner
WmfMedia: Added MPEG-2 media sub types to utils
Change 3468516 on 2017/05/31 by Max.Preussner
AndroidMedia: Allow mediaplayer audio to be disable on Android (UE-45570)
Change 3468554 on 2017/05/31 by Max.Preussner
MediaAssets: Added AutoClear option to automatically clear media texture when media is unloaded
Change 3468627 on 2017/05/31 by Max.Preussner
ImgMedia: Allowing for auto-selection of EXR decoder thread count
Change 3468648 on 2017/05/31 by Max.Preussner
ImgMedia: Reorganized OpenExrWrapper files
Change 3471789 on 2017/06/02 by Max.Preussner
WmfMedia: Fixed potential concurrency issue in session state management
Change 3472918 on 2017/06/03 by Max.Preussner
Core: Allowing zero sized LRU cache; added default constructor
Change 3472919 on 2017/06/03 by Max.Preussner
Media: Added pre-Slate tick stage; renamed some functions; continued to implement sample caching
Change 3473704 on 2017/06/05 by Max.Preussner
AndroidMedia: Added settings class
Change 3474407 on 2017/06/05 by Max.Preussner
AndroidMedia: Implemented video sample processing
Change 3474934 on 2017/06/05 by Max.Preussner
ImgMedia: Fixed crash due to deleting loader work items twice (UE-45705)
#jira UE-45705
Change 3476925 on 2017/06/06 by Max.Preussner
Media: Added return values to media view interface; documentation fixes
Change 3477158 on 2017/06/06 by Max.Preussner
SwitchMedia: Implemented sample pooling
Change 3477201 on 2017/06/07 by Max.Preussner
PS4Media: Implemented video sample pooling
Change 3481470 on 2017/06/08 by Max.Preussner
Media: Fixed time stamps not set in recycled texture samples
Change 3481472 on 2017/06/08 by Max.Preussner
MediaAssets: Fixed no video samples fetched while player is in buffering state
Change 3481473 on 2017/06/08 by Max.Preussner
MediaUtils: Added default constructor to MediaSampleQueue
Change 3481584 on 2017/06/08 by Max.Preussner
MediaUtils: Paused state is considered forward for sample lookup as this is the common case.
Change 3481588 on 2017/06/08 by Max.Preussner
PS4Media: Redesigned the PS4 media player to support async file loading & track switching
Change 3481627 on 2017/06/08 by Max.Preussner
PS4Media: Opening media sources in thread pool if not precaching
Change 3481666 on 2017/06/08 by Max.Preussner
ImgMedia: Fixed SequencePath property file picker always opening default path
Change 3481669 on 2017/06/08 by Max.Preussner
ImgMedia: Fixed crash when quering cache state of empty image sequence
Change 3481685 on 2017/06/08 by Max.Preussner
ImgMedia: Fixed EXR reader failing to play slow loading sequences (UE-45719)
#jira UE-45719
Change 3483623 on 2017/06/10 by Max.Preussner
Media: Added getters for 360 view settings; added support for relative view updates
Change 3483624 on 2017/06/10 by Max.Preussner
Media: Added Blueprint support for 360 videos
Change 3483626 on 2017/06/10 by Max.Preussner
MediaPlayerEditor: Added 360 video mouse controls; broke out viewport widget into separate class.
Change 3483627 on 2017/06/10 by Max.Preussner
Core: Using system start time instead of current time for renamed log file names
Change 3483630 on 2017/06/10 by Max.Preussner
Core: Grouping log files by log name and processing each group separately when deleting old log files
Change 3483816 on 2017/06/10 by Max.Preussner
WmfMedia: Detecting audio device availability to prevent lockup of audio tracks
Change 3483939 on 2017/06/11 by Max.Preussner
AvfMedia: Finished Media Framework 3.0 upgrade
- overhauled track switching
- removed render thread flushes
- reduced nesting
- code cleanup pass
Change 3483940 on 2017/06/11 by Max.Preussner
Media: Consistent track switching behavior across platforms
Change 3484172 on 2017/06/11 by Max.Preussner
MediaPlayerEditor: Removed obsolete asset type actions
Change 3484180 on 2017/06/11 by Max.Preussner
MediaPlayerEditor: Fixed media player info overlays not visible during mouse capture
Change 3484248 on 2017/06/11 by Max.Preussner
MediaAssets: Media players now always have a playlist
Change 3484249 on 2017/06/11 by Max.Preussner
MediaPlayerEditor: Added UI controls to Playlist tab
Change 3484250 on 2017/06/11 by Max.Preussner
Media: Implemented overlay sample caching
Change 3484252 on 2017/06/11 by Max.Preussner
WmfMedia: Enabled support for .smi and .sami subtitle files
Change 3485433 on 2017/06/12 by Max.Preussner
ImgMedia: Enabled plug-in on all platforms; enabled EXR only on platforms that support it
Change 3485720 on 2017/06/12 by Max.Preussner
MediaPlayerEditor: Added ability to save playlists
Change 3485828 on 2017/06/12 by Max.Preussner
AvfMedia: Thread-safe ticking of video sampler; ticking audio processing on high frequency thread
Change 3485926 on 2017/06/12 by Max.Preussner
MediaUtils: Draining all unconsumed samples at the end of a frame
Change 3486043 on 2017/06/12 by Max.Preussner
Media: Consistent behavior for playlist navigation (UE-45964)
#jira UE-45964
Change 3486104 on 2017/06/12 by Max.Preussner
MediaPlayerEditor: Implemented simple overlay text positioning
Change 3486145 on 2017/06/12 by Max.Preussner
AndroidMediaPlayer: Moved video sample handling into render thread
Change 3486147 on 2017/06/12 by Max.Preussner
MediaPlayerEditor: Moved overlay texts into separate layer
Change 3486188 on 2017/06/12 by Max.Preussner
Media: Enabling media factory modules in Editor for all players
Change 3486223 on 2017/06/12 by Max.Preussner
Media: Defaulting players to select first audio and video tracks by default
Change 3486473 on 2017/06/13 by Max.Preussner
Media: Buffering is no longer a media player state, but handled separately (for players that can buffer while playing)
Change 3486475 on 2017/06/13 by Max.Preussner
MediaPlayerEditor: Showing busy bar when buffering or preparing
Change 3487237 on 2017/06/13 by Max.Preussner
AndroidMedia: Fixed video sample not getting processed on render thread
Change 3487507 on 2017/06/13 by Michael.Trepka
AvfMedia - small cleanup of the code for passing video frame rate to the video sampler
Change 3487719 on 2017/06/13 by Michael.Trepka
Disable shared PCH in OpenExrWrapper to solve a problem with bUseRTTI mismatch between the module and the PCH
Change 3487842 on 2017/06/13 by Max.Preussner
AndroidMedia: Fixed texture swizzle disabled on non-Engine builds
Change 3488006 on 2017/06/13 by Michael.Trepka
AvfMedia - Moved some logic from FAvfMediaPlayer::TickTickable() to FAvfMediaTracks::ProcessAudio() to make it thread safe, plus fixed a bug with the player not setting the current status to Stopped after opening a
file
Change 3488308 on 2017/06/13 by Chris.Babcock
AndroidMedia: Fixed flicker issue
#jira UE-45736
Change 3488335 on 2017/06/13 by Max.Preussner
MediaAssets: Made UFileMediaSource::GetFullPath public
Change 3488338 on 2017/06/13 by Max.Preussner
MediaPlayerEditor: Fixed "Show file in Explorer" not working for file media sources
Change 3488339 on 2017/06/13 by Max.Preussner
MediaPlayerEditor: Showing a throbber when buffering player
Change 3488768 on 2017/06/14 by Max.Preussner
Core: Inlined FTimespan static functions
hange 3490203 on 2017/06/14 by Max.Preussner
Core: Force inlined TComPtr operators
Change 3494083 on 2017/06/15 by Chris.Babcock
AndroidMedia: Fix playlist looping (send PlaybackEndReached event)
#jira UE-46086
Change 3497017 on 2017/06/16 by Max.Preussner
MediaAssets: Playlists now auto advance with PlayOnOpen off
Change 3497075 on 2017/06/17 by Chris.Babcock
MediaPlayer Sampler node and external texture support for Android MediaPlayer
- enable with USE_EXTERNALTEXTURE in AndroidMediaPlayer.cpp (disabled in this CL)
- supports MediaSample node in material editor with scale/bias handled if above flag enabled
- fixed looping problems, including eventual crashes
- track switching fixed (lockups and missing video)
- corrected resource leaks and crash switching maps
#jira UE-46055
#jira UE-45744
#jira UE-46086
Change 3497163 on 2017/06/17 by Max.Preussner
MediaUtils: Processing media events immediately if on game thread
Change 3497170 on 2017/06/17 by Max.Preussner
Media: All Media Framework interfaces are pure virtual
Change 3498603 on 2017/06/19 by Ben.Marsh
UBT: Prevent plugins which list modules multiple times from adding them twice.
Change 3500870 on 2017/06/20 by Max.Preussner
WmfMedia: Rewrote WMF state machine; now with track switching
#jira UE-20209
#jira UE-35385
#jira UE-38337
#jira UE-45676
Change 3502181 on 2017/06/20 by Chris.Babcock
MediaSampler node updates
- fixed issue with ExternalTexture singleton for DLL compatiblity
- now works for all players (registers texture samples with ExternalTexture by player GUID)
- enabled OES in AndroidMediaPlayer now that materials can universally use the MediaSampler
Change 3503182 on 2017/06/21 by Max.Preussner
Media: Refactored status flags into an enum; exposed connecting status
Change 3503724 on 2017/06/21 by Chris.Babcock
Improvement in MediaPlayer Sampler node
- RGB, R, G, B, A output pins like normal texture sampler
- allow preview in material editor
- fix OES detection for Android
Change 3509088 on 2017/06/26 by Max.Preussner
MediaAssets: Added AddFile and AddUrl to UMediaPlaylist
Change 3510256 on 2017/06/26 by Max.Preussner
WmfMedia: Fixed play rate not set to zero when end reached
Change 3510273 on 2017/06/26 by Max.Preussner
MediaPlayerEditor: Removed obsolete Slate culling rectangle code
Change 3510413 on 2017/06/26 by Max.Preussner
MediaPlayerEditor: Showing frame rate if available
Change 3510533 on 2017/06/26 by Max.Preussner
MediaUtils: Preventing media cache filling up when scrubbing
Change 3510859 on 2017/06/26 by Max.Preussner
PS4Media: Fixed track switching crashes (UE-45960)
#jira UE-45960
Change 3514173 on 2017/06/28 by Max.Preussner
WmfMedia: Optimized player capabilities check
Change 3514174 on 2017/06/28 by Max.Preussner
WmfMedia: Moved media source resolver code into utility class
Change 3514714 on 2017/06/28 by Max.Preussner
Core: Added TComPointer.IsValid; code cleanup pass
Change 3517912 on 2017/06/30 by Max.Preussner
MediaUtils: Added GetVideoAspectRatio to player facade
Change 3524957 on 2017/07/06 by Max.Preussner
ImgMedia: Decoding image frames only when video track is selected
Change 3525252 on 2017/07/06 by Max.Preussner
ImgMedia: Async image sequence initialization
Change 3525266 on 2017/07/06 by Max.Preussner
ImgMedia: Enabled reverse playback
Change 3525722 on 2017/07/06 by Max.Preussner
WmfMedia: Workaround for occasional WMF internal deadlock in IMFRateSupport
Change 3525800 on 2017/07/07 by Max.Preussner
WmfMedia: Fixed another WMF deadlock issue & some rate change glitches; improved logging.
Change 3525801 on 2017/07/07 by Max.Preussner
MediaPlayerEditor: Made scrubbing more responsive
Change 3526500 on 2017/07/07 by Max.Preussner
WmfMedia: Using NULL for Windows pointers
Change 3527323 on 2017/07/07 by Max.Preussner
WmfMedia: Added support for audio and video capture media sources
Change 3530197 on 2017/07/10 by Max.Preussner
WmfMedia: Added utility functions for enumerating audio and video capture devices
Change 3533465 on 2017/07/12 by Max.Preussner
Media: Added media capture device support API & implementation for WMF
Change 3533469 on 2017/07/12 by Max.Preussner
MediaPlayerEditor: Added source selection menu w/ capture device menu to navigation bar
Change 3533540 on 2017/07/12 by Max.Preussner
MediaAssets: Blueprint support for media capture device discovery
Change 3533574 on 2017/07/12 by Max.Preussner
WmfMedia: Using cached supported play rates; more strict pausing support check
Change 3533924 on 2017/07/12 by Max.Preussner
WmfMedia: Added global LowLatency setting (UEVR-859)
Note that this setting is only supported when compiling for Windows 8 or newer.
Change 3534027 on 2017/07/12 by Max.Preussner
WmfMedia: Compile time support for low latency session attribute on < Windows8
#jira UEVR-859
Change 3538744 on 2017/07/14 by Max.Preussner
MediaUtils: Renamed FDefaultMediaTimeSource to FAppMediaTimeSource
Change 3542818 on 2017/07/18 by Max.Preussner
WmfMedia: Fixed race condition on session shutdown
Change 3543082 on 2017/07/18 by Max.Preussner
WmfMedia: Fixed track selection in media that doesn't support seeking
Change 3543092 on 2017/07/18 by Max.Preussner
Media: Implemented media track format API
Enables multiple formats per media track. By default, the first usable format is selected.
This feature is currently only implemented for WmfMedia. All other players assume a single format per track.
Change 3543794 on 2017/07/19 by Max.Preussner
WmfMedia: Added string conversion for null GUIDs
Change 3543796 on 2017/07/19 by Max.Preussner
MfMedia: Copied GUID string conversion updates from WmfMedia
Change 3543797 on 2017/07/19 by Max.Preussner
WmfMedia: Preventing duplicate track formats in capture devices with legacy DirectX support
Change 3544390 on 2017/07/19 by Max.Preussner
Media: Allowing INDEX_NONE as 'current selection' index in track format related functions
Change 3545368 on 2017/07/19 by Max.Preussner
WmfMedia: Fixed session error with some media sources when attempting to seek to current position without ever starting
Change 3545388 on 2017/07/19 by Max.Preussner
MediaAssets: Fixed RGB input sources rendered upside down
Change 3545430 on 2017/07/19 by Max.Preussner
MediaAssets: Fixed incorrect sRGB conversion on BMP inputs
Change 3547362 on 2017/07/20 by Max.Preussner
Core: Added IsGraph and IsPrint to TCHAR utilities
Change 3547376 on 2017/07/20 by Max.Preussner
WmfMedia: Better log messages for non-standard video types (UE-47533)
#jira UE-47533
Change 3547404 on 2017/07/20 by Max.Preussner
QAGame: Enabled PlayOnOpen and Looping on MediaPlayerSwitch BP (UE-47542)
#jira UE-47542
Change 3547466 on 2017/07/20 by Max.Preussner
WmfMedia: Fixed edge case for detecting whether pause is available
Change 3548742 on 2017/07/21 by Max.Preussner
Media: Added API for changing the input frame rate
Change 3548743 on 2017/07/21 by Max.Preussner
WmfMedia: Implemented ability to change input frame rate
Change 3554411 on 2017/07/25 by Max.Preussner
AudioMixer: Broke out SynthComponent initialization code; added bIsUISound property
Change 3554818 on 2017/07/25 by Max.Preussner
Media: Added per track-type cache queries
Change 3557284 on 2017/07/26 by Max.Preussner
WmfMedia: Added buffer size check in texture sample as well
Change 3560530 on 2017/07/27 by Max.Preussner
WmfMedia: Made COM object destructors private and added assertions
Change 3560580 on 2017/07/27 by Max.Preussner
MediaUtils: Added method for querying number of objects in pool
Change 3562572 on 2017/07/28 by Max.Preussner
WmfMedia: Properly handling topology status errors when opening media
Change 3576710 on 2017/08/08 by Chris.Babcock
bug fixes for mediaplayer
- rare cases in Android media tracks
- make FMediaCaptureDevice members available in blueprints
Change 3577736 on 2017/08/08 by Chris.Babcock
Extend ExternalTexture to support 2x3 transform (scale/rotation + offset)
Change 3578831 on 2017/08/09 by Max.Preussner
MediaAssets: Made media sound component BP spawnable
Change 3579210 on 2017/08/09 by Max.Preussner
UdpMessaging: Not showing warning message if tunnel settings left empty to use defaults
Change 3579547 on 2017/08/09 by Chris.Babcock
Better support for Android external texture detection
Change 3579567 on 2017/08/09 by Chris.Babcock
Android camera plugin
#jira UEMOB-215
Change 3580035 on 2017/08/10 by Andrew.Rodham
Media Texture: External textures are now fully supported and enforced when attempting to sample external texture types in materials.
