Commit Graph

423 Commits

Author SHA1 Message Date
Ori Cohen
368bd22e6b Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3153514)
#lockdown Nick.Penwarden
#rb none

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

Change 3050254 on 2016/07/14 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614

Change 3136629 on 2016/09/22 by Marc.Audy

	bye bye auto

Change 3136631 on 2016/09/22 by Marc.Audy

	Allow objects to be marked as duplicate transient or non PIE duplicate transient
	ChildActors are not marked consistent with the property that references them as text export transient and non PIE duplicate transient
	#jira UE-35680

Change 3136636 on 2016/09/22 by Marc.Audy

	ParticleSystem and Audio Components now  route Activate/Deactivate events to blueprints
	Component Activate/Deactivate events now provide component as a property
	#jira UE-35191

Change 3136640 on 2016/09/22 by Marc.Audy

	Expose bReplicates to blueprint component properties
	#jira UE-34433

Change 3136709 on 2016/09/22 by Ori.Cohen

	Fix GetBodyInstance returning incorrect bodies when welded kinematics are attached.

	#JIRA UE-36234

Change 3136710 on 2016/09/22 by Ori.Cohen

	Fix defer actors not working when the physics scene is simulating. We now flush when the scene is not simulating, as well as a lazy flush that goes through the slow path when needed. This allows us to batch multiple components together.

	#JIRA UE-35899

Change 3136770 on 2016/09/22 by Marc.Audy

	Fix compile error

Change 3136854 on 2016/09/22 by Marc.Audy

	Sprite components need to be text export transient
	#jira UE-36064

Change 3136926 on 2016/09/22 by Ori.Cohen

	Fix ensure when skeletal mesh bodies have no collision.

Change 3137054 on 2016/09/22 by Aaron.McLeran

	PR #2628: Fix UAudioComponent SubtitlePriority not being initialised (Contributed by alanedwardes)

Change 3137058 on 2016/09/22 by Aaron.McLeran

	PR #2562: ReadCompressedInfo calculates duration for ADPCM audio (Contributed by derekvanvliet)

Change 3137060 on 2016/09/22 by Aaron.McLeran

	UE-36336 Fixing A3D for mono/2D sounds

	- Making it so if A3D is being loaded but not enabled, we can not have reverb on 2D sounds
	- Fixing A3D mono sources from failing after a time

Change 3137066 on 2016/09/22 by Aaron.McLeran

	Checking in Ngs2.Build.cs with A3D and USING_A3D set to 0

Change 3137098 on 2016/09/22 by dan.reynolds

	AEOverview Update: EQ Map, Reverb Map plus improvements on Main array cleanup process.

Change 3137132 on 2016/09/22 by Aaron.McLeran

	PR #2789: Fixed signature of FActiveSound::GetIntParameter (Contributed by Laurie-Hedge)

Change 3137175 on 2016/09/22 by Aaron.McLeran

	Fixing compile error with PhysXCollision.cpp from CL 3136710

Change 3137540 on 2016/09/23 by Thomas.Sarkanen

	Fixed crash when generating LODs automatically for skeletal meshes

	Quadric error reduction does not support skeletal meshes, so fails. Client code assumes that it cannot fail so crashed. This guards against immediatly assuming that LODs are valid after simplification.

	#jira UE-36253 - Crash applying LOD changes in Persona

Change 3137720 on 2016/09/23 by Thomas.Sarkanen

	Changed asset shortcut bar to display asset names & reworked padding

	#jira UE-36347 - Anim asset shortcut bar has difficult to read/cut-off text

Change 3137761 on 2016/09/23 by Martin.Wilson

	Fix typo in root motion from everything accumulation code

Change 3137877 on 2016/09/23 by Thomas.Sarkanen

	Fixed undo/redo forcing skeletal meshes into t-pose

	Re-populated AnimationData in InitAnim for UDebugSkelMeshComponent.

	#jira UE-35579 - If you undo an animation change to any animation asset (for single preview), the playback controls will no longer function

Change 3137885 on 2016/09/23 by Benn.Gallagher

	Fixed APEX clothing disappearing when time dilation results in a dt of 0. After simulating an actor with 0 APEX will fill positions and normals with NaNs, causing the disappearance. The fix in this case is to not schedule the evaluation task if we're not wanting to do any work. The simulation then freezes as we would expect.
	#jira UE-35151

Change 3137888 on 2016/09/23 by Benn.Gallagher

	Fixed transition nodes being able to be pasted or duplicated without 2 valid pin links
	#jira UE-24860

Change 3137889 on 2016/09/23 by Benn.Gallagher

	Fixed transform and widget inconsistencies in IK edit mode
	#jira UE-20628

Change 3137890 on 2016/09/23 by Jurre.deBaare

	Alembic Cached Geometry Does Not Display in Stand Alone Game
	#fix required to force load the GeometryCache module during runtime
	#jira UE-36187

Change 3137892 on 2016/09/23 by Jurre.deBaare

	Geometry cache playback should work in sequencer
	#fix add Interp UProperty tag to specific properties used for playing back the cache, future fix is having same approach as skeletal mesh animation for sequencer (depends on needs, -> skeletal mesh import has better compression anyway)
	#jira UE-35447

Change 3137893 on 2016/09/23 by Jurre.deBaare

	Alembic Cache Importer option for Hard Edge Angle Threshold does not work for objects with no normals
	#fix adhere to the assumed 'standard' no normals in ABC file means completely smooth normals throughout the sequence
	#jira UE-35091

Change 3137894 on 2016/09/23 by Jurre.deBaare

	Importing an Alembic File While mesh Distance Fields are Enabled Crashes Editor
	#fix Needed to save the raw mesh before building the mesh to ensure a LOD resource was created
	#misc added a new check + message in case this occurs again
	#jira UE-36059

Change 3137938 on 2016/09/23 by Jurre.deBaare

	Alembic Importing with Incorrect UV's
	#fix adding option for flipping UVs on import
	#jira UE-36190

	Alembic import axis not aligned correctly
	#fix also added option to specify scale and rotation to be applied during import (with preset for Maya and Max)
	#jira UE-35510

Change 3137949 on 2016/09/23 by Jurre.deBaare

	Frame range importing causes confusion during Alembic importing
	#fix this required storing information per Alembic object at which frame index it actual has stored frames, using this data we can determine which frames are empty, and at which frame there is data. This allows us to skip empty frames if we want to import data-only frames, or to import all frames in the sequence including empty (pre-roll) frames.
	#misc changed settings UI listview layout (extra columns and resized old ones)
	#jira UE-35498

Change 3137994 on 2016/09/23 by Martin.Wilson

	Fix for creating an empty state when dragging a montage into a state machine graph

	#jira UE-33371

Change 3138103 on 2016/09/23 by Aaron.McLeran

	UE-36312 Fixing sound node distance cross fade for case of looping sounds

Change 3138104 on 2016/09/23 by Aaron.McLeran

	UE-35392 Copy pasting local node into separate project crashes the engine

Change 3138224 on 2016/09/23 by Aaron.McLeran

	UE-36312 Fixing sound node distance cross fade for case of looping sounds

	- Adding a check for wave instance count to account for virtualized sounds (one-shots)

Change 3138666 on 2016/09/23 by Ben.Zeigler

	#UEFW-204 Add more comprehensive gameplay tag tests
	Fix issue with HasTag(Tag, IncludeParent, IncludeParent) revealed by tests, this was not returning true correctly in some cases. This use case is weird and will be deprecated soon

Change 3138779 on 2016/09/23 by Marc.Audy

	Get rid of pointless casts

Change 3138782 on 2016/09/23 by Marc.Audy

	remove some GWorlds

Change 3139701 on 2016/09/26 by Jurre.deBaare

	Assert failed on GemetryCache for PS4 package
	#fix add GeometryCache reference in engine build.cs and fix the serialization of geometry cache files
	#jira UE-36392

Change 3139704 on 2016/09/26 by Jurre.deBaare

	Fix for -1 begin frame
	#fix do the max as an signed int, to make sure we don't wrap around

Change 3139748 on 2016/09/26 by Benn.Gallagher

	PR #2784: Make sure that SceneScratchBufferSize is a multiple of 16K as requested by PhysX (Contributed by DenizPiri)

	Moved the definition of the boundary to a FPhysScene class static
	Changed comments on original user settings property to communicate the fact that the value is now rounded to the next 16K boundary

	#jira UE-35736

Change 3139903 on 2016/09/26 by Benn.Gallagher

	Fixed exposing subinstance pins stomping over class defaults and setting to uninitialized values
	#jira UE-34366

Change 3140409 on 2016/09/26 by Lukasz.Furman

	fixed uninitialized configs of gameplay debugger
	copy of CL# 3140399

Change 3140516 on 2016/09/26 by dan.reynolds

	AEOverview Map Update - Ambient Zone + Focus Test

Change 3140526 on 2016/09/26 by Jon.Nabozny

	#rn Fixed CanJump inconsistencies with previous versions.

	Deferred JumpCurrentCount increment until after jump, made bWasJumping a member variable, and updated how
	jump count and hold time were compared in CanJump.

	#jira UE-35524, UE-35582

Change 3140745 on 2016/09/26 by dan.reynolds

	AEOverview Test Map Update + Occlusion Test

Change 3140839 on 2016/09/26 by dan.reynolds

	AEOverview - minor updates

Change 3141101 on 2016/09/27 by Thomas.Sarkanen

	Preview scene worlds now render correctly

	Split "Preview" type into "EditorPreview" (the default) and "GamePreview". Deprecated the old "Preview" world type (but kept its index).
	In-game hidden flags now apply to GamePreview, but not EditorPreview worlds.
	Deprecated old bHack_Force_UsesGameHiddenFlags_True boolean. GamePReview now serves this purpose.
	Fixed up UT cases where this was being used.
	FPreviewScenes now use the editor mode by default, but can be set to non-editor if needed (as is the case with the still-experimental UViewport).
	Custom depth pass is not enabled for EditorPreview (as before) but is for GamePreview.
	Fixed erroneous use of TEnumAsByte for non-uproperty WorldType.

	#jira UE-22883 - Using FPreviewScenes in-game for scene captures

Change 3141106 on 2016/09/27 by Thomas.Sarkanen

	Column toggling improvements

	Column toggle menu now does not close when items are selected.
	This requries some Slate changes to how submenus are built to allow for sumbenus to specify whether they close after selection.
	Also allowed columns to be hidden by default for specific use cases (like the sequence browser).

	#jira UE-35818 - Anim asset browser column picker should stay up

Change 3141131 on 2016/09/27 by Thomas.Sarkanen

	Fix CIS warnings

	Fallout from preview world changes

Change 3141143 on 2016/09/27 by Jurre.deBaare

	Fix for CIS errors

Change 3141235 on 2016/09/27 by Thomas.Sarkanen

	Fix offset of Persona floor mesh when auto-alignment is enabled

	When auto alignment was disabled, the offset wasnt getting taken into account.

	#jira UE-35544 - In Persona, Floor Height Offset does nothing with Auto Align Floor to Mesh disabled

Change 3141327 on 2016/09/27 by Marc.Audy

	Ensure that the client side AttachChildren array remains accurate
	#jira UE-26025

Change 3141474 on 2016/09/27 by mason.seay

	Updating test map name and moving PlayerStart

Change 3141501 on 2016/09/27 by Benn.Gallagher

	Loading time improvements for destructibles from Nvidia
	Updated to use new framework custom version instead of global object version
	Fixed usage of TArray to enable correct loading and saving of the cached data.
	#jira UE-29680

Change 3141889 on 2016/09/27 by Marc.Audy

	Fix DestructibleMesh when WITH_APEX is 0
	#jira UE-36484

Change 3142034 on 2016/09/27 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3141971

Change 3142131 on 2016/09/27 by Ori.Cohen

	Make sure we return eTouch to physx during an overlap query. Fixes bad behavior when multiple objects blocked in an overlap query.

	#JIRA UE-36381

Change 3142154 on 2016/09/27 by Ori.Cohen

	Fix build, ModuleCachedData instead of NxApexModuleCachedData

Change 3142159 on 2016/09/27 by mason.seay

	Blueprint for testing Child Actor Templates

Change 3142255 on 2016/09/27 by Jon.Nabozny

	Fix crashes in QAMeshMerge component by making it a UObject, exposing it's method statically, and taking QASkeletalMeshMergeParams as an argument.

	#jira UE-35199, UE-35197, UE-35201

Change 3142717 on 2016/09/27 by dan.reynolds

	AEOverview Update + Sound Class Test

Change 3142764 on 2016/09/27 by Marc.Audy

	Fix Ocean deprecation warnings

Change 3142962 on 2016/09/28 by Thomas.Sarkanen

	Fixed bounds calculations for local camera animations

	Correctly calculated bounds as local to the initial transform in the track.
	Implemented suggested fixes from UDN user chhaddon (The Coalition).

	#jira UE-29594 - CameraAnim bounds are incorrect when bRelativeToInitialTransform == true

Change 3143007 on 2016/09/28 by Martin.Wilson

	Added virtual bones to USkeleton

	API Breaking change:
	-Added USkeleton pointer to RemoveBonesByName
	-FReferenceSkeleton::UpdateRefPoseTransform & FReferenceSkeleton::Add made private. Must use FReferenceSkeletonModifier instead

	#jira UEFW-81

Change 3143040 on 2016/09/28 by James.Golding

	Strip DrawDebug.. functions from Shipping and Test builds, controlled by new define ENABLE_DRAW_DEBUG
	Fix up game projects to compile in Shipping/Test after this change

	PR #2757: (Contributed by projectgheist)
	#jira UE-35488

Change 3143046 on 2016/09/28 by James.Golding

	Fix OrionEnvironmentPerfTest.cpp compiling in Shipping (optimizations were not being re-enabled at end of file)

Change 3143047 on 2016/09/28 by James.Golding

	PR #2731: Capsule primitive drawing fix (Contributed by kamrann)
	#jira UE-35142

Change 3143050 on 2016/09/28 by Martin.Wilson

	Update DDC key as some animation have stale data

Change 3143088 on 2016/09/28 by Martin.Wilson

	CIS Fixes for Ocean after FReferenceSkeleton changes

Change 3143090 on 2016/09/28 by Benn.Gallagher

	Fixed split pins in animation blueprints losing their pin links on editor restart. The anim nodes had opted out of the Super version of reconstruct, but that's where split pin restoration was added so we were skipping it.
	#jira UE-36482

Change 3143091 on 2016/09/28 by Thomas.Sarkanen

	Fix play/pause keyboard shortcut toggle in Persona based editors

	Correctly handled widget mode switching in the skeleton selection edit mode (previously it was manually handling this rather than hooking into the correct level viewport callbacks).
	Added the ability for FEdModes to specify whether they can use a widget mode.
	Added a common set of commands that all Persona-based editors can opt into (only contains TogglePlay for now).

	#jira UE-35163 - Cannot use Play/Pause shortcut in Persona if viewport is focused

Change 3143100 on 2016/09/28 by James.Golding

	UE-32275  Fix Anim Curve entries losing Auto state when hidden/reshown

Change 3143107 on 2016/09/28 by Martin.Wilson

	Add check to IsRunningParallelEvaluation to verify that the skeletal mesh component in question still references us

	#jira UE-34431

Change 3143125 on 2016/09/28 by Jurre.deBaare

	PR #2749: Fix blend space triangulation (Contributed by tmiv)

Change 3143225 on 2016/09/28 by Jurre.deBaare

	Mesh/material merging basic test files

Change 3143235 on 2016/09/28 by Martin.Wilson

	Fix issue where montage wrong section was updated with changes from details panel when clicking on a new section

	#jira UE-35929

Change 3143312 on 2016/09/28 by Marc.Audy

	Don't globally reregister components, globally recreate render state instead when force deleting assets
	Fixes crash force deleting a blueprint with a child actor component in it from the content browser

Change 3143340 on 2016/09/28 by Mieszko.Zielinski

	Improved consistency of loudness usage in AISense_Hearing #UE4

Change 3143359 on 2016/09/28 by Marc.Audy

	Fix spelling error in comment

Change 3143372 on 2016/09/28 by Jurre.deBaare

	HLOD meshes are causing degenerate triangles
	#fix Setting flag to ignore degenerate triangles when building the meshes vertex/index buffers
	#jira UE-34336

Change 3143420 on 2016/09/28 by Mieszko.Zielinski

	Fix to BlackboardData initialization's dependency on parent asset's initialization #UE4

Change 3143421 on 2016/09/28 by Martin.Wilson

	Allow reading on animation sequence length in blueprints

	#jira UE-34168

Change 3143455 on 2016/09/28 by James.Golding

	Add 'noop' versions of DrawDebug function, so you will not get compile errors by default for calling them in Shipping/Test builds.
	Added optional SHIPPING_DRAW_DEBUG_ERROR define, which will give compile errors in Shipping/Test if still calling DrawDebug functions

Change 3143518 on 2016/09/28 by Jurre.deBaare

	Meshes with no UV Coordinates will break the UVs of other meshes contained in the same HLOD if they share a material
	#fix calculate UV bounds and check whether they occupy any space (if not do not use them for baking out the material)
	#misc set texture sampling for HLOD proxy base material to clamp
	#jira UE-35221

Change 3143542 on 2016/09/28 by James.Golding

	Change SHIPPING_DRAW_DEBUG_ERROR define from ifdef to if
	Fix comment
	Enable by default for FN

Change 3143543 on 2016/09/28 by Benn.Gallagher

	Changed branch + early return into an ensure during FPxQueryFilterCallback::preFilter. We were checking for invalid shapes in preFilter but that shouldn't happen. More likely to get some information as an ensure instead of earlying out on the funciton.

Change 3143556 on 2016/09/28 by Aaron.McLeran

	UE-36540 Editor Preferences 'Enable Sound' option causes Real Time Audio to Stop Working after PIE

Change 3143566 on 2016/09/28 by Benn.Gallagher

	Readded early out alongside new ensure for catching bad preFilter shapes

Change 3143568 on 2016/09/28 by Marc.Audy

	Fix deprecation warnings in UT

Change 3143572 on 2016/09/28 by Jurre.deBaare

	More test content for mesh/material merging

Change 3143581 on 2016/09/28 by Jurre.deBaare

	More content :D

Change 3143585 on 2016/09/28 by Jurre.deBaare

	Geometry cache cleaning
	#misc fix for missing materials, not serialized (facepalm) as they were added later on (required custom version bump)
	#misc cleaning out unecessary code

Change 3143594 on 2016/09/28 by Marc.Audy

	Creating a child actor component by dragging an actor blueprint in to another blueprint now properly creates the template
	#jira UE-36511

Change 3143658 on 2016/09/28 by Marc.Audy

	RootComponent can be null by the time we hit PostUnregisterAllComponents so need to protect against the dereference
	#jira UE-36553

Change 3143776 on 2016/09/28 by Marc.Audy

	Properly reinstance child actor templates when using the fast reinstancing path
	#jira UE-36516

Change 3143896 on 2016/09/28 by Ori.Cohen

	Remove UPROPERTY on aggregate threshold which is always read from the physics settings.

