Commit Graph

97 Commits

Author SHA1 Message Date
robert manuszewski
be36beb7e4 Copying //UE4/Dev-Core [at] 4771952 to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: robert.manuszewski
#ROBOMERGE-SOURCE: CL 4772220 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4782699 by robert manuszewski in Dev-Networking branch]
2019-01-23 09:49:18 -05:00
ben marsh
2b46ba7b94 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4662404 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4662413 by ben marsh in Dev-Networking branch]
2018-12-14 13:44:01 -05:00
ryan gerleve
289a4fa159 Copying //UE4/Fortnite-Staging to Dev-Main (//UE4/Dev-Main)
#rb none
#lockdown Nick.Penwarden

#ROBOMERGE-OWNER: ryan.gerleve
#ROBOMERGE-AUTHOR: ben.marsh
#ROBOMERGE-SOURCE: CL 4567513 in //UE4/Main/...
#ROBOMERGE-BOT: ENGINE (Main -> Dev-Networking)

[CL 4573136 by ryan gerleve in Dev-Networking branch]
2018-11-16 14:01:06 -05:00
Ryan Gerleve
9af1fb3463 Merging //UE4/Dev-Main to Dev-Networking (//UE4/Dev-Networking)
#rb none
#rnx

[CL 4516466 by Ryan Gerleve in Dev-Networking branch]
2018-10-29 10:01:28 -04:00
Ben Marsh
7ce4c05fda Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 4034418)
#lockdown Nick.Penwarden
#rb none

============================
  MAJOR FEATURES & CHANGES
============================

Change 3851142 by Robert.Manuszewski

	When BP clustering is enabled, make sure to add the template to the BP cluster when replacing it.

Change 3853797 by Ben.Marsh

	BuildGraph: Add a <Trace> element, which allows logging messages after the string is parsed (as opposed to the Log task, which logs them at runtime). Useful for debugging macro expansion, etc...

	Also add a -showdiagnostics parameter, to have diagnostic messages output even when running with the -listonly option.

Change 3857540 by Graeme.Thornton

	Properly process the uexp file for a umap asset when generating a pak patch. Stop those uexp files being included in the patch even when they haven't changed

Change 3860062 by Steve.Robb

	Fix for FString::Reset()'s buffer not being an empty null-terminated string (affects FString::ParseIntoArray, for example).

Change 3860138 by Steve.Robb

	Fix for FString::ParseIntoArray() for when string memory has been allocated but has no characters.

Change 3860273 by Steve.Robb

	Tidy up of FHotReloadClassReinstancer::FCDOWriter to not do stuff in constructors.

Change 3863203 by Steve.Robb

	Crash fix for UObjects whose constructors are defined as = default;, which would re-null the UObject state (ClassPrivate, OuterPrivate etc.).

	See: https://udn.unrealengine.com/questions/412930/crash-due-to-default-constructor.html

Change 3864588 by Graeme.Thornton

	Crypto Keys Improvements
	 - Removed UAT command line params for encryption. Centrally configured by the editor settings now.
	 - UAT staging now creates a small json file containing the keys and settings used for encryption and signing and stores it in the build metadata
	 - Minor refactoring of UAT encryption processing to use the new cryptokeys json file
	 - UnrealPak can be told to get its encryption settings from a json crypto file with the "-CryptoKeys=<filename>"
	 - UnrealPak can now accept a "PatchCryptoKeys=<filename" parameter which gives it a filename to a cryptokeys json file that it can use to unpack the patch reference paks

Change 3864691 by Robert.Manuszewski

	Don't add objects that are in root set to GC clusters to prevent them from keeping the clusters alive forever.

Change 3864744 by Robert.Manuszewski

	Added the ability to get the actual filename of the log file FOutputDeviceFile writes to.

Change 3864816 by Graeme.Thornton

	TBA: Minor formatting improvements to textasset commandlet

Change 3868939 by Graeme.Thornton

	TBA: If -outputPath isn't supplied to TextAsset commandlet, output converted files to the {ProjectSaved}/TextAssets directory

Change 3869031 by Graeme.Thornton

	TBA: Changed timing logs in TextAsset commandlet to be Display so we can see them in the EC log

Change 3871802 by Steve.Robb

	Class cast flags and property flags are now visible in the debugger.

Change 3871863 by Robert.Manuszewski

	Serializing object will now be passed to GC so that it can be logged in case the referenced objects is garbage.

Change 3874413 by Steve.Robb

	Algo::MinElement and Algo::MaxElement, for finding the minimum and maximum element in a range, and *By versions which take projections.
	TRangePointerType moved to its own file and used in Algo::MinElement and Algo::MaxElement.

Change 3874457 by Ben.Marsh

	When spawning child processes, only allow them to inherit the writable ends of the stderr and stdout pipe. Fixes an issue related to AutomationTool hanging when the editor closes after running automation tests.

	The editor launches ADB.EXE (Android Debug Bridge) on editor startup, which forks itself to initialize a server. Even though the child process has its own stdout and stderr pipes, it also inherits the pipes for the editor. When run from C#, as we do for automation tests, Process.WaitForExit() waits for all pipes to be closed before returning. This can't happen if the forked ADB instance still has a reference to the editor's pipes.

Change 3876435 by Robert.Manuszewski

	Don't add root set objects to level actor container to prevent situations where clusters are kept alive forever

Change 3878762 by Robert.Manuszewski

	Fixing potential LinkerLoad leak when a package that still has a linker associated with it is being destroyed.

Change 3878850 by Robert.Manuszewski

	SerializePreloadDependencies will now serialize raw data into the array instead of serializing one element at a time to speed up serialization performance.

Change 3881331 by Graeme.Thornton

	TBA: SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter

Change 3886983 by Ben.Marsh

	UGS: Fix notification window not expanding to fit long captions.

Change 3887006 by Ben.Marsh

	UGS: Change modal dialog to regular window style to avoid weird alignment issues under Windows 10.

Change 3887500 by Ben.Marsh

	UGS: Add support for grouping build badges by a prefix. Badges such as "Foo:Bar1", "Foo:Bar2" will be grouped together (with "Foo:" stripped from the displayed badge names).

	Also add a separate column showing the type of each change, rather than including it in the CIS column, and change badges to a more angular Windows 10 style.

Change 3887513 by Ben.Marsh

	UGS: Fix badge text drawing outside the clipping bounds.

Change 3888010 by Josh.Engebretson

	Fix UVS logging to UnrealVersionSelector/Saved/Logs and instead use project's log path
	#jira none

Change 3888418 by Ben.Marsh

	UGS: Add a cache for computed badge layout information. Improves responsiveness when redrawing.

Change 3889457 by Steve.Robb

	GitHub #4457 : Display abbreviations properly when converting FNames to display string

	#jira UE-54611

Change 3889547 by Ben.Marsh

	UGS: Add an extensible method for adding arbitrary badges to the right of the "description" column, by running a regular expression over the changelist description.

	Epic uses a "#tag" style annotations in changelist descriptions and Perforce triggers to verify them. "#jira" is used to link a changelist to an issue tracked in Jira, for example. A matcher to add a badge next to every changelist with a #jira tag, and link to the corresponding issue in Jira, could be set up with an addition to the project's Build/UnrealGameSync.ini file like this:

	[Badges]
	+DescriptionBadges=(Pattern="(?i)#\\s*jira\\s*:?\\s+([A-Za-z]+-[0-9]+)", Name="$1", Group="Jira", Color="#c0c0c0", HoverColor="#e0e0e0", Url="https://jira.it.epicgames.net/browse/$1")

	The "Pattern" attribute specifies the regex to match, and may capture portions of the matched text to be substituted later. "Label" specifies the label to appear on the badge. "Group" specifies an arbitrary identifier used to group related badges together rather than separating them with whitespace. "Color" and "HoverColor" specify hex RGB colors for the badges. "Url" specifies the path to open with a C# Process.Open call if the badge is clicked.

Change 3889726 by Ben.Marsh

	UGS: Fix description badges that don't have any associated URL.

Change 3889995 by Ben.Marsh

	UGS: Fix issue where popup menus can create top level windows in the taskbar. Seemlingly caused by capturing mouse before the window has been activated - removed capture code, and replaced with handling of OnMouseLeave() event instead.

Change 3890007 by Ben.Marsh

	UGS: Add a caption underneath the project logo which shows the current stream, to make it more obvious.

Change 3890057 by Ben.Marsh

	UGS: Fix repainting glitch when resizing window; bounds for status panel lines was not being reset correctly.

Change 3891069 by Robert.Manuszewski

	Fixing a crash in MallocBinned2 when running with malloc profiler enabled.

Change 3891084 by Steve.Robb

	Back out changelist 3881331 because it's causing cook errors.

Change 3891100 by Ben.Marsh

	UGS: Add support for a per-branch "message of the day"-style feature. Messages can be specified in a project's config file in Perforce (eg. <ProjectDir>/Build/UnrealGameSync.ini) as follows:

	[//UE4/Main/Samples/Games/ShooterGame.uproject]
	Message=:alert:  Lockdown for fixes is **5pm on Friday**. Only fixes for the 2.0 release should be submitted to this branch. [34 issues](https://jira.it.epicgames.net) are remaining as of 2/15.

	A limited subset of Markdown is supported: [web links](http://www.google.com), *italic*, _italic_, **bold**, __bold__. Icons will be supported through :icon: syntax; the only icon currently available is :alert:

Change 3891346 by Steve.Robb

	TSharedPtr::operator bool, and some usage of it.

Change 3891787 by Steve.Robb

	Fix for buffer overflow in FDebug::LogFormattedMessageWithCallstack().

Change 3892379 by Ben.Marsh

	UGS: Fix notification window containing the group fix for each build type.

Change 3892400 by Ben.Marsh

	UGS: Shrink the size of the alert panel.

Change 3892496 by Ben.Marsh

	UGS: Dim badges for changes which aren't eligable for syncing.

Change 3893932 by Steve.Robb

	Re-removal of SetShouldHandleAsWeakRef, which was originally removed in CL# 3437205.

Change 3895872 by Ben.Marsh

	UGS: Show the stream name in tab labels by default.

Change 3896366 by Ben.Marsh

	UGS: Automatically resize columns when the main window is resized, and allow specifying desired column widths for projects that have a large number of CIS badges.

	Columns are now resized proportionally, clamped to a minimum size. Columns will automatically expand up to a desired maximum size, though can be explicitly resized larger if necessary. Columns will not be resized if they are already larger than the window can show, or smaller than the window has space to show.

Change 3896367 by Ben.Marsh

	UGS: UI tweaks - change and time columns are now centered, "Unknown" badge is displayed until a change's type has been determined, increase height of status panel.

Change 3896425 by Ben.Marsh

	UGS: Speculative fix for race condition on clients displaying "under investigation" state. If the DB event is received before a change where an investigation is cancelled is polled from Perforce, we will exclude the resolve event from the list of active investigations.

Change 3896461 by Ben.Marsh

	UGS: Add an option to allow setting a tint color to be applied to the status panel, to allow identifying streams more easily. To use, add a setting similar to the following to a project's Build/UnrealGameSync.ini file:

	[//UE4/Main/Samples/Games/ShooterGame/ShooterGame.uproject]
	StatusPanelColor=#dcdcf0

Change 3899530 by Ben.Marsh

	Add unified syntax for overriding branch specific settings. Checks branch settings first, then [Default] section.

Change 3901164 by Ben.Marsh

	UGS: Add a class to store all the resources for the status panel.

Change 3901165 by Graeme.Thornton

	TBA: Attempt #2 at submitting the text asset saving code. SavePackage rejigged to write all header information in terms of FStructuredArchive, with all exports written through an FArchive adapter. Minimal amount of structured archive serialization functions added to allow this data to be written

Change 3901301 by Ben.Marsh

	UGS: Add support for reading the latest version of the project config file from Perforce. Some settings should be read depending on the CL you are synced to (eg. build steps), whereas others (MOTD, branch status) should always use the latest version. Will read the local version if checked out, to allow testing local changes.

Change 3902454 by Ben.Marsh

	UGS: Fix logo not being redrawn in the correct position when starting to sync.

Change 3903416 by Ben.Marsh

	UGS: Group badges explicitly through INI file rather than by expecting name to contain ':'.

Change 3904154 by Josh.Engebretson

	Adding Breakpad to ThirdParty sources (Git Commit: 49907e1c3457570f56d959ae26dec6c3a5edd417 https://chromium.googlesource.com/breakpad/breakpad)
	#jira UE-55442

Change 3904648 by Ben.Marsh

	UGS: Remove files from the workspace that are excluded by the sync filter.

	The user's config file stores a hash of the last sync filter. During syncing, if this hash doesn not match the previous value, we enumerate all the files in the #have list and remove anything masked out by the filter.

	#jira UE-47335

Change 3905442 by Steve.Robb

	Change of the ConvertFromType() multi-bool return value to a more descriptive enum.
	Some return values here do not make sense - this is because the existing logic is being preserved and will be fixed in a separate change.

Change 3905629 by Ben.Marsh

	UGS: Fix race condition between two child processes starting on different threads, and inheriting the other's intended stdout/stderr pipes. This prevents pipes being closed when one of the child processes shuts down, and causes waits on the read ends of those pipes to continue indefinitely.

Change 3906447 by Steve.Robb

	Rename EConvertFromTypeResult enumerators.

Change 3906574 by Steve.Robb

	Crash fix for container conversion failure during tagged property import.

Change 3909255 by Daniel.Lamb

	Fixed issue with DLCpackaging crashing on windows
	#jira UE-42880
	#test EngineTest windows

Change 3909270 by Steve.Robb

	Seek instead of skipping bad properties byte-by-byte.

Change 3909324 by Steve.Robb

	Use switch statement instead of repeated if/else.

Change 3909525 by Ben.Marsh

	UGS: Use the StudioEditor target when syncing content-only Enterprise projects.

Change 3911754 by Daniel.Lamb

	Fix for building pak patches.

	#jira UE-55340

Change 3911942 by Robert.Manuszewski

	Fixing an ensure when MediaPlayer is being constructed from any thread other than the main one.

Change 3913067 by Ben.Marsh

	UGS: Allow workspace sync filter categories to re-enable categories that are disabled by the global filter.

Change 3913209 by Ben.Marsh

	UGS: Fix incorrect target name when compiling Enterprise projects.

Change 3917358 by Steve.Robb

	Fix for GetLen(FString).

Change 3919610 by Ben.Marsh

	Put data for CrashReportClient in a PAK file of its own (under Engine/Programs/CrashReportClient/Content/Paks/CrashReportClient.pak). There are a large number of small files required for it to run with loose files, which takes a lot of space on disk (due to cluster sizes), and is unweildy to move around.

	CrashReporter UFS files are tracked in a separate dictionary to regular UFS files to allow construction of the additional PAK file.

Change 3921002 by Ben.Marsh

	UGS: Add option for syncing all projects in a branch. Off by default. Also add support for masking in additional paths to be synced (eg. one or two extra projects).

Change 3921008 by Ben.Marsh

	UGS: Prevent pause waiting for mutual exclusivity when syncing precompiled binaries. We don't need to generate project files or build, so there's no need to wait in line.

Change 3921906 by Steve.Robb

	New interpolation functions for quaternions.

	https://udn.unrealengine.com/questions/419028/quaternion-interp-to-functions.html

Change 3921978 by Graeme.Thornton

	TBA: Make "Loader" member of FLinkerLoad private to prevent use outside of FLinkerLoad. This archive could be something unexpected if the linker is for a text asset package, so we need to stop people accessing it.

Change 3924520 by Graeme.Thornton

	UnrealPak: Improve encryption summary log messages

Change 3924522 by Graeme.Thornton

	UAT: Add *Encryption.ini to the list of auto-blacklisted config filenames

Change 3924604 by Graeme.Thornton

	UnrealPak: If encryption keys are parsed and fail the encrypt/decrypt test, throw a fatal error. The exectutable will have those same keys embedded so there is no point allowing the paks to be created with broken keys.

Change 3924638 by Graeme.Thornton

	Crypto: Improvements to parsing of old fashioned encryption.ini settings:
	 - AES keys that are too long or short (need to be 32 bytes) will now emit a warning when being parsed, and be truncated or expanded before adding to the crypto settings.
	 - Signing keys will emit an error when they are too long (>64bytes)
	 - Unrealpak will still assert when invalid settings are passed via the other mechanisms (command line or -encryptionini mode). Settings via the crypto json file should now be sanitized and not cause issues

	#jira UE-55080

Change 3924747 by Steve.Robb

	Fix for degrees.

Change 3925459 by Chad.Garyet

	Adding check to not to attempt to delete autosdk workspace if it doesn't already exist.

Change 3926703 by Ben.Marsh

	BuildGraph: Include the path to the XML file when displaying an XML parse error.

Change 3926917 by Ben.Marsh

	UBT: Allow overriding the name of the UE4 solution on a branch-specific basis. Useful for switching between multiple UE4 workspaces. Also add support to the editor and UGS for opening the correct solution (determined via a text file saved to Engine/Intermediate/ProjectFiles).

	Set the solution name using an entry in BuildConfiguration.xml as follows:

		<ProjectFileGenerator>
			<MasterProjectName>UE4_Main</MasterProjectName>
		</ProjectFileGenerator>

Change 3927683 by Graeme.Thornton

	UAT: When building with chunk installs enabled, don't generate the master manifest from each pak creation thread. Just do it once after all pak files have been created. Avoids intermittent crash with multiple threads trying to write the same json file.

Change 3928111 by Ben.Marsh

	UBT: Add an option <bMasterProjectNameFromFolder> which allows setting the solution name based on the folder that it's in.

Change 3928926 by Ben.Marsh

	BuildGraph: Add support for enumerating content copied by the <CsCompile> task. Also add support for invoking methods on string properties.

Change 3931041 by Graeme.Thornton

	TBA: Add option to textasset commandlet to also include engine content in a resave

Change 3931043 by Graeme.Thornton

	TBA: Redirect some more FArchive members in FArchiveProxy

Change 3931913 by Ben.Marsh

	UGS: Do not create a modal dialog if a scheduled sync is unable to run because the editor is open, and do not run the editor after a scheduled sync.

	#jira UE-47368

Change 3932419 by Ben.Marsh

	UGS: Allow selecting which projects to sync on schedule. Any projects not already opened at the time the schedule is triggered will be opened first.

	#jira UE-33541

Change 3932483 by Ben.Marsh

	PR #3949: UnrealGameSync: Add environment path field to custom BuildStep (Contributed by frankie-dipietro-epic)


Change 3932624 by Ben.Marsh

	UGS: Add an error dialog when trying to clean the workspace before closing the editor.

	#jira UE-42308

Change 3932679 by Ben.Marsh

	UGS: Add the date/time to the end of the sync log.

	#jira UE-33540

Change 3932705 by Ben.Marsh

	UGS: Prompt to close the editor before allowing the user to enter a changelist to sync to, when syncing to a specific changelist.

	#jira UE-53182

Change 3933318 by Ben.Marsh

	UGS: Detect more programs running before allowing a sync to start, show a dialog listing them, and add an option to ignore if necessary.

	#jira UE-33535, UE-53914

Change 3933840 by Graeme.Thornton

	TBA: When loading assets, only use structured archive adapters for exports when loading text files.

Change 3936040 by Ben.Marsh

	UGS: Rewrite application lifecycle to fix issues with scheduled syncs on background windows not activating, and window jumping to the front after auto-update.

	Now uses a custom application context to allow creating separate 'main' windows (first the "opening projects" form, then the regular form), and does not require any forms to be shown in order to be updating in the background.

	#jira UE-52870

Change 3940230 by Robert.Manuszewski

	Fixes for FilenameToLongPackageName crashes when runnign commandlets

Change 3940240 by Graeme.Thornton

	Automated cycling of encryption and signing keys

Change 3940243 by Graeme.Thornton

	UAT: CryptoKeys automation script

Change 3940321 by Ben.Marsh

	UGS: Add a "Bisect" mode for regressing bugs between a certain range of changes. To use, select a range of changes by holding down the shift key or individual changes by holidng the control key, then right click and select "Bisect these changes". Individual changes in the list can be marked as "Bisect: Pass" or "Bisect: Fail" from the context menu, and syncing will find the next change in the center of the range.

Change 3940538 by Ben.Marsh

	UBT: Always determine whether a project is a foreign project or not from the valid .uprojectdirs entries, rather than relying on the user passing -game on the command line.

Change 3941285 by Gil.Gribb

	UE4 - Removed PRAGMA_DISABLE_OPTIMIZATION from PlatformFileCommon.h. It was an oversight.
	#jira none

Change 3942404 by Graeme.Thornton

	Pak Signing:
	 - Unify naming of pak precacher and signedarchivereader signature check functions to make it easier to search for them in crash reporter
	 - Format the signedarchivereader output to match the pak precacher
	 - When signedarchivereader detects a signature check, do the same master signature hash check that the pak precacher does to confirm that the .sig file contents haven't been corrupted since load.
	 - Add PAK_SIGNATURE_CHECK_FAILS_ARE_FATAL guarded exit to signedarchivereader signature failure
	 - Optimization for pakprecacher signature checks. Instead of locking the cached files mutex for every decoded signature, take a local copy in blocks of 16. Only re-lock if we need more. Grab the initial batch when setting up. In most cases, reduces the number of locks to 1 per signature check call.

Change 3942825 by Ben.Marsh

	UAT: Allow passing -Project<N>=Foo.uproject arguments to the MegaXGE commandlet (eg. -Target1="ShooterGame Win64 Development" -Project1="D:\ShooterGame\ShooterGame.uproject") so it can be used from an installed engine build.

Change 3942839 by Ben.Marsh

	UBT: Explicitly query the number of logical processors in the system, to fix Environment.ProcessorCount just returning the number available to the .NET framework. For machines with > 64 cores, processors in a different processor group will not be included in this number.

Change 3943153 by Ben.Marsh

	Use the correct logical processor count in ParallelExecutor.

Change 3943210 by Ben.Marsh

	UGS: Add an option to the editor arguments window that allows prompting before launching the editor.

Change 3943329 by Ben.Marsh

	UGS: Tweak appearance of bisect mode; now shows slightly transparent version of pass/fail icons, and includes remaining CL range in status panel.

Change 3944294 by Ben.Marsh

	UGS: Prompt for confirmation before removing any files from the workspace.

Change 3945283 by Ben.Marsh

	UGS: Add support for project-specific connection settings, and detection of Perforce login tickets expiring.

Change 3945325 by Ben.Marsh

	PR #4558: Changed incorrect obsolete message for ReceiptPropertyList in Modules.cs (Contributed by ryanjon2040)


Change 3947359 by Graeme.Thornton

	TBA: Fixes to loading code to allow bulk data to get a pointer from its loader archive to an archive that it can load from at a later date. For binary archives, this is just a pointer back to the same archive, but for text assets it is a pointer to a "child reader" which maintains its own structured archive that is scoped to the current location in the file.

Change 3947360 by Graeme.Thornton

	TBA: Added RoundTrip mode to text asset commandlet. Performs determinism tests in project assets to see whether they save deterministically to binary and text files, and also when they are ping-ponged between the two formats.

Change 3949431 by Graeme.Thornton

	TBA: Refactored string escaping code in json output formatter FString serializer into a common function which is now used by FName and UObject path serialization too. Fixes some odd cases where an FName contained quotation marks

Change 3950843 by Ben.Marsh

	UBT: Add a better error if an XML config file is corrupt.

Change 3952504 by Steve.Robb

	GitHub #4545 : UE-55924: CaseSensitive token recognition

	#jira UE-55961
	#jira UE-55924

Change 3952707 by Graeme.Thornton

	Make RandInit(...) log message verbose

Change 3954694 by Ben.Marsh

	BuildGraph: Add support for user-defined macros, which can contain a list of buildgraph commands and be expanded within a node. Example script in Engine/Build/Graph/Examples/Macros.xml.

	To define a Macro, use the syntax:

		<Macro Name="MyTestMacro" Arguments="PrintFirstMessage;PrintSecondMessage" OptionalArguments="PrintThirdMessage">
			<Log Message="First message" If="$(PrintFirstMessage)"/>
			<Log Message="Second message" If="$(PrintSecondMessage)"/>
			<Log Message="Third message" If="'$(PrintThirdMessage)' == 'true'"/>
		</Macro>

	To expand a macro, use the syntax:

		<Expand Name="MyTestMacro" PrintFirstMessage="true" PrintSecondMessage="true"/>

	An error will be thrown if any required arguments are missing. Optional arguments default to empty if not specified.

	Tasks within a macro are validated by the schema at the point of definition using the same rules as apply to a <Node> element, but properties are not evaluated until the macro is expanded. This allows macros to get and set properties in scope at the point that it is expanded. Local properties that are introduced within a macro do not otherwise leak to the scope that they are expanded.

Change 3954695 by Ben.Marsh

	PR #4582: Fixed incorrect condition in StagedFileSystemReference.cs (Contributed by moadib)


	#jira UE-56283

Change 3954961 by Ben.Marsh

	UBT: Fix issues caused by toolchain assuming that the editor target will be the name of the project with an "Editor" suffix. This is not necessarily the case; the launcher will allow you to instantiate a project with any name, and it will not rename the target files.

	#jira UE-56040

Change 3955785 by Steve.Robb

	GitHub #4546 : Don't discard errors from zlib inflate

	#jira UE-55969

Change 3955940 by Steve.Robb

	Redundant and confusing macro check removed.

Change 3956809 by Ben.Marsh

	Guard against project paths passed on the command line to UBT being treated as project names. Previous code used to just take the first, which would mask this problem.

Change 3959590 by Steve.Robb

	Useless IsIntrinsic constant and COMPILED_IN_INTRINSIC macro removed.

Change 3959864 by Robert.Manuszewski

	Increasing the size of permanent object pool to fix warnings in cooked ShooterGame

	#jira UE-56001

Change 3960956 by Steve.Robb

	New ToCStr function which generically gets a TCHAR* from a 'string-like' argument.

Change 3963628 by Ben.Marsh

	UBT: Fix intellisense issues caused by _API macros being defined as DLLIMPORT (imported symbols cause an error if they are defined). Generate intellisense macros with the -Monolithic argument to work around it.

Change 3964349 by Ben.Marsh

	Move support for reading .modules files into FModuleManager, and always use it in modular builds. Pathway which discovers modules by filename only is no longer supported for simplicity, and due to platform-specific version checks being unreliable on any platforms other than Windows.

Change 3964821 by Ben.Marsh

	Use a custom tool for deleting directories on Windows, to handle paths longer than MAX_PATH correctly.

Change 3965269 by Ben.Marsh

	Add more [RequiresUniqueBuildEnvironment] attributes to target settings that modify the global environment.

Change 3966554 by James.Hopkin

	#core Removed redundant cast

Change 3966558 by James.Hopkin

	#core Removed redundant casts and changed some MakeShareables to MakeShared

	#robomerge #fortnite

Change 3966754 by Ben.Marsh

	Always use the compiled-in app name when looking for a module manifest. Fixes issues with XGEControlWorker.exe being a renamed copy of ShaderCompileWorker.exe.

Change 3967397 by Ben.Marsh

	Fix "copy local" files not being included in build products enumerated from C# projects. Remove files with "Embed Interop Types" from the output list.

Change 3967664 by Ben.Marsh

	Update UGS solution to use Visual Studio 2017.

Change 3967838 by Ben.Marsh

	Couple of fixes to conform scripts.

Change 3968767 by Ben.Marsh

	Compile the name of the module manifest into the executable via a define explicitly set by UBT, rather than guessing at runtime.

Change 3968771 by Ben.Marsh

	Fix compiled-in engine path being subject to macro expansion.

	#jira UE-56504

Change 3968886 by Robert.Manuszewski

	Merging 3914301:

	Remove any references we had added to the GGCObjectReferencer during Init

Change 3968978 by Steve.Robb

	FString->FName fixes for module names in HotReload.

Change 3969019 by Steve.Robb

	Minor refactor of property skipping logic in SerializeTaggedProperties().

Change 3969041 by Steve.Robb

	Simplification of Build.version filename construction.

Change 3969049 by Steve.Robb

	Always do rolling names when recompiling in editor, because an unloaded module may still actually by loaded-but-abandoned by the executable.

	This also removes HotReload's dependence on FModuleManager::GetCleanModuleFilename().

	#jira UE-52405

Change 3969120 by Ben.Marsh

	Enable errors for using undefined identifiers in conditional expressions by default.

Change 3969161 by Ben.Marsh

	Remove log line that should only be included in the log.

Change 3969216 by Steve.Robb

	Dump a list of module names - rather than DLL filenames - when the editor detects modules which need recompiling.
	This removes the only remaining use of FModuleManager::GetCleanModuleFilename(), which is also now removed.

	#jira UE-52405

Change 3969346 by Steve.Robb

	Missed some bad FScript(Map/Set)Helper usage from CL# 3698969.

Change 3969598 by Ben.Marsh

	Fix warning from VS2017.

Change 3971101 by Graeme.Thornton

	TBA: Added RoundTrip mode to TextAsset commandlet which does a sequence of saves and checks for determinism. It will do 3 binary saves, 3 text saves, then 3 alternate binary->text saves.

Change 3971407 by Ben.Marsh

	UBT: Fix exception when enumerating toolchains if the directory does not exist yet.

Change 3971523 by Graeme.Thornton

	Make compressed block offsets in a pak file store offsets relative to the file header, rather than absolute. Reduces the amount of entropy when data changes in the pak file, making it play nicely with patching

Change 3971613 by Ben.Marsh

	Fix Lightmass non-unity compile errors.

Change 3971649 by Ben.Marsh

	Disable optimization around FTickerObjectBase constructor on Win32 due to ICE.

Change 3971829 by Ben.Marsh

	Fix deprecated header warning from PVS Studio.

Change 3972503 by Ben.Marsh

	Changes to build failure notifications:

	* Only people that submitted between builds with different error messages will be included on emails by default.
	* Email subject line will be different for each failing build step, but will include the CL of the first failing step. This will result in one thread for each build failure (a success email is sent with the same subject line).
	* Anyone that starts a build will be included on all failure emails.

Change 3972732 by Ben.Marsh

	Changes to ensure notification messages are stable.

Change 3972810 by Ben.Marsh

	Write debug information about the digest computed for a change, to assist with debugging it if it's not stable.

Change 3973331 by Ben.Marsh

	Fix missing dependency on linker response file. Prevents target being relinked when build environment changes.

Change 3973343 by Ben.Marsh

	PR #4612: Adding support for PVS-Studio settings file to PVS-Studio Unreal Build Tool toolchain. (Contributed by PaulEremeeff)


Change 3973820 by Ben.Marsh

	Fix incorrect error message when unable to find Visual C++ install directory.

Change 3974295 by Robert.Manuszewski

	Made sure that lazy object pointers are only fixed up for PIE in actual PIE worlds.

Change 3975336 by Robert.Manuszewski

	CIS fix after the last merge from main

Change 3976999 by Ben.Marsh

	Move the Windows stack size settings onto the WindowsTargetRules object, and add the [RequiresUniqueBuildEnvironment] attribute to ensure it's not overwritten incorrectly.

	This should cause CIS to better errors for compiling Odin editor.

Change 3977934 by Ben.Marsh

	UBT: Allow setting additional compiler/linker arguments through properties on the TargetRules object.

Change 3977953 by Ben.Marsh

	UBT: Enumerate all Visual Studio 2017 install locations using the Visual Studio Setup interop SDK. Multiple simultaneous Visual Studio installations are now supported, and using registry keys to determine installation directories has been deprecated. Allows choosing toolchains from preview versions as well as full versions.

Change 3978544 by Ben.Marsh

	UBT: Include verbose timing information from compiler frontend if using VS2017 15.7 preview 2 or later.

Change 3978780 by Ben.Marsh

	Add Visual C++ 2017 redist files to AppLocalDependencies, and update the prereq installer to include 2017 support DLLs.

Change 3979313 by Ben.Marsh

	UBT: Add the EngineDirectory property to ModuleRules. Makes it easier to find paths to files under the engine folder.

Change 3980499 by Ben.Marsh

	UBT: Automatically enable /DEBUG:FASTLINK if we're using the VS2017 15.7 toolchain or newer and not doing a formal build. This contains fixes for debugger OOM issues present in older versions.

Change 3980890 by Ben.Marsh

	UBT: Update project file generator to support VS2017 solution options file; fixes C# projects being opened by default when generating new project files.

Change 3981495 by Ben.Marsh

	Do not include embedded interop assemblies in the list of references required by a C# project; they are not required build products.

	#jira UE-54343

Change 3982157 by Ben.Marsh

	Only output a warning message if BuildConfiguration.xml schema validation fails; we may have settings that only apply to code in another branch.

Change 3982239 by Ben.Marsh

	Update tooltip directing users to install Visual Studio 2017 instead of 2015.

Change 3983395 by Graeme.Thornton

	Fix reference to BUILD_VERSION in BootstrapPackagedGame RC file

Change 3983523 by Graeme.Thornton

	Backwards compatibility for pak files with compressed chunk offsets

Change 3983769 by Ben.Marsh

	UAT: Allow using PDBCOPY.EXE installed as part of the Windows 10 SDK to strip symbols, and add a better message if it can't be found.

Change 3984529 by Ben.Marsh

	BuildGraph: When run with the -Preprocess=... argument, no steps will be executed.

Change 3984557 by Ben.Marsh

	BuildGraph: Return the updated patterns from FilePattern.CreateMapping(), so we can print accurate messages when displaying the source and target directories for a copy or move task.

Change 3986520 by Ben.Marsh

	Remove hacks to uniquify response file name on Android and Linux.

Change 3987166 by Steve.Robb

	Allow overloading of functions which take TFunctions or TFunctionRefs with mutually exclusive signatures.

Change 3989061 by Graeme.Thornton

	TBA: Text asset loading/saving work
	 - Start using FStructuredArchive flavours of UObject Serialize functions when loading and saving exports.
	 - Only use FStructuredArchive interface for text assets, and for classes that have the CLASS_MatchingSerializers which tells us that the class can serialize to both FStructuredArchives and FArchives.
	 - Add GetCacheableArchive to FArchive, which allows transient archives to return a pointer to another archive that will outlive it. Used by bulk data to get a pointer to an archive that can be held and used at a later time to lazy load things. For text assets where the bulk data might be held inside a base64 encoded FArchiveFromStructuredArchive block, we can't dynamically seek back to that location after the on-stack wrapper has been destroyed after the original serialize, so this will return null. For binary assets, we just return a pointer to the same binary archive which can be used freely.

Change 3989109 by Graeme.Thornton

	TBA: TextAsset commandlet emits a warning when binary package determinism fails

Change 3990823 by Ben.Marsh

	UGS: Allow project settings to specify a client path rather than a filesystem path. Not currently usable through UI.

Change 3990832 by Ben.Marsh

	UGS: Make the schedule window resizable.

Change 3991569 by Steve.Robb

	GitHub #4636 : Fixed typo in HeaderParser.cpp for "missed WithValidation keyword" error message

Change 3991970 by Steve.Robb

	Fix for 4096 char limit on FParse::Value.

Change 3992222 by Steve.Robb

	Advice added to the coding standard for using default member initializers.

Change 3993675 by Ben.Marsh

	UGS: Add UI to allow creating new workspaces and selecting projects from existing workspaces that are not currently synced.

Change 3994199 by Ben.Marsh

	UGS: Fix child processes being unable to spawn other child processes with the CREATE_BREAKAWAY_FROM_JOB flag, to add them to their own job objects.

	In Windows 7 or earlier job objects cannot be nested, so child processes have to create separate job objects and spawn processes with CREATE_BREAKAWAY_FROM_JOB to be able to add them. This fails unless parent process' job object was created with JOB_OBJECT_LIMIT_BREAKAWAY_OK.

	Discussed here: https://msdn.microsoft.com/en-us/library/windows/desktop/hh448388(v=vs.85).aspx

Change 3994243 by Ben.Marsh

	UGS: Use the select stream dialog instead of displaying a drop list unless there's a stream filter specified. We have way too many streams for this to be useful in a menu unless it's filtered.

Change 3994260 by Ben.Marsh

	UGS: Tweak the stream filter dialog to only use the previous selected node if the filter terms match. It may be a parent node of something that matches, even though it doesn't match itself.

Change 3994350 by Ben.Marsh

	UGS: Automatically guess the correct root path for new workspaces based on the most common existing workspaces for the current user.

Change 3995159 by Ben.Marsh

	UGS: Do not delete files which are outside the sync filter. People expect to be able to sync different projects within a stream without having to update sync filters.

	Indend to re-introduce this functionality through the manual 'clean workspace' operation.

Change 3995169 by Ben.Marsh

	UGS: Show options as dimmed in the open project dialog, if the radio button for those controls is not checked. Automatically set the radio button if the focus is given to one of those controls.

Change 3995228 by Ben.Marsh

	UGS: Update recently opened projects list when editing project for an existing tab.

Change 3995312 by Ben.Marsh

	UGS: Stop showing all dialogs in the taskbar.

Change 3995929 by Robert.Manuszewski

	Completely rewritten FReferenceChainSearch class used by 'obj refs' command.

	- 3+ times faster
	- Uses the same code as GC to track all the references down
	- Actually reports all reference chains properly
	- Less code that is more readable than the previous version

Change 3995981 by Ben.Marsh

	UGS: Clean workspace window will now force-sync files that have been deleted or which are writable.

Change 3996113 by Ben.Marsh

	UGS: Fix crash upgrading config files from older versions.

Change 3997990 by Ben.Marsh

	UGS: Prevent error when syncing an empty workspace.

Change 3998095 by Ben.Marsh

	UGS: Change logic for dealing with job objects: rather than creating breakaway jobs (requires co-operation with spawning process), always try to use nested job objects (requires Windows 8.1+). If it fails, ignore the error if we're already part of a job.

	Also forcibly terminate the process on dispose to handle cases where the job object wasn't created.

Change 3998264 by Ben.Marsh

	UGS: Fix exception when switching projects in-place.

Change 3998643 by Ben.Marsh

	Fix shared DDC not being used for installed engine builds.

	#jira UE-57631

Change 4000266 by Ben.Marsh

	UnrealPak: Add an option that allows rebuilding a set of PAK files with different settings. Usage is:

	    UnrealPak [PakFile] -Repack [-Output=FileOrDirectory] [Options]

	The input pak file may be a single file or wildcard, and is overwritten unless the -Output parameter is specified.

Change 4000293 by Ben.Marsh

	Add a compression flag that allows selecting compressor without using the default platform implementation.

Change 4000315 by Ben.Marsh

	Add support for custom compressors implemented via modular features. Specify -compressor=<PathToDll> on the command line to UnrealPak to load a compressor from an external DLL.

Change 4000610 by Ben.Marsh

	UnrealPak: Add a parameter for compression block size (-compressionblocksize=XXX). Accepts arguments with MB/KB suffixes, as well as byte counts.

Change 4000627 by Ben.Marsh

	UBT: Include enabled plugin info in the UBT log.

Change 4000793 by Ben.Marsh

	UBT: Remove some member variables from VCEnvironment that don't need to be stored.

Change 4000909 by Ben.Marsh

	UBT: Add VS2017 installations to the list of paths checked for MSBuild installations.

Change 4001923 by Ben.Marsh

	UBT: Allow any plugins which are enabled by default to be included in the enabled list, even if they don't have any modules for the current platform. This changes the build-time logic to match the runtime logic.

	At some point in the future we may add a separate SupportedHostPlatforms list to each plugin to do this explicitly, rather than guessing via the per-module whitelist.

Change 4001927 by Ben.Marsh

	Fixes for compiling against the Windows 10 SDK.

Change 4002439 by Robert.Manuszewski

	Added TDefaultReferenceCollector and FSimpleReferenceProcessorBase to extract common code for clients of  TFastReferenceCollector

Change 4003508 by Ben.Marsh

	UGS: Fix new workspaces not having the correct owner and host set.

Change 4003622 by Ben.Marsh

	UGS: Add support for "skipped" as a build result.

Change 4004049 by Robert.Manuszewski

	Significantly improved performance of Reference Chain Search for objects that are nested deep in the object hierarchy

Change 4005077 by Ben.Marsh

	UGS: Update version number.

Change 4005112 by Ben.Marsh

	UBT: Reduce number of times a target has to be constructed while generating project files.

Change 4005513 by Ben.Marsh

	UBT: Reduce number of checks for directories existing when adding include paths to a module. Accounted for 40% of runtime time when generating project files.

Change 4005516 by Ben.Marsh

	UBT: Add warnings whenever a module adds an include path or library path that doesn't exist

Change 4006168 by Ben.Marsh

	CIS fixes.

Change 4006236 by Ben.Marsh

	UGS: Populate the workspace name/root directory text box with the cue banner when focus moves to the control.

Change 4006266 by Ben.Marsh

	UGS: Swap around the new workspace/existing file boxes on the open project dialog.

Change 4006552 by Ben.Marsh

	If staging fails because a restricted folder name is found, include a list of them in the error message.

Change 4007397 by Steve.Robb

	Comments added to make it clear that GetAllocatedSize() only counts direct allocations made by the container.

Change 4007458 by Ben.Marsh

	UBT: Change RPC utility to abort early, rather than continue to try to build even though SSH init failed.

Change 4009343 by Ben.Marsh

	UGS: Set the rmdir option on new workspaces by default.

Change 4009501 by Ben.Marsh

	UBT: Add Windows include paths to the compiler command line, rather than setting through environment variables. This ensures that incremental builds work correctly when SDK versions change.

Change 4009509 by Ben.Marsh

	UBT: Check in a non-versioned directory under the Windows 10 SDK for the resource compiler.

Change 4010543 by Ben.Marsh

	Remove the "Device" and "Simulator" platform groups, because they're unused and overly generic for folder names. Also remove source code for the HTML5 simulator (which is no longer supported).

Change 4010553 by Ben.Marsh

	UAT: Include platform groups in restricted folder names when staging.

Change 4012030 by Ben.Marsh

	UGS: Increase the size of the main window, and set the current stream as the default when creating a new workspace.

Change 4012204 by Chad.Garyet

	- Cleanup to get the POSTs returning 400s the same way the GETs would (now no longer returns the exception text)
	- Create directory for sqlite db if it doesn't exist
	#jira none

Change 4014209 by Brandon.Schaefer

	New changes in breakpad dump_syms to allow for producing a symbol file for elf files on windows

	#review-3998840 @Arciel.Rekman, @Ben.Marsh, @Josh.Engebreston, @Anthony.Bills

Change 4015606 by Brandon.Schaefer

	Missed a code project that needed updating for new Breakpad changes for Mac

Change 4017795 by Robert.Manuszewski

	GC assumption verification should now be 3-4x faster.

	- Refactored Disregard For GC to use TFastReferenceCollector
	- Move both Disregard For GC and Cluster verification code to separate source files

Change 4020381 by Ben.Marsh

	Add link to the new official doc page for UnrealGameSync.

Change 4020665 by Ben.Marsh

	UBT: Prevent plugins being precompiled if they don't support the current target platform.

Change 4021829 by Ben.Marsh

	Update message about downloading a new version of Visual Studio.

Change 4022063 by Ben.Marsh

	UBT: Suppress toolchain output when generating project files.

Change 4023248 by Ben.Marsh

	Install an unhandled exception filter to ensure we get crash reports from threads that are not spawned by the engine. At the moment, we only receive crashes that are routed through ReportCrash() via our structured exception handlers in WinMain() and FRunnableThreadWin::Run().

	(Also fix an exception within the exception handler, if GError has not been created yet)

Change 4025759 by Ben.Marsh

	Fix universal CRT include paths not being added to compile environment for VS2015.

Change 4026002 by Ben.Marsh

	UBT: Check the old registry locations for the Windows SDK installation directory.

Change 4026068 by Ben.Marsh

	UBT: Use the correct compiler version in the error message for not having the UCRT.

Change 4026181 by Ben.Marsh

	Fix DebugGame editor configurations not enumerating modules correctly.

	#jira UE-58153

Change 4026285 by Ben.Marsh

	UBT: Add additional logging for enumerating Windows SDKs.

Change 4026708 by Ben.Marsh

	UBT: Keep a separate list of installed Universal CRT versions to the list of Windows 10 SDK versions. It's possible to install C++ support without the Windows 10 SDK, which still includes UCRT files in Windows 10 SDK folders.

Change 4029404 by Ben.Marsh

	Remove incorrect include paths to fix CIS warnings.

Change 4031517 by Steve.Robb

	Fix for UHT errors not being clickable in the Message Log.

	#jira UE-58173

Change 4031544 by Ben.Marsh

	Fix errors building asset catalog for IOS due to modifying shared build environment.

	#jira UE-58240

Change 4032227 by Ben.Marsh

	BuildGraph: Print out a warning message when trying to submit without the -Submit argument in BuildGraph.

Change 4032262 by Ben.Marsh

	BuildGraph: Remove the need to copy files to the staging directory in BuildEditorAndTools.xml.

Change 4032288 by Ben.Marsh

	Remove UFE from the BuildEditorAndTools script.

Change 3833533 by Ben.Marsh

	Rewrite engine source files to base include paths relative to the "Public" directory. This allows reducing the number of public include paths that have to be added for engine modules.

Change 3838569 by Steve.Robb

	Algo moved up a folder.

Change 3848581 by Robert.Manuszewski

	Changing the UObjectArray to not be allocated up front but in 64K-FUObjectItem chunks. This is to fix strange OOM reports on editor startup where it's trying to allocate space for 1M+ FUObjectItems.

	#jira UE-49446

Change 3864743 by Steve.Robb

	Fix for buffer overrun when copying a context string.
	Fix for being unable to link to MallocLeakDetection.
	Fix to prefix for FMallocLeakDetection::ContextString.
	New MALLOCLEAK_SCOPED_CONTEXT macro to push/pop a context string.
	Overload for const TCHAR* added to FMallocLeakDetection::PushContext to save on redundant memory allocations.

	#jira UE-54612

Change 3865020 by Graeme.Thornton

	TBA: Changed FIELD_NAME macro to FIELD_NAME_TEXT so that FIELD_NAME can be used for non-literal name definitions

Change 3869550 by Josh.Engebretson

	New SymGen and SymUpload tasks (ShooterGame usage example)
	Example C# symbolicator (using saved crash and data router formats)
	Updates for stack walking and crash runtime xml on Windows/Mac

Change 3905453 by Steve.Robb

	USE_TUPLE_AUTO_RETURN_TYPES moved to PLATFORM_COMPILER_HAS_DECLTYPE_AUTO.

Change 3910012 by Ben.Marsh

	UGS: Show an error window and allow setting default P4 server settings if syncing UGS fails.

Change 3920044 by Graeme.Thornton

	TBA: Text asset loading

	* Added a structured archive layer to FLinkerLoad
	* Wrapped export loading in a ArchiveUObjectFromStructuredArchive
	* Updated TextAssetCommandlet to have a "loadtext" mode which will try to load every text asset in the project content
	* Changed text asset extensions to .utextasset and .utextmap. Couldn't go with the favourite .uasset.json because our various path functions (FPaths::GetCleanFilename etc.) will only strip one layer of extension, so leave a bogus filename.
	* Relaxed a few checks in structured archive where it was checking for field reentrance, which isn't a problem for loading.
	* Changed FArchiveFromStructuredArchive to not load all referenced objects at construction time. This introduced some changes to load order which don't work in the engine. Object names are resolved at the point that a reference to them is serialized from the main data block, same as with legacy archives.

Change 3921587 by Steve.Robb

	Static asserts inside ensureMsgf() macros to prevent them being passed invalid arguments or non-literal formatting strings.
	Fixes for various misuses.

	#jira UE-55681

Change 3942873 by Ben.Marsh

	UBT: Allow link time code generation on any configurations where bAllowLTCG is set to true. Microsoft platforms were previously only allowing this option in shipping; the target can decide when to enable it or not.

Change 3944629 by Graeme.Thornton

	Merging back a couple of fixes from Fortnite
	 - Extra parenthesis around some calculations in the pakprecacher
	 - Changed FChunkCacheWorker::DoSignatureCheck() back to ::CheckSignature()
	 - Added documentation for build script crypto options

Change 3945381 by Ben.Marsh

	Disable warning C4770 on Windows (partially validated enum 'xxx' used as index), which occurs when enabling LTCG. Can't find a reference online for this warning, but I suspect it's due to LTCG allowing the compiler to trace code paths where we don't validate that an enum is a known value.

Change 3968969 by Steve.Robb

	Fixes to incorrect uses of FScriptMapHelper and FScriptSetHelper, which weren't accounting for gaps in the sparse array.

Change 3969417 by Ben.Marsh

	Make Visual Studio 2017 the default compiler for UE4 projects, and add support using Visual C++ toolchains from an AutoSDKs.

	Also add support for selecting a specific toolchain version to use through the WindowsPlatform.CompilerVersion property, which can be configured via a Target.cs files or BuildConfiguration.xml (eg. <WindowsPlatform><CompilerVersion>14.13.26128</CompilerVersion></WindowsPlatform). As well as allowing a specific version number, you can always use the latest toolchain by setting it to "Latest".

Change 3972443 by Ben.Marsh

	Change build scripts to allow running any steps on non-compile workspaces. Setup Dev-Core to just use a non-compile Win64 workspace for everything.

Change 3977198 by 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.

Change 3979632 by Ben.Marsh

	Consolidate codepaths for embedding versioning information in the engine. Engine/Build/Build.version is now the authoritative place to read version information; Engine/Source/Runtime/Launch/Resources/Version.h no longer includes macros for the current branch and changelist.

	* Settings from Build.version are compiled into the (tiny) BuildSettings module via macros set in BuildSettings.build.cs, which is used to initialize version information inside the engine at runtime.
	* The IsPromotedBuild value is now set to zero by default (but set to 1 by the UpdateLocalVersion UAT command).
	* The -Licensee argument to the UpdateLocalVersion UAT command, and the IsLicenseeVersion setting for UnrealGameSync, is determined automatically by looking for the Engine/Build/NotForLicensees/EpicInternal.txt file. This path is not visible to licensees.

Change 3981738 by Ben.Marsh

	Move utility classes for filtering files and matching wildcards into DotNETUtilities.

Change 3983888 by Steve.Robb

	Warning C4868 disabled, about evaluation order of braced initializer lists.

	https://udn.unrealengine.com/questions/426081/help-with-error-c4868-braced-initializers.html

Change 3984019 by Steve.Robb

	FString::Printf formatting argument checking added.
	Vararg support for FText::Format.
	All remaining usage fixed.

Change 3985502 by Steve.Robb

	Change to TFunction debugger visualization to allow right-clicking on the [Lambda] and selecting 'Go To Source Code'.

Change 3985999 by Graeme.Thornton

	TBA: Serialize function generation for FArchive and FStructuredArchive overloads on a UObject, using UHT.
	 - Adds a restriction that UObject::Serialize() functions MUST be declared outside of any conditional compilation directives, except for WITH_EDITORONLY_DATA

Change 3986461 by Ben.Marsh

	Fixup lots of platforms not adding response files as a prerequisite.

	This can cause incremental builds to fail if input files/compile arguments change, because the action graph does not know that the response file being updated invalidates the build artifacts.

Change 3990081 by Ben.Marsh

	Remove custom output formatters for errors and warnings. These are not well supported by different executors, and cause fences between actions with the same formatter with external executors like XGE.

	Clang supports -fdiagnostics-format=msvc for all platforms, which should do a better job than our crude attempts at regexing errors (causing botched output in some cases).

Change 3996714 by Chad.Garyet

	UGSRestAPI, conversion of UGS to use it.

	#jira none

Change 4008287 by Ben.Marsh

	UBT: Change the engine to use the Windows 10 SDK by default.

	Also add support for switching between specific Windows SDK versions. The WindowsPlatform.WindowsSdkVersion property in the target rules can be used to select a desired version, which can also be configured by the <WindowsPlatform><WindowsSdkVersion>Foo</WindowsSdkVersion></WindowsPlatform> parameter in the BuildConfiguration.xml file.

	The version of Windows to target (ie. the WINVER macro) can be modified by setting WindowsPlatform.TargetWindowsVersion. The default is 0x0601 (Windows 7).

Change 4008516 by Chad.Garyet

	- Adding support for both SQLite and MsSql
	- API now reads from only MsSql, but writes to both
	- Added support for POST to CIS for badges
	- PostBadgeStatus now writes out via API Url rather than a direct connection to the DB

	#jira none

Change 4010296 by Chad.Garyet

	Moving SQLite db initilization into Application_Start.  An exception thrown creating or seeding the db will unload the entire AppDomain and all pages will return a 404.
	#jira none

Change 4024045 by Ben.Marsh

	Set the list of supported target platforms for OnlineSubsystemGameCircle.

	#jira UE-57887

Change 4031014 by Ben.Marsh

	UAT: Add a WhitelistDirectories list in DefaultEngine.ini, which allows specifying folders that can be staged despite having restricted folder names.

[CL 4034515 by Ben Marsh in Main branch]
2018-04-26 14:11:04 -04:00
Ben Marsh
95dbcb7f47 Disabling more benign PVS-Studio warnings.
#rb none
#lockdown Nick.Penwarden

[CL 3951982 by Ben Marsh in Main branch]
2018-03-17 20:46:41 -04:00
Ben Marsh
13d012685f Merging copyright update from 4.19 branch.
#rb none
#rnx
#jira

[CL 3818977 by Ben Marsh in Staging-4.19 branch]
2018-01-02 15:30:26 -05:00
Marc Audy
74f7654eb7 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main/Engine @ 3780923)
#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]
2017-12-05 21:57:41 -05:00
Bob Tellez
c3818ebea9 Merging from //UE4/Fortnite-Staging up to CL#3673800 based on CL#3664064 from //Fortnite/Main
#rb none
#lockdown Nick.Penwarden

=================================================================================================
THESE CHANGES TOUCH MULTIPLE PLATFORMS AND/OR RESTRICTED FOLDERS.
YOU MUST REVIEW THESE MANUALLY AND APPEND THEM TO THE DESCRIPTIONS FOR THE APPROPRIATE PLATFORMS.
=================================================================================================

Change 3662267 by Nick.Darnell

	Engine - Fixing a bug in GetAccurateRealTime, it wasn't subtracting GStartTime, which if you don't prevents accurate platform time when you try to store it in a float.

	#jira nojira

Change 3662176 by Ben.Marsh

	Disable image integrity report generation if a debugger is attached, and in editor builds.

	#jira FORT-55656

Change 3656958 by Luke.Thatcher

	[FORTNITE] [CONSOLE] [+] Improved frame syncing mechanism
	 - Improves input latency by allowing the game thread to sync to the swap chain flip of the previous frame.
	 - Added "r.GTSyncType" CVar to control how the game thread syncs with the rest of the pipe.
	 - r.GTSyncType 2 will sync the game thread with the flip of the swap chain, preventing the pipe from getting too long and causing excess input latency.

	Platforms are required to implement RHIWaitForFlip and RHISignalFlipEvent, and call RHIInitializeFlipTracking on RHI startup.
	A separate thread monitors the progress of frame flips and signals task graph events as they pass their corresponding frame index.
	In r.GTSyncType 2 mode, the game thread is signaled by this flip tracking thread.

	[~] Unified platform specific sync interval CVars (D3D12.SyncInterval, D3D11.SyncInterval, r.PS4FlipRate, RHI.SyncIntervalOgl) into one: rhi.SyncInterval
	 - 1 == 60Hz
	 - 2 == 30Hz
	 - 3 == 20Hz

	[-] Removed large number in XboxOneTime. Adding this arbitrary number prevents us from comparing timestamps from FPlatformTime::Seconds() and various OS callbacks (e.g. flip timings).

	#jira FORT-50803

Change 3655598 by Lukasz.Furman

	added filtering for navmesh's low height spans to fix crash on layer partitioning
	% of span reductions depends on presence of stair or roof building in navmesh tile, changed failsafes in layer code to ignore entire tile if heightfield is too complex to partition instead of reallocating memory

	#jira FORT-35375

Change 3648972 by Keith.Judge

	Add analytics to help diagnose default parameter collection buffer issue.

	+++ REMOVE ONCE CORE ISSUE IS SOLVED +++

	#jira FORT-54690

Change 3648756 by Bart.Hawthorne

	Integrate 3645298 from //UE4/Dev-Networking

	Deprecate GetNetworkObjectInfo in favor of separate FindNetworkObjectInfo and FindOrCreateNetworkObjectInfo methods.