- Textures can now dynamically provide an external texture GUID at runtime, which is queried by the uniform expression. Statically defined GUIDs remain supported.
- Added necessary ExternalTexture(Parameter) methods to the material compiler and HLSL translator
- Made UTexture::GetMaterialType const-correct
#tests Test map that contains TextureObject, TextureObjectParameter, TextureSample and TextureSampleParameter nodes with media textures works on both a Nexus 10 (non-image-external), and a Pixel (image-external),
and on desktop PC.
Change 3581552 on 2017/08/10 by Chris.Babcock
Use bilinear sampling instead of point for external texture (Android media and camera)
Change 3581628 on 2017/08/10 by Max.Preussner
Core: Fixed FTimespan import/export/copypaste (UE-43990)
#jira UE-43990
#jira UE-44163
Change 3581909 on 2017/08/11 by Andrew.Rodham
Media: Only cache material proxy pointers if they have been initialized (and thus, will be removed from the cache on release)
- This prevents destroyed proxies from remaining in the texture registry
#jira UE-48307
Change 3582451 on 2017/08/11 by Max.Preussner
AudioMixer: Fixed initialization order of synth components
This ensures that the Synth is initialized before OnRegister in the super class initializes and activates the AudioComponents. Previously, the AudioComponent would fail to activate, because Synth was nullptr.
#jira UE-48055
Change 3582453 on 2017/08/11 by Max.Preussner
MediaAssets: Enabling ticking in media sound component (UE-48055)
#jira UE-48055
Change 3583101 on 2017/08/11 by Chris.Babcock
Android camera improvements
- return correct capture device type (webcamfront/rear)
- remove seek (not supported)
- support track formats
- better framerate selection
Change 3590109 on 2017/08/16 by Chris.Babcock
Move external texture coordinate update to improve accuracy and save a uniform in final shader
Change 3590530 on 2017/08/16 by Max.Preussner
MediaAssets: Changed capture device enumeration BP function signatures to allow filter bit masks
#jira UE-48166
Change 3590547 on 2017/08/16 by Max.Preussner
MediaPlayerEditor: Ticking sound component directly
Change 3590628 on 2017/08/16 by Max.Preussner
Switch: Fixed media decoder asserting when attempting to pause without having started
Change 3591816 on 2017/08/16 by Aaron.McLeran
#jira UE-48470 Disabling async processing for procedural sound waves on mac.
Change 3592266 on 2017/08/16 by Max.Preussner
Media: Replaced media cache with the new sample processing pipeline; continued to implement MfMedia
This change fixes stuttering issues with audio and video. However, proper pipeline flushing is not fully implemented yet, so the playback will break after the first playthrough, which might result in freeze frames
or out of memory assertions depending on the platform. This will be addressed in an upcoming change.
#jira UE-48474
#jira UE-45677
Change 3592355 on 2017/08/17 by Max.Preussner
MediaUtils: Added sample sink collection to remove code duplication
Change 3592739 on 2017/08/17 by Max.Preussner
ImgMedia: Fetching only one video sample per frame
Change 3592741 on 2017/08/17 by Max.Preussner
MediaUtils: Better sample fetching when paused
Change 3592761 on 2017/08/17 by Max.Preussner
MediaUtils: Fixed overflow detection in sample sinks
Change 3592762 on 2017/08/17 by Max.Preussner
ImgMedia: Sending end reached event when looping
Change 3592885 on 2017/08/17 by Max.Preussner
ImgMedia: Fixed reverse play
Change 3592887 on 2017/08/17 by Max.Preussner
MediaUtils: Better sample range calculation for audio samples
Change 3593010 on 2017/08/17 by Max.Preussner
ImgMedia: Fixed async loading of non-EXR image sequences
Change 3593193 on 2017/08/17 by Max.Preussner
AndroidMedia: Fixed typo
Change 3593230 on 2017/08/17 by Max.Preussner
Media: Implemented flushing for player sample queues
Change 3593346 on 2017/08/17 by Max.Preussner
Media: Proper sample processing for reverse playback
Change 3593482 on 2017/08/17 by Max.Preussner
Switch: Fixed sample range check for reverse playback
Change 3594428 on 2017/08/17 by Max.Preussner
PS4Media: Fixed video not playing/crashing
#jira UE-48547
#jira UE-48549
Change 3595404 on 2017/08/17 by Max.Preussner
MediaAssets: Not requesting audio samples if not playing
#jira UE-48557
Change 3595624 on 2017/08/17 by Max.Preussner
PS4Media: Fixed no looping after track switching
#jira UE-46524
#jira UE-48557
Change 3595704 on 2017/08/17 by Max.Preussner
MediaUtils: Improved sample queue flushing
Eventually this needs to be event-driven.
#jira UE-48557
Change 3595706 on 2017/08/17 by Max.Preussner
PS4Media: Flushing queues when track switching
#jira UE-48557
Change 3595909 on 2017/08/17 by Max.Preussner
Matinee: Fix Matinee redirect missing as UClass has been GC'ed (GitHub PR #3382)
https://github.com/EpicGames/UnrealEngine/pull/3382
#jira UE-42906
#rn Fix Matinee redirect missing as UClass has been GC'ed (GitHub PR #3382)
Change 3597480 on 2017/08/18 by Max.Preussner
ImgMediaPlayer: Fixed presentation time calculation for very large delta times
Change 3597669 on 2017/08/18 by Max.Preussner
ImgMedia: Setting player stopped instead of paused when end reached
Change 3597709 on 2017/08/18 by Max.Preussner
SwitchMedia: Fixed audio sample duration calculation
Change 3598479 on 2017/08/18 by Max.Preussner
ImgMedia: Ensuring that first/last frame is played when starting playback forward/reverse; improved state checking; user logging
Change 3598629 on 2017/08/18 by Max.Preussner
MediaUtils: Properly handling pending flushes when peeking sample queues
Change 3598633 on 2017/08/18 by Max.Preussner
WmfMedia: Fixed occasional WMF deadlock when scrubbing
Change 3598653 on 2017/08/18 by Max.Preussner
MediaUtils: Fixed audio resampling in reverse playback
Change 3598659 on 2017/08/18 by Max.Preussner
MediaPlayerEditor: Creating sound output only if audio device available
Change 3598688 on 2017/08/18 by Max.Preussner
MediaUtils: Flushing sample queues on direction change regardless of paused state
Change 3599444 on 2017/08/20 by Max.Preussner
WmfMedia: Added missing check for rate control when quering supported rates
Change 3603661 on 2017/08/22 by Max.Preussner
WmfMedia: Fixed NV12 output
Change 3604345 on 2017/08/23 by Max.Preussner
MediaUtils: Added subtitle samples to media sample collection; fixed documentation
Change 3604987 on 2017/08/23 by Max.Preussner
PS4Media: Setting correct track format types
Change 3605117 on 2017/08/23 by Joe.Barnes
Fix issue where presentation time was being treated as milliseconds instead of microseconds.
Change 3605128 on 2017/08/23 by Joe.Barnes
Fix potential issue calculating total (looped) play time after seek or reset.
Track last video presentation time
Change 3605139 on 2017/08/23 by Joe.Barnes
Support audio type DType_Setup.
Fix issue with procedural sounds popping. Consume more samples if necessary.
#jira ue-48544
Change 3605197 on 2017/08/23 by Max.Preussner
Media: Fixed track display name formatting (UE-48767)
#jira UE-48767
Change 3605817 on 2017/08/23 by Max.Chen
Auto set sampler type on drop on actor.
#jira UE-48769
Change 3605999 on 2017/08/23 by Max.Preussner
MfMedia: Restarting source reader when switching tracks
#jira UE-48766
Change 3606416 on 2017/08/23 by Max.Preussner
PS4Media: Various player improvements
#jira UE-48586
Change 3607656 on 2017/08/24 by Max.Preussner
WmfMedia: Improved logging for Seek and SetRate
Change 3607855 on 2017/08/24 by Max.Preussner
MfMedia: Better verbose logging; validating seeks; reduced nesting; fixed track switching\
#jira UE-48766
Change 3608029 on 2017/08/24 by Max.Preussner
PS4Media: Fixed streaming media not playing; improved result checks & logging
#jira UE-48610
Change 3608473 on 2017/08/24 by Max.Preussner
MfMedia: Fixed audio sample duration calculation
#jira UE-48756
Change 3609316 on 2017/08/24 by Chris.Babcock
Provide external texture RotationScale and Offset from sample
Change 3610067 on 2017/08/25 by Richard.Wallis
Mac: Editor locks up when Track switching and Mac: Media Audio continues to play after closing player.
- Fix for creating extra OS AV media playback objects so audio playback not stopping due to over retained objects.
- Trying to access OS AV Media Playback object (esp. the currentTime value) across mutliple threads at once seems to cause deadlock in the Apple libraries - moved location of currentTime acess point to Media Ticker
- this sets the current time and is then just returned in the getter when on game main.
- Trying to playback audio via OS media playback and through the engine at the same time when enabling the selected audio track. Engine version via sample buffers via AVAssetReaderTrackOutput doesn't seem to be
working as intended with the new audio frame work audio sinks - so reverting to OS AV media playback for Mac at the moment until better fix for this can be put in.
#jira UE-48590, UE-48604
Change 3610267 on 2017/08/25 by Max.Preussner
PS4Media: Added missing track selection validation
#jira UE-48765
Change 3610399 on 2017/08/25 by Max.Preussner
PS4Media: Fixed infinite player re-initialization loop if track selection failed
Change 3610809 on 2017/08/25 by Chris.Babcock
Fixes for Android media player and camera player
- buffer samples copy proper bytecount
- realloc sets new buffer ptr
- refcount of Java buffers fixed
Change 3610953 on 2017/08/25 by Chris.Babcock
Fix audio disable before play on Android media player
Change 3611405 on 2017/08/25 by Max.Preussner
WmfMedia: Resetting supported rates if RateSupport unavailable
Change 3611406 on 2017/08/25 by Max.Preussner
MfMedia: Resetting supported rates if RateSupport unavailable
Change 3611453 on 2017/08/25 by Chris.Babcock
Android external texture extension updates for compatibility
Change 3611719 on 2017/08/26 by Max.Preussner
Media: Added media event for completed seek operations; flushing sinks on seek
Change 3611764 on 2017/08/26 by Max.Preussner
AvfMedia: Setting player to preparing state prior to initializing tracks asynchronously
Change 3611802 on 2017/08/26 by Max.Preussner
Media: Exposed error state in media player
Change 3611803 on 2017/08/26 by Max.Preussner
MediaPlayerEditor: Showing error state in UI
Change 3611887 on 2017/08/26 by Max.Preussner
MediaUtils: Corrected media sample sink overflow check
Change 3611892 on 2017/08/27 by Max.Preussner
WmfMedia: Leaving session in error state after error
Change 3611929 on 2017/08/27 by Max.Preussner
MediaPlayerEditor: Fixed sound stopping on looping
Change 3611930 on 2017/08/27 by Max.Preussner
MfMedia: Rewrote async sample processing to fix various playback issues
Change 3611942 on 2017/08/27 by Max.Preussner
Media: Sending suspension event when playback ended
Change 3611957 on 2017/08/27 by Max.Preussner
UnrealEd: Allowed transient assets to be resaved to disk
Change 3611981 on 2017/08/27 by Max.Preussner
PS4Media: Rewrote sample processing to fix various playback issues
#jira UE-48596
#jira UE-48793
Change 3612035 on 2017/08/27 by Max.Preussner
UnrealEd: Picking standard default names when resaving transient packages
Change 3612045 on 2017/08/27 by Max.Preussner
Media: Fixed playlists not getting saved correctly from Editor (UE-35382)
#jira UE-35382
Change 3612212 on 2017/08/28 by Richard.Wallis
Fix for Multitrack Video samples continue to Play on Open after Play on Open is toggled off. Current Rate was not getting reset back to 0.0 on media close.
#jira UE-47602
Change 3613531 on 2017/08/28 by Max.Preussner
MediaAssets: Fixed external texture related crash on shutdown (UE-48918)
Also no longer creating clock sink for media player CDO
#jira UE-48918
Change 3613677 on 2017/08/28 by Andrew.Porter
Fixed crash at exit in Mac editor caused by double release of AVPlayerItem object
#jira UE-48937
Change 3615917 on 2017/08/29 by Max.Preussner
MfMedia: Added compile options for DXVA and falling back to synchronous sample reading
[CL 3617655 by Max Chen in Main branch]
#lockdown Nick.Penwarden
#rb na
Change 3604978 on 2017/08/23 by Andrew.Grant
Fix for OR-42722 from 4.17 branch
#!tests compiled
#!rb max.chen
Change 3604960 on 2017/08/23 by Andrew.Grant
Proper fix for OR-43001, removed hack-around.
#!tests compiled
#!rb max.chen
Change 3604881 on 2017/08/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed LostReservation message in tests to info from warning.
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3604871 in //Orion/Release-42.3/... via CL 3604878 via CL 3604880
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3604566 on 2017/08/23 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - return -1 for a test if there's a fatal error. Removed network errors failing tests (should be down to test to determine)
Made SoakTest better able to detect failed drafts and incomplete matches
#!tests ran multiple soaks and SoloAllHeroes
#!rb none
#!ROBOMERGE-SOURCE: CL 3604560 in //Orion/Release-42.3/... via CL 3604563 via CL 3604565
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3604181 on 2017/08/23 by David.Ratti
Set ULandscapeHeightfieldCollisionComponent to be NetAddressable so that it can be replicated as a movement base without error.
OR-42615
#!rb none
#!tests pie
Change 3603647 on 2017/08/22 by Laurent.Delayen
AnimProxy: initialize Actor/Component transforms.
#!rb none
#!tests lane minion test map
Change 3603343 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: don.eubanks
Added several more stats to the Card Shop stat panel.
+ Basic Attack Damage
+ Max Move Speed
+ Armor Penetration / Percent
+ Ability Penetration / Percent
Added utility function to AbilitySystemComponent to calculate an ability's value with additional Required/Ignore tags and Target tag container (functionality moved from AttributeView)
#!rb matt.schembari
#!tests Compile DebugGame Editor Win64 / Shipping Client PS4 / PIE
#!ROBOMERGE-SOURCE: CL 3603172 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3603121 on 2017/08/22 by Laurent.Delayen
Added FAnimationRuntime::LerpPosesPerBone
#!rb none
#!tests lane minions split body anims.
Change 3603010 on 2017/08/22 by Laurent.Delayen
Draw box around Actor being debugged by 'ShowDebug' command, to help identify what we're viewing.
#!rb none
#!tests lane minions
Change 3602574 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fixed linux warning
#!tests compiled
#!rb none
#!ROBOMERGE-SOURCE: CL 3602571 in //Orion/Release-42.3/... via CL 3602572
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602396 on 2017/08/22 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Updated Gauntlet log parser for new callstack format
Added offline and runtime Gauntlet tests to verify error generation and parsing
#!tests ran lots of tests locally
#!rb codereviewed
#!ROBOMERGE-SOURCE: CL 3601948 in //Orion/Release-42.3/... via CL 3601950
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602373 on 2017/08/22 by Andrew.Grant
Fixed compile error
#!tests compiled
#!rb none
Change 3602321 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
LogAssertFailedMessage
- Removed callstack dumping from LogAssertFailedMessage (now in StaticFailDebug)
- Moved script dumping inside GIsCritial check
StaticFailDebug
- Now dumps the callstack if supported for non-ensures. This results in PS4 (and other platforms) now displaying a callstack on a Fatal log.
- Removed log flush, was redundant
- Removed LowLevelOutputDebugStringf. If a platform needs this it can be done later in its error device
OutputMultiLineCallstack
- Renamed to FDebug::LogFormattedMessageWithCallstack and exposed in headers (calling locations have been updated to remove their extern declarations)
- No longer writes into the buffer to format it (!)
- LogName is now the first param. If NAME_None it writes using LowLevelOutputDebugString
- While writing out error information all callstack likes are prefixed with [Callstack]
Added brief documentation about the order of ops for ensures/asserts/fatal logs
#!tests ran lots of tests locally
#!rb codereviewed
#!ROBOMERGE-SOURCE: CL 3601943 in //Orion/Release-42.3/... via CL 3601944
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602316 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Changed various platform-specific implementations of ProgramCounterToHumanReadableString to return info in a canonical format of address module!func [file:line].
E.g.
0x00416A5F OrionClient.self!FEngineLoop::Tick() [D:\Epic\Orion\Release-Next\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3295]
#!tests ran lots of tests locally
#!rb codereviewd
#!ROBOMERGE-SOURCE: CL 3601940 in //Orion/Release-42.3/... via CL 3601941
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3602311 on 2017/08/22 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Sony don't allow exception handling on PS4 so for sometime we've had an issue where crashes have no presence in logs*
This change adds postmortem analysis to PS4DevkitUtil. If the OS terminates the process then it process the minidump and writes the cause and the callstack to stdout. As a bonus PS4DevkitUtil can now display cause & callstacks from minidumps via "PS4DevkitUtil postmortem -dump=path\to\crash.orbisdmp"
(*if you're lucky the kit may have been setup correctly to submit dumps to crashreporter, it may have actually worked, and you may be able to find it).
