Headers are updated to contain any missing #includes needed to compile and #includes are sorted. Nothing is removed.
#ushell-cherrypick of 21065896 by bryan.sefcik
#preflight 62d4b1a5a6141b6adfb0c892
#jira
#ROBOMERGE-OWNER: Bryan.sefcik
#ROBOMERGE-AUTHOR: bryan.sefcik
#ROBOMERGE-SOURCE: CL 21150156 via CL 21151754 via CL 21154719
#ROBOMERGE-BOT: UE5 (Release-Engine-Staging -> Main) (v972-20964824)
#ROBOMERGE-CONFLICT from-shelf
[CL 21181076 by Bryan sefcik in ue5-main branch]
This represents UE4/Main @17774255, Release-5.0 @17791557 and Dev-PerfTest @17789485
[CL 17794212 by aurel cordonnier in ue5-release-engine-test branch]
Note: This keeps the fix for incorrect nested DefaultSceneRoot ICH override template names in place, since that was a separate issue.
#rnx
#rb None
#jira UE-87133, UESP-4238
#fyi Jon.Nabozny
[CL 14897958 by Phillip Kavan in ue5-main branch]
Change summary:
- Reordered FComponentOverrideRecord struct fields so that the key is serialized before the template object. Archetype lookups on the template object are now dependent on the key being valid as we now route these through the record table.
- ICH override template object serialization is now deferred in non-EDL builds (i.e. editor) as part of loading the Blueprint class asset. This ensures that the ICH override record key is valid in older assets before we let the linker instance the export object for the ICH override template object on load; per the above, this depends on a successful archetype lookup for its instantiation.
- Modified the signature of UClass::FindArchetype() to include an additional ObjectFlags input argument.
- Revised GetArchetypeFromRequiredInfoImpl() to now route ICH override template object archetype lookups through the owning class in place of the "old way" of doing a brute force subobject search through the outer class chain, which would sometimes fail and fall back to incorrectly return the archetype class's default object, resulting in data loss issues on load.
- Revised UBlueprintGeneratedClass::FindArchetype() to route ICH override template object archetype lookups through the parent class hierarchy, using the ICH override record's key to retrieve the original template as the basis for finding a match. This ensures that lookups won't fail due to things like SCS variable name changes in the base class and also that we now can properly handle archetype lookups for ICH records that override an inherited default scene root.
#jira UE-87133
#rb Marc.Audy
[CL 14886445 by Phillip Kavan in ue5-main branch]
#rb CopyUp
#ROBOMERGE-OWNER: ryan.vance
#ROBOMERGE-AUTHOR: ryan.vance
#ROBOMERGE-SOURCE: CL 12149088 via CL 12150247
#ROBOMERGE-BOT: (v659-12123632)
[CL 12150618 by ryan vance in Main branch]
#rnx
#rb none
#ROBOMERGE-OWNER: ryan.durand
#ROBOMERGE-AUTHOR: ryan.durand
#ROBOMERGE-SOURCE: CL 10869210 via CL 10869511 via CL 10869900
#ROBOMERGE-BOT: (v613-10869866)
[CL 10870549 by ryan durand in Main branch]
- Added IBlueprintAssetHandler to define how blueprints should be retrieved from particular assets, registered by class name
- Replaced the majority of UWorld specific logic from the find in blueprint manager with calls to this new handler
- All search entries are stored as the full Blueprint path, all unindexed (uncached) entries are stored as the full asset path.
- Added a function (SupportsNativization) to UBlueprint to enable specific blueprints to explicitly disallow nativization
#rb Phillip.Kavan
[CL 4209438 by Andrew Rodham in Dev-Sequencer branch]
#lockdown Nick.Penwarden
#rb None
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3967603 by Marc.Audy
Fix force feedback events being played on the correct controller if the OffsetPlayerGamepadIds feature is in use
#jira UE-56077
Change 3969399 by Phillip.Kavan
Partially fix runtime failures for converted circular dependency test actors in a nativized QAGame.
#jira UE-56287
Change 3970181 by Phillip.Kavan
Improved handling of circular dependencies during Blueprint nativization between converted and unconverted assets.
Change summary:
- Removed FGatherConvertedClassDependencies::MarkUnconvertedClassAsNecessary(); no longer in use.
- Modified FFindAssetsToInclude::MaybeIncludeObjectAsDependency() to remove the case that was marking assets for stub class generation; no longer needed.
- Modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to detect, report on and handle circular references between converted and unconverted assets (ensuring that both sides are converted).
#jira UE-56292
Change 3970185 by Phillip.Kavan
Fix initialization of special UMG struct types in nativized Blueprint ctor code.
Change summary:
- Modified FBackendHelperUMG::SpecialStructureConstructorUMG() to emit the proper constructor call based on the value of the 'ForcedTime' field. Also modified to emit updated constructor code for the FMovieSceneSegment struct's 'Range' member, which is now a TRange<> type.
- Fixed a typo in the TBaseStructure<FInt32Range> case in FEmitDefaultValueHelper::SpecialStructureConstructor().
#jira UE-56487
Change 3971520 by mason.seay
Adjusted widget anchor to fix screen positioning
Change 3972611 by Mieszko.Zielinski
Fixed some of the vislogger macros using old 'Actor' rather than new 'LogOwner' parameter #UE4
#jira UE-56978
Change 3973564 by Phillip.Kavan
Fix missing dependency on linker response file. Prevents target being relinked when build environment changes.
- Mirrored from //UE4/Dev-Core (3973331).
#jira UE-56277
Change 3974308 by Phillip.Kavan
Fix crash when choosing to delete multiple bookmarks selected in the Bookmarks tree view.
Change summary:
- Modified SBlueprintBookmarks::OnDeleteSelectedTreeViewItems() to make a local copy of the reference to the entry in the source array.
- Modified FBlueprintEditor::RemoveBookmark() to save local config settings *after* modifying the persistent Bookmarks array (it was previously happening before).
#jira UE-55598
Change 3975506 by Mason.Seay
Code and blueprints for subobject testing
Change 3977558 by Mason.Seay
Checking in missed header file
Change 3978137 by Ben.Zeigler
#jira UE-57154 Fix crash where component instance data cache would duplicate external objects during the null component pre serialize
Change 3978326 by Ben.Zeigler
#jira UE-57062 Only look for class redirects for soft object paths if the string starts with /script, some of the class redirect match strings are overly broad and were catching assets
Change 3978393 by Ben.Zeigler
Fix FAssetData::IsUAsset comment to match what it actually does, old comment implied it was false for maps which is wrong
Change 3978837 by Marc.Audy
Make GetAutoEmitTermParameters and IsAutoCreateRefTerm static and optimize both
Change 3978838 by Marc.Audy
(4.19.1) PR #4480: Crash fix trying to open the console command on Windows (Contributed by bakjos)
#jira UE-54908
#jira UE-54215
Change 3979156 by Marc.Audy
PR #4615: Update WindDirectionalSourceComponent.h (Contributed by c4tnt)
#jira UE-57071
Change 3982289 by Ben.Zeigler
Fix several issues with unloaded blueprints and the class picker/viewer
#jira UE-53646 Reimplement CR #4369 so setting a Class blueprint variable to a blueprint class will correctly allow unloaded blueprint children to be selected in the picker
Added FName defines to FBlueprintTags for the asset registry tags used for unloaded blueprints, and removed the ParentClassPackage tag as it was redundant with ParentClass
Fixed it so Soft Class Reference properties can be set back to none with the picker
Removed FUnloadedClassDragDropOp as it did not work correctly and replaced uses with FAssetDragDrop, which was already used for content browser drags
Changed internals of class viewer to properly store and use the paths to the actual generated class
Change 3982684 by Ben.Zeigler
Add DevelopmentAlwaysCook setting to the asset manager cook rule, this works like AlwaysCook in development and like NeverCook in production. DevelopmentCook works like Unknown in development
Change 3982762 by Mieszko.Zielinski
PR #4614: Fix UBTTask_RotateToFaceBBEntry when trying to face a position where i. (Contributed by Goutye)
I've improved the original PR by relaxing condition constraints, and removing some unnecessary vector normalization (since FVecotr::CosineAngle2D normalizes the input parameters anyway).
#jira UE-57070
Change 3982866 by Marc.Audy
Defer Destroying an Actor if it is in the process of beginning play
#jira UE-57091
Change 3982965 by Mieszko.Zielinski
PR #3567: add API declarations to BlueprintNodeHelpers (Contributed by kayama-shift)
Change 3987399 by Dan.Oconnor
Remove unused ReloadObjectArc and unimplemented ArchiveReplaceArchetype
#jira None
Change 3987956 by Mieszko.Zielinski
Fixed inconsistincies in BT category naming in BP #UE4
#jira UE-57262
Change 3988308 by Mieszko.Zielinski
Fixed 'navmesh needs to be rebuild' displaying even after navigation building with navmesh auto building disabled #UE4
#jira UE-57286
Change 3989309 by Mieszko.Zielinski
A support AI pluggin that links the aimodules #UE4
Change 3989311 by Mieszko.Zielinski
Moved the HTNPlanner plugin into the newly created Plugins/AI subfolder #UE4
Change 3989506 by mason.seay
WIP Navigation Test Map
Change 3990826 by Phillip.Kavan
Fix existing placements of nativized Blueprint actors with a nonzero (legacy) root component scene transform at the CDO level.
This corrects a long-standing issue that was introduced back in 2947488.
Change summary:
- Modified AActor::PostSpawnInitialize() to zero out RelativeLocation and RelativeRotation when spawning actors with a native scene root inherited from a converted Blueprint class.
- Modified FNonativeComponentData to remove the HandledAsSpecialProperty() override for skipping the RelativeLocation and RelativeRotation properties on root components when emitting code to initialize the CDO for a converted Actor BP with a non-native root component.
#jira UE-50452
Change 3993174 by mason.seay
Cleared out unnecessary BP logic
Change 3994370 by Ben.Zeigler
Remove manual AI includes, the AI support plugin correctly pulls in those references now
Change 3995399 by Marc.Audy
When destroying the world clear out level collections
#jira UE-57257
Change 3995731 by Marc.Audy
Fix UEngine::CommitMapChange issues with new streaming level state machine
* Level needs to be added to array before determining current state
* Should be adding, not setting streaming levels from fake world
#jira UE-57424
Change 3996917 by Ben.Zeigler
ObjectWriter should not reset the soft object weak pointer, it should be a const operation
Change 3996921 by Ben.Zeigler
#jira UE-57288 Improve ensures for invalid primary asset types, it only complains if type is set and gives a better error
Change 3997164 by Dan.Oconnor
Don't purge classes until they are recompiled and relink all child classes immediately after a blueprint generated class has changed. This allows iterative compilation logic to behave as it did before the compilation manager
#jira UE-55667
Change 3997674 by paulo.souza
Reverting camera setup changes from the renaming
Change 3997901 by mason.seay
Updates to subobject test bp's
Change 3998028 by mason.seay
Move logic to Event Graph
Change 3998051 by Mason.Seay
Adding QAGame ClassGroup to actively tested QAGame components for organization
Change 3999438 by Dan.Oconnor
Fix deterministic cooking issues by avoiding use of MakeUniqueObjectName when instantiating component templates
#jira FORT-81409
Change 4000265 by Mason.Seay
Checking in QAGame classes again to (hopefully) fix property issues
Change 4000339 by Marc.Audy
PR #4652: AttachComponent Message Fix (Contributed by nonlin)
#jira UE-57656
Change 4001338 by Dan.Oconnor
Fix reinstancing bug introduced in 3591939 which could cause some reinstanced objects to have references within them replaced. If the object in question was an actor it could take ownership of components owned by another actor and destroy them, resulting in a crash when the other actor tried to use its components
#jira UE-57335
Change 4001400 by Marc.Audy
Per https://udn.unrealengine.com/questions/407745/childactorcomponent-and-modifications-to-component.html don't redirect or reset loaders when renaming components as part of the component instance data cache.
Change 4001530 by Marc.Audy
Use a clean default object to calculate the empty archive size.
Change 4002791 by Marc.Audy
Fix ensure when loading sublevel that has been redirected
#jira UE-57516
Change 4002812 by mason.seay
Added BP code to test Watching Sets and Maps
Change 4002947 by mason.seay
More code for watch values testing
Change 4003059 by paulo.souza
Fixes to volumetric lighting and sphere capture bakes
Change 4003509 by Dan.Oconnor
Reset bIsFakingTouched and bIsGameFakingTouch when the game viewport is unregistered. This prevents the PIE session from tainting editor session behavior when UInputSettings::bUseMouseForTouch is set
#jira UE-57724
Change 4005596 by Phillip.Kavan
Fix random crashes when running multiple global blueprint search tabs in parallel just after editor launch.
Change summary:
- Refactored global FiB APIs to use thread-safe shared pointer types when referencing imaginary Blueprint data, which is a shared resource.