	#jira none

Change 3643090 by Josh.Markiewicz

	#UE4 - proper handling of "pending connection lost"
	- triggered only if a connection is lost and there no "owning actor" to deal with the connection loss
	-- added Rejoin and CleanedUp states to connection to make sure that the pending connection lost delegate only fires at the appropriate time
	- delegate returns the unique id of the player if known (still possible to be unknown if connection lost after NMT_Hello)

	- changed debug output on timeout if the net connection was already in the process of being destroyed
	-- occurs when game hitches during the pending destroy 2 second wait
	-- ReceivedAcks should have been called to clean things up quietly in those 2 seconds but blocking the game thread will cause the cleanup to look like a timeout

	- added userid to UNetConnection::Describe
	- bad split screen player handling of unique id
	-- splitscreen uniqueid was overwriting the primary player id
	-- only store the id on the child connection

	- added some clarifying comments

	#review-3642816 @ryan.gerleve, @bob.tellez, @sam.zamani, @bart.hawthorne, @dave.ratti
	#jira FORT-26776

Change 3639043 by Alex.Thurman

	Fix CommonTreeView SetSelection to correctly update list navigation, and behave similarly to CommonListView's SetSelectedItem.

	#JIRA FORT-45841

Change 3632275 by Seth.Weedin

	#JIRA FORT-54203 - Add clamps to ActiveSound fade interpolation to prevent unwanted volume spikes. Remove 0.01 start time for single-fire audio cues. Should remove the sudden pops sometimes heard when firing weapons, as well as smooth out fade volume in general.

Change 3626944 by Josh.Markiewicz

	#UE4 - added "updates connection status" flag to ServiceConfigMCP
	- disable updates on Cloud and Friend services (Fortnite only)
	- removed overloaded ProcessConnectionStatus function in cloud service
	#jira FORT-53113

Change 3626226 by Stewart.Lynch

	LLM Update - Memory reductions, Summary page, enum scopes, refactor and cleanup of tags

	* Remove all static arrays and hard limits from LLM. Everything is now dynamically allocated using the internal LLM allocators. The overhead when LLM is disabled is now only 48K (was 40MB)
	* re-wrote LLMMap. Now stores an int32 index rather then pointer in the HashMap array. Also, changed the Values to be arrays for structs instead of structs of arrays. Means that the tag can be stored in a single byte. Changed the size of the allocation size from int64 to int32. All this takes the memory down from around 600MB to 100MB. It was 120 bytes per allocation, now 29 bytes.
	* changed all LLM scopes over to enums. This has a number of benefits; LLM can be enable in Test, less CPU overhead, stored in a byte (LLM overhead /= 8)
	* summary page for content creators where all lower-level stats are grouped under one Engine stat
	* renamed ELLMScopeTag enum to ELLMTag
	* renamed LLM_SCOPED_TAG_WITH_ENUM macro to LLM_SCOPE
	* removed Tracker arg from LLM_SCOPE and added LLM_PLATFORM_SCOPE macro
	* fixed GenericPlatformMallocCrash stat. Although it seems not be be used anymore
	* fixed BackupOOMMemoryPool stat (now shows in both default and platform pages)
	* added separate LLM enums for XB1, PS4 and D3D12 (PS4LLM.cpp/h etc.)
	* lots of changes adding/removing/renaming tags
	* added LLMArray and FLLMObjectAllocator classes
	* disabled asset tag tracking by default because it takes up so much memory even when not used
	* enable LLM in all non-shipping builds. In Test the on screendisplay won't show because it uses the stats system but it till still write out the csv.
	* all the stat macros have been left as they were and can be enabled on the LLM_STAT_TAGS_ENABLED define. These are needed for the asset tagging.
	* disabled LLM_TRACK_PEAK_MEMORY because there is a problem with the way it adds the peaks for multiple threads. This needs to be fixed.
	* added a CVar to control the csv write interval: LLM.LLMWriteInterval
	* added static arrays for the enum tags setup. Easier to manage and removes need for slow switch statements.
	* renamed FLLMThreadStateManager to FLLMTracker to make it consistent with the enum
	* fixed program size stat which was broken recently on PS4. This was due to initialisation order and global platform stats setup

	#jira NONE-01

Change 3622978 by Lukasz.Furman

	changed WeaponStatus BT decorator to be event driven, fixes AI trying to check ranged weapon abilities without valid weapon
	includes copy of CL# 3620700

	#jira FORT-45914
	#review-3622979 John.Abercrombie

Change 3622340 by Josh.Markiewicz

	#UE4 - playerid netconnection variable setup properly on clients and servers for both beacons and game net drivers
	- ipconnection prints uniqueid with lowleveldescribe

	#jira fort-0

Change 3621386 by Tim.Tillotson

	Add the ability to retry HTTP operations by VERB. This allows us to automatically retry cloud save PUT operations.
	#JIRA FORT-53717
	#review-3621317 @Josh.Markiewicz @Ian.Fox @Carlos.Cuello

Change 3620517 by Keith.Judge

	Xbox One - Revert iOS behaviour for the depth bias back to how it was, and make separate XB1 change use its own define to avoid confusion.

	#jira FORT-53928

Change 3620248 by Lukasz.Furman

	changed behavior of UBTTask_MoveTo.bStopOnOverlap flag after recent AcceptanceRadius fix, updated comments to be more detailed
	#jira nojira

Change 3616187 by Bob.Tellez

	#UE4 Throwing an error (for now) if you attempt to use both the malloc profiler and leak detection at the same time since it causes a deadlock.

	#JIRA UE-0

Change 3613935 by Peter.Knepley

	More logging on update launcher launching

	#jira nojira
	#robomerge rp rn

Change 3613537 by Marcus.Wassmer

	Safety asserts around the MarkPendingKill feature for rendering classes.
	#jira FORT-50385

Change 3613399 by Arne.Schober

	Extended ShowMaterialDrawEvents to enable it only in very specific passes and default enabled Depth for Fortnite on PS4 to track down a crash.
	#RB Marcus.Wassmer
	#jira FORT-53610

Change 3610794 by robomerge

	#ROBOMERGE-AUTHOR: marc.audy
	Reduce UMG class memory
	#jira UE-52043

	#ROBOMERGE-SOURCE: CL 3610792 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3610144 by Stewart.Lynch

	General LLM improvements

	* added tracking for misc task graph tasks (moves 20MB out of Untagged)
	* renamed EngineTick to EngineMisc
	* added tracking for FName
	* added tracking for GC_ProcessObjectArray potential leak
	* renamed index & vertex buffers stat to Meshes
	* added hooks for MemPro to track allocations from a single category. Currently defined out. I haven't added MemPro.cpp/h.
	* removed AVAILABLE_PHYSICAL stat from LLM csv
	* csv files now include the date in the filename
	* fixed potential threading bug when reading stat values to csv
	* made IsDebugMemoryEnabled() always return false in shipping and if not runnong on a dev-kit (PS4). The reason is that the function is a bit hacky, and should only be used for debug purposes, such as displaying the on screen warning.
	* added lots more scopes
	* started changing Stat scopes to enum scopes. Stat scopes will be phased out.
	* added tracking of FName memory
	* added llmplatform tracking for XBoxSymbols
	* added llm tracking for CPU symbol allocations (20MB)
	* wrote an allocator for XBoxOneStack reading so that it doesn't go through Malloc and get tracked by LLM.
	* added tracking for GC
	* fixed tracking for TransientMemoryAllocator
	* added tracking for networking memory
	* added more audio memory tracking
	* added tracking for blueprints
	* added tracking for static meshes
	* show on screen warning if debug memory is enabled
	* added tracking for particles
	* renamed Phys to PhysX and added more scopes
	* renamed Slate to UI and added more scopes
	* much better coverage of networking memory
	* improved coverage of audio

	#jira FORT-53420

Change 3610136 by robomerge

	#ROBOMERGE-AUTHOR: marc.audy
	Reduce size of UStaticMeshComponent by 224 bytes (cumulative, 64 bytes exclusive)
	Reduce size of UPrimitiveComponent by 176 bytes (cumulative, 64 bytes exclusive).
	Reduce size of USceneComponent by 112 bytes.
	Reduce size of FLightingChannels from 3 bytes to 1.
	Reduce size of FBodyInstance by 16 bytes.

	#jira FORT-52043

	#ROBOMERGE-SOURCE: CL 3610134 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3607937 by robomerge

	#ROBOMERGE-AUTHOR: paul.moore
	#jira FORT-53105
	- Fix websocket not providing information when the peer closes the connection.

	#ROBOMERGE-SOURCE: CL 3607933 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3607042 by Bart.Hawthorne

	Move replay.Loop functionality into the demo net driver and rename it demo.Loop

	#jira none

Change 3605448 by robomerge

	#ROBOMERGE-AUTHOR: seth.weedin
	#Athena - Pass owner to ActiveSounds created using PlaySoundAtLocation/PlaySound2D to allow "Limit to Owner" concurrency rules to work. Hook up for weapon sounds. #JIRA FORT-53180

	#ROBOMERGE-SOURCE: CL 3605443 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3604787 by robomerge

	#ROBOMERGE-AUTHOR: mike.fricker
	Initial support for hotfixing live assets from .ini files
	- This allows clients and server to patch certain assets in memory whenever .ini file hotfixes are downloaded
	- Only CurveTables and DataTables are supported for now
	- The new asset content must be in Json format, the same format the editor uses for importing
	- Assets that are hotfixed will be synchronously loaded if they're not already in memory.  They'll be retained in memory afterwards.
	- IMPORTANT: Json data must be supplied on a single line, and all double quotes must be escaped!

	- The changes must go in the Game.ini file and use the following syntax:

	          [AssetHotfix]
	          +CurveTable=("/Game/Folder/MyCurveTable","[{\"Name\":\"Default\"}]")
	          +DataTable=("/Game/Folder2/MyDataTable","[{\"Name\":\"Foo\"}]")

	#jira FORT-52099
	[CODEREVIEW] frank.gigliotti
	[FYI] peter.knepley,bob.tellez

	#ROBOMERGE-SOURCE: CL 3604784 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3602067 by robomerge

	#ROBOMERGE-AUTHOR: mike.fricker
	Loading time improvements
	- This shaves off up to 10 seconds of load time on PS4 in Athena

	Details:
	- Fixed multiple sub-levels not being able to be enqueued for loading in a single client frame.  Athena has ~300 sub-levels, so this ended up wasting up many seconds.
	- Fixed 3D world being rendered while loading (frees up game thread cycles for throttled streaming)
	- UWorld::AllowLevelLoadRequests() was not allowing load requests to go through while an async load was in progress and the match had started.  It now allows this as long as the world isn't being rendered (loading screen.)
	- Eliminated extra 2 second delay before loading screen is dismissed (in Athena only)

	- Note:  A side effect of this change is that the progress bar may not update as smoothly on loading screen.  We'll look at tuning the throttle settings if it ends up being a problem.

	[CODEREVIEW] ori.cohen
	#jira AT-1477

	#ROBOMERGE-SOURCE: CL 3602061 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3601951 by Luke.Thatcher

	[FORTNITE] [PS4] [!] Fix memory stats in the old PS4 memory system
	 - Physical memory stat now includes garlic and onion allocations. CPU OOMs will result in "AvailablePhysical" being close to 0.
	 - Added garlic, onion and defrag stats to the platform memory stats struct.
	 - Added fixed pool sizes to platform memory stats.
	 - Modified the Fortnite heartbeat logging to include extra details of PS4 fixed sized pools.

	#jira FORT-52910

Change 3600340 by robomerge

	#ROBOMERGE-AUTHOR: wes.hunt
	All Fort analytics events now contain a GameState attribute indicating the active GameState ClassName when the event is sent.

	Added some new context to crashreporter to help identify Athena matches near and long term.
	* Near Term: GameNameSuffix - set via FCoreDelegates::CrashOverrideParamsChanged
	  * Added bools to the params to indicate WHICH ones are changing
	  * Allows you to set only some values, and clear them out.
	  * Hooked up in FortGameState::PostInitializeComponents.
	  * FortGameState clears it (for returning to main menu).
	  * FortGameStateAthena sets it (for going into an Athena match).
	  * Only does this when it's a true GameMode GameState instance (ie, not PIE) so PIE crashes aren't modified.
	* Long Term: GameStateName - set via FCoreDelegates::GameStateClassChanged.
	  * This works for ANY crash on ANY game.
	  * Hooked up in GameState::HandleMatchIsWaitingToStart.

	#jira AT-1457
	#jira AT-519
	[CODEREVIEW] peter.knepley,josh.markiewicz

	#ROBOMERGE-SOURCE: CL 3600278 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3597593 by Ben.Zeigler

	#jira FORT-50722
	Fix issues where AssetBundles weren't being correctly updated during cook, which is blocking both Noland and Abercrombie
	Partial copy of CL #3402335 and #3526538
	#robomerge rp, rn

Change 3597577 by Luke.Thatcher

	[FORTNITE] [PS4] [~] Modified the way memory is allocated on Playstation to make more memory available to the CPU.
	 - Previously the amount of texture memory wasn╞t fixed due to the way the defrag memory is allocated on PS4. This meant we had to have a significant amount of slack.
	 - With the new configuration, we have a guaranteed texture memory pool, so the slack can be significantly smaller, meaning we can give more memory to the CPU, which is where most of our memory pressure is.

	#jira FORT-50825
	#jira FORT-49688
	#jira FORT-49695
	#jira FORT-50054

Change 3596556 by robomerge

	#ROBOMERGE-AUTHOR: mike.fricker
	Enable GC clustering for actors and blueprints in Fortnite
	- This shaves off about 10 ms on GC frames in Athena on PS4 (~52 ms -> 42 ms)
	- Clustering doesn't work on building actors because they're very dynamic, but general Fort static meshes and blueprints are clustered!
	- This gets us into the realm of shippability on console for very large UObject counts

	[FYI] bob.tellez,peter.knepley,michael.noland
	#jira AT-1440

	#ROBOMERGE-SOURCE: CL 3596552 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3593994 by robomerge

	#ROBOMERGE-AUTHOR: mike.fricker
	Force largest distance field atlas size in Athena
	- We now force the largest distance field atlas size before preloading Athena content (512x512x1024 = 256 MB).  This helps with load times because it's expensive to re-create this texture on consoles, and typically it gets resized over a dozen times.
	- Added new CVar "r.DistanceFields.ForceMaxAtlasSize" (defaults to zero)
	- Important:  Currently we never "reset" this atlas texture.  This will be a problem when going back to play Campaigns after preloading to play Athena.  I will look into this soon!

	[CODEREVIEW] peter.knepley,marcus.wassmer,michael.noland,daniel.wright
	#jira AT-1477

	#ROBOMERGE-SOURCE: CL 3593992 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3592096 by robomerge

	#ROBOMERGE-AUTHOR: ben.salem
	Prototype of gauntlet memory soak test. Not fully fiinished, but want changes in tonight's cook so we can experiment on cooked build tomorrow morning.
	#jira FORT-0

	#ROBOMERGE-SOURCE: CL 3592025 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3592085 by robomerge

	#ROBOMERGE-AUTHOR: mike.fricker
	HLOD: Added support for a fixed distance override via CVar
	- Use this to force all HLODs to transition at a specific distance, regardless of their TransitionSize/MinDrawDistance/LODDrawDistance
	- New CVar:  r.HLOD.DistanceOverride (defaults to 0)
	- Fortnite uses 350m for this distance, fornow

	[CODEREVIEW] jurre.debaare
	#jira AT-1462

	#ROBOMERGE-SOURCE: CL 3591929 in //Fortnite/Release-Prep/...
	#ROBOMERGE-BOT: FORTNITE (Release-Prep -> Main)

Change 3587391 by Michael.Noland

	Fortnite: Lots of memory tracking stuff
	- Added memory logging to game state transitions and overall health tracking for the entire session
	- Added support for Gauntlet-based tests to Fortnite
	- Enabled the Gauntlet plugin (and fixed spaces instead of tabs in the .uproject file)
	- Added code to set gauntlet state based on the current subclass of AFortGameState
	- Added a base controller and a memory report controller (WIP, ported from equivalents in Paragon)
	- Updated FortniteClient to use MALLOC_LEAKDETECTION=1, PLATFORM_USES_FIXED_GMalloc_CLASS=0, and AllowASLRInShipping=false in Development builds (may enable them in Test builds in a future CL, to match Paragon)

	#jira FORT-50567

Change 3583307 by Peter.Knepley

	Need non-jittered ViewToClip matrix in order to do "after tonemapper" postprocess blendable material that's positioned in view space

	Modify the AttachScope material function to use "ViewSpaceTransformToClipSpace" instead of going back to world space first. This also means it can utilitize the ViewToClipNoAA matrix.

	#jira AT-733

Change 3582378 by Luke.Thatcher

	[FORTNITE] [~] Unify Xbox and PS4 scalability settings and device profiles.
	 - All Xbox and PS4 r. CVars are overriden in their platform's Scalability.ini file. The device profile only selects sg. groups.
	 - Fixed the Neo 4K profile for Fortnite. Previously players with 4K monitors would choose the Neo_4K profile, which looks worse than Neo, but still renders at 1080p.
	 - Console specific settings have to live in the Base/Default .ini's, as the cooker doesn't load the console specific files. This is fixed in UE4 Main.

	#jira FORT-50206

Change 3580934 by Luke.Thatcher

	[FORTNITE] [PS4] [+] Support different garlic and onion heap sizes in the old memory system for base and neo.
	 - Neo has 512 MB more direct memory than a base kit.
	 - Increased the garlic heap size by 416 MB on Neo, and CPU heap by 96 MB.

	#jira FORT-50206

Change 3576664 by Bart.Hawthorne

	Re-enable Oodle and add Mac implementation. Also includes fixed oodle libraries by MichaelT.

	#jira FORT-49986

	#tests Connected to PC server with editor -game build on Mac in Athena

Change 3575671 by Nick.Darnell

	Athena - The gameplay ability system now supports adding Gameplay Cue's with params.  Now using cues instead of gameplay effects in order to notify when the bandaging/shielding begin and end.  THe new method should properly show and disappear on time, b/c it's all client side.  Added a way in the Athena Context to easily hook gameplay "UI" cues that are rebroadcast from the Athena Pawn.

	#jira AT-644

Change 3575534 by Peter.Knepley

	Ability montage replication optimizations

	#jira AT-955

Change 3573305 by Lukasz.Furman

	disabled path section update when crowd simulated AI is moving through navlink, fixed AI getting stuck in some corners
	#jira FORT-49748

Change 3566775 by John.Abercrombie

	Optimizations from Dev-Athena
	- Tested with PIE & and 2 Player local server game

	#ue4-athena - (merge CLs 3345771 and 3363030 from Framework) - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager].

	For Fortnite, set unthrottled (<= 10 player) limit to 60Hz (from 90Hz), and trying throttled at 30Hz (from 45Hz).
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545535 by Zak.Middleton on 2017/07/19 20:15:17.

	#ue4-athena - (merge CL 3377054 from Framework) -  Fix CharacterMovementComponent updated with very high delta time on server when initially joining. Make sure the ServerTimeStamp is initialized to current world time rather than zero to prevent large delta.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545452 by Zak.Middleton on 2017/07/19 18:57:45.

	#athena - If network smoothing mode is not linear, don't replicate ReplicatedServerLastTransformUpdateTimeStamp. Only AI use linear smoothing in FN.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3545559 by Zak.Middleton on 2017/07/19 20:47:18.

	#ue4-athena - Converted all RPCs on UCharacterMovementComponent to be on ACharacter instead, to avoid the bandwidth overhead of calling RPCs on a component.
	Existing overrides of _Implementation and _Validate functions should remain unchanged. If for some reason someone overrode the old RPC virtuals, those are now non-virtual on UCharacterMovementComponent but are still virtual on ACharacter.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3557564 by Zak.Middleton on 2017/07/26 20:13:43.

	#ue4-athena - Throttle character movement server corrections and acks to the client based on time since last adjustment. Cuts down on network traffic for character movement.
	Added configurable settings to control this. Set times to zero to disable this.
	- NetworkMinTimeBetweenClientAckGoodMove
	- NetworkMinTimeBetweenClientAdjustments
	- NetworkMinTimeBetweenClientAdjustmentsLargeCorrection
	- NetworkLargeClientCorrectionDistance

	#ue4-athena - Perf: (EditMerge CL 3492200 from Dev-Framework): Always reset the input array in AActor::GetComponents(), but do so without affecting allocated size.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561669 by Zak.Middleton on 2017/07/28 14:16:19.

	#ue4-athena - Perf: (EditMerge CL 3468253 from Dev-AnimPhys): Remove the need for calling constructors for physx PxRaycastHit in the dynamic hit result buffer. Saves 30% of the cost of doing small raycasts.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561672 by Zak.Middleton on 2017/07/28 14:17:12.

	#ue4-athena - Perf: (EditMerge CL 3359553 from Dev-Framework): Optimization in CharacterMovement tick to not extract transform values twice.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561674 by Zak.Middleton on 2017/07/28 14:18:04.

	#ue4-athena - Perf: (EditMerge CL 3426174 from Dev-Framework): Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561709 by Zak.Middleton on 2017/07/28 14:32:11.

	#ue4-athena - Perf: (EditMerge CL 3382054 from Dev-Framework): Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3561856 by Zak.Middleton on 2017/07/28 15:11:57.

	#ue4-athena - Use less bandwidth for CharacterMovement RPCs when the character is not standing on any component (ie during jumps and falling). Added separate "...NoBase()" versions of ServerMove() and ServerMoveDual().
	Undid part of 3557564 and restored the CMC functions to be virtual, and removed virtual keyword from matching Character functions, so that overrides are in one consistent place. Also guarantees backwards compat for licensees.
	#AUTOMERGE using branch //Fortnite/Main-To-//Fortnite/Dev-Athena (reversed) of change#3564858 by Zak.Middleton on 2017/07/31 15:24:39.

	#jira Fort-1

Change 3562825 by Chris.Gagnon

	Added CommonCustomNavigation Widget, this widget can be used to capture navigation requests to handle in custom ways.

	#jira FORT-0

Change 3562098 by Josh.Markiewicz

	#UE4 Encryption token/ack changes
	- moved encryption token request/ack to delegates
	- moved FNetworkNotify to NetworkDelegates.h
	- moved connection logic out of GameInstance and back into networking code
	-- GameInstance sends an enum and the network code does the right thing based on that

	#review-3559694 @ryan.gerleve
	#tests PC dedicated server connections golden path and forced failures
	#jira FORT-0

Change 3559354 by Luke.Thatcher

	[FORTNITE] [PS4] [^] Merging (as edit)  support for setting flip rate on PS4 (CLs 3555687 and 3558843) from //Fortnite/Dev-Athena/... to //Fortnite/Main/...
	 - Allowed rates are now 60Hz, 30Hz and 20Hz.
	 - Exposed by r.PS4FlipRate CVar, set to 60Hz by default. Requires r.Vsync 1.

	#jira FORT-49463

Change 3532644 by Jeff.Campeau

	Fix mapping current culture to movie audio channels using data table to map languages to track indices.
	Don't rewind cinematics (they all start from the begining because we load them and play them once). Seeks cause us to have to redecode video frames at a large perf cost.
	Delay cutscene playback by 0.5 seconds to give us time to build up a buffer of decoded video. (Temporary workaround for audio/video sync).
	Generic implementation for getting current languages in BP.
	Fix more issues with calling into media source functionality when using the source reader (potential hangs).

	#jira FORT-44376,FORT-48209,FORT-48040

	#testedon Preflight from last night combined with Bob's changes from today clear all known issues. This change tested on Xbox and PC multiple times each.

Change 3527761 by Chris.Gagnon

	Fixed various issues in the widget switcher, also added Advanced calls that allow the user to specify if activation/deactivation should occur.

	#jira FORT-47988, FORT-47984

Change 3525390 by Jeff.Campeau

	Remove media player log spam

	#jira FORT-47393

	#testedon compiled client

Change 3518692 by Chris.Gagnon

	Added CleanOperation Adding which will remove unneeded op combinations from the op queue.
	Also added the ability to suspend starting operation queue processing to allow complex operations to accumulate and in turn allow the Clean Op adding code to be effective.

	GameFeedback, and the widget switcer utilize this to avoid unnesacary activations of a screen that is immediately being deactivated.

	Root issue of the mentioned bug is that activation of the quest screen created a latent navigation du to the deferal of scrolling into view.
	This is still an issue in general, there isn't much we can do about it. Other than avoid activating a panel that will deactivated that frame as we did with the code changes in this CL.

	#jira FORT-47395

Change 3514658 by Jeff.Campeau

	Fixed a media player threading issue where the OnMediaOpened event could be called before the media Init script completed.
	Moved the event Cinematic used when setting up and playing media after media file load to use a delayed event from the MovieWidget so that it will always happen after the movie widget processing.
	Fixed an issue that could cause samples to leak in MfMedia plugin and cause ReadSample to lockup.
	Fixed an issue where a default texture is displayed for movies before the movie starts playing (the player may be active before the first frame of the video is decoded). Default is now all black as it is expected that this texture will be displayed for several frames.

	#jira FORT-46801
	#testedon Xbox through rocket launch cinematic including vintertip for stairs, skill tree nodes, and victory result video

Change 3507896 by Ryan.Gerleve

	Changed the net.UseEncryptionToken to be more useful and renamed it to net.AllowEncryption.
	This cvar, if 0, will prevent the PacketHandler from adding the configured encryption component, and prevent UPendingNetGame and AOnlineBeaconClient from filling out the EncryptionToken parameter of NMT_Hello - which prevents the extra encryption handshake connection step.

	#jira FORT-46878
	#review-3507897 @josh.markiewicz

Change 3503928 by Ryan.Gerleve

	Add safety checks around some of the encryption functionality. Fixes a server crash seen during load testing.

	#jira FORT-46772
	#review-3503929 bob.tellez
	#robomerge ReleaseNext

[CL 3673993 by Bob Tellez in Main branch]
2017-09-30 03:42:01 -04:00
Ben Zeigler
15e82e0d29 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //UE4/Fortnite-Staging @ 3503438)
#lockdown Nick.Penwarden
#rb None

[CL 3503486 by Ben Zeigler in Main branch]
2017-06-21 17:09:40 -04:00
Marc Audy
22f58737f9 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3431384)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3252833 on 2017/01/10 by Ori.Cohen

	Refactor constraint so that it can be used for external solvers. (Copying //Tasks/UE4/Dev-ImmediateModePhysics to Dev-Framework (//UE4/Dev-Framework))

Change 3256288 on 2017/01/12 by Ori.Cohen

	Undo constraint refactor as we found a way around it and it made the code much harder to read/debug

Change 3373195 on 2017/03/30 by Mike.Beach

	For nativization, changing it so we key off of the target platform-info struct instead of the platform (in preparation for defining the nativized plugin's platform whitelist).

Change 3381178 on 2017/04/05 by Dan.Oconnor

	Make sure we don't inherit the NATIVE func flag when generating skeleton functions, also make sure all bojects outer'd to the skeleton class are marked transient
	#jira UE-43616

Change 3381532 on 2017/04/05 by Marc.Audy

	(4.16) Fix various cases where built lighting on child actors could be lost when loading a level
	#jira UE-43553

Change 3381586 on 2017/04/05 by Mike.Beach

	Now generating TArrayCaster conversions for nativized UClass arrays that need it (to handle different TSubclassOf arrays).

	#jira UE-42676, UE-43257

Change 3381682 on 2017/04/05 by mason.seay

	Some more changes to test map

Change 3381844 on 2017/04/05 by Dan.Oconnor

	Match existing logic for CPF_ReturnParm/CPF_OutParm. Fixes compilation error in BP_TurbineBlades when using compilation manager

Change 3382054 on 2017/04/05 by Zak.Middleton

	#ue4 - Optimize CharacterMovementComponent::GetPredictionData_Client_Character() and GetPredictionData_Server_Character() to remove virtual calls.

	#jira UE-30998

Change 3382703 on 2017/04/06 by Lukasz.Furman

	fixed missing links between navmesh polys when there are more than 4 neighbor connections
	#jira UE-43524

Change 3383357 on 2017/04/06 by Marc.Audy

	(4.16) Make SetHiddenInGame propagate consistently with SetVisibility
	#jira UE-43709

Change 3383359 on 2017/04/06 by Dan.Oconnor

	Fix last errant SKEL reference when cooking Odin

Change 3383591 on 2017/04/06 by Mike.Beach

	Prevent users from setting object variables as 'config' properties (disallowed by UHT). This prevents some errors that could happen later when users nativize the Blueprint.

	#jira UE-42085

Change 3384762 on 2017/04/07 by Zak.Middleton

	#ue4 - Fix SpringArmComponent not restoring relative transform when bUsePawnControlRotation is turned off. Fixes the editor interaction ignoring transform of the component in the viewport after bUsePawnControlRotation is toggled on then off, since by then the world transform had been overwritten (from tick in editor) and nothing would drive transform changes from the editable value.

	Toggling bUsePawnControlRotation off at runtime now restores the rotation to the initial relative rotation, not stomping it with the current pawn rotation, allowing toggling between the editable/desired base rotation and the control rotation.

	#jira UE-24850

Change 3384948 on 2017/04/07 by Dan.Oconnor

	Prevent GForceDisableBlueprintCompileOnLoad from causing all sorts of badness when dependencies are loaded as part of a Diff operation. Instead of setting a global flag we flag the package as LOAD_DisableCompileOnLoad

Change 3385267 on 2017/04/07 by Michael.Noland

	Graph Editing: Pushed some node diffing code down from UAIGraphNode into UEdGraphNode so nodes with details panel properties will diff correctly (e.g., various animation nodes and BP switch nodes)

	#jira UE-21724

Change 3385473 on 2017/04/07 by Phillip.Kavan

	#jira UE-43067 - Fix broken pin wires after an Expand Node operation, along with some misc. cleanup.

	Change summary:
	- Fixed to use correct string for "Expand Node" transaction name.
	- Modified FBlueprintEditor::OnExpandNodes() to consolidate some redundant code.
	- Fixed to generate a unique node GUID for cases where the source graph is not removed after expansion.

Change 3385583 on 2017/04/07 by Dan.Oconnor

	Handle CreatePropertyOnScope nullptr return values (happens for structs missing a struct property)

	#jira UE-43746

Change 3386581 on 2017/04/10 by Michael.Noland

	Blueprints: Further hardening FBlueprintActionInfo::GetOwnerClass()
	#jira UE-43824

Change 3386615 on 2017/04/10 by Marc.Audy

	Instanced properties can now properly be set on a per-instance basis in blueprint added components.
	#jira UE-42066

Change 3387000 on 2017/04/10 by Marc.Audy

	Fix includes for CIS

Change 3387229 on 2017/04/10 by mason.seay

	More changes to TM-Gameplay

	Added Save Game test (with blueprint)

	Tick Interval test (with blueprint)

	BP logic cleanup

	Level organization

Change 3388437 on 2017/04/11 by Mike.Beach

	Adding support for map/set literals in the backend (so you can use set nodes for structs containing sets/maps, without having to connect a RHS input - resets to struct defaults).

	#jira UE-42617

Change 3388532 on 2017/04/11 by mason.seay

	Submitting latest changes for crash repro

Change 3389026 on 2017/04/11 by Ben.Zeigler

	Performance and bug fixes for incremetal cooking with asset registry, duplicate of several changes made on //Fortnite/Main
	Fix it so AssetRegistry.ScanPathsAndFilesSynchronous won't scan subdirectories inside already scanned directories, this cuts down on the number of cache files
	Fix 2 second stall when shutting down AssetSourceFilenameCache if it had never been previously created

Change 3389163 on 2017/04/11 by Ben.Zeigler

	#jira UE-42922 Fix it so connecting function input node output pins does not clear default value, we only want to clear the value when connecting an input pin. Properly testing this fix depends on UE-43883

Change 3389205 on 2017/04/11 by Marc.Audy

	Protect against a handful of GEditor usages that can now be hit in standalone

Change 3389220 on 2017/04/11 by Marc.Audy

	Don't borrow ClassWithin to masquerade as ParentClass during compilation and instead just set the super struct immediately

Change 3389222 on 2017/04/11 by Michael.Noland

	Framework: Adding a cvar (t.TickComponentLatentActionsWithTheComponent) to allow users to revert to the old behavior on when component latent actions tick
	- Non-zero values behave the same way as actors do, ticking pending latent action when the component ticks, instead of later on in the frame (default behavior in 4.16 and beyond)
	- Prior to 4.16, components behaved as if the value were 0, which meant their latent actions behaved differently to actors

	This CVar will be removed in a future version, defaulting to on

	#jira UE-43661

Change 3389276 on 2017/04/11 by Marc.Audy

	Spelling fix and NULL to nullptr

Change 3389303 on 2017/04/11 by Mieszko.Zielinski

	Made sure AIController::Posses doesn't get called when compiling Pawn BP #UE4

	#jira UE-43873

Change 3390215 on 2017/04/12 by mason.seay

	Removed some tests, will need further review

Change 3390638 on 2017/04/12 by Mike.Beach

	Generalizing the omission of the CoerceProperty (in EmitTerm) - previously we were only omitting properties for our custom array lib. For wildcards, a coerce property should not be used as its type will not match.

	NOTE: There is a slight behavior change in UEdGraphSchema_K2::ConvertPropertyToPinType(), as it will return 'wildcard' for params marked as 'ArrayTypeDependentParams' (previously would have returned 'int').

	#jira UE-42747

Change 3390774 on 2017/04/12 by Ben.Zeigler

	#jira UE-43911 Fix several issues with saving a runtime asset registry containing redirectors that caused crashes in cook on the fly. Don't resolve redirectors on incoming links because it will make a circular link, and fix an issue where chained redirectors would break the for loop iteration and return a bad dependency
	Fix it so the asset registry written out at the beginning of CookOnTheFly uses the registry generator, otherwise it will include all of the stripped editor only tags

Change 3390778 on 2017/04/12 by Ben.Zeigler

	Fix UCookOnTheFlyServer::CollectFilesToCook to check for initial unsolicited packages up front. This is required in iterative mode because it may skip cooking all explicit packages and thus miss a new startup loaded package

Change 3390782 on 2017/04/12 by Ben.Zeigler

	Change RunProjectCommand to not imply -nomcp, and allow reading -clientcmdline to override setting the map parameter to 127.0.0.1 by default
	Fix RunProjectCommand to remove ios-specific checks to not pass weird platform parameters, and instead never pass them
	Fix PS4Platform to pass along command line when calling build cook run, args needs to be the last parameter so explicitly set -target=

Change 3390859 on 2017/04/12 by Mike.Beach

	T3D class fields now export with the class's fully qualified path name (to avoid abiguity). Since we can have multiple classes with the same name (Blueprints in different folders), we have to use the class's fully qualified object path.

	#jira UE-28048

Change 3390914 on 2017/04/12 by Lukasz.Furman

	fixed missing navlink component's transform in exported navigation data
	#jira  UE-43688

Change 3391122 on 2017/04/12 by Ben.Zeigler

	Add new PreloadPrimaryAssets call to AssetManager that stream the desired assets without modifying the official load/unload state. This is useful if you want to preload things in case the might be used in the future, and it also supports recursion
	Fix crash calling GetAssetDataForPath with null path

Change 3391494 on 2017/04/12 by Dan.Oconnor

	Fix bad references in deep object (widget) hierarchies

	#jira UE-43802

Change 3391529 on 2017/04/12 by Dan.Oconnor

	Fix log spam, accidently submitted

	#rnx

Change 3391756 on 2017/04/12 by Dan.Oconnor

	LinkExternalDependencies needs to be performed before we RefreshVariables

	#jira UE-43843

Change 3392542 on 2017/04/13 by Marc.Audy

	Ensure that initialized actors get cleaned up when removed from world even if that world hasn't begun play.
	#jira UE-43879

Change 3392746 on 2017/04/13 by Marc.Audy

	(4.16) When duplicating a blueprint node, correctly make the new node a sibling of the duplicated node, not a child of it (unless duplicating the root component).
	Also resets scale of a duplicated root component to 1 to avoid a squaring of the scale for that component.
	#jira UE-40218
	#jira UE-42086

Change 3393253 on 2017/04/13 by Dan.Oconnor

	Make sure calculated meta data is correctly set on functions generated by the compilation manager (SKEL_ class functions)

	#jira UE-43883

Change 3393509 on 2017/04/13 by Mike.Beach

	Removing hack'ish ResetLoaders() call that was causing undesired side-effects (resetting of a loaded package that other objects were relying on). This was originally intended to release file handles so separate editor processes could make updates and save the file (from CL 1712376). Using ResetLoaders() for this is bad though, as it has too many side effects. Instead we have to wait for GC to run. This also makes sure that GC should run as intended as the CookOnTheFly sever is idling.

	#jira UE-37284

Change 3394350 on 2017/04/14 by Michael.Noland

	Core: Making FDateTime and FTimespan actually reflected, so they get duplicated properly in CopyPropertiesForUnrelatedObjects, etc...
	#jira UE-39921

Change 3395985 on 2017/04/17 by Phillip.Kavan

	#jira UE-38280 - Fix invalid custom type selections on member fields in the User-Defined Structure Editor after a reload.

	Change summary:
	- Ensure that the 'SubCategoryObject' member in a UDS variable descriptor has been loaded when converting to an FEdGraphPinType.

Change 3396152 on 2017/04/17 by Marc.Audy

	TickableGameObjects that have IsTickableInEditor false should not tick in the editor
	#jira UE-40421

Change 3396279 on 2017/04/17 by Phillip.Kavan

	#jira UE-43968 - Fix failed validation of bitmask enum types when serializing bitmask literal nodes.

Change 3396299 on 2017/04/17 by Dan.Oconnor

	Fix resintancing issues exposed by running TM-Gameplay with -game. We cannot reinstance actors in levels on load because the scene is not created.

	#jira UE-43859

Change 3396712 on 2017/04/17 by Marc.Audy

	Call PostLoad on subobjects before copying for unrelated properties to avoid cases where an out of date object patched over in the linker has not been brought up to date
	#jira UE-38234

Change 3396718 on 2017/04/17 by Mike.Beach

	Adding a search bar to the components tree for Blueprints.

	#epicfriday
	#jira UE-17620

Change 3396999 on 2017/04/17 by Mike.Beach

	In generated code, call event '_Implementation' functions directly for interface functions being invoked on self (avoids a UHT runtime error).

	#jira UE-44018

Change 3397700 on 2017/04/18 by Marc.Audy

	UT struct BlueprintType fixups

Change 3397701 on 2017/04/18 by Marc.Audy

	Odin struct BlueprintType fixups

Change 3397703 on 2017/04/18 by Marc.Audy

	Ocean struct BlueprintType fixups

Change 3397704 on 2017/04/18 by Marc.Audy

	WEX struct BlueprintType fixups

Change 3397705 on 2017/04/18 by Marc.Audy

	Additional UT blueprint type struct fixups

Change 3397706 on 2017/04/18 by Marc.Audy

	Fortnite struct BlueprintType fixups

Change 3397708 on 2017/04/18 by Marc.Audy

	Fixup Engine BlueprintType markup of structs

Change 3397709 on 2017/04/18 by Marc.Audy

	Sample Game struct BlueprintType fixups

Change 3397711 on 2017/04/18 by Marc.Audy

	Mark AnimNodes as BlueprintType and BlueprintInternalUseOnly

Change 3397712 on 2017/04/18 by Marc.Audy

	Paragon struct BlueprintType fixups

Change 3397735 on 2017/04/18 by Marc.Audy

	Definition pieces of BlueprintInternalUseOnly to fix UHT errors with structs already marked to use it

Change 3397912 on 2017/04/18 by Mike.Beach

	Fix for CIS warnings about shadowed variables (fallout from CL 3396718).

Change 3398455 on 2017/04/18 by Marc.Audy

	Make less critical errors log an error rather than immediately throwing allowing multiple errors to be reported in the same compile

Change 3398491 on 2017/04/18 by Marc.Audy

	BPRW/BPRO in a non-BlueprintType is now a UHT error

Change 3398539 on 2017/04/18 by Marc.Audy

	Fixup live link struct markups

Change 3399412 on 2017/04/19 by Marc.Audy

	Fix Match3 blueprint type struct markups

Change 3399509 on 2017/04/19 by Phillip.Kavan

	#jira UE-38574 - Fix AnimBlueprint function graphs marked as 'const' to treat 'self' as read-only when compiling.

	Change summary:
	- Modified FKismetCompilerContext::ProcessOneFunctionGraph() to use the function graph schema rather than the compiler context schema for both the function context's schema as well as testing the function for 'const'-ness. For AnimBPs, the compiler context and the function graph context can differ, so we need to make sure we are using the right one when making queries for a specific function context during compilation.
	- Minor cleanup: changed the function context schema to be 'const' in order to be consistent with the function graph GetSchema() API's result. Added a few 'const' qualifiers where needed to match.
	- Added a new object version in order to avoid breaking compilation of existing AnimBP function graphs that may already be violating the 'const' rule (this is the same thing that was done when 'const' was first added to "normal" BP function graphs). Just as with normal function graphs in place before the addition, a warning will be generated for existing AnimBP function graphs if they violate 'const' correctness, and an error will be generated for all new ones.

Change 3399749 on 2017/04/19 by Mike.Beach

	Hiding the Nativized Blueprints plugin from the in-editor browser (prevent users from disabling it).

Change 3399774 on 2017/04/19 by Marc.Audy

	ConditionalPostLoad is already called on StaticMesh earlier in the function

	#rnx

Change 3400313 on 2017/04/19 by Mike.Beach

	Mirroring CL 3398673 from 4.16

	Now, with ICWYU, making sure that the coresponding header gets included first in nativized Blueprint files (else we get a UHT error). Had to fixup some ShooterGame specific files as a result (they had missing includes and forward declarations).

	#jira UE-44124

Change 3400328 on 2017/04/19 by Mike.Beach

	Missing file from mirrored change (CL 3400313 - mirroring CL 3398673 from 4.16)

	#jira UE-44124

Change 3400415 on 2017/04/19 by Chad.Garyet

	adding physx switch build to framework

Change 3400514 on 2017/04/19 by Mike.Beach

	Back out changelist 3400313 / 3400328 (mirrored from CL 3398673 in 4.16), as it was producing "include PCH first" errors. Likely, CL 3398673 was a fix for a 4.16 specific change, altering the expected include order. We'll have to wait for this one to be integrated back.

Change 3400552 on 2017/04/19 by Marc.Audy

	Undo the calling of post load prior to the CPFUO as dependent objects may not yet be loaded. Instead copy the need load flag to the new CDO subobject, similarly to how the top level CDO object copies its flags over.
	#jira UE-44150

Change 3400815 on 2017/04/19 by Marc.Audy

	Spelling fix (part of PR #3490)

	#rnx

Change 3400918 on 2017/04/19 by Marc.Audy

	Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)
	This portion brings in the exposure of the bindings to blueprint
	#jira UE-44122

Change 3401550 on 2017/04/20 by Marc.Audy

	fix kitedemo blueprint type markup

	#rnx

Change 3401702 on 2017/04/20 by Mike.Beach

	Make it so plugins added to a project through the .uproject's 'AdditionalPluginDirectories' list get folded into the generated code project (for visual studio, etc.).

Change 3401720 on 2017/04/20 by Mike.Beach

	Add white and black lists for target type (game, client, server, etc.) to plugin module descriptors.

Change 3401725 on 2017/04/20 by Mike.Beach

	Whitelisting the nativized Blueprint plugin for only the targets it was built for (game, server, or client).

Change 3401800 on 2017/04/20 by Ben.Zeigler

	Add Algo::BinarySearch, LowerBound, and UpperBound. These are setup to allow binary searching a presorted array, and allow for specifying projection and sort predicates. Convert some engine code to use it
	Add TSortedMap, which is a map data structure that has the same API as TMap, but is backed by a sorted array. It uses half the memory and performance is faster below n=10
	Add FName::CompareIndexes so a SortedMap with FNames can be used without doing very slow string compares, and FNameSortIndexes predicate to sort by it
	Add code to Algo and Container tests. Split up container tests so the new ones aren't run in smoketest as they are a bit slow
	Add RemoveCurrent and SetToEnd to ArrayIterator

Change 3401849 on 2017/04/20 by Marc.Audy

	Partial pull of PR #3490: Improved remapping game controls support (Contributed by projectgheist)

	This portion brings bug fixes and improvements to InputKeySelector UMG widgets.
	#jira UE-44122

Change 3402088 on 2017/04/20 by Marc.Audy

	Focus the search box when expanding the map value type
	#jira UE-44211

Change 3402251 on 2017/04/20 by Ben.Zeigler

	Fix issue where SortedMap needs to be resorted after serialization, because the sorting may have changed from when it was saved out

Change 3402335 on 2017/04/20 by Ben.Zeigler

	Significant changes to FAssetData serialization and memory, cuts memory significantly but will break code that was using some of the internal API that was not properly hidden before
	Both Editor and Runtime cache now use the same FAssetRegistryVersion, which is now registered as a custom version
	Rename FAssetData and FAssetPackage operator<< to SerializeForCache to make it clear that it isn't safe to use for general serialization
	Remove GroupNames from FAssetData, it has not been useful since the UE4 package structure changed around 4.0
	Rename generic-sounding but not actually generic SharedMapView class to AssetDataTagMapSharedView to indicate what it is actually used for
	Change TagsAndValues to use a new array-backed TSortedMap as the base structure instead of a hash map. Also, it only allocates the map on demand, which saves significant memory at runtime as many packages have no tags
	Add bFilterAssetDataWithNoTags to [AssetRegistry] ini section, if set it will only save cooked asset data if it has tags, off by default but saves significant memory if your whitelist is set up properly
	Fix issue where asset registry tags updated by loading assets during cook were not being reflected in the cooked registry
	Add AssetRegistry::GetAllocatedSize and add to MemReport output

Change 3402457 on 2017/04/20 by Ben.Zeigler

	Enable asset registry iteration and stripping unused asset data in Fortnite. Registry iteration is already on in //Fortnite/Main, stripping is a new feature I want to test

Change 3402498 on 2017/04/20 by Ben.Zeigler

	CIS fix. Why did this compile locally?

Change 3402537 on 2017/04/20 by Ben.Zeigler

	Remove ensure for making AssetData for subobjects, the editor does this for thumbnail creation in some cases

Change 3402600 on 2017/04/20 by Ben.Zeigler

	Add bShouldGuessTypeAndNameInEditor to manager settings, can be set false for games where type cannot be safely implied and content must be resaved
	Fix up some bool setting code inside asset manager, and fix const correctness and for iterator issues
	AssetManager can now discover any BlueprintCore type when bHasBlueprintClasses=true
	Add AssetManager.DumpAssetRegistryInfo to output detailed asset registry usage stats
	Add Primary Name to asset audit window by default

Change 3403556 on 2017/04/21 by Marc.Audy

	Fix Orion input key selector override class

	#rnx

Change 3404090 on 2017/04/21 by mason.seay

	Applying Forcefeedback to test map

Change 3404093 on 2017/04/21 by mason.seay

	Changing text in level

Change 3404139 on 2017/04/21 by mason.seay

	Added Force Feedback test and made some tweaks.

Change 3404146 on 2017/04/21 by mason.seay

	Added source reference to Instanced Variable test

Change 3404154 on 2017/04/21 by mason.seay

	More minor tweaks

Change 3404155 on 2017/04/21 by Marc.Audy

	Remove auto

	#rnx

Change 3404188 on 2017/04/21 by Marc.Audy

	Fixed crash changing variable type when any type other than map
	#jira UE-44249

	#rnx

Change 3404463 on 2017/04/21 by Ben.Zeigler

	Fix asset data code to not ensure when loading an object with invalid exports, and instead print warning with name of package that needs to be resaved
	Resave a map that had a redirector from a DIFFERENT package saved in it's exports. I do not understand how this happened, but it appears to be related to the lightmap BuiltData transition when old maps are opened

Change 3404465 on 2017/04/21 by Ben.Zeigler

	Fix issue with trying to load editor-only asset classes in a cooked build
	Fix issues with renaming or changing template Ids of assets from the editor
	Always print the Duplicate Asset ID error, as if you have more than one the ensuremsg only goes off once

Change 3404481 on 2017/04/21 by Dan.Oconnor

	Remove unneeded walk up hierarchy - prevent stale entries in action database if we compile a BP but don't compile its children

Change 3404510 on 2017/04/21 by Phillip.Kavan

	#jira UE-35727 - Collapsed graphs containing a local variable node will no longer cause a compile error when the parent graph is renamed.

Change 3404590 on 2017/04/21 by Michael.Noland

	Editor: Fixed incorrect filtering of abstract/deprecated UDeveloperSettings and UContentBrowserFrontEndFilterExtension classes caused by a typo (HasAnyCastFlags versus HasAnyClassFlags)

Change 3404593 on 2017/04/21 by Marc.Audy

	Fixed another crash to do with input pin secondary combo box
	#jira UE-44269

	#rnx

Change 3404600 on 2017/04/21 by Michael.Noland

	Core: Allow UE_GC_TRACK_OBJ_AVAILABLE to be set externally
	#rnx

Change 3404602 on 2017/04/21 by Michael.Noland

	Engine: Switched from an include to a forward declaration of SWidget in UDeveloperSettings to keep it slim
	#rnx

Change 3404608 on 2017/04/21 by Michael.Noland

	Core: Marked TNumericLimits as constexpr so they can be used in static asserts

Change 3404659 on 2017/04/21 by Michael.Noland

	Engine: Adding includes back to two UDeveloperSettings subclasses

Change 3405289 on 2017/04/24 by Marc.Audy

	Remove auto

	#rnx

Change 3405446 on 2017/04/24 by Marc.Audy

	Fix Win32 unsigned compile issue

Change 3405512 on 2017/04/24 by Mike.Beach

	Piping through NativizationOptions to filename generation (so we're able to gen different files names per target: client vs. server).

Change 3406080 on 2017/04/24 by Ben.Zeigler

	Deprecate UEngine::OnPostEngineInit and move to FCoreDelegates, clean up comments for the initialization delegates
	Call OnPostEngineInit from commandlet initialization as well as normal execution. I thought about making a wrapper function, but the commandlet calls EditorInit directly so it wouldn't work
	Bind delegate to refresh the AssetRegistry native class hierarchy after engine init so it picks up game/plugin classes. Undo ini change that was required to hack around this

Change 3406381 on 2017/04/24 by Ben.Zeigler

	#jira UE-23768 Enable Run Physics With No Controller for montage test pawn. The montage pawn has no controller so wasn't correctly running physics when the root motion stopped. This flag needs to be set to allow it to correctly stop after the montage is over

Change 3406438 on 2017/04/24 by Ben.Zeigler

	Fix deprecation warning

Change 3406519 on 2017/04/24 by Phillip.Kavan

	#jira UE-43612 - Suppress array "Get" node fixup notifications on load when the BP Compilation Manager is enabled.

	Change summary:
	- Wrapped BPCM calls to FBlueprintEditorUtils::ReconstructAllNodes() and ReplaceDeprecatedNodes() duirng compile-on-load with bIsRegeneratingOnLoad = true. This matches the BP's state during compile-on-load when the BPCM is not enabled.

Change 3406565 on 2017/04/24 by Dan.Oconnor

	Make sure all interface functions are added to skeleton

	#jira UE-44152

Change 3407489 on 2017/04/25 by Ben.Zeigler

	#jira UE-44317 Fix game-only TickableGameObjects to correctly tick in PIE

Change 3407558 on 2017/04/25 by Ben.Zeigler

	Fix Fortnite cook warnings, issue had to do with the CDO being registered as a Primary Asset in conflict with the Class being registered
	Fix issue with renaming a BP primary asset not finding the old name

Change 3407701 on 2017/04/25 by Dan.Oconnor

	Remove unneeded null check, static analysis doen't like the inconsistency

Change 3407995 on 2017/04/25 by Marc.Audy

	Fixed maps and sets not working correctly with split pin.
	#jira UE-43857

Change 3408124 on 2017/04/25 by Ben.Zeigler

	#jira UE-39586 Change it so the blueprint String/Name/Object to Text node creates culture invariant text, and also have them show as an expanded node with a comment explaining this
	Fix Transform to actually return in the format specified in the comment, and fix comments on many text conversions

Change 3408134 on 2017/04/25 by Marc.Audy

	Graph pin container type now represented by an enumeration (EPinContainerType) rather than 3 "independent" booleans.
	FEdGraphPinType constructor, UEdGraphNode::CreatePin, and FKismetCompilerContext::SpawnInternalVariable that took 3 booleans deprecated and replaced with a version that takes EPinContainerType.
	UEdGraphNode::CreatePin parameters reorganized so that PinName is before ContainerType and bIsReference, which default to None and false respectively

Change 3408256 on 2017/04/25 by Michael.Noland

	Core: Changed UClass::ClassFlags to be of type EClassFlags for improved type safety

Change 3408282 on 2017/04/25 by Marc.Audy

	(4.16) Fix incorrect positioning of instance components after duplication
	#jira UE-44314

Change 3408404 on 2017/04/25 by Mike.Beach

	Adding and removing the nativized plugin to/from the project when we alter the packaging nativization setting (so it gets picked up by project generation).

Change 3408445 on 2017/04/25 by Marc.Audy

	Fix up missed deprecation cases

	#rnx

Change 3409354 on 2017/04/26 by Marc.Audy

	Fix Linux CIS failure

	#rnx

Change 3409487 on 2017/04/26 by Marc.Audy

	When dragging assets in to the SCS create them as siblings, not nested
	#jira UE-43041

Change 3409776 on 2017/04/26 by Ben.Zeigler

	#jira UE-44401 Fix issue with cooking a map containing a reparented component. In that case the child component may think it's not editor only, but it's archetype is editor only. This is not allowed in EDL, so now the child is marked as editor only as well

Change 3410168 on 2017/04/26 by Dan.Oconnor

	Avoid calling virtual functions in the middle of compile
	#jira UE-44243

Change 3410252 on 2017/04/26 by Lukasz.Furman

	adjusted WITH_GAMEPLAY_DEBUGGER checks after IWYU changes
	#ue4

Change 3410385 on 2017/04/26 by Marc.Audy

	ChildActorComponent SetClass no longer fails when setting at runtime.
	#jira UE-43356

Change 3410466 on 2017/04/26 by Michael.Noland

	Core: Ensuring EClassFlags is 32 bit in a different way (underlying type of the enum is coming out signed even though all members are unsigned, long term fix is probably to move it to an enum class)
	#rnx

Change 3410476 on 2017/04/26 by Michael.Noland

	Automation: Deleting some commented out methods
	#rnx

Change 3411070 on 2017/04/27 by Marc.Audy

	Properly complete deprecation of old attachment API

Change 3411338 on 2017/04/27 by mason.seay

	Map for Latent Action Tick Bug

Change 3411637 on 2017/04/27 by Ben.Zeigler

	Back out CL #3381532 as it was causing crashes when adding new variables to blueprints, as the transaction array was being recursively modified while it was being added to

Change 3412052 on 2017/04/27 by mason.seay

	Updated jump test map and pawn

Change 3412231 on 2017/04/27 by Ben.Zeigler

	Fix issue where running SearchAllAssets multiple times after mounting new paths would throw away the asset registry cache, which slowed down incremental cooking substantially because the cooker mounts the autosave folder
	Duplicate of CL #3411860

Change 3412233 on 2017/04/27 by Ben.Zeigler

	Made FStreamableHandle::GetLoadedCount much faster by taking advantage of existing progress counter
	Duplicate of CL #3411778

Change 3412235 on 2017/04/27 by Ben.Zeigler

	Add code to FStringAssetReferenceThreadContext and FStringAssetReferenceSerializationScope which allows setting package name and collect options for string asset references serialized via something other than linker load
	Make RedirectCollector threadsafe to avoid issues with async loading asset references
	Fix it so ProcessStringAssetReferencePackageList will remove entries from the string asset array like resolve did, and rename function to indicate that
	Fix it so string asset references created by asset labels do not automatically get cooked, and significantly improve the speed of labels with lots of assets
	Add code to cooker and asset manager to explicitly mark non-cookable assets as NeverVook, this stops labels from ending up in the build if set that way
	Added option to not recurse package dependency changes more than one level when hashes change. This ended up not being significantly faster in a realistic case so left disabled
	Duplicate of CL #3412080

Change 3412352 on 2017/04/27 by Marc.Audy

	Refix lighting getting wrong position when getting component instance data

Change 3412426 on 2017/04/27 by Marc.Audy

	Take first steps to making ComponentToWorld private and force use of accessor
	Make bWorldToComponentUpdated private
	Make ComponentToWorld and bWorldToComponentUpdated mutable
	Add a SetComponentToWorld function for the (likely ill-advised) places that were setting it directly.