#!tests run many times on Orion tests
#!rb CR
#!ROBOMERGE-SOURCE: CL 3601929 in //Orion/Release-42.3/... via CL 3601930
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3599823 on 2017/08/21 by Jian.Ru
Allow MaxCascades cvar be set to 0 (should perobject shadow be forced on?)
#!jira UE-48468,OR-42749
#!rb Daniel.Wright
#!tests editor
Change 3598765 on 2017/08/19 by Andrew.Grant
Disable regeneration of missing cubemap data in cooked build.
Need some way of handling this, but currently this breaks PS4 anytime someone makes a map change and doesn't build lighting...
#!review-3598766 @daniel.lamb
#!tests ran PS4 successfully
#!rb none
Change 3597800 on 2017/08/18 by Laurent.Delayen
Added FAnimationRuntime::LerpPoses. Blends two poses together, but first pose is also storing results. To save on copying poses when not necessary.
Removed individual use of ZERO_ANIMWEIGHT_THRESH, instead use FAnimWeight functions.
FAnimationRuntime weight functions use FAnimWeight for consistency. (IsFullWeight was different).
#!rb none
#!codereview martin.wilson, lina.halper
#!tests minion test lane map
Change 3597332 on 2017/08/18 by Laurent.Delayen
SkelMeshComponent LOD update only refreshes transforms when rendered.
If AnimGraph eval is done, make sure Graph has been updated at least once.
Fixes:
- Significance Manager setting MinLOD on non recently rendered minions, causing them to refresh bones.
- Minions calling eval with graph not updated due to having bUseRefPoseOnInitAnim set. It means it's possible to refresh bones on a graph that has never been updated, causing a crash.
#!rb martin.wilson, lina.halper
#!codereview martin.wilson, lina.halper
#!tests minions test lane map. placing skelmeshes in editor and making sure LOD update works as expected.
Change 3597042 on 2017/08/18 by Daniel.Lamb
Added onlinesubsystemmcp to the cooksettings blacklist.
#!rb Trivial
#!test none
Change 3596575 on 2017/08/18 by Shaun.Kime
Fixing nonunity build issues
#!rb none
#!tests compiled OrionGame with unity builds disabled
Change 3595475 on 2017/08/17 by Andrew.Grant
Fixed issue with PS4 asserts not being detected during test shutdown
#!tests ran locally
#!rb none
Change 3595415 on 2017/08/17 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Added check for network failure to tests
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3595412 in //Orion/Release-42.3/... via CL 3595414
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3594725 on 2017/08/17 by Ben.Salem
Add "Worst offenders" table and runtime to FX perf reports.
#!rb adric.worley
#!tests Ran a few FX Perf tests and generated reports.
Change 3594195 on 2017/08/17 by Shaun.Kime
Integration from Dev-Niagara to Dev-General. Note that this may cause assets to need to be recooked. Please be prepared for longer than normal cook times once syncing past this changelist.
#!rb none
#!tests preflight'ed change, QA ran multiple soak tests
Change 3594177 on 2017/08/17 by Andrew.Grant
Fixed issue that was causing exceptions not to be recognized
#!tests ran locally
#!rb none
Change 3594090 on 2017/08/17 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fix for mesh desyncing during online play.
https://jira.it.epicgames.net/browse/UE-45947
#!rb none
#!tests none
[CODEREVIEW] zak.middleton
#!ROBOMERGE-SOURCE: CL 3590625 in //Orion/Release-42.3/... via CL 3590626
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3594022 on 2017/08/17 by Laurent.Delayen
SkeletalMeshComponent::InitAnim
- Do not call RefreshBoneTransforms without calling TickAnim first. AnimGraph could get in a bad state.
- Do not call RefreshBoneTransforms if AnimInstance has not been initialized.
- Do not call RefreshBoneTransforms if bUseRefPoseOnInitAnim is set. Which it could if bForceReinit was false.
#!rb martin.wilson
#!tests minion test lane map.
Change 3593972 on 2017/08/17 by Chris.Bunner
Duplicating instanced static mesh fixes from Dev-Editor - 3502581, 3570934, 3593597.
#!rb None
#!tests Editor, -game, PC
#!jira UE-48521, OR-42612
Change 3590611 on 2017/08/16 by David.Ratti
Spot edigrate CL 3584203 to fix show collision crash in mono 2
#!rb none
#!tests compile
Change 3590452 on 2017/08/16 by Laurent.Delayen
Fix for mesh desyncing during online play.
https://jira.it.epicgames.net/browse/UE-45947
#!rb none
#!tests none
#!codereview zak.middleton
Change 3590378 on 2017/08/16 by Laurent.Delayen
Integrated CL #!3585145 from Main.
>>
Fix for https://jira.it.epicgames.net/browse/OR-42337 and https://jira.it.epicgames.net/browse/OR-42338
Don't call UpdateMontageSyncGroup() when doing EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered.
Fixed auto ranged iterator.
#!rb none
#!tests bot match with Twinblast
<<
Change 3590263 on 2017/08/16 by Matt.Kuhlenschmidt
Added the ability to remove vertex colors from static meshes from the content browser
#!rb none
#!tests none
#!fyi jordan.walker
Change 3590026 on 2017/08/16 by Jurre.deBaare
HLOD: When mesh has auto LOD generation disabled it prevents user from dragging meshes to make a cluster
#!fix changed the tooltip and error handling for cluster creation, if there is any valid mesh now it will show up as a warning
#!jira OR-41584
#!rb none
#!test have tested several 'error' meshes which would before prevent the user from creating a cluster,
Change 3588580 on 2017/08/15 by Laurent.Delayen
Fix for https://jira.it.epicgames.net/browse/OR-42755
#!rb none
#!tests bot match
Change 3588360 on 2017/08/15 by Charles.Anderson
Phat
- Fixed up the materials to turn off the Render Before DOF so that we can see what were doing in Phat again.
Change 3587983 on 2017/08/15 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Fixed up audio issue on the new dawn intro movie
#!jira OR-42144
#!rb Max.Preussner
#!test Paragon ps4
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3581466 in //Orion/Release-42.1/... via CL 3581468 via CL 3581469
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3587746 on 2017/08/15 by Daniel.Lamb
Build launcher now has option for custom test.
Dumps generated buildcooktest commandline to log when using -interactive for reference.
#!rb trivial
#!test BuildCookTest with and without test options.
Change 3587733 on 2017/08/15 by Daniel.Lamb
Reenabled binned 2 stats in not shipping.
#!rb Andrew.Grant
#!test Paragon editor.
Change 3587727 on 2017/08/15 by Daniel.Lamb
Removed all the checks to help track down Texture GC issue.
#!rb Trivial
#!test Paragon editor
Change 3584487 on 2017/08/14 by Laurent.Delayen
https://jira.it.epicgames.net/browse/OR-42754 making sure this is not firing because of false positives.
#!rb none
#!tests compiles
Change 3582074 on 2017/08/11 by Laurent.Delayen
TimeStretchCurve system for AnimMontages.
Allows adjusting playback time of montages in a non constant way. This optional curve allows the user to determine how animation frames are influenced by play back time scaling, instead of using a constant play rate scaling.
For example, with an attack animation, the strike could have zero influence (no play rate), and the recovery time could have 100% influence (most play rated).
This system is entirely optional and compatible with current Montage API. You still determine desired play back time via the Play Rate parameter. Based on desired playback time, if there is a curve named 'MontageTimeStretchCurve' then, it will use the curve to determine animation frames to play based on playback time and TimeStretchCurve. Otherwise, if no curve exists, it is done using the constant supplied PlayRate.
#!rb martin.wilson
#!codereview lina.halper, james.golding
#!tests wukong primary attacks
Change 3582063 on 2017/08/11 by Brian.Fasten
Removing Monolith02_LowTest from automated builds until errors can be cleared
#!codereview: daniel.lamb
#!rb - none
#!tests - none
Change 3581229 on 2017/08/10 by Lina.Halper
- Back out revision 21 from //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Rendering/DrawElements.cpp
- Comment out issue that causes crash in the draw box
#!jira: UE-48222
#!code review: Jurre.DeBaare, Nick.Darnell, Daniel.Lamb
#!rb: Jurre.DeBaare
#!tests: building HLOD as specified in the ticket, and anim blueprint graph
Change 3577839 on 2017/08/08 by Daniel.Lamb
Revert CL 3576931. To fix crash when generating HLOD in Monolith 2.
#!rb Andrew.Grant
#!test Rebuild HLOD paragon editor
#!fyi Lina.Halper
Change 3577684 on 2017/08/08 by Andrew.Grant
Removed ensure and merged proper fix for crash from UE4/Main (3572777)
#!tests #!rb none
Change 3577562 on 2017/08/08 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Potential fix for https://jira.it.epicgames.net/browse/OR-42383
Clear NotifyQueue prior to ticking montages. Also dispatch events right away, since ticking ends here, and no rendering is happening. In the event TickPose() is called directly and Component does not get ticked.
#!rb lina.halper
[CODEREVIEW] lina.halper, martin.wilson
#!tests bot match
#!ROBOMERGE-SOURCE: CL 3577071 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3577358 on 2017/08/08 by Harrison.Moore
Updating Colorchecker
Change 3576931 on 2017/08/08 by Lina.Halper
Fix for missing arrowhead of the transition on state machine graph
#!rb: Nick.Darnell
#!tests: editor
Change 3576847 on 2017/08/08 by Jason.Bestimt
#!ORION_DG - OR-42361 - Removing assert that was causing crash report client to break (during shipping builds of Paragon due to directories that didn't exist)
#!RB: Guillaume.Abadie
#!Tests:none
Change 3576794 on 2017/08/08 by Laurent.Delayen
Removed call to DebugCanvas->Flush_GameThread(); to fix 'showdebug' commands not rendering anymore.
#!rb Matt.Kuhlenschmidt
#!codereview Matt.Kuhlenschmidt
#!tests Ghost in PIE, showdebug animation works.
Change 3576302 on 2017/08/08 by Jurre.deBaare
Fix for Materials get switched up while building HLODs in case the section order is different than the material order
#!rb none
#!tests Rebuild problematic clusters in Monolith2
#!fix materials remapping was done using the section index instead of material index in the hlod path (static mesh merge one was fine)
Change 3575221 on 2017/08/07 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for PS4 shipping
#!tests compiled PS4 shipping
#!rb none
#!ROBOMERGE-SOURCE: CL 3575112 in //Orion/Release-42.1/... via CL 3575114
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3575165 on 2017/08/07 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Runtime/PS4/PS4RHI/Private/GnmManager.cpp
--------------------------------------
PS4 GPU time now shows correct values instead of vsync time.
#!tests Ran on PS4
#!rb Luke.Thatcher
#!ROBOMERGE-SOURCE: CL 3574821 in //Orion/Release-42.1/... via CL 3574823
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3574408 on 2017/08/06 by Ben.Salem
Switch nightly solo smoke/fx tests to have -unattended on their commandlines.
#!rb none
#!tests compiled.
Change 3574308 on 2017/08/06 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Include session time, MVP, and hitches on new health report
#!tests ran locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3574305 in //Orion/Release-42/... via CL 3574306 via CL 3574307
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3574217 on 2017/08/05 by Jeff.Williams
Fixing UAT compile error
#!review-3574218 @andrew.grant
#!rb na
#!tests na
Change 3574139 on 2017/08/05 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
[NULL MERGE]
Locked net version to 3571982 for future v42 patches
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3574136 in //Orion/Release-42/... via CL 3574137 via CL 3574138
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3574130 on 2017/08/05 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/SelfTest/Gauntlet.SelfTest.LogParserTest.cs
--------------------------------------
Non-shipping Gauntlet changes -
Log parser cleanup that provides better access to log channel info, errors, warnings, and ensures
Updated BaselinePerf test to record number of units travelled. This should highlight tests where a bot gets blocked :(
#!tests ran locally on PS4
#!rb none
#!ROBOMERGE-SOURCE: CL 3574116 in //Orion/Release-42/... via CL 3574123 via CL 3574124
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3573197 on 2017/08/04 by andrew.grant
#!CodeReview: andrew.grant, jason.bestimt, jeff.williams
Unresolved conflicts. andrew.grant, please merge this change by hand.
//ROBOMERGE_ORION_Dev_General/Engine/Source/Programs/AutomationTool/NotForLicensees/Gauntlet/Gauntlet.Automation.csproj
--------------------------------------
Merging //Orion/Release-42.1 to Dev-ContentUpdate (//Orion/Dev-ContentUpdate)
#!tests #!rb none
#!ROBOMERGE-SOURCE: CL 3573179 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3573079 on 2017/08/04 by Andrew.Grant
Removed some code that was preventing Wacom from working
#!tests #!rb none
Change 3572790 on 2017/08/04 by Jurre.deBaare
Moving over fixes from 4.17 stream related to HLOD:
"UE-47360
Non Uniform baking of HLOD materials causes texture stretching
UE-47031
Generating a HLOD cluster with multiple actors that contain lods will not bake correctly"
#!rb none
#!tests none
Change 3572663 on 2017/08/04 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Gauntlet - copy elf files to temp dir and launch from there
#!tests ran gauntlet
#!rb none
#!ROBOMERGE-SOURCE: CL 3572657 in //Orion/Release-42/... via CL 3572659 via CL 3572662
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3572622 on 2017/08/04 by Jurre.deBaare
Moving over:
"Guard against zero sized boxes being sent to the slate batcher. This was exposed by the clipping changes since zero sized elements would have been previously clipped.
#!rb nick.darnell
#!jira UE-46919"
#!tests none
Change 3572428 on 2017/08/04 by Benn.Gallagher
Added per-axis inertia and parent dominance settings to physics assets
#!rb Thomas.Sarkanen
#!tests Shrapnel in editor and -game (seems to be the only character using old inertia scaler for rigid body node)
Change 3572142 on 2017/08/04 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Disabling r.Cache.UpdatePrimsTaskEnabled for PS4 due to lock-ups
#!tests none
#!rb none
#!ROBOMERGE-SOURCE: CL 3572139 in //Orion/Release-42/... via CL 3572140 via CL 3572141
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3572133 on 2017/08/04 by Andrew.Grant
Merging
//UE4/Main/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp
to //Orion/Dev-General/Engine/Source/Runtime/SlateCore/Private/Input/HittestGrid.cpp
#!tests #!rb none
Change 3572065 on 2017/08/03 by Andrew.Grant
Fixed bug in Gauntlet parsing of perf data for tests
Added perf-parsing test to SelfTest
#!tests ran self test
#!rb none
#!ROBOMERGE: 42.1
Change 3572033 on 2017/08/03 by Andrew.Grant
Merging //UE4/Main @ 3571062 through Orion-Staging
#!rb none
#!tests Engine QA pass
Change 3571262 on 2017/08/03 by Uriel.Doyon
StaticMeshComponent and LandscapeComponent now register AO material mask and sky occlusion texture in the texture streamer.
Changing the current lighting scenario now triggers an update of the texture streamer.
Added an option to the "liststreamingtextures" named UNKOWNREF allowing to inspect texture without references in the texture streamer.
#!rb none
#!tests played monolith2 on PS4 and loaded the map in the editor.
Change 3571247 on 2017/08/03 by robomerge
#!ROBOMERGE-AUTHOR: daniel.lamb
Integrate Dev-UI -> Release42
Reduced the sensitivity on the slow tick timer warning
#!rb Trivial
#!test Cooked paragon ps4
#!lockdown Andrew.Grant
#!ROBOMERGE-SOURCE: CL 3571239 in //Orion/Release-42/... via CL 3571244 via CL 3571246
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3570431 on 2017/08/03 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Removed a change that was inadvertendly included in a larger fix and seems to be having problems on windows server.
#!tests ran windows server locally
#!rb none
#!ROBOMERGE-SOURCE: CL 3570428 in //Orion/Release-42/... via CL 3570429 via CL 3570430
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3570343 on 2017/08/03 by Jurre.deBaare
HLOD: opening a level with HLOD defaults to forcing HLOD on for all clusters
#!fix forcing the HLODs to show up in the editor changes the MinDrawDistance of the static mesh component, this was getting saved and not restored during runtime (now does it in PostLoad)
#!jira UE-47712
#!rb none
#!tests PIE in Editor while having HLOD forced on
Change 3570047 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Fix for ensure leading to deadlock
#!jira OR-42071
#!tests compiled, ran ShortSoloGame test
#!rb none
[QAREVIEW] - this fixes the PC locks in OR-42071 and probably the PS4 too, but please recheck both platforms to be sure.