Change 3144022 on 2016/09/28 by Ben.Zeigler

	Move AIMoveTo node from BlueprintGraph to AIGraph and remove BlueprintGraph->AIModule dependency in build system

Change 3144252 on 2016/09/28 by mason.seay

	More blueprints for child actor template testing

Change 3144262 on 2016/09/28 by Mason.Seay

	Deleting assets

Change 3144283 on 2016/09/28 by dan.reynolds

	AEOverview update + Sound Priority Test

Change 3144411 on 2016/09/28 by dan.reynolds

	AEOverview end of day update and tweaks

Change 3144679 on 2016/09/29 by Benn.Gallagher

	Changed skeletal bounds calculation to not consider clothing assets that aren't simulating in the current LOD. In this case we're not rendering the clothing, we're only rendering the skeletal geometry for that section in that LOD which isn't bound to cloth.

Change 3144856 on 2016/09/29 by Jurre.deBaare

	HLOD Outliner scrolls back to the top when generating proxy meshes
	#fix OnLevelActorsAdded was getting called for actors in the thumbnail worlds, which forced a refresh on the listview
	#jira UE-30384

Change 3144864 on 2016/09/29 by Thomas.Sarkanen

	Preview mesh fixes

	Animation preview meshes are now respected (and saved). Mesh is displayed as empty if none is set (but a default is chosen).
	Skeleton preview meshes are now shown as empty if none is set (but a default is chosen).

	#jira UE-36582 - Cannot set preview mesh per-animation

Change 3144865 on 2016/09/29 by Jurre.deBaare

	More test content

Change 3144885 on 2016/09/29 by James.Golding

	UE-35307  Move 'invalid scale' warning to Message Log to be more visible in editor
	Change scale clamping in UpdateBodyScale to catch cases like (1,0,1)

Change 3144903 on 2016/09/29 by Thomas.Sarkanen

	Deprecating StaticMesh in UStaticMeshComponent

	Added GetStaticMesh to access the value as read-only.
	SetStaticMesh is now called in all locations that used to call "StaticMesh =".
	Lots of fixups.

	#jira UE-24859 - Deprecate public access to StaticMesh property in UStaticMeshComponent

Change 3145020 on 2016/09/29 by Thomas.Sarkanen

	Fix bounds calculations that include bones to respect LOD (and other requried bones)

	Sometimes bones would not be updated if we LOD switched, extending the bounds.

	#jira UE-36525 - UDebugSkelMeshComponent::CalcBounds should filter by LOD

Change 3145041 on 2016/09/29 by Jurre.deBaare

	Setting the Target Lightmap UV Channel to an incorrect value leads to inconsistent results
	#fix removed target light map channel, we now determine according to the UV channels which are unused in the final mesh
	#misc ignore the source lightmap uv channels to reduce data
	#jira UE-36595

Change 3145219 on 2016/09/29 by Benn.Gallagher

	Fixed clothing actors not casting shadows in editor, after the material editing change the copy of the shadow flag was missed from the clothing association code, which runs on again on older clothing assets to use the new render data skinning. Also added some fix up for assets that have be saved in the mean time.
	#jira UE-36552

Change 3145222 on 2016/09/29 by Jurre.deBaare

	Exporting Alembic Skeletal mesh from UE4 to FBX causes a crash
	#fix on import set _all_ bone influence to 0
	#jira UE-36602

Change 3145267 on 2016/09/29 by Ori.Cohen

	Move OnConstraintBreak delegate so that it fires outside of fetchResults. Fixes crash from user doing unsafe things during fetchResults.

	#JIRA UE-36483

Change 3145306 on 2016/09/29 by Jon.Nabozny

	Fixed PhAT so multiple constraints can be selected and edited properly at the same time.

	#JIRA: UE-31493

Change 3145342 on 2016/09/29 by Marc.Audy

	Do not update cull distance volumes whenever any property changes
	* Any movement or property change of a cull distance volume still does a global update
	* Any movement of a component belong to any other Actor updates only the components of that Actor
	* Any property change of a primitive component only updates that component
	#jira UE-36399

Change 3145958 on 2016/09/29 by Marc.Audy

	In game worlds don't auto activate components until the actor is ready to process them
	#jira UE-35189

Change 3146110 on 2016/09/29 by dan.reynolds

	AEOverview update + Soundwave Procedural Test Map

Change 3146375 on 2016/09/30 by Benn.Gallagher

	Fixed crash saving newly created destructible mesh after material refactor.
	#jira UE-36619

Change 3146378 on 2016/09/30 by James.Golding

	UE-35908 Line trace against a BodyInstance now returns closest hit for trimesh (was any hit before)
	Also add stat for FBodyInstance::LineTrace

Change 3146379 on 2016/09/30 by James.Golding

	Add test assets for creating procmesh collision in non-editor builds

Change 3146386 on 2016/09/30 by Thomas.Sarkanen

	Fixed ensures (and functionality) of 'show uncompressed animation' option in Persona viewports

	Made sure that PreEvaluateAnimation is called for th einstance in use, rather than only the preview instance.
	This unearthed another issuye where each of the calls to GenSpaceBAses was causing the animation to run faster. Fixed this by resetting the update flag in the update context after it is used.

	#jira UE-36251 - Ensures showing uncompressed animations in anim blueprints

Change 3146464 on 2016/09/30 by Thomas.Sarkanen

	Fix layered blend per bone odd/even connection counts alternately working/not working

	Older hacky fix for multi-property to array copies flip-flipped between using fast path and not, when it really should have disabled fast path after the first array pin. Now it disables fast path based on whether this is a new handler or not, rather than looking at the SimpleCopyPropertyName.

	#jira UE-35648 - Layered Blend Per Bone doesn't work correctly with 3+ inputs

Change 3146652 on 2016/09/30 by Benn.Gallagher

	Fixed subinstance properties appearing in the caller's details panel as oddly named properties.
	#jira UE-34141

Change 3146673 on 2016/09/30 by Martin.Wilson

	Make RawAnimationData (and associated anim sequence data) private

	#jira ue-25869

Change 3146680 on 2016/09/30 by Benn.Gallagher

	Fixed errant asterisks in tooltips for source and target bone on rotation multiplier controller node
	#jira UE-29847

Change 3146681 on 2016/09/30 by Benn.Gallagher

	Fixed incorrect tooltip on left hand IK bone in hand ik retargetting node
	#jira UE-30885

Change 3146711 on 2016/09/30 by Jon.Nabozny

	Fix PhAT SnapConstraintToBone.

	#jira UE-31491

Change 3146717 on 2016/09/30 by Danny.Bouimad

	Adding Jurres really useful merge actor test assets to somewhere QA can get em.

Change 3146738 on 2016/09/30 by Martin.Wilson

	Fix pose blending for on non-additive pose blending + remove normalising of weights for weights less than 1

	#tests Editor tests with mambo pose asset
	#jira UE-36189

Change 3146750 on 2016/09/30 by Jurre.deBaare

	Material baking issue
	#misc Removed the renderer initialization which causes issue the first time you would render out a material (gradient from top left to bottom right over the texture)
	#misc Replaced incorrect masks with _way_  better approach thanks to Martin

Change 3146755 on 2016/09/30 by Jurre.deBaare

	Need better progress bar for HLOD
	#fix replaced the progress updates with new more 'correct' ones according to the actual workload and fixed up the Simplygon progress callback
	#jira UE-34334

Change 3147085 on 2016/09/30 by Marc.Audy

	PR #2815: GetNextViewablePlayer now checking and returning correct PlayerState. (Contributed by joshkay)
	#jira UE-36632

Change 3147224 on 2016/09/30 by Martin.Wilson

	CIS Fix

Change 3147280 on 2016/09/30 by Marc.Audy

	Mouse smoothing should use application frame rate, not the dilated game frame rate
	#jira UE-31040

Change 3147446 on 2016/09/30 by Aaron.McLeran

	UE-36682 SoundCue Delay Not Consuming Input StartTime Correctly

Change 3147693 on 2016/09/30 by Ben.Zeigler

	#jira UE-36657
	If a player has an existing Pawn during RestartPlayer, use that pawn's rotation instead of the start spot, because we were already keeping the pawn's location

Change 3147697 on 2016/09/30 by Jon.Nabozny

	Add rotation parameter to FBodyInstance::Sweep and FBodyInstance::InternalSweepPhysX

	#jira UE-30486

Change 3147761 on 2016/09/30 by Jon.Nabozny

	Fix AUTRepulsorBubble UPrimitiveComponent::SweepComponent usage.

Change 3148533 on 2016/10/03 by Thomas.Sarkanen

	Fix new deprecation warnings introduced by the pull from main

Change 3148567 on 2016/10/03 by Marc.Audy

	Fix crash when exiting PIE while a panoramic screenshot is being taken
	Make stereo panorama tick with the world it is operating on
	#jira UE-36492

Change 3148571 on 2016/10/03 by Marc.Audy

	Allow modification of components that are EditAnywhere but don't exist in the CDO
	#jira UE-36694

Change 3148607 on 2016/10/03 by Martin.Wilson

	Properly end notify states when we clear the anim instance on a skeletal mesh.

	#jira UE-32488

Change 3148711 on 2016/10/03 by Martin.Wilson

	Fix type in virtual bone tooltip

	#jira UE-36703

Change 3148746 on 2016/10/03 by Benn.Gallagher

	Fixed a few cases where post process and sub instance anim calls weren't being made correctly.
	#jira UE-36529

Change 3148807 on 2016/10/03 by Martin.Wilson

	Fix mismatch skeleton error when undoing virtual bone changes

	#jira UE-36705

Change 3148812 on 2016/10/03 by Martin.Wilson

	Add undo support to removing virtual bones

	#jira UE-36706

Change 3148975 on 2016/10/03 by Jurre.deBaare

	Issue with combining meshes both with/without normal maps
	#fix make sure we always output atleast the default normal value when baking out materials, this to ensure we output non-black values for meshes without normal maps (this would cause the normal to be incorrect)
	#misc fixed issue in function to set texture rectangle to a single colour
	#misc spotted comparison error

Change 3148976 on 2016/10/03 by Ori.Cohen

	Make sure that shape queries that we pass into physx are never size 0. Fixes some NaNs

	#JIRA UE-36639

Change 3148991 on 2016/10/03 by Jurre.deBaare

	Changing LOD materials on Merged Actors Crashes Editor
	#fix take into account LOD that is using the material when remapping (removing duplicate) materials
	#jira UE-35883

Change 3148997 on 2016/10/03 by Jurre.deBaare

	Make sure we remove matrix samples that fall outside of the import range and remap those that are in range

Change 3149002 on 2016/10/03 by Jurre.deBaare

	Issues with importing Alembic caches using  matrix transformations
	#fix Apply conversion matrix to imported matrix samples to make them match the DCC package they were exported from

Change 3149030 on 2016/10/03 by Martin.Wilson

	Dont show save warning on animations when we have curve data

	#jira UE-34145

Change 3149115 on 2016/10/03 by Mieszko.Zielinski

	Made PathfollowingComponent distinct between patrial and full paths in terms of acceptance radius used, when trying to determin if pathing agent is at goal location #UE4

	#jira UE-35153

Change 3149186 on 2016/10/03 by Ben.Zeigler

	#UE-36722 Fix failure to spawn when trying to spawn 4 capsules in the exact same location
	There's no "Correct" direction to move out of a penetrating capsule, but old PhysX appeared to be consistent. New PhysX is not, so now we save and restore the adjustment instead of letting previous iterations modify it.
	This code is weird but this solution is better than the old version and handles inconsistent results

Change 3149235 on 2016/10/03 by Martin.Wilson

	Change inline curve name editing to only change the name of that specific curve, instead of renaming the smart name itself.

	#jira UE-20005

Change 3149245 on 2016/10/03 by Marc.Audy

	Remove duplicate entries from AttachChildren caused by lack of atomic cross-object updates.

Change 3149397 on 2016/10/03 by Ori.Cohen

	Fix collision profile writing out response values to channels that don't exist.

	#JIRA UE-36359

Change 3149679 on 2016/10/03 by Zak.Middleton

	#ue4 -  Don't mark CharacterMovementComponent::bUseControllerDesiredRotation as an advanced property. Consolidate rotation settings (RotationRate, bUseControllerDesiredRotation, bOrientRotationToMovement) in a new "Rotation Settings" category.

Change 3149929 on 2016/10/04 by Jurre.deBaare

	Fix for CIS errors
	#fix Mac didn't like undefined struct

Change 3149977 on 2016/10/04 by danny.bouimad

	Massive update to Merge Actor test files

Change 3150014 on 2016/10/04 by James.Golding

	UE-36686 Fix crash when slicing and not creating other section

Change 3150016 on 2016/10/04 by James.Golding

	UE-35335 MergeActors now converts box collision to convex, so collision scales correctly after merging

Change 3150019 on 2016/10/04 by James.Golding

	UE-36737 Fix LineTraceComponent not returning face index

Change 3150020 on 2016/10/04 by James.Golding

	UE-36672 Export PhysicsContstraintComponent class so it can be subclassed outside Engine module

Change 3150027 on 2016/10/04 by Ben.Marsh

	Add PhysX build option into Dev-Framework.

Change 3150042 on 2016/10/04 by Benn.Gallagher

	Fixed clothing example 1.3 collision glitches

Change 3150172 on 2016/10/04 by Benn.Gallagher

	Made Skeletal Mesh LOD reimports clear any existing simplification flag so we don't show "generated" next to LOD entries for them.
	#jira UE-36589

Change 3150319 on 2016/10/04 by Ori.Cohen

	Go back to only deferring body creation per component. This can now use the slow path when needed. Can't support deferring of multiple components without changing locking API so we'll do that in the future.

	#JIRA UE-36535, UE-36504

Change 3150355 on 2016/10/04 by Zak.Middleton

	#ue4 - Change checkSlow() to check() in GetDefaultObject<> because this is potentially an unsafe static cast.

Change 3150370 on 2016/10/04 by Ori.Cohen

	Fix deferred actors not getting flushed.

Change 3150386 on 2016/10/04 by Martin.Wilson

	Fix additive animation check failing in cooked builds when using virtual bones

	#jira UE-36743

Change 3150424 on 2016/10/04 by Ori.Cohen

	Exclude kinematic actors from active transforms generation.

Change 3150613 on 2016/10/04 by Zak.Middleton

	#ue4 - Fix bad GetDefaultObject<> in AbilitySystemGlobals. Turned up since changing checkSlow() to check() in GetDefaultObject.

	(Mirror CL 3138304  in Orion-DevGeneral)

	#jira UE-36810
	#tests compiled

Change 3150679 on 2016/10/04 by Ben.Zeigler

	Crash fix with no async scene

Change 3150765 on 2016/10/04 by Ben.Zeigler

	Deprecate UStructProperty::ExportTextItem_Static and ImportItem_Static, and add ExportText and ImportText directly to UScriptStruct
	Add bAllowNativeOverride to specify rather to call the native override. For unclear reasons the static export skipped the native override while the static import included it
	This allows calling the generic ImportText from inside a native ImportTextItem and then doing some post processing

Change 3150796 on 2016/10/04 by Marc.Audy

	Fix LOCTEXT warnings related to blueprint class menu options

Change 3150806 on 2016/10/04 by Ben.Zeigler

	Fix bad text format in import error message, lead to double error

Change 3150891 on 2016/10/04 by Ben.Zeigler

	#jira UE-36170 Fix duplicate GUID spam when async loading levels during PIE by checking the package flag instead of the runtime global

Change 3150914 on 2016/10/04 by Marc.Audy

	Don't try to recreate render state if it has already been recreated while the recreate context was active
	#jira UE-36590

Change 3151195 on 2016/10/04 by Dan.Reynolds

	Updates to QASoundWaveProcedural

	QASoundWaveProcedural edited to be a GameplayStatic which spawns an Audio Component Handler as well as a Procedural Sound Wave.  Support for envelope shaping (Attack, Sustain, Release) as well as multiple waveforms (Sine, Triangle, Sawtooth, Square).  Blueprint API expanded to include separate functions for setting QASoundWaveProcedural settings and Playing.

Change 3151233 on 2016/10/04 by Ben.Zeigler

	#jira UE-36836 Fix variable shadowing warnings

Change 3151328 on 2016/10/04 by dan.reynolds

	AEOverview Update - Added Sound Wave Procedural test map and added support for mobile (tested on Android) menu selection - Still a WIP

Change 3151461 on 2016/10/05 by Thomas.Sarkanen

	Fix localization warnings

	#jira UE-36720 - //UE4/Main: Step 'Build Engine Localization' - 2 Warnings

Change 3151546 on 2016/10/05 by Martin.Wilson

	Fix pose watch regression due to persona refactor changes.

	#jira UE-36851

Change 3151587 on 2016/10/05 by Jurre.deBaare

	Updating Simplygon to SDK version 8.0
	#misc removed redundant files
	#misc fixed landscape culling in merge actor path
	#misc added support for volume culling using simplygon
	#misc fixed when or not to use mesh data for material baking

	#notes
	Change: 3137650
	Date: 23/09/2016 07:57
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	-Renamed commandline variables for ZipUtils AutomationScript
	-Implemented Execute instead of ExecuteBuild
	-Updated commandline arguments in SimplygonSwarm
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#4
	//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#2
	Change: 3137649
	Date: 23/09/2016 07:56
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Moved file hash computation to ImportObject
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#4
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#4
	Change: 3137646
	Date: 23/09/2016 07:55
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Fixes CL3099204
	EditorPerProjectUserSetting
	Removed ConfigRestartRequired attribute from properties where it was not required
	MeshUtilities
	-Added FProxyFailedDelegate
	-Extended IMeshMerging to include FProxyFailed delegate
	-Added ProxyGenerationFailed method to FProxyGenerationProcessor class
	-Setup FailedDelegate for both MeshMerging and DistributedMeshMerging
	SimplygonMeshReduction
	-Added check for invalid texture id
	-Updated notes and removed commented code that is not required.
	-Setup failed delegate
	-Fixed issue where image data was never hooked into the texture.
	-Fixed issue where texture table was never passed into casters
	SimplygonSwarm
	-Setup failed delegate
	-Fixed RawMesh pointer usage.
	-Move helper method into SimplygonSwarmHelpers.h.
	-Added SimplygonSwarmHelpers
	-Removed redundant constant path to 7-zip
	-Removed GetSimplygonDirectory instead using inplace.
	-Removed commented code that is currently not required.
	-Fixed Typos
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Private/MeshUtilities.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/MeshUtilities/Public/MeshUtilities.h#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#4
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmHelpers.h#1
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#3
	Change: 3099204
	Date: 24/08/2016 07:56
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Simplygon 8.0 Updates
	Deprecated support for 7.0 and updated SimplygonSwarm and SimplygonMeshReduction to use 8.0
	EditorPerProjectSettings
	*SwarmMaxUploadChunkSizeInMB for limiting the max upload size for swarm. Note the Simplygon Grid has a limitation of 2GB
	*SwarmNumOfConcurrentJobs for executing number of concurrent jobs
	*Fixed issue where SG_MATERIAL_CHANNEL_METALLIC to SG_MATERIAL_CHANNEL_METALNESS (Chage in 8.0 SDK)
	SPL, SimplygonSwarm, RESTClient
	*Bumped up SPL Version to 8
	*Fixed code paths to use ZipUtils UAT script for zipping and unzipping CL3094374
	*Removed SPL Templates for version 7.0
	*Added conditional logging to REST methods
	*Added multi part upload. The RESTClient automatically decided if large files need to be split up before uploading to simplygon grid.
	*Updated method to take in texturepath
	SimplygonMeshReduction
	*Removed minimum version requirement.
	*Bumped up minimum version
	*Chagned license file name to refelect 8.0 changes
	*MaterialBaking related method now take in TextureTable as an extra parameter. This is due to 8.0 move away from old way of setting up materials and using SimplygonShadingNetowrk based appraoch.
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Private/SimplygonMeshReduction.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonMeshReduction/Public/SimplygonTypes.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonRESTClient.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Private/SimplygonSwarm.cpp#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonRESTClient.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Developer/SimplygonSwarm/Public/SimplygonSwarmPrivatePCH.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorPerProjectUserSettings.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Settings/EditorPerProjectUserSettings.cpp#2
	Change: 3099200
	Date: 24/08/2016 07:48
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	#fix Copy constructor for FMeshReduciton mapped ShadingImportance to SilhouetteImportance
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/Engine/MeshMerging.h#2
	Change: 3099199
	Date: 24/08/2016 07:47
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	Added Automation Script ZipUtils to zip file and unzip files from SimplygonSwarm.
	This will remove any dependency on external zip program and should work across platforms
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/AutomationScripts.Automation.csproj#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Programs/AutomationTool/Scripts/ZipUtils.Automation.cs#1
	Change: 3099197
	Date: 24/08/2016 07:40
	Client: Mustafa.Tungekar_Dev-Partner-Simplygon
	User: Mustafa.Tungekar
	Status: submitted
	Type: restricted
	ImportedBy:
	Identity:
	Description:
	*Speed improvements for FBX Scene Importer
	*Added a static method to compute Hash.
	JobStatus:
	Jobs:
	Files:
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Classes/Factories/Factory.h#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Factories/Factory.cpp#3
	//UE4/Dev-Partner-Simplygon/Engine/Source/Editor/UnrealEd/Private/Fbx/FbxStaticMeshImport.cpp#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Classes/EditorFramework/AssetImportData.h#2
	//UE4/Dev-Partner-Simplygon/Engine/Source/Runtime/Engine/Private/EditorFramework/AssetImportData.cpp#2

Change 3151664 on 2016/10/05 by Richard.Hinckley

	Fixing ACharacter template for "New C++ Class" feature. Avoiding naming a function parameter the same as an existing class member.