Change 3412468 on 2017/04/27 by Marc.Audy

	Remove last remnants of deprecated (4.11) custom location system

Change 3413398 on 2017/04/28 by Marc.Audy

	Fix up missed deprecated attachment API  uses

Change 3413403 on 2017/04/28 by Marc.Audy

	Fix Orion compile error

	#rnx

Change 3413448 on 2017/04/28 by Marc.Audy

	Fix up kite demo component to world privataization warnings

	#rnx

Change 3413792 on 2017/04/28 by Ben.Zeigler

	Fix many bugs with blueprint pin default values, and add "Reset to Default Value" option to pin context menu
	Deprecate and rename SetPinDefaultValue because it actually sets the Autogenerated default. This was being called in bad places and destroying the stored autogenerated defaults
	#jira UE-40101 Fix expose on spawn pins to correctly update when the spawned object's defaults change
	#jira UE-21642 Fix struct pin default values to properly update when the struct is changed
	#jira UE-39418 Fix changed function/macro default values to properly update in already placed call nodes

Change 3413839 on 2017/04/28 by samuel.proctor

	Added some Blueprint focused tests for TM-Gameplay

Change 3414030 on 2017/04/28 by Ben.Zeigler

	Enable use of AssetPtr variables with Config, for native and blueprint
	This incorporates CL #3302487 but also enables for blueprint usage as that code is new to framework branch

Change 3414229 on 2017/04/28 by Marc.Audy

	Fixup virtuals not calling their Super
	Remove some autos

	#rnx

Change 3414451 on 2017/04/28 by Lukasz.Furman

	static analysis fix for gameplay debugger

Change 3414482 on 2017/04/28 by Ben.Zeigler

	Fix crash found where changing pin type on ConvertAsset accessed an array while deleting it

Change 3414609 on 2017/04/28 by Ben.Zeigler

	#jira UE-18146 Refresh graph when disconnecting a resolve asset id node

Change 3415852 on 2017/05/01 by Marc.Audy

	Remove unused code

	#rnx

Change 3415856 on 2017/05/01 by Marc.Audy

	auto removal

	#rnx

Change 3415858 on 2017/05/01 by Marc.Audy

	Fix function taking an input as reference when unneeded and causing (still unclear why it suddenly started showing up) error in cooking

	#rnx

Change 3415946 on 2017/05/01 by Marc.Audy

	Have K2Node_StructOperation skip the K2Node_Variable validation as it doesn't need a property (per CL# 1756451)

	#rnx

Change 3415988 on 2017/05/01 by Lukasz.Furman

	renamed WorldContext param in AI related static blueprint functions to remove load/cook warnings
	#jira UE-44544

Change 3416030 on 2017/05/01 by Ben.Zeigler

	Fix issue with WorldContext pins being broken by my pin value refactor, partial paths like "WorldContext" need to be stored as strings and not as broken object references.

Change 3416230 on 2017/05/01 by Marc.Audy

	Fix spelling error

	#rnx

Change 3416419 on 2017/05/01 by Phillip.Kavan

	#jira UE-44213 - Nativizing a Blueprint class with a non-nativized Blueprint class subobject dependency will no longer lead to a crash at load time.

	Change summary:
	- Modified the FFakeImportTableHelper ctor to inject subobject CDOs into the 'SerializeBeforeCreateCDODependencies' array. This in turn ensures that EDL will serialize those subobject CDOs (if necessary) before we create the subobject's nativized owner's CDO at load time.
	- Modified FEmitDefaultValueHelper::GenerateCustomDynamicClassInitialization() to emit MiscConvertedSubobject instantiations AFTER we emit the FillUsedAssetsInDynamicClass() call. This is now consistent with the code emitted for other subobjects (all of which assumes that the UsedAssets array has been initialized).
	- Modified FFindAssetsToInclude::HandleObjectReference() to add UField owner CDOs in addition to the owner class to the asset dependency list. This ensures that owner CDOs will be emitted alongside the class to both the nativized asset dependency table as well as to the fake import table associated with the UDynamicClass linker for the nativized BP asset.

Change 3416425 on 2017/05/01 by Phillip.Kavan

	#jira UE-44219 - Nativizing a Blueprint class with a nativized DOBP class dependency will no longer lead to a compile error at cook/nativization time.

	- Modified the FGatherConvertedClassDependencies ctor to properly handle DOBPs in exclusive mode that have been explicitly enabled for nativization. Previously, this code wasn't taking that possibility into account, and as a result could lead to a missing header file in a dependent nativized class body's include set.
	- Modified FGatherConvertedClassDependencies::GetFirstNativeOrConvertedClass() to remove the 'bExcludeBPDataOnly' parameter, as it was primarily just being used for a redundant exclusion check when called from the FGatherConvertedClassDependencies ctor. That call site has now been modified to start searching from the super class instead. Additionally, any DOBPs will already fail the preceding WillClassBeConverted() check if they have not been explicitly enabled for nativization in exclusive mode, and will always fail if nativizing in inclusive mode. The extra check was breaking the explicitly-enabled case, so it was removed to allow explicitly-enabled DOBPs to pass.

	Notes:
	- Allowing for explicitly-enabled DOBPs in exclusive mode may be removed in a future change, but since it is currently supported, the changes noted above will at least ensure that the generated code will compile properly for now.

Change 3416570 on 2017/05/01 by mason.seay

	Added UMG test to map.  Tweaked force feedback test

Change 3416580 on 2017/05/01 by mason.seay

	Resubmitting sub levels

Change 3416597 on 2017/05/01 by Dan.Oconnor

	Compilation manager iteration, adds machinery for individual blueprint compilation, adds comments, cleans up duplicated code

Change 3416636 on 2017/05/01 by Phillip.Kavan

	#jira UE-44505 - Potential fix for a low-repro crash tied to the Blueprint graph context menu.

	Change summary:
	- Switched FBlueprintActionInfo::ActionOwner to be a weak object reference.

Change 3416960 on 2017/05/01 by Dan.Oconnor

	Use compilation manager when clicking the compile button, PIE'ing, etc

Change 3417207 on 2017/05/01 by Ben.Zeigler

	Fix issue with None strings causing default value parsing failures
	Add SetPinDefaultValueAtConstruction needed by some other changes

Change 3417519 on 2017/05/01 by Ben.Zeigler

	Fix BP compile errors caused by local variables with invalid default values. There's no reason to set autogenerated here because the nodes are transient and invisible in the UI.
	There is still a problem here, local variables are not getting their default values validated when type is changed, so you end up with an integer that has the default value of a struct.

Change 3418659 on 2017/05/02 by Ben.Zeigler

	#jira UE-44534 Fix it so animation node pins get properly created autogenerated default values that are based on the node struct defaults. This fixes issues when they are reset to other defaults
	#jira UE-44532 Fix it so connecting an animation asset pin on a node player resets the pin value to the autogenerated default instead of the cached asset. This was causing old unused assets to get unnecessarily cooked
	Fix it so any animation node with an exposed pin that is an object property will reset that object propery when the pin is exposed. This fixes UE-31015 in a generic way
	Change the OptionalPinManager to take a Defaults address as well as a current address, to allow setting autogenerated defaults properly
	Remove Import/ExportKismetDefaultValueToProperty as they were redundant with PropertyValueFromString and were using the wrong pin setting functions, replaced with PropertyValueFromString_Direct and calling the schema pin set functions
	I need to write some backward compatibility code to fix existing nodes, I'll do that in a later checkin

Change 3418700 on 2017/05/02 by Ben.Zeigler

	Actually fix None object paths for real this time. I did not test sufficiently before

Change 3418811 on 2017/05/02 by Ben.Zeigler

	Fix existing animation blueprint nodes with dead asset references duplicated by pins. This code can be applied independent of the other change to fix specific games

Change 3419165 on 2017/05/02 by Dan.Oconnor

	Add misc. functionality from FKismetEditorUtilities::CompileBlueprint

Change 3419202 on 2017/05/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3417825

	#rnx

Change 3419236 on 2017/05/02 by mason.seay

	Removed OnPressed event from Widget BP

Change 3419314 on 2017/05/02 by Marc.Audy

	Fix bad auto-resolve

	#rnx

Change 3419524 on 2017/05/02 by Marc.Audy

	PR #3528: Improved Input BP library node display names (Contributed by projectgheist)
	#jira UE-44587
	#rn Improved Input BP library node display names

Change 3419570 on 2017/05/02 by Zak.Middleton

	#ue4 - Fix typo in TFunctionRef comment/example.

Change 3419709 on 2017/05/02 by Dan.Oconnor

	Fix missing category metadata on SkeletonGeneratedClass when using compilation manager

Change 3419756 on 2017/05/02 by Dan.Oconnor

	Remove unintentional verbosity increase

Change 3420875 on 2017/05/03 by Marc.Audy

	Make IsExecPin static
	Minor optimization to IsMetaPin

	#rnx

Change 3420981 on 2017/05/03 by Marc.Audy

	Change tagging temporarily until other changes are done so that we don't have warnings in the meantime

	#rnx

Change 3421367 on 2017/05/03 by Marc.Audy

	Manually introduce changes from CL# 3398673 in 4.16 that failed to make it to Dev-Framework as a result of the integration submitted as CL# 3401725.

	#rnx

Change 3421685 on 2017/05/03 by Ben.Zeigler

	#jira UE-23001 Convert literal Asset ID/Class ID pins to store path as string instead of as hard object reference. Old pins are fixed on load, after resaving the hard references will go away
	Refactor the way that FStringAssetReference and FAssetPtr are serialized, it now does the various fixups in FStringAssetReference::SerializePath, which is called from archivers
	Change it so the asset registry reads in a list of all scanned redirectors and adds them to GRedirectCollector, this means that saving a string asset reference will automatically fix it up to point to the redirector destination
	Change the default behavior of FAssetPtr serialize on ArchiveUObject to match what most of it's children want, and remove several special case hacks. It now serializes as asset reference when saving/loading, and as object for other cases
	Deprecate StringAssetReferenceLoaded/StringAssetReferenceSaving delegates, replace with PreSavePath and PostLoadPath on FStringAssetReference
	Make AssetLongPathname private on FStringAssetReference, it was deprecated in 4.9

Change 3421728 on 2017/05/03 by Phillip.Kavan

	Mirror CL 3408285 from //UE4/Release-4.16.

	#jira UE-44124

	#rnx

Change 3422370 on 2017/05/03 by Dan.Oconnor

	Mirror 3422359

	Implement UBlueprintGeneratedClass::NeedsLoadForEditorGame to match UBlueprint, also tag a class's CDO as NeedsLoadForEditorGame.

	This prevents us from failing to load a UBlueprint's GeneratedClass when running the editor with -server.

	#jira UE-44659

Change 3423192 on 2017/05/04 by Ben.Zeigler

	CIS Fix

Change 3423305 on 2017/05/04 by Ben.Zeigler

	Fix "Missing opening parenthesis" warnings for Vector and Rotator the same way they were fixed for Transform

Change 3423358 on 2017/05/04 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3422809

	#rnx

Change 3423766 on 2017/05/04 by Ben.Zeigler

	#jira UE-44680 Delete some corrupted redirectors that are no longer in use

Change 3423804 on 2017/05/04 by Dan.Oconnor

	Honor SaveIntermediateCompilerResults when using compilation manager

Change 3424010 on 2017/05/04 by Marc.Audy

	Validate that switch string cases are unique

Change 3424011 on 2017/05/04 by Marc.Audy

	Re-fix switch node default pin not appearing as an exec output
	Remove unused boolean

Change 3424071 on 2017/05/04 by Ben.Zeigler

	Delete FixupRedirects commandlet, replace with -FixupRedirects/FixupRedirectors option on ResavePackages. This new method is much faster than the old commandlet as it uses the asset registry vs loading all packages, fixing up all redirectors in Fortnite only took about an hour vs 12+ hours the old way
	Removed some hacky bits in Core that only existed to support FixupRedirects
	Change it so the AssetRegistry listens to DirectoryWatcher callbacks in commandlets now that commandlets use the asset registry properly. This won't do anything unless you tick directory watcher the way that ResavePackages does

Change 3424313 on 2017/05/04 by Dan.Oconnor

	Address missing property flags on SkeletonGeneratedClass when using compilation manager
	#jira UE-44705

Change 3424325 on 2017/05/04 by Phillip.Kavan

	#jira UE-44222 - Move nativized UDS implementation details into its own .cpp file in order to avoid circular dependencies.

	Change summary:
	- Modified IKismetCompilerInterface::GenerateCppCodeForStruct() to include an output parameter for CPP source and modified FKismet2CompilerModule to match the updated API.
	- Modified IBlueprintCompilerCppBackend::GenerateCodeFromStruct() to include an output parameter for CPP source and modified FBlueprintCompilerCppBackendBase to match the updated API.
	- Modified FBlueprintNativeCodeGenUtils::GenerateCppCode() to adjust the call to GenerateCppCodeForStruct() to include CPP source output.
	- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to switch UDS property dependencies to be forward declarations rather than includes (for default value init code).
	- Modified FEmitDefaultValueHelper::GenerateGetDefaultValue() to emit implementation details to the 'Body' container, and adjust the header content to be a declaration only.
	- Modified FIncludeHeaderHelper::EmitInner() to exclude a potentially-redundant line for the module's .h file, for the case when the caller has included the base filename in the 'AlreadyIncluded' set.
	- Modified FEmitterLocalContext::FindGloballyMappedObject() to limit the 'TryUsedAssetsList' path to UClass conversions only (since that requires a UDynamicClass target to work).
	- Modified FGatherConvertedClassDependencies::DependenciesForHeader() to only include BPGC fields if they are also being converted. Eliminates an issue with missing header files in generated code.

Change 3424359 on 2017/05/04 by Ben.Zeigler

	Fix issue where StreamableManager would break when requesting an async load that failed the first time. Because our game supports downloading assets during gameplay it's not safe to assume it will never load again.
	Port of CL #3424159

Change 3424367 on 2017/05/04 by Ben.Zeigler

	Fix some asset manager warnings to not go off in invalid cases

Change 3425270 on 2017/05/05 by Marc.Audy

	Pack booleans/enums in UEdGraphNode and FOptionalPinFromProperty

	#rnx

Change 3425696 on 2017/05/05 by Ben.Zeigler

	#jira UE-44672 Fix it so select node option pins get populated with default values properly
	#jira UE-43927 Fix it so select node opion pin type is correctly maintained accross node recreation, as opposed to deriving from the attached pins
	#jira UE-44675 Fix it to correctly refresh select node when switching from bool to integer index

Change 3425833 on 2017/05/05 by Ben.Zeigler

	#jira UE-31749 Fix it so Undo works properly when modifying a local variable
	#jira UE-44736 Fix it so changing the type of a local variable correctly resets the default value

Change 3425890 on 2017/05/05 by Marc.Audy

	Fix Copy/Paste of child actor components losing the template
	#jira UE-44566

Change 3425947 on 2017/05/05 by Ben.Zeigler

	This was meant to be part of last checkin

Change 3425959 on 2017/05/05 by Ben.Zeigler

	#jira UE-44692 Fix it so only the sequentially last node can be removed from a Switch On Int, and for Switch On Name stop it from removing an exec pin if it's the only non-default one

Change 3425979 on 2017/05/05 by Dan.Oconnor

	PVS fix

Change 3425985 on 2017/05/05 by Phillip.Kavan

	Fix an uninitialized variable.

	#rnx

Change 3426043 on 2017/05/05 by Ben.Zeigler

	#jira UE-35583 Correctly refresh array node UI when connecting pins that change it away from wildcard

Change 3426174 on 2017/05/05 by Zak.Middleton

	#ue4 - Avoid call to virtual getSimulationFilterData() to only use it when needed in PreFilter if we actually have items in the IgnoreComponents list (which is rare). The sim filter data 'word2' stores the component ID.

Change 3426621 on 2017/05/05 by Phillip.Kavan

	#jira UE-44708 - Fix an issue that re-introduced component data loss in a non-nativized child Blueprint class with a nativized parent Blueprint class.

	Change summary:
	- Removed an unnecessary additional check I had for the presence of "-NativizeAssets" switch on the command line in UBlueprint::BeginCacheForCookedPlatformData(). This check was failing because the usage was recently changed to include an optional value. It was not needed anyway so I just removed it.

	#rnx

Change 3426906 on 2017/05/05 by Ben.Zeigler

	#jira UE-11189 Fix function/macro input default values to show as a pin customization instead of as a broken text box that doesn't work correctly for most types. This fixes enums and provide validation for other types
	Types that don't have a customization (most structs) will now show any more, they did not work before either
	#jira UE-21754 Hide function default values if pass by reference is set
	Fix it so changing input parameter will also reset default value, to avoid having the wrong type value set and to work the same as local variables

Change 3426941 on 2017/05/05 by Dan.Oconnor

	Fix determinstic cooking of LoadAssetClass nodes in macros

Change 3427021 on 2017/05/05 by Dan.Oconnor

	Build fix, make initialization order in source match artifact

	#rnx

Change 3427135 on 2017/05/05 by Phillip.Kavan

	#jira UE-44702 - Restore code-based interface classes to Blueprint editor UI.

	Change summary:
	- Partially backed out CL# 3348513 to return to previous behavior for 4.16. The UI is no longer filtering on the __is_abstract() type trait for interface classes.
	- Modified FNativeClassHeaderGenerator::ExportClassFromSourceFileInner() to emit the _getUObject() declaration for native interface types as a default implementation that returns NULL rather than as a pure virtual declaration.

	#rnx

Change 3427144 on 2017/05/06 by Marc.Audy

	Fix init order

	#rnx

Change 3427146 on 2017/05/06 by Marc.Audy

	remove stray semicolon

	#rnx

Change 3427242 on 2017/05/06 by Phillip.Kavan

	#jira UE-44744 - Fix a regression in which a UMG Widget Blueprint property not explicitly marked as a variable would cause Blueprint nativization to fail at package time.

	Change summary:
	- Modified FWidgetBlueprintCompiler::CreateClassVariablesFromBlueprint() to only add 'Category' metadata when we set the 'CPF_BlueprintVisible' flag on the UProperty, which in is now tied to whether or not the property has been explcitly marked as a variable. This avoids a UHT warning when compiling the nativized codegen that would cause packaging to fail.

	#rnx

Change 3427720 on 2017/05/08 by Dan.Oconnor

	Backing out 3419202

	#rnx

Change 3427725 on 2017/05/08 by Dan.Oconnor

	SA fix

	#rnx

Change 3427734 on 2017/05/08 by Dan.Oconnor

	More exhaustive GEditor null checks, to appease SA

	#rnx

Change 3427882 on 2017/05/08 by Marc.Audy

	Properly order all booleans in intialization

	#rnx

Change 3428049 on 2017/05/08 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3427804

	#rnx

Change 3428523 on 2017/05/08 by Ben.Zeigler

	#jira UE-44781 Refresh function input UI when blueprint graph refreshes, needed as pins may have gone away

Change 3428563 on 2017/05/08 by Ben.Zeigler

	#jira UE-44783 If setting a hard reference pin type from a string, load the referenced object.

Change 3428595 on 2017/05/08 by Dan.Oconnor

	Avoid node reconstruction when we're compiling a blueprint with no linker (e.g., a duplicated blueprint)

	#jira UE-44777

Change 3428599 on 2017/05/08 by Ben.Zeigler

	#jira UE-44789 Fix string asset renamer to not mark IsPersistent becuase that crashes in lightmap code, change it so the path fixup doesn't require the persistent flag

Change 3428609 on 2017/05/08 by Dan.Oconnor

	Improved fix for UE-44777

	#jira UE-44777
	#rnx

Change 3429176 on 2017/05/08 by Phillip.Kavan

	#jira UE-44755 - Fix nativization build errors when packaging a game project that is not IWYU-compliant for a build target that disables PCH files.

	- Mirrored from //UE4/Release-4.16 (CL# 3429030).

	#rnx

Change 3429198 on 2017/05/08 by Phillip.Kavan

	CIS fix.

	#rnx

Change 3429583 on 2017/05/08 by Ben.Zeigler

	Fix SGraphPinClass to work properly after my changes to allow unloaded assets. For Class pins we need to store separate Runtime and Editor asset data objects, as one has _C and refers to the class, and the other doesn't and refers to the blueprint. The content browser wants the editor path, the pin defaults want the runtime path.
	Change default value widgets to look more like properties widgets by forcing them to act as highlighted and disabling black background

Change 3429640 on 2017/05/08 by Marc.Audy

	Fix issues with select nodes in macros connected to wildcard pins.
	#jira UE-44799

	#rnx

Change 3429890 on 2017/05/08 by Ben.Zeigler

	Fix function/macro defaults to properly propagate when changed using the new edit UI
	Refactor some code out of the details customization into the k2 schema
	Disable defaults UI for object/class/interface hard references as it is disabled in KismetCompiler

Change 3429947 on 2017/05/08 by Michael.Noland

	Core: Backing out CL# 3394352 (marking FDateTime and FTimespan nonexport member Tick with UPROPERTY()), which will re-break UE-39921 but fix UE-44418
	There appears to be a more serious underlying issue with how the CDO is instanced which needs to be addressed
	#jira UE-44418

	#reimplementing 3411681 from Release 4.16

Change 3429987 on 2017/05/08 by Ben.Zeigler

	#jira UE-44798 Do a better job of validating object paths saved as default values, due to an old bug with local variables some object paths are saved as struct exportext
	At load time clear invalid default value for local variables
	Add IsValidObjectPath to FPackageName that validates the passed in path would be valid to load with LoadObject

Change 3430392 on 2017/05/09 by Marc.Audy

	Fix SA CIS error

	#rnx

Change 3430747 on 2017/05/09 by Ben.Zeigler

	#jira UE-44836 Don't reconstruct node during callback for param value changing, this can happen during a reconstruction and recursive reconstruction is unsafe
	Don't call ModifyUserDefinedPinDefaultValue unless the default value has actually changed

Change 3431027 on 2017/05/09 by Marc.Audy

	Fix BPRW mark up causing Ocean warnings

	#rnx

Change 3431353 on 2017/05/09 by Marc.Audy

	Fix UHT error due to exposing FJsonObjectWrapper to blueprints

	#rnx

[CL 3431398 by Marc Audy in Main branch]
2017-05-09 17:15:32 -04:00
Marc Audy
5ce407d808 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3358467)
#rb none
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3297108 on 2017/02/10 by Mieszko.Zielinski

	Added AISight's peripherial vision angle claming as well as marked up UI to not allow values from outside of [0,180] range #UE4

	#jira UE-41114

Change 3299467 on 2017/02/13 by Marc.Audy

	Don't try to update active sounds on audio thread if the audio component is not active. If these functions are callled from a constructor on an async loading thread it can cause a crash

Change 3300692 on 2017/02/13 by Marc.Audy

	no auto

Change 3301424 on 2017/02/14 by Marc.Audy

	Handle gateway expansion before the node matching loop
	#jira UE-41858

Change 3301547 on 2017/02/14 by Marc.Audy

	PR #3246: Added BindDelegate that supports functions with custom (static) arguments (Contributed by PhoenixBlack)
	#jira UE-41926

Change 3301557 on 2017/02/14 by Marc.Audy

	When passing null to Rename for the new name, maintain the OldName is possible
	#jira UE-41937

Change 3301676 on 2017/02/14 by Marc.Audy

	Fix pending occlusion async traces from crashing during shutdown
	#jira UE-41939

Change 3302705 on 2017/02/14 by Mieszko.Zielinski

	Removed 'PRAGMA_DISABLE_OPTIMIZATION' uccurences from AIModule #UE4

Change 3302898 on 2017/02/14 by Dan.Oconnor

	Fix double negative

Change 3302954 on 2017/02/14 by Dan.Oconnor

	Make sure we use a good version of the class

Change 3302977 on 2017/02/14 by Dan.Oconnor

	Optimization in reinstancer turned back on - 3302898 has fixed the regression

Change 3302984 on 2017/02/14 by Dan.Oconnor

	Relink classes that were not recompiled in a wave of the compilation manager - currently only happens for data only blueprints.

	This fixes issues in Odin when using the compilation  manager

Change 3303824 on 2017/02/15 by Richard.Hinckley

	Updating URL for FABRIK system information.

Change 3304284 on 2017/02/15 by Dan.Oconnor

	Build fix

Change 3304297 on 2017/02/15 by Dan.Oconnor

	Shadow variable fix

Change 3304465 on 2017/02/15 by Lukasz.Furman

	fixed handling pathfollowing's requests by FloatingPawnMovement
	#jira UE-41884

Change 3305031 on 2017/02/15 by Marc.Audy

	All objects should get PostLoadSubobjects calls, regardless of whether they are outered to a CDO or not
	#jira UE-41708

Change 3305505 on 2017/02/15 by Michael.Noland

	Blueprints: Fix a crash when opening a BP with a parent class that no longer exists (unguarded access to the parent class)

Change 3305506 on 2017/02/15 by Michael.Noland

	QAGame: Created some assets that reference a non-existent type to test 'gracefully' handling missing native class types

Change 3306091 on 2017/02/16 by Marc.Audy

	PR #3263: Fixed duplicate comment from OnAudioFinished (Contributed by FrostByteGER)
	#jira UE-42027

Change 3306574 on 2017/02/16 by Marc.Audy

	Linked To pins can belong to invalid nodes and fail to load, this shouldn't be considered fatal

Change 3307160 on 2017/02/16 by Marc.Audy

	Rename(null, null ... is sometimes used to just force a name out of the way, so in that case don't try and maintain old name.

Change 3307982 on 2017/02/16 by Michael.Noland

	QAGame: Added another test asset for missing classes (this time a missing node class placed in a BP)

Change 3308097 on 2017/02/16 by Michael.Noland

	Graph Editor: Instantly clear GraphNodeForMenu and GraphPinForMenu as soon as the menu is dismissed, fixing crashes and other odd issues after deleting pins
	#jira UE-41789

Change 3308303 on 2017/02/16 by Dan.Oconnor

	Make sure we don't call GetDefaultObject while compiling on a non-native class

Change 3308850 on 2017/02/17 by Mieszko.Zielinski

	Fully exposed NavModifierVolume as ENGINE_API #UE4

Change 3309624 on 2017/02/17 by Phillip.Kavan

	[UE-40443] Recursively emit ctor initialization code for nested default subobjects when nativizing a Blueprint class.

	change summary:
	- modified FEmitDefaultValueHelper::OuterGenerate() to recursively detect and handle nested default subobjects.

	#jira UE-40443

Change 3310475 on 2017/02/17 by Dan.Oconnor

	Split bluepint compilation into CompileClassLayout and CompileFunctions, fix class hierarchy after creating reinstancers in blueprintcompilation manager. Together this means we don't need to run RecompileBlueprintBytecode

Change 3310487 on 2017/02/17 by Dan.Oconnor

	Fix build error missed by preflgiht

Change 3310497 on 2017/02/17 by Dan.Oconnor

	More build fixes for things missed by preflight...

Change 3310635 on 2017/02/17 by Dan.Oconnor

	Remove unused parameter and add comment to blueprint compilation manager explaining abuse of bBeingCompiled

Change 3310639 on 2017/02/17 by Dan.Oconnor

	Shadow variable fixes, not sure why these are being detected now

Change 3311855 on 2017/02/20 by Marc.Audy

	Fix UChildActorComponent::ParentComponent being null on the client
	#jira UE-42140

Change 3312444 on 2017/02/20 by Marc.Audy

	Add a bAutoDestroy pin to BP Spawn Sound and Force Feedback nodes to allow users to reuse the created component
	#jira UE-41267

Change 3312691 on 2017/02/20 by mason.seay

	Deleting map now that bug has been fixed

Change 3312709 on 2017/02/20 by Phillip.Kavan

	[UE-39705] Fix broken collision shapes when cooking with optimized BP component data option.

	change summary:
	- modified FComponentInstancingDataUtils::RecursivePropertyGather() to exclude deprecated properties, since they won't be serialized on save.
	- modified FBlueprintCookedComponentInstancingData::LoadCachedPropertyDataForSerialization() to remove the PPF_UseDeprecatedProperties flag (these are no longer included in the delta).
	- modified UBlueprintGeneratedClass::CheckAndApplyComponentTemplateOverrides() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here).
	- modified AActor::CreateComponentFromTemplateData() to remove the PPF_UseDeprecatedProperties flag (was being incorrectly used here; this caused deprecated property defaults to be copied out to the instance).
	- modified AActor::CreateComponentFromTemplateData() to append RF_PostLoad/RF_NeedPostLoadSubobjects and call PostDuplicate()/ConditionalPostLoad() on the new instance (needed to mirror what SDO does in the unoptimized case - for proper physics RB setup specifically, but may be other areas where that's needed).

	#jira UE-39705

Change 3313161 on 2017/02/20 by Mieszko.Zielinski

	PR #3272: Use Pawn for GetNavAgentPropertiesRef(). (Contributed by drelidan7)

Change 3314151 on 2017/02/21 by Mieszko.Zielinski

	fix to hlods complaining about missing nav collision in cooked builds #UE4

	Made sure hlod-generated StaticMeshes are marked as not having navigation data

	#jira UE-42034

Change 3314355 on 2017/02/21 by Marc.Audy

	Set error message back to be correctly about mobility
	#jira UE-42209

Change 3314566 on 2017/02/21 by Phillip.Kavan

	[UE-40801] Switch to an ensure() to potentially help diagnose a one-off assertion crash in the SCS editor if encountered again in a future release.

	#jira UE-40801

Change 3315459 on 2017/02/21 by Mike.Beach

	Updated marquee selection in graph editors. Ctrl dragging now inverts nodes' selection state (not only deselects them - holding alt is now for only deselection).

	#jira UE-16359

Change 3315546 on 2017/02/21 by Mike.Beach

	Mirroring CL 3294552

	Count "GeneratedStub" as a success for cooked file generation - ensures the saved asset gets recorded in the asset registry.

	#jira ODIN-5869

Change 3315554 on 2017/02/21 by Mike.Beach

	Do not generate NativizedAsset plugin files if no Blueprints were nativized (cut down on mod generate/cook time).

	#jira ODIN-6211

Change 3317225 on 2017/02/22 by mason.seay

	Enable Net Use Owner Frequency on blueprints.  This allows the client to use different weapons. Doesn't fix UE-42017 though.

Change 3317495 on 2017/02/22 by Marc.Audy

	Expose raw input device configurations to other modules by request

	#jira UE-42204

Change 3319966 on 2017/02/23 by Nick.Atamas

	Polished up the material reroute node:
	 - Removed some unnecessary widgets
	 - Centered the pin node

Change 3320099 on 2017/02/23 by Mike.Beach

	Guarding against passing self pins to referance parameters (it is not a property that is referencable, and would crash). Notifying the user through pin connection messages, and providing a script exception.

	#jira UE-40861

Change 3321227 on 2017/02/24 by Marc.Audy

	Just use name rather than going Name -> String -> TCHAR -> Name

Change 3321425 on 2017/02/24 by Marc.Audy

	Minor optimizations to avoid string construction when doing StaticFindObject and ResolveName

Change 3321630 on 2017/02/24 by Mike.Beach

	Removing reference notation from actor pointer param - allowing you to pass 'self' to Blueprint exposed function.

Change 3321845 on 2017/02/24 by Lukasz.Furman

	fixed navlink processor trace accepting only components with WorldStatic object type
	#ue4

Change 3322474 on 2017/02/24 by Aaron.McLeran

	UE-42345 Rewriting thumbnail renderer

Change 3322490 on 2017/02/24 by Aaron.McLeran

	UE-42345  Forgot to take abs of sample before averaging

Change 3323562 on 2017/02/27 by Mike.Beach

	Fixing bad merge, copying loop from //UE4/Main that accidently got replaced.

Change 3323685 on 2017/02/27 by Mike.Beach

	Preventing us from cross-binding editor & PIE actors when we fixup level script actor bindings (on duplicate for PIE).

	#jira UE-30816

Change 3323776 on 2017/02/27 by Marc.Audy

	Coding standard clean up pass

Change 3324050 on 2017/02/27 by Ben.Zeigler

	Fix issue with a StreamableHandle being cancelled while in progress leaving the in progress flag active. Added and improved error messages when streaming goes wrong
	Port of 3317217, 3315540, and 3314374 from UE4-Fortnite

Change 3324294 on 2017/02/27 by Ben.Zeigler

	Engine changes needed to support "Asset Management" UI:
	Add concept of "Manage" dependency to the Asset Registry, to represent that an asset like a texture is managed by a Primary Asset. This will be used to compute usage statistics and chunking
	Add ability for AssetManager to override the PrimaryAssetType/Id on a asset data loaded off disk. Needed so the asset audit tools work properly
	Significant performance improvements to the asset registry dependency gather, and correctly report as in progress while dependencies are still being gathered. On Fortnite it now finishes in 10 seconds instead of 100
	Add bUpdateDiskCacheAfterLoad option for the asset registry, if true (default) this will update the Asset Registry's disk cache when an object is loaded, only in the editor. This is so changes made in PostLoad are correctly mirrored in the disk cache
	Add PrimaryAssetType as a wrapper struct around FName to allow customizations and blueprint usage, clean up the noexport definitions for a few related classes
	Add Asset Manager code to create and query "Manage" references used for auditing and chunking
	Add code to read AssetManager scanning rules out of the AssetManagerSettings object, also settable in editor
	Made it so UWorlds are now PrimaryAssets of the type Map, and enable the AssetManager by default for all games
	Port of CL #3323720 and related fixes from Fortnite

Change 3324295 on 2017/02/27 by Ben.Zeigler

	Add AssetManagerEditor which contains the editor interface for the AssetManager system, and engine code needed to support it
	Add support for Management references to the Reference Viewer, and add ability to extend that context menu from plugins/games
	Add struct customizations for PrimaryAssetId and PrimaryAssetType
	Add AssetAuditBrowser window that shows a specialized asset picker for auditing, accessible from content browser, reference viewer, and main windows pane
	Add AssetAuditContext, which is a cleaned up port of the one from Paragon. This needs some more work before being final
	Expose PropertyCustomizationHelpers::MakePropertyComboBox which allows making an "enum-like" combo box for struct customizations, it now works much like the PropertyEditorAsset UI
	Add Custom Column support to AssetView/AssetPicker. This can be used to show runtime-generated column data
	Fix bug in SAssetView where column view did not work with a filter predicate, because the column view was generated before the deferred filter predicate run, leading to an empty filter
	Port of CL #3323722 and related fixes from Fortnite

Change 3324398 on 2017/02/27 by Ben.Zeigler

	CIS fix

Change 3324442 on 2017/02/27 by Ben.Zeigler

	Nonunity fix discovered while testing my nonunity fix

Change 3325465 on 2017/02/28 by Marc.Audy

	Expand RawInput to support up to 20 buttons

Change 3325468 on 2017/02/28 by Marc.Audy

	Fix CIS

Change 3325887 on 2017/02/28 by Phillip.Kavan

	[UE-41893] Implicitly nativize child Blueprints that override one or more BlueprintCallable functions from a parent Blueprint.

	change summary:
	- added FBlueprintEditorUtils::ShouldNativizeImplicitly()
	- modified FBlueprintGlobalOptionsDetails::IsNativizeEnabled() to disable the 'Nativize' checkbox when the BP is implicitly enabled
	- modified FBlueprintGlobalOptionsDetails::GetNativizeState() to set the 'Checked' state when the BP is implicitly enabled
	- modified FBlueprintGlobalOptionsDetails::GetNativizeTooltip() to set an alternate tooltip for the disabled state (when the BP is implicitly enabled)
	- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to ensure that implicitly-enabled BPs are flagged as selected for nativization

	#jira UE-41893

Change 3326713 on 2017/02/28 by Marc.Audy

	Update MAX_NUM_CONTROLLER_BUTTONS to match number of keys created

Change 3327688 on 2017/03/01 by Marc.Audy

	Fix spelling, remove autos

Change 3328139 on 2017/03/01 by Marc.Audy

	Win32 doesn't report the DeviceData in the same way that Win64 does, removing filtered check for now so that Win32 packaged games can use RawInput (4.15.1)

	#jira UE-42375

Change 3328550 on 2017/03/01 by Mike.Beach

	Typo fix in cast node tooltip.

Change 3328575 on 2017/03/01 by Nicholas.Blackford

	Submitting Tick Interval Functional Test

Change 3328972 on 2017/03/02 by Jack.Porter

	Fix for crash entering Landscape mode

	#jira UE-42497

Change 3329224 on 2017/03/02 by Nick.Bullard

	Removing Redirector from EngineTest project

Change 3330093 on 2017/03/02 by Mike.Beach

	Modified fix from Marc.Audy - Guarding against malformed graphs (missing their schema), which can happen in the middle of an undo transaction (removing the graph). Returning the graph's path name in this situation (instead of the display name), so we atleast have some semblance of context.

	#jira UE-42166

Change 3330306 on 2017/03/02 by Mike.Beach

	Replacing ArrayLibrary Get() calls in blueprints with a custom node, which can be toggled back and forth from returning by reference or by value.

	#jira UE-6451

Change 3330626 on 2017/03/02 by samuel.proctor

	Functional Test for Blueprint Containers

Change 3330690 on 2017/03/02 by Mike.Beach

	Modified the fix from CL 3308097 - cannot clear the edgraph pin context since many menu actions expect it be available still as the menu is clossing (menu's dismiss gets triggered before the action is executed).

	#jira UE-42500

Change 3330704 on 2017/03/02 by Mike.Beach

	CIS fix - fallout from CL 3330306

Change 3330875 on 2017/03/02 by Dan.Oconnor

	Iteration on compile manager - removed skeleton compile pass in favor of FastGenerateSkeletonClass (directly generate reflection data from blueprint source data - no graph cloning)

Change 3330892 on 2017/03/02 by Mike.Beach

	CIS fix for linux builds - include filename is case sensitive.

Change 3331585 on 2017/03/03 by Mike.Beach

	Fix for CIS issues (fallout from CL 3330306) - had success/failure return value flipped. Spuriously failing on deprecated node fixup.

Change 3333455 on 2017/03/06 by Ben.Zeigler

	Cleaned up version of CL #3332060, fixes crashes when calling StreamableManager::SynchronousLoad from inside a async PostLoad callback
	Also disable the "do sync load as async load" code in EDL, as EDL basically already does that internally
	Move the recursion guard inside async load tick outside of the EDL section, it's just as unsafe with EDL off

Change 3333484 on 2017/03/06 by Ben.Zeigler

	#jira UE-42312 Fix crash trying to read Searchable Name references to objects in the same package, now guess at package/object name

Change 3333553 on 2017/03/06 by Ben.Zeigler

	#jira UE-42387 Don't write out empty generated ini files for config files that are empty in both source and destination, this stops plugins without configs from ending up in cache

Change 3333697 on 2017/03/06 by Mike.Beach

	Resolving some CIS errors - fix for missed handling of split-struct pins (fallout from CL 3330306) on deprecated node conversion (mapping old pins to new pins).

Change 3334047 on 2017/03/06 by Ben.Zeigler

	#jira UE-42587 Now that we handle Add gameplay cues correctly by deferring them until after load, we also need to handle Remove cues, to avoid cues being stuck on permanently.

Change 3334228 on 2017/03/06 by Ben.Zeigler

	#jira UE-42153 Fix several crashes with gameplay tag query structs
	#jira UE-39760 Fix it to display tag query description on creation

Change 3335221 on 2017/03/07 by Lukasz.Furman

	fixed compilation errors for macros: UE_VLOG_MESH, UE_CVLOG_MESH
	#ue4

Change 3335733 on 2017/03/07 by dan.reynolds

	Fixing Attenuation Shape Material Reference

Change 3335918 on 2017/03/07 by Mike.Beach

	More deeply nesting an active world check in UMeshComponent::CacheMaterialParameterNameIndices(). Only guarding the parts that use the world (prior to this, we were blocking material parameter discovery, which was causing cooked content to loose material settings).

	#jira UE-42480

Change 3336053 on 2017/03/07 by zack.letters

	Moved and renamed test to meet naming convention and proper location

Change 3336087 on 2017/03/07 by Phillip.Kavan

	[UE-18618] Fix an ensure() misfire on PIE exit for listen server mode.

	change summary:
	- Modified UWorld::TransferBlueprintDebugReferences() to allow the LevelScript BP's target debug object reference to be reset to NULL when CreatePIEWorldBySavingToTemp() has recompiled it during the PIE startup process and autosaved the BP as a temporary.

	#jira UE-18618

Change 3336118 on 2017/03/07 by Phillip.Kavan

	Ensure that BP class component templates are included as preload dependencies where appropriate.

Change 3336418 on 2017/03/07 by Marc.Audy

	Set the PIEInstanceID before calling ConvertToPIEPackageName (4.15.1)
	#jira UE-42507

Change 3336529 on 2017/03/07 by dan.reynolds

	AEOverview UMG Interface

Change 3336729 on 2017/03/07 by Michael.Noland

	Blueprints: Changed a checkSlow() followed by unguarded access to an if and ensure() in BlueprintActionFilterImpl::IsDeprecated to prevent a potential crash in release if the node class is invalid for some reason
	#jira UE-42519

Change 3337054 on 2017/03/08 by Mieszko.Zielinski

	Fixed UGameplayTaskResource::AutoResourceID getting cleared on hot reload #UE4

Change 3337605 on 2017/03/08 by Mieszko.Zielinski

	PR #3345: Fix reversed comparison in FGameplayResourceSet::HasAllIDs (Contributed by hoelzl)

Change 3337612 on 2017/03/08 by Lina.Halper

	Commenting out ensure as this doesn't cause any harm and fix it up later by itself.
	- adding ticket for further investigation

	#rb: Martin.Wilson
	#jira: UE-42062

Change 3338353 on 2017/03/08 by Mike.Beach

	Undoing CL 3320099, and instead allowing self nodes to be plugged into const ref inputs. Now auto-generating ref terms for the self node (the input param expects an addressable UProperty). Skipping this for native functions, as UHT already does something similar.

	#jira UE-40861

Change 3340052 on 2017/03/09 by Marc.Audy

	Don't mark a blueprint dirty if the default value isn't actually set
	#jira UE-42511

Change 3340211 on 2017/03/09 by samuel.proctor

	Adding TMap/TSet tests for Containers Functional Test

Change 3340272 on 2017/03/09 by Marc.Audy

	auto removals
	small optimizations

Change 3340341 on 2017/03/09 by Marc.Audy

	Fortnite fixes for blueprint exposed editor only struct members
	#jira UE-42430

Change 3340356 on 2017/03/09 by Marc.Audy

	Do not allow blueprint exposed editor only struct members
	#jira UE-42430

Change 3340369 on 2017/03/09 by Mike.Beach

	Certain operations expect set/map elements to be constructed, instead of using an 'uninitialized' value (like with FStrings, previously this would blow up attempting to assign a value to an FString that hadn't been constructed). Fix is to construct the member when we make space in the container (emulating execSetArray).

	#jira UE-42572

Change 3340445 on 2017/03/09 by mason.seay

	Renamed and updated test map.  Also disabled tests until reviewed

Change 3340627 on 2017/03/09 by Marc.Audy

	Remove autos

Change 3340639 on 2017/03/09 by Dan.Oconnor

	Avoid CDO creation when asking if an object IsDefaultSubobject

Change 3340642 on 2017/03/09 by Marc.Audy

	Correctly maintain removed items from arrays when duplicating actors via T3D
	#jira UE-42278

Change 3340689 on 2017/03/09 by Dan.Oconnor

	Avoid UObject::Modify calls when renaming edgraph nodes as part of UEdGraphNode::PostLoad() or UEdGraph::MoveNodesToAnotherGraph

Change 3340709 on 2017/03/09 by Dan.Oconnor

	Remove misplace dClassDefaultObject null check for now

Change 3340710 on 2017/03/09 by Dan.Oconnor

	Avoid FindRedirectedPropertyName when performing StaticDuplicateObject

Change 3340728 on 2017/03/09 by Dan.Oconnor

	Null checking CDO so that we can duplicate a class with no CDO

Change 3342184 on 2017/03/10 by mason.seay

	Nav mesh generation test - not finished

Change 3342930 on 2017/03/13 by Mieszko.Zielinski

	Added missing undefining of local macros in VisualLoggerAutomationTests.cpp #UE4

Change 3343739 on 2017/03/13 by Marc.Audy

	Protect against ChildActorClass becoming null while ChildActorTemplate remains valid.

Change 3343758 on 2017/03/13 by Marc.Audy

	Ensure that when you change visibility, children also get marked dirty as needed.
	SetVisibility is no longer virtual, use OnVisibilityChanged in subclasses instead
	#jira UE-42240

Change 3343816 on 2017/03/13 by Mike.Beach

	Making sure we build CrashReporter for nativized clients.

	#jira UE-42056

Change 3343858 on 2017/03/13 by Phillip.Kavan

	Back out changelist 3336118 (per discussion) - did not solve the issue.

Change 3344218 on 2017/03/13 by Mike.Beach

	Patching some holes in the wildcard pin logic for our new array GetItem node (making sure the node properly retains its type).

Change 3344388 on 2017/03/13 by Mike.Beach

	Preventing make/break nodes from being in the context menu for structs that are not labeled 'BlueprintType' (still available if you drag off a node with a struct pin of that type).

	#jira UE-37971

Change 3344411 on 2017/03/13 by dan.reynolds

	AEOverviewMain update

	- Organized Variables

	- Added comments on level interface with UI script

Change 3344956 on 2017/03/14 by Marc.Audy

	Remove autos
	Slight optimization

Change 3345365 on 2017/03/14 by Mike.Beach

	In the Blueprint diff tool, no longer assuming that graph names are unique (using the outer path to find matching graphs between diff panels).

	#jira UE-42787

Change 3345565 on 2017/03/14 by Marc.Audy

	auto removal

Change 3345654 on 2017/03/14 by Marc.Audy

	Allow hierarchical metadata querying when HACK_HEADER_GENERATION is true

Change 3345771 on 2017/03/14 by Zak.Middleton

	#ue4 - Refactored CharacterMovementComponent determination of net send rate when combining moves into a virtual function GetClientNetSendDeltaTime(). Added configurable values to GameNetworkManager under [/Script/Engine.GameNetworkManager]:

	ClientNetSendMoveDeltaTime=0.0111f
	ClientNetSendMoveDeltaTime=0.0222f
	ClientNetSendMoveThrottleAtNetSpeed = 10000
	ClientNetSendMoveThrottleOverPlayerCount=10

	These are the default values maintained for backwards compat.

	Related to OR-36422.

Change 3346314 on 2017/03/14 by Dan.Oconnor

	Add two features to FBlueprintCompileReinstancer. Exposing it's CPFUO extensions and add a flag to avoid potentially unneeded CDO duplication.

Change 3346329 on 2017/03/14 by Dan.Oconnor

	Avoid CDO creation in UBlueprintGeneratedClass::PostLoad - rely instead on compiler

Change 3346436 on 2017/03/14 by Dan.Oconnor

	Compilation Manager iteration - improvements to reinstancing logic and postponement of reinstancing reference replacement until after loading has finished (done strictly to reduce the number of 'find references' calls). Behavior change is behind the GMinimalCompileOnLoad flag

Change 3346632 on 2017/03/14 by Ben.Zeigler

	Change StringClassReference customization to use MustImplement and BlueprintBaseOnly metadata, to match the metadata used by SubclassOf customization
	Add missing Class Property metadata to the metadata list

Change 3347525 on 2017/03/15 by Marc.Audy

	PR #3371: Fix for binding ability action to input component (Contributed by ryanjon2040)
	#jira UE-42810

Change 3347562 on 2017/03/15 by Phillip.Kavan

	[UE-32816] Support for value-based bitfield enum associations in the editor.

	notes:
	- default mode is still index-based, so there are no backwards-compatibility issues

	change summary:
	- new metadata key for flagging enums as value-based (UseEnumValuesAsMaskValuesInEditor)
	- modified SPropertyEditorNumeric::Construct() to include logic for handling value-based enum associations
	- modified SGraphPinInteger::Construct() to include logic for handling value-based enum associations
	- added default value fixup to UK2Node_BitmaskLiteral, so that changed/removed values get masked out on load
	- switched UK2Node_BitmaskLiteral::PostLoad() to Serialize(), so that default value fixup occurs before compilation

	#jira UE-32816

Change 3348030 on 2017/03/15 by Marc.Audy

	Remove experimental blueprintable components setting, they are supported fully

Change 3348034 on 2017/03/15 by Phillip.Kavan

	CIS fix.

Change 3348054 on 2017/03/15 by Marc.Audy

	Fix shadow error

Change 3348063 on 2017/03/15 by mason.seay

	Updateed bp logic to use asserts.  Added scenarios to descriptions of tests

Change 3348131 on 2017/03/15 by mason.seay

	Updating maps and reorganizing content

Change 3348146 on 2017/03/15 by Mike.Beach

	Making it so we can use DataTable variables as inputs in the GetDataTableRow node. The output pin is now a wildcard when the row type is undefined, and we throw an access error at runtime if the table and output type don't match.

Change 3348213 on 2017/03/15 by dan.reynolds

	AEOverview UMG Update

	- Added level selection persistence between categories (so you can pick and choose from multiple categories)

	- Added a clear all selections button

	- Added comments to the UMG BP

Change 3348344 on 2017/03/15 by Lukasz.Furman

	fixed missing path following result flag descriptions
	#ue4

Change 3348489 on 2017/03/15 by mason.seay

	Moved content and updated test descriptions

Change 3348496 on 2017/03/15 by Mike.Beach

	Keeping the new version of the GetArrayItem node from causing a stack overflow with wildcard reroute nodes.

Change 3348502 on 2017/03/15 by Ben.Zeigler

	#jira UE-42935 Fix several issues with GameplayTag and Container switch nodes crashing. Container didn't handling having multiple empty nodes correctly
	Fix general issue with Switch nodes where removing an execution pin with right click was not synchronizing the pin list properly
	Change it so the Container switch shows the simple tag string instead of Case 0, and change it to not quote by default for Container display strings

Change 3348504 on 2017/03/15 by Ben.Zeigler

	#jira UE-41554 Add GameplayTag initialization to InitializeObjectReferences if it hasn't been initialized yet, this is important so it gets initialized before being initialized from unsafe areas like Serialize

Change 3348512 on 2017/03/15 by Mike.Beach

	Reroute nodes connected to a new output, will propagate the type through its inputs (was previously treating the input's wildcard type as authoritative).

Change 3348513 on 2017/03/15 by Phillip.Kavan

	[UE-38979] Error out on an attempt to nativize a Blueprint class that also implements a native C++ interface with a pure virtual function declaration.

	change summary:
	- added TIsAbstract<T> for traits testing to see if native C++ types are abstract (in terms of C++, not UE4)
	- changed TCppStructOps::IsAbstract() to use TIsAbstract<T>
	- added UClass::CppClassOps to capture class-specific traits info for the underlying C++ class type
	- modified UClass::PurgeClass() to clean up class-specific traits info (if valid)
	- modified FNativeClassHeaderGenerator::ExportNativeGeneratedInitCode() to generate code to initialize class-specific traits info for compiled-in class types
	- modified FBlueprintNativeCodeGenModule::IsTargetedForReplacement() to throw an error during nativization if a target BP class is found to implement a native interface class that's also abstract (i.e. an interface class that declares one or more of its methods as pure virtual)
	- modified BlueprintActionFilterImpl::IsExtraneousInterfaceCall() to initially exclude any native interface class that is also abstract
	- modified FKismetEditorUtilities::CanBlueprintImplementInterface() to additionally exclude any native class that is also abstract
	- modified FBlueprintInterfaceFilter::IsClassAllowed() to additionally exclude any native class that is also abstract

	#jira UE-38979

Change 3348651 on 2017/03/15 by Mike.Beach

	Fixing the new GetDataTableRow node so that it'll give you the option of reroute nodes.

Change 3348684 on 2017/03/15 by Michael.Noland

	Blueprints: Allow string and text variables to be marked as multi-line

	PR #3294: UE-42147: Add multiline to BP view details (Contributed by projectgheist)

	#jira UE-42275

Change 3348691 on 2017/03/15 by Michael.Noland

	Cameras: Added support for specifying a default aspect ratio and whether or not to constrain to it in a camera manager subclass; useful when using custom view logic that doesn't source from a camera component as the view target
	PR #2593: Finish implementing aspect ratio handling for PlayerCameraManager (Contributed by CleanCut)
	#jira UE-33052

Change 3348698 on 2017/03/15 by Michael.Noland

	Removed a sprite reference from trigger shape classes and excluded some component references from camera rigs in cooked builds
	PR #2922: Ensuring editor data is not accessed when excluded from cook (Contributed by moritz-wundke)

	#jira UE-38484

Change 3348722 on 2017/03/15 by Dan.Oconnor

	Fix replacement bug - due to last minute refactor of this reference replacer call

Change 3348736 on 2017/03/15 by Michael.Noland

	Blueprints: Added missing include for UTextProperty (compiled fine locally both with the file checked out and the file unmodified)

Change 3348810 on 2017/03/15 by Michael.Noland

	Blueprints: Added support for seeing the user defined tooltip on get/set nodes for local variables
	PR #3256: UE-41098: Added UFunction argument (Contributed by projectgheist)

Change 3348811 on 2017/03/15 by Michael.Noland

	PR #3380: Added CancelAbility Blueprint node (Contributed by ryanjon2040)

	#jira UE-42904

Change 3348969 on 2017/03/15 by Dan.Oconnor

	Build fix

Change 3349023 on 2017/03/16 by Aaron.McLeran

	Copying //Tasks/UE4/Private-GDC17-Audio to Dev-Framework (//UE4/Dev-Framework)

Change 3349389 on 2017/03/16 by mason.seay

	Finished up Navigation map.  Improved Navmesh map (still needs some work before review)

Change 3349575 on 2017/03/16 by Marc.Audy

	Emit ScriptMacros.h in addition to ObjectMacros.h in generated headers

Change 3349628 on 2017/03/16 by Ben.Zeigler

	Add direct support for Chunk setting to AssetManager. If AssetManager exists and no game callback is set it uses the new, much faster method. Otherwise it falls back to the old one
	Fix some memory corruption issues in ChunkManifestGenerator where it was modifying a map while iterating it, could lead to assets ending up in multiple chunks accidentally
	Remove the "Old Cooker" entirely, it hasn't functioned since around 4.9
	Various fixes to AssetManagerEditorModule
	Convert ShooterGame to use the AssetManager for chunking

Change 3349629 on 2017/03/16 by Ben.Zeigler

	Change Fortnite to use the AssetManager chunking system, which simplifies the chunk 1 setup significantly
	Also includes changes made on Fortnite Branch as  CL #3323724:
	Fortnite changes to take advantage of the Manage dependency in the asset manager
	Move definition of asset types to ini from native, and simplify it so all zone themes are scanned, even if not used
	Make FeedbackBank a primary asset type. It's currently editor only as there are some outdated banks we don't want to cook

Change 3350043 on 2017/03/16 by Marc.Audy

	Fix Audio compile errors

Change 3350092 on 2017/03/16 by Dan.Oconnor

	Fix missing output parameters when the function result node is pruned

Change 3350190 on 2017/03/16 by Ben.Zeigler

	CIS fix

Change 3350707 on 2017/03/16 by Dan.Oconnor

	Add means of enabling BlueprintCompilationManager via editor ini. Wedging the check into LaunchEngineLoop because of assets that are loaded during engine initialization

Change 3350820 on 2017/03/16 by Joe.Conley

	Xenakis project: Setting GameMode to GameMode instead of None so the game doesn't crash on Play

Change 3350893 on 2017/03/16 by Dan.Oconnor

	Build fix

Change 3351017 on 2017/03/16 by Dan.Oconnor

	Using ordered arguments instead of named arguments improves load time in BP heavy projects

Change 3351056 on 2017/03/16 by Dan.Oconnor

	Avoiding Copies

Change 3351062 on 2017/03/16 by Dan.Oconnor

	Enable BlueprintCompilationManager by default - this is a major change in code path when loading uassets that contain blueprints

Change 3351770 on 2017/03/17 by Marc.Audy

	Fix CIS warnings

Change 3351818 on 2017/03/17 by Mike.Beach

	CopyPropertiesForUnrelatedObjects() will now only copy tagged data when the two objects truly are unrelated (different native base classes). We have to do this because the two native base classes may have different serialization methods that add/expect different data, which is not compatible with the other.