#!ROBOMERGE-SOURCE: CL 3570044 in //Orion/Release-42/... via CL 3570045 via CL 3570046
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3569932 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: andrew.grant
Integration from UE4 - fixed a set of critical bugs that would cause rare crashes in the async IO subsystems.
#!rb gil.gribb
#!tests ran 10x solo games, ran LoadTest, all PS4
#!jira UE-47483
#!ROBOMERGE-SOURCE: CL 3569929 in //Orion/Release-42/... via CL 3569930 via CL 3569931
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3569839 on 2017/08/02 by Daniel.Lamb
Added the low quality monolith map to the build launcher and cook maps list.
#!rb Trivial
#!test Compile UAT
Change 3569441 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Re-enabled OnlyTickMontagesWhenNotRendered animation optimization, after fixing edge case where 'Evaluate' could be called on out of sync cached data.
Only update cached data when the graph will be updated, to ensure we don't have mismatching update and evaluate data.
#!rb none
[CODEREVIEW] martin.wilson, lina.halper
#!tests bot match w/ dedicated server.
#!ROBOMERGE-SOURCE: CL 3569235 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3569397 on 2017/08/02 by robomerge
#!ROBOMERGE-AUTHOR: ben.salem
Merging using Dev-Gen_->_Release-42.1 Support for skins in perf reporting, also report overall test run time.
#!rb various
#!tests ran with new shallow test maps.
#!ROBOMERGE-SOURCE: CL 3568892 in //Orion/Release-42.1/... via CL 3568967
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3568639 on 2017/08/02 by Adric.Worley
Add individual FTest enumeration to Orion perf tests
Moved methods to run FTests to helper for reuse.
Effects perf tests now show individual test cases for more granular runs.
All perf tests now do map check and draft logic as setup.
#!tests ran updated tests in client/server
#!rb ben.salem
Change 3568616 on 2017/08/02 by Ben.Salem
Switch shallow fx tests to report to their own mailing list.
#!rb bob.ferreira
#!tests recompiled
Change 3568607 on 2017/08/02 by Daniel.Lamb
Added staticmeshcomponent to the memreportfull command.
#!rb Trivial
#!test Paragon
Change 3568018 on 2017/08/01 by Ben.Salem
Add skin and character name to test reports, and also test runtime.
#!rb none
#!tests ran steel shallow test
Change 3567995 on 2017/08/01 by Bob.Ferreira
[FXTests] Updating FXTests and ShallowFXTests to call OnComplete() when doing check point validation.
[Gauntlet] Changed InnerTestResult to be protected so that inherited test nodes can modify it.
#!rb Ben.Salem
#!TESTS Ran local automationtool run on a cooked main build.
Change 3567912 on 2017/08/01 by robomerge
#!ROBOMERGE-AUTHOR: ori.cohen
Added support for physical materials in immediate mode
#!rb none
#!tests none
[CODEREVIEW] Benn.Gallagher
#!ROBOMERGE-SOURCE: CL 3567865 in //Orion/Release-42/... via CL 3567901 via CL 3567904
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3567594 on 2017/08/01 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Disabling animation optimization until I can fix an edge case.
#!rb none
#!tests arcade mode
#!ROBOMERGE-SOURCE: CL 3567593 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3566953 on 2017/08/01 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Animation Optimization: Added EMeshComponentUpdateFlag::OnlyTickMontagesWhenNotRendered to only update montages when not rendered, instead of doing a whole pose update. This means on dedicated servers we'll only update montages when needed, and not the AnimGraph, which we have no need for.
This is also affects non rendered meshes on clients.
#!rb martin.wilson
[CODEREVIEW] lina.halper, martin.wilson
#!tests ghost and wukong networked doing montage abilities.
#!ROBOMERGE-SOURCE: CL 3566950 in //Orion/Main/...
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
Change 3564610 on 2017/07/31 by Uriel.Doyon
Integrated CL 3543210 : Fixed an issue when computing material scales where the default material ends up being used instead of the required material.
Deprecated previous material data as it was causing some waste.
Integrated CL 3526859 : Texture mip bias is now reset whenever the streaming budget increases
#!rb none
#!tests played monolith2 on PS4
Change 3564509 on 2017/07/31 by robomerge
#!ROBOMERGE-AUTHOR: laurent.delayen
Fixed warning when opening Kwang AnimBP the first time, due to missing virtual bone name. (When Skeleton doesn't have PostLoad() called on it yet - happens only the first time the AnimBP is opened).
[CODEREVIEW] jurre.debaare, dwayne.martin, lina.halper, martin.wilson
#!rb none
#!tests Kwang AnimBP opens without a warning.
#!ROBOMERGE-SOURCE: CL 3564506 in //Orion/Release-42/... via CL 3564507
#!ROBOMERGE-BOT: ORION (Main -> Dev-General)
[CL 3613306 by Andrew Grant in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3441680 by Uriel.Doyon
Added units to point light intensity, to allow the user to specify the value in candelas or lumens.
New point light actors now configure the intensity in candelas by default.
Replaced viewport exposure settings by an EV100 slider.
Hidding the tone mapper in the show flag now still applies the exposure.
Added a new AutoExposure method called EV100 which allows to specify :
- MinEV100, MaxEV100
- Calibration Constnat
- Exposure Compensation
#jira UE-42783
Change 3454934 by Chris.Bunner
Backing out changelists 3441680, 3454636 and 3454844 for the sake of integration stability.
Change 3512118 by Marc.Olano
Fix rare Sobol shader data problem. Mismatch with CPU code after a large number of points
Resubmit of portion of //UE4/Dev-Rendering@3509854 that was rolled back to avoid massive shader recompiles during integration testing
Change 3512129 by Benjamin.Hyder
Fixing up content in TM-SobolNoise
Change 3512151 by Rolando.Caloca
DR - Fixed some layouts that were general
- Added some extra dump information
Change 3512160 by Benjamin.Hyder
Still Fixing TM-Sobol
Change 3512180 by Marc.Olano
PCSS for spotlights. Like directional PCSS this is experimental, activated by r.Shadow.FilterMethod.
Change 3512261 by Michael.Lentine
Move Subsurface to shared properties.
Previously the same code could be executed multiple times without being optimized out if multiple inputs used the same subsurface output.
#jira UE-44405
Change 3512288 by Rolando.Caloca
DR - Fix issue when recycling image handles
Change 3512338 by Michael.Lentine
Fix precision if user enters a multiple of 90 degree rotation for transforms.
This will only work for exact values. Generally comparing float point numbers using == is unsafe but it should be ok in this case as they are exact values entered from the UI. We may want to later expand this to include thresholding using a value ~1e-7.
#jira UE-46137
Change 3512424 by Michael.Lentine
Regenerate BaseColor.uasset and Specular.uasset to not have the notforclient flags set.
#jira UE-44315
Change 3512686 by Brian.Karis
Fix for quadric assert in infiltrator. Due to bad tangents in source mesh.
Change 3512696 by Brian.Karis
Unrevert TAA. Fixed DOF NaN artifacts
Change 3512717 by Marcus.Wassmer
PR #3714: Fix typo in EOcclusionCombineMode (Contributed by Mumbles4)
Change 3513112 by Richard.Wallis
Crash when packaging for iOS with Shared Material Native Libraries and Share Material Shader Code from windows platform. Offline shader compile for archiving not done - shader header has missing offline compile flag for native Metal library archiving.
Fix includes:
- Handle offline compile failure when not running on Mac and no remote is configured (or remote fails). (I think it's this point at which the crash in the bug report is at).
- Make sure remote can build for native Metal libraries and archive correctly - this should now support Linux platforms or Mac to Mac (if enabled in MetalShaderCompiler.cpp) for testing if required.
- Updated to include remote calling into the xcode 9 Metal pch fix already submitted by Mark Satt.
#jira UE-45657
Change 3513357 by Richard.Wallis
Windows compile fix.
Change 3513375 by Guillaume.Abadie
Exposes the possibility to manually destroy the GPU ressource of UTextureRenderTarget2D.
Change 3513685 by Richard.Hinckley
#jira UEDOC-3822
Fixing a comment that refers to a non-existent function, for documentation purposes.
Change 3513705 by Marc.Olano
Updates to Sobol test levels in RenderTest project
Change 3513730 by Rolando.Caloca
DR - Fix mip size copying resolve targets
- Fix compute fence
- Fix descriptor set texture layout
- More dump info
Change 3513742 by Marc.Olano
Texture-free numeric print for shader debugging
Change 3513777 by Daniel.Wright
Handled edge case where no furthest samples are found in precomputed visibility
Change 3514852 by Rolando.Caloca
DR - Fix -directcompile on SCW
Change 3515049 by Rolando.Caloca
DR - hlslcc dump crash fix
Change 3515167 by Rolando.Caloca
DR - hlslcc - Fix bogus string pointer
- Allow reading from non-scalar UAVs
Change 3515745 by Rolando.Caloca
DR - Linux compile fix
Change 3515862 by Rolando.Caloca
DR - Remove old reference to CCT
- Link with hlslcc debug libs on SCW debug config for easier debugging
Change 3516292 by Rolando.Caloca
DR - glslang exe fixes
Change 3516568 by Rolando.Caloca
DR - hlslcc - Copy fix for *Buffer as functionparameters
Change 3516659 by Marcus.Wassmer
Fix some d3derrors with distance fields
Change 3516801 by Daniel.Wright
Fixed crash when doing editor 'Force Delete' on a static mesh whose distance field is still being built. Any UObject reference that is to an asset can be NULL'ed by the editor.
Change 3516825 by Rolando.Caloca
DR - Some initial fixes for structured buffers
Change 3516843 by Rolando.Caloca
DR - Fix for Vulkan dist fields
Change 3516869 by Marcus.Wassmer
Add format to the createrendertarget blueprint node
Change 3516957 by Daniel.Wright
Fixed bUsesDistortion being editable
Change 3516965 by Daniel.Wright
Still mark the distance field task completed, even if the static mesh has been deleted
Change 3517039 by Yujiang.Wang
GitHub #2655: Optimization for shadow map resolution selection for spot lights
* Use the radius of the inscribed sphere at the cone end as the spot light's screen radius
Note: slight drop of shadow quality of spot lights may occur when they are far away from the camera. This is intended, since before this optimization they tend to be always rendered with the maximum shadow map resolution (2048), which is very costly
#jira UE-33982
Change 3517069 by Yujiang.Wang
Fix for ScissorRect settings in d3d11 being lost under certain scenarios
* Scissor rectangle is always enabled in the low-level d3d11 pipeline, and it is expected that at least one ScissorRect is present no matter whether RHISetScissorRect is called with bEnable=false (when it is false we just use a big rect to make it effectively disabled)
* However FD3D11StateCacheBase::ClearState() clears all the states, which removes scissor rectangles and causes problems for certain routines (FScene::UpdateSkyCaptureContents)
* Now SetScissorRectIfRequiredWhenSettingViewport will always set a effectively disabled ScissorRect on each FD3D11DynamicRHI::RHISetViewport call, just like d3d12 does
#jira UE-45465 UE-44760
Change 3517134 by Yujiang.Wang
CIS fix
Change 3517662 by Rolando.Caloca
DR - Execute upload Vulkan cmds on the RHI thread
- Fix crash with structured buffer
Change 3517677 by Rolando.Caloca
DR - Update/copy textures on RHI thread
Change 3517680 by Rolando.Caloca
DR - Copy texture bulk data on rhi thread
Change 3517748 by Marcus.Wassmer
temporary workaround for one class of GPU crashes
Change 3518832 by Rolando.Caloca
DR - Copy & extend 3518077
- Fix for movable skylight shader missing on simple forward (low lighting quality mode)
Change 3519973 by Richard.Wallis
Jittering in Engine Menu Dropdown Options. Jitter fix: Fix some areas that hadn't been changed from RoundToInt (from previous CL's) to CeilToInt.
#jira UE-46505
Change 3520849 by Uriel.Doyon
Fixed issue with investigate texture command and dynamic component entries.
Change 3521064 by Guillaume.Abadie
Returns absolute path of shader files on error to avoid work loss in visual studio that can't figure out that a sln relative and absolute path might leading to same file on disk.
Change 3521834 by Rolando.Caloca
DR - Fix decals on Vulkan
Change 3521892 by Rolando.Caloca
DR - Fix Vulkan texture streaming
Change 3523181 by Rolando.Caloca
DR - Copy from 3523176
UE4.17 - Fix Vulkan scissor causing text to not clip
Change 3523534 by Yujiang.Wang
UE-46631: Implement a scalable LongGPUTask to fix ProfileGPU
* A new, scalable, platform-independent IssueLongGPUTask is now implemented in UtilityShaders
* Removed IssueLongGPUTask and G*Vector4VertexDeclaration from RHI implementations
* The measurement of the execution time of a basic LongGPUTask unit is kicked off on the very first frame
#jira UE-46631
Change 3524552 by Yujiang.Wang
Fix iteration number calculation of LongGPUTask
Change 3524975 by Joe.Graf
Moved the Hamming-weight function from StaticMeshDrawList.inl to FGenericPlatformMath
Added SSE versions using _mm_popcnt_u64 for platforms that support it
Added a SSE check to gracefully exit when missing the instruction and it was expected to be there
#CodeReview: arciel.rekman, brian.karis
Change 3525306 by Daniel.Wright
Fixed ensure from LPV
Change 3525346 by Rolando.Caloca
DR - Fix linking issue
Change 3525459 by Daniel.Wright
Volumetric Lightmaps - higher quality precomputed GI on dynamic objects and GI on Volumetric Fog
* Enabled by default on all maps, effective after a lighting build. This replaces the existing Precomputed Light Volume and Indirect Lighting Cache features.
* New Lightmass World Settings: VolumeLightingMethod, VolumetricLightmapDetailCellSize and VolumetricLightmapMaximumBrickMemoryMb.
* Lightmass computes lighting samples in an adaptive grid, with higher density around geometry inside the importance volume. Positions outside the importance volume get lit with the border texels.
* Improved Lightmass volume solver to use importance photons and full adaptive final gather, so volume samples have similar quality to 2d lightmaps.
* A static indirection texture is built covering the importance volume and flattening the brick tree by storing the offset to the highest density brick at each indirection cell.
* Seamless and efficient GPU interpolation across density levels is achieved by adding a single row of padding to bricks, copied from neighbors, and stitching up bricks with lower density neighbors
* The Volumetric lightmap stores Irradiance as a 3 band SH, which is 27 floats, quantized into 28 bytes, 7 texture lookups.
* A full screen barebones material using Volumetric Lightmaps costs .42ms on 970 GTX, while Indirect Lighting Cache Point costs .32ms
* Sky bent normal is also stored for stationary skylights and Directional Light Shadowing for Single Sample Shadow receiving.
* Volumetric fog, Movable components, unbuilt Static Components, SingleSampleShadow receiving and Capsule Shadows use Volumetric Lightmaps if available
* New Visualization show flag for Volumetric Lightmap sample points
* Level streaming of volume light data is not currently supported with this method
Change 3525461 by Daniel.Wright
Lowered default r.Shadow.RadiusThreshold for Epic shadow settings as it was causing a lot of visible artifacts from small objects popping out. This will increase shadowmap cost slightly (13.5ms RT -> 14.3ms RT in Fortnite on PS4, no measurable GPU difference).
Change 3526459 by Rolando.Caloca
DR - Fix validation error
Change 3526474 by Rolando.Caloca
DR - Integrate from GV
Change 3526487 by Daniel.Wright
Disabled Volumetric Lightmap filtering with neighbors due to artifacts
Fix linux compile errors
Change 3526833 by Rolando.Caloca
DR - Workaround for hlslcc
Change 3526991 by Uriel.Doyon
Integrated 3526859 : Texture mip bias is now reset whenever the streaming budget increases. This fixes an issue where textures persistently become low res after a memory spike.
Change 3527574 by Rolando.Caloca
DR - Added some missing resource entries for SCW direct mode
Change 3527625 by Rolando.Caloca
DR - Copy from 3527113
UE4.17 - Fix Vulkan not calling Present
Change 3528461 by Brian.Karis
Support larger hash sizes. Added uint list hashing function.
Change 3528780 by Rolando.Caloca
DR - Default Vulkan resources
Change 3528818 by Rolando.Caloca
DR - glslang - Added missing accessor
Change 3528839 by Rolando.Caloca
DR - Fix virtual path issue when using non-engine relative absolute paths
Change 3528900 by Daniel.Wright
Fixed variable shadowing
Change 3529039 by Rolando.Caloca
DR - Read Spirv reflection data (not used yet)
Change 3529040 by Joe.Graf
Fixed the 32bit compile failures for the popcnt optimization
#CodeReview: arciel.rekman
Change 3529060 by Rolando.Caloca
DR - hlslcc - New flag for keeping resource names
Change 3529344 by Rolando.Caloca
DR - Delete unused file
Change 3529723 by Brian.Karis
Fixed static analysis cleaner.
