* We only need one FClassNetCache, so moved this into a single manager on UNetDriver
* Moving towards making UPackageMap abstract
[CL 2095123 by John Pollard in Main branch]
* We no longer use a package map for server side network guid management
* MasterMap is now just direct to a stored GuidCache, which is then referenced by all PackageMapClients
[CL 2093602 by John Pollard in Main branch]
* Provides mid-range stable AO for dynamic rigid meshes
* Movable sky lights are now supported, and distance field AO is used for shadowing Movable sky lighting from dynamic scenes
* Static meshes are preprocessed into signed distance field volumes at mesh build time when the r.AllowMeshDistanceFieldRepresentations project setting is enabled
* Non-uniform scaling does not work with this method (mirroring is fine), animating through world position offset also causes artifacts as the two representations diverge
* Occlusion is computed along cones to reduce over-shadowing, object distance fields are operated on directly (no hierarchy) to obtain enough resolution to prevent leaking, visibility traces are done with cone stepping to allow better parallelization, and shading is done adaptively in space and time using the surface cache.
[CL 2093556 by Daniel Wright in Main branch]
Objects can now provide annotation data beyond what is serialized from within their properties via the virtual function GetTransactionAnnotation.
This annotation data, when valid, is returned through a new PostEditUndo virtual function to be applied.
[CL 2093104 by Marc Audy in Main branch]
* Undo a change that was made that requires the server to identify packages explicitly when exporting guids
* Cleanup
[CL 2090163 by John Pollard in Main branch]
TTP# 335070 - Add GUI based way to specify additional non-asset files or paths to package
CookCommandlet now uses the project settings to work out which additional directories it should cook (this removes the need for the editor to pass this information to that UAT via the command line). I've left the COOKDIR option in the UAT/CookCommandlet as, while non of our projects seem to be using it, I'm not comfortable removing it in case any scripts are using it.
CopyBuildToStagingDirectory also uses these project settings to work out which additional directories it should stage when producing the staging manifest (these are split into UFS and non-UFS directories). This allows users to define additional directories in the editor (or directly in the settings file) which will always be staged regardless of how UAT is invoked.
All of these paths are specified in the settings file as relative to the project Content directory, and the editor will enforce this fact when using the directory picker.
Also mirrored the meta-data interface from UField on IPropertyHandle. This takes care of accessing the meta-data from the correct property, even when you're accessing an element inside an array (MattK approved!).
ReviewedBy Thomas.Sarkanen, Robert.Manuszewski, Max.Preussner
[CL 2088172 by Jamie Dale in Main branch]
This is a subset of changes (compiler warning fixes needed to compile Linux editor) from pull request 185 by sbc100, 3dluvr, wshearn, abarbu et al: https://github.com/EpicGames/UnrealEngine/pull/185
- Initialization order fixes
- Missing virtual destructors in classes with virtual funcs.
- Missing newlines at the end of file
#codereview Robert.Manuszewski
[CL 2085576 by Dmitry Rekman in Main branch]
* Added support functions on object: IsNameStableForNetworking, IsFullNameStableForNetworking, IsSupportedForNetworking
* Refer to these newly added functions in the various SupportsObject/IsDynamic support functions on UPackageMapClient
* Merged in code from Ratti that cleans up some subobject replication code
* Other various cleanups/name/etc
#Codereview david.ratti
[CL 2079676 by John Pollard in Main branch]
#ttp 335736 - EDITOR: When saving a blueprint, received a "can't save" error popup message with "yes"/"no" buttons
#branch UE4
#proj Runtime.CoreUObject
#change Changed MessageDialog type to be EAppMsgType::Ok, and moved the code conditional on 'Yes' out of the condition, so it's always executed.
#reviewedby Chris.Wood
[CL 2079290 by Richard TalbotWatkin in Main branch]
[AUTOMERGE]
- Step one of gameplay tag refactor: deletion of un-used and unfixed content
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067362 by Billy.Bramer on 2014/05/08 16:08:55.
[AUTOMERGE]
Gameplay Tag Refactor
Unshelved from AntonyC's pending changelist '2003772':
#TTP 322200 - Gameplay Tags: Refactor how tags are stored/queried
#proj Fortnite.Editor
#summary Refactored Tags from FName array to a FGamplayTag
#change removed all FName Tags and replaces with FGameplayTag
#added added tag verification so that new tags are not created at runtime
#added added new object version for data upgrade on all tagcontainers to be in new format and only store leaf most tags
#added requestgameplaytag function to FortGlobals, so that the tag manager can be started up before first use
#added New GraphPin for single tags
#change Added mode to SGamplayTagWidget to allow single select
#change PropertyArray fixed to now support empty arrays in the ImportText
---------------------
Additional Changes/Modifications
- Add new BlueprintGameplayTagLibrary to expose tag container functions to blueprints; Will add more in future post-refactor
- Fix bug with AddLeafTagToContainer incorrectly clearing the wrong container
- Remove default parameters for TagContainer.HasTag and fix call-sites to remain logically consistent with old behavior
- Make FName constructor for tag explicit
- Fix incorrect requirements check in combat effect
- Expose tag asset interface to blueprints
- Remove serialization fix-up from game data (manually fixed up)
- Remove version bump and serialization fix-up on tag container (will be re-done from main branch post merge)
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067378 by Billy.Bramer on 2014/05/08 16:15:42.
[AUTOMERGE]
#UE4 Fixed up GameplayTag usage in the SkillSystem module
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067576 by Bob.Tellez on 2014/05/08 18:38:58.
[AUTOMERGE]
- Linker build fix on gameplay tags
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067708 by Billy.Bramer on 2014/05/08 21:18:36.
[AUTOMERGE]
- Minor optimization in header
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2067709 by Billy.Bramer on 2014/05/08 21:22:27.
[AUTOMERGE]
- Gameplay tag refactor, round 3
- Fortnite asset conversion/update
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2068202 by Billy.Bramer on 2014/05/09 11:13:36.
[AUTOMERGE]
- Fix gameplay tag reimporting failing to reinitialize the tag table
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Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2068787 by Billy.Bramer on 2014/05/09 18:11:23.
[AUTOMERGE]
#UE4 Fixed up GameplayTag usage in the SkillSystem module after merge from main
--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2070710 by Fred.Kimberley on 2014/05/12 15:57:13.
#codereview Fred.Kimberley, David.Ratti
[CL 2078452 by Billy Bramer in Main branch]
NeedLoadInEditorGame means, that the object must be always loaded in 'editor -game'. When it's false it doesn't mean, that it's never loaded in editor game.
#codereview Robert.Manuszewski, Nick.Whiting
[CL 2075291 by Maciej Mroz in Main branch]
This was a stop gap measure to stop spam happening in benign cases, but since the unmapped logic exists on the client, we no longer need this.
[CL 2074943 by John Pollard in Main branch]