Change 3151729 on 2016/10/05 by Thomas.Sarkanen

	Audit of remaining NaN checks

	Some checks remain on in shipping (generally those called from blueprint):

	- AActor::TeleportTo
	- AActor::SetActorRelativeScale3D

	#jira UE-30999 - Optimize ⌠ContainsNaN÷ and ⌠ContainsNaNOrInfinite÷, audit those still in shipping/test

Change 3151742 on 2016/10/05 by Ori.Cohen

	Make sure that if physical animation component doesn't find a body and bone it doesn't crash.

	#JIRA UE-36839

Change 3151756 on 2016/10/05 by Jurre.deBaare

	Fixing d3dcompiler_47.dll missing issue
	#fix added runtime dependency and dll name to build.cs file
	#fix now load the d3dcompiler_47.dll from the Binaries/ThirdParty/Windows folder before loading the simplygon DLL

Change 3151761 on 2016/10/05 by Thomas.Sarkanen

	Fix deprecation warning from last integration

	Moved Preview to EditorPreview in FEditorWorldManager::OnWorldContextAdd.

	#jira UE-36858 - Compile UE4Editor* completed with 1 warning

Change 3151782 on 2016/10/05 by Jurre.deBaare

	Simplygon patch up
	#misc linker errors popping up from JSONCPP
	#misc incorporated emissive material property fix from other shelve
	#misc static analysis fix

Change 3151804 on 2016/10/05 by Marc.Audy

	Clear need end of frame update when unregistering a component

Change 3151928 on 2016/10/05 by Ori.Cohen

	Fix runtime DLLs not including all delay loaded physx dll files.

	#JIRA UE-36816

Change 3151977 on 2016/10/05 by Martin.Wilson

	Notifies can no longer occupy the same time on the same track.

	#jira UE-30658

Change 3151989 on 2016/10/05 by Jon.Nabozny

	Fix ArchVis character rotation pitch when looking up/down.

	#jira UE-35706

Change 3152083 on 2016/10/05 by Marc.Audy

	Ensure that pending kill components get their marked for end of frame state cleared.

Change 3152086 on 2016/10/05 by Ben.Zeigler

	#jira UE-36169 Fix it so missing linker errors that point to Blueprint CDOs are skipped, the same way it skips linker errors going to the actual class. Fixes a lot of spurious warnings from deleting components from blueprints or native classes
	Clean up the VerifyImport error handling so it also displays in -game and cook, and fix the missing class warning to work properly, previously it would happen 0% in development 100% in debug even if the class was valid

Change 3152093 on 2016/10/05 by Marc.Audy

	Change logic for when location cannot be changed for a static component to be independent of has begun play and have to do with whether construction script is running or the level is in the process of loading (mostly for backwards compatibility adjustments in post load).
	#jira UE-36146
	#jira UE-24647

Change 3152100 on 2016/10/05 by Ben.Zeigler

	Remove pragma optmize

Change 3152112 on 2016/10/05 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3152072

Change 3152134 on 2016/10/05 by Jurre.deBaare

	Simplygon/Merge actor issues
	#fix for emissive output on meshes that do not have emissive properties
	#fix for texture binning, not removing invalid split area causing overlapped textures

Change 3152136 on 2016/10/05 by James.Golding

	UE-36859 Fix tooltip saying you can click to stop recording

Change 3152169 on 2016/10/05 by James.Golding

	UE-31209 UE-30935 : Expose bDeformableMesh and bFastCook options in FTriMeshCollisionData
	ProceduralMeshComponent will now cook using 'fast' and 'deformable' options, so updating collision on sections should work correctly
	Change ERuntimePhysxCookOptimizationFlags to EPhysXMeshCookFlags and use that to pass options to CookConvex and CookTriMesh

Change 3152202 on 2016/10/05 by Jurre.deBaare

	Mac/Linux fix

Change 3152303 on 2016/10/05 by Marc.Audy

	Fix deprecation warning post merge from main

Change 3152320 on 2016/10/05 by Martin.Wilson

	Fix root motion from everything calculating incorrect root motion when animations haven't been ticking

	#jira UE-35364

Change 3152354 on 2016/10/05 by James.Golding

	PoseDriver should pass through if no poses activated

Change 3152357 on 2016/10/05 by James.Golding

	UE-36844 Remove unused OnAssetModifiedNotifier delegate from PoseAsset, ensure OnPoseListChanged is called when updating PoseAsset from anim.

Change 3152556 on 2016/10/05 by Marc.Audy

	Remove autos

Change 3152560 on 2016/10/05 by Marc.Audy

	Don't allow child actor references to be dragged from the outliner to a level script
	#jira UE-16700

Change 3152568 on 2016/10/05 by Marc.Audy

	Don't allow non-networking code to set bRemoteOwned in the actor spawn parameters
	Remove deprecated bNoCollisionFail
	#jira UE-35928

Change 3152575 on 2016/10/05 by Marc.Audy

	Allow construction script to run post move for native classes. Actor can determine whether it should only occur on finish or every call to post edit move

Change 3153101 on 2016/10/06 by Thomas.Sarkanen

	Fix crash re-opening the viewport in Persona-based editors

	#jira UE-36775 - Editor crashes when re-opening viewport in Persona

Change 3153139 on 2016/10/06 by James.Golding

	UE-36908 Remove GetRuntimeOnlyCookOptimizationFlags if cooking is not supported

Change 3153160 on 2016/10/06 by Thomas.Sarkanen

	Fix for crash when deleting additive layer track

	Code had not been updated to use the new delgate system (was still using reciprocal FPersona ptr).

	#jira UE-36740 - Crash when removing or disabling an additive layer track in Persona

Change 3153175 on 2016/10/06 by Benn.Gallagher

	Fixed crashes when using subinstances in non-default states. we previously initialized the anim instances in the node initialize, but in states that haven't been hit by an initialize this will happen off the game thread which is not allowed.
	#jira UE-36900

Change 3153223 on 2016/10/06 by Thomas.Sarkanen

	Fixed crash when opening an asset from the blend space editor

	Code was still trying to open 'old' Persona when it was disabled.
	Also fix other call sites where this was being done outside of asset type actions.

	#jira UE-36766 - Crash attempting to open an asset from Aim Offset graph in Persona

Change 3153324 on 2016/10/06 by Thomas.Sarkanen

	Prevented invalid GUIDs from being saved into smart name containers

	AddOrFindName now checks to see if existing GUIDs are valid before using them.
	AddName now requires a valid GUID to be passed in.
	Also added Modify() call to the skeleton when FindOrAddSmartName is called from VerifySmartNameInternal, as without  this the skeleton might not get saved.
	Also add Laurent's fix for fixing up already-saved invalid GUIDs (CL 3138068).

	#jira UE-36367 - It is possible for curves with an invalid GUID to be saved into the USkeleton asset

Change 3153348 on 2016/10/06 by Martin.Wilson

	Re add ticking code so all Persona editors viewports tick during drag events (went missing in Persona refactor)

	#jira UE-36751

Change 3153426 on 2016/10/06 by Mieszko.Zielinski

	Added missing elements of block comments support in BT editor #UE4

Change 3153454 on 2016/10/06 by Benn.Gallagher

	Fixed crash using anim debug with subinstances that are preceded by branching nodes.
	#jira UE-36935

[CL 3153517 by Ori Cohen in Main branch]
2016-10-06 12:11:11 -04:00
Mike Beach
f64d552970 Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3152873)
#lockdown Nick.Penwarden
#rb none

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

Change 3131279 on 2016/09/19 by Mike.Beach

	Fixing FText::Format warning for the Sub-Level Blueprints menu - Was using {LevelName} tag when there was no value for {LevelName} (defaulted to the first argument).

	#jira UE-36097

Change 3131318 on 2016/09/19 by Phillip.Kavan

	[UE-35690] Minor revisions to Blueprint SCS execution to improve efficiency and address an out-of-order registration issue.

	change summary:
	- modified AActor::PostSpawnInitialize() to defer native component registration if there is no native scene root component set and if the actor is a BP type (i.e. will invoke SCS). this means that native actor classes with only non-scene components will now defer registration/post-registration until after SCS execution has established a valid scene root.
	- modified AActor::ExecuteConstruction() to gather the set of native scene components that SCS nodes can attach to before invoking the SCS. this was previously being done redundantly within the SCS itself at each level of the BP class inheritance hierarchy.
	- modified AActor::ExecuteConstruction() to do a final registration pass over all components after the all SCS levels have been executed. this was also previously being done within the SCS at each level. this avoids some extra redundancy.
	- modified USCS_Node::ExecuteNodeOnActor() to call RegisterAllComponents() on the given actor instance after establishing a valid scene root component if it was previously deferred at spawn time.
	- modified USCS_Node::ExecuteNodeOnActor() to now register components after they're created. since SCS execution goes from parent to child, parent scene components will always be registered before their children. non-native, non-scene component registration will also be deferred until a scene root component has been established.
	- added AActor::HasDeferredComponentRegistration()
	- modified AActor::RegisterAllComponents() to reset the actor's deferred component registration flag when called
	- modified AActor::AddComponent() to check the 'bAutoRegister' flag before calling RegisterComponent() (for consistency)
	- moved the RegisterInstancedComponent() utility method into USimpleConstructionScript and modified it to ensure that parent attachments are registered before their children.
	- modified USimpleConstructionScript::ExecuteScriptOnActor() to include an additional input parameter for passing in the set of native scene components that can be attached to.
	- modified USimpleConstructionScript::ExecuteScriptOnActor() to remove redundant/unnecessary work as noted above.

	#jira UE-35690

Change 3131842 on 2016/09/20 by Maciej.Mroz

	#jira UE-34984 Broken (weak) object params on Blueprint function (cannot add plain reference)

Change 3131847 on 2016/09/20 by Maciej.Mroz

	SPropertyEditorAsset doesn't display UClass with "_C" prefix anymore.

Change 3131923 on 2016/09/20 by Maciej.Mroz

	#jira UE-33812 Crash while closing Create Blank New Blueprint window after attempting to name blueprint the same name as another blueprint

Change 3132348 on 2016/09/20 by Phillip.Kavan

	Fix CIS build issue (SA).

Change 3132383 on 2016/09/20 by Maciej.Mroz

	#jira UE-35830 Float Curve that is set as a local variable in an actor's function is garbage collected when in Standalone, causing a crash

	Array UStruct::ScriptObjectReferences is filled while compilation. GC doesn't serialize script bytecode in editor anymore.

Change 3133072 on 2016/09/20 by Maciej.Mroz

	#jira UE-34388 Crash upon deleting Blueprints folder

Change 3133216 on 2016/09/20 by Dan.Oconnor

	+ BlueprintSetLibrary (add, remove, find, etc)
	+ HasGetTypeHash compile time function for detecting types that have GetTypeHish (modeled after HasOperatorEquals)
	= SPinTypeSelector can now disable container types based on current primary type, required transition to SComboButtton/SListView from SComboBox
	= Hide blueprint set library via BaseEditor.ini
	#jira UE-2114

Change 3133227 on 2016/09/20 by Dan.Oconnor

	Test assets for TSet

Change 3133804 on 2016/09/21 by Maciej.Mroz

	#jira UE-34069 	ObjectLibrary stores UBlueprint instead of BPGC

	In UObjectLibrary, when bHasBlueprintClasses is true, BP references are automatically replaced by BPGC references.

Change 3133817 on 2016/09/21 by Maciej.Mroz

	Fixed static Static Analysis warning

Change 3134377 on 2016/09/21 by Dan.Oconnor

	ShowWorldContextObject is now inherited
	#jira UE-35674

Change 3134955 on 2016/09/21 by Mike.Beach

	Making it so AdvancedDisplay metadata is taken into consideration and used in MakeStruct nodes.

Change 3134965 on 2016/09/21 by Dan.Oconnor

	Fix for crash in FCDODiffControl when CDOs have different numbers of properties. First branch in the while loop would incorrectly advance Iter past the end of the array. Comments courtesy of Jon.Nabozny
	#jira UE-36263

Change 3135523 on 2016/09/22 by Dan.Oconnor

	PR #2755: Master (Contributed by jeremyyeung)
	Notable change: searching for Vector in BP editor context menu now gives different default result, prior result was mediocre, though (vector - vector)

	#jira UE-35450

Change 3136508 on 2016/09/22 by Mike.Beach

	Removing a bIsVisible guard for level Blueprint menu actions - this was causing level BP options to disappear when you hid sub-levels. The guard doesn't seem to matter, as those actions will be removed with the world (when it is updated, or unloaded).

	#jira UE-34019

Change 3137587 on 2016/09/23 by Maciej.Mroz

	#jira ODIN-1017 [Nativization] Crash while loading Hub_env level

	Merged cl#3137578 from Odin branch

Change 3137666 on 2016/09/23 by Ben.Cosh

	This adds the ability to map composite graph instances in the same way we map macro instances for blueprint debug data and improves the quality of the debug data providing correct information for nested macro/composite instances at any script location in instrumented blueprint compilations.
	#Jira UE-33396 - Nested macro nodes don't map correctly if you place multiple instances in the same graph
	#Proj KismetCompiler, BlueprintGraph, UnrealEd

	- This is the first part of a two part change, the subsequent change will make use of the debug output to resolve complex trees of tunnel instances in the blueprint profiler.

Change 3137800 on 2016/09/23 by Phillip.Kavan

	[UE-34896] Properties are now generated for client-only Blueprint components in an uncooked server-only context.

	change summary:
	- bumped BlueprintObjectsVersion
	- added a new 'ComponentClass' property to USCS_Node
	- added a new 'ComponentClass' field to the FComponentOverrideRecord struct (UInheritableComponentHandler)
	- added a USCS_Node::Serialize() override to fix up 'ComponentClass' on load (so that it's set prior to compile-on-load)
	- modified USimpleConstructionScript::CreateNodeImpl() to set the ComponentClass property in a new SCS node
	- modified USimpleConstructionScript::ValidateNodeTemplates() to consider the node to be valid if ComponentClass is set and is known to be filtered (i.e. the node will not be removed in this case)
	- modified USimpleConstructionScript::ValidateNodeTemplates() to emit a warning message in an uncooked client-only or server-only context if the ComponentClass could not be set in an existing package (i.e. if a resave is needed)
	- modified UInheritableComponentHandler::PostLoad() to fix up 'ComponentClass' on load
	- modified UInheritableComponentHandler::CreateOverridenComponentTemplate() to set the ComponentClass field in a new override record
	- modified UInheritableComponentHandler::IsRecordValid() to consider the record to be valid if ComponentClass is set (when ComponentTemplate is NULL)
	- modified UInheritableComponentHandler::IsRecordNecessary() to consider the record to be necessary if ComponentClass is set and is known to be filtered
	- modified FKismetCompilerContext::CreateClassVariablesFromBlueprint() to use 'ComponentClass' rather than 'ComponentTemplate' to infer the property subtype

	#jira UE-34896

Change 3137851 on 2016/09/23 by Phillip.Kavan

	[UE-36079] Component overrides in a child blueprint will no longer trigger a warning message when the original component is removed from its parent.

	change summary:
	- modified UInheritableComponentHandler::IsRecordValid() to no longer consider a NULL OriginalTemplate to be invalid (so that the warning message is suppressed)
	- modified UInheritableComponentHandler::IsRecordNecessary() to consider a NULL OriginalTemplate to be unnecessary (so that the record is still removed in this case)

	#jira UE-36079

Change 3137948 on 2016/09/23 by Ben.Cosh

	CIS warning fix on mac for out of order initialisation.

Change 3139351 on 2016/09/25 by Ben.Cosh

	Updates the blueprint profiler to make use of the recent changes to macro/composite tunnel mapping and enhanced debug data.
	#Jira UE-33396 - Nested macro nodes don't map correctly if you place multiple instances in the same graph
	#Proj BlueprintProfiler, Engine

	- This is the second part of a two part change enabling multiple instances of nested macro/composite graphs in the blueprint profiler.

Change 3139376 on 2016/09/25 by Ben.Cosh

	CIS static analysis fix for CL 3137666

Change 3139377 on 2016/09/25 by Ben.Cosh

	Adding script code location checking for pure nodes that was missed in CL 3139351
	#Jira UE-33396 - Nested macro nodes don't map correctly if you place multiple instances in the same graph
	#Proj BlueprintProfiler

	- Fixes a missed issue with pure nodes inside macros/tunnels

Change 3139624 on 2016/09/26 by Maciej.Mroz

	Fixed const local variables in Nativized code

	Merged cl#3139622 from Odin branch.

Change 3139641 on 2016/09/26 by Maciej.Mroz

	#jira UE-31099 Renaming an input mapping does not generate a warning when compile a blueprint using that input

	Since we cannot distinguish which nodes are isolated by users (and shouldn't be validated) and which nodes are isolated during expansion step (and should be validated), the isolated nodes are pruned both before and after expantion step (and validation).

Change 3139961 on 2016/09/26 by Ben.Cosh

	CIS static analysis fix for CL 3137666

	- missed one of the warnings in a previous attempt.