Change 3531357 by Michael.Trepka
Updated Mac glslang libraries with latest changes. Also, updated the Xcode project (generated with CMake) and moved it to a different location so that it no longer uses hardcoded absolute paths. It should be easy to rebuild these libraries in the future.
Change 3531517 by Joe.Graf
Added support for ddx_fine, ddy_fine, ddx_coarse, ddy_coarse to hlslcc
#CodeReview: arciel.rekman, mark.satterthwaite, rolando.caloca
Change 3531626 by Joe.Graf
Mac version of the popcount optimization
Changed Linux version to use the same builtin
#CodeReview: mark.satterthwaite, arciel.rekman
Change 3531837 by Chris.Bunner
SetScissorRectIfRequiredWhenSettingViewport sets the viewport size by default rather than disabling the scissor rect.
#jra UE-46753
Change 3533415 by Joe.Graf
Renamed the SSSE3 checks per feedback
#CodeReview: arciel.rekman
Change 3533480 by Michael.Lentine
Use more accurate descriptions for shader recompile options
Change 3533511 by Joe.Graf
Updated the GenericPlatformMisc to match the SSSE3 name change
#CodeReview: arciel.rekman
Change 3533521 by Marcus.Wassmer
Fix scenerenderer leak when updating out of view planar reflections
Change 3533528 by Joe.Graf
Updated comments
#CodeReview: n/a
Change 3533608 by Mark.Satterthwaite
New manual Xcode project for glslang so that we include all the necessary code and can link again.
Change 3534260 by Mark.Satterthwaite
Fix the Xcode 9 Beta 3 compile errors in MetalRHI without breaking Xcode 8.3.3.
Change 3535789 by Yujiang.Wang
Fix for wrong hair shading in forward shading
* IBL reflections should be turned off for hairs
Change 3537059 by Ben.Marsh
Fixing case of iOS directories, pt1
Change 3537060 by Ben.Marsh
Fixing case of iOS directories, pt2
Change 3538297 by Michael.Lentine
Add shader comparison test.
Adding the basic test case.
Adding logic to Common.ush to enable FP16 conditionally on a define (which is not set by default)
Adding more exported functionality to automation for use in the shader test.
Change 3538309 by Michael.Lentine
Add missing file from Shader Test CL.
Change 3538751 by Michael.Lentine
Add missing pragma once.
Change 3539236 by Michael.Lentine
Do not ignore return values.
Change 3539237 by Michael.Lentine
Check in the correct file
Change 3540343 by Rolando.Caloca
DR - Added t.DumpHitches.AllThreads
Change 3540661 by Yujiang.Wang
Fix spot tube light direction
* The tube direction for a spot light was pointing along the light direction, now it is along the local Z axis which is perpendicular to the light direction. Lightmass is also touched
* A new LightTangent is added to FDeferredLightData
* Packed all the values from LightSceneProxy->GetParameters into a single FLightParameters struct to avoid copy-pasting them everywhere
Change 3541129 by Rolando.Caloca
DR - vk - Copy all Vulkan fixes from 4.17
Change 3541347 by Yujiang.Wang
Fix wrong ViewFlags being set between objects when rendering shadow depth maps
* Bug caused by trying to share DrawRenderState between objects, but SetViewFlagsForShadowPass was designed to start from a fresh render state
* Now SetViewFlagsForShadowPass recalculates and sets the flags on each call
Change 3542603 by Rolando.Caloca
DR - vk - Allow sharing samplers on Vulkan
Change 3542639 by Jian.Ru
Changed warning text to better indicate that global clip plane needs to be enabled for planar reflection
#RB Marcus.Wassmer
Change 3543167 by Michael.Lentine
Fix naming for the shader comparison tests.
Change 3543210 by Uriel.Doyon
Fixed an issue when computing material scales where the default material ends up being used instead of the required material.
In that case, we used the default settings for texture streaming (assuming a scale of 1).
Change 3543221 by Brian.Karis
Simplifier optimizations
Change 3543239 by Arciel.Rekman
hlslcc: remove FCustomStd* workarounds.
- This was previous attempt to work around problems arising from different STL used for building libhlslcc (in the cross-toolchain) and possibly different STL used for building engine (on the system).
- The same problem has been resolved by bundling libc++.
Change 3543946 by Michael.Lentine
Add comparison output.
Change 3544277 by Brian.Karis
Fixed uninitialized var error
Change 3544404 by Rolando.Caloca
DR - Fix broken textures
Change 3544503 by Jian.Ru
Ensure lighting failure delegates are always called
#RB Marcus.Wassmer,Daniel.Wright
#3689
Change 3545241 by Daniel.Wright
Fixed spotlight whole scene shadows using a radius 2x too long
Change 3545347 by Daniel.Wright
Fixed shadow occlusion culling broken by shadowmap caching change. FProjectedShadowKey is now computed correctly for whole scene shadows and SDCM_StaticPrimitivesOnly shadowmaps will fall back to the query for a SDCM_MovablePrimitivesOnly, since the static primitives shadowmap's query is not issued every frame.
Change 3546196 by Marcus.Wassmer
Fix minor typo
Change 3546459 by Daniel.Wright
ULevel::PostEditChangeProperty recreates rendering resources if MapBuildData is modified - fixes a crash when Force Deleting the MapBuildData package.
Change 3546469 by Jian.Ru
Take into account CVarStaticMeshLODDistanceScale during static mesh LOD calculation
Change 3546804 by Daniel.Wright
[Copy] Added SendAllEndOfFrameUpdates draw event to wrap skin cache events
Change 3546814 by Daniel.Wright
[Copy] Only use skylight OcclusionMaxDistance for the global distance field if it casts shadows
Change 3546815 by Daniel.Wright
[Copy] Snap volumetric fog light function target resolution to a factor of 32 to avoid constant texture reallocation
Change 3546817 by Daniel.Wright
[Copy] Warmup time warning
Change 3546828 by Daniel.Wright
[Copy] Fixed UWorld::DestroyActor in PIE calling InvalidateLightingCacheDetailed which can do a FlushRenderingCommands and cause a large hitch
Change 3546836 by Daniel.Wright
[Copy] ULightComponent::InvalidateLightingCacheInner uses MarkRenderStateDirty instead of slow reregister + FlushRendingCommands, and only for lights which might have static lighting data
Change 3546849 by Rolando.Caloca
DR - vk - Fix missing samplerstates
- Fixes for structured buffers
- Add missing Draw and Dispatch Indirect
Change 3547516 by Brian.Karis
Linear time 5-coloring for planar graphs.
Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper.
Change 3547542 by Brian.Karis
Linear time 5-coloring for planar graphs.
Brought in the Planarity library written by John Boyer, heavily edited and trimmed down to only include code necesary for graph coloring. Put behind a simple wrapper.
Change 3547563 by Brian.Karis
Fixed some compiler warnings and hopefully some errors.
Change 3547610 by Brian.Karis
Replaced macros with inlined functions
Change 3547620 by Brian.Karis
Clean up includes
Change 3547770 by Marcus.Wassmer
GPU Crash for MTBF analytics
Change 3547773 by Marcus.Wassmer
Updated doxygen comment for new analytic
Change 3548244 by Rolando.Caloca
DR - Fix for translucency
Change 3548352 by Yujiang.Wang
Added soft source radius for point and spot lights
* Soft source radius controls how 'blurry' the shape of specular lighting looks
* Implemented by LobeRoughness modification
* Better approximation for spherical lights so that they don't look sharp when the radius is large using 'smoothed representative point' method
* Suppoted LightTangent in forward shading
Change 3548530 by Brian.Karis
Fix for mac build
Change 3548770 by Rolando.Caloca
DR - vk - Prereq work for Vulkan parallel RHI contexts
Change 3548772 by Jian.Ru
Fixed an issue that caused an ensure when switching levels in D3D10. #rb Marcus.Wassmer
Change 3548865 by Daniel.Wright
With shadowmap caching of whole scene shadows, only one of the cache modes issues an occlusion query. Fixes a crash where the static primitive shadowmap is culled but the movable primitive shadowmap is visible, which is normally not possible.
Change 3548952 by Rolando.Caloca
DR - Allow separate samplers in the shaders on Vulkan
Change 3549197 by Marcus.Wassmer
Fix DX12 PIx not working in cooked builds
Change 3549209 by Daniel.Wright
Occlusion culling for CSM, from the main camera, controlled by 'r.Shadow.OcclusionCullCascadedShadowMaps'. Disabled by default as rapid view changes don't work well with latent occlusion queries.
Change 3549943 by Ben.Marsh
Include better diagnostic information when a modified build product is detected after running a build step.
Change 3550546 by Rolando.Caloca
DR - Fix merge issue
Change 3550962 by Marcus.Wassmer
EarlyZ Masking requires full depth prepass, so just force it to.
Change 3551062 by Daniel.Wright
Handle NULL skylight
Change 3551104 by Rolando.Caloca
DR - vk - Remove assert to match other platforms
Change 3551221 by Rolando.Caloca
DR - vk - Add mirror clamp to edge extension
- Fix framebuffer deletion
Change 3551224 by Daniel.Wright
Volumetric lightmap increase density around static lights affecting a voxel brighter than LightBrightnessSubdivideThreshold.
Change 3551495 by Rolando.Caloca
DR - vk - Intiial support for async queue
Change 3552101 by Rolando.Caloca
DR - vk - Fix for async
Change 3552102 by Rolando.Caloca
DR - SkinCache - Fix potential leak on staging buffers for recompute tangents
- Integrate changes from 4.17 for memory optimizations
Change 3552104 by Rolando.Caloca
DR - vk - Support for SRVs for index buffers
Change 3552838 by Rolando.Caloca
DR - vk - Enable debug markers if found
Change 3553106 by Rolando.Caloca
DR - vk - Fixes for index buffer SRVs
Change 3553107 by Rolando.Caloca
DR - vk - Enable recompute tangents on Vulkan
Change 3553154 by Rolando.Caloca
DR - vk - Fix crash with null uav
Change 3553342 by Yujiang.Wang
Fix redundant skylights in AdvancedPreviewScene
* PreviewScene was changed to using a skylight instead of ambient cubemap to support forward shading
* AdvancedPreviewScene originally had a skylight, now it is changed to using the one inherited from PreviewScene
Change 3553481 by Rolando.Caloca
DR - Integrate fix for D3D12 support of index buffers SRVs
#jira UE-47674
Change 3553715 by Rolando.Caloca
DR - Fix crash when launching PC with -featureleveles31
Change 3553725 by Rolando.Caloca
DR - Redo fix
Change 3553803 by Rolando.Caloca
DR - Shader compile fixes for ES3.1
Change 3553963 by Rolando.Caloca
DR - vk - Remove extra IRDump
Change 3554741 by Ben.Marsh
CIS fix.
Change 3555222 by Rolando.Caloca
DR - vk - static analysis fix
Change 3555362 by Rolando.Caloca
DR - vk - Prep work for separate present queue
Change 3556800 by Daniel.Wright
Fixed screenshot for simple volume material doc
Change 3556942 by Brian.Karis
Fixed Bokeh DOF regression.
Change 3556959 by Rolando.Caloca
DR - vk - Rework staging buffer peak usage
Change 3557497 by Daniel.Wright
Better display name for Unbound property on post process volume
Change 3557499 by Daniel.Wright
Disable r.GenerateLandscapeGIData by default, opt-in for kite demo. Projects that want to use heightfield GI need to opt-in to r.GenerateLandscapeGIData.
Change 3557068 by Olaf.Piesche
Configurable spawn rate scaling reference value; sets the zero-scale reference value (default: 2), so additional quality levels can be added and scaling customized further.
IMPORTANT: This sets the reference to 3 in PS4Scalability.ini; effects on PS4 are again going to have reduced spawn rates versus PC and Neo, as intended by the FX artists starting with this change.
#tests QAGame test maps
Change 3558123 by Rolando.Caloca
DR - vk - static analysis fix
Change 3558685 by Yujiang.Wang
Github #3323: Two sided foliage lightmap directionality fix
* Subsurface is not intended to work with lightmaps that don't have directionality, however we still want it to look similar to a directional one
* Now it uses a constant directionality value
#jira UE-42523
Change 3559052 by Brian.Karis
Hopefully fix static analysis
Change 3559113 by Rolando.Caloca
DR - Fix crash witrh planar reflections
Change 3559275 by Yujiang.Wang
Fix race condition on several scalability CVars between rendering thread and game thread
Change 3559612 by Rolando.Caloca
DR - vk - SM5 with uniform buffers backend support
Change 3559716 by Rolando.Caloca
DR - hlslcc - Fix linker warning on SCW debug
Change 3559768 by Rolando.Caloca
DR - vk - Keep ub names for bindings
Change 3560195 by Rolando.Caloca
DR - accessor
Change 3560275 by Rolando.Caloca
DR - vk - Support for uniform buffers
Change 3560913 by Rolando.Caloca
DR - vk - Fix static analysis
Change 3561145 by Rolando.Caloca
DR - Don't crash if out of resource table bits
Change 3561194 by Rolando.Caloca
DR - vk - Integrate timestamp fixes
Change 3562009 by Rolando.Caloca
DR - vk - Workaround for bad UTexture data
Change 3563884 by Chris.Bunner
VK_NULL_HANDLE fix.
Change 3563885 by Jian.Ru
Ignore a warning caused by enabling distance field generation so that test Cube_Blue and Cube_Section don't fail. #rb Chris.Bunner
Change 3565943 by Jian.Ru
Add extra warning log triggered when attempt to create FRWBuffer greater than 256MB in ComputeLightGrid() #rb Chris.Bunner
Change 3569479 by Michael.Lentine
Integrate rhino shader changes to dev-rendering
Change 3569511 by Michael.Lentine
Fix formating and string out on windows.
Change 3569572 by Yujiang.Wang
Fix MeasureLongGPUTaskExecutionTime crashing on AMD on Macs
Change 3569614 by Yujiang.Wang
Flush rendering commands before measuring the long GPU task's excution time to get accurate results
Change 3570524 by Jian.Ru
Add extra parentheses to avoid compilation warning #rb Chris.Bunner
Change 3570722 by Chris.Bunner
Static analysis workaround - same code, just validating compile-time assumptions a little further.
Change 3570880 by Jian.Ru
Add small depth offset to avoid depth test failing during velocity pass
#jira UE-37556
Change 3572532 by Jian.Ru
Disable a warning to let tests pass
#jira UE-48021
Change 3573109 by Michael.Lentine
Checkin Michael.Trepka's fix for external dynamic libraries on mac.
This is needed to make the build go green on mac.
Change 3573995 by Jian.Ru
Move an include out of define to let nightly build pass
Change 3574777 by Chris.Bunner
Continued merge fixes.
Change 3574792 by Rolando.Caloca
DR - Rename todo
Change 3574794 by Chris.Bunner
Re-adding includes lost in a pre-merge merge.
Change 3574879 by Michael.Trepka
Disabled a couple of Mac deprecation warnings
Change 3574932 by Chris.Bunner
Merge fix.
Change 3575048 by Michael.Trepka
Fixed iOS compile warnings
Change 3575530 by Chris.Bunner
Duplicating static analysis fix CL 3539836.
Change 3575582 by Chris.Bunner
Fixed GetDimensions return type in depth resolve shaders.
Compile error fix.
Change 3576326 by Chris.Bunner
Static analysis fixes.
Change 3576513 by Michael.Trepka
Updated Mac MCPP lib to be compatible with OS X 10.9
Change 3576555 by Richard.Wallis
Metal Validation Errors. Dummy black volume texture is in the wrong format in the Metal shader for the VolumetricLightmapIndirectionTexture. Create a new dummy texture with pixel format PF_R8G8B8A8_UINT.
#jira UE-47549
Change 3576562 by Chris.Bunner
OpenGL SetStreamSource stride updates.
Change 3576589 by Michael.Trepka
Fixed Mac CIS warnings and errors in Dev-Rendering
Change 3576708 by Jian.Ru
Fix cascade preview viewport background color not changing
#jira UE-39687
Change 3576827 by Rolando.Caloca
DR - Minor fix for licensee
Change 3576973 by Chris.Bunner
Fixing up HLSLCC language spec mismatch (potential shader compile crashes in GL and Vulkan).
Change 3577729 by Rolando.Caloca
DR - Fix for info on SCW crashes
Change 3578723 by Chris.Bunner
Fixed issue where custom material attribute was using display name as hlsl function name.
Change 3578797 by Chris.Bunner
Fixed pixel inspector crashing on high-precision normals gbuffer format.