	#jira UE-35970

Change 3351918 on 2017/03/17 by Mike.Beach

	CIS fix - renaming local so it doesn't conflict with the one in the outer scope.

Change 3351931 on 2017/03/17 by Ben.Zeigler

	Make CoreRedirects a proper Automated Test, and fix a test failure with not handling : in the output string
	Fix legitimate regression where doing a package -> package rename would clear Outer, this was a result of a fix I made in Main a few weeks ago

Change 3351956 on 2017/03/17 by Dan.Oconnor

	Make sure result element is emptied when calling Intersect, Union, or Difference
	#jira UE-42993

Change 3352049 on 2017/03/17 by Ben.Zeigler

	#Jira UE-42118 Add RemoveGameplayTag to the tag blueprint library
	Delete (with redirector) redundant AddGameplayTagToContainer function that got accidentally added in parallel on Fortnite. Decided to keep the shorter TagContainer parameter name for both though

Change 3352065 on 2017/03/17 by Aaron.McLeran

	Fixing compile errors

	- deleting unused files
	- removing #pragma once in SSynthKnob.cpp
	- Making phonon have win64 whitelist to avoid compiling on other platforms

Change 3352100 on 2017/03/17 by Aaron.McLeran

	Fixing compile errors

	- Moving header file to public folder since it's used outside of module

Change 3352182 on 2017/03/17 by Ben.Zeigler

	#jira UE-39815 Fix several issues with renaming tags in the tag settings view, it now deletes redirectors properly when renaming or making a new tag that matches an existing redirector

Change 3352286 on 2017/03/17 by Ben.Zeigler

	#jira UE-39519 Add error messages when only one of GameMode/GameState is derived from the outdated parent classes
	Modified version of PR #3285: Add error log messages if the GameMode/GameState are mis-matched (Contributed by jwatte)

Change 3352299 on 2017/03/17 by Ben.Zeigler

	#jira UE-40544
	PR #3130: UE-40544: Check pause state if state change is allowed (Contributed by projectgheist)

Change 3352303 on 2017/03/17 by Ben.Zeigler

	#jira UE-40856
	Commit PR #3147:  Remove unnecessary directory separator for GetSaveGamePath  (Contributed by projectgheist)
	Remove unnecessary FString casting and in OpenGLDebugFrameDump.cpp there were FString multiplications that would never compile

Change 3352320 on 2017/03/17 by Ben.Zeigler

	#jira UE-40087 Fix it so console keybind can be used in shipping games with console enabled
	Commit PR #3079: Fix ALLOW_CONSOLE define usage (Contributed by KrisRedbeard)

Change 3352338 on 2017/03/17 by Ben.Zeigler

	#jira UE-42800
	PR #3367: Made CheatManager more useful for non-FPShooters (Contributed by crumblycake)

Change 3352352 on 2017/03/17 by Dan.Oconnor

	Emptying map instead of trying to remove an element when conversion of a value type fails - can't remove a single element until the map is rehashed
	#jira UE-42937

Change 3352581 on 2017/03/17 by Lukasz.Furman

	fixed memory leak in navmesh generators
	copy of CL# 3352356
	#ue4

Change 3352665 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	- Adding virtual destructor to FSoundWaveSoundWaveAssetActionExtender
	- Also renamed the class to only include SoundWave once!
	- Fixing static analysis warning on null deref.

Change 3352685 on 2017/03/17 by Dan.Oconnor

	Fix for bad behavior of GetValues and GetKeys functions when there are gaps in a TMap (e.g. due to Remove calls)
	#jira UE-42547

Change 3352706 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	Changing TSharedPtr<FSoundWaveSoundWaveAssetActionExtender> to TSharedPtr<ISoundWaveAssetActionExtensions>

Change 3352708 on 2017/03/17 by Dan.Oconnor

	Data only and interface blueprints need SkeletonGeneratedClass set on load so that they can be used by the BlueprintEditor

	#jira UE-43023

Change 3352860 on 2017/03/17 by Lukasz.Furman

	fixed memory leak in navmesh generators
	copy of CL# 3352849
	#ue4

Change 3352967 on 2017/03/17 by Dan.Oconnor

	Avoid tagging blueprints as modified while compiling with the new compilation manager. Leaving old code path unaffected, although it may benefit from this change.

	#jira UE-43027

Change 3352979 on 2017/03/17 by Dan.Oconnor

	Static analysis driven fixes

	#jira UE-43044

Change 3352987 on 2017/03/17 by Aaron.McLeran

	Fixing build error

	- Removing myo from other platforms, win64 only

Change 3353234 on 2017/03/18 by Marc.Audy

	Fix Win32 build

Change 3353344 on 2017/03/19 by Marc.Audy

	Fix cyclic includes in new Audio code

Change 3353350 on 2017/03/19 by Marc.Audy

	Disable static analysis for myo third party code

Change 3353750 on 2017/03/20 by Marc.Audy

	Fix additional cyclic include

Change 3353926 on 2017/03/20 by Mieszko.Zielinski

	Made FNavAgentProperties::GetExtent return INVALID_NAVEXTENT if prop's AgentRadius is not set #UE4

	This results in using FNavAgentProperties::DefaultProperties in navigation system queries to fallback to default query extent.

	#jira UE-18493

Change 3354249 on 2017/03/20 by Mike.Beach

	Raising a UHT error if you use a non-byte enum type in a Blueprint function. Blueprints currently only support uint8 enums (already an error if you tag the enum with 'BlueprintType', this error just emulates/extends that one).

	#jira UE-42479

Change 3354464 on 2017/03/20 by Dan.Oconnor

	Fix missing source path when using compilation manager

Change 3354499 on 2017/03/20 by Dan.Oconnor

	Disable compilation manager

Change 3354620 on 2017/03/20 by Ben.Zeigler

	#jira UE-43087 Fix crash when calling HasGPUEmitter on a Server build, this is newly an issue because it is calling GetAssetRegistryTags in more places than it used to

Change 3354714 on 2017/03/20 by Michael.Noland

	PR #3352: Fixed issue with diffed Blueprints being searchable (Contributed by MichaelSchoell)

	#jira UE-42655

Change 3354718 on 2017/03/20 by Michael.Noland

	Engine: Change FViewport::IsGameRenderingEnabled to be static
	PR #3317: FViewport::IsGameRenderingEnabled (Contributed by tomix1024)

	#jira UE-42471

Change 3354721 on 2017/03/20 by Michael.Noland

	PR #3293: Made GetDefaultLocale accessible in blueprint (Contributed by derekvanvliet)

	#jira UE-42274

Change 3354907 on 2017/03/20 by Aaron.McLeran

	Fixing content in xenakis map

Change 3355223 on 2017/03/20 by Ben.Zeigler

	#jira UE-43096 Fix crash when trying to ResolveName a path that ends in . (apparently when you LoadObject empty string, it ends up trying to load "." before giving up

Change 3355297 on 2017/03/20 by Dan.Oconnor

	Fix incorrect flag settings from fast skeleton path.. this is part of the fix for UE-43083

Change 3355373 on 2017/03/20 by Michael.Noland

	PR #3222: Allow Blueprint Variables to be Readonly (Contributed by FrostByteGER)

	#jira UE-41640

Change 3355417 on 2017/03/20 by Ben.Zeigler

	Fix formatting bug where I forgot some braces

Change 3355462 on 2017/03/20 by Aaron.McLeran

	UE-43046 Property type changed with no possible conversion

	Resaved asset in question

Change 3355629 on 2017/03/20 by Dan.Oconnor

	Don't warn the user when their return node that has no pins (other than an exec pin). These return nodes cannot be deleted and connecting them does nothing. Prior to recent changes the warning never fired because the return node would be pruned and not validated.

Change 3355631 on 2017/03/20 by Dan.Oconnor

	Fix compilation results spam in compilation manager. Scoped compiler events (e.g. BP_SCOPED_COMPILER_EVENT_STAT(EKismetCompilerStats_CompileTime);) will flush the results log if no 'event' has been started. Timing data collected via this mechanism will not be useful (can only measure entire call to ::Flush in compilation manager)

Change 3356127 on 2017/03/21 by Richard.Hinckley

	#jira UEDOC-4711
	Updated an invalid/old URL in a comment to a valid/current URL.

Change 3356193 on 2017/03/21 by Marc.Audy

	Temporarily remove editor only properties in FCameraFocusSettings until we correctly no longer create pins for struct properties that are not exposed to blueprints
	#jira UE-43420

Change 3356222 on 2017/03/21 by Marc.Audy

	Expose new attenuation settings to blueprints to resolve cook warnings.

Change 3356286 on 2017/03/21 by Richard.Hinckley

	#jira UEDOC-4711
	Selected a different URL for the update.

Change 3356339 on 2017/03/21 by Marc.Audy

	Delete unconnected return nodes to fix fortnite cook warnings

Change 3356827 on 2017/03/21 by Ben.Zeigler

	Explicitly disable copy operations for streamable manager objects. This may be causing some obscure crashes like WEX-5182 but I am not sure how the copy constructor would be getting called. Either way it's unsafe
	Put in protection against passing in duplicate items to RequestAsyncLoad, which is another possible cause of internal data corruption
	Add some more ensures to track down possible issues with handle corruption

Change 3356920 on 2017/03/21 by Ben.Zeigler

	Fix ensure just checked in to not go off when handles are halfway through being cancelled

Change 3358152 on 2017/03/22 by Phillip.Kavan

	#jira UE-43102 - Fix an occasional crash on load in nativized EDL-enabled builds with non-nativized child BPs.

	Change summary:
	- Modified AActor::PostLoadSubobjects() to skip the CheckAndApplyComponentTemplateOverrides() call in the CDO case; at that point the ICH may not be fully loaded, but we don't require the non-nativized child BP's CDO to be fixed up anyway.

[CL 3358685 by Marc Audy in Main branch]
2017-03-22 12:57:30 -04:00
Bob Tellez
33c9ba59f2 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3284787)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3284469 on 2017/02/02 by Saul.Abreu

	Fixed comment on Slate Brush for getting the resource object and what kind of object it may be.

Change 3284410 on 2017/02/02 by Ben.Zeigler

	Add FSlateBrush subclass constructors that take resource objects, to create static brushes at startup time that refer to already loaded UTextures

Change 3284381 on 2017/02/02 by Saul.Abreu

	#fortnite
	Added functionality to common button to actually use the single material brush setting and automatically create and expose access to a material instance dynamic.
	Also fixed some potential object lifetime issues in CommonButton.

Change 3282423 on 2017/02/01 by Ben.Zeigler

	Fix issue with synchronous load of objects not invalidating cached nulls for asset ptrs. This was always an issue but my recent change to assetptr SynchronousLoad made it manifest more often.
	In the future we may want to invalidate cached nulls on object creation to handle cases like save games

Change 3282265 on 2017/02/01 by Ian.Fox

	#UE4, #XMPP - Reduce verbosity of strophe receive-stanza log

Change 3282159 on 2017/02/01 by Ben.Zeigler

	Fix issue where async loading null string reference would deadlock

Change 3282054 on 2017/02/01 by James.Longstreet

	#fortnite #jira FORT-28234 Fix sceImeDialogTerm() warning

	We were calling sceImeDialogTerm() in cases where the dialog wasn't active.  The only state it's legitimate to call sceImeDialogTerm() in is SCE_IME_DIALOG_STATUS_FINISHED.

Change 3282051 on 2017/02/01 by James.Longstreet

	#fortnite #jira FORT-30021 Respect bVirtualKeyboardSendsTextChanged on PS4

Change 3281799 on 2017/02/01 by Nick.Cooper

	#Fortnite - Removed code on PS4 that was adding a EMouseButtons::Left press when the right shoulder button was pressed

	#jira FORT-35821

Change 3281771 on 2017/02/01 by Lukasz.Furman

	fixed end of path conditions breaking movement when path starts with a navlink and turn back below
	#jira FORT-36375

Change 3280579 on 2017/01/31 by Ben.Zeigler

	Remove ForEachProperty and switch AssetManager to use TPropertyValueIterator instead. Code review changes to TPropertyValueIterator.
	Add InitializeAssetBundlesFromMetadata to AssetManager which parses AssetBundles metadata at load/save time and uses that to assign asset references to specific bundles.
	Add RecursivelyExpandBundleData to allow recursively acquiring bundle dependencies.
	Add AssetBundles to the PropertyMetadata list. Sorted list and fixed some comment typos.
	Change it so the DataAsset factory won't show blueprintable native classes as valid, the editor doesn't like it when you have both blueprinted and non-blueprinted assets of the same base class.
	Change AssetPtr.LoadSynchronous to be const and to behave the same as Get(). This was a licensee complaint and the old behavior to null out the reference because of a transient load error can cause data loss.

Change 3280176 on 2017/01/31 by Lukasz.Furman

	fixed missing navmesh update on replacing existing floor/roof
	#jira FORT-36369

Change 3279761 on 2017/01/31 by Saul.Abreu

	#fortnite
	Added ability to keep common buttons interactable even when they're selected, so they can still be clicked. Old default behavior is preserved.

Change 3279678 on 2017/01/31 by Saul.Abreu

	#fortnite
	Moved GetCurrentInputType from UCommonActionWidget to UCommonUIContext for reuse.

Change 3278593 on 2017/01/30 by Ben.Zeigler

	Delay initialization of asset registry tag filter list until it is needed, to make sure it catches modules that were loaded after the asset registry module. Fixes issues with tags not inherting to child classes

Change 3278592 on 2017/01/30 by Ben.Zeigler

	Add TPropertyValueIterator to replace ForEachProperty. This is a recursive iterator instead of a predicate search, and also allows extracting the property chain, which I need for metadata parsing.
	AssetManager has an example of both uses, will delete ForEachProperty tomorrow.

Change 3277859 on 2017/01/30 by Lukasz.Furman

	fixed navigation path postprocessing not working with vertical navlinks near start point
	required by taker portal up move
	#jira FORT-36570

Change 3277580 on 2017/01/30 by Ben.Zeigler

	#jira FORT-36662 Return streamable manager to always use hard references, weak references do not work during AddReferencedObjects at all, because of the unreachable flag that is set during GC. This returns the behavior of forcing assets to be "Force Deleted" if they were loaded by asset manager.

Change 3276903 on 2017/01/29 by Bob.Tellez

	#BlueprintContext Updated copyright notice for 2017

Change 3276902 on 2017/01/29 by Bob.Tellez

	#CommonUI Updated some missed copyright notices for 2017

Change 3276731 on 2017/01/29 by Jeff.Campeau

	Forward modified warning messages

Change 3276642 on 2017/01/28 by Jeff.Campeau

	Change specific errors from packaging multiple configurations into a single package into warnings.

Change 3276228 on 2017/01/27 by Ben.Zeigler

	Fix crash/data loss when a Pin's DefaultObject points to an ObjectRedirector. FixObject will return redirectors so you need to correct for that

Change 3276073 on 2017/01/27 by Ben.Zeigler

	Add some utility functions to core asset manager and streamablemanager and fix various editor interactions.
	Add startup and cook interaction hooks to AssetManager directly and call them form Engine in addition to the game-specific hooks.
	Add concept of BulkScanning to AssetManager, use this when scanning many directories.
	Fix issues with string asset references being wrong for blueprint classes, this would be easier if the assetdata pointed to the class and not the possibly-missing blueprint.
	Change StreamableManager to keep referenced objects as weak pointers. These pointers are effectively soft in the editor, hard outside of the editor. By storing them as raw pointers it was difficult to guarantee their safety without causing issues with deleting assets.

Change 3276058 on 2017/01/27 by Ben.Zeigler

	Add UStruct::ForEachProperty, which recursively iterates properties of a struct and calls a lambda.
	Add some new BaseStructure accessors

Change 3275981 on 2017/01/27 by Alex.Thurman

	Move Item Management Screen input handling into child activatable panels.
	#JIRA FORT-35759
	#JIRA FORT-35758

Change 3275626 on 2017/01/27 by John.Pollard

	First pass at implementing net relevancy for replays

	* All connections are considered when determing if an actor is relevant
	* Enable by setting demo.UseNetRelevancy to 1
	* Override cull distance with demo.CullDistanceOverride

Change 3275221 on 2017/01/27 by John.Pollard

	FORT-36482 - Fix issue with using wrong serializer for re-mapping objects

Change 3274149 on 2017/01/26 by Alex.Thurman

	Expose the Common Widget Switcher as part of the common UI plugin library.
	#fort

Change 3274103 on 2017/01/26 by Michael.Trepka

	Fixed a crash on startup on Mac when using a shader cache populated during cooking and re-enabled cook time cache generation in Fortnite

Change 3273867 on 2017/01/26 by James.Hopkin

	Enabled Stomp for PS4

	#jira FORT-35517

Change 3273749 on 2017/01/26 by James.Hopkin

	Added libwebsocket libraries for PS4

	#jira FORT-35517

Change 3273105 on 2017/01/26 by James.Hopkin

	Moved libwebsockets.h into platform-specific folders (in preparation for PS4 building against slightly more recent version)

Change 3273020 on 2017/01/26 by Jeff.Campeau

	Stage manifest files from loose folder, not binary folder (appdata.bin is no longer created in the binary directory)

Change 3272825 on 2017/01/25 by Saad.Nader

	#fort
	Added function to set the auto activation on or off on a common widget switcher.
	Updated CommonTabListWidget to temporarily turn off activation when setting a linked switcher.
	Added some missing delegate cleanup code.

Change 3272598 on 2017/01/25 by Justin.Augspurger

	#fortnite
	Add activatable panel function that returns if an input handler is set.

Change 3272411 on 2017/01/25 by Michael.Trepka

	Increased g.TimeoutForBlockOnRenderFence on Mac to 5 minutes

Change 3271913 on 2017/01/25 by Lukasz.Furman

	fixed conditions of movement's destinaiton oveshot check to work with setup in FTest maps
	#jira FORT-36375

Change 3271723 on 2017/01/25 by Bob.Tellez

	#UE4 Disabled MfMedia on windows.

Change 3271223 on 2017/01/25 by Jeff.Campeau

	Allow packaging to fall back to the engine directory for the lastchunk file if it's not present in the staged version.

Change 3271066 on 2017/01/24 by Chris.Gagnon

	- Properly clean up the UIManager and Analog Cursor when game/pie exists.
	- FortAnalogCursor now sequesters the mouse during InputSuspension.
	- Change the callback order for activate and deactivate so the classes can chain activate.

Change 3271064 on 2017/01/24 by Chris.Gagnon

	- NavigateToWidget() added to SlateApplication
	- SlistView and it's descendants now have the ability to navigate to the widget scrolled into view

Change 3270778 on 2017/01/24 by Michael.Trepka

	Fixed and enabled cook time binary shader cache generation for Mac

Change 3270645 on 2017/01/24 by Jeff.Campeau

	- New manifest generation (backward compatible)
	- True support for multiconfig packages
	- Settings all based in target settings in editor
	- Localized package resources with support to reduce redundancies
	- Resource table generation and manifest generation combined
	- Further reduced unneeded deploy copies

	#jira FORT-36413

Change 3270191 on 2017/01/24 by Lukasz.Furman

	reverted file unrelated to DecoyDistance fix

Change 3270133 on 2017/01/24 by Lukasz.Furman

	fixed item scoring in DecoyDistance test
	#jira FORT-36034

Change 3269363 on 2017/01/24 by James.Hopkin

	#online #stomp Added error logging for loss of heartbeat

	#jira FORT-34763

Change 3268921 on 2017/01/23 by Saul.Abreu

	#fortnite
	Renamed CommonWidgetGroup to emphasize that it is an abstract base class. Added ability to get the selected button out of CommonButtonGroup.

Change 3268913 on 2017/01/23 by Saul.Abreu

	#fortnite
	Recreated some minor changes to UEnumProperty so that TMap properties don't assert with enums as keys.

Change 3268436 on 2017/01/23 by Michael.Trepka

	Added rhi.Metal.AllowRHIThread to allow games to disable RHI thread on Mac to be able to use shader cache, which currently is incompatible with RHI thread. Disabled RHI thread on Mac in Fortnite.

	Also, temporarily disabled Metal validation layer in Fortnite until I have more information on the cost of various levels of validation.

Change 3266945 on 2017/01/20 by Bob.Tellez

	#UE4 Allowing more configurations to generate debug symbols

Change 3266814 on 2017/01/20 by Bob.Tellez

	#UE4 Moved MfMedia video track handling to the render thread, which removes the need for some buffer management in MediaTextureResource.cpp. Also, Mfmedia now emits the PlaybackEndReached event.

	#JIRA FORT-31753

Change 3266541 on 2017/01/20 by Lukasz.Furman

	moved navigation export of building actor's static mesh into owning actor data instead of using parent chain,
	attempt to fix husks passing through walls that lost navigation data at some point during game
	#jira FORT-35741

Change 3266269 on 2017/01/20 by Fred.Kimberley

	Change async loading of gameplay cues so that the gameplay cue manager maintains ownership of the assets and can control their lifetime.

Change 3266053 on 2017/01/20 by Michael.Trepka

	Fixed issues with shader cache not working properly with Mac Metal (but it still requires -norhithread to work at all). Enabled the shader cache by default if RHI thread is disabled.

Change 3265585 on 2017/01/20 by Bart.Hawthorne

	Enable Oodle in Fortnite

Change 3264678 on 2017/01/19 by Lukasz.Furman

	fixed crash on opening behavior trees with invalid decorator class (empty redirectors)
	#ue4

Change 3264473 on 2017/01/19 by Fred.Kimberley

	Tell the streamable manager to manage gameplay cue assets that are async loaded.

	#jira FORT-35171

Change 3262846 on 2017/01/18 by John.Pollard

	FORT-30352 - Fix by lowering network logging verbosity for benign condition

Change 3262535 on 2017/01/18 by Michael.Trepka

	Fix for FORT-35776

	Make sure to set reasterizer state when rendering with a material in FSlateRHIRenderingPolicy::DrawElements

Change 3262386 on 2017/01/18 by John.Pollard

	Deprecate bPendingNetUpdate, NetUpdateTime and LastNetUpdateTime

Change 3262375 on 2017/01/18 by Ian.Fox

	#UE4, #XMPP - Handle Message stanza errors
	#JIRA OGS-505

Change 3262262 on 2017/01/18 by John.Pollard

	Turn on adaptive network updates by default

Change 3262215 on 2017/01/18 by Rob.Cannaday

	Fix for returned XMPP messages (to invalid recipient) triggering on message received delegates

Change 3262094 on 2017/01/18 by Jamie.Dale

	Cook on the fly builds now resolve string asset references

Change 3262091 on 2017/01/18 by Jamie.Dale

	Guarding against potentially invalid call to FString::Mid

Change 3262089 on 2017/01/18 by Jamie.Dale

	Fixing RedirectCollector issues with projects outside the UE4 directory

	It was storing relative paths, but MakeStandardFilename wouldn't make a relative path for anything outside of the UE4 directory. In addition to this, some code was testing filters using package style paths, so I converted all the code to use package style paths instead.

Change 3261201 on 2017/01/17 by Ben.Zeigler

	Perf improvements to PackageName that improve cooked load times by around a second. These string functions get called very often and Split is very slow, especially backwards searching or case insensitive.

Change 3261098 on 2017/01/17 by John.Pollard

	Fix for FORT-35711 - Edited buildings do not always replicate correctly

	We were removing the actor from the network object list too soon

Change 3260515 on 2017/01/17 by John.Abercrombie

	Fix MoveTo task ending with success when it's interrupted
	- Default the task to an invalid status rather than assuming we are successful

	#jira FORT-35497 - Defender can pick up a weapon from far away as they get knocked DBNO

Change 3260343 on 2017/01/17 by Lukasz.Furman

	fixed end of path conditions for crowd simulation when using string pulled path
	#jira FORT-35713

Change 3259419 on 2017/01/16 by John.Pollard

	Network actor list fixes:

	* Don't add add actor to network list if it will just immediately get removed
	* Remove destroyed actors from actor list on clients
	* Make sure actor Role is set to correct value before adding to network actor list

Change 3259104 on 2017/01/16 by Michael.Trepka

	Change the default for rhi.Metal.RuntimeDebugLevel  to 2, as 3 is too expensive for Development builds and disable METAL_DEBUG_OPTIONS in Test builds

Change 3259017 on 2017/01/16 by Saad.Nader

	#fort
	Added a missing remove delegate handler when widget is destructed.

Change 3258901 on 2017/01/16 by Saad.Nader

	#fort
	Added the ability to remove an input action from the list of actions we are listening for in an activatable panel.

Change 3258844 on 2017/01/16 by Ryan.Rauschkolb

	#fortnite
	Fixed issue where UUMGSequencePlayer:Tick would broadcast OnAnimationFinished before the final frame of the animation plays

Change 3258734 on 2017/01/16 by Michael.Trepka

	Fixed a crash on exit on Mac in FCocoaWindow's windowWillResize:

	#jira FORT-35720

Change 3258353 on 2017/01/16 by James.Hopkin

	#xmpp Fixed UserJid constructor to be constructed by value - same efficiency, less code and allows any combination of rvalues and lvalues.

Change 3257640 on 2017/01/13 by Saul.Abreu

	#fortnite
	#jira FORT-35387
	Item Quantity List widget, not yet complete.
	Minor tweak to widget factory (for pooling) to support player controllers as "outer"s.
	In progress refactor of list of resources given for a mulch operation, using the item quantity list widget.

Change 3257310 on 2017/01/13 by Bob.Tellez

	#UE4 Default stack size for windows is now configurable. There is a different number for windows editor targets than non-editor targets.

Change 3257094 on 2017/01/13 by John.Pollard

	Refactor network actor list management to be more efficient

	* Move dormancy list management to FNetworkObjectList
	* Optimize actor network dormancy by removing actors from the active list that are dormant on all connections
	* Removed NetUpdateTime on actor, and now use the NextUpdateTime on FNetworkObjectInfo (these values are more hot in the cache too)
	* We now early out of the consider logic faster when possible
	* Remove other misc unused network state/code and general cleanup

Change 3255891 on 2017/01/12 by Chris.Gagnon

	Added "Back" action to squads screens and armory landing.
	Added activation widget centering for squads screens.
	Added a couple Explicit navigations to get a better navigation experience.
	Added a bunch of Fkeys to the input binding table.
	Added PanelButton Widget.

Change 3254809 on 2017/01/11 by Bob.Tellez

	#UE4 Crash fix for shader views that get destroyed but still have pointers to them in the SRV cache.

Change 3254651 on 2017/01/11 by Bob.Tellez

	#UE4 Changed MfMedia track sync mode to Unbuffered since buffered causes a crash shortly after playing.

	#JIRA FORT-35566

Change 3254307 on 2017/01/11 by Lukasz.Furman

	fixed "Ftest start" command interfering with automation passes
	#jira FORT-35459

Change 3253625 on 2017/01/11 by Lukasz.Furman

	more accurate overshot detection for crowd simulation trying to reach last path corner
	#jira FORT-35502

Change 3252864 on 2017/01/10 by Lina.Halper

	fix for invalid anim curve issue when duplicating curves.

	#jira: FORT-35151

Change 3252427 on 2017/01/10 by Ben.Zeigler

	#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
	Copied from CL #3252418

Change 3252344 on 2017/01/10 by Lukasz.Furman

	added navmesh tile observation to hotspots
	now they will be able to reevaluate unreachable slots if nearby navmesh is updated (active only when more than half melee slots is unreachable)
	#jira FORT-35450

Change 3251644 on 2017/01/09 by Saul.Abreu

	#fortnite
	#jira FORT-35388
	Refactored common input so that the actions hold the per-platform key mappings. A config file holds the mapping of individual keys to their per-platform display data (icon-only for now). ALL ENTRIES IN THE INPUT ACTION DATA TABLE ARE NOW MISSING THEIR KEYS. RE-ADD THEM. I did test that it works.

Change 3251118 on 2017/01/09 by David.Hamm

	Corrected ability system logging messages that are turning up in bug reports.

Change 3250932 on 2017/01/09 by Bob.Tellez

	#UE4 Unshelved from DanielW. Fix for memory usage during map save for large maps

Change 3250093 on 2017/01/06 by Jeff.Campeau

	libstrophe UE4 modifications

Change 3249787 on 2017/01/06 by John.Pollard

	Add some replay/network stats

Change 3248808 on 2017/01/05 by Chris.Gagnon

	Fix for ensuring Main Tabs properly activates it's content.
	Includes a pretty hacky delay, will need to deal with that at somepoint.

Change 3248693 on 2017/01/05 by Chris.Gagnon

	NavigationEvent now gets populated with the modifier keys so that Shift  and Ctrl behaviors of the list work.

Change 3248647 on 2017/01/05 by Saul.Abreu

	Fixed shadowed variable warning in Create Event node.

Change 3248358 on 2017/01/05 by Saul.Abreu

	Added return type/outputs to the signature displayed in the CreateEvent node. Also added tooltip describing the syntax for display since it's non-standard.

Change 3247937 on 2017/01/05 by Chris.Gagnon

	- Refactored the Custom Navigation Event to be a part of the Viewport so that it functions properly with Multi PIE and doesn't interfere with the Editor while PIE is running.
	- Added the ability for an FReply to specify an explict navigation attempt directly.
	- Added ENavigationGenesis to the navigation system allowing SListView and STileView's bHandleGamepadEvents functionality to be hooked up again.

Change 3247887 on 2017/01/05 by Bob.Tellez

	#UE4 UpdateExistingPackagePriorities does not work in EDL. It is now disabled.

	#JIRA FORT-35193

Change 3247770 on 2017/01/05 by Fred.Kimberley

	Fix an issue where PreAttributeBaseChange was not always being called and sometimes called after the attribute base value had changed.

Change 3247133 on 2017/01/04 by Saul.Abreu

	UWidget designer method renaming to avoid extremely likely naming collisions.

Change 3246507 on 2017/01/04 by Chris.Gagnon

	Created CommonBorder and UCommonBorderStyle very simple but will allow consistent sharing of styles.
	Cleaned up palette category usage and a few misc things.
	Updated the UI test material, and created a UI Test BorderStyle to utilize it.

Change 3245517 on 2017/01/03 by Chris.Gagnon

	Copying over slate material changes to provide more functionalit.
	Added a UITest Material as an example

Change 3245371 on 2017/01/03 by Lukasz.Furman

	fixed husks attacking props from far away
	#jira FORT-34655

Change 3245363 on 2017/01/03 by Justin.Sargent

	Tracked down a CEF viewport scaling issue to some changes made for supporting high DPI. After talking it over with Trepka, we decided to revert the specific change causing the CEF viewport regression. Trepka will be following up with a proper fix.

	#jira OPP-6513

Change 3244525 on 2017/01/02 by Chris.Gagnon

	Activatable panels now clear out action handlers when the slate widgets are released.

Change 3244517 on 2017/01/02 by Chris.Gagnon

	New frontend major refactors.
	- New content api for UI States
	- New intro / outro functionality for activatable panels
	- New CommonWidgetStack widget
	- Landing pages
	- Navigation suport for SListView, STileView
	- Navigation changes
	- Lots of New UI layout changes and functionality changes
	- More things that I'm forgetting

Change 3242434 on 2016/12/21 by Ben.Zeigler

	Improve package saving time by stopping export sorting from recursing into dependencies outside of the package. It has no control over them so it doesn't care about their load order.

Change 3242433 on 2016/12/21 by Ben.Zeigler

	Small perf improvement for quad tree, stop it from constantly reallocating memory when removing nodes as they will likely get filled again or the node will get deleted

Change 3242294 on 2016/12/21 by Bob.Tellez

	#UE4 Re-applying the fix for rendering editor primitives when r.EarlyZPassOnlyMaterialMasking is enabled

Change 3241034 on 2016/12/20 by John.Abercrombie

	Add or UpdateBlueprintSearchMetadata when we don't have a TargetPlatform
	- Better fix for issue mentioned in CL 3241023

Change 3241023 on 2016/12/20 by John.Abercrombie

	Fixed UBlueprint::PreSave crashing when there is no TargetPlatform (default behavior)

Change 3240988 on 2016/12/20 by Lukasz.Furman

	fixed melee defenders not finishing move then their goal is outside tether range
	#jira FORT-34673

Change 3240966 on 2016/12/20 by Ben.Zeigler

	Disable find in blueprint query when cooking for non editor platforms, saves around 50 seconds off of a Fortnite fast cook.
	UBlueprint::PreSave gets called even though they get filtered out of cooked builds, as the filtering is after PreSave.

Change 3240898 on 2016/12/20 by Lukasz.Furman

	fixed memory corruption in template A* solver
	#fortnite

Change 3239920 on 2016/12/19 by Ben.Zeigler

	Fix warning display for string asset references while cooking, now that failed to find errors add to KnownMissing, we need to check KnownMissing before doing the find, and turn off the internal warnings as the redirect collector has more context info

Change 3239819 on 2016/12/19 by Lukasz.Furman

	fixed uninitialized debug draw delegate pointers
	#ue4

Change 3238789 on 2016/12/16 by Ben.Zeigler

	Fix issue where spawned cues triggered from async loads wouldn't have a proper world
	Fix issue where bShouldSyncLoad/bShouldAsyncLoad were backwards

Change 3238782 on 2016/12/16 by Ben.Zeigler

	#jira FORT-34825 Fix issue where Macro CDOs had corrupted persistent ubergraph frames during blueprint compile on load, by changing it so no CDOs have persistent frames.
	This also saves memory as using persistent frames is incorrect for CDOs, things like latent functions do not make sense.
	Fix from Dan O'Connor

Change 3238685 on 2016/12/16 by Bob.Tellez

	#UE4 Graceful recovery for actors that changed mobility between frames in TextureInstanceManager.

	#JIRA FORT-34833

Change 3238671 on 2016/12/16 by Ben.Zeigler

	Fix ensure opening widget palette view, it was trying to create asset data for trash classes becuase it was just doing a raw class iterator, which is no longer supported.

Change 3238606 on 2016/12/16 by Rob.Cannaday

	Fix crash in FInternetAddrBSD::SetIp when InAddr is an empty string.
	#jira FORT-34826

Change 3238594 on 2016/12/16 by Ben.Zeigler

	#jira FORT-34704 Fix bNetTemporary actors to be created with reliable packets, to keep sending until their initial send is done.
	The code that used to resend incomplete net temporary actors appears to have stopped working sometime during UE4 networking refactors. Remove unused flags related to that code

Change 3238315 on 2016/12/16 by Lukasz.Furman

	fixed composite navigation path usage for husks not controlled by crowd simulation
	#jira FORT-34509

Change 3238145 on 2016/12/16 by Lukasz.Furman

	fixed crash in EQS profiler
	#jira FORT-34831

Change 3237479 on 2016/12/15 by Ben.Zeigler

	Don't crash if cue manager has no world, not sure how it got into this state

Change 3236992 on 2016/12/15 by Michael.Trepka

	Don't fall back to SM4 on Intel GPUs on Mac any more

Change 3236929 on 2016/12/15 by Bob.Tellez

	#UE4 Fixed an ensure that was caused by an FResourceSizeEx being initialized with the wrong type

Change 3236867 on 2016/12/15 by Bob.Tellez

	#Fortinte Submitted change from Gil to fix EDL crash loading into Outpost on PS4

	#JIRA FORT-34794

Change 3236747 on 2016/12/15 by Ben.Zeigler

	Fortnite fixes for asset manager/async loading changes
	FortItemDefinitions now async load needed assets on demand. Currently this is only loading AttributeTemplate, which may not even be in use
	The blueprints needed for weapons are now async loaded when the player puts them on their quickbar, instead of being loaded once and staying in memory forever
	FortAssetManager is now being used in parallel to the loading code in FortGlobals, I will remove the FortGlobals code in the next checkin once I know things are working
	Change it so the MissionEventNames are loaded asynchronously when clicking the picker, this code was half completed already so I finished it up
	Change it so GameplayCueNotifies get async loaded on demand instead of async loaded at startup, this improves startup load times
	Change it so the CommonUIModule uses the global assetmanager instead of a passed in StreamableManagerHandler
	Item json changed because it got resorted, no actual json changes other than a few cosmetics that were added yesterday
	Change it so FortItem implements the mcp item interface directly, instead of FortWorldItem and FortAccountItem implementing it separately

Change 3236746 on 2016/12/15 by Ben.Zeigler

	Add ProcessAsyncLoadingUntilComplete which will process async loading until a predicate is true or time runs out
	Change streamable manager to return a handle structure, that can be used to block or poll as needed. Active handles will keep objects in memory even after the load finishes
	FStreamableManager::SynchronousLoad now does high-priority-async-load-and-wait instead of doing a full async flush/static load object if asynch loading is in progress, this should make stalls much shorter when sync loading a single asset
	Deprecate some of the StreamableManager functions now that handles exist. The fact that SynchronousLoad kept an object from ever GCing was not expected behavior by most users

	Add Experimental feature AssetManager, which is a global singleton that supports loading assets on demand. It is disabled by default
	Add concept of PrimaryAssetID which is a Type:Name pair that globally identifies an asset. This is returned by GetPrimaryAssetId on UObject and is needed for the asset manager to work
	Add PrimaryAssetData class, which supports the primary asset and bundle concepts natively
	Add concept of an AssetBundleEntry/Data, which is a scoped map from name -> list of assets. If you modify an AssetBundleData it will get baked into the asset registry at runtime

	Fix KismetSystemLibrary and GameplayCueManager to use the new streaming functionality

Change 3234031 on 2016/12/13 by Ian.Fox

	#UE4, #XMPP - Finish libstrophe MUC (Multi-User Chat) implementation
	- Pull history when joining channels
	- Handle configuring of XMPP channels we create (and global chat rooms if we managed to create them)

[CL 3291644 by Bob Tellez in Main branch]
2017-02-07 23:55:24 -05:00
Ben Marsh
5275490168 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3277940)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3233612 on 2016/12/13 by Ben.Marsh

	UGS: Fix cases where precompiled binaries are submitted for a content change.

Change 3235584 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the overridable TargetRules.ShouldUseSharedBuildEnvironment() function; targets should specify which build environment to use by setting the BuildEnvironment field in their constructor instead.

Change 3235741 on 2016/12/14 by Ben.Marsh

	UBT: Deprecate the SetupBinaries() callback on the TargetRules class. Instead of overriding this, targets may override their launch module through the "LaunchModuleName" property in their constructor, and add extra modules to the "ExtraModuleNames" field on the TargetRules object itself.

Change 3238176 on 2016/12/16 by Ben.Marsh

	UBT: New XML config file parser. Now reads once at startup and can be applied to instanced objects rather than global fields, and caches parsed output in a binary form for quicker initialization on subsequent runs.

Change 3238249 on 2016/12/16 by Ben.Marsh

	UBT: Add attribute-driven command line parser.

Change 3238462 on 2016/12/16 by Ben.Marsh

	UBT: Include the Platform, Configuration and Architecture on the TargetRules. Add a constructor which takes the TargetInfo object and deprecate the parameterless one; these fields are currently initialized before invoking the constructor in RulesAssembly.

Change 3238564 on 2016/12/16 by Ben.Marsh

	UBT: Deprecate the ModuleRules constructor which takes a TargetInfo argument. Replace it with a read-only wrapper around the target rules instead, so target-specific configuration options can be read without needing to access global static variables. Also require that it's passed to the base class constructor.

Change 3239919 on 2016/12/19 by Ben.Marsh

	UBT: Remove the "PreferredSubPlatform" property. This is only used for Windows XP support, which is being retired anyway. Having the target define its own architecture is an awkward contractiction to maintain support for, since the target rules are constructed after the architecture already has been determined.

Change 3240061 on 2016/12/19 by Ben.Marsh

	UBT: Remove ThirdPartyHeaderFinder. I don't think anything is using this any more.

Change 3240175 on 2016/12/19 by Ben.Marsh

	UBT: Add the target name and project file location to the target rules.

Change 3240490 on 2016/12/19 by Ben.Marsh

	UAT: Remove Mac staging code that requires UAT to compile and construct .target.cs files when packaging, to check bUseSteam and bUseCEF3 flags. libsteam_api.dylib is now staged at build time by adding it as a bundle resource, CEF3 is already marked as a runtime dependency by CEF3.build.cs, and UnrealCEFSubProcess.app is already marked as a runtime dependency from WebBrowser.build.cs.

Change 3240717 on 2016/12/20 by Ben.Marsh

	UAT: Allow configuring UAT to run as if on a build machine by passing the -buildmachine argument on the command line.

Change 3240718 on 2016/12/20 by Ben.Marsh

	UAT: Remove target-specific properties that are no longer used by staging (bUsesSlate, bUsesCEF3, etc...). This stuff should all be handled inside UBT.

Change 3241002 on 2016/12/20 by Ben.Marsh

	UBT: Move most target configuration settings from UEBuildConfiguration to TargetRules. This encapsulates target specific settings that will allow instancing multiple targets in the future. To facilitate migration of settings to their new location, "UEBuildConfiguration" is now a property that returns the current target rules instance.

Change 3241027 on 2016/12/20 by Ben.Marsh

	Only copy the Steamworks dylib into the app bundle for monolithic builds. For all other times, just add it as a runtime dependency.

Change 3241055 on 2016/12/20 by Ben.Marsh

	UBT: Only store a ReadOnlyTargetRules object on the instanced build target; finalize the configuration before it's instantiated.

Change 3241156 on 2016/12/20 by Ben.Marsh

	Update SwarmInterface.csproj to .NET framework 4.5, to match what all other C# tools are using.

Change 3241205 on 2016/12/20 by Ben.Marsh

	Replace all uses of TargetRules.TargetType with TargetType.

Change 3241881 on 2016/12/21 by Ben.Marsh

	UBT: Remove project file information from UEBuildContext base class. As configurable properties are moved on to the TargetRules object, it will no longer be a dependency to instantiate the platform with this path.

Change 3241895 on 2016/12/21 by Ben.Marsh

	UBT: Remove toolchain support for Windows XP.

Change 3241908 on 2016/12/21 by Ben.Marsh

	UBT: Move settings for windows targets into a WindowsTargetRules class, which is exposed for targets to modify via the TargetRules.WindowsPlatform field.

Change 3242835 on 2016/12/22 by Ben.Marsh

	UBT: Fix multiple binaries being created if plugins specify module names more than once. MfMedia.uplugin has MfMediaFactory listed twice.

Change 3242837 on 2016/12/22 by Ben.Marsh

	Change UE4EditorServices to include MacSystemIncludes rather than Cocoa.h directly; causes FVector to be defined incorrectly in non-unity builds.

Change 3242923 on 2016/12/22 by Ben.Marsh

	Build: Fixes for conforming incremental workspaces:

	* P4 have table is now reset before deleting all the files. This prevents Perforce being out of sync if the delete fails for some reason.
	* Incremental workspaces are skipped when running a clean operation, because they do not have a workspace capture file (causing a full re-sync, always). The "P4 Clean" option is still effective for cleaning these workspaces.

Change 3242961 on 2016/12/22 by Ben.Marsh

	UBT: Move entry points from PreBuildSync() and PostBuildSync() from UEToolChain to UEBuildPlatform, and make the original toolchain versions static. These functions are already at odds with the rest of the data flow within UBT because they rely on global state cached outside the toolchain instance, making assumptions that UBT is only ever going to be invoked with one target that's constructed in the same run and that nothing is being cached (eg. UBT makefiles). Moving them onto UEBuildPlatform simplifies the toolchain lifecycle for other platforms without leaving Mac and IOS any more limited than they were before.

Change 3242981 on 2016/12/22 by Ben.Marsh

	UBT: Remove symbol server handling code into UAT's platform library, since it's never needed from inside UBT.

Change 3242999 on 2016/12/22 by Ben.Marsh

	UBT: Remove the StripSymbols() function from the UEToolChain base class. This functionality is only required by UAT, so it's better suited to being exposed through UAT's modular platform classes.

Change 3243022 on 2016/12/22 by Ben.Marsh

	UBT: Require an instance of the target rules to be able to construct a toolchain in UBT. This will allow configuring toolchain-specific options from the target, using reflection from config files, and the command line.

Change 3243083 on 2016/12/22 by Ben.Marsh

	UBT: Move settings for the Windows compiler version to use onto the Windows-specific target rules.

Change 3243090 on 2016/12/22 by Ben.Marsh

	UBT: Change the third party paths in UEBuildConfiguration to constants. Changing these would not work.

Change 3243423 on 2016/12/23 by Ben.Marsh

	UBT: Move a lot of settings from BuildConfiguration to TargetRules. This allows different targets to have different settings, naturally, and moves converts argument parsing and config to be driven by attributes.

Change 3243516 on 2016/12/23 by Ben.Marsh

	UBT: Remove the ValidateUEBuildConfiguration callback, which is no longer used. (XGE settings validation occurs in XGE.cs)

Change 3244020 on 2016/12/28 by Ben.Marsh

	UBT: Remove the BaseIntermediatePath static property. Precursor to removing RelativeEnginePath and IntermediateFolder properties.

Change 3244074 on 2016/12/28 by Ben.Marsh

	UBT: Remove the RelativeEnginePath variable from BuildConfiguration. UnrealBuildTool.EngineDirectory gives the absolute path, and can be used to construct a relative path when necessary.

Change 3244076 on 2016/12/28 by Ben.Marsh

	UBT: Remove BuildConfiguration.BaseIntermediateFolder; just use a fixed directory everywhere instead.

Change 3244083 on 2016/12/28 by Ben.Marsh

	UBT: Replace FileReference and DirectoryReference instance methods for manipulating files and directories with static methods, to mirror the System.IO.File and System.IO.Directory classes.

Change 3244441 on 2016/12/31 by Ben.Marsh

	UBT: Remove code to force PDBs when building with no debug info under XGE. Verified described symptoms (that it causes PCH generation to be serialized) no longer occur.

Change 3244687 on 2017/01/03 by Matthew.Griffin

	Changed Exception to use FirstInclude.IncludeName as PrecompiledHeaderIncludeFilename can be null when this occurs

Change 3246112 on 2017/01/04 by Ben.Marsh

	UBT: Fix UHT failures building some targets with the -useprecompiled option, due to differences in the order that circularly dependent modules are parsed. Precompiled binaries are now kept in the regular AppBinaries list, but are excluded from the build at the last minute. Also change some checks from IsEngineInstalled() to bUsePrecompiled, to prevent headers being overwritten when running in a non-installed precompiled build.

Change 3246223 on 2017/01/04 by Ben.Marsh

	UBT: Prevent version manifests being overridden if a file is not being built as part of the target.

Change 3246387 on 2017/01/04 by Ben.Marsh

	UBT: Remove BuildConfiguration settings for UnrealCodeAnalyzer. This tool isn't used at the moment, but it's configured using global variables accessed from all over the UBT codebase, making it difficult to refactor the build options into an instanced object. If we bring this tool back from the dead in the future, it should be possible to implement it using the exported JSON target definition or the XGE manifest, similarly to how IncludeTool uses it.

Change 3247004 on 2017/01/04 by Ben.Marsh

	UBT: Simplify the logic for cleaning targets in UBT. Now uses FileReference/DirectoryReference objects everywhere, doesn't require the compile/link environment, and does all the checking to avoid deleting precompiled binaries in one place.

Change 3247250 on 2017/01/04 by Ben.Marsh

	UBT: Prevent precompiled binaries being added to the list of app binaries twice.

Change 3247594 on 2017/01/05 by Ben.Marsh

	Build: Run sample and template editors on the same agents as the other incremental builds. Remove ProtoStar, which does not have any non-precompiled editor target to build.

Change 3247763 on 2017/01/05 by Ben.Marsh

	UBT: Allow the toolchain to update the list of build products for each module linked into a binary. Allows Mac to add dylibs and bundle resources specified per-module without having to construct a link environment and try to link them.

Change 3247775 on 2017/01/05 by Ben.Marsh

	UBT: Instance the target compile and link environments when they are required during building, and don't persist them on the UEBuildTarget instance.

Change 3247811 on 2017/01/05 by Ben.Marsh

	EC: Add a batch file for testing postp filters.

Change 3247839 on 2017/01/05 by Ben.Marsh

	EC: Include the name of the file being compiled when parsing MSVC errors and warnings.

Change 3248101 on 2017/01/05 by Ben.Marsh

	UBT: Fix Android support for force included headers.

Change 3248533 on 2017/01/05 by Ben.Marsh

	PR #3097: UBT project supports optional platforms (Contributed by PrimalJohnScott)

Change 3249205 on 2017/01/06 by Ben.Marsh

	UAT: Fix ParseTaggedP4Output throwing an exception if the same key name is specified more than once. This can happen when parsing the output from "P4 INFO", where multiple brokers are present.

Change 3249249 on 2017/01/06 by Ben.Marsh

	UBT: Check for the existance of AndroidManifest.xml within extracted AAR directories, rather than just checking for the existance of the directory itself. Perforce does not remove empty directories when cleaning a workspace unless the rmdir option is on the workspace, so this can cause incremental build failures to fail on build machines.

Change 3249486 on 2017/01/06 by Ben.Marsh

	UBT: Use relative paths in unity files when compiling for Mac/IOS, rather than generating a separate local/remote version of the file for gathering include dependencies. Absolute paths are only used to work around the way that MSVC concatenates paths internally; we don't hit the same problems when checking dependencies.

Change 3249736 on 2017/01/06 by Ben.Marsh

	UBT: Rename CPPEnvironment to CppCompileEnvironment, and remove the separate CPPEnvironmentConfiguration object. All settings are now stored directly on the CppCompileEnvironment object.

Change 3250179 on 2017/01/07 by Ben.Marsh

	Fix creating installed build when root directory contains a space in the name.

Change 3250181 on 2017/01/07 by Ben.Marsh

	UBT: Remove some esoteric (and unused, AFAIK) options for orthogonally building different platforms.

Change 3250223 on 2017/01/07 by Ben.Marsh

	UBT: Merge the LinkEnvironment and LinkEnvironmentConfiguration classes together.

Change 3250233 on 2017/01/07 by Ben.Marsh

	UGS: Allow specifying a workspace-specific sync filter, which is applied on top of the standard filter. Also fix filter being cleared if the cancel button is pressed, and help text being stripped out.

Change 3250241 on 2017/01/07 by Ben.Marsh

	UBT: Move the options for specifying additional Android architectures to target onto an Android-specific object on the TargetRules.

Change 3250400 on 2017/01/08 by Ben.Marsh

	UBT: Move executor config settings onto the executor instances.

Change 3257708 on 2017/01/13 by Ben.Marsh

	UBT: Remove the ThirdPartySourceDirectory constant; there are many places which hard-code or assume this location anyway, and it's not going to change.

Change 3260535 on 2017/01/17 by Ben.Marsh

	Add an optional "RequiredSubmittedChange" setting to EC settings files. Allows a scheduled job to run even if there have been no code changes submitted. Test with the utilization capture job.

Change 3260875 on 2017/01/17 by Ben.Marsh

	EC: Fix workspaces getting out of sync wrt. newly added files when jobs are aborted during a sync. In such cases, the P4 have table indicates the new files have been synced locally, but the workspace is forced back to a state before it had them due to the capture file. When a following sync tries to add them again, P4 believes the workspace already has them synced.

	To work around this, we now write an additional file to the root folder of a workspace containing the last CL that was captured, and sync back to it before doing the reconcile.

Change 3261724 on 2017/01/18 by Ben.Marsh

	Allow filtering job types from the list view in EC. Hide the utilization capture job by default. Also set up notifications for the utilization capture job.

Change 3261756 on 2017/01/18 by Ben.Marsh

	IncludeTool: Prevent matching a full enum declaration as a forward declaration.

Change 3261932 on 2017/01/18 by Ben.Marsh

	EC: Add support for specifying days of the week in schedules. The following syntaxes are supported:

	"Monday, Tuesday and Wednesday at 10:30"
	"Daily except Sunday and Wednesday at 14:30"

	 Also tweak display of dates relative to now to handle dates/times in the future, and include the date when specifying a day name.

	#jira UEB-729

Change 3262676 on 2017/01/18 by Ben.Marsh

	UBT: Split UBTMakefile into its own file. (From PR #3106)

Change 3263893 on 2017/01/19 by Ben.Marsh

	UBT: Stop exporting platform classes from UBT, as well as all the referenced classes that have to be made public as a result. Any platform-specific functionality that needs to be shared with UAT is now exposed through wrappers in separate public classes, eg. WindowsExports.cs, IOSExports.cs, etc...

Change 3264291 on 2017/01/19 by Ben.Marsh

	UBT: Fix errors generating documentation in UBT, and enable it by default. Will catch more errors with new code being added. Originally in PR #3106, but redone due to conflicts.

Change 3264534 on 2017/01/19 by Ben.Marsh

	UBT: Include plugin config files in generated projects.

Change 3264571 on 2017/01/19 by Ben.Marsh

	UBT: Prevent overwriting .modules files if nothing has changed. On builders, it's common to build multiple editors in the same workspace, and changing the last modified timestamp causes BuildGraph to fail due to tampered files.

Change 3265745 on 2017/01/20 by Ben.Marsh

	UGS: Automatically open UGS when running the launcher for a second time, rather than prompting to close the original instance.

Change 3265777 on 2017/01/20 by Ben.Marsh

	UGS: Automatically close and reopen when UGS is re-ran with the shift key held down to switch into unstable mode.

Change 3268314 on 2017/01/23 by Ben.Marsh

	UBT: Make sure version manifests are stable by sorting the list of build products, so they are only touched if the contents have really changed.

Change 3269601 on 2017/01/24 by Ben.Marsh

	UBT: Fix symbol files being added to manifest for some platforms even though debug info is disabled.

Change 3269607 on 2017/01/24 by Ben.Marsh

	UBT: Fix bug where UBT would need to be invoked when switching between two editors sharing the same engine binaries on Mac. The location of the .modules file cannot be guessed on Mac by looking in the same directory as the primary output executable because it's an .app bundle, and the actual modules are nested several directories below that.

Change 3269608 on 2017/01/24 by Ben.Marsh

	UBT: Fix additional files copied into the app bundle always being updated on Mac. Now uses rsync --checksum to make sure only modified files are updated.

Change 3271062 on 2017/01/24 by Ben.Marsh

	UBT: Fixes for bugs detected by PVS Studio (PR #3161)

Change 3272421 on 2017/01/25 by Ben.Marsh

	Fix commends regarding DDC in BaseEngine.ini

	#jira UE-41076

Change 3272810 on 2017/01/25 by Ben.Marsh

	Fix VS2017 being displayed as 'Visual Studio 15' in the Windows target settings panel.

Change 3272935 on 2017/01/25 by Ben.Marsh

	Fix Metal errors launching on Mac due to use of OSX environment settings before they are initialized. Toolchain settings are now constructed on demand in a separate class, for Mac, iOS and TVOS.

Change 3274167 on 2017/01/26 by Ben.Marsh

	Fix resource files not being compiled in installed builds on Windows. Was causing metadata not to be embedded into executables.

	#jira UE-36457

Change 3275557 on 2017/01/27 by Ben.Marsh

	Expand checks for propagation of restricted folder names to include source files, and to ensure that each restricted folder is represented in the output. Also improve messaging to show the dependency chain leading to a restricted folder being referenced, and which folder it is.

Change 3275628 on 2017/01/27 by Ben.Marsh

	UBT: Splitting configuration files into one class per-file.

Change 3276784 on 2017/01/29 by Ben.Marsh

	Add an authoritative list of confidential folder names, and expose it through global BuildGraph properties ($(RestrictedFolderNames) and $(RestrictedFolderFilter)). Also switch existing scripts to use it.

Change 3276792 on 2017/01/29 by Ben.Marsh

	UBT: Use UE4CSharp.prog files to indicate which projects should be included in the solution without having to hard-code a list of them in UBT.

Change 3277263 on 2017/01/30 by Ben.Marsh

	IncludeTool: Merging various fixes.