Change 3140143 on 2016/09/26 by Dan.Oconnor

	Fix for component property clearing on load, submitted on behalf of Mike.Beach
	#jira UE-36395

Change 3140694 on 2016/09/26 by Dan.Oconnor

	Fix for GLEO when duplicating levels that have knots that reference delegates (specifically custom events)
	#jira UE-34954

Change 3140772 on 2016/09/26 by Dan.Oconnor

	Further hardening SGraphPin::GraphPinObj access
	#jira UE-36280

Change 3140812 on 2016/09/26 by Dan.Oconnor

	Corrected overzealous warning. Codepath is expected when functions are deleted but breakpoints aren't updated
	#jira UE-32736

Change 3140869 on 2016/09/26 by Dan.Oconnor

	Update check to handle nested DSOs
	#jira UE-34568

Change 3141125 on 2016/09/27 by Maciej.Mroz

	#jira UE-36326 Attempting to generate abstract class from blueprint crashes editor on compile

	While reinstancing the CLASS_Abstract is cleared (just like the CLASS_Deprecated flag)

Change 3142715 on 2016/09/27 by Dan.Oconnor

	Fix for crash when pasting nodes that have connections to nodes that aren't in the clipboard from one graph into another
	#jira OR-29584

Change 3143469 on 2016/09/28 by Ryan.Rauschkolb

	BP Profiler: Fixed Assert when profiling parent/child Blueprint
	#jira UE-35487

Change 3145215 on 2016/09/29 by Maciej.Mroz

	#jira UE-36494 [CrashReport] UE4Editor_KismetCompiler!FKismetCompilerContext::CreatePinEventNodeForTimelineFunction() [kismetcompiler.cpp:2062]

Change 3145580 on 2016/09/29 by Dan.Oconnor

	Collapse secondary image instead of hiding it, allowing x button to be closer to primary image when secondary type image isn't present
	#jira UE-36577

Change 3146470 on 2016/09/30 by Maciej.Mroz

	#jira UE-36655 Failed ensure when TIleline is pasted

	Restored cl#3085572 - it was lost while merging.

Change 3147046 on 2016/09/30 by Maciej.Mroz

	#jira UE-34961 Assert when calling BP function with weak object parameter.

	BP doesn;t support weak obj ptr as parameters - Validation added. Function, created from colappsed nodes, cannot have a parameter of weakptr type.

Change 3148022 on 2016/10/01 by Phillip.Kavan

	[UE-21109] Fix component instance data loss after renaming SCS component nodes at the Blueprint class level.

	change summary:
	- deprecated the public USCS_Node::VariableName member and replaced it with an internal-only member accessible via Get/Set method (i need to be in control of the set logic)
	- changed all occurrences of direct access to USCS_Node::VariableName to use a GetVariableName() call (since it's now internal)
	- simplified USCS_Node::GetVariableName() as what it used to do was legacy and thus is no longer necessary (it's been handled by USimpleConstructionScript::PostLoad for awhile now)
	- added USCS_Node::SetVariableName(); this now renames the component template (if valid) and all instances of it prior to changing the internal variable name. this ensures that archetype lookups will continue to function after a rename.
	- added USCS_Node::RenameComponentTemplate() to handle SCS node component template rename logic on a variable name change
	- switched the AActor::CheckComponentInstanceName() API to be publically-accessible; need to call this when renaming instanced components to match a new variable name in order to ensure that we rename any instance-only components out of the way first (this is the same logic that we run when constructing component instances on map load/RRCS, so it's consistent)
	- modified UInheritableComponentHandler::PostLoad() to fix up the component template within each record to match the original template object name. this ensures that ICH-specific archetype lookups will continue to function after a rename. it also ensures that any mismatched template names in existing assets will now be fixed up on load.
	- moved UActorComponent::ComponentTemplateSuffixName into the USimpleConstructionScript class (since the association is tied to templates created by that class specifically). note: this revises a change from a recent PR submission.
	- modified UpdateAttachedIsEditorOnly() to check the RF_ArchetypeObject flag rather than the ComponentTemplateSuffixName (part of the revision to the recent PR submission noted above)

	#jira UE-21109

Change 3148023 on 2016/10/01 by Phillip.Kavan

	[UE-35562] Fix inherited Blueprinted component template defaults data loss in child Blueprint classes after recompiling the Blueprinted component class.

	change summary:
	- added a local FArchetypeReinstanceHelper struct + GetArchetypeObjects()/FindUniqueArchetypeObjectName() utility method implementations to KismetReinstanceUtilities.cpp
	- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to ensure that the full inherited component template (archetype) ancestry is renamed along with the base template when we rename the base template object away from its original name in order to make way for the new (reinstanced) template. the names must match the base template along the entire inheritance hierarchy in order for forward/reverse inherited component archetype lookups to succeed.

	notes:
	- BP (non-native) component templates (e.g. SCS/AddComponent nodes) that belong to the class being reinstanced (i.e. whose templates are not inherited from a parent BP) always inherit directly from the component CDO, and thus do not require this code path (that is, archetype lookups are not dependent on matching the CDO by name). similarly, native components (defined in C++) are included as part of the CDO defaults data, and thus also do not require this code path.

	#jira UE-35562

Change 3148030 on 2016/10/01 by Phillip.Kavan

	UT fixes for CIS warnings related to SCS node API changes.

Change 3148256 on 2016/10/02 by Ben.Cosh

	This change adds the ability to filter debug/wire trace instrumenation and tracks expansion nodes for future use.
	#Jira UE-34866 - No profiler timings listed for nodes executed after an interface message
	#Proj KismetCompiler, BlueprintGraph, UnrealEd

Change 3148261 on 2016/10/02 by Ben.Cosh

	CIS fix, some code from another changelist leaked into CL 3148256

Change 3148480 on 2016/10/03 by Ben.Cosh

	This change attempts to address some profiler issues with class function context switching in the blueprint profiler.
	#Jira UE-35819 - Crash occurs when instrumenting an event from a member actor
	#Proj BlueprintProfiler, BlueprintGraph

Change 3148545 on 2016/10/03 by Phillip.Kavan

	Skip unnecessary component validation work to fix invalid warnings when duplicating a BP class for reinstancing.

Change 3149001 on 2016/10/03 by Ben.Cosh

	This fixes an issue found with the instrumented blueprint compilations in which a certain compilation path would not provide the extended composite tunnel node heararchy in debug data and removes an unneceassary check that was causing problems.
	#Jira UE-36704 - Crash on PIE while profiling TestBP_ProfilerEvents in QAGame
	#Proj KismetCompiler, BlueprintProfiler

Change 3149031 on 2016/10/03 by Maciej.Mroz

	#jira UE-36687, UE-36691

	Tunnel nodes without exec pin are not pruned before expansion.

Change 3149150 on 2016/10/03 by Maciej.Mroz

	#jira UE-36685

	UGameplayTagsK2Node_LiteralGameplayTag is pure.

Change 3149290 on 2016/10/03 by Maciej.Mroz

	#jira UE-36750

	GetBlueprintContext node is Pure.

Change 3149595 on 2016/10/03 by Mike.Beach

	Fixing up some Orion content errors/warnings that should have been issues a while ago (error reporting was broken for a time, now fixed).

	#jira UE-36758, UE-36759

Change 3149667 on 2016/10/03 by Mike.Beach

	Fixing up some Ocean content errors as fallout from a change in Dev-Blueprints - the errors properly identified a node that was using a culled input that was uninitialized.

	#jira UE-36770

Change 3149777 on 2016/10/03 by Mike.Beach

	Fixing up  an Orion content warning - disconnecting a cast path in Hero_Automation, now that the node is producing a warning (the cast is impossible, and therefore the path is superfluous).

	#jira UE-36759

Change 3149988 on 2016/10/04 by Maciej.Mroz

	#jira UE-36750, UE-36685

	Fixed IsNodePure functions.

Change 3150146 on 2016/10/04 by Maciej.Mroz

	#jira UE-36759

	First pruning pass in done after ExpandTunnelsAndMacros is called.
	Isolated tunnels are pruned just like regular nodes.

Change 3150743 on 2016/10/04 by Mike.Beach

	Mirroring CL 3150661 from Dev-VREditor

	Fix for crash on editor close after VR Foliage Editing.

	#jira UE-36754

Change 3151104 on 2016/10/04 by Maciej.Mroz

	Added comment.

Change 3151979 on 2016/10/05 by Mike.Beach

	Adding the keyword "custom" to K2Node_CustomEvent, so that it is prioritized when searching the Blueprint menu.

	#jira UE-35512

Change 3152286 on 2016/10/05 by Maciej.Mroz

	Make sure, that an isolated node, that should be pure (but is not) won't be pruned.

[CL 3152997 by Mike Beach in Main branch]
2016-10-05 23:32:35 -04:00
Josh Adams
61ae6f6329 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3147796)
#lockdown Nick.Penwarden
#rb none

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

Change 2948319 on 2016/04/19 by Nick.Shin

	update zlib to v1.2.8

	part 1 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2948661 on 2016/04/19 by Nick.Shin

	keep using old zlibs until they are recompiled with the newer version

Change 2948737 on 2016/04/19 by Nick.Shin

	build warning fix

Change 2949334 on 2016/04/20 by Nick.Shin

	fix library path

	for some reason, NetworkFileSystem and HttpNetworkReplayStreaming on Mac platform needs full path - even though lib path was set...

Change 2951556 on 2016/04/21 by Nick.Shin

	static libs double checked

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2951559 on 2016/04/21 by Nick.Shin

	static libs double checked

	forgot these files - they were in another changelist

	#jira UE-29674 - Editor fails to open in Dev-Platform

Change 2952411 on 2016/04/22 by Nick.Shin

	add win32 build targets for zlib openssl libcurl libwebsockets

	part 1 of 2: these are the C# build scripts

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3118163 on 2016/09/08 by Josh.Adams

	perm test 2, not a useful file at all

Change 3121142 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3121150 on 2016/09/12 by Daniel.Lamb

	Added warning logs to help track down issue UE-33453.

Change 3121201 on 2016/09/12 by Keith.Judge

	Xbox One - Replicate CL 3114357 from 4.13 branch. ESRAM clear on create fix.

Change 3121302 on 2016/09/12 by Joe.Graf

	Fixed up the IMPLEMENT_MODULE macro usage to avoid the link errors

Change 3121379 on 2016/09/12 by Dmitry.Rekman

	Linux: only link libraries that export needed symbols (UE-35720).

	- Fixes very long startup times of modular builds.
	- Includes PR #2778 by slonopotamus.

	#jira UE-35720

Change 3121383 on 2016/09/12 by Dmitry.Rekman

	Linux: added some missing _API declarations on symbols used externally.

	- Compiling editor with -fvisibility=hidden works after this fix (although running still doesn't).

Change 3121456 on 2016/09/12 by Daniel.Lamb

	Attempt to fix deterministic cooking issue for particlelodlevel.
	Ensure the spawn module has had postload called on it before using.
	#test Paragon cook

Change 3122939 on 2016/09/13 by Luke.Thatcher

	[PLATFORM] [PS4] [!] Skip orbismemdmp files in the PS4 crash handler web service.
	 - Writing these files to disk causes orbis-tm.exe to take a file lock on them, which means we can't move the crash directory to the landing zone.

Change 3123040 on 2016/09/13 by Brent.Pease

	 + Fix VS compile error by removing ENGINE_API from virtual method decls since ENGINE_API is defined for the entire class now.

Change 3123664 on 2016/09/13 by Nick.Shin

	this was originally checked into: release 4.13.1
	bringing here to dev-platform

	-- original submit comments --
	first, safari has a problem with firing off "window resized" events - causing an infinite loop of the window "resizing"

	next, retina has "bigger" size calculations going off -- so y-delta checks greater than 2 are done to prevent resize event firing off in an infinite loop

	jira UE-35363 - Huge game window when launching onto Safari 9.1.2

Change 3125282 on 2016/09/14 by Michael.Trepka

	Fixed iOS and tvOS code indexing in Xcode project

Change 3126812 on 2016/09/15 by Josh.Adams

	Merged Wolf support into Dev-Platform (hidden from almost all people still). Non-Wolf-specific changes:
	- Added Parse function to JsonObject.cs to be able to parse a string
	- Replaced some hacky post-reflection-capture functions with RHISubmitCommandsAndFlushGPU()
	- Split PLATFORM_HAS_BSD_SOCKET_FEATURE_GETADDRINFO off from PLATFORM_HAS_BSD_SOCKET_FEATURE_GETHOSTNAME
	- Converted the PS4MallocCrash class into a generic one (that Wolf is now also using)
	- Added AddGenericToInQueueOnlineThread(), useful running a delegate on Online thread instead of game thread
	- Refactored the GL shader compiler to allow Wolf to modify behavior without a lot of if WOLF checks everywhere
	- Added ability in the cross compiler to convert the global uniform arrays into named uniform buffer objects
	- Added ability for GL shader compiler to output original resources names ("VertColor" instead of "u_v[3]" or whatever)
	- Added "FORCELODGROUP" console command that will apply a StaticMesh LODGroup to selected meshes in the editor. This can batch-Simplygonify all meshes in a level. Should maybe become an editor tool.
	- Added ability for arrays of structs to specify a property to be the key. So, with LODGroups, the Name key inside the struct can be the unique key, so when you have multiple .ini files in the hierarchy overriding the same LODGroup by name, it will repalce the first with the second, instead of adding two entries with the same name. Set by @ArrayName=KeyPropertyName. Per Object Config sections need a little different handling, which uses * (see BaseDeviceProfiles.ini)
	- Added ability to change DeviceProfiles at runtime. Use "dp.override <name>". If you do it again to another one, it will reset the settings to what they were originally, before applying the second new DP. This is because the second DP may not set all settings the first one did, but we want to undo the first settings that the second doesn't contain.
	- Added FRHICommandListImmediate::IsStalled() - returns true while FRHICommandListImmediate::StallRHIThread is happening
	- Changed runtime GetFeatureLevelMaxTextureSamplers() calls to the new GetMaxTextureSamplers() which can now be handled by the platform. Renamed GetFeatureLevelMaxTextureSamplers to GetExpectedFeatureLevelMaxTextureSamplers() (only used by the shader editor) to guess at what maybe the samplers count will be - but it's not guaranteed correct.
	- Renamed a UT copy of a global function to not linker-conflict
	- Changed the OOMBackupMemoryPool to allow each platform to set how much memory to allocate. See FPlatformMemory::GetBackMemoryPoolSize(). Defaults to 0, which was the previous behavior with the now removed FPlatformMemory::SupportBackupMemoryPool(), which was only true in Windows and PS4.
	- Added an OOM delegate so other systems can get a callback after OOM occurs (after deleting the backup memory pool if it exists)
	- Changed SetQualityLevels() (in Scalability.cpp) to no longer change the SetBy priority when setting CVars, and now keeps the SetBy the same as it was. Helps with conflicts between game settings and device profiles. See SetWithCurrentPriority()
	- Added GetRenderingThreadPriority to FPlatformAffinity to allow a platform override priority. Not sure about this one, so may remove it, or maybe add more priorities for all the threads?
	- Added a new file into the ini hierarchy to begin fixing the Engine/Base -> Project/Default -> Engine/Platform -> Project/Platform mess. We now have Engine/Base -> Engine/BasePlatform -> Project/Default -> Engine/Platform -> Project/Platform. However, Engine/Platform will soonm be deprecated as we move things over to Engine/BasePlatform, that are safe to move.

Change 3126842 on 2016/09/15 by Michael.Trepka

	Make SAssertPicker's search box the default widget to focus on activate so that it doesn't get deactivated on Mac, where we get the window activation event in a tick after SAssertPicker creation.

Change 3126956 on 2016/09/15 by Michael.Trepka

	Added support for compiling Vulkan shaders for Android on Mac

Change 3127206 on 2016/09/15 by Michael.Trepka

	PR #2604: Remove some warnings. (Contributed by reapazor)

Change 3127324 on 2016/09/15 by Michael.Trepka

	Allow third party dylibs on Mac to be loaded from plugin subfolders

Change 3127924 on 2016/09/16 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3128369 on 2016/09/16 by Nick.Shin

	zlib 1.2.8

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128377 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128383 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128384 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128464 on 2016/09/16 by Nick.Shin

	webRTC rev.12643

	NOTE: VS2015
	- only Win64 is available
	- Win32 versions is crashing (e.g. EpicGamesLauncher) at the moment

	NOTE: VS2013
	- not tested (i'm working on getting a VS2013 pro license) - so not checking in with this changelist
	- also, VS2013 is no longer supported by webRTC build scripts, so it will be old anyways

	FUTURE NOTE:
	- will continue to try to get VS2015 Win32 functional
	- and am working on trying to get VS2013 tested

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128500 on 2016/09/16 by Nick.Shin

	zlib 1.2.8 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128504 on 2016/09/16 by Nick.Shin

	openssl 1_0_2h - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128506 on 2016/09/16 by Nick.Shin

	libcurl 7_48_0 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128508 on 2016/09/16 by Nick.Shin

	libwebsockets 1.7.4 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128513 on 2016/09/16 by Nick.Shin

	webRTC rev.12643 - OSX

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128602 on 2016/09/16 by Nick.Shin

	webRTC rev.9862 - Win64 VS2013

	NOTE:
	- not tested (i'm working on getting a VS2013 pro license)
	- checking in for testing purposes

	WARNING:
	- VS2013 is no longer supported by webRTC latest

	headers and lib updates

	part of [ zlib openssl libcurl libwebsockets webrtc ] updates

Change 3128605 on 2016/09/16 by Nick.Shin

	re-enabling updated ThirdParySoftware libs:

	- zlib (v.1.2.8)
	- openssl (1.0.2h)
	- libcurl (7_48_0)
	- libwebsocket (v.1.7.4)
	- webRTC (rev.12643)

	to the codereviewers, in my attempt to ensure the older libs are still used for console, mobile and linux -- please refer to this checkin if i broke the build...

Change 3128651 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605

Change 3128704 on 2016/09/16 by Nick.Shin

	fix Win32 build error from CL: #3128605 - this time actually compiling it...

Change 3128825 on 2016/09/16 by Dmitry.Rekman

	Linux: proper fix for too slow startup times (UE-35967).

	- Pull request #2793 by slonopotamus.
	- Now without stripping dependencies on libraries specified before.
	- Contains a work around for ld bug <2.25.

Change 3128972 on 2016/09/16 by Nick.Shin

	fix to local build error.

Change 3129283 on 2016/09/16 by Brent.Pease

	 + Add Android local notification support based on existing system used for iOS
	 + Initial API has been added for cancelling local notifications but the actual platform implementation will be done in the next release

Change 3129494 on 2016/09/17 by Nick.Shin

	fix CIS build errors

Change 3129503 on 2016/09/17 by Dmitry.Rekman

	Fix Linux build (case sensitivity issue).

Change 3129514 on 2016/09/17 by Nick.Shin

	fix CIS build errors for consoles - missing zlib include path

	special thanks to Dmitry.Rekman for pointing me in the right direction

Change 3129647 on 2016/09/17 by Dmitry.Rekman

	Linux: fix non-unity build.