#jira UE-48094
Change 3578815 by Yujiang.Wang
Fix for UE-48207 Orion cooked windows server crash on startup
* Crash caused by rendering features not available in a dedicated server build
* Skip over MeasureLongGPUTaskExecutionTime when !FApp::CanEvenRender()
#jira UE-48207
Change 3578828 by Daniel.Wright
Disable volumetric lightmap 3d texture creation on mobile
Change 3579473 by Daniel.Wright
Added View.SharedBilinearClampSampler and View.SharedBilinearWrapSampler. Used these to reduce base pass sampler counts with volumetric lightmaps.
Change 3580088 by Jian.Ru
Fix QAGame TM-CharacterMovement crashing on PIE
#jira UE-48031
Change 3580388 by Daniel.Wright
Fixed shadowed light injection into volumetric fog fallout from Rhino merge
Change 3580407 by Michael.Trepka
Updated Mac UnrealPak binaries
Change 3581094 by Michael.Trepka
Fix for ScreenSpaceReflections not working properly on iOS 11
Change 3581242 by Michael.Trepka
Fixed a crash on startup on Mac when launching TM-ShaderModels in QAGame
#jira UE-48255
Change 3581489 by Olaf.Piesche
Replicating CL 3578030 from Fortnite-Main to fix #jira UE-46475
#jira FORT-47068, FORT-49705
Don't inappropriaely touch game thread data on the render thread. Push SubUV cutout data into a RT side object owned by the sprite dynamic data.
#tests FN LastPerfTest
Change 3581544 by Simon.Tovey
Fix for ensure accessing cvar from task thread.
#tests no more ensure
Change 3581934 by Chris.Bunner
Fixed ConsoleVariables.ini break from merge.
Change 3581968 by Jian.Ru
Fix QAGame TM-ShaderModels PIE crash when resizing game viewport
#jira UE-48251
Change 3581989 by Richard.Wallis
Fix for NULL PrecomputedLightingBuffer. It is null for first frame request in forward rendering so should have the GEmptyPrecomputedLightingUniformBuffer set in these cases after it's been initially tried to be set not before.
#jira UE-46955
Change 3582632 by Chris.Bunner
Resolved merge error.
Change 3582722 by Rolando.Caloca
DR - Workaround for PF_R8G8B8A8_UINT on GL
#jira UE-48208
Change 3584096 by Rolando.Caloca
DR - Fix for renderdoc crashing in shipping
#jira UE-46867
Change 3584245 by Jian.Ru
Fix System.Promotion.Editor.Particle Editor test crash
#jira UE-48235
Change 3584359 by Yujiang.Wang
Fix for UE-48315 Wall behind base in Monolith is flickering white in -game Orion
* Caused by dot(N, V) being negative
* Clamp to (0, 1)
#jira UE-48315
Change 3587864 by Mark.Satterthwaite
Fix the GPU hang on iOS caused by changes to the Depth-Stencil MSAA handling: you can't store the MSAA stencil results on iOS < 10 unless you use the slower MTLStoreActionStoreAndMultisampleResolve which we don't need for the mobile renderer.
#jira UE-48342
Change 3587866 by Mark.Satterthwaite
Correctly fix iOS compilation errors against Xcode 9 Beta 5 and Xcode 8.3.3 - duplicating function definitions is guaranteed to be wrong.
Change 3588168 by Mark.Satterthwaite
Move the Xcode version into the Metal shader format header, not the DDC key, so that we can handle bad compiler/driver combinations in the runtime and don't force all users to recompile every time the Xcode version changes.
Change 3588192 by Rolando.Caloca
DR - Fix d3d12 linker error when EXECUTE_DEBUG_COMMAND_LISTS is enabled
Change 3588291 by Rolando.Caloca
DR - Fix for d3d12 command list crash: Commited resources can not have aliasing barriers
#jira UE-48299
Change 3590134 by Michael.Trepka
Copy of CL 3578963
Reset automation tests timer after shader compilation when preparing for screenshots taking to make sure tests don't time out.
Change 3590405 by Rolando.Caloca
DR - hlslcc - support for sqrt(uint)
Change 3590436 by Mark.Satterthwaite
Rebuild Mac hlslcc for CL #3590405 - without the various compiler workarounds left over from before the recent code changes.
Change 3590674 by Rolando.Caloca
DR - vk - Integration from working branch
- Fixes distance field maps
- Compute pipelines stored in saved file
- Adds GRHIRequiresRenderTargetForPixelShaderUAVs for platforms that need dummy render targets
Change 3590699 by Rolando.Caloca
DR - Fix distance fields mem leak
Change 3590815 by Rolando.Caloca
DR - vk - Fixes for uniform buffers and empty resource tables
Change 3590818 by Mark.Satterthwaite
Temporarily switch back to OpenVR v1.0.6 for Mac only until I can clarify what to do about a required but missing API hook for Metal. Re-enabled and fixed compile errors with Mac SteamVR plugin code.
Change 3590905 by Mark.Satterthwaite
For Metal shader compilation where the bytecode compiler is unavailable force the debug compiler flag and disable the archiving flag because storing text requires this.
#jira UE-48163
Change 3590961 by Mark.Satterthwaite
Submitted on Richard Wallis's behalf as he's on holiday:
Mac fixes for Compute Skin Cache rendering issues (resulting in incorrect positions and tangents) and for recomputing tangents. Problem sampling from buffers/textures as floats with packed data. Some of the data appears as denorms so get flushed to zero then reinterpreted as uints via asuint or in Metal as_type<uint>(). Fix here for Metal seems to be to use uint types for the skin cache SRV's and as_type<> to floats instead.
There could be some other areas where we're unpacking via floats that could affect Metal and I'm not sure how this will impact on other platforms.
#jira UE-46688, UE-39256, UE-47215
Change 3590965 by Mark.Satterthwaite
Remove the Z-bias workaround from Metal MRT as it isn't required and actually causes more problems.
Change 3590969 by Mark.Satterthwaite
Make all Metal shader platforms compile such that half may be used, unless the material specifies full precision.
Change 3591871 by Rolando.Caloca
DR - Enable PCSS on Vulkan & Metal
- Enable capsule shadows on Vulkan
Change 3592014 by Mark.Satterthwaite
Remove support for Mac OS X El Capitan (10.11) including the stencil view workaround.
Bump the minimum Metal shader standard for Metal SM4, SM5 & Metal MRT to v1.2 (macOS 10.12 Sierra & iOS 10) so we can use FMAs and other newer shader language features globally.
Enable the new GRHIRequiresRenderTargetForPixelShaderUAVs flag as Metal is like Vulkan and needs a target for fragment rendering.
Also fix the filename for direct-compile & remove the old batch file generation in the Metal shader compiler.
Change 3592171 by Rolando.Caloca
DR - CIS fix
Change 3592753 by Jian.Ru
repeat Daniel's fix on xb1 profilegpu crash (draw events cannot live beyond present)
Change 3594595 by Rolando.Caloca
DR - Fix D3D shader compiling run time stack corruption failure on debug triggering falsely
Change 3594794 by Michael.Trepka
Call FPlatformMisc::PumpMessages() before attempting to toggle fullscreen on Mac to fix an issue on some Macs running 10.13 beta that would ignore the toggle fullscreen call freezing the app
Change 3594999 by Mark.Satterthwaite
Disable MallocBinned2 for iOS as on Rhino it worked but on iOS 10.0.2 there are bugs (munmap uses 64kb granularity, not the 4096 the code expects given the reported page-size).
While we are here remove the spurious FORCE_MALLOC_ANSI from the iOS platform header.
#jira UE-48342
Change 3595004 by Mark.Satterthwaite
Disable Metal's Deferred Store Actions and combined Depth/Stencil formats on iOS < 10.3 as there are bugs on earlier versions of iOS 10.
#jira UE-48342
Change 3595386 by Mark.Satterthwaite
Silence the deprecation warning for kIOSurfaceIsGlobal until SteamVR switches to one of the newer IOSurface sharing mechanisms.
Change 3595394 by Rolando.Caloca
DR - Added function for tracking down errors in the hlsl parser
- Added support for simple #if 0...#endif
Change 3599352 by Rolando.Caloca
DR - Fixes for HlslParser
- Added missing attributes for functions
- Fixed nested assignment
Change 3602440 by Michael.Trepka
Fixed Metal shader compilation from Windows with remote compilation disabled
#jira UE-48163
Change 3602898 by Chris.Bunner
Resaving assets.
Change 3603731 by Jian.Ru
fix a crash caused by a material destroyed before the decal component
#jira UE-48587
Change 3604629 by Rolando.Caloca
DR - Workaround for PF_R8G8B8A8_UINT on Android
#jira UE-48208
Change 3604984 by Peter.Sauerbrei
fix for orientation not being limited to that specified in the plist
#jira UE-48360
Change 3605738 by Chris.Bunner
Allow functional screenshot tests to request a camera cut (e.g. tests relying on temporal aa history).
#jira UE-48748
Change 3606009 by Mark.Satterthwaite
Correctly implement ClipDistance for Metal as an array of floats as required by the spec. and fix a few irritating issues from the merge that should not have.
- When compiling a tessellation vertex shader in the SCW direct mode we can't evaluate non-existant defines and we don't actually need to.
- The define names, values & shader file name are irrelevant to the Metal output key, but the shader format name & Metal standard really do matter - should speed up Metal shader compilation a bit.
- Move the shader vertex layer clip-distance to index 2 to avoid conflicts.
- Don't default initialise the debug code string for Metal shaders or it won't print out the actual code....
#jira UE-47663
Change 3606108 by Mark.Satterthwaite
Temporary hack to avoid a crash in AVPlayer.
#jira UE-48758
Change 3606121 by Mark.Satterthwaite
Fix Windows compilation.
Change 3606992 by Chris.Bunner
Static analysis fix.
[CL 3608256 by Marcus Wassmer in Main branch]
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3431439 by Marc.Audy
Editor only subobjects shouldn't exist in PIE world
#jira UE-43186
Change 3457323 by Marc.Audy
Undo CL# 3431439 and once again allow (incorrectly) for editor only objects to exist in a PIE world
#jira UE-45087
Change 3499927 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker
#jira UE-43458
Change 3502939 by Michael.Noland
Back out changelist 3499927
Change 3522783 by Zak.Middleton
#ue4 - Imported new simple collision for Engine/Content/BasicShaps/Cylinder.uasset which is a single convex shape (rather than being 4 shapes as before).
Change 3544641 by Dan.Oconnor
Remove conditional that is no longer needed, replace with ensure. It is unsafe to change CDO names
#jira OR-38176
Change 3544645 by Dan.Oconnor
In addition to marking nodes as not transient, FBlueprintEditor::ExpandNode needs to mark them as transactional
#jira UE-45248
Change 3545023 by Marc.Audy
Properly encapsulate FPinDeletionQueue
Fix ensure during deletion of split pins when not clearing links
Fix split pins able to end up in delete queue twice during undo/redo
Change 3545025 by Marc.Audy
Properly allow changing the pin type from a struct that is split on the node
#jira UE-47328
Change 3545455 by Ben.Zeigler
Fix issue where combined streamable handles could be freed before their complete callback is called if nothing external referenced them
Copy of CL#3544474
Change 3545456 by Ben.Zeigler
Allow PrimaryAssets to update their AssetData based on in-memory changes when launching 'Standalone Game' and 'Mobile Preview' from the editor. As it was, changes could be detected and propagated through UPrimaryDataAsset::PostLoad, but the changes would always reapply whatever already exists in the AssetRegistry. The primary use-case for this: making AssetBundle tag changes and allowing them to propagate without resaving/recooking all affected assets.
Copy of CL #3544374
Change 3545547 by Ben.Zeigler
CIS Fix
Change 3545568 by Michael.Noland
PR #3758: Fixing a comment typo from Transistion to Transition (Contributed by gsfreema)
#jira UE-46845
Change 3545582 by Michael.Noland
Blueprints: Prevent duplicate messages from being added to the compiler results log (fixes a crash when resizing the results log while a math expression node has an error)
Blueprints: Fixed the tooltip of math expression nodes not showing up, and error messages getting cleared on subsequent compiles
[Duplicating fixes for UE-47491 and UE-47512 from 4.17 to Dev-Framework]
Change 3546528 by Ben.Zeigler
#jira UE-47548
Fix crash when a map's key type has changed but value has not, it was passing the UStruct defaults in when serialize was expecting the default instance, so pass null instead as we don't have the instance
Change 3546544 by Marc.Audy
Fix split pin restoration logic to deal with wildcards and variations in const/refness
Change 3546551 by Marc.Audy
Don't crash if the struct type is missing for whatever reason
Change 3547152 by Marc.Audy
Fix array exporting so you don't end up getting none instead of defaults
#jira UE-47320
Change 3547438 by Marc.Audy
Fix split pins on class defaults
Don't cause a structural change when reapplying a split pin as part of node reconstruction
#jira UE-46935
Change 3547501 by Ben.Zeigler
Fix ensure, it's valid to pass a null path for a dynamic asset
Change 3551185 by Ben.Zeigler
#jira UE-42835 Fix it so SoftObjectPaths work correctly when inside levels loaded for the first time from PIE. Added code to do in-place PIE fixup for levels that are loaded instead of duplicated, and changed the fixup logic to fix all level references, not just ones being explicitly duplicated
Change 3551723 by Ben.Zeigler
Improve UI for displaying actor soft references. Add an error/warning icon if the cross level reference is broken or unloaded, and fix various display and copy/paste behaviors
Change 3553216 by Phillip.Kavan
#jira UE-39303, UE-46268, UE-47519
- Nativized UDS now support external asset dependencies and will construct their own linker import tables on load.
Change summary:
- Modified FCompactBlueprintDependencyData and FFakeImportTableHelper to be more relevant to UStruct and not just UClass-derivative types.
- Modified FBlueprintDependencyData to accept a single FCompactBlueprintDependencyData struct rather than its individual fields.
- Modified FBlueprintCompilerCppBackendBase::GenerateCodeFromStruct() to emit dependency assignment and static type registration functions for nativized UStruct types.
- Modified FBlueprintNativeCodeGenModule::FStatePerPlatform to include an array for tracking UDS assets that need to be converted during the nativization pass at cook time.
- Modified FBlueprintNativeCodeGenModule::GenerateFullyConvertedClasses() to generate nativized code for UDS assets. This ensures that UDS conversion falls under the same scope as BPGC conversion, so that they both feed into the same NativizationSummary context for asset dependency tracking (i.e. since we only have a single global dependency table in the codegen). Also modified InitializeForRerunDebugOnly() to do the same.
- Modified FBlueprintNativeCodeGenModule::Convert() to defer UDS conversion so that it's done at the same time as BPGC conversion (see note above).
- Modified FEmitDefaultValueHelper::AddStaticFunctionsForDependencies() to include support for UStruct types and to conform to changes made to FCompactBlueprintDependencyData.
- Modified FEmitDefaultValueHelper::AddRegisterHelper() to include support for UStruct types.
- Modified FBlueprintNativeCodeGenModule::FindReplacedClassForObject() to ensure that converted User-Defined Enum types are switched to a UEnumProperty at package save time so that any import tables contain the proper class. This is necessary because we nativize User-Defined Enum types as 'enum class' types, and UHT will generate code for those as a UEnumProperty with an "underlying" property. However, non-nativized User-Defined Enum types are referenced as a UByteProperty with a UEnum reference, so we have to fix up all the import tables before saving. Otherwise, EDL will assert on load (see UE-47519).
Change 3553301 by Ben.Zeigler
Fix ensure when passing literal None to SoftObjectPath, it now treats them as empty instead
Change 3553631 by Dan.Oconnor
UField::Serialize no longer serialize's its next ptr, UStruct::Serialize serializes all Children properties instead. This resolves a hard circular dependency between function libraries that EDL detected. It was resolved in an ad hoc way by the old linker. This change was originally submitted in 3499927, but it was incorrectly clearing the UField::Next pointer in UField::Serialize.