- Modified FFindInBlueprintSearchManager::ContinueSearchQuery() to ensure that parsing imaginary Blueprint data only happens on a single thread.
#jira UE-57046
Change 4005657 by Dan.Oconnor
Don't attach OldRoot component if it's not outered to the current actor
#jira UE-55300
Change 4005709 by Phillip.Kavan
Ensure rather than assert on failed child promotion when destroying a non-root scene component within an Actor's scene component hierarchy.
#jira UE-52921
Change 4005825 by paulo.souza
New camera angle + touch rotation tests + "Action RPG" logos
Change 4006058 by Sam.Deiter
Removing this as it is not needed.
Change 3980745 by Marc.Audy
Apply CL# 3977198 from Dev-Core
#author Ben.Marsh
Remove INI file override for editor stack size on Windows. This is rarely valid since editor targets share build products with other games by deafult. Fix to add linker response file as prerequisite exposed targets overriding this as a bug.
[CL 4006923 by Dan Oconnor in Main branch]
#lockdown Nick.Penwarden
#rb portions covered by - Zak.Middleton, Ori.Cohen, Nick.Darnell, Nick.Atamas, Marc.Audy, Andrew.Rodham
Change 3369800 by Zak.Middleton
#odin (Main) - Add new OculusKioskAppID to INI and use it for entitlement checks when "-kiosk" is on the commandline. Takes precedence over -demo. Restored demo app ID to yesterday's value and switched kiosk to the new one requested by oculus.
Change 3335679 by Mike.Beach
Focus the Blueprint viewport for mod assets, when you open them (and they're still DataOnly) - frame a specified component so the user can tell what the Blueprint is.
#jira ODIN-6214
Change 3311911 by Matt.Kuhlenschmidt
Adding templates for Day and Night maps.
Change 3311411 by Stanley.Hayes
ODIN-6185 Celebration screen doesn╞t appear, ODIN-6178 2-2: bots reach player before intro timer completes
Change 3307677 by Mike.Beach
Forcing the Odin mod Blueprints (and sub-classes) to always open in the full Blueprint editor.
Change 3305535 by Ben.Marsh
Add an option to UAT (-CookOutputDir=...) and the cooker (-OutputDir=...) which allows overriding the output directory for cooked files, and fix situations where the directory becomes too deep.
Change 3304566 by Ben.Marsh
Add support for hot-reloading game plugin modules from Visual Studio, as long as their module returns IsGameModule() = true, and enable it by default for mods.
Change 3303091 by Ben.Marsh
Fixes/improvements for mod editor and code mods:
* A separate top-level project is generated for each code mod in the Visual Studio solution.
* Plugin descriptors now have a flag to identify themselves as mod as opposed to a regular game plugin, which prevents project plugins (eg. OdinEditor) from getting their own VS project. New mods created with the mod editor will have this set by default, as do the three existing sample mods.
* Cleaning and building code mods will never modify engine binaries. Presence of the Engine/Build/InstalledProjectBuild.txt file is used to indicate running in this environment. This flag also disables options to edit metadata for non-mod plugins in installed builds.
* Plugin browser now includes a separate category for mods.
* Mod editor now behaves as an "installed" program by default, and will use the user's home folder for storing settings.
Change 3302585 by Maciej.Mroz
#jira ODIN-5961
All nativized functions/event declared for tha first time in Blueprint are BlueprintNativeEvent. A BP from mode, based on a nativized class, can override any function.
Change 3301859 by Alex.Delesky
Making the new plugin wizard tab a bit bigger by default to accomodate the new information inside it.
Change 3301057 by Nick.Whiting
Fixing use of the demo app id to be consistent, no matter where the plugin intiializes
#jira ODIN-5777
Change 3298141 by Alex.Delesky
#jira ODIN-5964 - Renaming "Custom Rifle" template to "Custom Energy Rifle". Also center justifying all template tile text.
Change 3297043 by Alex.Delesky
#jira ODIN-5737 - Adding Odin code templates:
- Blank
- OdinWeapon
- OdinCharacter
These still act as mixin templates, and are compatible with each other and with other mod content
Change 3295655 by Ben.Marsh
Fix list of discovered assets being cleared by second call to FindFilesRecursive() when building DDC. Disable the -cookdir parameter again.
Change 3291094 by Alex.Delesky
Fixing an issue where mod assets generated tags would not be correct after being created from the new mod wizard. Also now enables for PLUGIN_NAME macros to be used on uasset and umap files in plugin templates.
#jira none
Change 3289510 by Nick.Atamas
Fixed ODIN-5718 : A "Lost Tracker" prompt is displayed when launching the game
- We now broadcast a VRTrackerAttached() on startup so that we can have an initial tracker count.
- Fixed issue where VRTrackerAttached()/VRTrackerLost() would never be broadcast on Oculus platform in UE_BUILD_SHIPPING.
- bIsInLoadingSequence is now native
- VR Error prompts will now show up while loading
- TrackerLost message persists across level transitions/loads
Change 3288170 by Alex.Delesky
For multi-select plugin wizard definitions, the plugin wizard will now show a tile view instead of a list view when selecting templates. For created plugins that can contain content, the content browser will now be forced to show plugin or engine content if the user wants the content folder shown on plugin creation.
#jira none
Change 3287456 by Richard.Fawcett
Improve CDN security by enabling randomized manifest filename for Odin Editor.
Fix issue where Chunking and Posting would be attempted on non-buildfarm use.
#jira OPP-6517
Change 3286946 by Nick.Whiting
Added ability to force disable auto loading splash screen on load. This fixes the black HMD screen that appears in levels that did not manually turn off the loading movie in their level scripts
Change 3286888 by Nick.Whiting
Disabling haptics when you begin changing levels
#jira ODIN-4841
Change 3286200 by Wes.Hunt
Odin - move GameAnalytics module back into Engine/Plugins. #jira AN-818
Change 3285398 by Maciej.Mroz
#jira ODIN-5559
Enabled modular nativized building
- Workaround for missing dependecies of NativizedAssets module.
- An ugly hack to move NativizedAssets to plugins directory.
Change 3283738 by Jeff.Farris
Removed old Odin-per-body-collision-settings hack that didn't work. Replaced bigbot usages of it with the new way that works, which fixes bigbot hands having to collision. ODIN-5638
Change 3283549 by Jeff.Farris
Added OverrideCollisionResponseToChannelForBodies to BP library. Odin-specific hack to force specific collision responses on specific bodies. Using this to ignore WorldStatic on biped feet in some cases.
Change 3283088 by Mike.Beach
Fixing issue where Blueprint mod assets won't load in Odin nativized builds. Making it so we're leinent on matching import class types - BlueprintGeneratedClass (what the mod assets are expecting) and DynamicClass (what the imports actually are) are interchangable as far as these type checks are concerned.
Change 3282584 by Nick.Whiting
Adding hooks for detecting if the touch controllers are present or not
Change 3282257 by Alex.Delesky
Adding HasModules method to the plugin wizard definition
Change 3281499 by Ben.Marsh
Add a CompatibleChangelist field to the plugin descriptor. If set, the engine will not load any plugins which have a different compatible changelist to the current engine version.
Change 3281286 by Mike.Beach
Exporting a number of required functions/classes/etc, used in nativized Odin source with the DLLEXPORT (*_API) tag - required for nativized and modular builds to work in tandem.
Change 3280775 by Zak.Middleton
#odin - ODIN-3180: Piercing ammo and Disintegrator shot can be correctly blocked by objects that would normally overlap it (invincible characters, big bot, elites, boss). Implemented filtering of overlaps and blocking hit in custom FScopedMovementUpdate so we don't have to do any extra traces nor require bGenerateOverlapEvents. Minor engine change required to make some data protected on super class.
Last step is just the disintegrator visual (needs to be scaled to match bullet distance).
Also removed need for projectiles to update physics volume, because we don't care.
Change 3277573 by Chad.Garyet
adding physx build to odin main
Change 3277289 by Alex.Delesky
The Odin Plugin Packager will now get a current list of all available mod packages when gathering mods available for packaging
#jira none
Change 3276949 by Wes.Hunt
Basic Odin editor mod creation/packing telemetry. #jira AN-1304
* Analytics event: Mod.Created
* Analytics event: Mod.Pacikaged
Associated Engine changes to enable this:
* Enabled a UatTaskResultCallack TFunction to be given to IUatHelperModule::CreateUatTask to report the results.
* Extended IPluginWizardDefinition interface with a PluginCreated callback when the plugin creation is finished.
Change 3276638 by Wes.Hunt
moved GameAnalytics plugin temporarily into an Odin-only plugin location to get around issues with packaging a NotForLicensees plugin in a publicly distributed editor build.
#tests build packaged game, editor, ran editor -game, verified anlaytics working.
Change 3276411 by Wes.Hunt
Fixing copyrights and missing #pragma once
Change 3276394 by Wes.Hunt
#Odin Initial Gameplay analytics integration
* New shared engine plugin where common event infrastructure will reside (GameAnalytics). #jira AN-818
* CreateAnalyticsProviderSingleton
* CreateAnalyticsUserID
* TickClientHeartbeat
* More to come...
* Created OdinAnalytics singleton to provide all analytics event functionality. #jira AN-1295
* All real data management in .cpp file to reduce header dependencies (Orion lesson learned).
* Created heartbeat and Begin/EndMission hooks. #jira AN-1297.
* Hooked into UOdinBlueprintLibrary::FinishLevel to send EndMission event with some gameplay context (a bit more to come).
* Hooked into OdinGameMode::StartPlay to send StartMission event. Not quite symmetrical to FinishLevel, but it was easier that way.
* Created UGameEngine And UUnrealEdEngine derived classes in Odin for analytics singleton management and heartbeat ticking. #jira AN-1298
* Editor support cfuns: OdinAnalytics.EnableInEditor and OdinAnalytics.DisableInEditor to test analytlcs while running the editor.
* OdinGame modes exposes Analytics primary and secondary context to blueprints.
* BP GameModes set the defauly analytics primary context (Title, Hub, InMission)
* Menu maps set MainMenu vs Title secondary contexts.
* BP_HoloStation_Menu_Control sets primary context of HoloTable and secondary contexts to match top-level menu states.
* Removed "LoadingPhase": "PostEngineInit" from OdinEditor.uplugin so it can register the UnrealEdEngine class.
* Ensure Odin editor has a unique analytics app id (UEEditor.Odin.Release). #jira AN-1296.
* used the UE4TypeOverride in Engine.ini so we could do it without modifying the engine.
* Implented an INI override to disable Odin analytics. #jira AN-1300
* EngineIni[OdinAnalytics]:Enabled
#tests running editor an PIE on start, hub, and pearl to verify analytics heartbeats and mission start/stop analytics fire correctly.
Change 3274664 by Jeff.Farris
New and improved hack for disabling collision per-body on skel meshes.
Change 3273733 by Alex.Delesky
Duplicating changes made to the plugin wizard definition that allows for the loading phase of a plugin to be specified from a template.
Change 3272613 by Nick.Atamas
Fixing ODIN-5158 : Celebration - UMG panels are all redrawing at insane framerate; should be throttled/invalidated
After finishing the animation, each panel sets itself to ManualRedraw mode, which stops it from redrawing.
Change 3272313 by Alex.Delesky
It is now possible to display the content folder for a plugin once the plugin is created if the plugin can contain content. The user can opt out of this behavior from the new plugin wizard before the plugin is created.
Change 3271955 by Jeff.Farris
#engine #nomerge Engine hack to allow setting skelmesh body collision properties individually.
Change 3269099 by Nick.Atamas
Backed out all appId-related stuff.
Change 3269002 by Nick.Atamas
Hopefully fix CIS for editor and tools (Test|Shipping probably broken.)
Change 3268749 by Nick.Atamas
Oculus appId now stored in MiscSupportLib and statically linked into UE4.
Resolves ODIN-4857.
Change 3264838 by Alex.Delesky
Clarifying instructions within the new mod wizard, and allowing the user to restart the editor from the notification that appears when a new mod is created. This also prevents the user from changing the plugin folder location when creating a mod.
#jira none
Change 3257225 by Zak.Middleton
#odin - ODIN-4130: fixed Airborne detection when capsule has collision response to all channels disabled. Made a couple methods in CharacterMovement virtual and fixed K2_FindFloor modifying bForceNextFloorCheck when it shouldn't.
Change 3252319 by Alex.Delesky
#jira ODIN-4080 - Enabling the new blueprint asset dialog to show mod-specific assets instead of the default selection
Change 3247352 by Nick.Whiting
Fix for undefined macro warnings in build
Change 3245755 by Nick.Whiting
Merging using UE4_MAIN_to_ODIN @ CL 3242852
Change 3242301 by Ryan.Vance
#jira UE-39269
[Oculus] Avoid crash in ovr_GetPerfStats by not calling it until mirror window/texture sets are created.
Change 3237593 by Nick.Atamas
Fixed gamma correction issue with widget component being blitted to the backbuffer.