Change 3131043 on 2016/09/19 by Nick.Shin

	archiving build instructions/steps when building:

	- zlib (v.1.2.8)
	win: #3128369
	osx: #3128500

	- openssl (1.0.2h)
	win: #3128377
	osx: #3128504

	- libcurl (7_48_0)
	win: #3128383
	osx: #3128506

	- libwebsocket (v.1.7.4)
	win: #3128384
	osx: #3128508

	- webRTC
	win: #3128464 (rev.12643 for vs2015) + 3128602 (rev:9862 for vs2013) -- NOTE: win32 is WiP
	osx: #3128513

Change 3132801 on 2016/09/20 by Dmitry.Rekman

	Linux: support specifying default OpenGL version via configs (UE-34777).

	- The first targeted RHI is going to be used.

Change 3132905 on 2016/09/20 by Josh.Adams

	- Fixed up some paths with the WolfPlat rename

Change 3133148 on 2016/09/20 by Josh.Adams

	- Only show UT EULA if PLATFORM_DESKTOP

Change 3133152 on 2016/09/20 by Josh.Adams

	- Beginning support for applets. Disabled unless you have a special SDK with applet support.

Change 3133169 on 2016/09/20 by Josh.Adams

	- Fixed issue with Wolf access but no SDK installed

Change 3133344 on 2016/09/20 by Daniel.Lamb

	Fixed issue with Iterative cooking not detecting changes to ini files which are loaded using LoadLocalFile.
	Added new flag to limit number of concurrent shader compiles.
	#test Cook QAGame, Cook Paragon

Change 3133345 on 2016/09/20 by Daniel.Lamb

	FRedirectCollector collects string asset references all the time when running the editor.
	#test Cook paragon cook QAGame.

Change 3133852 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated.

Change 3133875 on 2016/09/21 by Luke.Thatcher

	[PLATFORM] [PS4] [^] Performing merge between 3.508.201 LCUE files in CarefullyRedist and Dev-Platform to populate integration history. No files have actually changed in this CL, only Perforce metadata is updated. (Attempt 2)

Change 3134403 on 2016/09/21 by Jonathan.Fitzpatrick

	Per PS4 documentation, app_type requires the alternate spelling of 'upgradeable', 'upgradable'.

Change 3134544 on 2016/09/21 by Josh.Adams

	- Reduced UT textures for Wolf

Change 3134915 on 2016/09/21 by Jonathan.Fitzpatrick

	FPS4Time::SystemTime now calculates the local machine time, instead of UTC.

	#jira UE-35170

Change 3135036 on 2016/09/21 by Michael.Trepka

	Quit the UE4EditorServices app when quitting the Launcher if it was the launcher that spawned the services process

Change 3135142 on 2016/09/21 by Jonathan.Fitzpatrick

	GetBackMemoryPoolSize returned bool on PS4 by accident, should be uint32

Change 3135292 on 2016/09/21 by Jeff.Campeau

	Change include order to favor the XDK edition specific headers where available.

Change 3136414 on 2016/09/22 by Josh.Adams

	- Fixed a checkf() that had the case reversed
	#jira ue-36311

Change 3137082 on 2016/09/22 by Dmitry.Rekman

	Added support for Linux installed builds to 4.14

Change 3137220 on 2016/09/22 by Dmitry.Rekman

	Linux: do not rebuild hlslcc on each setup.

	- Now that hlslcc is set to use bundled libc++ there should be no STL binary compatibility conflicts between the engine and hlslcc binary.

Change 3137227 on 2016/09/22 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3137259 on 2016/09/22 by Dmitry.Rekman

	Linux installed build: fix CIS (missed one .csproj)

Change 3137290 on 2016/09/22 by Dmitry.Rekman

	Linux installed builds: fix for the resulting directory.

Change 3137291 on 2016/09/22 by Chris.Babcock

	Restore texture filtering mode properly when movie played on Android
	#jira UE-36342
	#ue4
	#android

Change 3137376 on 2016/09/22 by Dmitry.Rekman

	Linux: re-enabled crash handler stack smash protection.

	- Race condition in FRunnableThreadPThread has been previously fixed.

Change 3138498 on 2016/09/23 by Dmitry.Rekman

	Linux: add missed package for installed builds.

	- mono-devel package for resgen2.

Change 3138523 on 2016/09/23 by Dmitry.Rekman

	Linux: Update hlslcc now that we're not rebuilding it each time.

Change 3138658 on 2016/09/23 by Josh.Adams

	- Moved UT's Social Plugin into NotForLicensees

Change 3139042 on 2016/09/23 by Dmitry.Rekman

	Linux: more robust check of installed packages.

	- Also added mono-devel to the list of packages installed on 14.04.

Change 3139674 on 2016/09/26 by Dmitry.Rekman

	Fix crash when editing widget blueprints (UE-35185).

	- Caused by name collision due to copy/pasted code; aliased classes diverged and this resulted in all kinds of weird memory stomping.
	- Renamed the class and also applied the same workaround (removing static) to prevent likely crashes on exit as happened with the original class (see UE-30795).

Change 3140203 on 2016/09/26 by Josh.Adams

	- Wolf Fix for SHIPPING

Change 3140206 on 2016/09/26 by Josh.Adams

	- NEX work, still in progress

Change 3140276 on 2016/09/26 by Josh.Adams

	- Fixed Wolf compile error

Change 3140485 on 2016/09/26 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3140570 on 2016/09/26 by Dmitry.Rekman

	SDL2: Delete obsolete files.

	- We now have local changes to SDL2, so this tarball is no longer accurate and just takes unnecessary space.

Change 3140577 on 2016/09/26 by Dmitry.Rekman

	Fix CudaTest monolithic build.

	- Not the best fix, the better fix is to build against bundled libc++.

Change 3141184 on 2016/09/27 by Keith.Judge

	Add FXboxOneApplication::GetXboxOneApplication to fix a save/load game assert.

	#jira UE-35973

Change 3141623 on 2016/09/27 by Chris.Babcock

	Support hiding virtual keyboard on Android
	#jira UE-34201
	#ue4
	#android

Change 3141887 on 2016/09/27 by Joe.Graf

	Added support for additional plugin directories that are specified by the .uproject file
	New plugin wizard adds to the additional plugin directories if the user specifies a directory outside of Engine/Plugins or Game/Plugins

Change 3141916 on 2016/09/27 by Josh.Adams

	- Worked around compile issues (at least with Wolf UT). This is well documented in a Jira (UE-29925)

Change 3141926 on 2016/09/27 by Josh.Adams

	- Support for skipping Wolf user selector (-nologinui)

Change 3141938 on 2016/09/27 by Chris.Babcock

	Allow Android media player to seek past 999ms (contributed by rcywongaa)
	#jira UE-36453
	#PR #2797
	#ue4
	#android

Change 3142207 on 2016/09/27 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3142219 on 2016/09/27 by Josh.Adams

	- Wolf PhysX 3.4 libs and includes

Change 3142220 on 2016/09/27 by Josh.Adams

	- File that had to be fixed up after main merge (missed adding it to the huge integrate CL)

Change 3142314 on 2016/09/27 by Chase.McAllister

	#jira UE-35011 fixes to some assets to remove redundancies/output log spam

Change 3142510 on 2016/09/27 by Daniel.Lamb

	Fixed up resave lightmaps commandlet so that world transforms don't get applied twice.
	#jira UE-35942

Change 3142650 on 2016/09/27 by Chris.Babcock

	Android support for Linux by yaakuro
	- requires CodeWorks for Android Linux installed and OpenJDK 1.8
	- need to set Android SDK paths manually in Project Settings
	#jira UE-32752
	#jira UE-32753
	#PR #2564
	#PR #2565
	#ue4
	#android
	#linux

Change 3142802 on 2016/09/27 by Dmitry.Rekman

	Upgrade to SDL 2.0.5-ish (still technically 2.0.4).

	- Upstream revision 10374:dccf51aee79b.
	- Merged all our changes hopefully.

Change 3143075 on 2016/09/28 by Luke.Thatcher

	[RENDERING] [~] Add check to FBatchedElements::AddSprite to catch null textures. If the texture is null here, we will crash later in the RHI. At least now we'll get the callstack of the code adding the null textured sprite, since I don't have a repro.
	#jira UE-33077

Change 3143219 on 2016/09/28 by Daniel.Lamb

	Added new is compiling function which tells you if it's really compiling instead of lying.
	If def out additional logging for debugging shader compilation issue for 4.14 release.

Change 3143428 on 2016/09/28 by Luke.Thatcher

	[PLATFORM] [PS4] [+] Use PS4 SDK 4.008.061

Change 3143488 on 2016/09/28 by Daniel.Lamb

	Changed defaults for skip cooking editor content to true.

Change 3143526 on 2016/09/28 by Daniel.Lamb

	Increased the concurrent shader compile limit while in the cooker.
	#test Cook paragon

Change 3143874 on 2016/09/28 by Chris.Babcock

	Read Android environment variables from .bashrc on Linux
	#jira UE-36565
	#ue4
	#android
	#linux

Change 3143911 on 2016/09/28 by Dmitry.Rekman

	Fix SDL EGL API binding (UE-18979).

	- Contains PR #1398 by x414e54.
	- Also fixes offscreen backend that needed to provide a global mouse state after the SDL upgrade.

Change 3143929 on 2016/09/28 by Daniel.Lamb

	Removed some more temporary logging.
	#test Cook paragon

Change 3143959 on 2016/09/28 by Jeff.Campeau

	Media Player for Xbox One

Change 3143997 on 2016/09/28 by Dmitry.Rekman

	Linux: faster linking in Debug.

	- Do not apply --as-needed to Debug build since taking a hit of several tens of seconds on startup is better than linking for ~4 more minutes when iterating.

Change 3144004 on 2016/09/28 by Dmitry.Rekman

	Linux: make SCW dump core on crash in debug builds.

	- If the editor (not SCW itself) is built in Debug, make SCW dump cores if they ever crash. This makes it debug easier (at the risk of running of disk space).

Change 3144007 on 2016/09/28 by Dmitry.Rekman

	Linux: Allow equals character in command line parameter value (UE-26406).

	- PR #2019 by bozzaro.
	- Allows passing parameters like -Switch=Key=Value.

Change 3144042 on 2016/09/28 by Jeff.Campeau

	Add tag for DX12 support being experimental in target settings.

	#jira UE-36150

Change 3144068 on 2016/09/28 by Dmitry.Rekman

	Linux: enable using xgConsole in UAT (UE-28096).

	- PR #2144 by bozzaro.
	- Picks correct xgConsole binary.
	- Allegedly fixes crash in CombineXGEItemFile on mono.

Change 3144120 on 2016/09/28 by Michael.Trepka

	Copying //Tasks/UE4/Dev-HighDPI/... to //UE4/Dev-Platform/...

Change 3144172 on 2016/09/28 by Chris.Babcock

	Add libpng 1.5.27 for Android
	#jira UE-36573
	#ue4
	#android

Change 3144318 on 2016/09/28 by Chris.Babcock

	Correct logic for checking .bashrc on Linux
	#ue4
	#android

Change 3144331 on 2016/09/28 by Dmitry.Rekman

	Linux: repair ARM server builds.

	- Also: print info about C++ library being used and allow the override via environment variable UE4_LINUX_USE_LIBCXX (either 0 or 1).

Change 3144354 on 2016/09/28 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)
	this is intermediate, not fully working

Change 3144368 on 2016/09/28 by Josh.Adams

	- Moved the new Social files into NFL

Change 3144395 on 2016/09/28 by Chris.Babcock

	Add missing functions for AndroidWebBrowserWindow
	#ue4
	#android

Change 3144417 on 2016/09/28 by Josh.Adams

	- Probable fix for FWebBrowserWindow missing virtuals

Change 3144438 on 2016/09/28 by Jeff.Campeau

	XDK updated to 160802

Change 3144569 on 2016/09/29 by Dmitry.Rekman

	Linux: allow a selectable clock source (UE-36564).

	- The engine will now select the best performing clock on start instead of hard-coding CLOCK_REALTIME. This will happen as part of global initialization before main() to prevent clock skew.
	- Also fixes a problem of the engine not being able to start on Windows 10 since previously hard-coded clock id was not supported there.

	#tests Compiled and ran a few targets (including non-monolithic). Tried bogus clock sources. Haven't actually tried on Win10 (don't have a machine atm).

Change 3145108 on 2016/09/29 by Joe.Graf

	Fixed cases where path relative external plugin paths would generate the wrong path when running Unreal Header Tool (and probably other tools)

Change 3145245 on 2016/09/29 by Joe.Graf

	#wolf
	Checking in removal of plugin use on Win64 per Josh's request

Change 3145514 on 2016/09/29 by Will.Fissler

	Updated Mac Info.plist files to disable high DPI on macOS 10.12

Change 3145538 on 2016/09/29 by Josh.Adams

	- Worked around a physics task graph issue with using the new lock free stuff on Wolf, joining PS4 and XboxOne. Wolf was crashing on some boots.

Change 3145540 on 2016/09/29 by Josh.Adams

	- Fix for checking some Wolf dev tool installation existence
	- Fix for various Wolf build issues
	- Fix for Wolf devices not showing up in Launch on

Change 3145542 on 2016/09/29 by Josh.Adams

	- Pulled over Wolf changes from Wolf branch into Dev-Platform

Change 3145572 on 2016/09/29 by Josh.Adams

	- Cleaned up Wolf SDK error logs which really messed up GenProjectFiles for some class of people.
	#jira UE-36591

Change 3145769 on 2016/09/29 by Chris.Babcock

	Remove duplicate platforms from deploy list in UFE
	#jira UE-36636
	#ue4

Change 3146061 on 2016/09/29 by Chris.Babcock

	Linux: be less spammy in log when launching external procs
	#jira UE-36638
	#ue4
	#linux

Change 3146208 on 2016/09/29 by Dmitry.Rekman

	Linux: fix PhysX crash (UE-36613).

	- PX_RESTRICT was unwarrantedly applied to memMove, allowing clang to replace the memmove() call to memcpy() at -O2 and above.
	- This caused PxArray::remove() to duplicate the elements of its array (in POD case) and this opened doors to all kinds of fun.

	#jira UE-36613

Change 3146476 on 2016/09/30 by Josh.Adams

	- Moved a UBT log that could pollute QA logs with Wolf secrets to Verbose

Change 3146554 on 2016/09/30 by Josh.Adams

	- Removed another wolf secret log

Change 3146626 on 2016/09/30 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3146712 on 2016/09/30 by Josh.Adams

	- Fixed case for building Android on Linux
	#jira #UE-36652

Change 3146844 on 2016/09/30 by Josh.Adams

	- Removed ES2 shader compiling from TVOS, and force Metal compiling
	#jira UE-36306

Change 3146865 on 2016/09/30 by Daniel.Lamb

	Removed temp logging for materials
	#test Launch on paragon

Change 3146874 on 2016/09/30 by Dmitry.Rekman

	Linux: add rpath for libTextureConverter.so (UE-36620).

Change 3147030 on 2016/09/30 by Josh.Adams

	- Version check workaround for IOS9.3/TVOS9.2 defining __IPHONE_10_0 which breaks our IOS10 code checks
	#jira UE-36623

Change 3147151 on 2016/09/30 by Josh.Adams

	- Fixed zlib.build.cs for XboxOne, which came in from another branch without an include path, yet somehow main is compiling?

Change 3147621 on 2016/09/30 by Michael.Trepka

	Fix for setting up RPATHs for third party dylibs for packaged code-based games on Mac

Change 3147712 on 2016/09/30 by Josh.Adams

	- Fixed metal crash StrategyGame crash. Recent code was checking IsES2Platform for HDR decoding in scene capture, and Metal hasn't been IsES2 since may. Changed to IsMobilePlatform.
	#jira UE-36225

Change 3147725 on 2016/09/30 by Josh.Adams

	- Fixed yet another Wolf log for people with Wolf access but no SDK

[CL 3147801 by Josh Adams in Main branch]
2016-09-30 21:21:09 -04:00
Marc Audy
43eedbeffe Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3136612)
#lockdown Nick.Penwarden
#rb None

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

Change 3108929 on 2016/08/31 by Jon.Nabozny

	PR #2745: Add FQuat version of SetWorldRotation functions (Contibuted by EverNewJoy)

	#jira UE-35260

Change 3108930 on 2016/08/31 by Jon.Nabozny

	Fix out of date URadialForceComponent::CollisionObjectQueryParams by adding a BeginPlay event callback.

	#jira UE-33880

Change 3108934 on 2016/08/31 by Jon.Nabozny

	Fix check in UCharacterMovement::StepUp to properly account for distance the component is above the floor.

	#jira UE-33051

Change 3108971 on 2016/08/31 by Jon.Nabozny

	Add missing URadialForceComponent.h changes from CR 3108930

Change 3109557 on 2016/09/01 by Thomas.Sarkanen

	Copying //Tasks/Dev-Framework/Dev-PersonaUpgrade to Dev-Framework (//UE4/Dev-Framework)

	Persona Upgrade

	Summary of changes:

	- Persona module is now a repository of re-usable components, rather than an asset editor in itself.
	- Multiple asset editors now exist for specific asset types (Animation, Skeleton, anim BP etc).
	- Skeleton editing is now performed via the new IEditableSkeleton interface. This wraps up all mutations that can be performed on a skeleton in a model-view type architecture.
	- Skeleton tree acts as the view of the editable skeleton's data. When an edit is made in one version of a skeleton tree, it is reflected in all of them.
	- Removed all 'PersonaPtr's. Communication is now performed via delegates and appropriate API bindings (preview scene, editable skeleton etc.)
	- Viewport reworked to use editor modes for its more specific inputs. Skeletal controls now use editor modes for their inputs.
	- Better control of 'focus on draw' in the viewport. We can now optionally interpolate in approriate circumstances.
	- Animation preview scene resurrected. Now we manage much of the underlying objects in the preview scene. It also acts as a messaging conduit for events related to the scene.
	- We can now add additional meshes to a skeleton for use as previews. This is perfomred via a new UPreviewMeshCollection asset type & edited in the viewport.
	- Removed old SAdditionalMeshesEditor as the new system replaces its functionality.
	- Added asset family shortcut bar (and IAssetFamily to support this).
	- Const corrected some engine functions.
	- Added the ability for a skel mesh component to function without a primary skeletal mesh. This is usually a transient state in-editor but now the engine will not crash.
	- Padding, layouts and appearance of all editors have been polished.
	- Moved recording controls to the viewport and recording code into the preview scene. Now anything that uses a Persona viewport can use recording.
	- Tweaked recording icon to always use some red (feedback was it was non-obvious that it was a recording button).
	- Improved anim BP preview editor. We now have a bubtton that copies values that have changed to the defaults so that preview edits can more easily be seen & transferred.
	- Removed sequence recorder from non-level editor windows.

Change 3109628 on 2016/09/01 by Thomas.Sarkanen

	Fix non-unity build

Change 3109639 on 2016/09/01 by Thomas.Sarkanen

	CIS fix: Monolithic non-editor builds

Change 3109648 on 2016/09/01 by Thomas.Sarkanen

	Properly fix monolithic CIS this time

Change 3109683 on 2016/09/01 by Thomas.Sarkanen

	Fix Mac editor CIS

Change 3109689 on 2016/09/01 by Benn.Gallagher

	Fix crash in when a client spawns a destructible in a world with multiple players, caused by assuming we have a scene when the insertion may be deferred.
	#jira UE-35353

Change 3109699 on 2016/09/01 by Thomas.Sarkanen

	More Mac Editor CIS fixes.