#jira UE-43458
Change 3553799 by Ben.Zeigler
Fix issue where calling WaitUntilComplete on a combined handle with Stalled children wouldn't work properly. It now forces all stalled children to start immediately. I also added a warning log when this happens and an ensure if somehow the force didn't work
Copy of CL #3553781
Change 3553896 by Michael.Noland
Blueprints: Allow the autowiring logic to better break and replace existing connections when made (e.g., when dragging a variable onto a compatible pin with an existing connection, break the old connection to allow the new connection to be made)
#jira UE-31031
Change 3553897 by Michael.Noland
Blueprints: Adjust search query when doing 'Find References' on variables from My Blueprints so that bound event nodes show up for components and widgets
#jira UE-37862
Change 3553898 by Michael.Noland
Blueprints: Add the name of the variable directly in the get/set menu options (when dragging from My Blueprints into the graph)
Change 3553909 by Michael.Noland
Blueprints: Added the full name of the type, container type (and value type for maps) to the tooltips for the type picker elements, so long names can be read in full
#jira UE-19710
Change 3554517 by Michael.Noland
Blueprints: Added an option to disable the comment bubble on comment boxes that appears when zoomed out
#jira UE-21810
Change 3554664 by Michael.Noland
Editor: Renamed "Find in CB" command to "Browse" and renamed "Search" (in BP) to "Find", so terminology is consistent and keyboard shortcuts make sense (Ctrl+B for Browse, Ctrl+F for find, not using the term Search anywhere)
#jira UE-27121
Change 3554831 by Dan.Oconnor
Non editor build fix
Change 3554834 by Dan.Oconnor
Actor bound event related warnings now show up in blueprint status when opening level blueprint for first time, improved warning message. Removed unused delegate and return value from FixLevelScriptActorBindings. Can now pass raw strings to blueprint results log (no need for Printf, although padding is not great), UClasses in compiler results log will open the generated blueprint when clicked on
#jira UE-40438
Change 3556157 by Ben.Zeigler
Convert LevelSequenceBindingReference to use FSoftObjectPath so it works properly with redirectors and fixups
Change 3557775 by Michael.Noland
Blueprints: Fixed swapped transaction messages when converting a cast node between pure and impure
#jira UE-36090
Change 3557777 by Michael.Noland
Blueprints: Allow 'Goto Definition' and 'Find References' to be used while stopped at a breakpoint
PR #3774: Expose GotoFunctionDefinition during BP debugging (Contributed by projectgheist)
#jira UE-47024
Change 3560510 by Michael.Noland
Blueprints: Add support for 'goto definition' on Create Event nodes when the Object pin is not hooked up
#jira UE-38912
Change 3560563 by Michael.Noland
Blueprints: Disallow converting a variable get node to impure/back when debugging (no graph mutating operations should be allowed)
Change 3561443 by Ben.Zeigler
Restore code to support gc.DumpPoolStats, was accidentally removed when FGCArrayPool was moved to a header.
Clean up comments around Cleanup function, the functionality to trim the memory pools was integrated into ClearWeakReferences on a prior change
Change 3561658 by Michael.Noland
Blueprints: Refactored 'Goto Definition' so there is no per-class logic in the Blueprint editor or schema any more; any node can opt in individually
- Added a key binding for Goto Definition (Alt+G)
- Added a key binding for Find References (Shift+Alt+F)
- Collapsed 'Goto Code Definition' for variables and functions into the same path, so there aren't separate menu items and commands
- Added new methods CanJumpToDefinition and JumpToDefinition to UEdGraphNode, the default behavior for UK2Node subclasses is to call GetJumpTargetForDoubleClick and call into FKismetEditorUtilities::BringKismetToFocusAttentionOnObject
- Going to a native function now goes thru a better code path that will actually put the source code editor on the function definition, rather than just opening the file containing the definition
Change 3562291 by Ben.Zeigler
Fix issue where calling FSoftObjectPtr::Get during a package save would result in that ptr being forever marked broken, because the ResolveObject fails during save. It's too risky to change that behavior, so change it so the TagAtLastTest doesn't get updated in that case
Change 3562292 by Ben.Zeigler
#jira UE-39042 When renaming or moving actors between levels it now attempts to fix any soft object references from blueprints or sequencer
When deleting actors that are soft referenced by actor/sequencer it will now warn the same way it does for level script. Added IAssetTools::FindSoftReferencesToObject to perform this search
Change it so saving a non-primary world does not result it being dirtied due to the temporary physics scene fixup
Fix issue where the actor name was shown incorrectly in the SSCS tree for actor instances, which meant that if you renamed it you would end up renaming it to the BP's name
Change 3564814 by Ben.Zeigler
#jira UE-47843 Don't set InputKey output pins to AnyKey if empty, this was causing blueprints with key events to constantly dirty themselves
Change 3566707 by Dan.Oconnor
Remove unused code, UClassGenerateCDODuplicatesForHotReload was attempting to create a CDO with a special name, which triggered an ensure. The Duplicated CDO was never used (callign code removed in 3289276 as it was a waste of cycles)
#jira None
Change 3566717 by Michael.Noland
Core: Remove all defintions that contain "_API" from the command line when compiling .rc files (they do not support repsonse files and a too-long command line will fail the compile)
Change 3566771 by Michael.Noland
Editor: Fixing deprecation warning
#jira UE-47922
Change 3567023 by Michael.Noland
Blueprints: Change various TArray<> uses to TSet<> throughout name validation and related code to enable it to scale better to high component or variable counts
Adapted from PR #3708: Fast construction of bp (Contributed by gildor2)
#jira UE-46473
Change 3567304 by Ben.Zeigler
Add bCheckRecursive option to IsEditorOnlyObject that is enabled by default and will check outer/archetype/class.
This is needed for places that call this function from outside of SavePackage.cpp when the editor only mark is set, such as the automation test code
Change 3567398 by Ben.Zeigler
Fix crash when spawning a widget that has no editor WidgetTree, but does have a cooked widget tree template due to tree inheritance
Change 3567729 by Michael.Noland
Blueprints: Clarified message about "{VariableName} is not blueprint visible" to define what that means "(BlueprintReadOnly or BlueprintReadWrite)"
Change 3567739 by Ben.Zeigler
Don't crash if PropertyStruct cannot find it's struct. The function half handled this before, but Preload crashes with a null parameter
Change 3567741 by Ben.Zeigler
Disable optimization for a path test that was crashing in VC2015 in a monolithic build
Change 3568332 by Mieszko.Zielinski
Prevented UAIPerceptionSystem::GetCurrent causing a BP error when WorldContextObject is null #UE4
#jira UE-47948
Change 3568676 by Michael.Noland
Blueprints: Allow editing the tooltip of each enum value in a user defined enum
#jira UE-20036
Known issue: Undo/redo is not currently possible on the tooltip as it is directly stored in package metadata
Change 3569128 by Michael.Noland
Blueprints: Removing the experimental profiler as we won't be returning to it any time soon
#jira UE-46852
Change 3569207 by Michael.Noland
Blueprints: Allow drag-dropping component Blueprint assets into the graph to create Add Component nodes and improved the error message when dragging something that cannot be dropped into an actor Blueprint
#jira UE-8708
Change 3569208 by Michael.Noland
Blueprints: Allow specifying a description for user defined enums (shown in the content browser)
#jira UE-20036
Change 3569209 by Michael.Noland
Editor: Allow adjusting the font size for each individual comment box node in Blueprints and Materials
#jira UE-16085
Change 3570177 by Michael.Noland
Blueprints: Fixed discrepancy between the Structure tab name and the menu option for the tab in the user defined structure editor (now both say Structure Editor)
#jira UE-47962
Change 3570179 by Michael.Noland
Blueprints: Fixed the tooltip of a user defined structure not updating immediately in the content browser after being edited
Change 3570192 by Michael.Noland
Blueprints: Added "(selected)" after the label (in the 'debug filter' dropdown in the Blueprint editor) for actors that are selected in the level editor, which should make it easier to choose the specific actor you want to debug
#jira UE-20709
Change 3571203 by Michael.Noland
Blueprints: Cleanup and refactoring to prepare for turning commented out nodes into an official feature
- Made EnabledState and bUserSetEnabledState private on UEdGraphNode and added new getters/setters
- Introduced IsAutomaticallyPlacedGhostNode() and MakeAutomaticallyPlacedGhostNode() to start decoupling the concept from commented out nodes
- Updated a couple of places that used a hardcoded UberGraphPages[0] into instead editing the most recently interacted with event graph if possible
- Updated 'is data only blueprint' logic to allow multiple ubergraph pages, as long as they're all empty of non-disabled nodes
Change 3571224 by Michael.Noland
Blueprints: Draw banners on development-only and user disabled nodes (excluding 'ghost' nodes like autogenerated event entries in new BPs)
Adapted from PR #2701: Differentiate development nodes in BP (Contributed by projectgheist)
#jira UE-29848
#jira UE-34698
Change 3571279 by Michael.Noland
Blueprints: Changed UK2Node::GetPassThroughPin so that only the execution wire on nodes with exactly one input and one output exec wire will have a corresponding pass-through pin (when there is ambiguity in which exec would be used, e.g., with a branch or sequence or timeline node, the subsequent nodes are now effectively disabled as well)
Change 3571282 by Michael.Noland
Blueprints: Fixed the tooltip for dragging a variable onto an inherited category not showing the 'move to category' hint
Change 3571284 by Michael.Noland
Blueprints: Made wires into/out of a user-disabled node draw verly dimly (other than the passthrough exec if it exists)
Change 3571311 by Ben.Zeigler
Add ActorIteratorFlags which allows overriding which types of actors/levels are iterated by ActorIterator, to allow iterating levels that are not visible.
All of the iteration logic is now in the base and the children just set different flags, which fixes it so TActorIterator does the same level collection check as FActorIterator
Change 3571313 by Ben.Zeigler
Several fixes to automation framework to allow it to work better with Cooked builds.
Change it so the automation test list is a single message. There is no guarantee on order of message packets, so several tests were being missed each time.
Change 3571485 by mason.seay
Test map for Make Set bug
Change 3571501 by Ben.Zeigler
Accidentally undid the UHT fixup for TAssetPtr during my bulk rename
Change 3571531 by Ben.Zeigler
Fix warning messages
Change 3571591 by Michael.Noland
Blueprints: Made drag-dropping assets into a graph to create a component transactional (allowing the action to be undone)
#jira UE-48024
Change 3572938 by Michael.Noland
Blueprints: Fixed a typo in a set function comment
#jira UE-48036
Change 3572941 by Michael.Noland
Blueprints: Made the compact node title for cross and dot product the words cross and dot rather than hard to see . and x symbols
#jira UE-38624
Change 3574816 by mason.seay
Renamed asset to better reflect name of object reference
Change 3574985 by mason.seay
Updated comments and string outputs to list Soft Object Reference
Change 3575740 by Ben.Zeigler
#jira UE-48061 Change it so Editor builds work like cooked builds and always try to reuse existing packages when loading them instead of recreating them in place. Recreating in place does not work well for levels and blueprints, and blueprints already had a hack that was causing this behavior to not activate
Change 3575795 by Ben.Zeigler
#jira UE-48118 Call into the AssetManager as part of the DistillPackages commandlet. This makes sure that ShooterGame and EngineTest end up with the correct content in launcher builds
Change 3576374 by mason.seay
Forgot to submit the deleting of a redirector
Change 3576966 by Ben.Zeigler
#jira UE-48153 Fix issue where actors in streaming levels weren't properly replicating in PIE. It now does the remap path on both send and receive for the manual PC level streaming commands
Change 3577002 by Marc.Audy
Prevent wildcard pins from being connected to exec pins
#jira UE-48148
Change 3577232 by Phillip.Kavan
#jira UE-48034 - Fix EDL assert on load caused by a native reference to a nativized BP class that also references a nativized UDS asset.
Change summary:
- Modified FNativeClassHeaderGenerator::ExportGeneratedStructBodyMacros() to emit the 'ReplaceConverted' package name for the FCompiledInDeferStruct global associated with the nativized UDS asset in the UHT codegen. This brings nativized UDS to parity with nativized BP class assets (it was likely just an oversight initially).
Change 3577710 by Dan.Oconnor
Mirror of 3576977:
Fix for crash when loading cooked uassets that reference functions that are not present
#jira UE-47644
Change 3577723 by Dan.Oconnor
Prevent deferring of classes that are needed to load subobjects
#jira UE-47726
Change 3577741 by Dan.Oconnor
Back out changelist 3577723 - causes crash when starting QAGame in Dev-Framework - not in Release-4.17
Change 3578938 by Ben.Zeigler
#jira UE-27124 Fix issue where renaming a map with legacy map build data would end up with a half-loaded redirector package, becuase the old map build data was still in use. It's possible the call to HandleLegacyMapBuildData should just be in World PostLoad instead of piecemeal in several other places but I am unsure.
Fix it so the redirector cleanup code on map change will not be stopped by non-standalone top level objects, which could be left behind by issues in other systems
Change 3578947 by Marc.Audy
(4.17) Properly expose members of DialogueContext to blueprints
#jira UE-48175
Change 3578952 by Ben.Zeigler
Fix ensure where ParentHandles on a StreamableHandle could be modified while iterating
Change 3579315 by mason.seay
Test map for Make Container nodes
Change 3579600 by Ben.Zeigler
Disable window test on non-desktop platforms as they cannot be resized post launch
Change 3579601 by Ben.Zeigler
#jira UE-48236 Disable optimizations on PS4 for certain math tests pending fixing of platform issue
Change 3579713 by Dan.Oconnor
Prevent crashes when bluepints implement an interface that was deleted
#jira UE-48223
Change 3579719 by Dan.Oconnor
Fix two compilation manager issues: Make sure CDOs are not renamed under a UClass, because they will be considered as possible subobjects, which has bad side effects and make sure that we update references even on empty functions, so that empty UFunctions are not left with references to REINST data
#jira UE-48240
Change 3579745 by Michael.Noland
Blueprints: Improve categorization and reordering support in 'My Blueprints'
- Allow drag-dropping functions, macros, delegates, etc... to reorder them within a category or to change categories (bringing them to parity with variables)
- Make category ordering on all categories sticky so you can reorder categories (the relative ordering will be the same within different sections like variables and functions)
- Added hover cues when drag dropping some items that were missing them (e.g., event dispatchers)
- Added support for renaming categories using F2
Known issues (none are regressions):
- Timelines cannot be moved to other categories or reordered
- Renaming a nested category will result in it becoming a top level category (discarding the parent category chain)
- Some actions do not support undo
#jira UE-31557
Change 3579795 by Michael.Noland
PR #3867: Fix for not releasing Local Notification Delegate. (Contributed by enginevividgames)
#jira UE-48105
Change 3580463 by Marc.Audy
(4.17) Don't crash if calling PostEditUndo on an Actor in the transient package
#jira UE-47523
Change 3581073 by Marc.Audy
Make UK2Node_SpawnActorFromClass inherit from K2Node_ConstructObjectFromClass and eliminate duplicate code.
Correctly reconnect split pins when changing class on create widget, construct object, and spawn actor nodes
Change 3581156 by Ben.Zeigler
#jira UE-48161 Fix issue where split pins would not be restored if a Struct type was changed due to refactoring of parent variables/functions. For structs we want to copy the pins, if they're invalid due to other changes they will be individual orphaned
Also fix bug where the category of parent pins was being set incorrectly while changing variable type, we only want to override type for wildcard pins
Change 3581473 by Ben.Zeigler
Properly turn off optimization for PS4 test
Change 3582094 by Marc.Audy
Fix anim nodes not navigating to their graph on double click
#jira UE-48333
Change 3582157 by Marc.Audy
Fix double-clicking on animation asset nodes not opening the asset editors
Change 3582289 by Marc.Audy
(4.17) Don't crash when adding a streaming level that's already in the level
#jira UE-48928
Change 3545435 by Ben.Zeigler
#jira UE-47509 Rename and refactor internals StringAssetReferences and AssetPtrs to become SoftObjectPath/Ptr. This is to prepare them for use for subobjects like actors. Here is the rename table:
FStringAssetReference -> FSoftObjectPath
FStringClassReference -> FSoftClassPath
TAssetPtr -> TSoftObjectPtr
TAssetSubclassOf -> TSoftClassPtr
The old headers are deprecated, and FSoftClassPath is now in the same header has FSoftObjectPath.
This change increments the UE4 version because FSoftObjectPaths are now stored as a name + substring instead of one giant name, which in practice will improve performance and memory while manipulating them. Also the package table of soft referenced packages is now stored as FNames instead of FStrings as these packages names will already be in the name table due to the AssetRegistry
Remove automatic support for loading Objectpaths starting with engine-ini:, as it was only partially supported and is very outdated. ResolveIniObjectsReference can still be called manually
Changed TPersistentObjectPtr and TLazyObjectPtr to be structs instead of classes
Change UnrealHeaderTool to read configuration such as StructsWithNoPrefix out of inis instead of using a hardcoded list. Add support for TypeRedirects, which is used to make the old type names automatically remap to the new ones
Clean up FRedirectCollector to remove some of the functionality that is no longer used by the cooker, and disable tracking of redirects in standalone -game builds
Change 3567760 by Ben.Zeigler
Fix it so EngineTest can be cooked by moving some utility functions to EditorTestsUtilityLibrary and adding an EditorFunctionalTest. The core EngineTest module is safely runtime-only now and can run it's tests locally in windows cooked
Merge FuncTestManager into FunctionalTestModule to avoid confusion with FunctionalTestingManager UObject
Add EngineTestAssetManager and override the cook function to cook all maps with runtime functional tests
Change actor merging tests to be editor only, this stops them from cooking
Several individual tests crash on cooked builds, I started threads with the owners of those
Change 3575737 by Ben.Zeigler
#jira UE-48042 Change it so playing via PIE Standalone, multiprocess networked PIE and external cook launch on does not save temporary levels to UEDPC and instead prompts the user to save. This is how launch on works by default already, and this fixes cross level references/sequencer. The UEDPC code has been removed entirely.