Change 3236677 by Wyeth.Johnson
ODIN-2552 Flash on pierce overlap WIP
Change 3233777 by Seth.Weedin
Cooked Audio Bug: Pushing up test case for cooking "CookedAudioTest" console command, Optimizations disabled in AudioDevice.cpp and GameplayStatics::SpawnSoundAttached for debugging
Change 3232567 by Alex.Delesky
Duplicating the HostType module descriptor API changes made to the plugin wizard definition interface
Change 3232092 by Jeff.Farris
Merged from UE4/Main to Odin at CL 3232059
Change 3231886 by Wyeth.Johnson
Background building shader 2.0, plus updates to filterstep and random uv samples functions.
Change 3227552 by Alex.Delesky
Fixes an issue with OdinEditor where selecting mod templates, closing the plugin creator UI, and then reopening it would cause the mod to be created with the previously selected templates if no new templates are selected.
Change 3227514 by Alex.Delesky
Adding templates for creating the following mod content: weapons, enemies, and an empty map.
[CL 4003753 by Mike Beach in Main branch]
#lockdown Nick.Penwarden
#rb none
#rnx
============================
MAJOR FEATURES & CHANGES
============================
Change 3794434 by Marc.Audy
Correctly call PostPlacedNewNode before AllocateDefaultPins in 2 places that had the order wrong
Change 3796912 by Fred.Kimberley
Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there.
#jira UE-52837
Change 3781456 by Dan.Oconnor
Disable net flags related assert when linking reflection data that is being loaded
#jira UE-52852
Change 3781725 by mason.seay
Moved test blueprints to subfolder
Change 3781828 by mason.seay
Removed some unnecessary blueprint logic
Change 3783304 by Phillip.Kavan
More descriptive log output after an attempt to break execution on a missing function/interface.
#4238
#jira UE-52549
Change 3783678 by Phillip.Kavan
Fix for a serialization oversight in UEdGraphPin that could lead to a compile error during Blueprint nativization.
#jira UE-52528
Change 3783708 by Ben.Zeigler
#jira UE-52487 Better fix for calling OnAssetLoaded on async loaded assets in the editor. The previous fix only worked for specifically loaded packages, this one works for those plus dependencies
Change 3783922 by Ben.Zeigler
#jira UE-51408 Fix it so objects returned by CreateWidget and CreateDragDropOperation are not marked as always hard referenced by the blueprint event graph. This would cause those objects to get leaked and was redundant because these objects already handle their own life cycle
If a game was depending on this functionality to keep things loaded, change your blueprint to set the return value into a variable, that will keep it hard referenced normally
Change 3784604 by Ben.Zeigler
#jira UE-40033 Fix issue where changing the default value of a nested user struct would break all outer structs in an unrecoverable way. We do not want to do the first half of reinstancing if we're going to skip the second half
Change 3785039 by Ben.Zeigler
Fix it so empty pins do not display "None" as their label
Change 3785794 by Phillip.Kavan
Guard against a reported crash when setting bIsEditorOnly flag on attached scene components.
Change summary:
- Modified SetDescendantIsEditorOnly() to add a NULL check around an iteration (consistent with other places that iterate the attachment list).
#jira UE-52923
Change 3785842 by Phillip.Kavan
Guard against a reported crash when deleting one or more Actor components.
Change summary:
- Modified FComponentEditorUtils::DeleteComponents() to add a NULL check when iterating through child attachments.
#jira UE-52916
Change 3785851 by Phillip.Kavan
Guard against a reported crash when deleting a non-root scene component with no parent attachment.
Change summary:
- Modified USceneComponent::DestroyComponent() to use an ensure() instead of a check() to allow the deletion to proceed but still provide a warning to potentially help catch this later.
#jira UE-52921
Change 3785852 by Phillip.Kavan
CIS fix.
Change 3786141 by Phillip.Kavan
Removed an invalid comment emitted to codegen during nativization of a BlueprintNativeEvent override signature.
Was intended to be submitted along with CL# 3783678.
Change 3788496 by Ben.Zeigler
#jira UE-32061 Large change to UserDefinedStructs where the default struct instance is now stored on the struct itself and accessible at runtime
User structs now work identically to native structs when it comes to default values, it is set at struct initialization time instead of at tagged property serialization time
Remove many editor-time UDS hacks now that they work like native. The only special code left is that it forces delta serialization on in the editor, to deal with the defaults changing
Change 3789308 by Marc.Audy
Don't unregister/register components and ticks for an Actor just testing a rename
Change 3789644 by Ben.Zeigler
Static analysis fix
Change 3789777 by Ben.Zeigler
#jira UE-42586 Fix it so using ImportText on user structs will look for fields using the human readable display name if not found using GUID lookup. This makes it so you can use the format displayed in the data table editor
Change 3789908 by mason.seay
Test struct using containers
Change 3790475 by Ben.Zeigler
Fix user structs to work properly with circular reference checking. When we copy the values out of the default we may need to register the newly created structs with the circular reference system.
I'm using raw pointers here as after investigation the fixup happens before any relevant freeing could occur
Change 3790777 by Ben.Zeigler
#jira UE-53081 Fix map/set properties inside user structs by having them pass the defaults for both load and save, as maps expect both sides have defaults set
Partially address UE-53086, it now correctly updates map properties when they are removed, but readding them can add extra entries in some case because it loses the "deleted" information
Change 3790919 by Ben.Zeigler
Add start of User Structs functional test
Change 3792050 by Fred.Kimberley
Added several transform related functions to the HIDE_ACTOR_TRANSFORM_FUNCTIONS macro and fixed the signatures on some that were already there.
#jira UE-52837
Change 3793542 by Michael.Noland
Back out changelist 3792050
Change 3794193 by Marc.Audy
Never reset loaders when renaming the child actor to avoid cases where IsLoading returns false but flushing loading will still cause issues due to async loading
#jira UE-52950
Change 3794211 by Marc.Audy
Don't include redirectors or otherwise invalid .umap files as sub levels for world composition
#jira UE-52925
Change 3794564 by Marc.Audy
Make it safe to call RecombinePin on the top level split pin
Change 3794851 by Marc.Audy
Fix split pins on macro instances for resolved wildcard pins not resetting when disconnected
#jira UE-44922
Change 3795017 by Marc.Audy
Properly enforce all actor subclasses not ticking when tick type is viewports only unless ShouldTickIfViewportsOnly returns true
#jira UE-36929
Change 3795143 by Marc.Audy
After copying properties clear the actor label so that the child actor template's display name is not misleading
#jira UE-50472
Change 3795241 by Dan.Oconnor
Fix subsequent navigation operations after navigating to a window that is already open
#jira UE-53203
Change 3795255 by Dan.Oconnor
Harden pin serialization logic, specifically to prevent crash due to bad 'conform' routines when renaming functions
#jira UE-52847
Change 3795660 by Dan.Oconnor
Blueprints that have no parent class can now be reparented when using the compilation manager
#jira UE-53218
Change 3796496 by Marc.Audy
Fix without editor compile errors
Change 3797316 by Dan.Oconnor
Downgrade ensure to warning as we have known ways of triggering
#jira UE-53237
Change 3797619 by Phillip.Kavan
Reinstate a faster lookup mechanism for tunnel instance source nodes during marching ants draw calls when stopped at a breakpoint, and fix issues with missing marching ants when stopped at a breakpoint in a tunnel instance graph.
Change summary:
- Removed FindMatchingTunnelInstanceNode() utility method in BlueprintConnectionDrawingPolicy.cpp (no longer needed).
- Restored/renamed FDebuggingInfoForSingleFunction::LineNumberToTunnellInstanceSourceNodeMap.
- Modified FBlueprintDebugData::RegisterNodeToCodeAssociation() to restore the parameter for the tunnel instance node chain and map it to the current code offset if not empty.
- Modified FScriptBytecodeWriter::EmitInstrumentation() to construct the tunnel instance node chain that will be mapped to the current code offset if not empty.
- Modified FKismetConnectionDrawingPolicy::BuildExecutionRoadmap() to more efficiently find tunnel instance nodes through the table that now maps tunnel instance node chains to the current script code offset.
- Modified the tunnel node case in FKismetCompilerContext::ExpandTunnelsAndMacros() to better handle nested tunnel instance expansions (which may expand to include internal tunnel nodes in different orders).
- Modified FKismetCompilerContext::MapExpansionPathToTunnelInstance() to avoid incorrectly remapping nested composite tunnel expansions to the outermost intermediate tunnel instance node.
- Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to map intermediate tunnel boundary nodes back to the outer intermediate tunnel instance node from which they were expanded.
- Modified FKismetCompilerContext::ProcessIntermediateTunnelBoundary() to better position the boundary nodes in the intermediate graph.
- Added a few verbose comment blocks in order to hopefully help visualize how tunnel expansion debugging is currently implemented and also to remind myself later.
#jira UE-52747
Change 3801237 by Ben.Zeigler
#jira UE-53305 Fix it so split struct pins respect AllowedClasses metadata, which fixes crash with passing invalid objects into things like set font info
Change 3801768 by Ben.Zeigler
Add more tests to UserStructs functional test
Change 3801794 by Dan.Oconnor
Mirror 3794923/3794318, make sure replication data is initialized correctly across editor/EDL/compilation manager/no compilation manager load flows
#jira UE-53112
Change 3803091 by Ben.Zeigler
Fix issue where nativized user structs had the wrong defaults, by correctly diffing the struct defaults and placing them in the constructor instead of a static GetDefaultValue function
I had to override struct constructors to not call LoadObject for object properties, FindObject works because the dependencies have already been queued for loading by the referencing blueprint in EDL
Change 3803659 by Marc.Audy
Fix static analysis warning
#jira UE-53337
Change 3803685 by Marc.Audy
Fix extra )
[CL 3804136 by Marc Audy in Main branch]
#lockdown Nick.Penwarden
#rb none
============================
MAJOR FEATURES & CHANGES
============================
Change 3780878 by Nick.Darnell
UMG - Providing more information when the compile fails to find a bindable widget.
Change 3780855 by Gil.Gribb
UE4 - Fixed a linear search in EDL that caused performance problems for very large maps. Saves half the load time in FN-BR.
Change 3780803 by Thomas.Sarkanen
Dont create animation tasks for skeletal meshes that have no anim instance
This avoids some wasted work for non-animated attachments, such as pickaxes
#jira FORT-61523 - Don't create anim worker tasks if no AnimBP
Change 3780741 by Yenal.Kal
#jira FORT-60177
Fixed the bug where the anim branching points (begin and end) may be triggered twice incorrectly.
Change 3780663 by Gil.Gribb
UE4 - Batching for audio thread commands.
Change 3780466 by Ben.Marsh
Add error matcher for generic Microsoft errors (eg. 'cl : Command line error D8049 : command line too long to fit in debug record')
Change 3779937 by Nick.Darnell
UMG - Adding an accessor on UUserWidget to get the owning player state easier, since it's a common operation.
Change 3779858 by Sam.Zamani
#http
use separate "-multihomehttp" instead of "-multihome" for routing http socket
#jira FORT-61666
#tests none
Change 3779288 by Michael.Trepka
Changed FMacConsoleOutputDevice::Serialize to use FString's GetNSString() instead of converting the string using FPlatformString::TCHARToCFString to make it safer in case of garbage text passed in Data
#jira FORT-59762
Change 3779062 by Mike.Fricker
Merged CL 3731188 and CL 3733311 from //UE4/Dev-Editor.
----
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 3778954 by Nick.Darnell
Slate - Making the Horizontal and Vertical analog keys configurable in the navigation config. Tweaking how fast the navigation is with the analog stick, trying to tune the feeling.
Change 3778896 by Ben.Marsh
Separate FNameEntrySerialized from FNameEntry, rather than deriving from it. It has to be allocated differently, and many fields cannot be shared between the two.
#jira
Change 3778807 by Ben.Marsh
Fix Tencent include paths not registering if workspace directory contains a space.
Tencent include paths currently have a trailing backslash, and this is surrounded by quotes if the root directory contains a space. The backslash is interpreted as escaping the trailing double quote.
#jira
Change 3778686 by Luke.Thatcher
Reduced impact of dynamic vertex buffer RHI stall in D3D12
- In most cases we can avoid the stall if the vertex buffer has never been used before.
- Only when a buffer has an existing SRV do we need to stall.
- Also, delete copy and move constructors of FD3D12ResourceLocation. Moving or copying an instance of this class leads to double free crashes, so this is now a compile error rather than a runtime crash.
This saves an average of 2ms frame time in a StW lastperftest replay, with r.screenpercentage 10.
#jira FORT-61390
Change 3778679 by Thomas.Sarkanen
Fix Linux server crash - dont attempt to run threaded work in a single-threaded environment
We dont attempt to run animation update work multi-threaded in the same conditions that we didnt attempt to run animation eval work previously.