Change 3109727 on 2016/09/01 by Danny.Bouimad

	Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.

Change 3109758 on 2016/09/01 by Thomas.Sarkanen

	More Mac editor CIS fixes

	Somehow includes from engine and unrealed were still getting picked up outside of PCH on windows. Updated PCH's and other includes to cover the mssing types.

Change 3109829 on 2016/09/01 by Thomas.Sarkanen

	Fix crash when attaching slave components with differing bone counts

Change 3111672 on 2016/09/02 by Thomas.Sarkanen

	Populated UV channels correctly

	Delegate for preview mesh change was being fired early (when the preview scene was created), so UV channels were never populated. Added a call to populate on construction.

Change 3111924 on 2016/09/02 by Martin.Wilson

	Clean up references to GetBoneTree and deprecate

	#jira UE-35525

Change 3112086 on 2016/09/02 by Martin.Wilson

	Fix pose flickering on LOD change when using Layered Blend by Bone node

	#Jira UE-35471

Change 3112097 on 2016/09/02 by Aaron.McLeran

	UE-35533 StopQuietest concurrency not resulting in sounds returning to play

	- Issue is due to the fact that once an active sound was flagged as needing to stop due to max concurrency, it was never unflagging as needing to stop
	- Fix is to make sure to unflag active sounds in a concurrency group as bShouldStopDueToMaxConcurrency before flagging the ones that do.

Change 3112467 on 2016/09/02 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3112269

Change 3112604 on 2016/09/02 by Lina.Halper

	Fixed merge compile error

Change 3113524 on 2016/09/05 by Thomas.Sarkanen

	Prevent invalid assets from causing crashes with asset families

	Store asset references as weak object ptrs as assets can go away underneath us.
	Also dont preserve asset families when all referencing asset editors are shut down, use weak references instead.

	#jira UE-35572 - Crash when opening Child Montage after force deleting an older child montage with the same name from the same asset

Change 3114118 on 2016/09/06 by Marc.Audy

	Add boolean return to AGameMode::ClearPause to indicate whether pausing was cleared
	#jira UE-32852

Change 3114201 on 2016/09/06 by Lina.Halper

	#ANMI: Moving animation curves from asset to skeleton

	- Backward compatibility
	- AnimCurve Viewer contains the setting of changing curve type - only material or morph would display.
	- Morphtarget curves are automatically set on loading
	- Asset still contains curve type including editable or disabled and so on. I was going to make this to be editor only but I can't until we copy over all the data - because morphtarget/material deprecated flags are needed to be loaded in game

	- TODO: Moving cached UI to FBoneContainer, so that it can work with RequiredBones
	- TODO: Linking curve to joint
	- TODO: Allow Layer blending to use this data to blend curves

	#Code review:Martin.Wilson, James.Golding
	#jira: UEFW-179

Change 3114391 on 2016/09/06 by Lina.Halper

	Build warning fix

Change 3114399 on 2016/09/06 by Lina.Halper

	Fix build error.

Change 3114403 on 2016/09/06 by Lina.Halper

	Attempt to fix build error

Change 3114591 on 2016/09/06 by Lina.Halper

	Fix compile error

Change 3114963 on 2016/09/06 by Lina.Halper

	Fixed crash on deleting skeleton when placed in the level

	#jira: UE-35601

Change 3114985 on 2016/09/06 by Lina.Halper

	Fix crash with copy pose mesh node not checking registered or not.

	#jira: UE-35602

Change 3115933 on 2016/09/07 by James.Golding

	UE-33251 - add 'restart required' to bSupportUVFromHitResults option

Change 3116021 on 2016/09/07 by Marc.Audy

	Fix spelling
	de-auto
	NULL to nullptr
	minor optimization

Change 3116046 on 2016/09/07 by James.Golding

	Move AnimNode_LegIK.h to Public and .cpp for Private

Change 3116048 on 2016/09/07 by James.Golding

	UE-34640 Fix bogus tooltips for collision channels

Change 3116050 on 2016/09/07 by James.Golding

	PR #2728: UE-34953: Improved comments for Hit callbacks (Contributed by projectgheist)

Change 3116060 on 2016/09/07 by Lina.Halper

	#ANIM:

	- Fix crash of setting multiple times in the same menu
	- Make sure you can set to original animation, and not break

	#jira: UE-35580

Change 3116064 on 2016/09/07 by James.Golding

	Fix missing change for LegIK file move

Change 3116291 on 2016/09/07 by Marc.Audy

	FindObjectWithOuter once again allows ClassToLookFor to be null as comment indicates is allowed

Change 3116590 on 2016/09/07 by Dan.Reynolds

	Audio Test Map Content WIP

Change 3116649 on 2016/09/07 by mason.seay

	Updated map to test flying

Change 3116712 on 2016/09/07 by dan.reynolds

	Test Content Update EQTest Map WIP

Change 3117257 on 2016/09/08 by Benn.Gallagher

	Fixed skeletal mesh details not working in new standalone mesh editor. Duplicated the detail customization and reworked to handle the new host app (no longer FPersona).

Change 3117348 on 2016/09/08 by Benn.Gallagher

	Added "Post-Process" Animation Blueprints. These run after the main anim instance, and the class used is set on the mesh so that any instance of that mesh uses that class as a post process. If there is a sub-input node inside the post process graph then the pose at the end of the main instance will be passed through into that instance.
	#jira UEFW-180

Change 3117393 on 2016/09/08 by Benn.Gallagher

	Hid UDestructibleMesh properties that are unsupported on destructibles in the destrucitble mesh editor (shadow assets and post process blueprints are only for normal skeletal meshes)
	#jira UE-34508

Change 3117507 on 2016/09/08 by Jurre.deBaare

	Streamline Persona Asset Browser
	#added ability to set whether or not a column should generate widgets in STableViews
	#added filtering code to SAssetview to allow for hiding/showing columns related to the asset type
	#added an ini path for saving the column filter state in SAnimationSequenceBrowser
	#jira UEFW-148

Change 3118003 on 2016/09/08 by mason.seay

	Updating meshes to use complex collision

Change 3118020 on 2016/09/08 by Zak.Middleton

	#ue4 - Auto-register UpdatedComponent in MovementComponent in InitializeComponent() if not found during OnRegister(). This can occur for non-native (BP) root components.

Change 3118437 on 2016/09/08 by Lina.Halper

	Fix grammar error

	#jira: UE-35729, UE-35730, UE-35729

Change 3118456 on 2016/09/08 by Lina.Halper

	Removed space because slate showed long spaces. It's long line now but at least in UI, it looks cleaner.

Change 3118492 on 2016/09/08 by Aaron.McLeran

	Copying //UE4/Dev-Audio to Dev-Framework (//UE4/Dev-Framework)

Change 3118517 on 2016/09/08 by Lina.Halper

	Went back to original without spaces

Change 3118711 on 2016/09/08 by Aaron.McLeran

	Fixing build errors with CL 3118492

Change 3118712 on 2016/09/08 by Aaron.McLeran

	Fixing a build warning with CL 3118492

Change 3118745 on 2016/09/08 by Aaron.McLeran

	Fixing a build warning with CL 3118492

	- Fixed init order in FSoundSource

Change 3119201 on 2016/09/09 by Benn.Gallagher

	Fix static analysis warnings (Accessing nullptr), added check on the pointer
	#jira UE-35755

Change 3119338 on 2016/09/09 by Benn.Gallagher

	Fixed destructible import throwing out meshes where 1 or more submeshes are empty

Change 3119371 on 2016/09/09 by Lina.Halper

	fix texts

Change 3119453 on 2016/09/09 by Lina.Halper

	Change text style of the child montage instruction.

	#jira: UE-35144

Change 3119454 on 2016/09/09 by Lina.Halper

	Add option to open asset from context menu of the segment

	#jira: UE-35632

Change 3119457 on 2016/09/09 by mason.seay

	Updated maps and rebuilt lighting

Change 3119584 on 2016/09/09 by Marc.Audy

	Support for new metadata ShowInnerProperties (written by Matt K)

Change 3119667 on 2016/09/09 by Aaron.McLeran

	Fixing compile errors on Mac.

	- Commandlet can't run on Mac (or other desktop platforms) right now since audio mixer isn't yet supported there

Change 3119732 on 2016/09/09 by Aaron.McLeran

	Fixing clang compile error

	- Apparently clang didn't like my ascii art of the wavetable shapes. Switched to /* */ style comment.

Change 3119734 on 2016/09/09 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3119702

Change 3119787 on 2016/09/09 by Lina.Halper

	Move cached UID to required bone

	- removed skeleton cached UID list
	- removed skeletalmeshcomponent cached UID list
	- FBoneContainer will contain UID list and can be re-cached anytime bones are recalculated
	- added versioning to up-to-date skeleton curve list with skeletalmeshcomponent

	#code review:Benn.Gallagher, Martin.Wilson

Change 3119800 on 2016/09/09 by Aaron.McLeran

	Changing audio mixer's GetAudioClock to GetAudioTime to avoid conflicting with other GetAudioClock function merged into dev-framework.

Change 3120260 on 2016/09/09 by Marc.Audy

	Fix if statement

Change 3120790 on 2016/09/12 by Thomas.Sarkanen

	Reordered skeletal mesh and animations in asset shortcut bar

	#jira UE-35845 - Move anim asset shortcut bar ordering to Skeleton > Skeletal Mesh > Animation > AnimBP

Change 3120793 on 2016/09/12 by Thomas.Sarkanen

	Improved fix for missing mesh details customization

	Improves on CL 3117257.
	Removed extra RefreshViewports function. Communication should be done via the preview scene to accomodate future multiple viewports.
	Re-used generic asset properties tab with a callback delegate that allows post-construction customization. Removed older custom tab.
	Removed dependency between FSkeletalMeshDetails and FSkeletonEditor. Trying to avoid back-pointer dependencies to monolithic editors, as this was the main bulk of refactoring work when teasing Persona apart.

Change 3120867 on 2016/09/12 by Marc.Audy

	Fix incorrect condition in for causing static analysis warning

Change 3120900 on 2016/09/12 by mason.seay

	Actually build lighting this time

Change 3120904 on 2016/09/12 by Thomas.Sarkanen

	Skeletons can now be deleted once opened (once more)

	Editable skeleton manager now holds onto weak ptrs instread of shared ptrs.
	Added logic to compact if weak ptrs are invalid.

	#jira UE-35848 - Can't delete skeletons that have been opened in the new standalone editor

Change 3120927 on 2016/09/12 by Thomas.Sarkanen

	Details panel now shows selected items when re-opened

	Kept the underlying widget around so that any item selections can still correctly update the (hidden) UI.

	#jira UE-35445 - Details tab in persona dosn't populate with information when first opened

Change 3120979 on 2016/09/12 by Thomas.Sarkanen

	Re-added the ability to create pose assets

	This was added at a similar time to my final merges and didnt get merged over to the standalone animation editor.

	#jira UE-35740 - Create Pose asset missing from create animation dropdown

Change 3121208 on 2016/09/12 by Benn.Gallagher

	Added bulk reimport to the reimport manager that uses slow tasks to give users an idea how far they are through large operations.
	#jira UE-33216

Change 3121274 on 2016/09/12 by James.Golding

	PR #2264: Added functions that can change a UTimelineComponent's curve(s) via Blueprints. (Contributed by hgamiel)
	#jira UE-29346

Change 3121276 on 2016/09/12 by James.Golding

	UE-33242 : Add option to copy morph target names to clipboard

Change 3121278 on 2016/09/12 by James.Golding

	UE-33004 : Add proper commands for Curve Viewer

Change 3121472 on 2016/09/12 by Zak.Middleton

	#ue4 - Fix UGameplayStatics::SpawnEmitterAttached() using wrong scale when SnapToTarget (Keep World Scale) option is used. Improve comments for SpawnEmitterAttached().

	#jira UE-34482

Change 3121829 on 2016/09/12 by dan.reynolds

	Audio Blueprints Content Example WIP Update checked in to backlog by request of ZakB and Nick BB.

Change 3122218 on 2016/09/12 by Aaron.McLeran

	Minor cleanup in XAudio2Source.cpp

Change 3122823 on 2016/09/13 by Thomas.Sarkanen

	Fix incorrect camera offset when opening some skeletal meshes

	Skeletons that had no preview skeletal mesh set up gave incorrect bounds on first tick. This is fixed by updating the preview mesh in the scene desc so that bounds are correctly calculated on first viewport tick.

	#jira UE-35550 - Persona camera is far away from some skeletal meshes

Change 3122857 on 2016/09/13 by Lina.Halper

	Importing frame count issue with blendshapes
	- with this change when calculating sample rate, it checks blendshape curves.

	#jira: UE-27706

Change 3122992 on 2016/09/13 by Marc.Audy

	Child Actor Component now have an editable template
	* Template is stored as a child inside the child actor template
	* When gathering components for an actor, need to stop searching beyond any nested AActor
	#jira UEFW-125, UE-16474

Change 3123087 on 2016/09/13 by Marc.Audy

	Fix Child Actor Template being nulled out on template

Change 3123170 on 2016/09/13 by mason.seay

	Updated test map to test SpawnEmitterAttached SnapToTarget settings

	UEENGQA-9268

Change 3123203 on 2016/09/13 by Marc.Audy

	Multi-select of child actor components allows editing of template properties

Change 3123205 on 2016/09/13 by Marc.Audy

	Fix details panel constantly updating and not being interactable when multi-selected objects have ShowInnerProperty property
	#author Matt.Kuhlenschmidt

Change 3123422 on 2016/09/13 by Aaron.McLeran

	UE-35950 Fixing XboxOne spatialization

	- XBoxOne doesn't support device details, so we need to manually set it to the output channels and channel mask. Unfortunately, that was incorrectly set.

Change 3123484 on 2016/09/13 by Lina.Halper

	Fix animation frame UI issue
	- This now displays from [0, numframes -1]

	#jira: UE-33437

Change 3123500 on 2016/09/13 by Marc.Audy

	Undo/redo of mobility changes will also undo/redo the mobility changes on ancestors/descendants that were changed along with it
	#jira UE-35885

Change 3123549 on 2016/09/13 by Marc.Audy

	Fix warning message

Change 3123581 on 2016/09/13 by Marc.Audy

	PR #2751: Editor Only UActorComponents for Blueprints (Contributed by moritz-wundke)
	#jira UE-35424

Change 3123688 on 2016/09/13 by Ben.Zeigler

	Add logic to K2Node_Variable that updates the variable reference to the correct class, if the variable has moved up or down in the class hierarchy. This is similar to code in UK2Node_CallFunction::CreateSelfPin which already handled this case correctly

Change 3123768 on 2016/09/13 by Marc.Audy

	Go away auto
	NULL to nullptr
	Use ranged for instead of iterators

Change 3123906 on 2016/09/13 by Aaron.McLeran

	UE-34615 Supporting Pausing Sounds on Audio Components

Change 3123949 on 2016/09/13 by Aaron.McLeran

	UE-35965 Spatialization no longer occurs when Non-Spatialized Radius is set above 0

Change 3124109 on 2016/09/13 by Aaron.McLeran

	UE-33364 Making bSuppressSubtitles a UPROPERTY EditAnywhere, BlueprintReadWrite

Change 3124137 on 2016/09/13 by Aaron.McLeran

	PR #2601: made looping sound waves searchable by the asset registry

Change 3124396 on 2016/09/14 by James.Golding

	Allow anim node edit modes to work on all nodes, not just skel controls

Change 3124498 on 2016/09/14 by Benn.Gallagher

	Added method to get swing and twist quaternions from FQuat
	#jira UE-34054

Change 3124504 on 2016/09/14 by James.Golding

	Missed a few references to SkeletalControlEditMode

Change 3124508 on 2016/09/14 by James.Golding

	Fix function groupings in animnode editmode headers

Change 3124625 on 2016/09/14 by james.cobbett

	Rebuilding lighting.

Change 3124632 on 2016/09/14 by James.Golding

	UEFW-205 Adding support for PoseDriver to drive bones (based on PoseAsset)
	- Converted PoseDriver from SkelControl to AnimNode
	- Added PoseDriverEditMode
	- Added debug drawing to show target poses and current ref position
	- Aded support for PoseDriver using translation instead of rotation
	- Added AnimGraphNode_PoseHandler class, with code corresponding with AnimNode_PoseHandler

Change 3124636 on 2016/09/14 by James.Golding

	Missed file

Change 3124652 on 2016/09/14 by Marc.Audy

	Fix initialization order warning
	#jira UE-35980

Change 3124658 on 2016/09/14 by Marc.Audy

	Fix if statement
	#jira UE-35976

Change 3124685 on 2016/09/14 by James.Golding

	Move PoseDriver files from BoneControllers to AnimNodes folder
	Rename AnimNode_PosePriver.cpp to AnimNode_PoseDriver.cpp
	Move AnimGraphNode_AssetPlayerBase.cpp from Classes to Private

Change 3124690 on 2016/09/14 by James.Golding

	Missing header edit after file move

Change 3124707 on 2016/09/14 by Danny.Bouimad

	Fixing UE-34814, issue where a socket was not rendering correctly. Note: The old socket wasn't attached to a bone to fix the issue so it was attached to the root bone.
	Somehow this was undone.

Change 3124954 on 2016/09/14 by Jurre.deBaare

	Import Alembic file gets editor crash
	#fix double check if Alembic isn't lying and there are no actual normals
	#misc fixed type in function signature
	#jira UE-35702

Change 3124980 on 2016/09/14 by Lina.Halper

	Tweak UI of child anim montage
	- removed padding, changed font size

Change 3124981 on 2016/09/14 by Lina.Halper

	Changed text of keys to Frames

Change 3124998 on 2016/09/14 by Lina.Halper

	Fix curve issue when evaluting with # of frames.

	#jira: UE-35782

Change 3125034 on 2016/09/14 by Aaron.McLeran

	Changes to 3123906 based on feedback from Marc Audy

Change 3125109 on 2016/09/14 by Aaron.McLeran

	PR #2463: Support parsing .WAV files with a WAVE_FORMAT_EXTENSIBLE format chunk (Contributed by Mattiwatti)

Change 3125184 on 2016/09/14 by Lukasz.Furman

	vehicle RVO fixes
	#ue4

Change 3125191 on 2016/09/14 by Lukasz.Furman

	added blueprint interface for component's navigation influence control
	#ue4

Change 3125348 on 2016/09/14 by Mason.Seay

	Added GamepadFaceButtonRight as an input mapping for Crouch

Change 3125352 on 2016/09/14 by Lina.Halper

	#ANIM: Pose Asset - Insert pose support

	- made sure pose asset editor updates if the new pose is inserted.