	* Fix warnings about #include directives after first code block from parsing monolithic headers.
	* Fix exception on startup if the intermediate directory does not already exist.
	* Add a special case for ignoring missing header guards from MonolithicHeaderBoilerplate.h, rather than marking it as an inline header. Marking it as inline prevents parsing include directives, which results in including CoreTypes.h from the wrong location.
	* Create job objects for spawned compiler instances to prevent them trying allocating more memory than the system can spare.
	* Remove (unused) code which makes assumptions about files ending with "Classes.h".
	* Add a verbose per-file output log to aid with debugging.
	* Negate the MakeStandalone command line option, which was added to allow tweaking forward declarations in already optimized files, so the optimized output does not have missing headers by default.
	* Fix missing headers when creating standalone files, due to incorrect list of previous files being passed in to the OutputFile constructor. Now passes the original list of included files, not the output list.
	* Fix initial header for a cpp file sometimes being removed. Forcibly including a header at the start of the file does not use the normal pathway for spidering through includes, so a second include of the same file was being generated. Any includes of that header were being forced into output, and the earlier include was then removed due to being redundant.
	* Prevent forward declaring enums which have to be parsed by UHT. UHT relies on includes to determine a parse order, and will fail if the enum definition has not been parsed first.
	* Use a relative path for private includes in the same module if there are any. Fixes some incorrect paths, and makes it clearer that we're doing something we shouldn't.

Change 3277307 on 2017/01/30 by Ben.Marsh

	UBT: Fix private PCHs not using correct header. Causes custom definitions to be excluded from the command line.

[CL 3278101 by Ben Marsh in Main branch]
2017-01-30 16:52:08 -05:00
Andrew Grant
fc4e09feb7 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3271386)
#lockdown Nick.Penwarden

Change 3270776 on 2017/01/24 by Laurent.Delayen

	Fixed missing call to CacheBones in AnimNode_SubInstance. Fixes Mudang crash.

	#c0der3view benn.ghallager, lina.halper
	#tests does not crash
	#rb none

Change 3270483 on 2017/01/24 by Shaun.Kime

	Removing the ensure and making it behave safely whenever the scene count is out of sync. Since Paragon isn't using the primary driving feature of MaterialParameterCollections in the UI that required this feature, Nick Darnell and I deemed this okay.

	#jira OR-34919
	#rb  nick.darnell
	#tests PIE and golden path

Change 3270067 on 2017/01/24 by Laurent.Delayen

	Fixed crash when recompiling Mudang's AnimBP. (SubInstances array holding null references)

	#rb benn.ghallager
	#tests doesn not crash

Change 3269760 on 2017/01/24 by Daniel.Lamb

	Added more files to inisettings blacklist.
	#rb Trivial
	#test cook paragon.

Change 3269578 on 2017/01/24 by jason.bestimt

	#ORION_MAIN - Merge 37.2 @ CL 3269468

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3269570 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

	#R0BOMERGE-SAYS: Unresolved conflicts. jason.bestimt, please merge this change by hand.
	//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Grux/Abilities/Stampede/GA_Grux_Stampede.uasset
	//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/Minimap_char_portrait_Ice.uasset
	//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Ice/Icons/PORT_Ice.uasset
	#c0der3view: jason.bestimt

Change 3269141 on 2017/01/23 by Mieszko.Zielinski

	TSimpleCellGrid::InvalidCell refactor to avoid it being a static member variable #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3268953 on 2017/01/23 by Jason.Bestimt

	#ORION_DG - R0BOMERGE resolution from MAIN to DG of compile fix and banner stuff

	#RB:none
	#Tests:none

	#c0der3view: matt.schembari, andrew.grant

Change 3268576 on 2017/01/23 by John.Pollard

	Add DemoNetDriver to the level collection earlier to remove small window where World->DemoNetDriver could be null as a result of FScopedLevelCollectionContextSwitch

	#rb RyanG
	#tests Live game play + replays + instant replay

Change 3268119 on 2017/01/23 by Daniel.Lamb

	Added support for splitting up chunks into maximum sizes.
	#rb Andrew.Grant
	#test Cook paragon ps4 windows windowserver

Change 3268020 on 2017/01/23 by Dan.Hertzka

	Moving TreeFilterHandler.h out into Slate/Public via branch & delete

	#c0der3view Nick.Darnell
	#rb none
	#tests compile

Change 3267820 on 2017/01/23 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37.2 @ CL 3267733

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3267817 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3266798 on 2017/01/20 by Daniel.Lamb

	Make the diff files commandlet more helpful.
	#rb Trivial
	#test Diff files commandlet.

Change 3266795 on 2017/01/20 by Daniel.Lamb

	Fixed issue with Cooked packages trying to load dependencies from a dependency offset which is incorrect.
	#rb Gil.Gribb
	#c0der3view Gil.Gribb
	#test Load cooked packages using the editor.

Change 3266310 on 2017/01/20 by Daniel.Lamb

	Fixed issue with cook ont he fly not resolving string asset reference redirectors on load.
	Added fastcook to the iterative cook detection.
	#rb Jamie.Dale
	#test Cook Paragon

Change 3265879 on 2017/01/20 by Jon.Lietz

	fixing PS4 compile error

	#rb none
	#tests compiles
	#c0der3view andrew.grant

Change 3265756 on 2017/01/20 by Jon.Lietz

	quest evaluator

	- added in an ability type that will evaluate in game events and increments player stats for quests, these abilities can be granted by quests or the hero data
	- added support to the ability system to have ability specs not replicated to the client, this will allow for passive only abillities for quest evaluation to only live and exicute on the dedicated server
	-  now support loading in data for quest info asynchronously
	- orion quests can now grant evaluator abilities to the players that own the quests
	- AOrionPlayerState_Game::GiveAbilityData() now grabs all the abilities from active quests
	- at the end of the match unload any data loaded by the quests

	#RB david.ratti
	#test granting abilities

Change 3265658 on 2017/01/20 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37 @ CL 3265610

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3265627 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3265530 on 2017/01/20 by Robert.Manuszewski

	Making sure all package dependencies are loaded before post loading its objects

	#jira OR-34891
	#tests Golden path x 12
	#rb none

Change 3265126 on 2017/01/19 by Frank.Gigliotti

	Notifies for abilities waiting on input confirmation;

	* Ability tasks waiting for input confirmation will now notify the ability when it begins and ends waiting.

	#RB Dave.Ratti
	#Tests PIE

Change 3264489 on 2017/01/19 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Merged fix from 36.2.
	#rb #tests na

	#R0BOMERGE-SOURCE: CL 3264488 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3263948 on 2017/01/19 by Andrew.Grant

	Non-unity fixes.
	#tests compiled WIn64 editor
	#rb na
	#R0BOMERGE: Main, 37

Change 3263755 on 2017/01/19 by Laurent.Delayen

	OR-34970 FRootMotionSource_ConstantForce now has DisablePartialEndTick set, so we end up with a consistent velocity when the root motion ends.
	Added VelocityOnFinishMode to UAbilityTask_ApplyRootMotionConstantForce so we can optionally override or clamp velocity.
	CVarDebugRootMotionSources now displays Velocity and LastPreAdditiveVelocity on HUD to help debugging RootMotionSources.

	#rb frank.gigliotti
	#tests Ice Q

Change 3263616 on 2017/01/19 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37 @ CL 3263608

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3263613 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3262543 on 2017/01/18 by Eric.Newman

	Added GetAttributeSetValues feature to Ability System.  Allows for pulling attribute rows without needing an Actor or AbilitySystemComponent
	#rb david.ratti
	#c0der3view david.ratti
	#tests used to export paragon hero attributes
	#jira TON-25429

Change 3262414 on 2017/01/18 by Laurent.Delayen

	Fixed crash opening up Ice's AnimBP.

	#rb lina.halper
	#c0der3view thomas.sarkanen
	#tests opening up AnimBP doesn't crash anymore.

Change 3262291 on 2017/01/18 by Ryan.Gerleve

	Cache the network role of AbilitySystemComponents in PreNetReceive, to make sure the role is correct during serialization if properties are received before BeginPlay.
	Factor out the caching into its own function to reduce code duplication.

	#rb david.ratti
	#tests golden path, bug repro
	#jira OR-31424

Change 3262062 on 2017/01/18 by Max.Chen

	Sequencer: Fixed crash caused by lingering persistent evaluation data

	Copy from Release-4.15

	#jira UE-40775
	#rb andrew.rodham
	#tests none

Change 3262061 on 2017/01/18 by Max.Chen

	Sequencer: Evaluation templates are now only fully rebuilt in PIE, and will not re-cycle track identifiers
	  - This addresses issues with newly compiled tracks recycling the persistent data of old stale tracks.
	  - This commit also ensures we don't fully rebuild templates in the editor when in Sequencer

	Copy from Release-4.15

	#jira UE-40775
	#rb andrew.rodham
	#tests none

Change 3261946 on 2017/01/18 by Jason.Bestimt

	#ORION_DG - Fix for event tracks in sequencer

	#RB:none
	#Tests:none

	#R0BOMERGE: MAIN
	#c0der3view: Max.Chen, andrew.rodham, scott.james

Change 3261812 on 2017/01/18 by Mieszko.Zielinski

	Made bos' perception component vlog information #Orion

	#rb Lukasz.Furman
	#test golden path

Change 3261731 on 2017/01/18 by Benn.Gallagher

	Readded fix to clothing index buffer overflow (lost in merge a while back)
	#tests Editor, assigned clothing to skel mesh
	#rb Tom.Sarkanen

Change 3261730 on 2017/01/18 by Robert.Manuszewski

	Build script sdk upgrade

	#rb none
	#tests Ran the script that was upgraded

Change 3261392 on 2017/01/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	non-unity fix
	#rb none
	#tests compiled

	#R0BOMERGE-SOURCE: CL 3261391 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3261096 on 2017/01/17 by Laurent.Delayen

	OR-33666 Removed 'bImpartsVelocityOnRemoval' for additive root motion sources, as that can create a 'bouncing' effect when Velocity is modified externally.

	#rb frank.gigliotti
	#tests Preflight QA test  https://jira.it.epicgames.net/browse/PQATC-8713

Change 3261030 on 2017/01/17 by Laurent.Delayen

	Fix crash in Persona.

	#rb none
	#tests doesn't crash

Change 3260561 on 2017/01/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Merging Fix from UE 4.15

	Look at the body instance's desired collision enabled value rather than the primitive component's current collision enabled value when determining whether physics state should be created
	#rb Ori.Cohen
	#jira UE-39994
	#tests na

	#R0BOMERGE-SOURCE: CL 3260557 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3260553 on 2017/01/17 by Ryan.Gerleve

	Change cvar in UDemoNetDriver::ShouldSaveCheckpoint to use GetValueOnAnyThread. Fixes OR-34759.

	#rb john.pollard
	#tests bug repro, golden path

Change 3260202 on 2017/01/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 37/36.2 @ CL 3260077

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3260201 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3259560 on 2017/01/16 by Marcus.Wassmer

	Fix reflections
	#rb none
	#c0der3view Brian.Karis
	#tests added some reflections

Change 3259348 on 2017/01/16 by Daniel.Lamb

	Moved automation maps from alwayscookmaps to AllAutomationMaps.
	#rb Andrew.Grant
	#test Cook Paragon + Fast Cook Paragon + Preflight Cook Paragon

Change 3259113 on 2017/01/16 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	#ORION_MAIN - Merge 36.2 @ CL 3258788

	#RB:none
	#Tests:compiled Win64 editor

	#R0BOMERGE-SOURCE: CL 3258986 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3259090 on 2017/01/16 by Chris.Bunner

	Duplicating CL 3246830: Allow AllocGBuffer call when in simple-forward so dummy uniform buffer creation can occur.
	#rb None
	#tests Editor, -game, epic and min settings

Change 3258910 on 2017/01/16 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - DAILY DG @ CL 3258854

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3258871 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3258807 on 2017/01/16 by Rolando.Caloca

	O - Fix for outlines
	#rb Chris.Bunner
	#tests Ran sovereign2 game
	#c0der3view Andrew.Grant

Change 3258637 on 2017/01/16 by Charles.Anderson

	Removing wrongly added files (agrant)

Change 3258601 on 2017/01/16 by Andrew.Grant

	Temp fix for rendering crash by disabling custom depth rendering
	#rb na
	#tests PIE'd

Change 3258590 on 2017/01/16 by Tom.Wright

	One of these files are not syncing properly in my UnrealGameSync so I'm adding them manually (the .exe).

Change 3258523 on 2017/01/16 by Andrew.Grant

	Removing intermediate build file that was checked in
	#rb #tests na

Change 3258464 on 2017/01/16 by Andrew.Grant

	Fixes for non-unity
	#R0BOMERGE: Main
	#tests compiled Win64
	#rb na

Change 3258208 on 2017/01/15 by Mieszko.Zielinski

	FMetaNavMeshPath's Waypoints have been expanded to store user flags. #UE4

	#rb none
	#test golden path

Change 3258042 on 2017/01/14 by andrew.grant

	Merging test framework changes from //Orion/Release-36.2 to Main (//Orion/Main)
	#rb #tests preflighted

	#R0BOMERGE-SOURCE: CL 3258036 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

	#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//R0BOMERGE_ORION_Dev_General/OrionGame/Build/OrionBuild.xml
	#c0der3view: andrew.grant, jason.bestimt

Change 3258035 on 2017/01/14 by Andrew.Grant

	Disable MfMedia plugin by default

Change 3257936 on 2017/01/14 by Andrew.Grant

	Merging from //UE4/Main @ 3253977 through Orion-Staging
	#rb na
	#tests QA smoke in staging, built locally, preflighted

Change 3257583 on 2017/01/13 by Daniel.Lamb

	Removed nomcp from the commandline when running on PC
	#rb Trivial
	#test Buildcookrun paragon windows

Change 3257320 on 2017/01/13 by Cody.Haskell

	#Orion

	- Ansel Integration into Replay Mode
	- Updated Ansel SDK
	- Bug Fix for Ansel plugin
	- Made it not look terrible when you pause the game in regular replay mode

	#rb Andrew
	#r3view-3256093 @andrew.grant
	#tests Golden Path, compiles on PS4
	#lockdown Andrew.Grant

Change 3257239 on 2017/01/13 by Frank.Gigliotti

	ApplyRootMotionJumpForce end velocity options;

	* "ApplyRootMotionJumpForce" task now supports setting the end velocity.

	* Moved root motion end velocity options from the individual tasks into the base class.

	* Fixed a property on UAbilityTask_ApplyRootMotionConstantForce not replicating properly.

	#RB None
	#Tests PIE

Change 3256173 on 2017/01/12 by Laurent.Delayen

	Added additional debug message to ShowResaveMessage.

	#rb lina.halper
	#test loaded broken Femme assets.

Change 3256082 on 2017/01/12 by Andrew.Grant

	Temp fix for BuildHealth warning. Following up with BP team
	#rb none
	#tests verifierd compile warnings are gone

Change 3255991 on 2017/01/12 by Ben.Woodhouse

	Cherry pick NV gpu hang fix from //ue4/release-4.14 @3238182
	Disable timestamp queries on pre-Maxwell nvidia hardware. Local testing suggests that this is the major cause of instability in the UE4.14 release.

	It's possible that we could be more targeted by only excluding Fermi and older hardware, but identifying fermi hardware by device ID is difficult in practice, since the range overlaps with Kepler.
	#jira OR-22580
	#rb none (r3viewed for 4.14 by Marcus Wassmer)
	#tests run locally on PC (change is windows-specific)

Change 3255185 on 2017/01/12 by John.Nielson

	Made it so that PS4 compiles without warning from misordered initialization.

	#RB: r3view
	#r3view-3255186: Andrew.Grant
	#Test: None

Change 3254885 on 2017/01/11 by Michael.Trepka

	CIS fix

	#rb none
	#tests none

Change 3254568 on 2017/01/11 by Andrew.Grant

	Merging relay fix from //Orion/Release-36.2 to Dev-General (//Orion/Dev-General)
	#rb #tests na

Change 3254544 on 2017/01/11 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Robomerging previous fix to Dev-Gen
	#rb #tests na

	#R0BOMERGE-SOURCE: CL 3254532 in //Orion/Release-36.1/... via CL 3254537 via CL 3254540
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3254204 on 2017/01/11 by Michael.Trepka

	Added title bar area to the game layer manager, so that games can easily setup custom title bar content when using borderless windows. Disabled/hidden by default

	#rb none
	#tests Tested in editor build on PC

Change 3254074 on 2017/01/11 by Ryan.Gerleve

	Fix for gameplay tags not being recorded in client replays.

	#rb david.ratti
	#tests golden path, replays

Change 3254035 on 2017/01/11 by Laurent.Delayen

	OR-28756 Added WaitForMovementInput Ability Task to use with Emote ability.

	#rb dave.ratti, frank.gigliotti
	#tests Kallari's emotes

Change 3253736 on 2017/01/11 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3253668

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3253715 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3252981 on 2017/01/10 by Daniel.Lamb

	Added async load package delegate.
	#rb Trivial
	#test BuildCookRun Paragon with local server

Change 3252975 on 2017/01/10 by Daniel.Lamb

	Added EditorPerProjectUserSettings to the ignore config field for iterative cooking
	#rb None
	#test cook paragon.

Change 3252784 on 2017/01/10 by Daniel.Lamb

	Integrated fix for rebuild lighting commandlet from Greg Korman @ Impulse Gear.
	#rb Daniel.Lamb
	#test Rebuild lighting Paragon

Change 3252460 on 2017/01/10 by Aaron.Eady

	#jira UE-40390 Fix crash saving blueprint with an inherited DataTable/CurveTable reference. Delta serialization meant that the necessary name wasn't in the name table, so adding it manually now.
	#rb robert.manuszewski
	Copied from CL #3252418
	Written by Ben.Zeigler
	#c0der3view Ben.Zeigler, David.Ratti, Andrew.Grant
	#tests PIE

Change 3252222 on 2017/01/10 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3252019

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3252221 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3251379 on 2017/01/09 by Ori.Cohen

	Fix build

	#rb none
	#tests none

Change 3251242 on 2017/01/09 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3251240 on 2017/01/09 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3251224 on 2017/01/09 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3251220 on 2017/01/09 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3251206 on 2017/01/09 by Ori.Cohen

	Add logging to possible physx infinite loop.

	#JIRA OR-32515
	#rb Dave.Ratti
	#tests none

Change 3250847 on 2017/01/09 by Daniel.Lamb

	Added excution time stat to unrealpak.
	#rb Trivial
	#test BuildCookRun Paragon with timing info.

Change 3250761 on 2017/01/09 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3250717

	#RB: none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3250759 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3249410 on 2017/01/06 by Chris.Bunner

	Duplicating CL 3249213: Fixed up logic for windowed/fullscreen output display selection when working with HDR. Now selects the most appropriate display if HDR enabled, else current monitor window is on. FullscreenDisplay commandline functions regardless of HDR support.
	#rb None
	#tests -game windowed/fullscreen behavior

Change 3249285 on 2017/01/06 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3249117

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3249278 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3247989 on 2017/01/05 by Dan.Hertzka

	Re-adding the null checks from CL 3247771 in Release-36 (the R0BOMERGEd submit didn't include these for some reason)

	#c0der3view Andrew.Grant
	#rb none
	#tests Compiled and didn't crash on editor startup
	#R0BOMERGE: Main

Change 3247790 on 2017/01/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Robomerging!
	#tests #rb na

	#R0BOMERGE-SOURCE: CL 3247786 in //Orion/Release-36/... via CL 3247787 via CL 3247788 via CL 3247789
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3247717 on 2017/01/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3247673

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3247716 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3247575 on 2017/01/05 by David.Ratti

	-Fix crash if GE has a null linked target GE
	-Change FGameplayEFfectContext::Ability to be AbilityCDO via TWeakObjectPtr rather than a TSubclass. TSubclass is not weak, so if a class was GC'd while still in a GEEC somewhere, it could crash.

	#rb none
	#tests pie

Change 3247032 on 2017/01/04 by Ori.Cohen

	Touch engine file to re-link physx libs
	#JIRA OR-32839

	#rb none
	#tests none

Change 3247006 on 2017/01/04 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX PS4 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3246987 on 2017/01/04 by Ori.Cohen

	Add newline for ps4

	#rb none
	#tests none

Change 3246986 on 2017/01/04 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Win64 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3246981 on 2017/01/04 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Linux_x86_64-unknown-linux-gnu libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3246969 on 2017/01/04 by buildmachine

	BuildPhysX.Automation: Deploying PhysX & APEX Win32 libs.
	#rb none
	#lockdown Nick.Penwarden
	#tests none

Change 3246921 on 2017/01/04 by Ori.Cohen

	Fix automation to include #tests none

	#rb none
	#tests none

Change 3246900 on 2017/01/04 by Ori.Cohen

	Fix newline issues for ps4.

	#rb none
	#tests none

Change 3246666 on 2017/01/04 by Chad.Garyet

	Updating physx build to include switch and linux-arm64
	integrate/resolve from dev-physics-upgrade
	#c0der3view ori.cohen

Change 3246450 on 2017/01/04 by Arciel.Rekman

	Fix for sweeps taking too long time (OR-32839).

	- Exhaustive investigation uncovered apparent numerical problems in this code (when compiling with clang 3.9.x with -ffast-math).
	- Current solution can result in overshoot for certain trace extents, but they are not expected to be a practical problem in Unreal.
	- NVidia is aware and will investigate a better solution.

	#rb Ori.Cohen
	#c0der3view Ori.Cohen
	#tests Compiled Linux server with the changed PhysX and continuously ran bot matches for about a day.

Change 3246229 on 2017/01/04 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3246134

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3246204 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3245068 on 2017/01/03 by Lukasz.Furman

	improving obstacle grid avoidance: adjusting start location when inside obstacle, fixes for string pulling
	#jira OR-33318
	#rb none
	#c0der3view Mieszko.Zielinski
	#tests PIE

Change 3244698 on 2017/01/03 by Lukasz.Furman

	compilation fix: removed optimization pragmas from AISense_Sight.cpp
	#rb none
	#tests none

Change 3244679 on 2017/01/03 by David.Ratti

	Unify linked gameplay effect spec creation:
	-Linked GEs
	-Conditional Execution GEs
	-Overflow GEs
	-Expiration GEs (premature/routine)

	These now create the dependant GE Spec the same way, by duplicating the original context and copying spec tags, MINUS the original GE's asset tags. Actor tags are still recaptured at the moment the spec is created.

	#rb Lietz
	#tests golden path
	#c0der3view Billy.Bramer, Fred.Kimberley

Change 3244499 on 2017/01/02 by Mieszko.Zielinski

	Major AI tactics upgrade #Orion

	Introduction of new objective dealing algorithm (CSP inspired)
	Bots can now place wards
	Bots can now destroy wards and other appopriately marked up OrionDamagableActors (content change in following CL, allows bots to see these actors)
	Switched OrionAIBot.CurrentEnemy to AActor type
	Removed code related to Jungle Rig objectives

	#rb none
	#test golden path

Change 3242918 on 2016/12/22 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3242890

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3242917 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3241817 on 2016/12/21 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3241745

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3241811 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3240916 on 2016/12/20 by Ben.Marsh

	Add metadata properties to jobs that create promotable artifacts and execute promotions, for consumption by the pipeline tool. Properties are added to /job[XXX]/Pipeline/Promotable-<Platform>-<Type> or /Promotion-<Platform>-<Type>.

	#rb none
	#c0der3view David.Vossel, Trevor.Pounds
	#tests Ran through preflight

Change 3240857 on 2016/12/20 by Lina.Halper

	Added ensure to track marker sync crash

	#rb: Laurent.Delayen
	#code r3view: Martin.Wilson
	#tests: PIE with  mudangs

Change 3240856 on 2016/12/20 by Laurent.Delayen

	Potential fix for sync marker crash.

	#rb lina.halper
	#c0der3view martin.wilson, lina.halper
	#tests Mudang

Change 3240813 on 2016/12/20 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3240768

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3240812 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3239624 on 2016/12/19 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36.2 @ CL 3239590

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3239623 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3238573 on 2016/12/16 by Andrew.Grant

	Moved console vars to source file to avoid multiple definitions (OR-33470)
	#rb none
	#tests compiled

Change 3238077 on 2016/12/16 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36 @ CL 3238017

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3238059 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3237176 on 2016/12/15 by Laurent.Delayen

	Moved FloatRK4SpringInterpolator and VectorRK4Interpolator from Orion to Engine.

	#rb ori.cohen
	#c0der3view lina.halper, james.golding
	#tests Twinblast and Ice

Change 3236911 on 2016/12/15 by Lukasz.Furman

	changed navgrid projection to use 2D poly search for more accurate results
	#orion
	#rb none
	#tests PIE

Change 3236660 on 2016/12/15 by Jamie.Dale

	Updating Orion text block to upper-case its text in a localized way

	This also prevents it clobbering the text property value with the transformed text, resulting in key stability issues.

	#jira OR-32716
	#rb Dan.Hertzka
	#tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes
	#R0BOMERGE: Main, Release-36

Change 3236658 on 2016/12/15 by Jamie.Dale

	Adding FText::ToLower and FText::ToUpper

	These also track history and rebuild when the text they were generated from is changed.

	#jira OR-32716
	#rb Dan.Hertzka
	#tests Ran Orion and verified that the "all caps" text was correct, and responded to live-culture changes
	#R0BOMERGE: Main, Release-36

Change 3236501 on 2016/12/15 by Lukasz.Furman

	enabled navigation grid avoidance for jungle minions
	#jira OR-33318
	#rb Mieszko.Zielinski
	#tests PIE

Change 3236479 on 2016/12/15 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 36 @ CL 3236423

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3236474 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3236399 on 2016/12/15 by Andrew.Grant

	Fixed pkg warning "Patch created by newer SDK must contain sce_module files" by not excluding "libSceNpToolkit.prx"
	#rb none
	#tests none
	#R0BOMERGE: Main,36

Change 3236280 on 2016/12/15 by Benn.Gallagher

	Fixed crash when clothing cooked data is updated on a client that is not powerful enough to run multithreaded physics (2 or fewer cores)
	#rb Ori.Cohen
	#jira OR-33248
	#tests - Editor + PIE, running through multiple character viewer screens in menu (as per repro), forced single threaded physics and re-ran tests

Change 3235666 on 2016/12/14 by Matt.Schembari

	Merging 3200968 from Dev-Editor for OR-32947.

	#c0der3view Andrew.Grant,Arthur.Flew
	#tests compile

	-------
	Fixed localization gather including texts that were instanced or otherwise unchanged

	- It now uses the archetype when exporting to diff against the default property value, and will only gather text that has changed from the default.
	- UMG widgets that are instanced from another UMG asset now only gather overridden values, and skip all child instances.

	#rb Nick.Darnell

	---------

Change 3235315 on 2016/12/14 by Adric.Worley

	Fix FText parse warning spam when dragging in world outliner

	#jira UE-29099
	#tests editor
	#rb Matt.Kuhlenschmidt

Change 3235177 on 2016/12/14 by Sam.Zamani

	Chat toxicity info added to every out-going party/team chat message
	Added optional "chat-info" XML element to XMPP chat stanzas being sent to a MUC room
	The chat info is added to the room's configuration via ChatInterface OSS
	Currently capturing playlist id, team size, and party size with each chat message

	OGS-479 Add extra attributes to XMPP chat messages for toxicity processing

	#rb: josh.markiewicz, rob.cannaday
	#coderview: ian.fox
	#tests: none

Change 3235093 on 2016/12/14 by Arciel.Rekman

	Linux: switched PhysX/APEX debug info to DWARF3 and rebuilt the libs

	- Also fixed an unrelated compile error (by suppressing the warning - do not merge back to main).

	#rb Ori.Cohen, Andrew.Grant
	#c0der3view Ori.Cohen, Andrew.Grant
	#tests Compiled the server

Change 3234913 on 2016/12/14 by Andrew.Grant

	Duplicated 3200382 from Dev-Core as suspected fix for OR-33328
	#rb #tests na

Change 3234910 on 2016/12/14 by Laurent.Delayen

	Added AnimNotifyState_DisableRootMotion to turn off root motion during a RootMotion Montage, and give control back to the player.

	#rb martin.wilson
	#tests Ice RootMotion Ult networked.

Change 3234823 on 2016/12/14 by Lukasz.Furman

	added capsule support for local navigation grids
	#orion
	#rb none
	#tests PIE

Change 3234768 on 2016/12/14 by Lukasz.Furman

	fixed crash in registering debug scene proxies of gameplay debugger tool
	#orion
	#rb none
	#tests PIE

Change 3234682 on 2016/12/14 by Chad.Garyet

	Adding physx build to dev-general

Change 3234643 on 2016/12/14 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2/36 @ CL 3234401

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3234640 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3234597 on 2016/12/14 by Wes.Hunt

	Merging RealMoneyPurchaseComplete delegate from CatalogHelper into Orion
	* Hooked it up so CatalogHelper doesn't take a persistent reference to the analytics provider.

	Extensive refactor of Orion's AnalyticsProvider lifetime and management.
	* More tightly controlled provider lifetime, eliminated need to recreate the providers unnecessarily.
	* Made provider access functions simpler and clarified creation vs. access (no more lazy getters).
	* Improved handling of GameSessionIDs and UserIDs outside of match to improve data clarity for the analytics backend.

	Details:
	AnalyticsProviderET
	* Added Get/SetAppID APIs to allow the AppID to change without recreating the provider (needed for CompQA support, which isn't always known when the provider is created).
	* SetAppID and SetSessionID now flush their cached events before changing them.
	* SetUserID still does not Flush because we inadvertently rely on this so the UserID can be set several frames later and all events will be sent with a valid UserID.
	OrionAnalytics
	* Simplified contract for correctly creating a new provider: CreateAnalyticsProvider now takes an AccountID and GameSessionID so the provider can be fully initialized with a single call.
	* Exposed CreateAppID function so the places where the AppID needed to dynamically change (CompQA purposes) could use shared Orion naming conventions.
	* Exposed SetDefaultAttributes function so game code could share the logic for setting default attributes.
	* Add assert to CreateAnalyticsProvider because we never expect it to fail, and outside code doesn't have to do it.
	DemoNetDriver
	* Exposed UDemoNetDriver::GetDemoSessionID to allow analytics to set a consistent GameSessionID during replay that is NOT the game session ID of the original match, which was throwing heartbeat events for replays into the same session on the backend, if the replay was watched fast enough.
	OrionGameInstance
	* Server's analytics provider moved to GameInstance as it's lifetime is more appropriate than the GameMode.
	* SetUserID now works in PIE, and sets it to PIE_INSTANCE so we don't pollute our account data with random GUIDs
	GameInstanceCommon
	* When playing back a replay, use the DemoNetDriver's SessionID instead of the Game Session ID of the game being replayed.
	OrionGameMode_MOBA
	* Moved Login functionality to GameMode_Base so it will work properly in all Orion GameModes (ie, DraftLobby).
	OrionGameMode_Base
	* Removed SetAnalyticsProvider. This was confusing the interface and making it seem like providers could change dynamically (they couldn't).
	* GetAnalyticsProvider changed to just get it from the GameInstance where it is really stored now.
	OrionPlayerController_Base
	* Removed SetAnalyticsProvider. No external code should be changing the provider.
	* Exposed an explicit CreateAnalyticsProvider so GetAnalyticsProvider() no longer has to lazily create the provider.
	* Added some asserts on preconditions to CreateAnalyticsProvider to ensure we are not creating them at the wrong times.
	OrionGameSession
	* The Server Analytics provider now sets a UserID that is a combination of the machine name, PID, and a GUID unqiue to that run. This makes server analytics easier to trace back to servers.
	OrionGameState_Base
	* CreateGameSessionID renamed to StoreGameSessionID to better reflect that it isn't creating anything.
	* Remove the code that sets a random GUID for non game modes, which was just confusing the session handling code on the analytics backend.
	* Ensure that demo playback sets the demo session ID and not the replayed game's session ID.
	OrionGameStateMain
	* GameSessionID is always set to the empty string for non game modes.
	McpContext
	* InitAnalytics no longer needs to create the analytics provider or restart any session, etc. It just sets the new AppID (if we now know we are CompQA) and the UserID (since we just logged in).

	#c0der3view:john.pollard,ryan.gerleve,josh.markiewicz
	#rb josh.markiewicz
	#tests extensive runs of the game, dedicated server, menu, and match traveral, and replay watching. Also editor, PIE standalone, PIE w/ dedicated server, and nomcp configurations to ensure no crashes and the providers are created as expected, not recreated, and get the proper Session and GameSessionIDs at the expected times.

	#R0BOMERGE-AUTHOR: david.nikdel
	#CatalogHelper #Analytics:
	- Added a RealMoneyPurchaseComplete multicast delegate to CatalogHelper mostly intended for apps to be able to listen for this event (not as a completion delegate) and do their own analytics events.
	- Rolled up a bunch of the params into a struct for forward compatibility
	- Moved the ECom.ClientInAppPurchase code into a helper on the struct (would like to get this out of catalog helper now that the delegate is there)
	[c0der3viewed]: Ian.Fox, Wes.Hunt

	#R0BOMERGE-SOURCE: CL 3209122 in //WEX/Release-05/... via CL 3209123
	#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
	#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209125 by Jason.Bestimt on 2016/11/23 12:33:06.
	#R0BOMERGE-AUTHOR: david.nikdel
	Why does the compiler think a parameter can "hide" a non-static member from an outer class. That is most definitely not in scope...

	#R0BOMERGE-SOURCE: CL 3209212 in //WEX/Release-05/... via CL 3209213
	#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
	#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209214 by Jason.Bestimt on 2016/11/23 14:00:12.
	#R0BOMERGE-AUTHOR: david.nikdel
	#CatalogHelper: Change to AnalyticsProvider to shared reference
	[c0der3viewed]: Ian.Fox

	#R0BOMERGE-SOURCE: CL 3209222 in //WEX/Release-05/... via CL 3209223
	#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
	#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209225 by Jason.Bestimt on 2016/11/23 14:07:47.
	#R0BOMERGE-AUTHOR: wes.hunt
	Ensure that Heartbeat events will not clog the retry queue if the data router cannot be reached.
	* Renamed to Usage.Heartbeat and Context to match the more "non-gamey" naming we want to move to (also can't have WorldExplorers prefix).
	* Removed the Analytics provider from McpCatalogHelper and use the callback delegate instead. This removes analytics assumptions from the McpCatalog code and allows the analytics provider references to not leak outside of WExpAnalytics. This allows us to put ensures in the shutdown code to make sure it doesn't leak and sessions are closed when we expect. Also cleaned up some code that tried to work around the fact that outside code held onto a reference when trying to end the session.
	[c0der3viewed]:david.nikdel
	#jira wex-4038

	#R0BOMERGE-SOURCE: CL 3209575 in //WEX/Main/WEX/Plugins/...
	#R0BOMERGE-BOT: OGS (BattleBreakers -> Main)
	#AUTOMERGE using branch ROBO://GamePlugins/Main->//Orion/Dev-General of change#3209653 by Jason.Bestimt on 2016/11/24 01:43:48.

Change 3233911 on 2016/12/13 by Andrew.Grant

	Duplicating 3203865 from //UE4/Dev-Sequencer/...
	#tests #rb na

Change 3233789 on 2016/12/13 by Olaf.Piesche

	Replicating 3233289 from Dev-Rendering - light component distance fade properties not initialized

	#c0der3view marcus.wassmer
	#rb marcus.wassmer

	#tests build

Change 3233016 on 2016/12/13 by Ryan.Gerleve

	Fix for conditional properties being evaluated incorrectly when recording replay checkpoints. Fixes heroes appearing as grey boxes in deathcam and replays.

	#jira OR-32926
	#tests golden path, deathcam, replays
	#rb john.pollard

Change 3232909 on 2016/12/13 by Laurent.Delayen

	Renamed USkeletalMeshComponent::IsPlayingRootMotion() to ::IsPlayingNetworkedRootMotionMontage() to better match what the function does, and match definitions in ACharacter. (Also checks for RootMotionMode to be FromMontageOnly).
	Added proper IsPlayingRootMotion() to match ACharacter.
	Also constified these functions.

	#rb Martin.Wilson
	#tests Ice Root Motion ult

Change 3232336 on 2016/12/13 by David.Ratti

	Spot merge async loading fix
	#rb Gil
	#tests cooked build front end store

Change 3231733 on 2016/12/12 by Andrew.Grant

	Added code to dump out deferred engine commands when frametime is above desired
	#rb Michael.Noland
	#tests compiled, ran server
	#R0BOMERGE: Main

Change 3231406 on 2016/12/12 by Laurent.Delayen

	CharacterMovementComponent: allow physics rotation to be performed during AnimRootMotion.

	#rb none
	#tests Ice

Change 3230272 on 2016/12/10 by Andrew.Grant

	Fix for automation code being dead-stripped
	#rb none
	#tests verified automation works

Change 3229976 on 2016/12/09 by Ryan.Gerleve

	Fix multiple UI/HUD issues during deathcam playback:
	No longer switch the local player's PlayerController during deathcam playback. The game player controller will now set it viewtarget to the hero in the deathcam replay.
	Add an option for the recording DemoNetDriver to not spawn a spectator controller at all.
	Clean up some hacks that were needed when the player controller did switch to make the card shop close properly.
	Remove other code that was related to the player controller switch.
	Add a deathcam camera component to hero characters and activate it during deathcam playback.
	Factor out the code common to the spectator chase camera and the deathcam camera into a helper struct that both camera components use.
	Client notifies the server when it starts and stops deathcam, so the server knows not to update the client's viewtarget for the duration.

	#jira OR-32433, OR-32568, OR-31299, OR-31197
	#rb john.pollard, jon.lietz
	#tests golden path, deathcam, replays

Change 3229790 on 2016/12/09 by Lina.Halper

	#DUPEFIX of CL 3219688
	Merging using //Orion/Dev-General_to_//UE4/Dev-Framework

	Expected fix for cooking issue of animation

	#rb: Martin.Wilson
	#code r3view: Martin.Wilson, Laurent.Delayen
	#tests: none

Change 3228731 on 2016/12/09 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3228573

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3228715 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3228602 on 2016/12/09 by Benn.Gallagher

	Added temporary CVar to fix broken clothing imports due to errant transposition of bone bind matrices on apx file import.
	This should not be integrated to main - hoping on a fix soon from Nvidia for this issue to be fully solved, this just gets our content creators back up and running while Nvidia investigates
	#tests Win64 Editor, importing clothing files for Twinblast and Fallen Angel
	#rb Lina.Halper

Change 3227456 on 2016/12/08 by Andrew.Grant

	Stopped _BUiltData from being dirtied by autosave (copied from 3223169 in Dev-Editor)
	#rb #tests na

Change 3227417 on 2016/12/08 by David.Ratti

	Fix category on gameplay tag settings
	#rb none
	#tests none

Change 3227401 on 2016/12/08 by David.Ratti

	GameplayTag category restrictions remapping support. This allows engine properties to specify categories that can be specified/expanded by projects.

	Added categories for gameplayeffect tags

	#rb BenZ
	#tests editor, golden path

	#c0der3view Billy.Bramer, Fred.Kimberly

Change 3227368 on 2016/12/08 by Uriel.Doyon

	Simple forward shading now disables self shadowed translucency (because it samples an invalid volumetric light buffer).
	#jira OR-32645
	#tests Loaded editor,  tested in game at different quality settings
	#rb daniel.wright

Change 3227243 on 2016/12/08 by David.Ratti

	Spot integrate CL 3225990 to fix tag sorting
	#rb none
	#tests compile

Change 3227029 on 2016/12/08 by Laurent.Delayen

	Fixed crash when creating a new Montage from scratch.

	#rb Lina.Halper
	#tests no more crashing when creating a montage from scratch

Change 3226877 on 2016/12/08 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3226846

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3226876 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3226157 on 2016/12/07 by Aaron.McLeran

	Implementing UE-39421 fix into Orion-DevGeneral2

	#rb none
	#tests Be able to view sound class graphs without destroying links.

Change 3225422 on 2016/12/07 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - PhysX libs null merge from 35.2

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3225413 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3224772 on 2016/12/07 by David.Ratti

	Fix for Rentry in gameplaycue GetWorld functions
	#rb none
	#tests golden path

Change 3224771 on 2016/12/07 by David.Ratti

	Reset RemoetInstanceHasended in UGameplayAbility::PreActivate
	#rb none
	#tests pie

Change 3224752 on 2016/12/07 by Ben.Marsh

	Merge CL 3224750 from //UE4/Main: Removing -forcelogflush parameter from UAT invocations of the editor to improve cook times.

	#rb none
	#tests preflight

Change 3224691 on 2016/12/07 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3224223

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3224690 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3224166 on 2016/12/06 by Daniel.Lamb

	Reenabled iterative cooking inisettings saving.
	#rb Trivial
	#test Cook paragon

Change 3223965 on 2016/12/06 by Uriel.Doyon

	Building texture streaming data for materials does not wait for pending shaders to finish compilation anymore.
	Added more options to allow the user to cancel this build also.
	#rb daniel.wright
	#tests modified different shaders in the material editor and also in the material instance editor

Change 3223953 on 2016/12/06 by Frank.Gigliotti

	Root motion time stamp reset;

	* The character movement time stamp is now decremented by MinTimeBetweenTimeStampResets instead of being reset to 0.

	* The character movement time stamp reset is now applied to the start times on root motions.  This fixes root motions being stuck on since the time stamp could potentially never reach the start time.

	* Changed how root motion detects invalid start times since a negative start time is now valid.

	#RB zak.middleton, laurent.delayen
	#c0der3view zak.middleton, laurent.delayen
	#Tests PIE

Change 3223463 on 2016/12/06 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3223380

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3223458 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3223219 on 2016/12/06 by Daniel.Lamb

	Added more stats to saving asset registry code.
	#rb None
	#test cook

Change 3222459 on 2016/12/05 by Uriel.Doyon

	"Texture Streaming Build" now updates the map check after execution.
	Removed texture streaming data for primitives hidden in game.
	Fixed an issue where build all would not rebuild texture streaming data.
	#rb none
	#jira OR-32771
	#tests rebuilt texture streaming data in different maps

Change 3222246 on 2016/12/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Suppress warning when converting from int when the dest is floating point and the converted values are the same
	#rb none
	#tests verified converting -1 to -1.000 no longer results in a warning

	#R0BOMERGE-SOURCE: CL 3222245 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3221951 on 2016/12/05 by Daniel.Lamb

	More stats into saving asset registry.
	#rb None
	#test cook paragon

Change 3221518 on 2016/12/05 by Daniel.Lamb

	Added some more ini settings parsing stats.
	Removed SaveCurrentIniSettings when not using iterative builds as it is slow will reenable when it's fast again.
	#rb None
	#test Cook paragon

Change 3221475 on 2016/12/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Fix for atrac9 logging issue on PS4
	#rb none
	#tests compiled PS4 client in unity

	#R0BOMERGE-SOURCE: CL 3221474 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3221403 on 2016/12/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3221235

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3221399 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3221247 on 2016/12/05 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Third-try at fixing non-unity compile issue
	#rb none
	#tests compiled PS4 client

	#R0BOMERGE-SOURCE: CL 3221242 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3219738 on 2016/12/02 by Daniel.Lamb

	Integrate Dev-Platform -> Dev-General
	Added support to rebuild lightmaps commandlet for building lightmaps in seperate files.
	#rb Daniel.Wright
	#test rebuild lighting Custom QAGame maps.
	#jira OR-31907

Change 3219133 on 2016/12/02 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: guillaume.abadie
	Cherry picks Dev-Rendering's 3209305: Fix contact shadow's assemption on objects thickness

	#rb None

	#R0BOMERGE-SOURCE: CL 3219131 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3219081 on 2016/12/02 by Andrew.Grant

	Merging material fixes in 3208490 from
	//UE4/Dev-Rendering/... to //Orion/Dev-General/...
	#rb none
	#tests compiled WIn64 editor

Change 3218980 on 2016/12/02 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3218942

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3218979 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3218970 on 2016/12/02 by Andrew.Grant

	Second attempt at unity / non-unity fix
	#rb none
	#tests compiled PS4 Client

Change 3218807 on 2016/12/02 by Andrew.Grant

	Fix for non-unity issue
	#rb none
	#tests compiled Win64 editor

Change 3218472 on 2016/12/01 by Andrew.Grant

	Temp fix to allow checked-out blueprint to compile
	#rb none
	#tests none

Change 3218417 on 2016/12/01 by Andrew.Grant

	Merging //UE4/Main @ 3205566 through //UE4/Orion-Stating
	#rb #tests na

Change 3218140 on 2016/12/01 by Arciel.Rekman

	Linux: report server hangs by crashing the hung thread (UE-39164).

	#rb Michael.Trepka
	#c0der3view Bart.Hawthorne, Andrew.Grant.
	#tests none in this branch

	(Merging 3218133 from Dev-Platform to to //Orion/Dev-General)

Change 3216959 on 2016/12/01 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 35.2 @ CL 3216930

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3216954 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3216341 on 2016/11/30 by Michael.Noland

	Engine: Reduced the length of the hitch when turning off ToggleDebugCamera while showdebug was active by removing expired strings from the back of the array instead of the front
	(the underlying issue of strings accumulating while not being displayed / processed is covered by UE-39226)
	#rb marc.audy
	#tests showdebug significancemanager + toggledebugcamera + wait 30 s + toggledebugcamera

Change 3216233 on 2016/11/30 by Andrew.Grant

	Generate symbols for PS4 as a post-build UBT step
	At runtime do a better job of searching paths for symbols
	#rb Marcus.Wassmer
	#tests verified symbols are generated and valid

Change 3215522 on 2016/11/30 by David.Ratti

	Fixes from Simon for particle significance overriding explicit call to SetEmitterEnabled by game code.

	#rb none
	#tests pie
	#c0der3view Simon.Tovey

Change 3215444 on 2016/11/30 by Aaron.McLeran

	OR-19392 (and now) OR-32017  Reintroducing CL 2943174 after it was lost due to integration issues!

	#rb none
	#tests none

Change 3215110 on 2016/11/30 by jason.bestimt

	#ORION_MAIN - Merge 35.2 @ CL 3215050

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3215097 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

	#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//R0BOMERGE_ORION_Dev_General/OrionGame/Content/Characters/Heroes/Rampage/Skins/Rampage_v001_IceBlue/M_RampageV001_MASTER.uasset
	#c0der3view: jason.bestimt

Change 3213268 on 2016/11/29 by jason.bestimt

	#ORION_MAIN - Merge 35.2 @ CL 3213062

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3213118 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

	#R0BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//R0BOMERGE_ORION_Dev_General/OrionGame/Source/BlueprintContext/Private/BannerContext.cpp
	#c0der3view: jason.bestimt

Change 3212226 on 2016/11/28 by Aaron.McLeran

	OR-32363 Client ensure with USoundWave::GetResourceSize() v35 DevGen

	Ensure is not valid since it's possible for the sound wave to have its resource size queried before its finished decoded in the case of precache on load.

	Rather than report ResourceSize (the compressed asset size), we're going to just report the fully decompressed data size (RawPCMDataSize) since that's what it will be when it finishes decoding.

	#tests none
	#rb zak.middleton

Change 3208273 on 2016/11/22 by Tim.Elek

	Fix for Tonemapping sharpen black border for HDR

	#rb marc.olano
	#c0der3view marcus.wassmer, jordan.walker, andrew.grant

Change 3207881 on 2016/11/22 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	If a requested package can't be found and async loading is not an option, load the object instead of hoping that FlushAsyncLoading() will make things right...

	This flaw was spotted while investigating OR-31699 which was due to a different issue, but should have been handled by this codepath.

	#rb none
	#tests Faked a condition where a package  wasn't loaded on the client but became referenced by a object from the server
	[c0der3viewed] Ben.Ziegler

	#R0BOMERGE-SOURCE: CL 3207880 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3207807 on 2016/11/22 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Fix for OR-31699
	While preloading packages check that a package has actually been loaded. Previously this could result in a package failing to load because FindObjectFast would return it to itself (!)
	#rb none
	[c0der3viewed] Michael.Noland
	#tests verified can load into Monolith and get the shadow buff

	#R0BOMERGE-SOURCE: CL 3207806 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3207756 on 2016/11/22 by David.Ratti

	rollback networking changes since they seem to be causing side effects and v35 isnt the version to take chances on
	#rb none
	#tests compile

Change 3206348 on 2016/11/21 by Dan.Hertzka

	Re-added lost type checking changes to the widget BP compiler when evaluating whether to bind a widget

	Also added the type check when renaming a widget - if the property name is taken by a BindWidget property, but the widget isn't of a valid type, the rename now fails

	#c0der3view Nick.Darnell
	#rb Nick.Darnell
	#tests Widget BP binding

Change 3205882 on 2016/11/21 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3205612

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3205880 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3205802 on 2016/11/21 by Daniel.Lamb

	Fixed commandlet used for diffing cooked packages and generating serialization callstacks.
	#rb None
	#test Diff cooked package commandlet

Change 3204959 on 2016/11/18 by Ryan.Gerleve

	World time is no longer adjusted when scrubbing in replays. Fixes several issues related to deathcam. Originally done to to fix ability cooldowns in replays, but shouldn't be necessary.

	#rb john.pollard
	#jira OR-30918, OR-31268, OR-31302
	#tests golden path, deathcam, replays

Change 3204805 on 2016/11/18 by Frank.Gigliotti

	Don't clamp root motion finish velocity if it doesn't need it.

	#RB None
	#Tests PIE

Change 3204327 on 2016/11/18 by Mieszko.Zielinski

	Extended UBTDecorator_IsAtLocation with an option of using regular geometric distances rather than pathfollowing-based test #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3204078 on 2016/11/18 by Ryan.Gerleve

	Flip incorrect sort when there are multiple viewpoints in the significance manager (duplicate of CL 3203997 from Dev-Framework).
	Fixes objects having incorrect significance in deathcam playback.

	#rb marc.audy
	#tests golden path, deathcam

Change 3204041 on 2016/11/18 by John.Pollard

	Fix issue where old player controller from draft lobby was hanging around, causing replication warnings

	#rb BartH
	#tests Replays

Change 3203971 on 2016/11/18 by John.Pollard

	Fix assert that can occur in player controller iterator when last element cast's to nullptr

	#rb BartH
	#tests Live + replays

Change 3203843 on 2016/11/18 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3203682

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3203842 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3202948 on 2016/11/17 by Daniel.Lamb

	Disabled warning about invalidating cook due to unparsable ini setting.
	This occurs when you don't have any previously cooked content (like on build machine).
	#jira OR-31916
	#rb trivial
	#test cook paragon

Change 3202798 on 2016/11/17 by David.Ratti

	Fix logic error around bSuppressGameplayCues
	#rb none
	#tests compile

Change 3202761 on 2016/11/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: david.ratti
	Use FObjectKey instead of UClass* for function acceleration map. Speculative fix for rare client crash.

	#rb none
	#test pie

	#R0BOMERGE-SOURCE: CL 3202552 in //Orion/Release-34.3/... via CL 3202760
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3202688 on 2016/11/17 by Michael.Noland

	Engine: Adding stats to performance assassians GetAllActorsWithInterface and GetAllActorsWithTag to make them clearer in dumphitches reports (also in GetAllActorsOfClass, which is usually fine unless used with something really broad like AActor or AStaticMeshActor)
	#rb none
	#tests Compiled and ran on PS4

Change 3202687 on 2016/11/17 by Michael.Noland

	Engine: Changed console variables and commands to allow using ? immediately following the command (without a space) to bring up the help text, in addition to the existing behavior of using ? as the first parameter
	#tests Tested with/without spaces on both a console variable and a console command
	#rb nick.darnell

Change 3202686 on 2016/11/17 by Michael.Noland

	Engine: Made help console command open the generated HTML file via LaunchURL on windows
	#tests Tested help command on Windows (LaunchURL with file:// use is only enabled for Windows now, but will be tested on Mac and possibly enabled later)
	#rb nick.darnell

Change 3202622 on 2016/11/17 by Ryan.Gerleve

	Support duplication of UReflectionCaptureComponents that were loaded from cooked data. Needed to support deathcam in Monolith.

	#rb daniel.wright
	#tests golden path on monolith with deathcam enabled on PS4

Change 3202575 on 2016/11/17 by Dan.Hertzka

	Blur widget updates
	- Renamed to SBackgroundBlur/UBackgroundBlur
	- Split SBackgroundBlur out into its own file
	- Added bApplyAlphaToBlur - when true, the strength of the blur is modulated by the widget alpha
	- Updated BlurRadius to be TOptional, so we auto-calculate radius when it isn't set
	- Added a UBackgroundBlurSlot, but left it unattached so it can be done in dev-editor (and update based on the engine version)
	- Updated OrionBlurWidget to export dll symbols and set up default low quality fallback image

	#c0der3view Matt.Kuhlenschmidt
	#rb none
	#tests PIE & widget designer

Change 3202533 on 2016/11/17 by Mieszko.Zielinski

	Fixed new toggleable nav links not working in client-server environment #Orion

	#rb none
	#test golden path

Change 3202456 on 2016/11/17 by Mieszko.Zielinski

	Introduced a new constant to Recast soruces to be used as initial value of tile salt variables #UE4

	#rb none
	#test golden path

Change 3202414 on 2016/11/17 by Chris.Bunner

	Clamp eye adapation working area to match scene viewrect.
	#rb Marcus.Wassmer
	#tests Editor
	#jira OR-31821

Change 3202205 on 2016/11/17 by David.Ratti

	Networking fix:
	-Fix ensure about Delayed Prediction Key being flushed while invalid
	-Fix issue where predicted GE would be removed due to prediction key catch up, but would be added to the removed predicted GE list, causing the later replicated GE to be ignored incorrrectly. This can cause cooldowns to not appear on client, making abilities appear to not function.

	#rb none
	#tests golden path, latency
	#c0der3view Frank.Gigliotti

Change 3202063 on 2016/11/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: nicholas.davies
	#jira OR-31641 Chat logs overlap text box when pressing enter
	Jamie Dale fix for adjusting text spacing when lines are removed from TextLayouts
	[c0der3viewed] Jamie.Dale
	#RB Jamie.Dale
	#TESTS Chat should no longer overlap when more than 40 messages have been added

	#R0BOMERGE-SOURCE: CL 3202062 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3201964 on 2016/11/17 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3201880

	#RB:none
	#Tests:none

	#R0BOMERGE-SOURCE: CL 3201956 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3201426 on 2016/11/16 by Mieszko.Zielinski

	Implemented a generic way to set up simple point navigation links that could be disabled at runtime on static navmesh #Orion

	#rb none
	#test golden path

Change 3201174 on 2016/11/16 by John.Pollard

	Increase number of retries when refreshing viewer fails + refactor so that a refresh doesn't starve other REST calls

	#rb BartH
	#tests Replays

Change 3200669 on 2016/11/16 by Jason.Bestimt

	#R0BOMERGE-AUTHOR: andrew.grant
	Merging test framework changes from Release-34 to resolve some known conflicts
	#rb #tests na

	#R0BOMERGE-SOURCE: CL 3200668 in //Orion/Main/...
	#R0BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3199192 on 2016/11/15 by Lina.Halper

	Extra ensure for the crash with OR-31795

	#jira: OR-31795
	#rb: Laurent.Delayen
	#tests: cooked, and test AI_Test with 9 bots

Change 3199187 on 2016/11/15 by Aaron.McLeran

	UE-35533 Implementing from CL 3112097 Dev-Framework for joey

	#tests Perform tests described in JIRA

	#rb Jeff.Campeau

Change 3199094 on 2016/11/15 by Eric.Newman

	Only ping Slate last interaction time for analog input outside the deadzone
	Orion now only reports handled for analog  movements outside the deadzone
	#c0der3view matt.kulhenschmidt,chris.gagnon
	#rb cody.haskell
	#tests golden path w/ ps4 controller on PC

Change 3199085 on 2016/11/15 by Laurent.Delayen

	Potential fix for https://jira.it.epicgames.net/browse/OR-31795

	#rb lina.halper
	#tests twinblast ult multiPIE

Change 3198934 on 2016/11/15 by Frank.Gigliotti

	Fixed out of sync root motion ability tasks;

	* Root motion ability tasks were out of sync and ending before the root motion was finished.  The tasks now wait for the root motion to say it is done.