#jira FORT-61548
Change 3778591 by Ben.Woodhouse
Add build config to FPSChart HTML output
#jira FORT-56478
Change 3778175 by ben.marsh
Remove code to trigger an ensure on Arxan guards. We already send analytics for this, and don't need this legacy path. There is a large number of incoming ensures with this callstack that are clogging up crash reporter.
Will remove all the surrounding code in a later update to a development branch.
#jira
Change 3777750 by Chris.Gagnon
- Slate now supports a CustomBoundary Navigation type wich allows a custom handler if the boundary is hit.
- This provides the ability to have normal navigation while within the boundary and the custom function only on the boundary.
- This differs from Custom which is a full override of the navigation behavior.
Change 3777678 by Bob.Tellez
#UE4 Fix a bug that was causing fastpath nodes in non-nativized BPs to not be fastpath
Change 3776962 by Bob.Tellez
#UE4 Fix warning about missing virtual destructor by making a struct final (like other RHICommands)
Change 3776656 by Thomas.Sarkanen
Fix notifies not getting fired in cases where AlwaysTickPose was set on skeletal mesh components
This was causing AIs to get stuck in montage playback in some circumstances
#jira FORT-61324, FORT-60558
Change 3776655 by Bob.Tellez
#UE4 CIS fix after 3776629
Change 3776650 by Bob.Tellez
Counting uplugin and uproject files as code changes so UGS will trigger code builds on checkins containing these files
Change 3776649 by Nick.Darnell
UMG - Fixing a rare crash when destructing a widget in the designer. It's trying to remove widgets from a half garbage collected panel.
Change 3776629 by Bob.Tellez
#UE4 Using a more efficient data structure for keeping track of visited nodes when verifying EDL.
Change 3776328 by James.Golding
Add command line option (-statnamedevents) for enabling named events
Change 3776024 by Nick.Darnell
Slate - Adding an accessor to SSafeZone to get the amount of padding that will be added, given some scale.
Change 3775569 by Gil.Gribb
UE4 - Fixed bugs with r.DelaySceneRenderCompletion
Change 3775543 by Luke.Thatcher
[XBOXONE] [~] Remove stall in D3D12 CreateRHIBuffer
- Buffer update is enqueued as a task on the RHI thread instead of stalling the RHI thread for the duration of the update.
Change 3775488 by Thomas.Sarkanen
Prevented skeletal meshes that are not being ticked due to URO from dispatching tick tasks
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3775219 by Bob.Tellez
#UE4 Dont SerializeThumbnails when calling savepackage while editoronly data is excluded (cooking). This saves a lot of memory while cooking
Change 3774886 by Mike.Fricker
Fixed occasional crash when backing out to lobby
- Don't force DF data to be updated when the mesh isn't in the world or has no scene interface
#jira FORT-60863
Change 3774767 by Ori.Cohen
Fix race condition for creating statid in test configs
Change 3774682 by Bob.Tellez
#UE4 Don't bother clearing cached platform data during shutdown purge since there may be a lot of it and it takes a while to destroy it.
Change 3774621 by Bob.Tellez
#UE4 Move Tree rebuilding during cook from Serialize to PreSave to avoid building the tree multiple times for a single platform. Also properly clear out CacheMeshExtendedBounds.
Change 3774201 by Gil.Gribb
UE4 - Fixed rare crash caused by unmounting pak files.
Change 3773920 by Gil.Gribb
UE4 - Added experimental option r.StartPrepassParallelTranslatesImmediately which allows the parallel translate tasks from the prepass to start before we init shadows. Disabled by default.
Change 3773896 by Thomas.Sarkanen
Push non-rendered anim updates back onto the worker thread
Now when meshes are set to EMeshComponentUpdateFlag::AlwaysTickPose, we optionally kick of a task to perform parallel update only (no evaluation).
#jira FORT-61157 - Run anim update on worker, even if not visible
Change 3773886 by Gil.Gribb
UE4 - Reduced r.RHICmdMinCmdlistForParallelSubmit from 2 to 1.
Change 3773882 by Gil.Gribb
UE4 - Improved profiler markers when they are used without stats to cover the task graph and some things related to the parallel renderer.
Change 3773461 by Gil.Gribb
UE4 - Increased the granularity of the ParallelFor blocks for greater load balancing.
Change 3773459 by Gil.Gribb
UE4 - Adds TLS caches for MallocBinned2 to the Audio thread.
Change 3773458 by Gil.Gribb
UE4 - Added an experimental option to do the slate render before waiting for the rendering tasks.
Change 3773011 by Robert.Manuszewski
Header (uasset) and export (uexp) files will now be compared seperately when running cook commandlet with -diffonly to avoid situations where a mismatch in size of the header produces more differences between exports.
+ Renamed ini setting to ignore header differences from SkipHeaderDiff to IgnoreHeaderDiff
Change 3772867 by Thomas.Sarkanen
Nativization now correctly generates and builds code for "Client" builds
Overall this is a bunch of hacks, but necessary for nativization to work at present. Once the cooker and UAT both have a concept of "Client" targets, this can be implemented properly.
Instead of building to a "Client" directory, we build to "Game" for client-only platforms (like PS4, XboxOne)
Also we need to add "Client" targets to the whitelist for the nativized assets plugin, as UBT still thinks it is building for "Client"
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3772408 by Robert.Manuszewski
Cook commandlet will now report full property name when running a diff against the existing cook (-diffonly)
Change 3772359 by Thomas.Sarkanen
Improvements to the Cpp backend to allow VC++ to compile nativized code more effectively
Added a new scoped helper to wrap areas of the code in PRAGMA_DISABLE_OPTIMIZATION. This helps with functions that are large tables or long lists of initializations.
Split anim node initialization up into functions, called from a seperate function dedicated to initializing anim nodes. This splits the 5k+ line constructor into mutiple smaller functions, which the compiler has no problems with.
Overall (along with splitting up the anim BP into functions in the asset) this reduces compilation time for the worst-case compilation unit from ~11m 40s to ~2m 32s.
#jira FORT-52823 - Nativizing Player Animation Blueprints
Change 3771975 by Zak.Middleton
Fix character proxies doing up to two floor check when only rotation changes. Add some optional verbose logging to FindFloor() and ComputeFloorDist().
#jira FORT-61134
Change 3771421 by Ori.Cohen
Fix CIS
Change 3771052 by Robert.Manuszewski
Package diff improvements (-diffonly mode for cooker). Exposed max diffs to report to ini and added the ability to suppress header differences reporting as they are usually a result of differences in exports anyway.
Change 3771039 by Bob.Tellez
#UE4 Allowing use of -FPS in PGO profile builds
Change 3770747 by Ori.Cohen
Added missing stat named events for anim bp
Change 3769616 by Arciel.Rekman
UBT: Use response files for compiler when compiling for Linux.
- Some command lines are too long when cross-compiling on Windows, which is a problem for non-unity builds (or local changes that result in exclusion of checked out files from the lumped units).
Change 3769457 by Gil.Gribb
UE4 - Added eviction to r.DoLazyStaticMeshUpdate. It just removes 10 prims a frame in a rolling fashion.
Change 3769136 by Michael.Noland
Engine: Improve IsServerDelegateForOSS to allow it to use the play world during PIE even if no context was passed in
Change 3768736 by Robert.Manuszewski
More debug info for ensure in FLinkerSave when a name that has not yet been mapped is being serialized
#jira FORT-60943
Change 3768634 by Robert.Manuszewski
Small optimization to FEDLCookChecker::Verify function
Change 3768603 by Robert.Manuszewski
Merging CL #3766740 by Steve.Robb
TMultiMap::Append added.
Change 3768586 by Ben.Woodhouse
csv profiler screen message
Change 3768506 by Thomas.Sarkanen
Duplicating CL 3764661 from Paragon:
Only update Children attached to Sockets in USkeletalMeshComponent::PostBlendPhysics().
Saves ~20% of STAT_UpdateChildTransforms and ~10% of STAT_UpdateLocalToWorldAndOverlaps in 5ofEach_Dusk_vs_Dusk automation test.
#jira OR-46341
#tests LaneMinionFXTests, monolith w/ full teams.
Change 3768504 by Thomas.Sarkanen
Duplicating CL 3758315 from Paragon:
Optimized PostAnimEvaluation when URO is skipping a frame with no interpolation. Skip unnecessary work.
PreEvaluateAnimation() is now only called if we're about to evaluate anims. PostEvaluateAnimation() is also called only if we have evaluated animations.
Therefore PostEvaluateAnimation() has been pulled inside of PostAnimEvaluation() instead of FinalizeTransforms.
Added a call to ConditionallyDispatchQueuedAnimEvents() in the event that we're not calling PostBlendPhysics because we have not evaluated or interpolated anims.
Added missing call to PostEvaluateAnimation() for PostProcessAnimInstance.
#jira OR-46341
#tests minion FX perf map, lane minion test map, monolith match with 2 full teams.
Change 3768097 by Bob.Tellez
#UE4 Fix non-editor CIS
Change 3767957 by Bob.Tellez
#UE4 Fix an issue that was causing FullLoadAndSave to fail to cache platform data for textures that were created by landscape on mobile and another issue that caused parallel saving to fail in landscape (when cooking for mobile targets)
Change 3767906 by Mike.Fricker
Add Blueprint functions to query parameters from MIC
- GetScalarParameterValue
- GetTextureParameterValue
- GetVectorParameterValue
MIDs already had these functions, but MICs did not.
Change 3767737 by Max.Preussner
Engine: Fix for external textures referenced by a material before being associated with a media player never having their uniform expressions recached
#author jack.porter
#jira FORT-59777
Change 3767735 by Bob.Tellez
#UE4 Setting Opened to false in FOutputDeviceFile::TearDown so if the device file gets initialized again it will do the same initialization logic as the first time.
#jira FORT-60918
Change 3767244 by Ethan.Geller
#jira FORT-60885 Merge in fix for memory leak from 4.18.1.
Change 3766567 by Marc.Audy
Fix initialization ordering warnings
Change 3766443 by Jian.Ru
Submit PSO locking fix again as it has passed local tests
Change 3766362 by Ori.Cohen
Added the ability to get concurrent captures in Test configurations without having to turn full stats on
Change 3766277 by Marc.Audy
Shrink Skinned and Skeletal Mesh Component, FBodyInstance, and UBodySetup
Change 3766275 by Marc.Audy
Better pack UTexture* classes
Change 3766272 by Thomas.Sarkanen
Fixes to enable auto-nativization for animation blueprints
For blend profiles in particular, I've added subobject support to the fake import table building for nativized assets:
- In FEmitterLocalContext::FindGloballyMappedObject, if we dont find the referenced asset then we traverse the object's outer chain if it is a subobject. We add it to UsedObjectInCurrentClass if we find its outer.
- Updated the structure used to build the fake import table to include a specified outer. Beforehand we assumed that all objects referenced by the import table were 'top-level'.
- Updated the fake import table building code in FLinkerLoad::CreateDynamicTypeLoader() to use the new specified outer if found. This asserts if it couldnt find the outer in the already-parsed dependencies (as it reverse-iterates). If in the general case thius turns out to be a problem we can move this to a two-pass system.
Disabled fast-path optimization when running a native anim BP, as native code is faster!
#jira FORT-52823 - Nativizing Player Animation Blueprints
#jira FORT-57378 - Perf optimization: animation blueprint improvements
Change 3766215 by Marc.Audy
Shink FFromatContainer from 88 bytes to 24 by storing in TSortedMap instead of TMap
Change 3765664 by Michael.Noland
Engine: Add support for sets to FJsonObjectConverter::JsonValueToUProperty
Change 3765624 by Marc.Audy
Create helper macro in Archive.h for encapsulating needed steps for serializing a bitpacked boolean
Change 3765200 by Nick.Darnell
Slate - Fixing a memory leak in the invalidation panel. It never cleared out the cached textures and materials it kept alive during retention.
Change 3764881 by Wes.Hunt
Fix FApp::Get/SetIdleTimeOvershoot. It was overwriting IdleTime, which made FrameTimeWithoutSleep look like FrameTimeWithSleep.
#jira FORT-60585
#review-3764882 @arciel.rekman
Change 3763872 by Max.Chen
Sequencer: Set default completion mode for all sections to project default.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763871 by Max.Chen
Sequencer: Add config for default completion mode for movie scene sequences. The default for level sequences is RestoreState. All others, such as UMG are set to KeepState.
Copy from Dev-Sequencer
#jira UE-49480
Change 3763810 by Gil.Gribb
UE4 - remove some init timing spew in programs (i.e. UHT)
Change 3762939 by Robert.Manuszewski
Removing all locks from FEDLCookChecker to improve SavePackage performance
Change 3762851 by Bob.Tellez
Duplicating CL#3740778 from //UE4/Dev-Editor
Fixed issue with content browser column sorting
#jira UE-49460
Change 3762660 by Bob.Tellez
#UE4 Fix a few parallelsave threading problems.