	#jira: UE-32608

Change 3125413 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Add GameModeBase and GameStateBase classes that are parent classes of existing GameMode and GameState. The classes have been split in half so the base functionality needed by all games are in the Base classes, with legacy and match-specific code in the children
	Added BP access to several GameState and GameMode functions, and GetGameState/GetGameMode now return the base classes.
	World->GetAuthGameMode now returns GameModeBase, so direct accesses to the return value may not work. The casted template works as before.
	World->GameState is now private, and GetGameState returns GameStateBase. Code that accessed GameState should now call GetGameState<>.
	GameModeBase::StartNewPlayer has been deprecated, and split into InitializeHUDForPlayer and HandleStartingNewPlayer.
	Several Login functions on GameModeBase that take TSharedPtr<const FUniqueNetId> are now deprecated correctly, they previously stopped working correctly in 4.13
	The ShouldShowGore feature on GameState has been fully deprecated, along with hooks in Matinee

Change 3125414 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Convert all internal templates to use GameModeBase
	Convert most sample games, ShooterGame and several legacy projects are still using GameMode

Change 3125415 on 2016/09/14 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Internal game compile fixes needed to support GameMode refactor
	Fixed a few places that overrode StartNewPlayer to override new functions instead

Change 3125438 on 2016/09/14 by Ben.Zeigler

	Log compile fix

Change 3125460 on 2016/09/14 by Ben.Zeigler

	Another try at log compile issues

Change 3125685 on 2016/09/14 by Aaron.McLeran

	Attempt to fix compile error

Change 3125700 on 2016/09/14 by Aaron.McLeran

	UE-35958 Undo in sound cue editor does not undo looping changes.

	Issue was sound cues were not being flagged as transactional and ignoring undo transactions

Change 3125857 on 2016/09/14 by Aaron.McLeran

	-Adding a RF_Transactional flag to postload for sound nodes so older sound nodes created incorrectly will work properly with the undo system.
	-Changed to setting flag directly in NewObject line instead of calling SetFlags

Change 3125888 on 2016/09/14 by Aaron.McLeran

	Adding call to super post load in USoundNode::PostLoad()

Change 3125964 on 2016/09/14 by Aaron.McLeran

	Fixing attenuation on 2D multichannel files (specifically 3, 7 and 8-channel files).

Change 3125974 on 2016/09/14 by Aaron.McLeran

	UE-35892 Not loading audio data when in -nosound mode

Change 3125983 on 2016/09/14 by Ben.Zeigler

	Better Nogore fix for lens effect

Change 3125985 on 2016/09/14 by Ben.Zeigler

	Fix fortnite compile failure on mac, it was inside non instantiated template

Change 3126409 on 2016/09/15 by Benn.Gallagher

	Fixed crash when adding a reroute node on a line with another reroute node in an anim graph. Becuase we use poselinks as an exec line we weren't killing the output links.
	#jira UE-35657

Change 3126507 on 2016/09/15 by Thomas.Sarkanen

	Prevent crash when calling SetAnimationMode on a component with no skeletal mesh

	Guard against the mesh being NULL, as with other calls to InitializeAnimScriptInstance.

	#jira UE-36003 - Crash playing Ocean

Change 3126539 on 2016/09/15 by Marc.Audy

	Fix Win32 compilation error
	#jira UE-36018

Change 3126575 on 2016/09/15 by Marc.Audy

	Properly fix compile

Change 3126635 on 2016/09/15 by Benn.Gallagher

	Fix for crash when setting collision responses on destructible components after they have been fractured.
	#jira UE-35604

Change 3126649 on 2016/09/15 by Lina.Halper

	- Fixed issue with updating cache UID List, so certain curves did not work.
	- Fixed issue with not finding meta data because the name has changed - converted to SmartName, and if it is going to look for by UID.

Change 3126816 on 2016/09/15 by Lukasz.Furman

	Back out changelist 3125191

Change 3126903 on 2016/09/15 by Marc.Audy

	Fix !WITH_APEX compile errors from CL# 3126635

Change 3126908 on 2016/09/15 by Mieszko.Zielinski

	Added initialization of FBlackboardEntry properties #UE4

Change 3127081 on 2016/09/15 by Ben.Zeigler

	#jira UEFW-32 Game Mode Cleanup
	Change the way that the GameMode is picked based on URL to be handled by GameInstance instead of World/GameMode.
	Add PreloadContentForURL, CreateGameModeForURL, and OverrideGameModeClass to GameInstance and deprecate GameMode versions.
	GameMode::GameModeClassAliases has moved to GameMapsSettings::GameModeClassAliases and WorldSettings::DefaultMapPrefixes has moved to GameMapsSettings::GameModeMapPrefixes and unified in format.
	Fixed internal game ini files and added example to BaseEngine.ini
	Removed some outdated seekfree preload code and replace with GameInstance::PreloadContentForURL

Change 3127102 on 2016/09/15 by Ben.Zeigler

	Crash fix if there is no deprecated config section

Change 3127103 on 2016/09/15 by Aaron.McLeran

	UE-34100 audio playback of an individual source

Change 3127109 on 2016/09/15 by Marc.Audy

	Remove inconsistently used AUDIO_DEVICE_HANDLE_INVALID and use INDEX_NONE everywhere instead

Change 3127143 on 2016/09/15 by Aaron.McLeran

	Missing file in CL 3127103

Change 3127218 on 2016/09/15 by Ori.Cohen

	PR #2766: More vehicle stats for profiler (Contributed by DenizPiri)

	#JIRA UE-35564

Change 3127264 on 2016/09/15 by Aaron.McLeran

	Switching to using USoundWave instead of USoundBase in notification delegate for play progress percent

Change 3127285 on 2016/09/15 by Marc.Audy

	Make it easier to create an audio component that will exist across level transitions
	Refactor FAudioDevice::CreateComponent to use a Params block instead of long parameter list
	UAudioComponent can now store which AudioDevice it is targetted at instead of being limited to its registered world or the main audio device (breaks in multi-PIE)
	#jira UE-16451

Change 3127360 on 2016/09/15 by Marc.Audy

	Consolidate a few GetWorld()s

Change 3127931 on 2016/09/16 by Benn.Gallagher

	Fixed holes appearing in clothing meshes after reskinning changes. Caused by mismatched triangle counts when applying the clothing mesh.
	#jira UE-36054

Change 3128001 on 2016/09/16 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3127918

Change 3128005 on 2016/09/16 by James.Cobbett

	#jira UE-29618 Submitting test assets

Change 3128022 on 2016/09/16 by Lina.Halper

	Allow re-merge all skeletalmeshes back to skeleton when recreating skeleton from scratch

	#jira: UE-27256

Change 3128044 on 2016/09/16 by James.Cobbett

	Submitting gamemode test asset

Change 3128169 on 2016/09/16 by Mieszko.Zielinski

	Fixed couple of static analysis warnings in AI code #UE4

Change 3128430 on 2016/09/16 by Marc.Audy

	Fix infinite loop when running a pause frame with tick interval functions (4.13.1)
	#jira UE-36096

Change 3128558 on 2016/09/16 by Mieszko.Zielinski

	Refactored FEnvQueryInstance::AddItemData to not require second template parameter (TypeValue) #UE4

	#jira UE-33036

Change 3128678 on 2016/09/16 by Jon.Nabozny

	#rn Added a delegate to GameViewportClient that notifies when the Game's platform specific window is being closed.
	#rn This can be used to prevent the game from being exited.

	#jira UE-34123

Change 3128693 on 2016/09/16 by Marc.Audy

	Add UnpausedTimeSeconds to UWorld to accumulate the dilated/clamped game time even when paused

Change 3128753 on 2016/09/16 by Mieszko.Zielinski

	Fixed aborting previous movements as part requesting a new one needlesly reseting move agent's current velocity #UE4

	#jira UE-35852

Change 3128791 on 2016/09/16 by Marc.Audy

	PR #2777: Accurate DeltaSeconds for objects with TickIntervals (Contributed by YossiMHWF)
	Tick Functions with a Tick Interval will now return the dilated/clamped game DeltaSeconds since the last time it ticked
	#jira UE-35719

Change 3128974 on 2016/09/16 by Mieszko.Zielinski

	Fixes to BB key synchronization #UE4

	syncing between two BBs associated by a common parent now works

Change 3128984 on 2016/09/16 by Jon.Nabozny

	Fix FConstraintBaseParams ContactDistance clamping.
	The value is intended to be in either degrees or cm units (depending on constraint type), so clamping max to 1 doesn't make sense.

Change 3129010 on 2016/09/16 by Dan.Reynolds

	Updating developer folder content for external referencing

Change 3129093 on 2016/09/16 by Ben.Zeigler

	#jira UE-35424
	Switch from using AlwaysLoadOnServer/Client to bIsEditorOnly for components that should be editor only. This works better with cooking and is clearer in usage
	Move MarkAsEditorOnlySubobject to ActorComponent so it works for all components and not just primitive ones

Change 3129103 on 2016/09/16 by Marc.Audy

	Fix initialization order CIS warning

Change 3129361 on 2016/09/16 by Dan.Reynolds

	Fixes to QASoundWaveProcedural.h

Change 3129994 on 2016/09/19 by Thomas.Sarkanen

	Skeletal mesh to Static mesh conversion

	Added feature to convert selected actors' meshes into static meshes.
	Supports static and skeletal meshes.
	Added extension points to all Persona-based editors so their toolbars can be overriden with context about the editor itself.
	Added IHasPersonaToolkit interface that all of these editors implement.
	Added toolbar button to each Persona-based editor.
	Added level editor right-click menu option.

	Added CPU skinning path for cloth sections (non-SIMD for now).
	Moved CPU skinning flag from UDebugSkelMeshComponent into USkinnedMeshComponent.
	Moved a few structures around so CPU skinned renderdata is more readily exposed.

	#jira UE-35549 - Convert skel mesh on specific anim frame to StaticMesh

Change 3130008 on 2016/09/19 by Benn.Gallagher

	Fixed crash when creating a destructible mesh from a speed tree mesh. The materials are incompatible - after discussion decided to report the error to the user and bail on making the destructible
	#jira UE-3687

Change 3130009 on 2016/09/19 by Thomas.Sarkanen

	Fixed static analysis warnings in Persona and AnimationBlueprintEditor

	Also moved a bool check inside (original line number for the warning led me to that code instead, but thought it was worth fixing anyways).

Change 3130012 on 2016/09/19 by Thomas.Sarkanen

	CIS fix (implcit use of copy constructor)

Change 3130016 on 2016/09/19 by Thomas.Sarkanen

	Mac CIS fix - forward declare some classes.

Change 3130027 on 2016/09/19 by Thomas.Sarkanen

	Fix shadow variables found with Clang

Change 3130044 on 2016/09/19 by Jurre.deBaare

	Improved Texture Merging using the Merge Actors Tool
	#feature added simple binning algorithm to be used with texture importance values
	#misc small array indexing copy-paste error
	#jira UE-33823

Change 3130068 on 2016/09/19 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3129803

Change 3130181 on 2016/09/19 by Jurre.deBaare

	G++ compile errors
	#fix array enum size requires cast to be valid

Change 3130182 on 2016/09/19 by Jurre.deBaare

	Remove FColor operator after feedback from Marc, assuming color order is indeed icky and can tackle the problem differently

Change 3130250 on 2016/09/19 by Marc.Audy

	Fix flag check indicated by static analysis

Change 3130256 on 2016/09/19 by Benn.Gallagher

	Changed "Create Physics Asset" context menu options to allow creation without assigning the physics asset to the selected mesh to make it easier to set up capsule shadows.
	#jira UE-34796

Change 3130267 on 2016/09/19 by Marc.Audy

	Post integration WEX fixups for GameMode and FAudioDevice::CreateComponent changes

Change 3130551 on 2016/09/19 by Ben.Zeigler

	Change WEX OnlineSubsystem plugin to exactly match Engine one with GameMode refactors, no functionaly change but this should make merging easier

Change 3130564 on 2016/09/19 by Jurre.deBaare

	More CIS fixes

Change 3130572 on 2016/09/19 by Ben.Zeigler

	#jira UE-36142 Fix 1v1 and 2v2 game mode references, they were always wrong but are now being cooked properly with the game mode changes

Change 3130586 on 2016/09/19 by Ben.Zeigler

	#jira UE-36124 Fix orion crash, the class layout of OrionGameState_MOBA differed between BlueprintContext and OrionGame modules because of the server perf define being different

Change 3130587 on 2016/09/19 by Martin.Wilson

	Add start time to Montage_Play and PlaySlotAnimationAsDynamicMontage

	#jira UE-34798

Change 3130694 on 2016/09/19 by Ben.Zeigler

	#jira UE-35424 Restore BrushComponent to the 4.13 behavior for computing editor only, as they set AlwaysLoadOnClient/Server to false even if they're not editor only unlike other primitive components

Change 3130700 on 2016/09/19 by Ben.Zeigler

	#jira UE-36141 Fix it so PlayerCanRestart is called before restarting player on initial login, to match behavior when requesting a restart or match starting. This is a bug fix in the core code that UT was working around originally

Change 3130778 on 2016/09/19 by Dan.Reynolds

	WIP Content update for external referencing

Change 3130812 on 2016/09/19 by Marc.Audy

	No longer use inconsistently applied bWantsBeginPlay
	#jira UE-21048

Change 3130876 on 2016/09/19 by Richard.Hinckley

	Fixing comments for documentation purposes.

Change 3131076 on 2016/09/19 by Marc.Audy

	PR #2775: Make WorldContextObj arguments const pointers (Contributed by jorgenpt)
	#jira UE-35625

Change 3131102 on 2016/09/19 by Richard.Hinckley

	Fixing typo that slipped through.

Change 3131254 on 2016/09/19 by Ben.Zeigler

	#jira UE-36162 Remove bad game mode reference

Change 3131396 on 2016/09/19 by Marc.Audy

	Undo CL# 3125974 to fix Fortnite crash until investigation can be done
	#jira -UE-36164

Change 3131846 on 2016/09/20 by Thomas.Sarkanen

	Recording now functional again in blendspace editor

	Blendspaces now use the anim editor base.
	Anim editor base now has the option of a scrollable or non-scrollable widget area. Blendspaces use the non-scrollable one as before.
	Scrub widget now seperates the concepts of frames and scrub cursor. This is to allow blendspaces to still use scrubbing when they use normalized time.
	Removed PURE_VIRTUAL from SAnimEditorBase as it is not a UObject class.

	#jira UE-35843 - Missing record option for Blendspaces

Change 3131921 on 2016/09/20 by Thomas.Sarkanen

	Re-added anim slot manager tab

	Anim slot manager was not added back into the standalone editors when they were split up.

	#jira UE-35954 - Anim Slot Manager opens up to unrecognized tab

Change 3131922 on 2016/09/20 by Thomas.Sarkanen

	Added 'dirty' indicator to asset shortcut bar

	#jira UE-36015 - No 'dirty' indicator in anim asset shortcut bar

Change 3131950 on 2016/09/20 by Thomas.Sarkanen

	Animation stepping now functions as it did previously

	Recent changes to deal with different frame counts left off an epsilon in the frame increment/decrement logic. Re-instating the epsilon fixes this.

	#jira UE-36172 - The To Next button in the Animation timeline doesn't work consistently

Change 3131953 on 2016/09/20 by james.cobbett

	Updating test assets.

Change 3132241 on 2016/09/20 by Martin.Wilson

	Fix crash when importing a pose to pose asset.

	#jira UE-36122

Change 3132417 on 2016/09/20 by Thomas.Sarkanen

	Fixed crash when anim instance is set to NULL when URO is turned on (and GC occurs)

	A dangling pointer to the UID array on the instance was hanging around. We now make sure to clear this when necessary.

	#jira UE-36182 - Fornite cooked crashed when hitting a husk near/on a chest - CurveToCopyFrom.IsValid()

Change 3132790 on 2016/09/20 by Ori.Cohen

	Ensure that physics handle automatically wakes up any object it's grabbing on release. Also fix editor case where moving camera grabs component

	#JIRA UE-35257

Change 3132795 on 2016/09/20 by Ori.Cohen

	Fix typo where enable swing drive was used for both swing and twist.

	#JIRA UE-35634

Change 3132838 on 2016/09/20 by Ori.Cohen

	Move flush deferred actor to EndPhysics

	#JIRA UE-35899

Change 3133088 on 2016/09/20 by Ori.Cohen

	Back out defer flush change. This requires more thought.

Change 3133185 on 2016/09/20 by Wes.Hunt

	QoS Analytics providers now use the real final Data Router URL #jira UE-30655

Change 3133262 on 2016/09/20 by Wes.Hunt

	HttpServiceTracker now uses UserID fields that match what we expect for all other apps. Part of #jira UE-33354.

Change 3133266 on 2016/09/20 by Wes.Hunt

	Make anonymous analytics UserID match format expected by the backend to remove ambiguity. Part of #jira UE-33354.

Change 3133277 on 2016/09/20 by Chris.Evans

	!N Pose asset test

Change 3133504 on 2016/09/20 by dan.reynolds

	Updating WIP Test Content

Change 3133761 on 2016/09/21 by Thomas.Sarkanen

	Fixed 100% crash when killing a husk

	Interpolation was still getting performed when we had an invalid UID container. We now check this before kicking off a task.

	#jira UE-36203 - Fornite cooked crashed when killing a husk and jumping backwards

Change 3133766 on 2016/09/21 by Thomas.Sarkanen

	Fixed crash when compiling animation blueprint when a node outside of the tree evaluation is selected

	The OnNodeSelected callback was not getting called for deselection when the node could not be found (i.e. was NULL). Removed NULL check as it is valid to call. ALso added comment warning that the passed in runtime node can be NULL.

	#jira UE-35974 - Crash in FSkeletalControlEditMode when compiling an anim blueprint

Change 3133774 on 2016/09/21 by Danny.Bouimad

	Translation Pose  Driver test assets content/animation/posedrivertests

Change 3133796 on 2016/09/21 by Thomas.Sarkanen

	Added metadata to remove "reset to default" button for certain properties

	Allows removal of the reset button without a cumbersome details customization.
	Fixes crash where a parent struct of an editfixedsize array was reset.