	#RB Laurent.Delayen
	#Tests PIE

Change 3198486 on 2016/11/15 by David.Ratti

	Iniitalize EffectContext to default ASC EffectContext when no context is specified in AddGameplayCue_Internal. Fixes some GC translation issues.

	#rb none
	#tests pie

Change 3198424 on 2016/11/15 by Rob.Cannaday

	Fix JSON_SERIALIZE_OBJECT_SERIALIZABLE macro in write mode not beginning a JSON object
	#rb ian.fox
	#tests class using JSON macros that writes a named subobject (BEGIN_JSON_SERIALIZER/JSON_SERIALIZE_OBJECT_SERIALIZABLE("name", obj)/END_JSON_SERIALIZER)

Change 3198418 on 2016/11/15 by Rob.Cannaday

	More profiling for hitch when receiving friend request
	#jira OR-30503
	#rb ian.fox
	#tests front end add/remove friend
	#lockdown nicholas.davies

Change 3198214 on 2016/11/15 by David.Ratti

	Ability System: Added support for some advanced client prediction with the intention of removing latency from the effective duration of predictive gameplay effects.

	1. Predicted GameplayEffect reconciliation.
	Predicted GEs are now reconciled with their replicated counter parts. Previously the predicted GE would be removed when the replicated one came in. Now we reconcile the predicted GE with the replicated GE, and throw out the replicated GE as if it was never added. To the outside, the predicted GE becomes the replicated GE seamlessly.

	2. Server retry client activation fails.
	When a client ability activation fails on the server, the server can retry the activation for a few frames before officially failing it. This is to combat minor discrepencies caused by different server frame rate or jitter in networking conditions. The common example is that we handle RPCs at the top of the frame, before we update timer manager and removed expired GEs or end animations.

	Both features can be disabled with -DisableAdvancedClientPrediction. They can be toggled individually via config file.

	#QAr3view:
	1. Verify ping time no longer affects attack speed OR-30123. We still expect packet loss to have some effect on rate of fire.

	2. Be on the look out for "ability stuck" type of issues

	3. If there are resources, I would like to get 2 people to give qualitative feedback on this. Have them lane 1v1 for ~7 minutes with 200 ms of ping (no packet loss). Do this twice, once normally and again with -DisableAdvancedClientPrediction on both client AND server. Do it blind: don't tell them which run has which setting, just see if they notice differences. The hope is that your LMB attacks feel consistent with respect to timing and match what the UI shows in terms of cooldown. I would recommend testing with Murdock and maybe a melee like Crunch

	#rb frank
	#c0der3view Frank.Gigliotti, Billy.Bramer, Fred.Kimberley
	#tests pie, golden path

Change 3197309 on 2016/11/14 by Laurent.Delayen

	Additional debugging info for https://jira.it.epicgames.net/browse/OR-31266

	#rb none
	#tests riftmage + venus VS riftmage multiPIE

Change 3196654 on 2016/11/14 by Laurent.Delayen

	Additional debug info to track down https://jira.it.epicgames.net/browse/OR-31677

	#rb none
	#tests compiles

[CL 3276432 by Andrew Grant in Main branch]
2017-01-27 23:32:44 -05:00
Ben Marsh
20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00
Bob Tellez
33f0f0a6e6 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3212531)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3212485 on 2016/11/28 by Dmitry.Rekman

	Update libwebsockets to use -fPIC.

Change 3212280 on 2016/11/28 by Guillaume.Abadie

	Fixes static lighting regression caused by selective outputs fix.

Change 3211095 on 2016/11/28 by Ian.Fox

	#UE4 - Add nullptr check to cookonthefly server ini check

Change 3211042 on 2016/11/28 by Bob.Tellez

	#UE4 Add an option to reset a particle system comp on a camera lens emitter when it is retriggered

Change 3209336 on 2016/11/23 by Rob.Cannaday

	Fix shutdown crash trying to cancel an HTTP request after the HTTP module has been unloaded
	Move the cancel call to the PreUnload step
	#jira FORT-33515

Change 3208350 on 2016/11/22 by Jeff.Campeau

	Added bVirtualKeyboardDisplayOnFocus to Slate settings defaulted to true (old behavior)
	Always open a virtual keyboard when the facebutton bottom is pressed on an active text field
	Do not open a virtual keyboard on focus gained by any method other than mouse if bVirtualKeyboardDisplayOnFocus is set to false

	#jira FORT-30722

Change 3207430 on 2016/11/22 by James.Hopkin

	#fortnite Applied changes from CL#3161737 (UE4/Main) to stage and package SSL certificate bundles.

Change 3207422 on 2016/11/22 by Ben.Woodhouse

	* Fix UpdateTexture3D to create a staging texture of the region to update rather than the whole texture. This prevents distance fields crashing during update (allocating 18GB per frame in some cases)
	* Put UpdateTexture2D DMA support onto a cvar, disabled by default (corruption issues reported by licensees, plus not sure it's actually faster - could be slower due to reduced bandwidth; issues reported by licensees)
	* Fix UpdateTexture2D to only create a staging texture of the region to update, saving memory
	#jira UE-38609

Change 3206301 on 2016/11/21 by Ben.Woodhouse

	Fixed GPU hang in Zone Map view. Was an issue with RenderThread using the device context without appropriate RHIThread flushes.
	#jira FORT-31616
	#code_review keith.judge

Change 3206144 on 2016/11/21 by Lukasz.Furman

	improved path following sticking to tether bounds
	#jira FORT-32097

Change 3206142 on 2016/11/21 by Lukasz.Furman

	added post processing to navigation filters for making filter-bound paths (feedback iteration)
	#fortnite

Change 3206053 on 2016/11/21 by Lukasz.Furman

	added post processing to navigation filters for making filter-bound paths
	#fortnite

Change 3205790 on 2016/11/21 by Lukasz.Furman

	pass on flow field usage by EQS

Change 3205764 on 2016/11/21 by Lukasz.Furman

	seeding AIModule's random stream from world manager, using random stream in EQS
	#fortnite

Change 3205763 on 2016/11/21 by Lukasz.Furman

	added random stream to AIModule
	copy of CL# 3150031

Change 3205162 on 2016/11/19 by James.Hopkin

	Added missiing depending on SSL to Linux HTTP. Fixes CrashReportClient linker errors.

Change 3205124 on 2016/11/19 by James.Hopkin

	Enabled websockets and Stomp for Linux

Change 3205121 on 2016/11/19 by James.Hopkin

	From Nick Shin's Dev-Platform shelf: upgrade/rebuild of libcrypto, libcurl, libssl, libwebsockets and zlib for Linux

	#fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez

Change 3205119 on 2016/11/19 by James.Hopkin

	Added OpenSSL version 1.0.2h headers for x86_64-unknown-linux-gnu

	#fyi Nick.Shin,Dmitry.Rekman,Bob.Tellez

Change 3204994 on 2016/11/18 by Billy.Bramer

	- Sort the function results that show up in the blueprint "Copy signature from:" combo box

Change 3203688 on 2016/11/18 by James.Hopkin

	#stomp Lower-cased FName strings before encoding to prevent random case at runtime.

Change 3201533 on 2016/11/16 by Mark.Satterthwaite

	More auto-release pool/memory-handling fixes for Metal's debug layer, which depends upon ARC:
	- Better handling of parallel context creation & pooling in MetalRHI.
	- Metal queries return the actual value so that we can use local autorelease pools to capture ARC retain/autorelease calls in the debug layer.
	- Similarly EndEncoding needs a local autorelease pool to handle the debug layer's ARC retain/autorelease calls.
	#jira FORT-32706

Change 3201077 on 2016/11/16 by Mark.Satterthwaite

	Trivial command-buffer fencing to avoid render-queries keeping MTLCommandBuffer's alive after they are completed, reducing total memory use.
	#jira FORT-32706

Change 3200269 on 2016/11/16 by John.Abercrombie

	Made GetPredictionData_Client_Character and GetPredictionData_Server_Character public
	- Removed unnecessary code duplication in FortIndicator as a result

Change 3198230 on 2016/11/15 by James.Hopkin

	#stomp Added dedicated server support to Stomp connection manager. Also fixed heartbeats and change retry strategy to retry forever, first retry after 5 seconds, doubling up to max interval of every minute.

Change 3197273 on 2016/11/14 by Mark.Satterthwaite

	Fix Metal related memory leaks.
	#jira FORT-32706

Change 3196974 on 2016/11/14 by Lukasz.Furman

	increased distance to focal point for path following
	copy of CL# 3196971
	#jira FORT-32048

Change 3196885 on 2016/11/14 by John.Pollard

	FORT-33019 - Fix crash when updating unmapped properties on replicator that was dormant

Change 3196772 on 2016/11/14 by John.Pollard

	Speculative fix for assert when shutting down replicators

Change 3196617 on 2016/11/14 by Lukasz.Furman

	improved readability of EQS results in gameplay debugger's table view
	#fortnite

Change 3195394 on 2016/11/11 by John.Pollard

	UE-37866 - Fix replication issue where unmapped properties wouldl fail to map if the replicator goes away due to dormancy

Change 3195272 on 2016/11/11 by Bob.Tellez

	#Fortnite Fix warning output in UDataTable for missing row

Change 3195152 on 2016/11/11 by Lukasz.Furman

	fixed target selection in gameplay debugger's spectator
	#fortnite

Change 3195071 on 2016/11/11 by Lukasz.Furman

	pass on EQS category of gameplay debugger
	#fortnite

Change 3194111 on 2016/11/10 by Bob.Tellez

	#UE4 if you have a checked out or out of date file in your rename list it is now properly skipped and reported after the rename.

Change 3193547 on 2016/11/10 by Bob.Tellez

	#UE4 LODGroup is now AssetRegistrySearchable

Change 3193545 on 2016/11/10 by Bob.Tellez

	#UE4 Allow setting the default LODGroup when importing a mesh

Change 3193541 on 2016/11/10 by Bob.Tellez

	#UE4 LODGroup settings application on load. Enable this behavior by setting r.StaticMesh.UpdateMeshLODGroupSettingsAtLoad=1

Change 3192035 on 2016/11/09 by Saad.Nader

	#engine Updated Migration of properties to handle static arrays properly from previous check-in.

Change 3191062 on 2016/11/08 by Saul.Abreu

	Added accessor for all items in list views.

Change 3190998 on 2016/11/08 by Chris.Gagnon

	Partially fixes a problem with the scale bax ignore inherited scale isn't working properly.

	There is more to fix by adding float InScale or similar to the GetRelativeLayoutScale() call chain.
	This portion will be handled by the tools team.

Change 3190812 on 2016/11/08 by Lukasz.Furman

	fixed crash on path string pulling when path corridor is empty
	#jira FORT-32811

Change 3190800 on 2016/11/08 by Saad.Nader

	#engine Fixed a case where a static array uproperty wasn't being migrated properly since it was being treated as a single value.

Change 3189573 on 2016/11/07 by Bob.Tellez

	#UE4 Since LightComponents now respect hiddeningame, I changed ALight to default to not be hidden in game. All components in the class that should not be seen are already bHiddenInGame=true on the component.

Change 3189268 on 2016/11/07 by Michael.Trepka

	Check is MacApplication is still valid when making a deferred call to OnApplicationActivationChanged

Change 3189179 on 2016/11/07 by Michael.Trepka

	Don't skip Mac windowDidResize: when switching between window modes. Fixes issues with screen not resizing properly when changing from windowed to windowed fullscreen

Change 3189154 on 2016/11/07 by Lukasz.Furman

	added unbound exploration mode to A* solver
	#ue4

Change 3189072 on 2016/11/07 by Saad.Nader

	#commonui Added ability to skip the stack of activatable panels so that global input handling can handle input for dynamically created buttons on a modal. Updated name of base button style as its name was conflicting with legacy ui base button style.

Change 3188769 on 2016/11/07 by Guillaume.Abadie

	Fixes r.SelectiveBasePassOutput and use it in Fortnite.

	This CL adds a selective base pass optimization not drawing scene color when  r.SelectiveBasePassOutput=1 on materials that  doesn't emit color.
	Use r.SelectiveBasePassOutput in Fortnite and avoid computing the fog in base pass to actually avoid drawing scene color.

	#review-3187180 @brian.karis

Change 3187864 on 2016/11/04 by Bob.Tellez

	#UE4 Better handling for setting return values in error cases where a function cannot be executed.

Change 3187815 on 2016/11/04 by Bob.Tellez

	#UE4 Fix for SetLODGroup to trim LODs that are not needed.

Change 3187309 on 2016/11/04 by Lukasz.Furman

	added projection and pathfinding to navigation graph
	#fortnite

Change 3186304 on 2016/11/03 by Saul.Abreu

	Made a pass on Common UI widgets, setting their widget palette category property or overriding the relevant virtual method in order to have a consistent value across all Common UI widgets.

Change 3186301 on 2016/11/03 by Saul.Abreu

	Exposed ability to compare Slate brushes in Blueprints. Helpful for Icon Text Button to be able to hide its icon image if the icon brush is identical to the default (which is intentionally 0-sized/draw-type none).

Change 3185979 on 2016/11/03 by David.Hamm

	Conditional gameplay effects with required tags were considering target tags in code, rather than source tags as presented in the editor.  Updating the code allows the Bearricade tag to be seen, triggering the desired slow effect.

	#jira FORT-32141

Change 3185534 on 2016/11/03 by Daniel.Broder

	Made GameplayDebuggerCategory_EQS log the description of filtered items rather than just their index (which doesn't tell much).

	#UE4 #NoReleaseNotes

Change 3185386 on 2016/11/03 by Daniel.Broder

	"Actors of Class" EQS Generator now supports returning all actors matching the class rather than only actors within the radius based on a new checkbox "Generate Only Actors In Radius".  For backwards compatibility, it defaults to true.

	#UE4 #ReleaseNoteAbove

Change 3185370 on 2016/11/03 by Mark.Satterthwaite

	Revert the only change to Metal texture uploads made in the merge leading up to 16/09/16 and disable more recent changes to reuse texture objects in the hope that this cures FORT-30180. If not then this will need to be handled by Apple/Nvidia as we're not doing anything obviously wrong on our side.
	#jira FORT-30180

Change 3185249 on 2016/11/03 by Lukasz.Furman

	added caching for neighbor count in template A* solver
	#fortnite

Change 3184403 on 2016/11/02 by Daniel.Broder

	Updated EnvQueryTest_GameplayTags to support Gameplay Tag Queries.

	^^ReleaseNoteAbove

	Data is automatically converted to the query from the old data format.

	Gameplay Tag Queries give much more flexibility for how to mach the queries, since they can include entire expressions of what must match and/or not match.

	#UE4 #ReleaseNoteAbove

Change 3184311 on 2016/11/02 by Daniel.Broder

	Removed unnecessary if/else that was calling identical code in both parts!  (Now it just calls the code directly).

	Fixed spelling of ReturnValueAddress (from ReturnValueAdress).

	#UE #NoReleaseNotes

Change 3183823 on 2016/11/02 by Mark.Satterthwaite

	Record Metal resource & state objects used in a command-buffer when rhi.Metal.RuntimeDebugLevel is set to 3 or higher. The object labels, types & descriptions will be printed on failure - if the object is deleted prior to this then we have a lifetime error and it will crash at this point and can be debugged further using our -metalretainrefs command-line option or Xcode's zombie-objects.

	Used to verify that FORT-31649 is not a simple resource lifetime error and thereby speed up Apple/vendor investigations.
	#jira FORT-31649

Change 3183807 on 2016/11/02 by Mark.Satterthwaite

	Change the way we access the Metal viewport's backbuffer, to reduce possible causes of FORT-31649:
	- Added console variable "rhi.Metal.SupportsIntermediateBackBuffer" to control whether to use an extra render-target so we can support screenshots & movie capture, or render directly to the back-buffer to save memory & GPU performance. Still defaults to ON for Mac & OFF for iOS/tvOS.
	- Change the way we handle updates to the back-buffer size to ensure that the different threads access their intended version.
	#jira FORT-31649

Change 3183470 on 2016/11/02 by Bob.Tellez

	#UE4 Lights with 0 intensity are now removed from the scene

Change 3183230 on 2016/11/02 by Bob.Tellez

	#UE4 Console history no longer keeps duplicate entries

Change 3182547 on 2016/11/01 by Bob.Tellez

	#UE4 Fixed an old bug which was causing thumbnail scenes to have incorrect lighting.

Change 3182498 on 2016/11/01 by Chris.Gagnon

	Added ItemIcon widget and ItemCountTextBlock widget.
	EpicCMSScreen derives from COmmonActivatable Panel.
	Added CommonUIUtils with function to get a owning userwidget or contexts.

	Begining of the new Topbar, and a number of supporting widgets.

Change 3182497 on 2016/11/01 by Chris.Gagnon

	Engine:
	GameViewportClient now has a global toggle to turn software cursor mapping on and off.

	Fortnite:
	Added software cursor, when using the gamepad we turn on the software cursor mapping. The asset is invisible.
	This allows us to hide the cursor without all the baggage and undesired behavior that comes with that.

Change 3181853 on 2016/11/01 by Saad.Nader

	#commonui
	Added uproperty annotations to prevent garbage collection.
	Updated code to cleanup internal caches to happen earlier.

Change 3181782 on 2016/11/01 by Bob.Tellez

	#UE4 LightComponents now respect bHiddenInGame (and other visibility flags) when determining whether they should be added to the scene.

Change 3181516 on 2016/11/01 by Saad.Nader

	#commonui

	Added an action handler interface that I have been wanting for awhile.
	Updated action widget to ignore design time changes since it relies on a common ui context instance.
	Cleaned up activatable panel interface and commited events on a input action registered to be handled. Our activatable handle automatically handles things for now without asking blueprint if we should.
	Cleanedup up miscellaneous activatable panel internals
	Activatable panels can now choose to expose input actions registered to that panel.
	Replaced activatable panel reflector with common input reflector
	Added a common global input handler that implements the action handler interface
	Updated common button and common tablist widgets appropriately to register with global input handler for appropriate actions.
	Buttons now have separate triggering actions vs. triggered actions. Triggering actions can only be set during creation of the button whereas triggered actions can be set anytime.
	Moved a lot of the boilerplate code for action button into common button to trigger and listen for actions, or register with the global input handler for triggering actions.
	Fixed typos in common ui types.
	Updated CommonUITestBed with new changes.

Change 3179753 on 2016/10/31 by Lukasz.Furman

	replaced ensure with vlog warning in GameplayTask processing
	#jira FORT-32324

Change 3178028 on 2016/10/28 by Lukasz.Furman

	attempt to fix rare crash in crowd simulation
	#jira FORT-27847

Change 3177966 on 2016/10/28 by James.Hopkin

	Removed some redundant text/string copies and conversions in 'Find in Blueprints'

Change 3176795 on 2016/10/27 by Fred.Kimberley

	Fixed the code path that grabs tooltip data for ability system components to respect the flag that shows buffs in the front end instead of final values.

	#jira FORT-30491

Change 3175818 on 2016/10/26 by Bob.Tellez

	#UE4 Protecting against a nullptr access in FVisibilityPropertySection::GenerateSectionLayout. More investigation is needed to determine if this should be allowed to be null.

Change 3175615 on 2016/10/26 by Michael.Trepka

	Check if MacApplication is valid in FMacApplication::OnCursorLock() block that's called asynchronously and can be executed after MacApplication was destroyed. Fixes FORT-32075

Change 3175369 on 2016/10/26 by Saul.Abreu

	Refactored CreateWidget functions to share UserWidgetClass validation logic and fixed a missing early-out return statement.

Change 3175233 on 2016/10/26 by Saul.Abreu

	#fortnite
	Common Button now properly handles its interactibility changing when it's toggleability has changed - previously, being selected when toggling is turned on would leave the button non-interactible and thus not practically toggleable.

Change 3174285 on 2016/10/25 by Mark.Satterthwaite

	Fix command-buffer failures when resizing windows on Mac - we have to capture windowWillResize: events in our window delegate and then forward on a call to Slate's OnResizingWindow event handler, that internally causes rendering to flush. If we wait to do this in windowDidResize then the actual device back-buffer resource will have been reallocated and we presumably end up trying to render into garbage memory on the GPU, causing the intermittent command-buffer failures.
	#jira FORT-31649

Change 3173872 on 2016/10/25 by Bob.Tellez

	#UE4 Fixed an issue where if you have a map with actors  that produce a ZeroVector bounds size, SetActorTransform complains.

Change 3172828 on 2016/10/24 by Saul.Abreu

	Added useful contextual information to the message log errors provided when attempting to create widgets but failing.

Change 3172649 on 2016/10/24 by Michael.Trepka

	Call setMinSize and setMaxSize in FMacApplication::OnCursorLock() on the main thread

	#jira FORT-30177

Change 3172568 on 2016/10/24 by Saad.Nader

	#commonui Exposed a flag to reflector to not show actions for an activtable panel if we don't want them exposed.

Change 3172341 on 2016/10/24 by Mark.Satterthwaite

	Fix FORT-31526 by setting appropriate defaults for FEditorCompositingParameters  when the feature isn't being used, as Metal still requires something be bound for the values. This all stems from Fortnite using GizmoMaterial somehow when whacking Llamas to reveal the cards contained within - I suspect the 'real' fix is not to use an Editor material in the game client...
	#jira FORT-31526

Change 3172304 on 2016/10/24 by James.Longstreet

	#fortnite #jira FORT-31090 Add setting to configure whether the virtual keyboard sends TextChanged or TextCommitted when complete.

	Add SlateSettings to project settings, for settings that need to be accessed from Slate -- the Slate module doesn't depend on Engine, so it can't access UserInterfaceSettings or InputSettings.

	Default to TextChanged in Fortnite.

Change 3171630 on 2016/10/24 by Saul.Abreu

	#fortnite
	Added API export to Common List View.
	Added support to Common List View for changing selection modes.
	Added delegate to Common List View to support hook-ups on creation of new list item widgets.
	Improved Common List View handling of item widgets that are buttons - no need to handle manually hooking up the list item clicked callback to the button.

Change 3171474 on 2016/10/22 by Saul.Abreu

	#fortnite
	New numeric text block.

Change 3171463 on 2016/10/22 by Saad.Nader

	#commonui
	Added the common action widget which can visualize the input of an activatable panel or button.
	Added the common activatable panel reflector widget so we can build a bar widget which can visualize the actions an activatable panel have registered to handle.
	Cleaned up the input manager's handling of pushing and poping activatable panels
	Updated widget switcher to completely push or pop tabs on or off the stack so that the stack is clean of any items not in the current tab.
	Updated common ui context to expose API blueprint.
	Updated input action data to make better sense in common ui types
	Added a viewport client to redirect input for the common ui test bed.
	Added a completion delegate for listeners such as a button in a activatable panel reflector widget.
	Added test harness for activatable panel, activatable panel reflector, action widget

Change 3170868 on 2016/10/21 by Jeff.Campeau

	AutoSDK props included earlier

Change 3170663 on 2016/10/21 by Mark.Satterthwaite

	Further changes to finally fix the underlying cause of FORT-25473 and all future potential instances: SetStreamSource overrides the stride from the vertex declaration and MetalRHI wasn't properly considering what to do with Stride=0, which should disabling vertex attribute stepping. This also requires fixing some gotcha's in the StateCache.
	#jira FORT-25473

Change 3170020 on 2016/10/20 by Bob.Tellez

	#UE4 Render scale was off by one when setting via buckets in the editor widget.

Change 3169764 on 2016/10/20 by Mark.Satterthwaite

	Fixed automatic conversion of G8_sRGB into RGBA8_sRGB required for Mac Metal, which fixes FORT-27627.
	#jira FORT-27627

Change 3169631 on 2016/10/20 by Mark.Satterthwaite

	Fix a potential crash due to unnecessary reinitialisation of the MetalRenderPipelineDesc mutex.

Change 3169614 on 2016/10/20 by Mark.Satterthwaite

	Fix FORT-25473 caused by incorrect handling of vertex attributes in Metal: FParticleSpriteVertexFactory specifies the dynamic particle parameter attribute (VA 5) with a non-zero stride, which implies vertex or instance stepping - but for the P_Rocket_ColdMist_FXV effect only a single float4 is provided with the intent that this be constant for all instances. Other APIs may implicitly wrap the VA read back around but Metal does not and simply reads garbage off the end of the buffer - potentially this could even cause a GPU crash. MetalRHI now detects when the buffer bound to an attribute can't support more than one instance and if needed updates the vertex declaration to make such attributes constant.
	#jira FORT-25473

Change 3169163 on 2016/10/20 by Fred.Kimberley

	Added UIProxyActor. This is intended as a single proxy actor to replace the existing, class specific, proxy actors.

Change 3168732 on 2016/10/20 by Saul.Abreu

	Exposed style references in UCommonTextBlock. Allows widgets to look at the styles on the CDO.

Change 3168713 on 2016/10/20 by Saul.Abreu

	Fixed unconditional inclusion of Developer module headers (settings module) in client builds from Common UI module.

Change 3168659 on 2016/10/20 by Saul.Abreu

	Created and exposed SetMinDesiredWidth on UTextBlock, following the example set by other setters in the class.

Change 3168658 on 2016/10/20 by Saul.Abreu

	The Common UI plugin now has a settings object which will appear in the project settings window. It exposes setting default styles for both CommonTextBlock and CommonButton in the Game config file.

Change 3167632 on 2016/10/19 by John.Pollard

	Fix FN replay scrubbing issues

	* Solution for net startup actors that need to be "rolled back" during scrubbing if they've been modified
	* Solution for when net startup actors should be deleted past checkpoints
	* Added version support to load older replays that don't save out deleted net startup actors in checkpoints

Change 3166065 on 2016/10/18 by Saad.Nader

	#commonui renaming UCommonActivatableManager to UCommonInputManager, added ability to change input method for desktop and console.

Change 3166049 on 2016/10/18 by Lukasz.Furman

	added navmesh exploration helpers in FortNavMesh
	#fortnite

Change 3165085 on 2016/10/17 by Saad.Nader

	#blueprintcontext fixed log output for created blueprint context

Change 3163115 on 2016/10/14 by James.Hopkin

	Prevented variable combo box clipping long type names in blueprint details panel

	[UE-19710]

Change 3162629 on 2016/10/13 by Saul.Abreu

	#fortnite
	#jira FORT-31489
	Ported Paragon's tile view widget over to the Common UI Plugin as Common Tile View. Added exemplar/test case in Common UI testbed.

Change 3162624 on 2016/10/13 by Saul.Abreu

	Improved "Create Event" node with text showing the function signature in a friendly manner.

Change 3162114 on 2016/10/13 by Guillaume.Abadie

	Implements r.EarlyZPassOnlyMaterialMasking.

	Fortnite grass/trees is using masked material. However masked materials are doing clip in early z pass and base pass, both preventing the pixel shader from using the early depth test. This CL execute material's mask opacity only in the early z pass to keep early depth test on expensive mask material's base pass pixel shader.

Change 3161479 on 2016/10/13 by Saad.Nader

	#commonui Updated Common button to be able to handle a bound common input action by causing the button to get clicked.
	Updated Activatable panel to ignore input if it is not activated
	Added helper functions to common widget switcher for activating/deactivating the active widget if it is a activatable panel.

Change 3161092 on 2016/10/13 by Saul.Abreu

	#fortnite
	Common Tab List widget now exposes access to its linked switcher as well as overridable events before and after the linked switcher is set. OnCreateNewTab can now be implemented in native code or blueprints. Buttons added as tabs in the tab list will now have their selectabilty and toggleability set as necessary.

Change 3160762 on 2016/10/12 by Billy.Bramer

	- Make UAbilitySystemComponent::AreAbilityTagsBlocked virtual so games can provide a custom implementation

Change 3160736 on 2016/10/12 by Lukasz.Furman

	fixed some gameplay debugger's categories not rendering correctly in simulate mode
	#fortnite

Change 3160417 on 2016/10/12 by Mark.Satterthwaite

	Disable DistanceField AO & Shadowing support on Intel GPUs under Metal - there are driver bugs that prevent them from working currently.
	#jira FORT-31268

Change 3160314 on 2016/10/12 by Michael.Trepka

	Fixed incorrect rect initialization in Mac GetDisplayMetrics

Change 3160309 on 2016/10/12 by Lukasz.Furman

	pass on gameplay debugger in Simulate in Editor mode
	copy of CL 3160014
	#ue4

Change 3159892 on 2016/10/12 by John.Abercrombie

	Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing

	#ue4

Change 3159630 on 2016/10/12 by Jamie.Dale

	Fixed an issue where async and non-async loading could result in the package being given a different name

	Async loading would always use the non-localized name (which is correct), but non-async loading would sometimes use the localized name (which is incorrect); now they both do the same thing.

Change 3159249 on 2016/10/11 by Jonathan.Lindquist

	fixing a potential uv bug related to their names

Change 3159145 on 2016/10/11 by Lukasz.Furman

	fixed behavior tree task restart conditions
	#ue4

Change 3158846 on 2016/10/11 by John.Pollard

	Add ability to override network async loading for replays

Change 3158551 on 2016/10/11 by Saad.Nader

	#commonui remove checks for common tab list widget when set listening for input occurs.

Change 3157727 on 2016/10/10 by Saul.Abreu

	#fortnite
	Common button style now has minimum width and minimum height properties and common button will use the maximum of its own and the style's minimums.

Change 3157364 on 2016/10/10 by Jamie.Dale

	Split localized package redirection out of FCoreDelegates::PackageNameResolvers

	They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name.

	#jira FORT-31207

Change 3156616 on 2016/10/10 by Lukasz.Furman

	added more failsafes to crowd simulation crash
	#jira FORT-27847

Change 3155092 on 2016/10/07 by Chris.Gagnon

	SlateApplication
	- Added more control over where navigation originates from with the ENavigationSource enumeration piped in through the FReply
	- Added custom handling support for the navigation responce using the FCustomNavigationHandler

	Fortnite
	- Added Input Preprocessor for generating navigation events and handling the "virtual cursor" position
	- Added the Input mode switching support for gamepad <-> keyboard (Currently disabled)

Change 3154721 on 2016/10/07 by Lukasz.Furman

	automation fix for AI tests with multiple spawn sets
	copy of CL# 3154035
	#jira FORT-31106

Change 3154466 on 2016/10/07 by Saul.Abreu

	#fortnite
	Additional logging and checking to help diagnose cause of current build breakage, possibly related to blueprint context OR unrelated but coincidental and related to game data or homebase manager.

Change 3154349 on 2016/10/06 by Saul.Abreu

	#fortnite
	Relocate BP context and common UI plugins to Engine (NotForLicensees).

Change 3152396 on 2016/10/05 by Lukasz.Furman

	fixed RECAST_ASYNC_REBUILDING define being ignored by navmesh generator
	#ue4

Change 3152390 on 2016/10/05 by Lukasz.Furman

	including AgentRadius in area modifier bounds in layer's intersection test
	fixes modifier cuts at tile boundary
	#jira FORT-31051

Change 3151999 on 2016/10/05 by Lukasz.Furman

	added vlogs for applying and removing gameplay effects
	#jira FORT-30982

Change 3150947 on 2016/10/04 by Bob.Tellez

	#UE4 Fix to find the title.json file in the correct game folder.

Change 3149775 on 2016/10/03 by Bob.Tellez

	#UE4 Added property editor code support for doubles.

Change 3148729 on 2016/10/03 by Lukasz.Furman

	fixed memory corruption in DemoNetDriver
	#fortnite

Change 3146148 on 2016/09/29 by Bob.Tellez

	#UE4 Fixed a case where the LastRecordedHittestIndex would remain zero, causing the widget path to get truncated and result in the mainframe window when determining if you should spawn a tooltip, causing us to try to create a tooltip outside of our tooltip presenter widget, causing a new window to be created and a crash to happen on consoles.

	#JIRA FORT-30378

Change 3146016 on 2016/09/29 by Daniel.Broder

	Added BlueprintGameplayTagLibrary function "Get All Actors of Class Matching Query".

	It uses TActorIterator to find only all actors derived from the specified class and then further winnows them by whether they match a GameplayTagQuery.  If any actor does NOT implement IGameplayTagAssetInterface, the function will log ONCE a warning that the class in question doesn't implement the required interface to be able to check for matching tags.  (NOTE: This function can be extremely expensive if there are a large number of actors of the class requested, so be cautious using it.

	It can be used at initialization time to find a specific subset of actors to act on (for example).

	#UE4 #ReleaseNote

Change 3145827 on 2016/09/29 by Lukasz.Furman

	added sanity checks to EQS tick
	#jira FORT-30755

Change 3145520 on 2016/09/29 by Chad.Garyet

	changing notifications to require there be a type to verify the user exists
	#jira FORT-30754

Change 3145428 on 2016/09/29 by Bob.Tellez

	#UE4 Made plugin loaded log statements verbose.

Change 3145229 on 2016/09/29 by Bob.Tellez

	#UE4 Fix for only running the first test on commandline

Change 3142730 on 2016/09/27 by Bob.Tellez

	#UE4 Removing needless scope on a virtual function call that made it seem static and made UpdateResolutionQuality protected so it can be called from subclasses that may be procedurally determining DesiredScreenWidth and DesiredScreenHeight

Change 3142632 on 2016/09/27 by Saul.Abreu

	#fortnite
	Improved data table row struct post-data-import method with more context provided through parameters. Used to fixup homebase node display names to have stable keys generated from the row name.

Change 3140907 on 2016/09/26 by Bob.Tellez

	#UE4 Allowing movie files to be renamed to match platform requirements

Change 3140399 on 2016/09/26 by Lukasz.Furman

	fixed uninitialized configs of gameplay debugger
	#jira FORT-30439

Change 3138880 on 2016/09/23 by Fred.Kimberley

	Added source tag requirements to conditional gameplay effects.

	#jira FORT-29772

Change 3138262 on 2016/09/23 by Chad.Garyet

	Integrating codesign fix into Fortnite/Main

Change 3137164 on 2016/09/22 by Mark.Satterthwaite

	Add stats to track exactly how many command buffers are allocated and committed each frame to work out why Fortnite on AMD is hanging, which turns out to be because each texture update/reallocation ends up in its own command-buffer. This needs to be rethought to pack these into fewer command buffers with the same synchronisation requirements to minimise command-buffer splits but for now we'll just make the default sufficiently large that we shouldn't see the hang until the work is done. Also ensure that command-buffer failure is always fatal - there is no way to recover or continue if a command-buffer fails.
	#jira FORT-30377

Change 3136720 on 2016/09/22 by Rob.Cannaday

	Fix crash in FCurlHttpRequest::DebugCallback
	+ Specify the string length to FString's constructor as the result from StringCast is not null terminated if the string's length is specified (instead of assuming null termination).
	#jira OGS-428

Change 3136391 on 2016/09/22 by Lukasz.Furman

	fixed crowd path section switch rejecting navlinks at end of path
	#jira FORT-30400, FORT-30402

Change 3136295 on 2016/09/22 by Lukasz.Furman

	fixed navlinks not connecting to navmesh correctly in "snap to cheapest area" mode,
	adjusted scoring in navmesh projection - findNearestPoly2D
	#jira FORT-30358

Change 3136033 on 2016/09/22 by Mark.Satterthwaite

	To fix the Fortnite login screen force Nvidia Macs to use the set*Bytes API for small buffer updates even on El Capitan. We can't do this globally as Intel didn't implement these functions until macOS Sierra.
	Fix GPU selection code in MetalRHI to confirm everything is working.
	#jira FORT-30385

Change 3135237 on 2016/09/21 by Mark.Satterthwaite

	Metal validation layer fix: under Metal if there are no reads from the vertex stage-in buffers we should use the Empty vertex declaration, not the filter declaration, otherwise we have to bind a redundant vertex stream buffer to silence the validation layer.

Change 3135177 on 2016/09/21 by Rob.Cannaday

	Demote "Missing party state during exit" log from warning to display, as order of operations cause this to always be triggered when voluntarily leaving a party
	#jira FORT-22575

Change 3135176 on 2016/09/21 by Rob.Cannaday

	When returning to front-end, re-evaluate pending party joins that were in the waiting for beacon reservation state.
	#jira FORT-27737

Change 3135174 on 2016/09/21 by Mark.Satterthwaite

	- Copy MetalRHI & MetalShaderFormat from Dev-Rendering CL #3132772
	Provides significant performance improvements on CPU due to improved vertex declaration handling & much reduced GPU heap fragmentation + more stats.
	Definitely fixes:
	#jira FORT-29430

Change 3135169 on 2016/09/21 by Mark.Satterthwaite

	Correct Metal texture creation for AVF media framework - we can't provide a render-targetable version of the texture without blitting. The native texture we get is a GPU copy that can be made CPU accessible (i.e. it is not tiled).

Change 3135157 on 2016/09/21 by Mark.Satterthwaite

	Fix one cause of Metal crashes loading into a zone - the PlanarReflection shader code needs to always set the IsStereoParameter so that the shader can perform the if-test without causing an invalid GPU access.
	#jira FORT-30061

Change 3135136 on 2016/09/21 by Bob.Tellez

	#UE4 Added GetPackageDependenciesForManifestGenerator delegate for games to be able to determine package dependencies however they deem fit.

Change 3135132 on 2016/09/21 by Bob.Tellez

	#UE4 Better final cook platform path creation. WindowsClient was incorrectly forming a path to WindowsNoEditor when looking for chunk manifests

Change 3134313 on 2016/09/21 by Lukasz.Furman

	attempt to fix crash in navmesh generation
	#jira FORT-30340

Change 3134091 on 2016/09/21 by Rob.Cannaday

	Fix crash in lib curl debug callback because the string parameter provided by libcurl is not null terminated
	#jira OGS-428

Change 3133949 on 2016/09/21 by Lukasz.Furman

	crowd agents will use shorter path corridor when one of two last polys are navlink
	(corridor part switch happens with 2 or less polys left, we don't want to switch while on navlink)
	#jira FORT-29880

Change 3133219 on 2016/09/20 by Lukasz.Furman

	fixed broken navlink's "snap to cheapest area" mode
	#fortnite

Change 3133087 on 2016/09/20 by Saul.Abreu

	Updated comments on FARFilter to more explicitly express interactions between class filtering settings.

Change 3132990 on 2016/09/20 by Saul.Abreu

	#fortnite
	Overhaul of asset crawling localizable text gathering commandlet. Added feature for filtering processed assets based on membership in a collection.

Change 3132627 on 2016/09/20 by Bob.Tellez

	#Fortnite Added XLoc language ID for for zh-CN

Change 3132616 on 2016/09/20 by Lukasz.Furman

	added tolerance to navmesh project point 2D query
	added overrides for accessing projection with tolerance during navwalking height checks, should be replaced with navdata flags later on
	#jira FORT-29474

Change 3130819 on 2016/09/19 by Ben.Marsh

	UBT: Read additional configuration settings for BuildConfiguration and UEBuildConfiguration from the engine config settings. Allows setting project-specific config values.

Change 3130639 on 2016/09/19 by Lukasz.Furman

	pass on crowd simulation
	- husks should move faster through funnels now
	- husks can clip each other a bit more often :(

	#fortnite

Change 3130625 on 2016/09/19 by Bob.Tellez

	#UE4 Added an ensure to further track down invalid usage of playerinput

	#JIRA FORT-30183

Change 3128884 on 2016/09/16 by Ben.Salem

	Repair nightly FTest runs. FTests are now namespaced differently as of new main merge, and had to uncomment a load-bearing wait that exists to enable the way we run our nightlies (nullrhi w/ execcmds) to start the test properly.

Change 3128874 on 2016/09/16 by Daniel.Lamb

	Testing to see if memory changes have injured fortnite cook times.

Change 3127175 on 2016/09/15 by John.Abercrombie

	GameplayCueInterface's TagToFunctionMap is now keyed by FObjectKey of a UClass, rather than using the UClass as the key
	- Since UClass-es can be unloaded at run-time, and then loaded again later in a different spot in memory, this is a better solution

	Clear out the TagToFunctionMap whenever we cleanup a world

	Move the TagToFunctionMap into a namespace

	#jira FORT-29194 - Crash during Fight the Storm Defense

Change 3126840 on 2016/09/15 by Bob.Tellez

	#UE4 Added a hack to aid in the conversion from the "USA" and "Poland" region names to "NA" and "EU"

Change 3125944 on 2016/09/14 by Billy.Bramer

	- Fix for FJsonObjectWrapper incorrectly exporting to JSON in a string representation instead of an object representation now that it has an implementation of export text

Change 3125764 on 2016/09/14 by Saul.Abreu

	Change to enum and struct registration so that their packages are all created before either set gets to run their registration logic.

Change 3125719 on 2016/09/14 by Bob.Tellez

	#UE4 Windows in nullrhi do not have OS handles and not initializing you parent window causes a crash when you start PIE (needed for headless automation testing)

Change 3125504 on 2016/09/14 by jonathan.lindquist

	adding a comment to the exclude wpo offsets input

Change 3124203 on 2016/09/13 by Bob.Tellez

	Temporarily removing IOS.Automation.csproj dependency on MobileDeviceInterface since it is causing warnings in UGS right now.

Change 3124192 on 2016/09/13 by Tim.Tillotson

	Fix bad format string in FLinkerLoad::VerifyImport

	Warning:
	[2016.09.13-18.49.05:928][927]LogText:Warning: Failed to parse argument "ImportClass" as a number (using "0" as a fallback). Please check your format string for
	 errors: ": Failed import for {ImportClass}".

Change 3124083 on 2016/09/13 by Bob.Tellez

	#UE4 Re-disabling EQFilter for all machines. This is a temporary solution until a more efficient method is found that does not cause machines to lag.

Change 3123783 on 2016/09/13 by Jonathan.Lindquist

	Subtacting 1 from the VAT tools output texture file name uv number to match unreals 0-based system.

Change 3122223 on 2016/09/12 by Jonathan.Lindquist

	Adding optional uv controls for the texture based animations

Change 3122220 on 2016/09/12 by jonathan.lindquist

	adding an optional uv input for the Vertex animation toolset

Change 3122070 on 2016/09/12 by John.Abercrombie

	Added nav links to corner walls, rather than depending on a nav area to traverse the low edge of the corner

	Made crowd folowing component use the velocity while traversing a link, except if we're falling

	AIs will not update their paths while following a nav link

	Lowered the step height of all AIs from 90 to 72

	#jira FORT-29786 - Husks can move over the balcony wall on floor structures.

Change 3121098 on 2016/09/12 by Chris.Wood

	Increased Linux timeout when waiting for CRC to complete.
	[UE-30259] - Some server crashes are missing from crashreporter database

	#jira UE-30259

Change 3120694 on 2016/09/12 by Saul.Abreu

	#fortnite
	Refactored CMS reader to support URLs with protocols (http, https, and file). URIs (URL sans protocol) will no longer work, but we can add in smart fallback logic later, as this is only in Fortnite currently and the only CMS data available currently is via local file. Console command will handle URLs using double quotes, since the colon trips up existing console command parsing logic (it seems).

Change 3120686 on 2016/09/11 by Saul.Abreu

	#fortnite
	Deleting erroneous config files in EpicCMS plugin.

Change 3120659 on 2016/09/11 by Saul.Abreu

	Added support to widget carousel for getting a callback when the active widget changes. (Not sure who the original author was, but the oldest tracked revision codereview'd Justin Sargent.)

Change 3120658 on 2016/09/11 by Saul.Abreu

	Fixed UMG grid panel to properly set the padding on the slots it creates.

Change 3118466 on 2016/09/08 by Bob.Tellez

	#UE4 There is now an option to exclude all UMG widgets and slots from dedicated server builds. Set bLoadWidgetsOnDedicatedServer=false for this behavior

Change 3118149 on 2016/09/08 by Bob.Tellez

	#UE4 Dont cook non-native CDO references that are excluded for your target

Change 3117604 on 2016/09/08 by John.Abercrombie

	FortGameModeFTesting no longer spawns a pawn

	Added automated test setting to FortGameMode so we can avoid waiting for a pawn before removing the loading screen

	Made the FunctionalTest set the view target to the Observation Point if we don't have a pawn, note that this only works on Player Controllers that aren't Debug Camera Controllers so we don't annoy any user who's moving around

Change 3116964 on 2016/09/07 by Bob.Tellez

	#Fortnite We are now building crashreportclient for linux instead of using the stale binary in P4

Change 3116284 on 2016/09/07 by Tim.Tillotson

	#fortnite Add support for quest objectives that track player ability activation.

	As part of this also:
	+Added a bWasCancelled parameter to GameplayAbility::EndAbility. This allows us to determine if an ability was ended prematurely.
	+Added a OnAbilitySucceeded delegate for determining when an ability was successfully ended.

	Some additional improvements thanks to code review feedback from Fred.Kimberley.

	After discussing with Matt Hancy we decided to keep the OnAbilityCompleted delegate for now. We may be able to deprecate and remove it in the future if we rewrite all the existing abilities that use it.

Change 3116039 on 2016/09/07 by John.Abercrombie

	Fix crash when you change the blueprint of a class referenced by a gameplay cue between PIE runs

[CL 3215544 by Bob Tellez in Main branch]
2016-11-30 14:12:57 -05:00
Ben Marsh
4ba423868f Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3209340 on 2016/11/23 by Ben.Marsh

	Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h.

	Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms.

	  * Every header now includes everything it needs to compile.
	        * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first.
	        * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h.
	  * Every .cpp file includes its matching .h file first.
	        * This helps validate that each header is including everything it needs to compile.
	  * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more.
	        * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there.
	        * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible.
	  * No engine code explicitly includes a precompiled header any more.
	        * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies.
	        * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files.

	Tool used to generate this transform is at Engine\Source\Programs\IncludeTool.

[CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
Andrew Grant
213f53c7e4 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3196521)
#lockdown Nick.Penwarden

Change 3196499 on 2016/11/14 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3196473

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3196498 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3195674 on 2016/11/11 by Laurent.Delayen

	Fix for twinblast ult mesh not disappearing at lower lods. (curves not getting properly update with URO)
	Fixes https://jira.it.epicgames.net/browse/OR-31509

	#rb lina.halper
	#tests twinblast ult multiPIE

Change 3195245 on 2016/11/11 by Dan.Hertzka

	Card crafting progress
	- Device responds to UI actions appropriately and infinitely
	- Backing out of device screen goes to card details first (i.e. doesn't take you all the way out of the screen)
	- CraftingDevice and CraftingDeviceNode now have a few natively-controlled timelines for reversible states
	- Non-reversible timelines all now play from start (so they work more than once)

	Engine-side:
	- Added an overload to UTimelineComponent::SetOnTimelineFinishedFunc() that takes a native (non-dynamic) delegate
	- Added a way to set the owning player of a UUserWidget via a local PlayerController (since ULocalPlayer isn't a BP type) - used to establish the owner of a WidgetComponent's widget

	#rb none
	#tests PIE crafting

Change 3194616 on 2016/11/11 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.3 @ CL 3194604

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3194615 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3193875 on 2016/11/10 by Andrew.Grant

	Removed GameThreadWaitForTask fatal timeout if running in editor (assumption is that some operations can cause significant blocks, and that's ok..
	#jira UE-38496
	#tests compiled
	#rb none
	#c0dereview Marcus.Wassmer

Change 3193368 on 2016/11/10 by Mieszko.Zielinski

	Fixed a bug in UCharacterMovementComponent::OnMovementModeChanged making UPathFollowingComponent::OnStartedFalling being sent too late #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3193280 on 2016/11/10 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3193232

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3193279 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3192376 on 2016/11/09 by Laurent.Delayen

	RootMotion Sources: removed second check, as that was a perfectly valid case. Fixes https://jira.it.epicgames.net/browse/OR-31490

	#rb none
	#tests riftmage blackhold multiPIE

Change 3192243 on 2016/11/09 by Laurent.Delayen

	UAbilityTask_ApplyRootMotionMoveToActorForce replicates TimeMappingCurve to potentially fix https://jira.it.epicgames.net/browse/OR-31266

	#rb none
	#tests Jump pads on Sovereign2 multiPIE

Change 3191985 on 2016/11/09 by Laurent.Delayen

	Additional debug info for https://jira.it.epicgames.net/browse/OR-31300

	#rb none
	#tests compiles

Change 3191565 on 2016/11/09 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3191371

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3191564 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3190702 on 2016/11/08 by David.Ratti

	Fix PIE autologgin mcp problem

	#rb JoshM
	#tests PIE autologgin

Change 3190591 on 2016/11/08 by Mieszko.Zielinski

	Added a way to RecastNavMesh to retrieve navigation links in a given tile #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3190363 on 2016/11/08 by Frank.Gigliotti

	Root motion velocity clamping and bug fixes;

	* Added option to clamp velocity when ending MoveToActorForce, MoveToForce, and RadialForce root motions.

	* Disabled partial ticking on the FRootMotionSource_ConstantForce when applying the finishing velocity or clamping velocity on root motion ability tasks.  This ensures the desired velocity is set correctly.

	* Added AbilityTask_ApplyRootMotion_Base as a base class for all root motion ability tasks.

	#RB David.Ratti, Zak.Middleton
	#c0dereview Zak.Middleton
	#Tests PIE - Multiple heroes with root motion abilities

Change 3190344 on 2016/11/08 by Laurent.Delayen

	RootMotionSources: Tracking down https://jira.it.epicgames.net/browse/OR-31266
	Testing for 'Matches' rule in more places, to track down where it breaks. Added more info. Switched check to ensure, so it doesn't prevent playtests.
	Minor tweaks:
	- Test for ID before TimeStamp
	- Changed auto to proper type.
	- Trim RootMotionIDMappings of outdated mappings since we can iterate over that array quite a bit.

	#rb none
	#tests multiPIE

Change 3190217 on 2016/11/08 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3190009

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3190216 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3188560 on 2016/11/07 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3187796

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3188499 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3188012 on 2016/11/05 by Andrew.Grant

	Merging using ROBO://Orion/Main->//Orion/Dev-General
	#rb #tests na

Change 3187818 on 2016/11/04 by Michael.Noland

	Editor: Refactored the game instance PIE creation hooks, allowing them to pass an error message back that will be displayed to the user explaining why PIE was aborted/failed to start
	- Fixed a potential crash trying to tear down a null world when UGameInstance::StartPlayInEditorGameInstance fails

	Upgrade notes:
	- UGameInstance::InitializePIE overrides should now override InitializeForPlayInEditor instead
	- UGameInstance::StartPIEGameInstance overrides should now override StartPlayInEditorGameInstance instead
	- These methods return a FGameInstancePIEResult which can be created via FGameInstancePIEResult::Success() or FGameInstancePIEResult::Failure(), and take a parameter struct to make it easier to send additional information in the future without breaking the signature again

	#rb matt.kuhlenscmidt
	#tests Tested various PIE configurations in Paragon

Change 3187756 on 2016/11/04 by Michael.Noland

	Editor: Added support for games to respond to Play in Editor setting changes (by properly calling PostEditChange when the PIE/SIE menu options are picked/toggled)
	#tests Tested in Paragon by binding to FCoreUObjectDelegates::OnObjectPropertyChanged
	#rb ben.ziegler

Change 3187258 on 2016/11/04 by Dan.Hertzka

	- UTextBlock::SetText is now virtual

	- OrionTextBlock has a property ("All Caps") that, if true, will always convert all text it's given to ALL CAPS

	#c0dereview Sean.Smith, Philip.Buuck, Marcel.Swanepoel, Bryan.Rathman
	#rb none
	#tests PIE

Change 3187157 on 2016/11/04 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Case fix for staged files
	#rb Ben.Marsh
	#tests preflighted

	#R0B0MERGE-SOURCE: CL 3187153 in //Orion/Release-34/... via CL 3187154 via CL 3187155 via CL 3187156
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3186870 on 2016/11/04 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3186846

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3186855 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3186243 on 2016/11/03 by Michael.Noland

	Engine: Fixed reporting of ScreenPct when the cvar is set directly rather than via game user settings
	- Also fixed a place that was using ScreenPct as an integer instead of a float in the OSVR plugin
	#jira OR-23184
	#tests Tested by setting r.screenpercentage directly to a different value and inspecting the chart results
	#rb ben.ziegler

Change 3185134 on 2016/11/03 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3185065

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3185131 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3183689 on 2016/11/02 by Aaron.McLeran

	OR-31091 Implementing 3175639 in Dev-General

	#rb zak.middleton
	#tests unplug headphones and observe no log spam or other issues

Change 3183292 on 2016/11/02 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34.2 @ CL 3182926

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3183084 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3182323 on 2016/11/01 by Dan.Hertzka

	Fix crash in sequencer when opening a widget BP with the sequencer tab closed (failed to null check)

	#c0dereview Nick.Darnell
	#rb Stephan.Jiang
	#tests none

Change 3182295 on 2016/11/01 by Daniel.Lamb

	Fixed up routing BeginDestroy.
	#rb Andrew.Grant
	#jira OR-31043
	#test Paragon win64 -game

Change 3181975 on 2016/11/01 by Daniel.Lamb

	Make sure to remove safe zone delegate when canvas is destroyed.
	Moved registration of safe zone delegate to constructor.
	#rb Michael.Noland
	#jira OR-31043
	#test Paragon win64 -game

Change 3181895 on 2016/11/01 by Daniel.Lamb

	Make sure to remove safe zone delegate when canvas is destroyed.
	Moved registration of safe zone delegate to constructor.
	#rb Michael.Noland
	#jira OR-31043
	#test Paragon win64 -game

Change 3181892 on 2016/11/01 by Michael.Trepka

	Copy of CL 3162466

	By default, do not compile Mac OpenGL and Metal SM4 shaders while cooking

	#rb Mark.Satterthwaite
	#jira UE-37088
	#tests Cooked MacNoEditor data on Windows

Change 3181624 on 2016/11/01 by David.Ratti

	Pass attribute value by reference through SetNumericValue_Internal so that the final/clamped value is what is broadcasted to attribute change delegates

	#rb none
	#tests golden path w/ extra logging to verify final value is what is broadcasted

	#c0dereview Billy.Bramer, Fred.Kimberley

Change 3181574 on 2016/11/01 by Jason.Bestimt

	#ORION_DG - Fixing up R0B0MERGE issue

	#RB:none
	#Tests:none

Change 3180859 on 2016/10/31 by Brian.Karis

	Removed SSAO from hair

Change 3180320 on 2016/10/31 by Daniel.Lamb

	Added support for rebuild lighting commandlet to read maps to rebuild from ini file.
	#rb Andrew.Grant
	#test Paragon rebuild lighting
	#jira OR-30841

Change 3180227 on 2016/10/31 by Laurent.Delayen

	Disabled Warning to fix https://jira.it.epicgames.net/browse/OR-30965
	Will be turned into a warning message in the BP editor.

	#c0dereview benn.gallagher
	#rb none
	#tests none

Change 3179903 on 2016/10/31 by jason.bestimt

	#ORION_MAIN - Merge 34.2 @ CL 3179886

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3179895 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3177903 on 2016/10/28 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34 @ CL 3177869

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3177901 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3175548 on 2016/10/26 by Michael.Noland

	GameplayAbilities: Change it so that delegates registered via RegisterGameplayAttributeEvent are still called on the client when there is no aggregator entry
	#rb david.ratti
	#c0dereview billy.bramer
	#tests Tested in multiplayer PIE client with a new minion callback and golden path in -game

Change 3175544 on 2016/10/26 by Bart.Hawthorne

	Draft in replays improvements:
	- Marker added to timeline bar that shows when the level change happens
	- Added "Skip Draft" button when loading a replay which will bypass the draft
	- Only PvP matches will record replays
	- Added "Exit Replay" button to hamburger menu while in draft
	- No longer load hero data before viewing a replay if not skipping draft
	- Enable replay recording in PvP

	#rb john.pollard
	#c0dereview paul.moore
	#tests nomcp golden path up to spawnpoint, created and loaded several replays

Change 3175533 on 2016/10/26 by Michael.Noland

	Fix for FMallocBinned::GetAllocationSize() for aligned allocations.

	#jira UE-37249
	#jira UE-37243

	#rb robert.manuszewski
	#lockdown robert.manuszewski

	[reimplementing CL# 3165739 from Release-4.13]

	#tests Compiled

Change 3175311 on 2016/10/26 by Daniel.Lamb

	Added support for safe zone change.
	Messed up files in last checkin
	#test Ps4 paragon
	#jira OR-30506
	#rb Matt.Kuhlenschmidt

Change 3175298 on 2016/10/26 by Daniel.Lamb

	Added support for updating safe area
	#rb Matt.Kuhlenschmidt
	#c0dereview Andrew.Grant Nick.Darnell
	#test Ps4 paragon
	#jira OR-30506

Change 3175209 on 2016/10/26 by David.Ratti

	Fix a few cases where default gameplay cue parameters weren't initialized properly and could not be translated by the skin system. Fixes some mayan steel issues.