Change 3761861 by Marc.Audy
Fix archive complaints about bitfield
Change 3761802 by Marc.Audy
Pack FTimeline, FHitResult, FAnimUpdateRateParameters, FMeshBuildSettings
Change 3761299 by Matt.Kuhlenschmidt
Fix levels not being lockable/unlockable if they are not checked out
#jira FORT-60086
Change 3760422 by Bob.Tellez
#UE4 Stop caching or clearing platform data when saving concurrently. This was causing threading problems in materials.
Change 3760113 by Jian.Ru
Back out changelist 3759715 as it causes a crash on UGS autotest
Change 3759761 by Jian.Ru
Clean up some debug comments
Change 3759715 by Jian.Ru
Removing excessive locking when accessing PSO caches.
Change 3759285 by Nick.Darnell
Editor - Fixing the length of the datatable row dropdown in the editor.
Change 3758334 by Alexis.Matte
Fix a crash when importing morph target there was a unsync between some buffer depending on the import options
#jira UE-52319
Change 3758332 by Ben.Marsh
Fix output subfolder being appended twice when generating project files. Causes incorrect command line when launching from Visual Studio.
#jira
Change 3758215 by Brian.Bekich
Make Tint property of FSlateBrush NotReplicated now that it is WITH_EDITORONLY_DATA so that cooked clients can connect to uncooked servers
Change 3757702 by Bob.Tellez
#UE4 Fix -NoConcurrentSave cook option in FullLoadAndSave
Change 3757545 by ben.marsh
Suppress Arxan warning about being unable to install a default guard at it's default location.
Change 3757452 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Fixing build error on linux.
Change 3757389 by Hongyi.Yu
Fixed the crash in UEditorEngine::CheckForWorldGCLeaks() when load a level (level A), PIE, load a sublevel of level A and then load another level.
#jira FORT-58283
Change 3757229 by Aaron.McLeran
#jira FORT-59675 Client Crash in __delayLoadHelper2()
Change 3757077 by Max.Preussner
MediaAssets: Fix for media texture crashing if media player is generated from GC clustered blueprint
#jira FORT-59774
#jira UE-51943
#tests none
Change 3756854 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Backed out unintentional network checksum change!
Change 3756790 by Bob.Tellez
#UE4 Fix inconsistency with how FSoftObjectPtr case is managed between FLinkerSave and FArchiveSaveTagImports, which would cause a cook ensure under some circumstances
Change 3756639 by Arciel.Rekman
Pool memory (only 64KB allocations) on servers (FORT-60342).
- Has a fixed cost of 1GB virtual memory usage.
#jira FORT-60342
Change 3755995 by Alexis.Matte
Fix crash when importing morph target with "built in" tangent option
#jira UE-52319
Change 3755896 by Arciel.Rekman
Remove unnecessary switch for profiling (part of FORT-58878).
- -fno-omit-stack-pointer is only needed when getting callstacks for perf.
#jira FORT-58878
Change 3755711 by Mike.Fricker
Fix "double-delete" crash when using level streaming
- Initialize network GuidCache entries as soon as Guids are registered on the server so that we can fill them out with valid information before the object is destroyed. Fixes issues when a guid is exported for the first time to send a destroy to clients. (from RyanG)
Change 3755701 by David.Ratti
FObjectReplicator no longer a GCObject since adding/removing from the global GCObject list is too slow. Managing FObjectReplciators's object references at the NetDriver level now.
#jira FORT-60317
#review-3755702 @Ryan.Gerleve
Change 3754928 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
#jira FORT-58878
Change 3753986 by Ben.Zeigler
#jira UE-45505 Fix issue where FCoreUObjectDelegates::OnAssetLoaded was being called from an inner loop inside EndLoad. Maps would register components from that callback, and if those registers started their own loads, those objects would be returned in a partially loaded state. We now defer the asset loaded callback to the very end of the loop so recursive loads work properly
Change 3753274 by Ben.Marsh
Fix blank lines in errors and warnings being omitted from notification emails.
#jira
Change 3753175 by Thomas.Sarkanen
Fix hang in animation editor menus
Sound waves were being loaded by the visibility delegate for the 'play' button overlay. This caused major hangs as the ogg compressed data was built on the fly. Handled the unloaded asset case in the various delegates.
Also made the menu larger, as picking a sound wave was all but impossible when you couldnt even see one in the list.
#jira UE-52271 - Persona menu option locks up editor
Change 3752887 by Nick.Darnell
Slate - Adding automatic invalidation to a few more widgets that were found lacking when adding or removing children.
Change 3752785 by Marc.Audy
Avoid doing any work to evaluate streaming volumes if there are no player controllers using streaming volumes
Change 3752185 by Ben.Marsh
Reduce cook time regression caused by correcting package names to match case on disk (to fix deterministic cooking problems). Switched to use IPlatformFile::GetFilenameOnDisk(), and improved performance of FWindowsPlatformFile::GetFilenameOnDisk() by using GetFinalPathNameByHandle() instead of recursively searching up the directory tree.
#jira
Change 3751813 by Ben.Marsh
Improve parsing of diagnostics for deterministic cooking test. Now allows multiple lines in the generic EC error/warning matcher if indented more than the first line, and skips over empty lines.
#jira
Change 3750413 by Ben.Zeigler
Fixes for cook save performance regressions. Add GetAllMarks to object and use that to dramatically reduce contention for the object mark annotation. Implement ShouldLoadForServer/Client directly on some core classes to stop it from calling the slow generic one
Fix issue where refreshing tags for asset registry would do a very slow array delete/add
Improve speed of redirectcollector, there's no need to force-rehash the soft object path list as the remove handles it conditionally
Change 3750014 by Lina.Halper
- duplicate change from following changelists
CL 3669273 - delete all tracks option
- allow to opt out on bone track importing
- fixed pose preview for fullbody to select weights that has pose from asset.
CL 3672170 Remove track support for Animation Blueprint Library
This is required for facial pose retargeting
Change 3749714 by Brian.Bekich
Back out changelist 3748287
#jira FORT-60125
Change 3749377 by Robert.Manuszewski
Improved log formatting for reporting deterministic cook issues.
#jira FORT-59919
Change 3749360 by Robert.Manuszewski
Improved performance of -diffonly mode for cook commandlet for assets with hundreds of thousands of differences.
#jira FORT-59919
Change 3748746 by Hongyi.Yu
Fixed compiling error in Automation project
#jira FORT-59621
Change 3748530 by Mike.Fricker
Fixed non-determinism of landscape grass across platforms/compilers
This causes bushes to be located in different places depending on what platform you were playing on.
1) Random number reseeds were happening as part of function arguments to FVector(), but function argument evaluation order is unspecified, and behaved differently on Consoles/Mac/Windows. Fixed this bug.
2) Strings used for foliage CRCs could use different character sizes on different platforms. Now we always use ANSI.
3) Strings used for CRCs could have possibly have different case. Now forced lowercase.
#jira FORT-60109
Change 3748471 by Zak.Middleton
Added stats to NetDriver TickFlush and stats gathering within that function.
Change 3748287 by Brian.Bekich
Adding net.MaxStringSerializationSize to cap maximum string read from network, default to 4096, used by FNetBitReader
Deprecating MAX_STRING_SERIALIZE_SIZE in favor of the cvar
FInBunch defaults to prior behavior if cvar is 0
UPackageMap::SerializeName and UPackageMapClient::SerializeNameAsString will always cap at NAME_SIZE
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3747980 by Bart.Hawthorne
In Oodle, only generate and write dictionaries on Windows, Mac, and Linux
Change 3747642 by Gil.Gribb
Fix CIS
Change 3747635 by Zak.Middleton
Avoid string alloc on every ServerMove() call on the server.
Change 3747560 by Gil.Gribb
UE4 - Fixed XBox and Windows thread priorities. Only 2 though -2 seem usable and some of the old values were being ignored.
Change 3747548 by Gil.Gribb
UE4 - Changed thread pool to be TPri_SlightlyBelowNormal so that they will not preempt HP task graph tasks.
Change 3747544 by Bart.Hawthorne
When detecting if Oodle is installed, use the newest version instad of the oldest one.
Change 3746440 by Robert.Manuszewski
Dterministic cook issues reporting improvements
- Huge performance improvements
- Added new metric to the summary: NumberOfDifferencesInPackages
- Diff stats have their own section now (Package.Diff)
- When running with -diffonly there commandlet will not log the Warning/Error summary anymore
- Callstacks are no longer logged with instruction addresses
- Because callstacks are no longer logged with addresses I can collapse them for structures that otherwise would be split into multiple separate callstacks
- Callstacks, Serialized Object and Serialized Property are now indented
- Each asset is capped at 5 entries. If there's more differences, they'll be logged as single warning.
- Replaced \r\n with \n in the callstack log to make it work better with EC
#jira FORT-59919
Change 3746426 by Gil.Gribb
UE4 - Tuned dispatch in the deferred renderer. Added r.DoPrepareDistanceFieldSceneAfterRHIFlush and defaulted it to on.
Change 3746348 by Mike.Fricker
Added new CVars to toggle level streaming behavior
- No effective change to engine yet. The defaults values enable the same default behavior.
- New CVar: "s.ForceGCAfterLevelStreamedOut" (Whether to force a GC after levels are streamed out to instantly reclaim the memory at the expensive of a hitch.)
- New CVar: "s.ContinuouslyIncrementalGCWhileLevelsPendingPurge" (Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.)
- New CVar: "s.AllowLevelRequestsWhileAsyncLoadingInMatch" (Enables level streaming requests while async loading (of anything) while the match is already in progress and no loading screen is up)
Change 3746127 by Gil.Gribb
UE4 - Slight tweak to more agressively batch occlusion queries.
Change 3746111 by Cecil.McRae
Change 3745681 by Bob.Tellez
#UE4 Prevent attempting to execute a remote process to get the metal shader compiler version if no remove process machine has been configured. (Fixes a warning)
Change 3745631 by Matt.Kuhlenschmidt
Fix details panel crash after compiling blueprints that have edit conditon properties
Change 3744544 by Gil.Gribb
UE4 - Downgraded a fatal error to a warning. Example: Found package without a linker, could find SceneComp in /Game/AIDirector/AIDirector_Fortnite, but somehow wasn't finished loading. This is a sort of cook mismatched caused by the fact that all PS4 cooks have server-only data in them.
#jira FORT-59879
Change 3744419 by Matt.Kuhlenschmidt
Fix opening color picker causing values to change. Was due to conversion between srgb and linear color.
Change 3744270 by Ben.Marsh
Merging change to include deterministic cooking summary from Dev-Core (CL 3743182).
#jira FORT-59919
Change 3743621 by Guillaume.Abadie
Fixes subsurface profile fallback to lit shading model when Opacity == 0, introduced by 3447144.
#jira UE-51569
Change 3743403 by Gil.Gribb
UE4 - Merged lockfree / taskgraph fix from //UE4 (CL 3732262)
Change 3743392 by Gil.Gribb
Merged IO fixed from //UE4 (CL 3641155)
Change 3743376 by Gil.Gribb
UE4 - Added r.WarningOnRedundantTransformUpdate to produce warnings on redundant transform updates.
Change 3743372 by Gil.Gribb
UE4 - Added a stat for distance field verification...which takes a very long time, but does not affect test or shipping config.
Change 3743030 by Bob.Tellez
#UE4 Revert some code the was accidentally merged to UE4Main
#jira UE-52032
Change 3742611 by Josh.Markiewicz
#UE4 - fix for crash in destructor probably related to the freeing of memory via default destructors AFTER CefShutdown() has been called
#tests crashes before, no crash after (not sure if it was a 100% crash but this seems better regardless)
Change 3742187 by Nick.Darnell
Slate - Adding a new optional parameter to direct routing for the widgets under the cursor in Slate Application. Essentially ProcessReply occasionally needs to know the widgets under the cursor, the previous implementation, just used the routing path, this results in missing sending mouse leave messages to widgets under the cursor when dragging begins, which often left things with hover effects in bad states.
Change 3742053 by Michael.Trepka
Copy of CL 3713881
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 3742050 by Michael.Trepka
Copy of CL 3711085
Reenabled UBT makefiles on Mac
Change 3741924 by Josh.Markiewicz
#UE4 - delete EpicSurvey module
- working toward engine/plugins/online removal from game branch
Change 3741865 by Nick.Darnell
UMG - Fixing a High DPI bug that wasn't scaling the offset for DragDrop widgets when using In-Window rendering that games depend on for DragDrop effects.
Change 3741442 by Ryan.Gerleve
Fix initialization order warnings
Change 3741370 by Ryan.Gerleve
Back out changelist 3689397. The memcpy in one of the FInBunch constructors is not portable and causes this change to break networking on Android.
Change 3740914 by Peter.Knepley
Restore player name obsfuscation
Change 3740828 by Marc.Audy
Dynamically create FKey if the char code is unknown
#jira FORT-59735
Change 3740811 by Ben.Marsh
UAT: Fix double-spacing of lines output by Utils.RunLocalProcess, and use a non-local function to output them for more readable logs.