As part of this change, connecting a -game client to a PIE server and vice versa is much more likely to work. You may still have game-side problems, look at UEditorEngine::NetworkRemapPath for an example of how to do the PIE prefix conversion
Remove advanced CreateTemporaryCopiesOfLevels option from sequencer capture, it has not been tested in multiple years and does not work with newer sequencer features
#jira UE-27124 Fix several possible crashes with changing levels while in PIE
Change 3578806 by Marc.Audy
Fix Construct Object not working correctly with split pins.
Add Construct Object test cases to functional tests.
Added split pin expose on spawn test cases.
#jira UE-33924
[CL 3582334 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3537750 by Ori.Cohen
Added RootBone simulation space to RigidBody node. This is useful for cases where we rotate the skeletal mesh component and counter rotate the root bone and do not want to affect simulated bodies' velocities.
Change 3537756 by Ori.Cohen
Added ExternalForce to rigid body node for faking inertia while simulating in component space
Change 3537758 by Ori.Cohen
Made it so that linear and angular velocity are properly computed for kinematic targets in immediate physics and rigid body node.
Change 3538308 by Ethan.Geller
#jira UE-47169: fix for streaming sources not getting properly destroyed in AudioMixer
Change 3538329 by Jon.Nabozny
Fix ForEachBodyBelow to use the proper body index.
Change 3538528 by Ori.Cohen
Fix gravity not being converted into the right simulation space for the RigidBody node
Change 3539741 by James.Golding
Remove unused HACD library. We use V-HACD now.
#jira UE-46618
Change 3539746 by James.Golding
Enable research SoftBody plugin in QAGame
Change 3540115 by Ori.Cohen
Turn joint pre-processing on for immediate mode. This helps with some stability issues.
#tests none
Change 3543166 by Ori.Cohen
Exposed an inertia scale for body instances
Change 3544097 by Ori.Cohen
Fix incorrect bone mapping for rigid body node. (Only matters when first call to init has a different number of bodies, for example a different skin)
Change 3544221 by Ori.Cohen
Fix CIS
Change 3544289 by Ori.Cohen
Fix CIS
Change 3544581 by Ori.Cohen
Fix CIS
Change 3545415 by Ethan.Geller
Changes to AudioMixer's Delay class: Addition of SetDelayInSamples method, fix for delay line not working when being set to maximum delay
Change 3545426 by Ethan.Geller
#jira UEAP-282 Add Flexiverb submix effect to Synthesis plugin.
Change 3545570 by Ethan.Geller
Add Blueprint function library to sound utilities plugin
Change 3548160 by Martin.Wilson
Clean up animation compression logging (change to compression category and downgraded from warning
#Jira UE-47424
Change 3548368 by Danny.Bouimad
Changing an audio test on TM-AnimPhys as it isn't supported on a large number of platforms (Yet)
Change 3548630 by Aaron.McLeran
Don't send or mix built-in reverb submix if there's a plugin reverb enabled.
Change 3548631 by Aaron.McLeran
Adding ability to define default device using macro vs assuming index 0.
Change 3548782 by Aaron.McLeran
SDL backend implementation for windows, linux, and HTML.
- Still need to hook up SDL to HTML5, but should be workable in Linux.
Change 3549034 by Aaron.McLeran
Adding missed file for SDL2.lib
Change 3549102 by Aaron.McLeran
Adding missing include
Change 3550388 by James.Golding
Fix ApexDestructionLib project generation
#jira UE-47637
Change 3550412 by James.Golding
More fixes to ApexDestruction.Build.cs
Change 3550856 by Ori.Cohen
Fix analysis for shared headers.
#jira UE-47593
Change 3551046 by Aaron.McLeran
Fix CIS build
Change 3551056 by Aaron.McLeran
Fixing assert on launch of audio mixer, invalid assert.
Change 3552685 by Thomas.Sarkanen
Fixed Fortnite warnings on editor startup/cook
APEX destruction plugin was accessing the thumbnail manager before UnrealEd (and more pertinently, FortniteGame module) was loaded. Defering registration of the thumbnail rendering until later in the startup sequence means the the appropriate classes can be found.
#jira UE-47595 - //UE4/Dev-AnimPhys: Cook Fortnite Win64 completed with 16 Warnings
Change 3552847 by Ori.Cohen
Fix CIS
Change 3552916 by James.Golding
Fix Win64 SDL2 deployment (path was wrong)
#jira UE-47679
Change 3552919 by James.Golding
Add 'RemapDirectories' entry for SoftBody plugin in QAGame (avoids package error)
Also fix warning to give correct syntax
#jira UE-47682
Change 3553168 by Ori.Cohen
Fix CIS
[CL 3555263 by Thomas Sarkanen in Main branch]
#lockdown Nick.Penwarden
============================
MAJOR FEATURES & CHANGES
============================
Change 3494741 by Steve.Robb
Generated code size savings.
#jira UE-43048
Change 3495484 by Steve.Robb
Fix for generated indices of static arrays when saving configs.
Change 3497926 by Robert.Manuszewski
Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.
Change 3498077 by Robert.Manuszewski
Only use the recursion guard in async loading code when the event driven loader is enabled.
Change 3498112 by Ben.Marsh
UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.
Change 3500239 by Robert.Manuszewski
Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.
Change 3500395 by Steve.Robb
Extra codegen savings when not in hot reload.
Change 3501004 by Steve.Robb
EObjectFlags now have constexpr operators.
Change 3502079 by Ben.Marsh
UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.
Change 3502527 by Steve.Robb
Fix for zero-sized array compile error in generated code when all functions are editor-only.
Change 3502542 by Ben.Marsh
UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.
Change 3502868 by Steve.Robb
Workaround for inefficient generated code with stateless lambdas on Clang.
Change 3503550 by Steve.Robb
Another generated code lambda optimization.
Change 3503582 by Ben.Marsh
BuildGraph: Add support for nullable parameter types.
Change 3504424 by Steve.Robb
New AllOf, AnyOf and NoneOf algorithms.
Change 3504712 by Ben.Marsh
UAT: Less spammy log and error output from UAT.
* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
* Name of the calling function is not included in console output by default, but still included in the log.
Change 3504808 by Ben.Marsh
UAT: Suppress P4 output when running a recursive instance of UAT.
Change 3505044 by Steve.Robb
Code generation improved for TCppClassType code.
Change 3505485 by Ben.Marsh
Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.
Change 3505699 by Ben.Marsh
Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.
Change 3506055 by Ben.Marsh
UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.
Change 3507745 by Robert.Manuszewski
Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).
Change 3507911 by Ben.Marsh
Plugins: Minor changes to plugin descriptors.
* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.
Change 3508669 by Ben.Marsh
EC: Parse multi-line messages from UBT and UAT.
Change 3508691 by Ben.Marsh
Fix double-spacing of cook stats.
Change 3509245 by Steve.Robb
UHT makefiles removed.
Flag audit removed.
Change 3509275 by Steve.Robb
Fix for mismatched stat categories in AudioMixer.
#jira UE-46129
Change 3509289 by Robert.Manuszewski
Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.
Change 3509294 by Robert.Manuszewski
UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.
Change 3509312 by Steve.Robb
GitHub# 3679: Add TArray constructor that takes a raw pointer and a count
Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.
#jira UE-46136
Change 3509396 by Steve.Robb
GitHub# 3676: Fix TUnion operator<< compile error
#jira UE-46099
Change 3509633 by Steve.Robb
Fix for line numbers on multiline macros.
Change 3509938 by Gil.Gribb
UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.
Change 3510593 by Daniel.Lamb
Fixed up unsoilicited files getting populated with files which aren't finished being created yet.
#test None
Change 3510594 by Daniel.Lamb
Fixed up temp files directory for patching.
Thanks David Yerkess @ Milestone
#review@Ben.Marsh
Change 3511628 by Ben.Marsh
PR #3707: Fixed UBT stack size (Contributed by gildor2)
Change 3511808 by Ben.Marsh
Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)
#jira UE-46540
Change 3512017 by Ben.Marsh
Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.
Change 3513935 by Steve.Robb
Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.
Change 3514142 by Steve.Robb
MemoryProfiler2 added to generated solution.
Change 3516463 by Ben.Marsh
Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.
Change 3517860 by Ben.Marsh
PR #3727: FString Dereference Fixes (Contributed by jovisgCL)
Change 3517967 by Ben.Marsh
Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.
Change 3518070 by Steve.Robb
Disable Binned2 stats in shipping non-editor builds.
Change 3520079 by Steve.Robb
Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.
#jira UE-24034
Change 3520080 by Robert.Manuszewski
Made max package summary size to be configurable with ini setting
Change 3520083 by Steve.Robb
Force a GC after hot reload to clean up reinstanced objects which may still tick.
#jira UE-40421
Change 3520480 by Robert.Manuszewski
Improved assert message when the initial package read request was too small.
Change 3520590 by Graeme.Thornton
SignedArchiveReader optimizations
- Loads more stats
- Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
- Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
- Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries
Change 3521023 by Graeme.Thornton
Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing
Change 3521787 by Ben.Marsh
PR #3736: Small static code analysis fixes (Contributed by jovisgCL)
Change 3521789 by Ben.Marsh
PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)
Change 3524721 by Ben.Marsh
Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.
Change 3524741 by Ben.Marsh
Move PumpMessages() into FPlatformApplicationMisc.
Change 3525399 by Ben.Marsh
UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.
Change 3525743 by Ben.Marsh
UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.
Change 3525746 by Ben.Marsh
EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.
Change 3526453 by Ben.Marsh
UGS: Do not generate project files when syncing precompiled binaries.
Change 3527045 by Ben.Marsh
Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.
Change 3527420 by Ben.Marsh
UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).
Config files are now read from:
Engine/Programs/UnrealGameSync/UnrealGameSync.ini
Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini
If a project is selected:
<ProjectDir>/Build/UnrealGameSync.ini
<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini
If the .uprojectdirs file is selected:
Engine/Programs/UnrealGameSync/DefaultProject.ini
Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini
Change 3528063 by Ben.Marsh
Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.
Change 3528415 by Ben.Marsh
UAT: Remove \r characters from the end of multiline log messages.
Change 3528427 by Ben.Marsh
EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.
Change 3528485 by Ben.Marsh
EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.
Change 3528505 by Steve.Robb
PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)
#jira UE-46819
Change 3528772 by Robert.Manuszewski
Enabling actor and blueprint clustering in ShooterGame
Change 3528786 by Robert.Manuszewski
PR #3760: Fix typo (Contributed by jesseyeh)
Change 3528792 by Steve.Robb
PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)
#jira UE-46962
Change 3528941 by Robert.Manuszewski
Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.
#jira UE-44996
Change 3530241 by Ben.Marsh
UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.
Change 3531377 by Ben.Marsh
Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.
This has several advantages over the per-module platform whitelist/blacklist:
* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
* References to dependent plugins from platform-specific plugins can now be eliminated.
* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
* The editor can load any plugins without having to whitelist supported editor host platforms.
UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.
Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.
Change 3531502 by Jin.Zhang
Add support for GPUCrash #rb
Change 3531664 by Ben.Marsh
UBT: Change output format from C# JSON writer to match output by the engine.
Change 3531848 by Ben.Marsh
UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.
Change 3531869 by Ben.Marsh
UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.
Change 3532474 by Ben.Marsh
UBT: Use the same mechanism as UAT for logging exceptions.
Change 3532734 by Graeme.Thornton
Initial VSCode Support
- Tasks generated for building all game/engine/program targets
- Debugging support for targets on Win64
Change 3532789 by Steve.Robb
FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
Set_Add and Map_Add no longer have a return value.
FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.
Change 3532845 by Steve.Robb
Obsolete UHT settings deleted.
Change 3532875 by Graeme.Thornton
VSCode
- Add debug targets for different target configurations
- Choose between VS debugger (windows) and GDB (mac/linux)
Change 3532906 by Graeme.Thornton
VSCode
- Point all builds directly at UBT rather than the batch files
- Adjust mac build tasks to run through mono
Change 3532924 by Ben.Marsh
UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.
Change 3535234 by Graeme.Thornton
VSCode - Pass intellisense system a list of paths to use for header resolution
Change 3535247 by Graeme.Thornton
UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation
Change 3535376 by Graeme.Thornton
VSCode
- Added build jobs for C# projects
- Linked launch tasks to relevant build task
Change 3537083 by Ben.Marsh
EC: Change P4 swarm links to start at the changelist for a build.
Change 3537368 by Graeme.Thornton
Fix for crash in FSignedArchiveReader when multithreading is disabled
Change 3537550 by Graeme.Thornton
Fixed a crash in the taskgraph when running single threaded
Change 3537922 by Steve.Robb
Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.
Change 3539691 by Graeme.Thornton
VSCode - Various updates to get PC and Mac C++ projects building and debugging.
- Some other changes to C# setup to allow compilation. Debugging doesn't work.
Change 3539775 by Ben.Marsh
Plugins: Various fixes to settings for enabling plugins.
* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.
Change 3540788 by Ben.Marsh
UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).
Example usage:
public class UnrealPakTarget : TargetRules
{
public UnrealPakTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "UnrealPak";
if(HostPlatform == UnrealTargetPlatform.Win64)
{
PreBuildSteps.Add("echo Before building:");
PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
PostBuildSteps.Add("echo After building!");
PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
}
}
}
Change 3541664 by Graeme.Thornton
VSCode - Add problemMatcher tag to cpp build targets
Change 3541732 by Graeme.Thornton
VSCode - Change UBT command line switch to "-vscode" for simplicity
Change 3541967 by Graeme.Thornton
VSCode - Fixes for Mac/Linux build steps
Change 3541968 by Ben.Marsh
CRP: Pass through the EnabledPlugins element in crash context XML files.
#jira UE-46912
Change 3542519 by Ben.Marsh
UBT: Add chain of references to error messages when configuring plugins.
Change 3542523 by Ben.Marsh
UBT: Add more useful error message when attempt to parse a JSON object fails.
Change 3542658 by Ben.Marsh
UBT: Include a chain of references when reporting errors instantiating modules.
Change 3543432 by Ben.Marsh
Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.
Change 3543436 by Ben.Marsh
UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.
Change 3543536 by Ben.Marsh
UBT: Downgrade message about redundant plugin references to a warning.
Change 3543871 by Gil.Gribb
UE4 - Fixed a critical crash bug with non-EDL loading from pak files.
Change 3543924 by Robert.Manuszewski
Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
+Small optimization to token stream generation code.
Change 3544469 by Jin.Zhang
Crashes page displays the list of plugins from the crash context #rb
Change 3544608 by Steve.Robb
Fix for nativized generated code.
#jira UE-47452
Change 3544612 by Ben.Marsh
Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().
#jira UE-47449
Change 3545954 by Gil.Gribb
Fixed a critical crash bug relating to a race condition in async package summary reading.
Change 3545968 by Ben.Marsh
UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.
#jira UE-47419
Change 3545976 by Ben.Marsh
EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.
Change 3546185 by Ben.Marsh
Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.
Change 3547084 by Gil.Gribb
Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.
Change 3547968 by Gil.Gribb
Fixed critical race which potentially could cause a crash in the pak precacher.
Change 3504722 by Ben.Marsh
BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.
For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:
ERROR: Unable to write to foo.txt
while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
at Engine\Build\InstalledEngineBuild.xml(91)
(see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)
Change 3512255 by Ben.Marsh
Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.
Change 3512332 by Ben.Marsh
Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.
Change 3512393 by Ben.Marsh
Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().
Change 3513452 by Ben.Marsh
Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.
Change 3516262 by Ben.Marsh
Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.
* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).
Change 3517565 by Ben.Marsh
Remove fixed engine version numbers from OSS plugins.
Change 3518005 by Ben.Marsh
UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.
Change 3518054 by Ben.Marsh
UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.
Change 3524496 by Ben.Marsh
Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.
Change 3524641 by Ben.Marsh
Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.
Change 3528723 by Steve.Robb
MoveTemp now static asserts if passed a const reference or rvalue.
MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
Fixes to violations of these new rules.
Change 3528876 by Ben.Marsh
Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.
Change 3529073 by Ben.Marsh
Add script to package ShooterGame for any platforms.
Change 3531493 by Ben.Marsh
Update platform-specific plugins to declare the target platforms they support.
Change 3531611 by Ben.Marsh
UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.
Change 3531868 by Ben.Marsh
Resaving project descriptors to remove invalid fields.
Change 3531983 by Ben.Marsh
UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.
* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
* An error is output if any restricted folder names other than the output platform are in the staged output.
Change 3540315 by Ben.Marsh
UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.
Change 3542410 by Ben.Marsh
UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.
Change 3543018 by Ben.Marsh
UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.
Change 3544371 by Steve.Robb
Fixes to TSet_Add and TMap_Add BPs.
#jira UE-47441
[CL 3548391 by Ben Marsh in Main branch]