	#rb none
	#tests pie

Change 3174858 on 2016/10/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34/33.2 @ CL 3174784

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3174857 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3174822 on 2016/10/26 by Marcus.Wassmer

	Duplicate 3174187
	#jira UE-37020
	#rb marc.audy
	#test create/destroy effects with HQ lights in editor.

Change 3174344 on 2016/10/25 by Ryan.Gerleve

	Added a bIsNetStartupComponent flag to UActorComponent. This will be set for components that are owned by an actor when that actor's bNetStartup flag is set.

	#rb john.pollard
	#tests golden path

Change 3174270 on 2016/10/25 by Marcus.Wassmer

	Add LightingChannel control to High Quality particle lights.
	#rb none
	#test tested different lighting channels.

Change 3173855 on 2016/10/25 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 34 @ CL 3173292

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3173361 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3173843 on 2016/10/25 by Michael.Trepka

	Update custom window controls on toggle fullscreen and make sure that when we switch to windowed mode we don't use window size that wouldn't fit on desktop

	#rb Matt.Kuhlenschmidt
	#tests Tested in editor build on PC

Change 3173783 on 2016/10/25 by Dan.Youhon

	Add VelocityOnFinish mode options to RootMotionRadialForce so that designers can control what happens to a character's velocity when the ability task ends (part of #OR-30249)

	#rb None
	#tests MultiPIE

Change 3173734 on 2016/10/25 by Dan.Youhon

	Protect against invalid Duration in FRootMotionSource_MoveToDynamicForce on simulated clients #OR-27128

	#rb None
	#tests MultiPIE

Change 3173714 on 2016/10/25 by David.Ratti

	Add Game and Engine Compat versions for replays

	#coderview John.Pollard
	#rb Lietz
	#tests golden path, replays

Change 3173681 on 2016/10/25 by Bart.Hawthorne

	Implement drafting in replays. A replay spectator is spawned in the draft lobby so that the draft is saved out to the replay server, and clients are now able to travel in replays both when they occur "naturally" (at the same time as if they were a client), and also by scrubbing to a place in the timeline that's a different level.

	The feature is implemented but currently disabled by default - turn on by setting CVarEnableDraftInReplays to 1. Replays should function the same as before.

	Also fixed a warning on the dedicated server related to abandoning a draft.

	#rb john.pollard
	#c0dereview josh.markiewicz, paul.moore
	#tests nomcp golden path (up to spawning), recorded multiple replays and played back with lots of scrubbing

Change 3173677 on 2016/10/25 by Andrew.Grant

	Reenabled audio thread
	Added safety wrapper to prevent code accidentally using events after they are returned to the pool.
	#tests na
	#rb Gil.Gribb

Change 3173588 on 2016/10/25 by Ryan.Gerleve

	Added a replication condition to skip replays.

	#tests golden path
	#rb john.pollard

Change 3172692 on 2016/10/24 by Marcus.Wassmer

	Fix OR-30390 caused by missing mutex lock
	#rb none
	#test compile ps4

Change 3172025 on 2016/10/24 by Matt.Kuhlenschmidt

	Fix blur widget not respecting clip rects

	#rb none
	#tests paragon blur widget clipping bugs

Change 3171570 on 2016/10/23 by Mieszko.Zielinski

	Moved Bots' enemy selection eqs query triggering to native code #Orion

	Did this to be able to manually trigger enemy selection when current enemy dies, to avoid having a "null" enemy in BB for couple of ticks.
	Also, made couple of tweaks to positioning and tower attacking behavior of melee bots

	#rb none
	#test golden path

Change 3171100 on 2016/10/21 by Aaron.Eady

	FGameplayCueTagDetails;

	Adding a check for if the RawStructData.Num > 0 before trying to use it. There was a case where you could crash the editor if you create a new GC tag inside of a BP, compile the BP, click Add New, select a GC type, then when the file is created, click away from it in the content browser. This repro wasn't 100% but often enough to caus a problem.

	#rb David.Ratti (actually wrote the code)
	#tests PIE

Change 3171060 on 2016/10/21 by Ryan.Gerleve

	Some cleanup and fixes for deathcam:
	The recording demo net driver for the deathcam replay now uses checkpoint amortization to smooth out spikes.
	Converted UOrionKillcamPlayback::IsKillcamWorld to IsKillcamActor, since IsKillWorld isn't useful for the new single-world implementation.
	Converted a GetValueOnGameThread to GetValueOnAnyThread (wasn't in the merge) so that deathcam replay recording can happen on a thread.
	Added comment to  UAbilitySystemComponent::OnComponentDestroyed.

	#rb john.pollard
	#tests golden path, enabled deathcam

Change 3171041 on 2016/10/21 by Ryan.Gerleve

	Make the CheckpointSaveMaxMSPerFrame value a member of UDemoNetDriver so it can be set per instance, and convert the demo.CheckpointSaveMaxMSPerFrame cvar into an override for this value.

	#rb john.pollard
	#tests golden path

Change 3170917 on 2016/10/21 by Mieszko.Zielinski

	Made a change to OrionBTTask_ObjectiveGraphMove to make it fallback to regular move if the destination is in the same or second-closest objective graph node #Orion

	#rb none
	#test golden path

Change 3170914 on 2016/10/21 by Mieszko.Zielinski

	Fixed EQS scoring bug resulting in some items getting NaN scored #UE4

	The NaN was happening when scoring but not filtering using a bool-based test, or when unintentionally skipping items by moving item iterator without doing any work.
	Removed a bunch of deprecated code while there

	#rb Lukasz.Furman
	#test golden path

Change 3170912 on 2016/10/21 by Mieszko.Zielinski

	Manual merge of crucial BT fixed over from //Fortnite/Main #UE4

	Original CL#3159145 , CL#3159892

	#rb Lukasz.Furman
	#test golden path

Change 3170478 on 2016/10/21 by David.Ratti

	fix editor crash related to recompiling gamplay cue blueprint while a preview animation is playing that invokes that gameplay cue.

	#rb none
	#tests editor

Change 3170231 on 2016/10/21 by Ryan.Gerleve

	Fix for an issue that was preventing moving your hero after spawning in PIE in Agora: set the net driver on static level collections as well.

	#tests golden path, PIE
	#c0dereview john.pollard
	#rb none

Change 3170074 on 2016/10/20 by Ryan.Gerleve

	Merging support for recording client replays in a task parallel with Slate (optimization for deathcam) from UE4/Dev-Networking.

	CL 3169209

	#tests golden path, replays
	#rb none

Change 3170019 on 2016/10/20 by Ryan.Gerleve

	Merging support for deathcam memory optimizations (level collection work) from UE4/Main and UE4/Dev-Networking.

	CLs:
	3134499
	3134771
	3135279
	3137140
	3138081
	3140413
	3150142
	3142515
	3162189
	3162194

	#tests golden path
	#rb none

Change 3169686 on 2016/10/20 by Michael.Trepka

	Fixed a Windows-specific problem with parts of the custom window buttons not accepting mouse clicks when the window is maximized due to window region used by FWindowsWindow::IsPointInWindow() being offset by border size.

	#rb Jeff.Campeau
	#tests Tested in editor build on PC

Change 3169668 on 2016/10/20 by Max.Chen

	Sequencer - Don't crash when a bool track or visibility track has a null runtime object.

	Copy from Odin

	#rb none
	#tests opened a recorded sequence

Change 3169657 on 2016/10/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_33 - Fix for localization export of web data

	Fixed export of localized formatted text

	- Removed the super-specific GetSourceTextsFromFormatHistory, and replaced it with the more-generic GetHistoricFormatData to get information about an FText that was generated via FText::Format.
	- Added GetHistoricNumericData to get information about an FText that was generated via FText::AsNumber or FText::AsPercent.
	- Updated the translation picker to use GetHistoricFormatData.
	- Removed the code from FMultiLocHelper that used GetSourceTextsFromFormatHistory as it wasn't actually needed.
	- Added code to FGameDataExporter to correctly localize a formatted text for a given culture, and re-format the result for export.

	[c0dereviewed]: jamie.dale
	#RB:none
	#Tests:Exported game data!

	#R0B0MERGE-SOURCE: CL 3169653 in //Orion/Release-33/... via CL 3169654 via CL 3169655 via CL 3169656
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3169616 on 2016/10/20 by David.Ratti

	missed file
	#rb none
	#tests none

Change 3169597 on 2016/10/20 by David.Ratti

	Missed include
	#rb DanH
	#tests none

Change 3169393 on 2016/10/20 by David.Ratti

	AbilitySystem.GlobalAbilityScale cvar to help design iterate on animation/duration based tweaks

	#rb none
	#tests pie

Change 3168287 on 2016/10/19 by Mieszko.Zielinski

	Expanded EQS info logged with vlog #UE4

	#rb none
	#test golden path

Change 3168282 on 2016/10/19 by David.Ratti

	Restore warning when multiple GC notifies try to handle the same tag.

	#rb none
	#tests compile, launch editor, see warnings, cry

Change 3168196 on 2016/10/19 by Jon.Lietz

	compile fix, removing the int version of FirstActiveIndex and leaving the in32 version.

	#RB none
	#tests compiles

Change 3168041 on 2016/10/19 by Michael.Trepka

	Don't restore saved resolution on window activation in non-fullscreen modes

	#rb Matt.Kuhlenschmidt
	#tests Tested in editor build on PC

Change 3167859 on 2016/10/19 by Aaron.McLeran

	UE-36288 Fixing concurrency resolution stop quietest

	Implementing in Dev-General for Joey since he needs the fix ASAP.

	#rb Jeff.Campeau
	#tests perform tests described in JIRA bug.

Change 3167790 on 2016/10/19 by Andrew.Grant

	Duplication of 3167569 from //Odion/Main for Paragon cinematics
	#rb none
	#tests compiled

Change 3167682 on 2016/10/19 by Laurent.Delayen

	Integrated #ORION_33.1 - Disabled WindSources on Cloth and AnimDynamics, as it's not safe to access from the GameThread. https://jira.it.epicgames.net/browse/OR-30473

	#rb ori.cohen, benn.gallagher
	#tests Vamp, Kwang, Chains in Persona and PIE with WindActor in level.

Change 3167466 on 2016/10/19 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3167368

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3167456 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3167312 on 2016/10/19 by Mieszko.Zielinski

	Fixed EQS template cache issues with multiple query run modes #UE4

	#rb Lukasz.Furman
	#test golden path
	#jira UE-37496

Change 3166784 on 2016/10/18 by Laurent.Delayen

	Don't leave PhysicsBodies::bWindEnabled uninitialized in case Wind is not enabled (Persona)

	#rb none
	#c0dereview benn.gallagher
	#test Chains in Persona

Change 3166641 on 2016/10/18 by Mieszko.Zielinski

	Made the value span used for EQS item score normalization configurable #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3166632 on 2016/10/18 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Added support for multiple deployment sandboxes on PS4.

	BuildCookRun -deploy=SomeDir
	ps4.elf -deployedbuild=SomeDir

	Omitting name in -deploy/-deployedbuild falls back to previous default of using 'GameName' as the deployment sandbox.

	#tests BuildCookRun with -deploy and -deploy=Orion_v33, Ran PS4 with -deployedbuild and -deployedbuild=Orion_v33
	[c0dereviewed] Marcus.Wassmer, Luke.Thatcher
	#rb none

	#R0B0MERGE-SOURCE: CL 3166622 in //Orion/Release-33/... via CL 3166629 via CL 3166630 via CL 3166631
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3166494 on 2016/10/18 by Michael.Noland

	Engine: Removed irrelevant GPU stats from FPS chart server analytics reports
	#jira OR-13877
	#rb david.ratti
	#tests Ran golden path on uncooked Win64, used forcewinmatch, and inspected the analytics arrays

Change 3166476 on 2016/10/18 by Michael.Noland

	Cooker: Deleting dead GenerateManifestInfo methods
	#tests Compiled
	#rb none
	#c0dereview daniel.lamb

Change 3166471 on 2016/10/18 by Michael.Noland

	Making sure DebugWorlds/DebugWorldNames are in sync, since we expect an index from one to match the other (fixes an issue where users could select a debug world and the wrong one was chosen).
	[reimplementing CL# 3157138 by Mike.Beach]
	#jira UE-37107
	#rb Dan.OConnor
	#tests Tested multiplayer PIE and opening an anim BP

Change 3166460 on 2016/10/18 by Michael.Noland

	Particles: Prevent log spam on servers about stripped emitters
	#rb graeme.thornton
	[reimplementing CL# 3157862 by Simon.Tovey]
	#tests Ran an uncooked server and tested golden path

Change 3166339 on 2016/10/18 by Laurent.Delayen

	oops, this file got away.

	#rb none
	#tests none

Change 3166337 on 2016/10/18 by Laurent.Delayen

	Fix for AnimDynamics Wind crash.
	https://jira.it.epicgames.net/browse/OR-30351

	Access WindParameters on GameThread. Also minor optimization: don't iterate over bodies every frame if wind is off.

	#rb benn.gallagher
	#c0dereview lina.halper, thomas.sarkanen
	#tests Vamp

Change 3166207 on 2016/10/18 by Mieszko.Zielinski

	Bot perception work #Orion

	Added a new sense that makes bots know about enemies visible on the minimap
	Made jungle minions do not register as sight sources
	Cleaned up bot perception component a bit

	#rb none
	#test golden path

Change 3166138 on 2016/10/18 by Michael.Noland

	Blueprints: Converted a crash with the debug world name in the BP editor to an ensure until it can be fixed properly (see OR-29650)
	#c0dereview dan.oconnor
	#rb none
	#tests Tested opening an anim BP during multiplayer PIE

Change 3165860 on 2016/10/18 by David.Ratti

	remove some debug code that wasn't intended to be checked in
	#rb none
	#tests compile

Change 3165288 on 2016/10/17 by Ian.Fox

	#XMPP - Add correlation id attribute to outgoing stanzas
	#RB Rob.Cannaday
	#Tests Correlation IDs come back in responses to xmpp messages we send
	#JIRA OGS-409

Change 3165096 on 2016/10/17 by David.Ratti

	Fix issue where gameplay tags net indices would be out of sync on cooked PS4 client playing on uncooked windows servers. Would cause some effects to not play.

	#rb none
	#tests PS4/PC crossplay

Change 3164973 on 2016/10/17 by Dan.Hertzka

	Fix link error

	#rb #tests compile

Change 3164910 on 2016/10/17 by Lukasz.Furman

	fixed bug in merging behavior tree searches
	copy of CL 3164903
	#ue4
	#rb Mieszko.Zielinski
	#tests none

Change 3164908 on 2016/10/17 by Dan.Hertzka

	Exposing the blur widget for use in Paragon
	** Use OrionBlurWidget, not the base BackgroundBlurWidget

	- Added it to the hero and default tooltips for reference

	#rb none
	#c0dereview Marcel.Swanepoel, Sean.Smith, Bryan.Rathman
	#tests PIE

Change 3164482 on 2016/10/17 by David.Ratti

	Editor loadtime improvements
	* Refactor GameplayCue manager to support two distinct object library sets: Runtime and Editor. Editor library operates on all valid gameplay cue paths but never loads or scans, only reflects what asset registry has found. Runtime library is the initial loaded paths + any explicit requests. These scan when needed and async load at startup.

	* Wrote UOrionAsyncLoadRequestQueue to feed the async load queue with requests at startup. This is to avoid submitting 300+ requests at startup and have them flushed by a sync load. The editor will wait until it is fully initialized before kicking these off.

	* Changed UOrionUIManagerWidget to weakly reference all of its state widgets. In non editor builds these are all loaded at startup like before. In editor builds, we sync load them on demand. This allows us to not load everything in order to PIE.

	* Added options for loading various pieces of data at editor startup: HUDwidget V4, last used hero data, and shared gameplay cues.

	* -game -nomcp will now properly async load initial set of data

	* BeginLoadAsyncData no longer takes netmode as parameter since it is confusing and can just use IsDedicatedServer() internally

	* Added new log category: LogOrionStartup

	#rb none
	#c0dereview Dan.Hertzka
	#tests pie, golden path, cooked PS4

Change 3163635 on 2016/10/14 by Laurent.Delayen

	AnimInstance: Pass a few FNames by reference instead of by value. Added CalcSlotMontageLocalWeight to get local a slot's local weight without a frame a lag. Fixed Montage update happening after native update on gamethread, but before native update on worker thread. Now happens before both, so we can reliably get montage weights without a frame of lag regardless of where we access it.

	#rb none
	#c0dereview martin.wilson, thomas.sarkanen
	#tests fixes Twinblast's primary fire blend out having a frame a lag.

Change 3163620 on 2016/10/14 by Laurent.Delayen

	AnimNode_Slot debug: Show actual slot local weight, instead of always 1.

	#rb none
	#c0dereview martin.wilson
	#tests twinblast debug

Change 3163061 on 2016/10/14 by Andrew.Grant

	Pulling test framework changes into seprate CL
	#rb #tests na

Change 3162675 on 2016/10/13 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging test framework changes down early.
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3162674 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3162062 on 2016/10/13 by Michael.Trepka

	Replaced FWindowsCursor hack for warping the mouse cursor to the center of the viewport with a better fix for the original problem (users being able to resize the window while the cursor is hidden and the mouse controls the camera). This change removes round window corners in borderless window mode and disables window resizing when the cursor is hidden.

	#rb Matt.Kuhlenschmidt
	#tests Tested in editor build on PC

Change 3161489 on 2016/10/13 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3161453

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3161473 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3160664 on 2016/10/12 by Ben.Salem

	Fix logic order error fuzzy matching on automated tests - we were only allowing one match per filter instead of one match per test.
	#rb adric.worley
	#tests Ran All Ftests that start with S

Change 3159866 on 2016/10/12 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3159727

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3159865 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3158870 on 2016/10/11 by John.Barrett

	Fixed issue where some PacketHandler parsing errors, would not stop NetConnection processing of packets, and would not trigger a disconnect.

	#JIRA OR-29219

	#rb none

	#tests compiles, client/server

Change 3158336 on 2016/10/11 by Lukasz.Furman

	string pulling for local navigation grids
	#ue4
	#rb Mieszko.Zielinski
	#tests PIE

Change 3158203 on 2016/10/11 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3158043

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3158154 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3158162 on 2016/10/11 by Matt.Kuhlenschmidt

	Added a blur widget to umg that applies a blur effect to whatever is behind the widget
	- The widget has a content slot that can be used to display unblurred content on top of the blur
	- The widget has a low quality mode brush that can be applied instead of the background blur.  This is enabled by the cvar Slate.ForceBackgroundBlurLowQualityOverride=1
	- This widget is currently expermental and must be subclassed to be used
	#tests Tested on PS4, PC, Mac (opengl and metal)
	#rb nick.darnell

Change 3157232 on 2016/10/10 by Lukasz.Furman

	added local navigation grids: dynamic obstacles on static navmesh
	#ue4
	#rb Mieszko.Zielinski
	#tests none, disabled by default

Change 3157112 on 2016/10/10 by Laurent.Delayen

	Removed my layer anim node fix, since Martin did a similar fix.

	#rb none
	#tests compiles
	#c0dereview martin.wilson

Change 3156789 on 2016/10/10 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33.2 @ CL 3156726

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3156788 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3156717 on 2016/10/10 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging 3156681 from //Orion/Release-33 to Main
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3156713 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3156596 on 2016/10/10 by Martin.Wilson

	Fix pose flickering on LOD change when using Layered Blend by Bone node (recreated from dev-framework CL 3112086)

	#Jira OR-30017
	#rb Lina.Halper
	#tests Tested affected anim nodes in editor

Change 3156149 on 2016/10/08 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging test framework changes from //Orion/Release-33.2 to Main (//Orion/Main)
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3156148 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3155444 on 2016/10/07 by David.Ratti

	-Fix crashes from FScalableFloats caching raw curve pointers by invalidating cache on curve table swaps
	-Removed the old code that was trying to do this in the editor on reimport, which never actually worked properly.

	#rb none
	#tests golden path

Change 3155228 on 2016/10/07 by Michael.Trepka

	Partial (Windows implementation only) copy of CL 3151851 from //UE4/Main

	Added DesktopRect and WorkArea to FMonitorInfo for desktop platforms and used that to fix an issue in SceneViewport where windowed fullscreen mode would be forced to primary monitor and incorrectly positioned on desktops where a taskbar/dock/etc. was on the left

	#rb Dmitry.Rekman
	#tests Tested in editor build on PC

Change 3154910 on 2016/10/07 by Lukasz.Furman

	added new accessors in TSimpleCellGrid and inlined bunch of functions
	#ue4
	#rb none
	#tests none

Change 3154906 on 2016/10/07 by Lukasz.Furman

	adjusted comments for FGraphAStar
	#ue4
	#rb none
	#tests none

Change 3154679 on 2016/10/07 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 33 @ CL 3154662

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3154677 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3153638 on 2016/10/06 by Andrew.Grant

	Duplicating fix for  UE-36087 from UE4
	#rb #tests na

Change 3153325 on 2016/10/06 by David.Ratti

	CurveTableSets: support for multiple spread sheets
	-Sovereign data located in Sovereign subfolder, cloned from base data.

	#rb none
	#tests PIE, golden path

Change 3153318 on 2016/10/06 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge DUI @ CL 3152667

	#RB:none
	#Tests:none

	[c0dereviewed]: kerrington.smith, matt.schembari

	#R0B0MERGE-SOURCE: CL 3153310 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3153268 on 2016/10/06 by David.Ratti

	Missed file for engine changes
	#rb none
	#tests none

Change 3153264 on 2016/10/06 by David.Ratti

	Move some DetailCustomziation classes to public folder so that games can override/extend them. Also made some virtual functions to override the things paragon needs to.

	#rb none
	#tests paragon editor

Change 3153204 on 2016/10/06 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2/33 @ CL 3152587

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3153171 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3152699 on 2016/10/05 by Andrew.Grant

	I apologize for the mega-checkin but there are a lot of dependencies here, the work spiralled, and I've been cranking to get this in for the v33 branch. Please review and comment on what you know about and don't worry about the rest :)

	-Added options-struct to MallocLeak detection to allow filtering open callstacks by frame range and size. This is now used in Paragon automatic tests to dump out memory left loaded by the previous map.
	-PS4StackWalk now uses lowercase filenames as this is how non-UFS files are staged
	-Renamed Orion.Foo.cs test scripts to OrionTest.Foo.cs
	-Split some Orion tests into seprate scripts
	-Added concept of "TestControllers". These are constructed by OrionEngine based on the -test= commandline and provide a super-simple way to implent state-based logic and checks by overriding base class functions.
	-Added controllers for Boot, Soak, and Leak checks
	-Renamed SimpleSolo bot to SimpleSoak. Moved a lot of logic about match composition and state to OrionTestControllerSoak
	-Added new MatchStarted/MatchEnded delegates to OrionGameState for clients
	-Fixed issues where OrionGameState_Base::HasMatchStarted would return true for WaitingForPlayers and MatchCountdown
	-OrionBot code no longer caches command line since some TestControllers set it at runtime
	-Added some ensures in Draft logic to catch/guard against a crash being triggered by bots.

	#rb none
	#tests verified all of the above and much more!
	#c0dereview David.Ratti, Marcus.Wasmer,Michael.Noland

Change 3152605 on 2016/10/05 by Andrew.Grant

	Suppressed warning about missing parent if parent package was in the KnownMissingPackageList
	Added Editor ScaleRef stuff to Orion to suppress cooked warning
	#rb none
	#c0dereview Marcus.Wassmer
	#tests Verified warning about ScaleRef being missing is gone

Change 3152596 on 2016/10/05 by Andrew.Grant

	Made ASLR an option that can be disabled.
	Disabled ASLR for Paragon PS4 Test builds so symbol lookup is available for diagnostics.
	Made "don't optimize adaptive unity files" an official feature, off by default but turned on in Paragon

	#c0dereview Luke.Thatcher
	#rb none
	#tests Verified test build has symbols that can be resolved. Verified an adaptive unity file is non-optimized, but non-adaptive files are optimized as normal

Change 3152399 on 2016/10/05 by Josh.Markiewicz

	#UE4 - temporary fix for OSS R0B0MERGE issue
	#rb david.nikdel
	#test compiles

Change 3150916 on 2016/10/04 by Daniel.Lamb

	Removed warning when shader compiler is in a bad state.
	#rb Andrew.Grant
	#jira OR-29580
	#test Cook paragon

Change 3150889 on 2016/10/04 by Ben.Salem

	Add log feedback to automation harness when processing commands, including syntax helpers when an unhandled command is added.
	#rb adric.worley
	#tests Ran several commands to see log output.

Change 3150844 on 2016/10/04 by Lukasz.Furman

	compilation fix
	#rb none
	#tests none

Change 3150759 on 2016/10/04 by Lukasz.Furman

	added "hidden" state to gameplay debugger category
	#ue4
	#rb Mieszko.Zielinski
	#tests config changes and PIE

Change 3150758 on 2016/10/04 by Lukasz.Furman

	pass on SimpleCellGrid template to make it usable for local navigation grids
	#orion
	#rb Mieszko.Zielinski
	#tests PIE on agora, AI tactics debug on agora

Change 3150567 on 2016/10/04 by Dan.Hertzka

	Rough initial implementation of a generic UI layer for moving widgets around to and from arbitrary locations. Lots of possible uses. For example, equipping a card in the card shop that then animates down into the correct hand slot.
	- Not in actual use anywhere yet

	#rb none
	#tests PIE

Change 3150307 on 2016/10/04 by Laurent.Delayen

	Removed check() not considering SimulatedRootMotion for RemoteClients.

	#rb none
	#tests compiles

Change 3150236 on 2016/10/04 by Josh.Markiewicz

	#UE4 - added documentation to FNetworkNotify interface
	- fixed bad UE_LOG category while double checking the above
	#rb none
	#tests compiles

Change 3150206 on 2016/10/04 by Josh.Markiewicz

	#UE4 - moved ClientTravelToSession out of AGameSession and into UGameInstance
	- removed similar function from UGameInstanceCommon
	- more common usage location
	#rb none
	#c0dereview paul.moore
	#tests rejoin vectors and golden path

Change 3150073 on 2016/10/04 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2/33 @ CL 3150010

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3150072 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3150031 on 2016/10/04 by Mieszko.Zielinski

	New AIData provider that generated random numbers #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3149946 on 2016/10/04 by Ben.Woodhouse

	Make UPrimitiveComponents (and derived variants) take proxy memory into account in GetResourceSize()

	We do this by dereferencing the SceneProxy directly, but this should be safe, since we NULL it on the gamethread before the proxy is released.

	#jira OR-26778
	#rb luke.thatcher
	#tests compile, run Win64 with -game, run editor

Change 3149743 on 2016/10/03 by Ben.Salem

	Null check for blank test names when making functional tests to repair crash on server.
	#rb nick.darnell
	#tests Ran multiple FTests

Change 3149460 on 2016/10/03 by Laurent.Delayen

	Refactored TickCharacterPose.
	Now calls 'ShouldTickPose' so it can get properly obey bPauseAnims, MeshComponentUpdateFlag and other conditions.
	Still forces updates when playing networked root motion montages, and that check is now done inside of USkeletalMeshComponent::ShouldTickPose().

	Fixes human players always calling TickPose regardless of settings on dedicated servers.
	Also addresses Jira UE-34720

	#rb martin.wilson
	#tests networked Vamp x2 + golden path

Change 3149435 on 2016/10/03 by Mieszko.Zielinski

	Fixed a bug in EQS item score normalization for the purposes of drawing #UE4

	Also, made printed out scores not normalized since seeing original EQS calculated score desirable

	#rb Lukasz.Furman
	#test golden path

Change 3148550 on 2016/10/03 by John.Barrett

	Fixed bad/blocking ensure added in FBitReader. OR-29219

	#tests compile
	#rb none

Change 3147460 on 2016/09/30 by Laurent.Delayen

	Fixed AOrionChar::UpdateAnimationTicking never setting EMeshComponentUpdateFlag::OnlyTickPoseWhenRendered, because OnMontageEnded() is called before the MontageInstance is actually removed and deleted.
	Added OnAllMontageInstancesEnded to AnimInstance, and used that to call UpdateAnimationTicking.

	#rb michael.noland
	#tests Golden Path

Change 3146677 on 2016/09/30 by Jamie.Dale

	Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing

	#rb Andrew.Rodham
	#tests Ran the gather

Change 3146555 on 2016/09/30 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3146524

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3146553 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3146129 on 2016/09/29 by Michael.Noland

	Engine: Fixed the spectator camera (used in ToggleDebugCamera) so it moves consistently regardless of the slomo value by using the raw frame delta rather than trying to counter-correct for time dilation
	#c0dereview marc.audy
	#rb none
	#tests Tested ToggleDebugCamera with slomo 0.00001

Change 3145574 on 2016/09/29 by Adric.Worley

	Fix FunctionalTestingManager not compiling when included

	#tests compile
	#rb mieszko.zielinski

Change 3145224 on 2016/09/29 by Michael.Trepka

	Better check for whether or not PreFullscreenWindowPlacement in FWindowsWindow is valid

	#rb Dmitry.Rekman
	#tests Tested editor build on PC

Change 3145132 on 2016/09/29 by Alexis.Matte

	Make sure we use GetMesh instead of the SkeletalMeshPtr variable.
	#jira OR-29617
	#rb matt.kuhlenschmidt
	#test none

Change 3144926 on 2016/09/29 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3144835

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3144925 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3144920 on 2016/09/29 by Benn.Gallagher

	Added "Reset Clothing Sim" anim notify to trigger a clothing reset from an animation, to help with issues arising from extreme movements in animations.
	#rb James.Golding
	#tests Editor + -game vamp RMB abilities using new notify

Change 3144055 on 2016/09/28 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: ben.marsh
	BuildGraph: Fix builds created with preconditions on nodes behind triggers, causing nightly builds to run forever due to conditions never evaluating to true.

	#rb none
	#tests Compared exported job definition before and after

	#R0B0MERGE-SOURCE: CL 3143992 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3143801 on 2016/09/28 by Mieszko.Zielinski

	Made UAIBlueprintHelperLibrary::CreateMoveToProxyObject deduce WorldContextObject from Pawn if not received from BP #Orion

	Also, made failing to do so not fails a check

	#rb Lukasz.Furman
	#test golden path
	#c0dereview Aaron.Eady

Change 3142377 on 2016/09/27 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: marcus.wassmer
	Fix crashes when using GBuffer resources in simpleforward mode.
	#rb Daniel.Wright
	#test vamp Q on low settings.

	#R0B0MERGE-SOURCE: CL 3142376 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3141628 on 2016/09/27 by David.Ratti

	Guard against recursion in WaitGameplayEffectApplied ability task

	#rb none
	#tests pie crash case

Change 3141497 on 2016/09/27 by Marcus.Wassmer

	Duplicate 3123743
	Separate skeletal/static mesh lod interfaces
	#rb none
	#test created an LOD for vamp locally.

Change 3140832 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: marcus.wassmer
	Remove dubious non-threadsafe GBuffer reference adjustments.
	Possibly fix OR-29506
	#rb none
	#test PC on all settings

	#R0B0MERGE-SOURCE: CL 3140831 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3140828 on 2016/09/26 by Uriel.Doyon

	Workaround (reverting previous attemp) at fixing issue with FTextRenderSceneProxy when running command let.
	#rb marcus.wassmer
	#tests running lighting build with command let & loading editor

Change 3140331 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Cloning fix for UE-36253 from //UE4/Dev-Framework/...
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3140329 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139976 on 2016/09/26 by David.Ratti

	balance tweaker + some prep for multiple data tables support

	#rb none
	#tests pie, golden path

Change 3139904 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Adding code to log name of package that refuses to load...
	#rb none
	#tests compiled

	#R0B0MERGE-SOURCE: CL 3139902 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139871 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Fixes for OR-29229 and OR-29413
	#rb #tests na

	#R0B0MERGE-SOURCE: CL 3139870 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139751 on 2016/09/26 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3139692

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3139740 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3139451 on 2016/09/25 by Uriel.Doyon

	Submitted a workaround for the lighting build command let crash.
	#rb none
	#tests loaded editor, built lighting command let

Change 3138304 on 2016/09/23 by David.Ratti

	Fix checkslow in Debug editor
	#rb none
	#tests debug editor
	#c0dereview Martin.Wilson

Change 3138068 on 2016/09/23 by Laurent.Delayen

	Don't try to match invalid GUIDs in FSmartNameMapping::GetNameByGuid.
	Fixes Steel's curves all getting matched to 'DistanceCurve'

	#rb martin.wilson
	#tests Steel's curve are not all 'DistanceCurve'

Change 3137830 on 2016/09/23 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3137699

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3137746 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3137657 on 2016/09/23 by Ben.Marsh

	Fix initialization order warning.

	#rb none
	#tests none

Change 3137628 on 2016/09/23 by bruce.nesbit

	Fixed non-unity compiles in LandscapeSplines and LandscapeSplineRaster

	#rb none

	#tests Compiled NU

Change 3137538 on 2016/09/23 by Thomas.Sarkanen

	Fix crash rendering sequence with keyframed material parameters

	Ported Frank F's fix from Dev-Sequencer. Original CL 3136577:

	Sequencer - Always use a unique name when creating dynamic material instances for animation to prevent reuse and resource issues.

	#tests Rendered out problematic sequence successfully multiple times
	#rb none
	#jira UE-36175 - Keyframing material parameters can cause crashes when rendering
	#c0dereview Frank.Fella

Change 3136580 on 2016/09/22 by Ben.Marsh

	Merging CL 3136158 to fix support for generating project files with Visual Studio Express.

	#rb none
	#tests none

Change 3136574 on 2016/09/22 by Michael.Trepka

	Fixed a crash caused by trying to redraw window contents while switching from fullscreen to windowed mode

	#rb Marcus.Wassmer
	#tests Tested editor build on PC

Change 3136293 on 2016/09/22 by Adric.Worley

	Add BlueprintType to EFunctionalTestResult

	#tests editor
	#rb ben.salem
	#c0dereview nick.darnell

Change 3136240 on 2016/09/22 by Andrew.Grant

	Merging from //UE4/Main @ 3135156
	#rb none
	#tests QA pass and local golden path

Change 3136197 on 2016/09/22 by Jamie.Dale

	Merging CL# 3094477 and CL# 3111827 to fix some tesselated landscape crashes

	#rb Gareth.Martin
	#tests Loaded the map that was crashing

Change 3135914 on 2016/09/22 by Dan.Youhon

	Fixed CharacterMovementComponent impulse net correction handling during additive root motion (part of #OR-5545)
	- Fixes #OR-28478, heroes tethered by Kwang cannot be knocked up
	- Fixes #OR-18985, Gideon R ability negating knockback/knockup effects (including Howitzer E)

	#rb None
	#tests MultiPIE
	#R0B0MERGE: MAIN, 32.2, 32.1

Change 3135893 on 2016/09/22 by David.Ratti

	GameplayCueeditir Change override type from a checkbox to a combobox to make things a little clearer

	#rb none
	#tests gameplaycue editor

Change 3135843 on 2016/09/22 by jason.bestimt

	#ORION_MAIN - Merge 32.2 @ CL 3135756

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3135820 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

	#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Balance/HeroData.uasset - can't integrate exclusive file already opened
	//Orion/Dev-General/OrionGame/Content/Cards/Effects/P_ThunderCleaver.uasset - can't integrate exclusive file already opened
	//Orion/Dev-General/OrionGame/DataTables/HeroData.xlsm - can't integrate exclusive file already opened
	#c0dereview: jason.bestimt

Change 3134639 on 2016/09/21 by jason.bestimt

	#ORION_MAIN - Merge 32.2 @ CL 3133910

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3134086 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

	#R0B0MERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#c0dereview: jason.bestimt

Change 3134367 on 2016/09/21 by Ben.Woodhouse

	More complete fix for SSAO issues. Disable vertex fogging automatically if forward shading is disabled
	#rb daniel.wright
	#tests none

Change 3134176 on 2016/09/21 by Jason.Bestimt

	#ORION_DG - UnrealPak speed improvements

	Moving shelved CL to DG and submitting for DanielL

	#RB:none
	#Tests:none

	#c0dereview: andrew.grant, daniel.lamb

Change 3134129 on 2016/09/21 by Jamie.Dale

	Added the "unattended" flag when running the localzation commandlets via UAT

	#rb none
	#tests Built UAT

Change 3133864 on 2016/09/21 by Ben.Woodhouse

	Default r.VertexFoggingForOpaque to 0, since it only makes sense for forward shading. This was causing fog to be modulated by SSAO in Orion.

	Note: this setting is overridden to 1 in Odin's DefaultEngine.ini, so it should work in that case.
	#c0dereview daniel.wright
	#rb luke.thatcher
	#jira OR-29262
	#tests yes

Change 3133849 on 2016/09/21 by Martin.Wilson

	Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1

	#rb Jurre.DeBaare
	#tests Editor tests with mambo pose asset
	#jira UE-36189

Change 3133546 on 2016/09/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: marcus.wassmer
	Null merge of 3131588.  Fix from 31.1 is unncecessary as a more complete fix came from the engine integration that's in v32.
	#rb none
	#tests none
	[c0dereviewed] Jason.Bestimt

	#R0B0MERGE-SOURCE: CL 3132617 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3133487 on 2016/09/20 by Michael.Noland

	Automation: Added Automation to the manual autocomplete list

Change 3133363 on 2016/09/20 by Daniel.Lamb

	Added Jaymee Sanford and Tony Oliva to the rebuild lighting email list.
	#rb Trivial
	#test Compile automation tool

Change 3132956 on 2016/09/20 by Benn.Gallagher

	Fixed crash when importing clothing with mismatching number of triangles when compared to the original render data
	#tests Editor, apex reimport
	#rb none

Change 3132403 on 2016/09/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3132254

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3132353 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3132332 on 2016/09/20 by Andrew.Grant

	Replicated UE4/Main fix for missing materials pane
	#rb none
	#tests verified material pane shows

Change 3132131 on 2016/09/20 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: andrew.grant
	Merging automation work from //Orion/Release-32.2 to Main
	#rb none
	#tests verified functionality

	#R0B0MERGE-SOURCE: CL 3132130 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

Change 3131698 on 2016/09/19 by Andrew.Grant

	Qucik fix to unblock build. Will follow up correct way tomorrow
	#rb none
	#tests blueprint compiles

Change 3131489 on 2016/09/19 by Andrew.Grant

	Merging from //UE4/Orion-Staging (Source: //UE4/Main @ 3111290)
	#rb none
	#tests QA pass in Orion-Staging, Golden path post merge

Change 3131350 on 2016/09/19 by Adric.Worley

	Fix functional test reporting typo

	#tests PIE
	#rb ben.salem

Change 3130959 on 2016/09/19 by Mieszko.Zielinski

	Compilation fix #UE4

	#rb none
	#test compilation

Change 3130904 on 2016/09/19 by Mieszko.Zielinski

	Couple of generic AI perception fixes #UE4

	Made unregistering AI sight source broadcast "no longer visible" information to all observers currently "seeing" the source
	Fixed FActorPerceptionInfo::GetLastStimulusLocation not carying whether selected stimulus was successfully sensed
	Fixed dominant sense not really working if not set with UAIPerceptionComponent::SetDominantSense call

	#rb Lukasz.Furman
	#test golden path

Change 3130304 on 2016/09/19 by Jason.Bestimt

	#R0B0MERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 32.2 @ CL 3130115

	#RB:none
	#Tests:none

	#R0B0MERGE-SOURCE: CL 3130164 in //Orion/Main/...
	#R0B0MERGE-BOT: ORION (Main -> Dev-General)

[CL 3205566 by Andrew Grant in Main branch]
2016-11-20 21:35:35 -05:00
Marc Audy
ccd8bf19ac Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3182037)
#rb None
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2825716 on 2016/01/12 by Marc.Audy

	Fix GrabDebugSnapshot virtual function definitions in Ocean

Change 2828462 on 2016/01/14 by Marc.Audy

	Back out changelist 2825716

Change 3153526 on 2016/10/06 by Zak.Middleton

	#ue4 - Fix CharacterMovement hanging on to a bad/penetrating floor check result and not continuing to check for a valid floor. Only occured if bAlwaysCheckFloor was false. This could in rare situations cause the character to continue to attempt to depenetrate an object far away from it until another floor check occured. To prevent this we now force a floor check after the depenetration.

	Related to OR-14528.

Change 3153580 on 2016/10/06 by Benn.Gallagher

	Skeletal LOD workflow refactor. Now we track source files for LODs to save time when reimporting LODs often. It's still possible to pick new files and overwrite the current settings.
	#jira UE-36588

Change 3154264 on 2016/10/06 by Aaron.McLeran

	UE-37004 UE-37005 Fixing stat soundwaves

Change 3154560 on 2016/10/07 by James.Golding

	UE-20739 Fix auto box in Morph Target Preview panel

Change 3154776 on 2016/10/07 by Ben.Zeigler

	#Fortnite Change the ability UI to use the Tag UI data instead of the Tag Categories, as Tag Categories were redundant and are being removed in the tag refactor. I'm not sure this code is actually in use any more.

Change 3154954 on 2016/10/07 by Ben.Zeigler

	Move GameplayTagsEditor to a plugin, and change GameplayTagsManager to be accessed directly without the module load overhead, as it is part of the engine module set.
	Performance improvements to GameplayTags to maintain a ParentTag list when tag containers get modified. It does a quick update on add, and a slow recompute on other changes. This leads to a 10x improvement in IncludeParent queries
	Replace RemoveAllTags and RemoveAllTagsKeepSlack with Reset, which already existed but didnt work correctly.
	Removed the Category map from gameplay tags, games are using other systems to do translateable text.
	Significant internal changes to GameplayTagsManager, moved from 3 redundant maps to 1 map and removed unused functionality

Change 3154955 on 2016/10/07 by Ben.Zeigler

	Game compile fixes for changes to GameplayTags module and API. Removed redundant calls to remove tags, TagContainer uses Reset() like other container types

Change 3154995 on 2016/10/07 by Aaron.McLeran

	UE-37012 fix compile issue

Change 3155009 on 2016/10/07 by Aaron.McLeran

	UE-37009 Ensure failed for FXAudio2SoundBuffer::Seek() in XAudio2Buffer.cpp

	- Removing ensure and using if statement instead. It looks possible for decompression state to fail to be created, that state is logged elsewhere.

Change 3155128 on 2016/10/07 by Ben.Zeigler

	Add old location of GameplayTagsEditor to junk manifest

Change 3155268 on 2016/10/07 by Aaron.McLeran

	UE-37024 Set Sound Mix Class Override still Playing Sounds in Certain Conditions

Change 3155561 on 2016/10/07 by Ben.Zeigler

	GameplayTag fixes made based on code review feedback:
	Deprecate custom node for making a literal gameplay tag container and add proper make and break functions to the blueprint library
	Remove direct access to the tag container internals as it has always been unsafe
	Add many missing utility functions to the library and change things to pass FGameplayTag by value. TagContainers must still be passed by reference though as they are large
	Fix case where comparing two containers with the tags in different orders would fail
	Remove deprecated serialization entirely, print error when trying to load very old tags
	Add RemoveAllTags and RemoveAllTagsKeepSlack back to container, but deprecate them

Change 3155842 on 2016/10/07 by dan.reynolds

	AEOverview Update - Attenuation Shapes Test Map + Counting Test Assets

Change 3156779 on 2016/10/10 by Richard.Hinckley

	Fixing/reordering comments for basic types.

Change 3156926 on 2016/10/10 by Ben.Zeigler

	Remove deprecated gameplay ability system code involving non-BP gameplay effects and ActiveGameplayEffectQueries

Change 3156998 on 2016/10/10 by Jon.Nabozny

	Include K2Node_BaseAsyncAction.h in K2Node_AsyncAction.h to fix compile issue.

Change 3158732 on 2016/10/11 by Zak.Middleton

	#ue4 - Don't allow the first move in SafeMoveUpdatedComponent() to ignore penetration when slowly moving out of an object. We really want to pop out completely using the MTD as fast as possible or we can fall through the object in a longer direction.

	#jira UE-28610

Change 3159208 on 2016/10/11 by dan.reynolds

	Added ancillary SoundClass Passive Mix Modifier Duration Test map

Change 3159211 on 2016/10/11 by Aaron.McLeran

	UE-37193 Fixing passive sound mix modifier

Change 3159278 on 2016/10/11 by dan.reynolds

	AEOverviewMain integration with the SCO Passive Mix Modifier Duration Test map for additional testing purposes.

	Also tweaks and clean-up of SCOverviewPassMixModDuration map and associated Platform_Blueprint

Change 3159596 on 2016/10/12 by danny.bouimad

	Updates to TM-Meshbake

Change 3159629 on 2016/10/12 by James.Golding

	Add ModifyCurve anim node
	Make GetPinAssociatedProperty const correct

Change 3159705 on 2016/10/12 by James.Golding

	Add 'ApplyMode' and  'Alpha' options to ModifyCurve node

Change 3159959 on 2016/10/12 by John.Abercrombie

	Integrate CL 3159892 from //Fortnite/Main/...

	Fixed the Blackboard component pausing but never being unpaused if we ended up restarting the Behavior Tree instead of continuing

	#ue4

Change 3160014 on 2016/10/12 by Lukasz.Furman

	pass on gameplay debugger in Simulate in Editor mode
	#jira UE-36123

Change 3160027 on 2016/10/12 by Lukasz.Furman

	fixed behavior tree task restart conditions
	copy of CL 3159145
	#ue4

Change 3160129 on 2016/10/12 by Lukasz.Furman

	gameplay debugger refactor: removed deprecated code
	#ue4

Change 3160389 on 2016/10/12 by Lukasz.Furman

	added missing include path to gameplay debugger module
	#ue4

Change 3160408 on 2016/10/12 by Lukasz.Furman

	refactored sanity checks in gameplay debugger EdMode to keep static analysis happy
	#ue4

Change 3161143 on 2016/10/13 by James.Golding

	UE-37208 UE-37207 Fix AnimNode_ModifyCruve CIS error

Change 3161227 on 2016/10/13 by danny.bouimad

	More changes to meshmergemap

Change 3161777 on 2016/10/13 by Ben.Zeigler

	API changes for GameplayTag and Container, and fix Redirect loading
	Remove Match type and empty count as match bool from common API
	In C++ use MatchTag/MatchAny/HasTag/HasAny/HasAll with *Exact variants for exact matching. Old C++ API is still there but I will deprecate and remove soon
	In Blueprint use MatchTag/MatchAny/HasTag/HasAny/HasAll with bool parameter for as the bool is more clear. I was able to convert old functions to new ones as no one was overriding the options I removed
	Undeprecate the old make literal node and temporarily set GameplayTags in container to be editable. We're not allowed to deprecate things until our internal games fix their usage.

Change 3162095 on 2016/10/13 by Jon.Nabozny

	Fix bad default screen resolution in Platformer Game.

	#jira UE-34901

Change 3163351 on 2016/10/14 by Marc.Audy

	Avoid duplicate accessor calls

Change 3163364 on 2016/10/14 by Marc.Audy

	Eliminate auto
	Use ForEachObjectWithOuter

Change 3163367 on 2016/10/14 by Marc.Audy

	Use ForEachObjectWithOuter instead of GetObjectsWithOuter

Change 3163500 on 2016/10/14 by Marc.Audy

	When using SetCullDistance property for static meshes correctly update the cached value
	#jira UE-36891

Change 3163674 on 2016/10/14 by Jon.Nabozny

	#rn Fix popping in OnRep_ReplicatedAnimMontage.

	#jira UE-37056

Change 3164818 on 2016/10/17 by Ori.Cohen

	Added a pose snapshot feature that allows users to convert an existing skeletal mesh pose into a node inside the anim blueprint. This is useful for things like getup from ragdoll.

Change 3164903 on 2016/10/17 by Lukasz.Furman

	fixed bug in merging behavior tree searches
	#ue4

Change 3165236 on 2016/10/17 by dan.reynolds

	Fixes and tweaks based on feedback:

	- Made most objects Stationary to assist in dynamic lighting changes as sub-levels have unknown orientation until load

	- Fixed Blueprint Control map to stop test when the player leaves the zone

	- Fixed Blueprint Contorl map typos

Change 3165323 on 2016/10/17 by Aaron.McLeran

	PS4 Audio Streaming

	- Refactored Opus audio streaming code to have the code which interfaces with audio streaming manager in format-agnostic code (so I can use for AT9 streaming)
	- Wrote an AT9 real-time decoder module (will be used in audio mixer)
	- Enabled streaming on PS4 platform
	- Refactored much of Ngs2 to be more in parity with our other platforms for real-time decoding (Significant changes to Ngs2Buffer)
	- Added support for Ngs2 buffer callbacks for when audio needs to be fed to sources rather than pushing data from game thread
	- Fixed A3D implementation: creating both a normal sampler rack and an A3D-specific sampler rack
	- Fixed up error handling code in Ngs2 so it actually reports real errors

Change 3165997 on 2016/10/18 by Richard.Hinckley

	Improving consistency of "New C++ Class" templates and fixing some shadow-variable issues.

Change 3166220 on 2016/10/18 by Aaron.McLeran

	 UE-37442 Build Tools Win64 completes with 28 errors

	- Changing include of appropriate file to not be in #if WITH_ENGINE block

Change 3166262 on 2016/10/18 by Aaron.McLeran

	UE-37441 Compile Ocean IOS, Compile FortniteClient Mac, Compile UE4Editor Mac complete with 11 errors

	Fixing up the original wave format parsing code in Audio.cpp to avoid redefinitions. This code needs to be removed eventually in favor of the new wave format parser class.

Change 3166562 on 2016/10/18 by Aaron.McLeran

	UE-37441 Fixing compile on Mac

	- Renamed FFormatChunk to FRiffFormatChunk

Change 3166653 on 2016/10/18 by Aaron.McLeran

	 UE-37442 Build Tools Win64 completes with 28 errors

Change 3166917 on 2016/10/18 by Aaron.McLeran

	UE-37502 Initializing missed data members in FNgs2SoundSource constructor

Change 3167329 on 2016/10/19 by Benn.Gallagher

	Made wind properties editable on wind components, had to make the properties unsettable by blueprints and add setter functions so we can trigger render data updates from property updates.
	#jira UE-37500

Change 3167575 on 2016/10/19 by Jon.Nabozny

	#rn Fix UCharacterMovementComponent::OnTeleported improperly changing movement mode.

	#jira UE-37082

Change 3168079 on 2016/10/19 by Ori.Cohen

	Fix timing issue that causes snapshotpose to t-pose.

	#JIRA UE-37476

Change 3168392 on 2016/10/19 by dan.reynolds

	Updated AEOverviewMain with custom Attenuation FBXs to alleviate visual noise when observing complex attenuation shape falloff distances.

Change 3169121 on 2016/10/20 by danny.bouimad

	Updates to Merge actor assets

Change 3169128 on 2016/10/20 by Danny.Bouimad

	files

Change 3169230 on 2016/10/20 by Lina.Halper

	#improved log message

Change 3169243 on 2016/10/20 by Ben.Zeigler

	#jira UE-37515 Add UK2Node::ConvertDeprecatedNode which handles node-specific deprecation fixup.
	Add code to automatically convert from make/break struct nodes to native call function if there is a native override.
	This was hard coded for vector, etc but now works for any type that declares HasNativeMake/HasNativeBreak.
	Add serialize override to K2Node that serializes struct defaults when gathering references while saving. References declared in literal struct pins were being skipped
	Add specific fixups for GameplayTag make/break functions

Change 3169422 on 2016/10/20 by Aaron.McLeran

	UE-37596 Making detail customizations and experimental setting for sound base showing audiomixer-only features

Change 3169620 on 2016/10/20 by Ben.Zeigler

	Switch GameplayTagTests to use the new Custom test macro and better failure reporting.
	Add TestTrueExpr macro that runs TestTrue with the expression as the display string, like how ensure works.

Change 3169622 on 2016/10/20 by Ben.Zeigler

	Fix swapped HasAny logic and bad comments

Change 3169645 on 2016/10/20 by Aaron.McLeran

	Re-adding call to Stop source

Change 3169664 on 2016/10/20 by dan.reynolds

	AEOverviewMain Update - Fixed Menu bug where clicking the menu item after map reset resulted in requiring two attempts to actually reset the menu item properly.  Menu Hit interaction is now much more responsive.

Change 3169997 on 2016/10/20 by Ben.Zeigler

	Change from alloca to normal malloc, as static analysis doesn't like alloca in loops due to stack overflow danger

Change 3170796 on 2016/10/21 by Marc.Audy

	PR #2878: Prevent 'XXX has natively added scene component' warning in commandlets (Contributed by slonopotamus)
	#jira UE-37632

Change 3170802 on 2016/10/21 by Lina.Halper

	#ANIM: curve can link to joints
	 - this allows to filter certain curves per LOD - when the joint is discarded
	   -> refactored editor object tracker to allow multiple per class
	   -> refactored so that bone reference supports both skeleton or mesh but make sure you don't access invalid function when using skeleton indices
	 -  layer bone support

	#jira: UEFW-207

Change 3170857 on 2016/10/21 by Aaron.McLeran

	Disabling checking for device change

Change 3171101 on 2016/10/21 by Ben.Zeigler

	Deprecate old gameplay tag functions in favor of new API that doesn't use the enums or module header
	Add IsEmpty, Filter, FilterExact, and AddLeafTag to FGameplayTagContainer
	Add RequestGameplayTag, MatchesTagDepth and GetGameplayTagParents to FGameplayTag
	Remove MatchesEmpty parameter from tag asset interface. This defaulted to true but should now be explicitly checked with IsEmpty()
	Engine fixups for those changes

Change 3171102 on 2016/10/21 by Ben.Zeigler

	Internal game fixups for tag deprecation
	Moved some fortnite tags into the global tag list and fixed fortnite cases. Confident in these changes
	Fixed several weird tag uses in Orion. Dave and I should code review these changes as I was unsure on some of them
	Some minor changes for Ocean

Change 3171186 on 2016/10/21 by Ben.Zeigler

	File got missed in checkin

Change 3171239 on 2016/10/21 by Wes.Hunt

	TPSAudit updates.
	* Added /Verbose option that will print out the name of each file examined. Useful for debugging if a file was even checked.
	* Don't skip Content folders
	* Don't skip Engine\Documentation\HTML
	* Skip any Content\Localization folders instead of only Engine\Content\Localization
	* Skip any Content\Internationalization folders
	* Skip .raw, .exr, .r16, .abc, .webm, .collection, .aac files.
	* if a file has no extension (like configure files) then treat the filename as the extension
	* configure files are treated like shell files

Change 3171245 on 2016/10/21 by Ben.Zeigler

	Fix crash when saving nodes that reference properties from struct defaults. Switch FindImportedObject to be safe while saving, it will find existing objects but not load new ones.
	I am not sure why StaticFindObject is unsafe during save.

Change 3171248 on 2016/10/21 by Wes.Hunt

	TPSAudit: added /veryverbose which lists every file and directory excluded and the reason (file or dir exclusion). This makes the startup MUCH MUCH slower, so only use for debugging.

Change 3171256 on 2016/10/21 by Wes.Hunt

	ModuleManager shutdown fixes.
	* ShutdownModule is now called in reverse order to when StartupModule is FINISHED.
	* This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule.
	* HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback.
	* Added comments to Module headers to indicate this new change in behavior.
	* Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine.

Change 3171258 on 2016/10/21 by Wes.Hunt

	ModuleManager shutdown fixes.
	* ShutdownModule is now called in reverse order to when StartupModule is FINISHED.
	* This allows modules to reference dependencies in their StartupModule to ensure they are loaded, and be sure they will still be around in ShutdownModule.
	* HTTPModule now shuts down in ShutdownModule and not PreUnloadCallback.
	* Added comments to Module headers to indicate this new change in behavior.
	* Removed manual startup of HTTP module in LaunchEngineLoop as it's no longer needed. Should save the module from being around if not really used by engine.