#jira
Change 3740328 by Bob.Tellez
#UE4 Fix FullLoadAndSave cook method
Change 3740327 by Bob.Tellez
#UE4 Minor movie scene cooking improvements
Change 3740280 by Bob.Tellez
#UE4 Fix shipping config CIS
Change 3740232 by Bob.Tellez
#UE4 Gave OodleHandlerComponent a short name so it doesnt hit maxpath length issues on build machines.
Change 3740209 by Nick.Darnell
UMG - Finishing the ability to add a "Custom" method for Navigation. Currently the editor implementation leaves me wanting, but it works for now. You can put the name of a function to call (needs to match a signature that returns a UWidget).
Change 3740207 by Nick.Darnell
Slate - Navigation attempts when the user claims they are doing custom or explicit, if those methods don't return a valid widget, we don't treat it like the attempt failed and fallback to default navigation methods. Instead we use it as a trigger to indicate that no navigation should occur and treat it like a stop.
Change 3740189 by Bob.Tellez
#UE4 Fix mouse cursor position being set when hovering over the viewport in windowed mode despite not having focus
Change 3740171 by Marc.Audy
Fix merge issue causing compile error for AutomationTool
Change 3739270 by Ben.Woodhouse
Use background task graph affinity on platforms that implement it (e.g. XB1). Saves 8ms on GC spikes and ~0.5ms on the renderthread
#jira FORT-56961
Change 3739244 by Ben.Woodhouse
-statunit commandline option
Change 3738920 by peter.knepley
Fix issue where simulated proxies had bad crouch state when re-entering relevancy
Change 3738904 by Gil.Gribb
UE4 - Moved audio decompression tasks to the background thread pool. Controlled by a cvar AudioThread.UseBackgroundThreadPool, which defaults to 1.
Change 3738378 by Ori.Cohen
Added better profiling for scene query hitches
Change 3736984 by Ben.Woodhouse
Dummy merge: Accept main version of windowsrunnablethread.h, so Windows gets the new priorities
#jira FORT-56700
Change 3736754 by Zak.Middleton
Remove engine hacks of K2_SetActorLocation etc for pending engine merge. Will replace with delegates on transform updates for relevant classes.
Change 3736282 by Hongyi.Yu
Don't check target file while doing iterative shared prebuild cooking.
#jira FORT-58911
Change 3736109 by Michael.Trepka
Updated FMallocLeakDetectionProxy to not use a critical section internally on top of thread safety measures performed by FMallocLeakDetection and the underlying FMalloc implementation. The improvements are biggest on Mac, in particular in low framerate situations, as Metal RHI uses malloc heavily on multiple threads, but it's also a nice 10% improvement on a high end PC.
#jira FORT-55309
Change 3735765 by Ben.Woodhouse
Fix GTSynctype logic when vsync is disabled. This was breaking profiling
Change 3734436 by Marcus.Wassmer
More reliable Aftermath data.
#jira FORT-45518
Change 3734103 by Bob.Tellez
#UE4 Exposing GetRefPosePosition on SkinnedMeshComponent to BPs
Change 3733985 by Saul.Abreu
#jira FORT-58816
"Special case zero-width space in the text shaper to avoid fonts rendering the fallback glyph" - Jamie Dale
Needed to workaround an issue with guillemets (weird arrow quotes).
Change 3733922 by Brian.Bekich
Setting max serialization size in FNetBitReader to prevent runaway string reads from replicated object paths
Check for path name serialization error before tryng to read checksum
#jira FORT-57974
Change 3733850 by Max.Chen
Sequencer: Return unhandled only if not dragged. This fixes a bug where dragging in the track area would sometimes leave the handled state with the time slider controller and not allow you to pop up a menu with the movement tool.
#jira FORT-56092
Change 3733299 by Ethan.Geller
#jira FORT-58943 Handle corner cases for repeated calls to precache buffers.
Change 3732907 by Gil.Gribb
UE4 - Removed slow HLOD code from frustum cull loop and set things up at AddPrim time instead. Saves 1-3ms.
Change 3732728 by Robert.Manuszewski
Fixing a crash when dumping stats with massive callstacks
#jira FORT-58901
Change 3732438 by Marc.Audy
When a client informs the server that it has loaded a streaming level force a net update on all dormant actors that have at one point replicated data to relevant clients and ensure that the connection's destroyed startup/dormant actors list is properly populated.
#jira FORT-56997
Change 3730413 by Lukasz.Furman
fixed PlayerName encryption key
#jira FORT-59066
Change 3729588 by Bob.Tellez
#UE4 Only calling FixupData on load. Fixes crash during parallel saving.
Change 3729475 by Marc.Audy
Fix missing ;
Change 3729444 by Marc.Audy
Fix cases where GetWorld() being called multiple times per function
Change 3729143 by Hongyi.Yu
Added support to extract pak files to mount point.
- Extract with "-ExtractToMountPoint" when extracting pak in DiffCookedContent()
#jira FORT-58635
Change 3728981 by Nick.Darnell
Slate - Fixing a bug with Slate turning on statid tracking even when the slate verbose stats are not being used.
Change 3728838 by Zak.Middleton
Compile out GetWorld() call in check() in Test and Shipping builds, to avoid skewing profiling.
Change 3728604 by Jian.Ru
Submit one render command rather than many in FScene::UpdateParameterCollections
Change 3728434 by Marc.Audy
PostSignificance should always fire when unregistering regardless of whether this is the last object in the tag.
Change 3728427 by Gil.Gribb
UE4 - reduce stat overhead when not collecting stats.
Change 3728197 by Marc.Audy
Properly call post significance on initial registration if the post significance type is sequential
Change 3726266 by Gil.Gribb
UE4 - Force HISMC trees to rebuild during cook. This allow us to change parameters without resaving maps.
Change 3724501 by Marc.Audy
Fix initialization order
Change 3724411 by Ben.Woodhouse
Point light shadow rendering optimization - Made per-triangle culling take Z into account.
In FortGPUTestbed (with grass shadow casting enabled), GSVerticesOut reduced from 464k to 234k.
On xbox one, a pointlight GPU cost reduced from 6.7 to 4.1ms.
On PS4, GPU cost went from 2.3 to 1.9ms.
#jira FORT-58921
Change 3724367 by Chad.Garyet
Downgrading lock warning about still waiting to a message instead of a warning.
Change 3723903 by Max.Preussner
MediaAssets: Merged workaround for uninitialized media sound waves from 4.17
#jira FORT-57260
Change 3723134 by Lukasz.Furman
added deprecation for PlayerState.PlayerName, it should remain accessible only through Get/Set functions to control obfuscation
Change 3722955 by Jian.Ru
Fix a compilation warning
#jira FORT-58749
Change 3722667 by Luke.Thatcher
[BUILD] [!] Fix PGO failures on build machines.
- The strings "Failed" and "error" are always treated as build failures, even if the build task returns a success code.
- Failure to reserve a device should not be fatal.
#jira FORT-58001
Change 3722291 by Lukasz.Furman
restored public access to PlayerName for now, current code will be going through accessor
Change 3721012 by Alicia.Cano
chunk title file generation
#jira FORT-53605
Change 3720961 by Marcus.Wassmer
Fix bad UVDensities on objects causing texture streaming to fail. Better fix will come with the engine merge.
#jira FORT-58240
Change 3719318 by Lukasz.Furman
replaced old branch name assertions
Change 3719047 by Lukasz.Furman
added branch name assertion to core headers to avoid duplicating it
Change 3718499 by peter.knepley
Fix for a crash when calling FSlateApplication::Get().FindPathToWidget in response to a widget destructing. Widget must be invalidated before the reference is cleared or else someone else might assign a shared reference to it during destruction.
Change 3716965 by Alicia.Cano
No sound was playing for Android.
#jira FORT-58302
#android
Change 3715746 by Ben.Marsh
Hide Arxan warnings about PDB files not being present.
#jira
Change 3715172 by Bob.Tellez
#UE4 FullLoadAndSave now does SavePackage in parallel.
Change 3715055 by Bob.Tellez
#UE4 Fix to actually use the precached streaming audio DDC data when cooking.
Change 3714130 by Bob.Tellez
#UE4 Core changes to allow SavePackage to be done concurrently
Change 3714099 by Bob.Tellez
#UE4 Pull the logic to initialize and uninitialize the physics scene for a world out into separate functions
Change 3713145 by Ben.Marsh
Disable an Arxan warning in EC.
#jira FORT-56926
Change 3712904 by Ben.Woodhouse
Fix for gpu profiler crash on pre-maxwell nvidia (or when r.gpuprofiler is set to false)
Change 3712693 by Ben.Woodhouse
Workaround for PS4 flip thread crash in dev builds. Caused by the flip thread/offset threads being shutdown before being initialized. The high level logic is now robust to that. We should fix the PS4 RHI ideally, but this is simpler for now.
#jira FORT-58409
Change 3712544 by Ben.Woodhouse
add missing skylight diffuse gpu stat
Change 3712515 by Ben.Woodhouse
CSV profiler GPU and pre-declared stat support
- refactor the GPU profiler so it's no longer dependent on the stats system and can work in Test builds
- add support for pre-declared CSV stats, using FNames (these are required for GPU stats)
- add DECLARE_GPU_STAT macro which handles STATS and CsvProfiler declarations
Note: still a few issues to resolve with GPU stats: these randomly go to 0 at times during a replay on XB1, the GPU total is lower than the stat unit number, and the unaccounted stat is too large due to missing stats
Change 3712297 by Mike.Fricker
Fixed huge client hitch when applying changes to in-game options
- Every component was being re-registered when r.SimpleForwardShading was updated by the scalability system, even if the value hadn't changed. Now, it only re-registers components if the value changes on the fly. (e.g. when turning Shadows off or on PC)
#jira FORT-57661
Change 3711501 by Ben.Marsh
Fix build failure on Linux.
#jira
Change 3710962 by David.Ratti
Add SCOPE_CYCLE_UOBJECT for SourceObject of GE - this will tell us what weaponw as applying the GE
Change 3710602 by Marc.Audy
Only create MIDs as a child of the calling object if construction script is running
Change 3710421 by Ben.Woodhouse
Bring over a couple of XB1 rendering fixes from 4.18
3692692: Integrate XB1 translucent lighting fix
3674543: D3D12 : Fix bug with non-CS version of UpdateTexture3D caused by bad depthstride. This was causing corruption in the indirect lighting cache
#jira UE-49416
Change 3710338 by Marc.Audy
Fix Json <-> Property converter to handle maps with struct keys
Merged from CL# 3521195
#jira UE-46616
Change 3710226 by Bob.Tellez
#UE4 Increase TaskGraph stack size in editor builds since. SavePackage uses a deep callstack which exceeds the 384 memory limit
Change 3709046 by andrew.grant
Added ALLOW_CONSOLE_IN_SHIPPING define that Target.cs files can set to turn on console in shipping builds
#jira FORT-57180
Change 3709040 by andrew.grant
Fixed issue where this could fail if a messagebox was spawned early during initialization
Change 3708830 by Bob.Tellez
#UE4 Commandline switches/options are no longer detected when found between quote characters. This causes options from not being incorrectly detected when passed in as a value from another options. i.e. -Option="-log" no longer causes -log to be picked up. This removes the syntax of specifying parameters like "Option=Value", which should now be replaced with -Option="Value"
#jira FORT-57833
Change 3708826 by Bob.Tellez
#UE4 Removed needless calls to RegisterSerializedShaders in the saving codepath of material serialization. This function is only relevant when loading shaders.
Change 3707905 by Ori.Cohen
Fix attached skinned mesh never being unhidden due to scale 0 and render tick optimization
#jira UE-51485
Change 3706450 by Chris.Bunner
Removing illegal material set on decal component in GameplayStatics.
Set a related JIRA, this doesn't actually fix the issue but contributes.
#jira FORT-51597
Change 3706223 by Marc.Audy
Shrink UPackage class size substantially
Change 3706221 by Marc.Audy
Store CustomVersions in array rather than set
Change 3705798 by Bob.Tellez
#UE4 ShadowDepthVertexShader.usf fix to fix Mac cook.
Change 3705613 by Uriel.Doyon
Texture streaming integration from Main.
#jira FORT-57376
Change 3705137 by Michael.Trepka
Fixed MetalRHI warning when compiling without MALLOC_LEAKDETECTION defined
#jira FORT-55309
Change 3704310 by Marcus.Wassmer
fix d3ddebug error with shadowcasting pointlights
also suppress spammy d3ddebug data about texture debug names
#jira FORT-58063
Change 3703477 by Marc.Audy
Minor tweak to keep Padding on one cache line.
Change 3703449 by Michael.Trepka
Don't use parallel RHI execute on Mac if MALLOC_LEAKDETECTION is enabled as this combination affects performance significantly due to mutex locking in FMallocLeakDetectionProxy
#jira FORT-55309
Change 3703217 by Marcus.Wassmer
Update PS signatures to match VS. Fixes crashes when running witih -d3ddebug which we need to catch real problems
#jira FORT-58021
Change 3702926 by Aaron.Eady
#JIRA na
Engine Code Improvements (that this project doesn't have yet);
Added engine code for drawing a debug 2D box.
Added engine code that allows for Keyboard Shortcuts to be special characters like backslash \.
-- Code --
DrawDebugHelpers:
DrawDebugCanvas2DBox() - Added this to allow us to draw debug 2D boxes.
RemoteConfigIni:
SpecialCharMap - Updated this TCHAR* property to be in the right order so you can use special characters like backslash as keyboard shortcuts.
Change 3701976 by Michael.Noland
Editor: Rewrote CallInEditor support and promoted it so it can be used on functions in any class, not just blueprints derived from AActor:
- CallInEditor used on native UFUNCTION() declarations will now show up without having to make a BP subclass
- CallInEditor can now be used as a top-level keyword in the UFUNCTION() declaration (e.g., UFUNCTION(Category=CoolCommands, CallInEditor))
- Now shows each function as a separate button, placed in the category associated with the function
- The button strip entry is now searchable by function name or tooltip
- Prevented operating on functions that have parameters or return values, which would crash before
- Removed the duplicate copies of properties placed in the Blutility section
- Added a scoped transaction around CallInEditor execution
- Allowed functions to be marked as CallInEditor in addition to custom events (currently we don't allow editing category or tooltip on custom events...)
Editor: Moved Experimental/EarlyAccessPreview details customizations up to UObject so it can be used on any class, not just actors/components
Edigrating CL# 3374995, 3375121, and 3375308 from Dev-Framework to FN main
Change 3700836 by Bob.Tellez
Modified commandline parse function, to detect when it is incorrectly parsing a parameter, from within another parameters value (not exhaustive).
For example, this commandline only contains the parameter ParamA. It should not be possible to parse ParamB, as it is part of ParamA's value:
-ParamA="-ParamB=Value"
#jira FORT-57833
Change 3700821 by Bob.Tellez
Merging CL#3461205 from //UE4/Dev-Core
Fixed parameter parsing so that arguments are not parsed if not preceeded by a whitespace (for example "-Log" was parsed in "TM-Log")
#jira UE-33790
Change 3699584 by Chad.Garyet
Upping the timeout on symstore to half an hour instead of 15 minutes. Symstore on xbox takes about ~22 minutes and if two builds are going simultaneously it can cause a job to fail due to the timeout being hit.
#jira FORT-0
Change 3698692 by Aaron.McLeran
#jira FORT-57582 crash in sound mix state code
- Removed the assert as it looks like that state is now possible.
Change 3698411 by Bob.Tellez
#UE4 One last correctness fix for when to not save generated base ini files.
#jira FORT-57315
Change 3698390 by Bob.Tellez
#UE4 Slightly more accurate logic to prevent writing of base ini files (old logic may have prevented writing of non-base ini files)
#JIRA FORT-57315
Change 3698369 by Bob.Tellez
#UE4 Ensure that Tcp/Udp messaging plugins are disabled in shipping config
Change 3698352 by Bob.Tellez
#UE4 Minor additional fix to make sure DISABLE_GENERATED_INI_WHEN_COOKED only affects cooked builds
#jira FORT-57315
Change 3698341 by Bob.Tellez
#UE4 DISABLE_GENERATED_INI_WHEN_COOKED now properly prevents all base ini file loads from happening from a generated folder. It also prevents writing generated ini files completely.
#JIRA FORT-57315
Change 3697553 by Nick.Darnell
Slate - When setting the content of an SBox it should always invalidate.
Change 3697330 by Bart.Hawthorne
APlayerController::ServerShortTimeout_Implementation now only iterates over the active object list instead of uisng an actor iterator, since non-replicated actors wont have a network object info to update.
#jira FORT-57099
#tests ran 100 player bot match
Change 3695578 by Bob.Tellez
#UE4 Fix Win32
Change 3695508 by Eric.Newman
Tweaked LogInit logging to clarify when the command line is being filtered
* Encountered this red herring when evaluating crash logs
#jira FORT-55839
#tests ran shipping & debug client builds, and editor game build
Change 3694898 by Michael.Trepka
Fixed Vorbis audio not playing on non-Windows platforms due to changes in CL 3668361
#jira FORT-57121
Change 3694655 by David.Ratti
Reimplement TweakObjetPtr optimizations with FObjectReplicator as an FGCObject instead of the owning channel being responsible for adding the replciator's ObjectPtr to the reference collection. (There are cases where object replicator ownership is transferred).
#JIRA FORT-57298
Change 3694491 by Ben.Woodhouse
Change courtesy of Gil: Drop the priority of the texture streamer using a new low-priority thread pool. This saves a 1-2ms in heavy combat in PVE (XB1 Test)
#jira FORT-57376
Change 3693609 by Ryan.Gerleve
Back out CL 3689050 since it was likely causing a crash.
#jira FORT-57298
Change 3693327 by Aaron.McLeran
#jira FORT-57416 Fixing PS4 cook.
Making sure zero pad bytes stays positive without a check.
Change 3693136 by David.Ratti
fix clang warning
Change 3692703 by Thomas.Sarkanen
Fix CIS warning on PS4/Linux
Change 3692589 by Thomas.Sarkanen
Moved exposed value handler bound function initialization to CDO postload
This means that FindPropertyByName and FindFunctionChecked dont incur any overhead when spawning in new anim instances
#jira FORT-56968 - Hitch - SkeletalMeshComponent initialization (110ms)
#tests PIE PvE, 20-bot BR game on PC/PS4.
Change 3692552 by Alex.Delesky
Change 3692495 by Bart.Hawthorne
Fix build
Change 3692488 by Bart.Hawthorne
Check for actor relevancy and level initialization when there's no channel first when prioritizing actors for replication. Dormancy checks in this case are useless because ShouldActorGoDormant will always be false, and if IsActorDormant is also true, then the result of skipping the actor is the same.
#jira FORT-57104
#tests played 100 player bot match
Change 3691819 by Bob.Tellez
#UE4 No longer conditionally including SlateDebug fonts in the cook based on configuraiton. When builds are produced that contain more than one configuration it changes what is cooked in unexpected ways so now we just always cook this font.
Change 3691805 by Bob.Tellez
#UE4 CIS fix
Change 3691784 by Bob.Tellez
#UE4 Optimization for exiting PIE. Texture streaming managers have an optimization for game worlds but were not using them for PIE worlds
Change 3691273 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3691268 by Aaron.McLeran
#jira FORT-56228 LogAudio:Warning: spam causes severe performance drop on the Mac Platform
Reducing log level
Change 3690547 by Ryan.Gerleve
Speculative fix#2 for a server crash/assert. If the timing is right, it's possible for the server to try to re-load a placed-in-map actor that was previously garbage collected. This was happening because CanClientLoadObject was always returning true for these (null) objects, even if the NetGUID corresponded to a map actor that shouldn't be loaded. Also added/improved some logging that will help in case this doesn't fix the issue.
#jira FORT-55763
Change 3690451 by Lukasz.Furman
changed branch name testing in engine hacks to use case insensitive match
Change 3690270 by David.Ratti
Cache weak object ptr in FNetworkObjectInfo to avoid reconstructing one every time we need to lookup its actor channel.
#jira FORT-57156
Change 3690227 by David.Ratti
Added optional TWeakObjectPtr parameter to packagemap functions GetOrAssignNetGUID, SUpportsObject. This allows you to pass in a weak ptr for an object if its already created. If you pass in null, the functions will create them internally.
This fixes some common cases where we were converting the same object into weak ptr multiple times in a frame.
#jira FORT-57156
Change 3690184 by David.Ratti
Cache net connection weakobjectptr when building consider list instead of constructing it again for every actor.
#jira FORT-57156
Change 3689805 by Peter.Knepley
Make ConditionalInitAxisProperties protected instead of private
#jira FORT-56414
Change 3689789 by Marcus.Wassmer
Hack workaround for missing shadowdepthps for XB1 until we get a handle on why things are exploding
#jira FORT-56792
Change 3689702 by Peter.Knepley
Allow games to have a custom MassageAxisInput function
#jira FORT-56414
Change 3689687 by Bob.Tellez
#UE4 Avoid copying the shaders array to avoid changing refcounts of shaders while serializing
Change 3689655 by Peter.Knepley
Make SmoothMouse virtual so games can have their own smoothing
#jira FORT-56417
Change 3689499 by Bart.Hawthorne
Fix Linux CIS warnings
Change 3689397 by Bart.Hawthorne
Changed FOutBunch and FInBunch uint8 entries to use bitfields instead of bytes which knocked 86% off of our net tick time
Change 3689056 by Lukasz.Furman
3rd attempt for branch name checking in engine code hacks
Change 3689050 by David.Ratti
First pass at removing use of TWeakObjectPtr from core replication classes. This should reduce FWeakObjectPtr::Get usage.
Still expecting to see FWeakObjectPtr::operator= come up a lot. Going to tackle this in a second pass which will require some deeper refactors.
#jira FORT-57156
Change 3688972 by Bob.Tellez
#UE4 Add build target flag to control DISABLE_GENERATED_INI_WHEN_COOKED
Change 3688864 by Ryan.Gerleve
Fix broken logic to find the "best" replay sample for character movement when we don't find two samples to interpolate between. Now uses the sample closest to the current time. Also added some debug drawing.
#jira FORT-56553
Change 3687654 by Bob.Tellez
#UE4 Added compile time option to disable reading generated ini files other than GameUserSettings in cooked builds.
Change 3686615 by Lukasz.Furman
Back out changelist 3686610
Change 3686592 by Matt.Kuhlenschmidt
Gave the CL description in the source control submit window more room
Change 3686020 by Ben.Marsh
Remove debug code that prints to logs while building.
#jira FORT-56923
Change 3684414 by Peter.Knepley
Back out changelist 3678336
#jira FORT-56512
Change 3683894 by Gil.Gribb
UE4 - By default, do not check for illegal calls to MarkPendingKill in the garbage collector in test and shipping configuations. This was slow.
Change 3683686 by peter.knepley
Raise MTU from 512 to 1024
#jira FORT-56756
Change 3683343 by Rob.Cannaday
Fixes insert disk popup
#jira FORT-56500
Change 3683156 by Peter.Knepley
Network optimizations to reduce alloc/free & memcpy churn saving about 10% of net tick time
Change 3682234 by Guillaume.Abadie
Cherrypick TAA refactor 3512696 and TAA fix 3668108
#jira FORT-56303
Change 3681494 by Bob.Tellez
#UE4 IsLoadedByEditorPropertiesOnly is not working properly so I removed it from FullLoadAndSave
Change 3681342 by Bob.Tellez
#UE4 Added a FullLoadAndSave option to cooking, which simply loads all content then saves it to avoid the overhead of managing which packages need to be cooked. Large perf improvement for those who cook by the book and can fit the entire game in memory
Change 3681014 by Yenal.Kal
#jira FORT-56209
#jira FORT-56272
Fixed a bug in the ability system where the ability ended callbacks could cause the ability end to be called again in the same call stack even though the ability is activated only once.
This was happening because we were broadcasting the event before we decrement the active count.
Change 3680739 by Michael.Trepka
Warn about NaN float literal values when translating HLSL to Metal instead of failing, plus added more detailed warning/error messages for NaN and unhandled values
#jira FORT-56425
Change 3679237 by Bob.Tellez
#UE4 Remove some debug logging
Change 3679187 by Bob.Tellez
#UE4 Dramatically imrpove speed of writing cookloadorder log file
Change 3678926 by Bob.Tellez
#UE4 Minor savepackage speed improvements
Change 3678336 by Aaron.McLeran
#jira UE-50650 Fix memory/event leak in USoundWave::AudioDecompressor
Fix is to only delete the decompress/pre-cache task in game thread during FinishDestroy and not allow sounds to start playing unless the precache task has finished.
Change 3676998 by Ben.Woodhouse
Fix XGE shader compilation so it doesn't crash randomly
Change 3676606 by Ori.Cohen
Update GC to be 61.1 to avoid heartbeat collision
Change 3676447 by Ori.Cohen
Fix CIS warning
Change 3676286 by Max.Preussner
Fixed client Crash UMediaSoundWave::GeneratePCMData (FORT-56107)
#jira FORT-56107
Change 3674591 by Ryan.Gerleve
Don't filter out PendingKillPending actors from FNetworkObjectList::Find. This was causing actors that get destroyed while dormant on the server to never be destroyed on clients.
#jira FORT-55802
Change 3674181 by Michael.Noland
Framework: DLL export LogGameplayTags
Change 3674138 by Billy.Bramer
#jira FORT-56138, FORT-56139
- Duplicate CL 3396590 from //Orion/Main re: ranged-base for iteration ensure from montage changes
Change 3672464 by Lukasz.Furman
removed recast layers crash tracking code
Change 3672153 by Daniel.Lamb
Added some debugging code to help track down why shaders are hashing poorly.