Change 3171946 on 2016/10/24 by Lina.Halper

	Fix so that it checks all the joints before removing

Change 3172126 on 2016/10/24 by Lukasz.Furman

	added navlink component
	#ue4

Change 3172152 on 2016/10/24 by Jon.Nabozny

	Remove UWorld::ComponentOverlapMulti indirection in UPrimitiveComponent::UpdateOverlaps.

	UWorldComponentOverlapMulti is just a wrapper that verifies the component is valid, then calls UPrimitiveComponent::ComponentOverlapMulti.

	#jira UE-36472

Change 3172364 on 2016/10/24 by Ben.Zeigler

	Codereview fixes for tag changes.
	Make Tag->Container constructor explicit to avoid bugs
	Fix some cases that were using exact to allow parents instead

Change 3173442 on 2016/10/25 by Jon.Nabozny

	Fixed crash when opening Anim asset after retargetting.

Change 3174123 on 2016/10/25 by Ben.Zeigler

	Add some ini tag data to QAGame, it's now setup to import some from DataTable, and some from ini. This enables the full management UI.

Change 3174394 on 2016/10/25 by dan.reynolds

	AEOverview update - added a Streaming Audio test which tests two streaming audio loops (one short, one long).

Change 3175197 on 2016/10/26 by Wes.Hunt

	Fix OSS module startup to directly reference HTTP and XMPP as a dependency in StartupModule. This should make MCP startup/shutdown more robust.
	#codereivew: sam.zamani,dmitry.rekman,josh.markiewicz

Change 3175236 on 2016/10/26 by Jon.Nabozny

	Change FMath::SegmentDistToSegmentSafe to handle the case where either (or both) of the input segments create points.
	Either segment may be considered a point if it's two points have a distance that's nearly 0.

	#jira UE-19251

Change 3175256 on 2016/10/26 by Jon.Nabozny

	Fix CIS for SegmentDistToSegmentSafe change.

Change 3175379 on 2016/10/26 by Jon.Nabozny

	Change UCharacterMovementComponent::ApplyImpactPhysicsForces to use IsSimulatingPhysics(BoneName) instead of IsAnySimulatingPhysics on the hit component.

	#jira UE-37582

Change 3175408 on 2016/10/26 by Marc.Audy

	AudioThreading improvements:
	Fix PS4 core 6 issue
	Add timeout spam
	Radical simplification
	Fix suspension CVar
	#authors Gil.Gribb/Marc.Audy
	#jira OR-30447

Change 3175535 on 2016/10/26 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3175266

Change 3175539 on 2016/10/26 by Marc.Audy

	Restore affinity for AudioThread and allow it on to 7th (rather than pinning it)

Change 3175631 on 2016/10/26 by Marc.Audy

	Fix silly compile error

Change 3175639 on 2016/10/26 by Aaron.McLeran

	Fixing audio device removal code

	- Flipping active sources to virtual mode
	- Handling initializing sources that have become virtual
	- Not stopping sounds when device is unplugged

Change 3175665 on 2016/10/26 by dan.reynolds

	AEOverview update - Added a Streaming Overview sub test (Streaming Spam)

Change 3175934 on 2016/10/26 by dan.reynolds

	AEOverview Streaming Map Fix - fixed AEOverviewStreaming to avoid orphaning sounds when crossing the platforms

Change 3175941 on 2016/10/26 by Marc.Audy

	Fix compiler error after merge from Main

Change 3176378 on 2016/10/27 by Jon.Nabozny

	Add RotatorToAxisAndAngle function to KismetMath. We already expose RotatorFromAxisAndAngle, this is just the inverse operation.

Change 3176441 on 2016/10/27 by Jon.Nabozny

	Fix another CIS issue with SegmentDistToSegmentSafe change.

Change 3176487 on 2016/10/27 by Jon.Nabozny

	Hide DemoRecorder from the scoreboard in ShooterGame.

	#jira UE-37492

Change 3176616 on 2016/10/27 by Lukasz.Furman

	optimized behavior tree debugger update in subtrees
	#jira UE-29029

Change 3176717 on 2016/10/27 by james.cobbett

	Test asset for UE-37270

Change 3176731 on 2016/10/27 by dan.reynolds

	AEOverview Streaming Spam map tweak--fixed STRMOverviewStreamSpam map so it now ensures reproduction on a specific edge case

Change 3176887 on 2016/10/27 by Aaron.McLeran

	UE-37899 Failed Assertion when spamming PS4 Streaming Start/Stop

	- Fix is to add critical sections to avoid stopping a Ngs2 source voice while it's in an OnBufferEnd callback

	#tests Use Dan.Reynold's AEOverviewMain, load STRMOverviewStreamSpam map. will crash in half a second pre-fix, never crashes post-fix.

Change 3177053 on 2016/10/27 by Marc.Audy

	Actually reattach previously attached actors when creating a child actor
	#jira UE-37675

Change 3177113 on 2016/10/27 by Aaron.McLeran

	UE-37906 Fixing stat sounds when the audio thread is enabled.

Change 3177536 on 2016/10/27 by Aaron.McLeran

	Updating QASoundWaveProcedural to support stereo procedural sound wave generation.

Change 3177551 on 2016/10/27 by dan.reynolds

	AEOverview update

	- Tweaked AEOverviewSWP to support testing mono and stereo SoundWave Procedurals

	- Added STRMOverviewStreamPriority to test Streaming Voice Priority

Change 3177819 on 2016/10/28 by Thomas.Sarkanen

	Consolidated LOD screen size calculations

	Static, skeletal and HLOD now use the same method of specifying LOD level at runtime.Namely "Screen Size". When the bounds of the objects sphere occupy half the max screen dimension, the screen size is 0.5 & all of the screen, 1.0.
	HLOD still uses a distance based metric at runtime to choose when to switch clusters, so will still not switch LODs on FOV changes.
	Conversion functions have been implemented to convert each of the legacy LOD specifications into the new unified version.
	Conversion uses an assumption that the average case uses 1080p @ 90 degree FOV. This is necessary as previous screen sizes/areas were based around that resolution and we want the least perf regressions when at that resolution.
	Auto LOD now uses the same functionality to determine what LOD thresholds to use.

	#tests Verified that LODs switch at equivalent distances/sizes before and after this change for various assets.
	#tests Verified that HLOD distance->screen size and inverse functions map correctly
	#tests Ran Michael N's triangle count test before and after the changes with Paragon to verify rendered triangle counts do not vary with the new method

Change 3177996 on 2016/10/28 by Marc.Audy

	Support play button on SoundCues as well as SoundWaves

Change 3178013 on 2016/10/28 by Marc.Audy

	Allow previewing of force feedback effects from content browser
	#jira UE-36388

Change 3178020 on 2016/10/28 by Lukasz.Furman

	fixed navmesh wall segment calculations for crowds
	#jira UE-37893

Change 3178096 on 2016/10/28 by Marc.Audy

	Make ALevelSequenceActor::Tick call Super
	#jira UE-37932

Change 3178247 on 2016/10/28 by Zak.Middleton

	#ue4 - Crash fix when player is destroyed and server checks to see if it needs to force a network update. No repro steps in the bug but guarding against the crash is pretty straightforward.

	UE-37902

Change 3178256 on 2016/10/28 by Zak.Middleton

	#ue4 - Avoid crash when calling ACharacter::SetReplicateMovement when not on the server.

Change 3178263 on 2016/10/28 by Ben.Zeigler

	Add support for a SearchableNameMap to the Linker and the Asset Registry. Call MarkSearchableName(TypeObject,Name) from a serialize function to register that an FName should be considered Searchable.
	This change bumps the object version. Also fix it so the StringAssetReferencesMap does not get written out in editor builds
	Clean up FLinker::Serialize, as it is no longer called except to get memory size
	Add code to mark searchable names for GameplayTags, DataTableHandles, and CurveTableHandles.
	Add FAssetIdentifier to the AssetRegistry that allows searching for Package.Object::Name. If Object/Name aren't specified PackageName will be used as it was before
	UI Improvements to the reference viewer to support name references. Collapse the reference/dependency checkboxes, and add new checkboxes for SearchableNames and NativePackages, disabled by default
	Remove bResolveIniStringReferences option from GetDepdendencies and handle that when parsing in the string asset reference table

Change 3178265 on 2016/10/28 by Ben.Zeigler

	Move all ini settings for GameplayTags over to GameplayTagsSettings.h/GameplayTags.ini, instead of being in 3 different places.
	Add metadata for the source of a gameplay tag and it's comment to the node, but only in editor builds
	Change it so the default list and developer tags list are saved the same way as a list of structs. This will allow UI for selecting what tag list to save it into
	The first time someone in the project modifies the GameplayTags project settings it will migrate these settings from the old locations. This will cause defaultEngine.ini to resave, which may wipe out comments
	Migrate QAGame's tag config as a test

Change 3178266 on 2016/10/28 by Lina.Halper

	Fix issue with anim editor sound play notify doesn't work with follow option

	#jira: UE-37946

Change 3178441 on 2016/10/28 by Ben.Zeigler

	Fix use of IsValid on names inside asset identifier to properly be a None check and add accessor to make use more clear

Change 3178443 on 2016/10/28 by Ben.Zeigler

	Half migrated gameplay tag settings for internal games, will need full migration via the editor on their branches

Change 3178533 on 2016/10/28 by Ben.Zeigler

	Build fix

Change 3178655 on 2016/10/28 by Ben.Zeigler

	Build fix

Change 3178672 on 2016/10/28 by Lina.Halper

	Unshelved from changelist '3164228':

	PR #2867: Fixed for UE-15388 : Bones of uniformly scaled SkeletalMesh rotate incorrectly in Persona (Contributed by rarihoma)

	#jira: UE-37372

Change 3178675 on 2016/10/28 by Ben.Zeigler

	Crash fix if you have no defaultengine.ini redirects section

Change 3178698 on 2016/10/28 by Ben.Zeigler

	#jira UE-37774 Fix issue with loading save games referencing UObjects not in memory, this broke in 4.13

Change 3178743 on 2016/10/28 by Lina.Halper

	Fixed so that if no key, it clamps to 0.

	#jira: UE-36790

Change 3179121 on 2016/10/28 by dan.reynolds

	AEOverview tweaks

	- updated Concurrency map to tighten up the audio playback (as in James C's feedback)

	- tweaked some timers to be closer to real-time

Change 3179912 on 2016/10/31 by Mieszko.Zielinski

	Removed unused piece of functionality from UEdGraphSchema_BehaviorTreeDecorator #UE4

Change 3179933 on 2016/10/31 by Lukasz.Furman

	fixed missing update timers in avoidance manager
	#ue4

Change 3180028 on 2016/10/31 by Ben.Zeigler

	#jira UE-373993 Fix crash with bad default value for objects

Change 3180503 on 2016/10/31 by mason.seay

	Test map for character spawning bug

Change 3180744 on 2016/10/31 by Ben.Zeigler

	#jira UE-38025 Fix APlayerController:DisplayDebug to not make a bad copy of the debug display manager

Change 3180914 on 2016/10/31 by Ben.Zeigler

	#jira UE-37773 Add hooks for deleting and renaming tags,  untested pending UI support
	Add handler for editing a gameplaytag asset from asset browser

Change 3181879 on 2016/11/01 by Marc.Audy

	Rollback CL# 3169645 to resolve fortnite audio hitching when stopping sounds
	#jira UE-38055

[CL 3182044 by Marc Audy in Main branch]
2016-11-01 15:50:29 -04:00
Leslie Nivison
29007ff202 Stripping out inaccurate/easily misconstrued .tps info in preparation for exposing this to licensees
#rb none
#lockdown Nick.Penwarden

[CL 3154391 by Leslie Nivison in Main branch]
2016-10-07 00:40:14 -04:00
Bob Tellez
45f1743d16 Copying //UE4/Fortnite-Staging to //UE4/Dev-Main (Source: //Fortnite/Main @ 3115282)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3114846 on 2016/09/06 by Bob.Tellez

	#UE4 The cooking process now respects the per-platform chunking manifest configuration in the game ini. If you specify -manifests it forces all platforms to generate a manifest.

Change 3114805 on 2016/09/06 by Bob.Tellez

	#UE4 Attribute sets now work with their owning actor directly instead of asking the associated ability system component for the owning actor when updating the vis logger.

	#JIRA FORT-29511

Change 3112750 on 2016/09/02 by Bob.Tellez

	#UE4 bGenerateChunks from platform-specific Game.ini is now respected in pak generation code.

Change 3108977 on 2016/08/31 by Jeff.Campeau

	Virtual keyboard support for Xbox One
	Text set by virtual keyboards is now submitted on the main thread through an internal tick

Change 3108956 on 2016/08/31 by Chris.Gagnon

	Added "ClientOnly" module type to the build tools.
	Fixed "ServerOnly" which seems to have rotted, I assume it wasn't in use as it didn't work.
	Cleaned up some duplicated code which attributted to the rot most likely

Change 3108879 on 2016/08/31 by Jeff.Campeau

	Eliminate binary renaming (allows side by side configs)
	Handle multiple binaries
	Temporary return of fixed extension SDK DLLs (required for multiplayer until they can be dynamically configured)

Change 3108876 on 2016/08/31 by Jeff.Campeau

	Fix a manifest generation bug that was eating a character on conjoined values.

Change 3108511 on 2016/08/31 by Billy.Bramer

	- Submit change from JoshM at my desk to make cloud mcp requests use shared pointers for net ids, enabling the use of AsShared on cloud-related callbacks which pass net ids as parameters
	- Note that this change does not have any validity checking as of yet

Change 3108199 on 2016/08/31 by Ben.Woodhouse

	Disable r.lightshaftrendertoseparatetranslucency to 0 by default, but enable in fortnite via defaultEngine.ini.

Change 3107825 on 2016/08/31 by Ben.Woodhouse

	Lightshaft rendering - add support for rendering the lightshafts to separate translucency (via the r.LightShaftRenderToSeparateTranslucency). This ensures postprocess materials with BL_BeforeTranslucency are rendered before lightshafts are applied. This fixes issues with the skin postprocess appearing too bright where it overlaps with lightshafts

	#jira UE-35359

Change 3107197 on 2016/08/30 by Chris.Gagnon

	Added ClientOnly option for Modules:

	...
	"Modules" :
	  [
	    {
	      "Name" : "PluginName",
	      "Type" : "ClientOnly",
	      "LoadingPhase" : "Default"
	    }
	  ]
	...
	(example taken from a plugin definition)

Change 3104551 on 2016/08/29 by Lukasz.Furman

	potential fix for crash in ability cancelling
	#jira FORT-29200

Change 3104469 on 2016/08/29 by Lukasz.Furman

	added iteration limit to navmesh raycast loop to protect against invalid navmesh links creating an infinite loops
	#jira FORT-29198

Change 3103529 on 2016/08/26 by Jeff.Campeau

	Xbox One keyboard shift is sometimes unresponsive

Change 3103523 on 2016/08/26 by Jeff.Campeau

	Aug XDK era launch bug fixed

Change 3103183 on 2016/08/26 by Jeff.Campeau

	August XDK support

Change 3102360 on 2016/08/26 by James.Hopkin

	Removed another load of float casts - these ones weren't causing problems, but are no longer necessary.

Change 3099375 on 2016/08/24 by Lukasz.Furman

	added sanity check to UAnimInstance::Montage_Play
	#jira FORT-28140

Change 3097832 on 2016/08/23 by Chad.Garyet

	moving set_latest_build out of notifications section, was put there accidentally

Change 3097139 on 2016/08/22 by Aaron.McLeran

	FORT-28502 Hard crash occurs on Win10 when locking computer and then unplugging audio device

	- Fix is modification of CL 3062338. Moving the checking of state change to head of audio update, adding new thread safe bool to immediately halt creatiing new voices if audio device changed.
	- Current theory is the xaudio2 in win10 doesn't properly handle audio device remove so this is a workaround till we update to XAudio2 2.8

	-#rb Bob.Tellez
	#tests run game, lock computer, then disable or unplug audio device used by game, audio should stop gracefully without crashing

Change 3096552 on 2016/08/22 by Ben.Marsh

	Fix killing adb.exe instead of notepad.exe.

Change 3096473 on 2016/08/22 by Ben.Marsh

	Kill any ADB processes after a UAT command completes. The Android target platform in the editor spawns instances of ADB, and that spawns a background process to handle this and future requests. It can keep open handles to stdout, preventing the EC postprocessor from terminating.

Change 3096459 on 2016/08/22 by Ben.Marsh

	Remove taskkill call for now.

Change 3096450 on 2016/08/22 by Ben.Marsh

	Use system function instead of backticks to prevent errors killing job.

Change 3096449 on 2016/08/22 by Ben.Marsh

	Kill ADB instances after running UAT; attempt to fix handle to stdout being kept open at the end of builds.

Change 3096272 on 2016/08/22 by Chad.Garyet

	trying to remove postpfilter to see if that might be the stdout/err issue

Change 3095369 on 2016/08/19 by Ben.Zeigler

	#Jira FORT-28683 Fix it so when using SimulateInEditor with Online PIE enabled, it disables trying to use the online service.  Before it would half create the online instances, leading to issues in gameplay code when using simulate
	This will need updating when merging to Main to deal with the module changes

Change 3095002 on 2016/08/19 by James.Hopkin

	Fixed another case of integers being cast to floats before being written to JSON.

	#jira FORT-28694

Change 3094834 on 2016/08/19 by Chad.Garyet

	trying a close of stdout and stderr to see if that remedies the ai test issue

Change 3094719 on 2016/08/19 by John.Abercrombie

	Force a net update on the Avatar Actor whenever we start or stop a new Montage

Change 3094487 on 2016/08/19 by James.Hopkin

	JSON writing of session settings no longer casts ints to floats (was causing INT_MIN to be written incorrectly).

Change 3092389 on 2016/08/17 by Chad.Garyet

	more caveman debugging, skipping email notification if node is the fortnite ai test node.

Change 3090898 on 2016/08/16 by Aaron.McLeran

	FORT-25911 Live OT7 crash in FVorbisAudioInfo::ReadCompressedData

	Implementing CL 3080958 in FN

Change 3090761 on 2016/08/16 by Chris.Gagnon

	Added initial pass of safe zone suport to the front end.

Change 3090734 on 2016/08/16 by John.Abercrombie

	Fix AbilitySystemComponent not ticking while playing a montage, and ticking when we're not playing a montage

	Here's the issue in the version of the code prior to this checkin:
	- UpdateShouldTick calls GetShouldTick, which checks the value of RepAnimMontageInfo.IsStopped
	- When we call UpdateShouldTick within AnimMontage_UpdateReplicatedData, we haven't set RepAnimMontageInfo.IsStopped yet to the correct value
	- So when we aren't playing any montages but are starting a new one, we were saying we shouldn't tick
	- It also means if we were playing a montage, and then stop, we'll start ticking
	- Ticking calls AnimMontage_UpdateReplicatedData, which should be called while we're playing

Change 3090405 on 2016/08/16 by Chad.Garyet

	checking in caveman debugging for fortnite ai test node

Change 3089743 on 2016/08/15 by Ben.Zeigler

	#jira FORT-28235
	When a UWidget is added/removed from a UPanelWidget, invalidate layout. This fixes issues where removing a widget leaves it still visible on screen.
	There may be a better slate-level solution to this issue

Change 3088178 on 2016/08/12 by Saul.Abreu

	Fixed bug in wrap box layout logic that would cause the inner slot vertical padding to only be added *after* the second row.

Change 3087372 on 2016/08/12 by James.Hopkin

	Added a float overload from TJsonWriter::WriteValue - ever since I made doubles ultra precise to allow large numbers to be read properly, floats have been written with garbage on the end. Also removed 100 lines worth of code duplication while I was there. Automation tests still pass.

Change 3084836 on 2016/08/10 by Lina.Halper

	Fix crash with retargeting additive anim montage

Change 3083188 on 2016/08/09 by Bob.Tellez

	#UE4 UEnvQueryItemType_Point expects a FNavLocation instead of an FVector. Since passing an FVector in AddItemData() causes an assertion failure and the template specialization for FNavLocation has linkage problems, it is now required to pass in a FNavLocation instead of an FVector explicitly.

Change 3082835 on 2016/08/09 by Bob.Tellez

	#UE4 Fix an issue where changing an array property in the defaults will leave the custom property chain stale until it is compiled, causing a crash in some circumstances.

Change 3082621 on 2016/08/09 by Lukasz.Furman

	fixed accessing empty navigation data in crowd's path processing
	#jira FORT-27847

Change 3081749 on 2016/08/08 by Saul.Abreu

	#jira UE-34104
	Implemented a customizable snapshot delay in the widget reflector - particularly handy for getting snapshots of tooltips.

Change 3081596 on 2016/08/08 by John.Abercrombie

	Added a tick prerequisite for the mesh's primary actor tick of the FortGameState when a movement comp registers to be ticked by the game state

	Backed out change to CharacterMovementComponent to check to see if the pose had been ticked this frame.

	Tested root motion in PIE ded, PIE non-ded, and client/server configuration and it all looked good.

	(Basically it looks like there's some tick ordering issue with root motion in the engine, and I don't have the time right now to investigate it.  This works.)

	#jira FORT-28139 - Hero's animation hitches when performing any action besides walking and jumping

Change 3081536 on 2016/08/08 by Daniel.Broder

	Fixed bug in FGameplayTagContainer::AppendTags() where it was not reserving the correct amount of space for all of the tags it is about to add.

	#UE4 #NoReleaseNotes

Change 3080679 on 2016/08/08 by Simon.Tovey

	Increased threshold to ignore stall warning on partilce async work.
	Increased precision of error message.
	May still fire and still needs looking into properly.
	If it does fire still I'll make it a higher priority.

Change 3080652 on 2016/08/08 by Chad.Garyet

	Merging token scripts from ue4 main to fortnite
	changed fornite main json scheduled builds to all use skiptargetswithouttickets

Change 3079357 on 2016/08/05 by John.Abercrombie

	Character movement components can now be throttled
	- This can be enabled/disabled by using the FortniteChar.ServerTickMovementAtNetUpdateRate console variable - game should be restarted after toggling it
	- Character movement components are throttled based on their current NetUpdateRate

	All character movement components are updated by the Game State
	- This can be enabled/disabled by using the FortniteChar.CentralCharMovementTick console variable - game should be restarted after toggling it

Change 3078666 on 2016/08/05 by Simon.Tovey

	Disabling some log spam for particles.

Change 3072992 on 2016/08/01 by Jonathan.Lindquist

	Fixing a bug related to weld object seams

Change 3070991 on 2016/07/29 by Fred.Kimberley

	Allow aggregators to perform calculations while ignoring multiple GEs.

Change 3070518 on 2016/07/29 by Bob.Tellez

	#UE4 Deprecated pin removal logic is now exclusively in UEdGraphNode::PostLoad. DeprecatedPinWatches fixup is now done in K2Node::PostLoad.

Change 3069605 on 2016/07/28 by Bob.Tellez

	#UE4 SScrollBox now works with invalidation panels.

Change 3069600 on 2016/07/28 by Bob.Tellez

	#UE4 SMenuAnchor now works with invalidation panels.

Change 3069583 on 2016/07/28 by Bob.Tellez

	#UE4 Added some code to warn and recover from some invalid accounting of render instances in HierarchicalInstancedStaticMesh, if it exists in the future.

Change 3068935 on 2016/07/28 by Bob.Tellez

	[AUTOMERGE]

	#UE4 Added a CVar to disable stencils on metal since they are very expensive right now. This is believed to be much better in OSX 10.12.

	#JIRA FORT-27836

	--------
	Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3068932 by Bob.Tellez on 2016/07/28 15:50:40.

Change 3068422 on 2016/07/28 by John.Pollard

	Fix FORT-27840 - Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player

	#tests Live game + replays

Change 3067537 on 2016/07/27 by Bob.Tellez

	[AUTOMERGE]

	#UE4 Nullifying HierarchicalInstancedStaticMesh instances that were neither in the PerInstanceSMData list nor in the RemovedInstances list.

	#JIRA FORT-26696

	--------
	Integrated using branch //Fortnite/Main-To-//Fortnite/Release-Next (reversed) of change#3065681 by Bob.Tellez on 2016/07/26 21:02:55.

Change 3065138 on 2016/07/26 by Josh.Markiewicz

	#UE4 - fixed rare case where CreateSession would crash  (duplicate of Dev-Networking fix)
	- DestroySession now always adds a task to the async queue and never tries to complete its work within the same call
	- *BUG REPRO*
	- if CreateSession was called leaving a session in the Creating state followed by a call to DestroySession before session left Creating state this could happen
	- DestroySession would remove the named session while the previous CreateSession was in flight
	- A new CreateSession could be called afterward because the previous named session was removed
	- the first CreateSession would finish and give the session a valid SessionInfo
	- the second CreateSession would finish and assert that the SessionInfo should be invalid
	#tests contrived Create,Destroy,Create in same frame and saw crash, fixed code, crashes no more

Change 3064932 on 2016/07/26 by Tim.Tillotson

	Fix for editor crash when loading unreal stats in the session frontend. Was a results of modifying EventMetadata while using a copy of the data.

	#JIRA UE-33426

Change 3064743 on 2016/07/26 by Mark.Satterthwaite

	Proper fix for FORT-27685 - on Metal it is invalid to fail to set uniform parameters on a shader - if you don't set the parameter the buffer binding may be nil or too small for the data accessed in the shader and the GPU will then crash.
	#jira FORT-27685

Change 3063870 on 2016/07/25 by Lukasz.Furman

	fixed navlink area class assignment, again
	custom link definitions were exporting from CDO without initializing data first
	#jira FORT-27713

Change 3063747 on 2016/07/25 by Bob.Tellez

	#Fortnite Fixed XB1 compile error due to use of DeviceDetails in XAudio2. Also removed a redundant #if XAUDIO_SUPPORTS_DEVICE_DETAILS

	#JIRA

Change 3063500 on 2016/07/25 by Bob.Tellez

	#UE4 Fixing static analysis warning about not checking the return value of CoInitialize. Also initializing DeviceEnumerator to nullptr in case CoCreateInstance fails.

Change 3063317 on 2016/07/25 by Lukasz.Furman

	fixed navlink deprecation in engine module, temporarily changed deprecation to private access since macro doesn't work with auto generated constructors
	#fortnite

Change 3063224 on 2016/07/25 by Bob.Tellez

	#UE4 Unshelved change from Nick.Darnell. This is the less-invasive version of 3062014.

	Avoid adding widgets to the hittest grid more than once.

Change 3063188 on 2016/07/25 by Lukasz.Furman

	removed all raw class pointers from link & area nav modifiers and replaced them with weak object pointers
	#jira FORT-27186

Change 3062338 on 2016/07/22 by Aaron.McLeran

	FORT-26470 Adding ability to stop sounds and switch audio engine into a no-sound mode when audio device is disabled/unplugged.

	#tests run game, disable or unplug audio device used by game, audio should stop gracefully without crashing

Change 3061806 on 2016/07/22 by Ben.Zeigler

	#jira FORT-27519 Change error from moving a non registered component to an ensure instead of a fatal crash, this error is very old and I'm not sure what would cause it, but it went off without giving us a stack

Change 3061790 on 2016/07/22 by Ben.Zeigler

	#jira FORT-26136 Stop a shipping game without blueprint guard enabled from printing useless stacks without an accompanying error message. This was slowing down shipping builds with no benefit
	Related to changes made on Orion in CL #2878992

Change 3060590 on 2016/07/21 by Mark.Satterthwaite

	Fix FORT-27340: Mac Metal cannot natively support PF_G8 + sRGB as not all Mac GPUs have single-channel sRGB formats (according to Apple) so we must manually pack & unpack to RGBA8_sRGB - the code to do this was missing from UpdateTexture2D.

Change 3060542 on 2016/07/21 by Bob.Tellez

	#UE4 Made SetIsEnabled and SetVisibility virtual.

Change 3058876 on 2016/07/20 by Aaron.McLeran

	FORT-25593 Mac crash when idling in zone with screen locked

	Adding logging when failing to update AuGraph and not asserting.

Change 3058653 on 2016/07/20 by Bob.Tellez

	#UE4 Now actually removing deprecated pins from non-blueprint graphs. Also MarkPendingKill now happens in UEdGraphNode's BeginDestroy instead of its destructor to ensure supporting code can safely access references to other UObjects.

Change 3058568 on 2016/07/20 by Bob.Tellez

	#UE4 Added an optional flag to IAssetRegistry::GetAssetByObjectPath to ignore in-memory assets for maxiumum performance.

Change 3058203 on 2016/07/20 by Bob.Tellez

	#UE4 Clearing pin links for fixed up BT nodes so they are not asymmetrical by the time the node gets destroyed, causing an ensure to fail. Also removing the replaced nodes so they are no longer saved in the package.

Change 3056767 on 2016/07/19 by Bob.Tellez

	#UE4 Speculative DetachLinker crash fix.

	#JIRA FORT-27335

Change 3056665 on 2016/07/19 by John.Abercrombie

	Fixed UPathFollowingComponent::HasReached not using the Goal's Radius when bUseNavAgentGoalLocation is false
	- When bUseNavAgentGoalLocation is true, we want to avoid using the Goal's location on the Nav Mesh, but the acceptability of a radius should be based on the Goal's radius

Change 3054368 on 2016/07/18 by Lina.Halper

	- moved removing notifies to end of montage event
	  - that way between blending out to terminate, it still can trigger notifies.

	#code review: Martin.Wilson, John.Abercrombie

Change 3054109 on 2016/07/18 by Bob.Tellez

	#UE4 Fixed a bug where IAssetRegistry::GetAllAssets would not return data about live objects when passing bIncludeOnlyOnDiskAssets = false.

Change 3053831 on 2016/07/18 by Lina.Halper

	#Anim montage recursive issue: Make sure to check valid before additive

	#code review: Bob.Tellez

Change 3052641 on 2016/07/15 by Bob.Tellez

	#UE4 Fix a crash in OpusAudioInfo when InSrcBufferData is null.

Change 3052601 on 2016/07/15 by Daniel.Broder

	EnvQueryInstanceBlueprintWrapper is now blueprintable, so you can make blueprints that allow more complex 'wrapper' behavior when using the blueprint node RunEQSQuery (on the EnvQueryManager).

	#ReleaseNoteAbove^^

	Also, made EEnvQueryStatus a blueprint type, which makes it much easier to work with in blueprints.

	#UE4 #ReleaseNote!

Change 3052201 on 2016/07/15 by Rob.Cannaday

	Fix for broken party state when timeout on receiving leave request response
	Execute delegate after marking the party in a disconnected state
	#jira FORT-25362

Change 3050944 on 2016/07/14 by Bob.Tellez

	#UE4 Fix an ensure that was incorrectly triggering when the number of hitches in a session is 0

Change 3050352 on 2016/07/14 by Olaf.Piesche

	#jira UE-32058

	Making sure owned pointer to CurrentMaterial is set to RenderMaterial if we choose default material because of missing flags for particle systems.

Change 3049049 on 2016/07/13 by Bob.Tellez

	#UE4 Fix an ensure and a crash in ParticleTrail2EmitterInstance for Ribbon particles.

	#JIRA FORT-27030

Change 3048186 on 2016/07/13 by John.Abercrombie

	Selecting Geometry trace mode will no longer project onto the nav mesh first in ProjectedPoints EQS generators

Change 3046531 on 2016/07/12 by Bob.Tellez

	#UE4 Added more information to an ensure about BeginPlay being called on an actor that has already begun play.

	#JIRA FORT-26683

Change 3046134 on 2016/07/12 by Ian.Fox

	#UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin

Change 3045544 on 2016/07/11 by Bob.Tellez

	#UE4 Made Attribute fixup code only execute when loading the data from disk as it was intended.

Change 3045101 on 2016/07/11 by Fred.Kimberley

	Changed PostSerialize logic to always use the attribute data if it is valid. Updated the details customization to set the owner and name properties when the attribute is changed.

Change 3045035 on 2016/07/11 by John.Abercrombie

	UpdateMoveFocus will only clear the focus if the path following component is idle
	- Keeps the AI rotated in the correct direction when movements get paused

Change 3044883 on 2016/07/11 by Mark.Satterthwaite

	Avoid FORT-26879 - when rendering into the viewport back-buffer the scene-viewport sets a null render-target array which MetalRHI wasn't handing, so add the necessary branches to clear the render-target array in MetalStateCache.
	#jira FORT-26879

Change 3044819 on 2016/07/11 by Carlos.Cuello

	Setting LOCKED_REPLAY_VERSION to 0 so that replays have valid changelists associated with them in ReplayMGR

Change 3044683 on 2016/07/11 by Bob.Tellez

	#UE4 ActorPosition is now set to your AttachmentRootActor's position instead of your owning actor's position.

Change 3044581 on 2016/07/11 by Nick.Cooper

	#UE4 - Added bSuppressStackingCues to UGameplayEffect, to allow the option avoid sending a GameplayCue RPC for each instance of a stacking UGameplayEffect

	#jira FORT-23140

Change 3043726 on 2016/07/08 by Billy.Bramer

	- Add ability for custom UGameplayModMagnitudeCalculations to specify that they have gameplay-code dependencies external to the ability system that can invalidate them aside from just routine attribute capture
	   - UGameplayModMagnitudeCalculations can specify an external multicast delegate that the ability system component can bind to for notification of when the mod calculations are dirty and need to be refreshed
	   - Add advanced support for UGameplayModMagnitudeCalculations opting into allowing this feature to work on client machines as well; Advanced feature to really only be used by games utilizing network dormancy on attributes that they don't mind the client attempting to calculate (ones that won't have gameplay impact); Client-based feature cannot work in tandem with attribute capture

	- Rename FGameplayEffectModifierMagnitude::AttemptRecalculateMagnitudeFromDependentChange to AttemptRecalculateMagnitudeFromDependentAggregatorChange to alleviate possible confusion from the newly added support for external dependencies
	- Rename FActiveGameplayEffectsContainer::PreDestroy to Uninitialize and move its call site from the destructor of the owning ASC to UnitializeComponents, where it can have enough information to be useful
	- Misc ability system cleanup (fix typos, etc.)

Change 3043152 on 2016/07/08 by Daniel.Broder

	Re-enabled EQS details table on screen by default.  (This matches the actual description of the variable, which says that enabled is the default.  Also, we really need this as the default since those details are critical for debugging.)

	#UE4 #NoReleaseNotes

Change 3041765 on 2016/07/07 by John.Abercrombie

	Fixed basing whether the AI should turn or not by comparing the current desired rotation vs the last update's desired rotation
	- The AI should be turning based on whether or not the current desired rotation is different from the rotation of the Pawn

Change 3041664 on 2016/07/07 by Bob.Tellez

	#UE4 Removing UpdateActorPosition. This was not needed in a vast majority of use cases and was causing a crash due to multithreading issues during end of frame updates.

	#JIRA FORT-25983

Change 3040645 on 2016/07/06 by Bob.Tellez

	#UE4 Added a cvar to disable OpenGL support on Mac. If a mac that does not support Metal launches while this cvar is set to 1 then they will get a dialog box describing that they do not support metal and the process will close.

Change 3039969 on 2016/07/06 by Billy.Bramer

	- Fix for non-snapshotted, attribute-based modifiers potentially not replicating correctly
	- When dependency magnitude results in a magnitude recalculation, mark the active effect dirty and wake the owner from dormancy, as the client is incapable of recalculating the value properly

Change 3036256 on 2016/07/01 by Bob.Tellez

	#UE4 RequestExit(true) on Mac now exits without triggering exception handling, just like on Windows.

Change 3036173 on 2016/07/01 by Ben.Salem

	Get FTests running sequentially. And, actually, running at all in non-editor.
	Known issues: Filename lookup needs to be changed to use asset registry instead of packages in directory. Will be worked on next.

Change 3035551 on 2016/07/01 by John.Abercrombie

	Reworked use of the Montage pointer of the AnimNotifyEvent in UAnimInstance::OnMontageInstanceStopped based on Lina's feedback
	- CL 3034853 contained the original change

Change 3035152 on 2016/06/30 by Daniel.Broder

	Added new API function for DrawDebugSolidBox, which takes an FBox instead of a Center and Extent.  It also allows specifying a transform as well (but defaults to using the identity transform for convenience).

	#ReleaseNoteAbove

	The new version of DrawDebugSolidBox is more convenient and more efficient if you already have an FBox!  No need to calculate the Center and Extent just to use them to recalculate the Box.

	Made the previous two versions of DrawDebugSolidBox call to the new one that takes an FBox and FTransform.  This change keeps the implementation details more manageable for any future changes.

	Also, fixed typos in parameter names for DrawDebugSolidBox and DrawDebugBox versions where Extent was erroneously named "Box".

	NOTE: In the future, we should probably make the same changes to the DrawDebugBox API that were made for DrawDebugSolidBox, as well as similar changes for other shapes (such as DrawDebugSphere, Cylinder, etc.), which currently don't have versions that take the shape class directly/

	#UE4 #ReleaseNoteAtTop

Change 3034918 on 2016/06/30 by William.Ewen

	Updating Null RHI's max texture dimensions and max texture mip count to avoid a warning and match up with d3d11 and metal.

Change 3034853 on 2016/06/30 by John.Abercrombie

	When a Montage is stopped we send out any anim notify state end notifications related to the Montage, and remove it from the list

Change 3033507 on 2016/06/29 by Ben.Zeigler

	#jira UE-32651 Fix crash I had while auto saving a map with a reflection capture component. This has happened fairly often to licensees as well so we may want to merge it to a release branch

Change 3033413 on 2016/06/29 by Daniel.Wright

	Added DistanceFieldBias to StaticMesh BuildSettings for mesh distance fields
	* Useful for reducing self shadowing on meshes that have ambient animation

Change 3033343 on 2016/06/29 by Billy.Bramer

	- Fix typo in ability system: FMinimapReplicationTagCountMap should be FMinimalReplicationTagCountMap (it has nothing to do with minimaps!)

Change 3032888 on 2016/06/29 by Billy.Bramer

	- Add ability to base a gameplay effect modifier's magnitude off of the magnitude of an attribute evaluated only up to a certain channel when using attribute-based modifiers

Change 3031800 on 2016/06/28 by Jonathan.Lindquist

	new exr texture

Change 3030807 on 2016/06/28 by Lukasz.Furman

	added more debug logs for rare navmesh raycast crash
	#jira FORT-22373

Change 3030624 on 2016/06/28 by Lukasz.Furman

	switching navgraph to use FMetaNavMeshPath
	#fortnite

Change 3030002 on 2016/06/27 by Ben.Zeigler

	Fix crash I got in SGraphPin::OnDragEnter when the pin did not have an outer. GetOuter now calls the Unchecked version
	I'm not sure why it was allowed to be null here, but it was clearly supported on purpose before and was crashing with the pin changes.

Change 3029720 on 2016/06/27 by Ben.Zeigler

	Fix TextFilterTests to pass the parameters in the correct order for > operators, and add tests that actually verify this. The real use cases were correct, only the test was broken

Change 3029574 on 2016/06/27 by Bob.Tellez

	#UE4 Fixed a crash caused by attempting to render shadows while r.ShadowQuality was 0.

Change 3027275 on 2016/06/24 by Billy.Bramer

	- First pass of adding evaluation channel support to non-instant gameplay effects
	   - Evaluation channels allow for game-specific control over the order of modifier evaluation
	      - Channels evaluate in order, with the output of one channel acting as the base value/input into the next channel in sequential order
	      - Example: Sample Attribute: Base Value 100. Multiplicative Mod 1.1 in channel 0 and multplicative mod 1.1 in channel 1 will evaluate as ((100 * 1.1) * 1.1) instead of (100 * 1.2)
	   - By default, evaluation channels are disabled (everything evaluates at channel 0), but a game can opt into using channels via INI
	      - Game must specify bAllowGameplayModEvaluationChannels=true, as well as provide name aliases for the channels that the game is allowed to use via GameplayModEvaluationChannelAliases array
	      - Game can also specify the DefaultGameplayModEvaluationChannel via INI; Gameplay effect modifiers will default into that channel
	   - Evaluation channels show up per modifier (and per scoped modifier) in a new property on gameplay effects

	- Misc. clean-up and refactors within the ability system as a result of changes to support evaluation channels; Begin process of trying to remove heavy reliance on friend classes

Change 3022931 on 2016/06/22 by Nick.Cooper

	#UE4 - Prevent camera anims without an FOV track from making any modifications to the camera FOV

Change 3021845 on 2016/06/21 by Carlos.Cuello

	Fix for crash at startup on Mac, was asserting on !bPerformingOperation but there are codepaths where that wasn't being set to false at the end of an operation in failure cases.  Fixed up those codepaths and changed the check() to an ensure() so we can still track where these cases happen but won't affect our shipping build.

	#jira Fort-25978

Change 3021800 on 2016/06/21 by Lukasz.Furman

	adding function to query if navmesh was initialized in given radius
	#jira FORT-24487

Change 3021777 on 2016/06/21 by Martin.Mittring

	UE-31921 The sub surface profile shader seems to be incorrectly ignoring post processes
	content that used SkyLight OcclusionTint feature will look different and might need a retweak.
	a brighter (~ 3-4 times) and less vibrant color results in a similar look
	#code_review:Jonathan.Lindquist

[CL 3123852 by Bob Tellez in Main branch]
2016-09-13 18:15:38 -04:00
Leslie Nivison
11131c6f59 Adding .tps files/licenses for undocumented TPS. Updating CEF license to latest version.
#rb none
#lockdown Nick.Penwarden

[CL 3118780 by Leslie Nivison in Main branch]
2016-09-08 19:37:02 -04:00
Marc Audy
700ecf1604 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3108373)
#lockdown Nick.Penwarden
#rb None

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3090652 on 2016/08/16 by James.Golding

	UE-33627 When slicing procmesh collision shapes, ensure at least 4 verts in resulting geometry
	UE-33301 Fix normals on cap sections when slicing proc mesh

Change 3093719 on 2016/08/18 by Marc.Audy

	Remove unused bIsAudible

Change 3094646 on 2016/08/19 by Marc.Audy

	DumpActiveSounds console command to help debugging audio

Change 3094667 on 2016/08/19 by Marc.Audy

	Remove inadvertently checked in lines

Change 3094877 on 2016/08/19 by James.Golding

	Improve warning when creating constraint between different scenes to report components being connected

Change 3094881 on 2016/08/19 by James.Golding

	PR #2609: Fix TimeSecondsToString format so it matches comment
	#jira UE-33404

Change 3094883 on 2016/08/19 by James.Golding

	PR #2651: Add GetBoneMass and GetSkeletalCenterOfMass functions for skeletal meshes.
	#jira UE-33978

Change 3094888 on 2016/08/19 by James.Golding

	PR #2629 : Fix typo in ESuggestProjVelocityTraceOption::OnlyTraceWhileAsceding to OnlyTraceWhileAscending
	#jira UE-33789

	PR #2580: Fix typo in comment for DeprojectScreenToWorld
	#jira UE-32898

Change 3094891 on 2016/08/19 by Marc.Audy

	Allow focusing of Actors with 0 size bounds.
	#jira UE-34892

Change 3094892 on 2016/08/19 by Marc.Audy

	Put null bounds of an empty text render component at the correct location.
	#jira UE-34892

Change 3094893 on 2016/08/19 by Aaron.McLeran

	UE-34951 - Zero-volume vorbis decoded sounds are too expensive

	-Adding an audio settings parameter to disable zero-volume playback globally
	-Adding a new bool on sound waves to allow opt-in to virtualize when at zero-volume

Change 3094895 on 2016/08/19 by James.Golding

	Added several new features for collision component
	  - 'Attach End' option
	  - Collision support (inc friction)
	  - Stiffness option
	  - External forces
	  - GetCableParticleLocations function
	Removed need for CableUpDir setting
	Added perf stats for cable sim
	#jira UE-33398

Change 3094980 on 2016/08/19 by Marc.Audy

	Fix compile error

Change 3095035 on 2016/08/19 by Lukasz.Furman

	increased layer limit for navmesh generation
	#jira UE-33560

Change 3095036 on 2016/08/19 by Lukasz.Furman

	fixed navmesh generation getting stuck in infite loop during contour trace step
	#jira UE-32847

Change 3095148 on 2016/08/19 by Marc.Audy

	Adjust UT to correct spelling from CL# 3094888

Change 3095228 on 2016/08/19 by Marc.Audy

	PR #2389 - Expanded exposure of cheat manager (Contributed by EverNewJoy)
	#jira UE-30548

Change 3095305 on 2016/08/19 by Marc.Audy

	PR #2692: Set mouse position : PlayerController (Contributed by Vawx)
	#jira UE-34602

Change 3096570 on 2016/08/22 by Ori.Cohen

	Move bodies label in PhAT viewport to be easier to read.

Change 3096742 on 2016/08/22 by Ori.Cohen

	Fix constraints being improperly edited (To Hinge, To Prismatic, etc...) when an active constraint profile is selected.
	Fix undo redo not working with constraint profile instances.

	#JIRA UE-34305, UE-34495

Change 3096883 on 2016/08/22 by Lukasz.Furman

	fixed landscape's geometry export for navigation: sliced version and mirroring for holes

Change 3096941 on 2016/08/22 by Ori.Cohen

	Fix phat incorrectly simulating using the wrong physics asset. (was missing virtual)

	#JIRA UE-34559

Change 3098107 on 2016/08/23 by Ori.Cohen

	Move skeletal mesh component physics updating into EndPhysics so that other components can use it safely in PostPhysics

	#JIRA UE-29459

Change 3098365 on 2016/08/23 by Lina.Halper

	Make sure to search guid before searching by name.
	 - Was waiting for change from main to come through before making this change.

	#jira: related UE-33772, UE-33454

Change 3098468 on 2016/08/23 by Ori.Cohen

	Fix CIS. Was going to make registration functions for cloth private, but I guess some games are relying on this directly.

	#JIRA UE-35118

Change 3098668 on 2016/08/23 by Ori.Cohen

	Expose the ability to separate reverse and brake given from PR#1418

	#JIRA UE-1418

Change 3099270 on 2016/08/24 by Ori.Cohen

	Remove WheeledVehicle and related headers from Engine.h

Change 3099358 on 2016/08/24 by Ori.Cohen

	Fix non-unity build for removing wheeledvehicle out of engine.h

Change 3099434 on 2016/08/24 by Ori.Cohen

	Fix vehicle suspension force offset to work from the spring location (in the z-axis) instead of the vehicle COM.

Change 3099534 on 2016/08/24 by Ori.Cohen

	Update vehicle template to use the new suspension mode.

	#JIRA UE-35157

Change 3100097 on 2016/08/24 by Lina.Halper

	Morphtarget viewer support

	PR #2327: Morph target viewer (Contributed by tmiv)

	#code review: Martin.Wilson
	#jira: UE-29998

Change 3101285 on 2016/08/25 by Jon.Nabozny

	Adds a simple test case for the FSkeletalMeshMerge tool to QA game.

	#JIRA UE-29279

Change 3101356 on 2016/08/25 by Jon.Nabozny

	Fix invalid bound calculation in CalculateLodCount.

	#jira UE-35105

Change 3101981 on 2016/08/25 by Mieszko.Zielinski

	Fixed BTDecorator_CompareBBEntries not working as expected if first value pulled from BB is '<' then the other #UE4

	It's an alternative fix to the one suggested as PR#2736

	#jira UE-35196

Change 3103399 on 2016/08/26 by Ori.Cohen

	Added SimpleWheeledVehicleMovementComponent which allows for n wheels with no motor simulation.
	Exposed WheeledVehicleMovementComponent4W so that it can be added to any blueprint.

Change 3103414 on 2016/08/26 by Mieszko.Zielinski

	fixed UBTDecorator_CompareBBEntries::CalculateRawConditionValue condition calue calculation #UE4

Change 3104345 on 2016/08/29 by Ori.Cohen

	Fix typo (reverseAsBrake instead of reverseAsBreak)

Change 3104412 on 2016/08/29 by Ori.Cohen

	Fix crash when using Don't Create Shape for vehicle wheel

	#JIRA UE-35249

Change 3104423 on 2016/08/29 by Ori.Cohen

	Expose SimpleWheeledVehicleMovementComponent torque and brake

Change 3104798 on 2016/08/29 by Mieszko.Zielinski

	Even better phrasing of the condition in UBTDecorator_CompareBBEntries::CalculateRawConditionValue #UE4

Change 3105781 on 2016/08/30 by Lukasz.Furman

	added log warnings when opening AIGraphs (behavior tree, EQS query) with missing node instance classes
	#jira UE-34981
	#2721

Change 3106161 on 2016/08/30 by Richard.Hinckley

	Fixing a comment that's being pulled into documentation inappropriately.

Change 3106394 on 2016/08/30 by Marc.Audy

	Don't crash trying to browse to the CAC actor template

Change 3106638 on 2016/08/30 by Jon.Nabozny

	Fixed UK2Node_GetInputAxisValue using default bOverrideParent value on the created binding, causing previous bindings to be squashed.

	#jira UE-34812

Change 3106788 on 2016/08/30 by Jon.Nabozny

	Fix CIS warning resulting from 3106638

Change 3106946 on 2016/08/30 by Aaron.McLeran

	#jira UE-35141 Audio no longer plays once window loses focus

	Fix is to not include application volume changes (tabbing or application volume) when evaluating sound waves for inclusion in wave instance list, etc. Only use the "actual" volume when setting the volume on playing sound sources.

	#tests tab out of game when running, audio returns to normal like it should (including 1-shot sounds)

Change 3106980 on 2016/08/30 by Lina.Halper

	#Fix transform of poseablemeshcomponent not applying child transform and when set transform by bone name in editor

	#code review: Benn.Gallahger

	rushing this for Ryan

Change 3108285 on 2016/08/31 by Lukasz.Furman

	removed deprecated nodes from troll and werewolf behavior trees (both unused)
	#jira UE-35371

[CL 3108419 by Marc Audy in Main branch]
2016-08-31 14:24:30 -04:00
Ben Marsh
3e80336791 Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3092544)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3079316 on 2016/08/05 by Ben.Marsh

	Better PCH selection in ShaderFormatOpenGL and MetalShaderFormat - make sure Core is the first included header.

Change 3080579 on 2016/08/08 by Ben.Marsh

	Slate: Move DEBUG_TAB_MANAGEMENT into SDockingTabStack.h to remove circular include dependency with DockingPrivate.h.

Change 3080587 on 2016/08/08 by Ben.Marsh

	StandaloneRenderer: Move platform includes into a separate header so we can make individual headers self-contained, without having a circular dependency on StandaloneRendererPrivate.h.

Change 3080789 on 2016/08/08 by Ben.Marsh

	Move BuildGraph tasks for chunking, posting builds, labeling builds, and merging manifests into the MCP project. While we do provide public interfaces for this functionality, we don't currently expect anyone outside Epic to be using them.

Change 3080815 on 2016/08/08 by Ben.Marsh

	BuildGraph: Add a -GenerateDocs option, which writes out an HTML file constructed from C# XML documentation containing all the task information.

Change 3081374 on 2016/08/08 by Ben.Marsh

	UBT: Invalidate the makefile if any UHT headers are deleted. Should fix issue where files are moved from one module to another, and the original module no longer contains any generated headers. Its include path needs to be removed from the compile environment.

Change 3083152 on 2016/08/09 by Ben.Marsh

	PR #2667: Add Intel C++ Compiler support to Windows build (Contributed by JeffRous)

Change 3084039 on 2016/08/10 by Ben.Marsh

	BuildGraph: Add additional markup for parameter attributes. Also improve some documation.

Change 3084240 on 2016/08/10 by Ben.Marsh

	Plugins: Allow plugins in the project folder to replace plugins in the engine folder with the same name. Prohibit multiple plugins with the same name at other times.

Change 3084337 on 2016/08/10 by Ben.Marsh

	UBT: Specify the -precompile option when generating project files for a target, so we include all valid modules for intellisense.

Change 3085594 on 2016/08/11 by Ben.Marsh

	Change modules which reference a public header for their PCH to use a private PCH instead, even if it just includes the public header for now.

Change 3085999 on 2016/08/11 by Ben.Marsh

	Add some missing #pragma once directives.

Change 3086146 on 2016/08/11 by Ben.Marsh

	Core: Move prototype and linkage specifier for ConsoleCommandLibrary_* functions into header matching cpp file.

Change 3086172 on 2016/08/11 by Ben.Marsh

	Fixup some C-style header guards to use #pragma once instead.

Change 3087289 on 2016/08/12 by Ben.Marsh

	Split out UPackage and UMetaData into their own headers (they're already implemented in separate CPP files)

Change 3087310 on 2016/08/12 by Ben.Marsh

	Move method stubs for FNullSlateSoundDevice into a CPP file, since they're exported from the SlateCore module.

Change 3087341 on 2016/08/12 by Ben.Marsh

	UdpMessaging: Move PCH before #if PLATFORM_DESKTOP; it will only be defined if the definition is included.

Change 3087457 on 2016/08/12 by Ben.Marsh

	Core: Reorganize the FTransform and FMatrix headers: Transform.h now includes TransformNonVectorized.h or TransformVectorized.h as appropriate, and UnrealMatrix.h is now Matrix.inl (and included from Matrix.h).

Change 3088407 on 2016/08/13 by Ben.Marsh

	Replace use of Windows SIZE_T define with the regular C++ size_t.

Change 3088416 on 2016/08/13 by Ben.Marsh

	Include a header from all .generated.cpp files (GeneratedCppIncludes.h) which includes all the basic types required to compile them, rather than assuming that the module PCH will include everything.

	Also include the real declarations of noexport classes in Object.h (now renamed to NoExportTypes.h for clarity) when the CPP macro is defined, so the .generated.deps.h file will automatically have the correct definitions for them at compile time rather than relying on them being in the private PCH.

	Finally, rename UObject.h to Object.h for consistency with the naming convention for all other UObject classes. UObject.h still exists for now, but outputs a deprecated message if included.

Change 3088544 on 2016/08/14 by Ben.Marsh

	Core: Move the definition of the TEXT() macro into Platform.h, to avoid having to include OS headers to get it.

Change 3088552 on 2016/08/14 by Ben.Marsh

	Fix compile errors for some modules that don't already include CoreUObject.h.

Change 3088925 on 2016/08/15 by Ben.Marsh

	Remove circular include dependencies from VulkanRHI.

Change 3088926 on 2016/08/15 by Ben.Marsh

	Remove duplicate definition for WITH_FIXED_AREA_ENTERING_COST from EngineDefines.h - always uses the definition from DetourNavMeshQuery.h instead.

Change 3088930 on 2016/08/15 by Ben.Marsh

	Remove circular include dependency from PhysX.

Change 3088935 on 2016/08/15 by Ben.Marsh

	OnlineSubsystemUtils: Move CPP files out of public header directory.

Change 3088965 on 2016/08/15 by Ben.Marsh

	Add private PCH to Landscape, MoviePlayer, TaskGraph, XAudio2 and RealtimeProfiler modules.

Change 3088966 on 2016/08/15 by Ben.Marsh

	Engine: Move CPP files out of public header directories.

Change 3089520 on 2016/08/15 by Ben.Marsh

	BuildGraph: Change documentation command to output markdown.

Change 3090299 on 2016/08/16 by Ben.Marsh

	D3D12RHI: Move around some implementations to fix circular header dependencies which are masked by delayed template instantiation.

Change 3090303 on 2016/08/16 by Ben.Marsh

	Engine: Add a template specialization for TPointerIsConvertibleFromTo<AActor, const volatile UObject> to fix dependency on complete AActor definition for static assert in TWeakPointer<AActor>, which only appears if including Level.h without Actor.h. Delayed template instantiation usually masks this issue.

Change 3091861 on 2016/08/17 by Ben.Marsh

	Remove circular header dependencies, and fix ambiguous include paths in OSVR.

Change 3092068 on 2016/08/17 by Ben.Marsh

	Moving VulkanDynamicRHI into its own header.

Change 3093133 on 2016/08/18 by Ben.Marsh

	EC: Include additional context lines for Clang errors.

Change 3093147 on 2016/08/18 by Ben.Marsh

	UBT: Add an error message when attempting to do a single-file compile with the wrong target selected.

Change 3093228 on 2016/08/18 by Ben.Marsh

	Remove redundant setting for remote server name from XML config, and set it to a valid machine in the engine config.

[CL 3093264 by Ben Marsh in Main branch]
2016-08-18 10:28:43 -04:00