Change 3671498 by Luke.Thatcher
[~] Modify new frame syncing to reduce performance regression seen when the game is running over budget.
- Rather than forcing a flip sync after we kick off one frame early, we just continue to kick frames if we time out. This allows the game thread to get ahead when we're over budget.
- The game thread will naturally resync with the vsync when we return to being in budget.
#jira FORT-55842
Change 3671079 by Ryan.Gerleve
Fix an edge case where the PackageMap on the server would try to resolve objects from default NetGUIDs even if their outer has already been garbage collected. This could lead to a completely unrelated object being returned instead of null, leading to asserts and potentially other issues.
#jira FORT-55763
Change 3670487 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3670351 by Zak.Middleton
Back out changelist 3669817 (networking optimizations). Would rather have more testing before it goes to Release-Next. Will resub just for main and RP.
#jira FORT-55999
Change 3670344 by Josh.Markiewicz
#UE4 - more verbose logging for SetExpectedClientLoginMsgType
Change 3670323 by Wes.Hunt
Fix for dedicated servers not flushing events in a timely manner.
#jira FORT-56015
Doh, using GFrameNumber was NOT a good idea on servers... :-/
Change 3669817 by Zak.Middleton
Optimize some low level details of UNetConnection::ClientHasInitializedLevelFor() and UNetDriver::IsLevelInitializedForActor(). Add cached WorldPackage for NetDriver to avoid repeated GetOuterMost() and Casts. Remove rendundant virtual GetWorld() calls, and mark UNetDriver's version "final" to let it optimize away virtual call. Made UNetConnection::ClientVisibleLevelNames a TSet instead of TArray, since it is searched frequently when there are streaming levels present.
#jira FORT-55999
Change 3668416 by Michael.Noland
Core: Changed FString::ParseIntoArray to use Reset instead of Empty on the passed in array, allowing it to be approximately resized
#jira FORT-55887
Change 3668411 by Olaf.Piesche
Always cache depth collision particle shader
#jira FORT-51307
Change 3668361 by Aaron.McLeran
#jira FORT-55628 Attempt to bypass crash and log an error if libvorbisdll fails to load.
Change 3667892 by Rob.Cannaday
libwebsocket libs to handle getprotobyname("TCP") failing the libwebsockets connection
#jira FORT-55917
Touch LwsWebSocket.cpp to ensure the module gets built with the new libs
Change 3667308 by Uriel.Doyon
Postponed the release of IO requests when canceling mip updates to prevent threading issue.
#jira FORT-54491
Change 3666835 by Lukasz.Furman
fixed overlapping index buffers when static mesh exports both convex and simple collisions for navigation
#jira UE-50370
Change 3665374 by Mike.Fricker
Fixed server crashing after hotfixes have re-imported curve table data
- The hotfix system is capable of replacing the content of a UCurveTable on the fly
- If any systems had references to inner curves on that curve table, they would become invalid
- This needs to be fixed in 1.6.4 (tonight) and also in 1.7
#jira FORT-55792
Change 3665063 by Daniel.Broder
Fixed crash in GameplayTagQueryCustomization when choosing "Save and Close" on GameplayTagQuery after setting a query due to nullptr NotifyHook in CloseWidgetWindow.
Added additional if (StructPropertyHandle.IsValid()) wrappers and one check(StructPropertyHandle.IsValid()); the former to be consistent with other code and prevent possible crashes, the latter to at least catch the cause of a possible crash properly without having to change the code more significantly to handle it gracefully.
Also changed some if( X ) to if (X) to match coding standards and provide consistency within the file.
Michael, I'm Reviewing you on this fix since you brought this change over from Framework. And Marc because you reviewed him on that change.
#UE4 #NoReleaseNotes #RNX
Change 3664948 by Lukasz.Furman
reduced number of allocations in StorePathfindingDebugData, optimized path length calculations to avoid recursion
#jira FORT-51111
Change 3664916 by John.Abercrombie
Copy CLs 3383318 & 3388506 from //Orion/Main/Engine/Source/Runtime/Engine/...
- Been testing with this for a while now
- This change makes particle effects show up on the current frame's pose for skel meshes as well
Removed my StopAllMontagesByGroupName temp hack
CL 3383318
Delay dispatching of AnimEvents (Notifies and Montage Events) until after we receive an updated animation pose (if applicable).
This fixes AnimNotifies playing particle effects using a socket location using last frame's pose. Now they use the current frame's pose.
CL 3388506
Delay clearing of MontageInstances and triggering 'OnAllMontageInstancesEnded' until all Montage Events have been dispatched.
Also fix SkelMeshComponent ticking on dedicated servers when rejoining in progress.
#jira FORT-55102 - Server Crash UAnimInstance::StopAllMontagesByGroupName
Change 3780616 by Gil.Gribb
Fixed and reenabled r.DelaySceneRenderCompletion
Change 3778979 by Gil.Gribb
UE4 - Improved the performance of grass updates and added the ability to not do all of them every frame.
Change 3778200 by Nick.Darnell
UMG - Making it possible to cancel delays and all animations on widgets. Useful when destroying a widget and needing to stop any async state.
Change 3777612 by Zak.Middleton
Perf: Added option to CharacterMovementComponent to skip immediate forward prediction for proxies on the frame they receive a network update (bNetworkSkipProxyPredictionOnNetUpdate). This avoids all forward prediction sweeps and floor checks on those updates. Intermediate frames will interpolate with prediction. This can also be disabled globally with the CVar "p.NetEnableSkipProxyPredictionOnNetUpdate 0".
Added NetworkSmoothingDisableProxyPredictionForPawnLOD to force disabling full simulation for LOD >= this value (currently 3, so bottom 75 pawns). This takes precedence over current distance and view angle checks for prediction (mesh interpolation is untouched).
Change 3774338 by Ben.Woodhouse
Convert the D3D12 PSO caches to use RwScopeLocks. This change is courtesy of a shelf from Gil, plus a couple of minor fixes.
Saves up to a millsecond of frame time in CPU-bound scenarios
Change 3773462 by Gil.Gribb
UE4 - Add particle batching. This is disabled by default but can improve thread scheduling when there are lots of very fast particle systems.
Change 3771375 by Hongyi.Yu
Fixed the crash where ability components are unregistered and then re-registered, which usually happens in PIE.
Change 3771368 by Ben.Zeigler
#jira UE-52670 Add project setting bValidateUnloadedSoftActorReferences that is true by default to match current behavior. If you set it to false it will no longer load packages to look for soft actor references when deleting/renaming actors.
Change 3771173 by Seth.Weedin
Auto manage attachment support for AudioComponent- An opt-in feature that allows AudioComponents to cache their AttachParent/AttachSocket and only attach themselves when playing audio, detaching after playback is completed. Set to false by default.
Change 3768811 by Ori.Cohen
Change animation scale collision code so that it uses the physics asset.
Change 3768148 by Brian.Bekich
Fix muting being unable to find remote player controller
Change 3768117 by Ori.Cohen
Prevent pawn collision from updating during animation
Change 3766554 by Gil.Gribb
UE4 - Added a new option to add and remove from static draw lists on demand. This is off by default.
Change 3766427 by Nick.Darnell
Slate - Finally adding Opacity to SWidget. Any widget can now be alpha animated at will, no more need to waste overhead by wrapping things with SBorder or making them userwidgets just to be able to animate a fade.
Change 3761682 by nick.darnell
Athena - Introducing a way to interrupt the request to scroll and item into view. In cases where you're animating, quickly showing and hiding, with the item widgets unavailable for a few frames, you enter cases where the deferred navigation is resolved after you've canceled showing a dialog stealing focus.
Change 3761416 by Ben.Zeigler
#jira UE-52287 Prevent cook metadata like DevelopmentAssetRegistry.bin from being packed into a shipping game, by moving it into a Metadata subdirectory and updating deployment scripts to avoid that directory.
Right now it doesn't package them at all, we could change it to package them as Debug Non-UFS if desired
Change it so the asset audit UI will only load DevelopmentAssetRegistry.bin files, the cooked registry files don't have enough information any more to be useful
Remove ability for runtime game to load DevelopmentAssetRegistry.bin, this ended up not being useful
Change 3750998 by Ethan.Geller
#jira FORT-60191 Allow -audiomixer command line arg to work on all platforms.
Change 3749540 by Marc.Audy
SignificanceManager now takes viewpoints in as TArrayView instead of const TArray&
Change 3748102 by Marc.Audy
Allow cheat cvars to work in Test builds by default
Can be overriden by defining ALLOW_CHEAT_CVARS_IN_TEST as 0 in Target.cs files
Change 3744756 by Bart.Hawthorne
Upgrade Oodle to version 2.5.5. Also, iOS, Android, and Switch platforms have been added. The new dictionary has been generated with old and local captures.
Change 3741168 by Max.Preussner
MediaUtils: Fixed movies not playing properly in Shipping builds
Change 3739256 by Jian.Ru
Set distance field self-shadow bias without recreating all render states
Change 3730756 by Ben.Woodhouse
HISM optimization:
Gil's change to skip trees with only one level of hierarchy (working around badly tuned content issues)
Change vert threshold to 2K.
1-2ms renderthread win without impacting GPU when rendering point lights
Change 3724029 by Zak.Middleton
Increase allowed time for movement substep duration. Don't want to lower between 2 iterations, as this is not used much in practice other than deflection and movement mode changes, and that will change behavior (lose momentum). This new setting will absorb longer hitches in the common case (moving without collision or falling).
Change 3723985 by Marc.Audy
SignificanceManager PostSignificanceUpdate functions can now be executed sequentially on the game thread as well as concurrently in the parallel for (old behavior)
Change 3722910 by Jian.Ru
Amortize shadow cache update caused by resolution change
Changed to use view distance vs. view space z when calculating whole scene shadow resolution which is less sensitive to camera rotation
Change 3718247 by Yenal.Kal
Fixed the bug where the gameplay effect durations can show incorrect values after rejoin or after server time drifting away from the client.
Change 3716343 by Jamie.Dale
Adding Korean and Turkish to the localization automation
Change 3710534 by Uriel.Doyon
Texture streaming optimization where a maximum texture resolution for each level streaming data is computed per view.
This is used to cull irrelevant levels and reduce the async task number of iterations.
The culled size is defined by the new r.Streaming.MinLevelTextureScreenSize.
This requires to remove primitives with big UV density from the level data.
Those primitives get moved to the dynamic lists.
This is controlled by r.Streaming.MaxTextureUVDensity
Change 3707207 by David.Ratti
Remove look ahead-vectors prediction in FNetViewer. This (requires) a line trace which is not desirable or really accurate anymore. This saves us a line trace per connection per multicast rpc.
unify reliable multicast rpc handling: these now do relevancy checks and are not sent to non relevant clients
Change 3706272 by Thomas.Sarkanen
Added utility/math functions to aid in optimizing anim blueprints
Added VectorLengthXY to get the 2D length of a 3D vector. Avoids unecessary conversions.
Added polar->cartesian->polar conversion helper functions for expensive frequently-used anim graph functionality.
Change 3706159 by David.Ratti
PlayerState/ASC replication optimizations from Polge: this puts the net update frequnecy on player state back to 1hz while forcing netupdates on the player state actor when the ability system component needs to update
Change 3692891 by David.Ratti
Optimizations for UNetConnection::ClientHasInitializedLevelFor: build acceleration map of actor outer's (ULevels) -> Visibility bool. Existing logic stays the same.
Change 3691392 by Aaron.McLeran
#jira UE-50628 Fix audio trying to sync load bulk data with EDL enabled
- Fix log error in BulkData.cpp
- Make the first stream chunk be force inline payload in bulk data flags so it loads immediately vs in async IO system
- Make audio stream chunks get as close to 256 k chunks as it can, zero-pad rest to be 256 k aligned
- Fix up DDC key, serialize AudioDataSize separately from chunk DataSize
Change 3682683 by Zak.Middleton
Add bOnlyTickMontageOnDedicatedServer variable to AnimInstance, to avoid anim bp updates on dedicated server. Turn on to fix hitching from queued ServerMove() calls, and some free perf during all montages on the server.
Change 3678771 by Ori.Cohen
Added the ability to turn on stack walk during hitching vs lightweight stats
Change 3676363 by Ori.Cohen
Added the ability to get callstacks as part of hitch detection
Change 3674877 by Keith.Judge
Move definition of GFailedToFindParamCollectionBufferQueue to ShaderBaseClasses.cpp so that all targets can successfully compile.
Change 3672515 by Bob.Tellez
Added code to play wind particle effects
Change 3670909 by Zak.Middleton
Fixed ForcePositionUpdate() not calling CheckJumpInput(). Added "p.NetForceClientServerMoveLossPercent" cvar to simulate loss of client->server movement RPCs (without hosing the rest of networking).
[CL 3791033 by Marc Audy in Main branch]