	#jira UE-36109 - Crash when resetting shape properties on a BodySetup in PhAT

Change 3133831 on 2016/09/21 by Jurre.deBaare

	Vert Color Background not contained to Asset's Viewport
	#fix Added a way to directly set the visibility of the floor/environment in the static mesh editor
	#jira UE-35052

Change 3133832 on 2016/09/21 by Jurre.deBaare

	Geometry Cache asset will stop animating when Elapsed Time exceeds an excessively high number
	#fix set UI/clamp min/max for playback speed (-512 - 512x playback speed) and start offset (-14400 - 14400, 4 hours) and clamp at runtime as well
	#jira UE-34629

Change 3133833 on 2016/09/21 by Jurre.deBaare

	Geometry Cache asset will continue to loop when running in reverse when Loop is turned off and Elapsed Time is has reached 0
	#fix do not wrap around for non-looping negative sampling times :)
	#jira UE-34630

Change 3133834 on 2016/09/21 by Jurre.deBaare

	Merge Actors button is not enabled when selecting assets in the viewport if they are not visible in the Merge Actor window
	#fix moved selected mesh count functionality so that it is not dependent on the listview being rendered (this is an awesome bug)
	#jira UE-34303

	Static mesh does not show after using "Merge Actors" if the mesh is part of a child actor component that has been added to the blueprint
	#fix recursively add child actor components to include all static meshes
	#jira UE-25187

Change 3133835 on 2016/09/21 by Jurre.deBaare

	Mesh Preview Scene: Remove bottom quad from floor mesh to make viewing from below easier. (in loving memory of Tom Looman)
	#fix new mesh with removed bottom quad, allowing for see-through from below
	#jira UE-35022

Change 3133836 on 2016/09/21 by Jurre.deBaare

	It isn't clear when a profile is added to the Preview Scene Settings
	#fix selected profile now changes to newly added one
	#jira UE-33848

	Change preview scene profile naming to validate name input in UI instead of PostEditChange
	#fix added ui feedback for duplicate naming
	#misc extra checks for having a correct profile name when adding a new profile
	#jira UE-34078

	Adding Preview Scene Profile after Removing One duplicates the name of the last added profile
	#fix determine correct name by checking existing ones
	#jira UE-33898

Change 3133838 on 2016/09/21 by Jurre.deBaare

	Prevent preview scene assets being loaded in game (proper fix)
	#fix now saving direct FString path to the environment cube map and load them once we ::Get the assetviewer settings
	#jira UE-36082

Change 3133839 on 2016/09/21 by Jurre.deBaare

	Moving over UE-35254 from 4.13.1

Change 3133840 on 2016/09/21 by Jurre.deBaare

	Moving over UE-35639 from 4.13.1

Change 3133844 on 2016/09/21 by Jurre.deBaare

	Alembic import causing a crash

	#jira UE-35551
	#fix handle the case where there is not hierarchy found for a specific object, in that case just output the identity matrix as object matrix

	#jira UE-35451
	#fix handle case where we imported an empty object in the Geometry cache path

	#misc alembic importer signature change
	#misc typo in function signature

Change 3133951 on 2016/09/21 by Mieszko.Zielinski

	Fixed deprecation message on UAIPerceptionComponent::GetPerceivedActors #UE4

Change 3134014 on 2016/09/21 by Jon.Nabozny

	#rn Ensure the runaway loop counter gets reset when processing parallel animation.

	#jira UE-33946

Change 3134032 on 2016/09/21 by Jurre.deBaare

	Remove comments

Change 3134100 on 2016/09/21 by James.Golding

	UE-35300 Support UV traces for UV on BSP

Change 3134103 on 2016/09/21 by Lukasz.Furman

	fixed NavLinkProxy not working correctly in PIE
	#jira UE-36194

Change 3134104 on 2016/09/21 by James.Golding

	UE-33004 Use UI commands for PoseEditor, allow keyboard shortcuts

Change 3134106 on 2016/09/21 by James.Golding

	UE-36138 Fix crash in procmesh slicing, avoid creating, and skip processing, sections with no verts

Change 3134109 on 2016/09/21 by James.Golding

	UE-35813 Don't do srgb conversion for proc mesh vertex colors
	UE-35821 Procedural Mesh component not respecting 'Bound Scale' setting

Change 3134145 on 2016/09/21 by Mieszko.Zielinski

	Fixed persistent BB key changes not getting propagated to child BB assets #UE4

Change 3134296 on 2016/09/21 by Lukasz.Furman

	fixed navlink's "snap to cheapest area" mode not working correctly with dynamic navmesh
	copy of CL# 3133219

Change 3134390 on 2016/09/21 by mason.seay

	Blueprint for collision bug repro

Change 3134517 on 2016/09/21 by Mieszko.Zielinski

	CIS fix #UE4

Change 3134746 on 2016/09/21 by Ben.Zeigler

	Documentation and comment cleanup pass for GameMode changes, it's ready for a Doc team pass
	Change GameStateBase::GetDefaultGameMode to return a const * as it's a CDO that is not safe to modify, and remove Blueprint acessibility as there's no way to make that safe

Change 3134850 on 2016/09/21 by Ben.Zeigler

	Fix PlatformShowcase warnings

Change 3134852 on 2016/09/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3134107

Change 3134853 on 2016/09/21 by Marc.Audy

	Resolve of reimport portions

Change 3134857 on 2016/09/21 by Marc.Audy

	Fixes related to show inner properties for Map and Set now that Dev-Editor has made it to Dev-Framework

Change 3135002 on 2016/09/21 by Ori.Cohen

	Fix compiler errors

Change 3135147 on 2016/09/21 by dan.reynolds

	AEOverview Test WIP Update

Change 3135168 on 2016/09/21 by Wes.Hunt

	Edigrate of CL3135131: EngineAnalytics uses EngineVersion once again instead of BuildVersion, which doesn't contain major.minor.hotfix info.
	#jira UE-36211

Change 3135216 on 2016/09/21 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3135156

Change 3135238 on 2016/09/21 by Aaron.McLeran

	UE-36288 Fixing concurrency resolution stop quietest

Change 3135257 on 2016/09/21 by Ben.Zeigler

	Fix Orion version of OnlineGameFramework plugin

Change 3135258 on 2016/09/21 by Ben.Zeigler

	Other Orion GameMode fixes

Change 3135290 on 2016/09/21 by dan.reynolds

	AEOverview test map skeleton complete with comments per Nick BB request

Change 3135323 on 2016/09/21 by dan.reynolds

	Update to AEOverview test maps

Change 3135385 on 2016/09/21 by Marc.Audy

	Fix static analysis warnings in automation tests

Change 3135634 on 2016/09/22 by Thomas.Sarkanen

	Remove duplicated details customization

	Now we only have one customization that both 'old' Persona and the skeletal mesh editor can use.

Change 3135660 on 2016/09/22 by Thomas.Sarkanen

	CIS fix: Fixed deleted file still being included.

Change 3135949 on 2016/09/22 by Thomas.Sarkanen

	Fixed (another) crash with invalid curve data when an anim instance is GCed

	Invalidated cached curve as it can hold onto a reference to anim instance data. Also added a check for valididty in the non-parallel eval, non-interpolation case.

	#jira UE-36292 - Fortnite Editor Crashed when shooting a husk during defense phase - CurveToCopyFrom.IsValid()

[CL 3136620 by Marc Audy in Main branch]
2016-09-22 15:33:34 -04:00
Peter Sauerbrei
3d58452185 Copying //UE4/WEX-Staging to Dev-Main (//UE4/Dev-Main)
===================
MAJOR FEATURES + CHANGES
===================

Change 3123735 on 2016/09/13 by Josh.Markiewicz

	#UE4 - added FNames for some common online features to be refactored later
	#codereview david.nikdel

Change 3123608 on 2016/09/13 by Josh.Markiewicz

	#OSS - refactor FUniqueNetIdRepl to derive from FUniqueNetIdWrapper and clean up redundant code
	#codereview david.nikdel

Change 3120074 on 2016/09/09 by David.Nikdel

	#Analytics: Move log message to more correct location

Change 3120073 on 2016/09/09 by David.Nikdel

	#Analytics: Adjustments to ET.DroppedSubmission per Wes's feedback
	- Don't try to restore events at all if caching is disabled (but do log the error)
	- Stop accumulating events (even the ET.DroppedSubmission event) at 1024 cached to defend against run away accumulation
	#CodeReview: Wes.Hunt

Change 3119959 on 2016/09/09 by Peter.Sauerbrei

	update to engine to provide the generic chunk install when one is not implemented or requested
	#rb none

Change 3119378 on 2016/09/09 by David.Nikdel

	#Analytics #ET: Added a config option to not drop events in the event of a failure to flush.
	- Events are re-added to the queue (may result in some reordering but timestamps will still be there) in the event of a failure
	- Also appending an ET.DroppedSubmission event in this case so we can track how often clients fail. Has HTTP_STATUS and URL attributes.
	- Events accumulate within a given application run but no attempt is made to persist across crashes etc.
	#CodeReview: Wes.Hunt

Change 3118773 on 2016/09/08 by Peter.Sauerbrei

	bring over fix for missing debug information in IOS executables
	#rb none

Change 3118574 on 2016/09/08 by Peter.Sauerbrei

	pulled over architecture fix for IOS from Main
	#rb none

Change 3117672 on 2016/09/08 by Steve.Allison

	Adding 3544_iPadMini3_ChAIRQA

Change 3116529 on 2016/09/07 by Josh.Markiewicz

	#UE4 - reverted started IOS purchase/store work from default engine OSS plugins
	#codereview david.nikdel

Change 3116010 on 2016/09/07 by Josh.Markiewicz

	#WEX - Copying //WEX/Dev-Mobile to Dev-Main (//WEX/Dev-Main) to get OnlineSubsystemiOS changes

Change 3114411 on 2016/09/06 by Peter.Sauerbrei

	fix for deploying movies to the correct directory
	#rb none

Change 3113944 on 2016/09/06 by Peter.Sauerbrei

	addition of resave packages command to UAT
	#rb none

Change 3112948 on 2016/09/02 by Nathan.Green

	#WEX
	- Fixing file length on Android so that we can write out stats files (change is being submitted into Dev-Mobile by Chris Babcock)
	#CodeReview: Chance.Lyon, David.Nikdel

Change 3112567 on 2016/09/02 by Josh.Markiewicz

	#UE4 - fixed possible exception when checking directories that don't exist  (copy of CL#3099217)
	#rb ben.marsh

Change 3112055 on 2016/09/02 by Chance.Lyon

	#WEX
	- Merging mobile branch changes into main

Change 3108827 on 2016/08/31 by Peter.Sauerbrei

	fix for warning
	#rb none

Change 3105012 on 2016/08/29 by Peter.Sauerbrei

	enable ICMP for Android
	#rb none

Change 3103322 on 2016/08/26 by David.Nikdel

	#WEX: Fix for clang warnings in Font Outline code
	#CodeReview: Matt.Kuhlenschmidt

Change 3102935 on 2016/08/26 by David.Nikdel

	Merging CL 3102878 from
	//UE4/Dev-Editor/Engine/...
	to //WEX/Main/Engine/...
	------
	Added support for outline fonts
	- An outline size (in slate units), optional material and optional fill color can be specified with each font info.
	- Outlines do not contribute to measurement directly so the text measuring and shaping methods have been modified to account for outlines
	- Fixed a bug where font materials do not work properly if part of the font's rendered glyphs were in a different atlas
	#CodeReview: Matt.Kuhlenschmidt, Matt.Hancy, Peter.Sauerbrei

Change 3102541 on 2016/08/26 by Peter.Sauerbrei

	fix for build warning on Mac and IOS
	#rb none

Change 3101820 on 2016/08/25 by Peter.Sauerbrei

	Moved the online changes to the plugins directory
	#rb none

Change 3101808 on 2016/08/25 by Peter.Sauerbrei

	Merging using WEX_Main_to_UE4_WEX_Staging bringing in UE4 engine 4.14
	#rb none

Change 3097879 on 2016/08/23 by David.Nikdel

	#Analytics #OSS: Adjusted cohort selection algorithm and test cases

Change 3096606 on 2016/08/22 by Nathan.Green

	#WEX
	- Adding bAllowWindowResize, bAllowClose, bAllowMaximize, and bAllowMinimize boolean to GeneralProjectSettings
	- Preventing us from resizing the window for the time being (in the future we may only allow along aspect ratio resizing)
	#CodeReview: Chance.Lyon, David.Nikdel

Change 3094946 on 2016/08/19 by David.Nikdel

	#OSS - Added FUserOnlineAccountMcp::SelectCohort

Change 3094942 on 2016/08/19 by David.Nikdel

	#UE4 - Made FMD5 const-correct

Change 3092494 on 2016/08/17 by Nathan.Green

	#WEX
	- Making sure we never build zip64 instead of zip
	#CodeReview: Chance.Lyon, David.Nikdel, Chris.Babcock

Change 3090760 on 2016/08/16 by Michael.Trepka

	Copy of CL 3089133

	Fix for task bar displayed over the fullscreen window on Windows 10 with Anniversary Update

Change 3090759 on 2016/08/16 by Michael.Trepka

	Copy of CL 3078927

	Updated WindowTitleBarArea widget to not override window zone in fullscreen mode, to prevent window from being moved. That required adding separate handling for double click in fullscreen, as it's no longer handled by window action.

Change 3087872 on 2016/08/12 by Josh.Markiewicz

	#UE4 - cleaned up IOS store/purchase interface (first pass, minus IAP restore)
	#codereview david.nikdel, josh.adams

Change 3084182 on 2016/08/10 by Peter.Sauerbrei

	revert out the OpenGL shader compression code
	#rb none

Change 3082565 on 2016/08/09 by Ben.Marsh

	Fix building with VS2015 update 3.

Change 3082557 on 2016/08/09 by Ben.Marsh

	Fix UBT makefile being invalidated to update adaptive unity build settings, even if that module happens to not include that file in a unity file. Keep a list of all files included by unity files as well as files in the working set.

	#codereview Mike.Fricker, Michael.Noland

Change 3082456 on 2016/08/09 by Josh.Markiewicz

	#UE4 - fixed typo

Change 3082439 on 2016/08/09 by Josh.Markiewicz

	#UE4 - added CanMakePurchase call to IOS

Change 3081905 on 2016/08/09 by Michael.Noland

	Editor: Made the text colors and font size in the output log configurable in the editor appearance settings (no changes to default values ... yet)
	#codereview matt.kuhlenschmidt

Change 3080932 on 2016/08/08 by Josh.Markiewicz

	#UE4 - New IOS purchasing/store interface v2
	- added interfaces to main IOS subsystem
	- added proper destruction of interfaces to Shutdown of IOS
	- moved FStoreKitHelper to its own file
	-- extended it for new v2 (improvements forthcoming)
	- MCPCatalogHelper returns bogus user id for IOS app store
	#codereview josh.adams, david.nikdel
	#tests very basic IAP stuff so far

Change 3080217 on 2016/08/07 by Michael.Noland

	Engine: Prevented a startup warning when SpectatorClass is nullptr, as not all games require a spectator pawn
	- Also reduced the number of GetWorld() calls in APlayerController::SpawnSpectatorPawn()

Change 3080046 on 2016/08/06 by Michael.Noland

	Engine: Moved where scissor rect reset happens for custom slate drawables to avoid a conflict with an existing fix in another branch
	#codereview matt.kuhlenschmidt

Change 3080032 on 2016/08/06 by Michael.Noland

	UMG: Fixed a bug where screen-mode UWidgetComponent widgets were drawn incorrectly offset in splitscreen or with aspect-ratio constrained cameras
	#codereview nick.darnell, marc.audy

Change 3080031 on 2016/08/06 by Michael.Noland

	Engine: Add the option to return player viewport-relative positions to ProjectWorldLocationToScreenWithDistance, ProjectWorldLocationToScreen, and ProjectWorldToScreen, which is useful if the position is going to be used for widgets in splitscreen or with aspect-ratio constrained cameras
	#codereview nick.darnell, marc.audy

Change 3080029 on 2016/08/06 by Michael.Noland

	Engine: Fixed a bug where the debug console and other debug rendering would be an incorrect size (based on the last player viewport) and also be partially clipped (depending on what in Slate rendered previously)
	- This fixes issues with the console being offset and clipped when using aspect ratio constrained cameras or split screen
	#codereview matt.kuhlenschmidt

Change 3079656 on 2016/08/05 by Josh.Markiewicz

	#WEX - basic IOS changes to project
	- added OnlineSubsystemIOS
	- added some default settings
	- removed GoogleVR from project
	#codereview david.nikdel

Change 3078971 on 2016/08/05 by Steve.Allison

	Updating to match check-in for UE4 Main @ CL 3078968

Change 3078025 on 2016/08/04 by Michael.Trepka

	Copy of CLs 3073978 and 3075931

	- More reliable way of checking if the cursor should be changed to resize cursor in bordeless window mode
	- On Windows, lock the cursor to the center of the rect if the cursor is hidden to avoid problems with borderless window's round corners not treated as part of the window.

Change 3075415 on 2016/08/03 by Peter.Sauerbrei

	reduce the metal command buffers

Change 3071457 on 2016/07/31 by David.Hunt

	#WEX
	Blueprint indexing

	@Pete: This change and anything in Engine/Content can be stomped by any engine integration. This is just to help with not having to resave all of these to udpate a few of our own content blueprints for search indexing.

	#CodeReview Peter.Sauerbrei, Steve.Allison, David.Nikdel

Change 3068661 on 2016/07/28 by Josh.Markiewicz

	#WEX - changed the max number of possible UObjects allowed by a factor of 10 to reduce the memory footprint
	#codereview david.nikdel, peter.sauerbrei

Change 3068500 on 2016/07/28 by David.Nikdel

	#OSSMCP: Use correct HttpRequest creation method to respect game service config

Change 3066945 on 2016/07/27 by David.Nikdel

	Reproduced CL 3063869 from Michael.Noland
	>> Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open
	>> windows while doing automated testing
	#CodeReview: Michael.Noland
	#JIRA: WEX-2342

Change 3063495 on 2016/07/25 by Michael.Trepka

	Copy of CL 3063426

	Borderless window support improvements:

	- the cursor changes to resize when hovering over the window edge
	- added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.)
	- used window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled

Change 3063431 on 2016/07/25 by Michael.Trepka

	Copy of CL 3063057 - Use round corners for windows with no system title bar and border only in windowed mode.

Change 3062654 on 2016/07/23 by Michael.Trepka

	Copy of CL 3046975 and 3056204 - Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons.

Change 3062647 on 2016/07/23 by Michael.Trepka

	Copy of CL 3029211 - Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user

Change 3062646 on 2016/07/23 by Michael.Trepka

	Copy of CLs 3039855, 3042644 and 3042911 - Added an option to toggle fullscreen with F11 key in addition to Alt+Enter

Change 3062638 on 2016/07/23 by Michael.Trepka

	Copy of CL 3038201 and CL 3046803 -Added WindowTitleBarArea widget

Change 3062056 on 2016/07/22 by Peter.Sauerbrei

	addition of optimization for ios compile times

Change 3054586 on 2016/07/18 by Nathan.Green

	#WEX
	- Adding tags around my engine level change
	#CodeReview: Chance.Lyon, David.Nikdel

Change 3054581 on 2016/07/18 by Nathan.Green

	#WEX
	- Removing previous change, making all buttons ignore space bar and enter as we don't really care about that functionality
	#JIRA: WEX-2256
	#CodeReview: Chance.Lyon, Colin.Pyle, David.Nikdel

Change 3048243 on 2016/07/13 by Steve.Allison

	This one actually has the changes from rev4

Change 3046649 on 2016/07/12 by Steve.Allison

	Updating to match provision in UE4 Main @ CL 3046262

Change 3046127 on 2016/07/12 by Ian.Fox

	#UE4, #OnlineSubSystem - Hotfix in the ExpirationDate field early so we can update the OGF plugin
	#codereview David.Nikdel

Change 3034707 on 2016/06/30 by Peter.Sauerbrei

	update provision to go with latest certificate
	#rb none

Change 3031429 on 2016/06/28 by David.Nikdel

	#WEX: porting an engine change we depend on in latest OGF (pre integrate)

Change 3030084 on 2016/06/27 by David.Nikdel

	#GameCatalog: Add code to export attributes in itemGrants
	#CodeReview: Scott.Bowen

Change 3030073 on 2016/06/27 by David.Nikdel

	#Json: Make JsonObjectWrapper play nice with serialization and Import/Export Text
	#CodeReview: Scott.Bowen

Change 3030029 on 2016/06/27 by David.Nikdel

	#WEX: Fix for FJsonObjectWrapper::ImportTextItem (use FParse::QuotedString to read from Buffer)
	#CodeReview: Scott.Bowen

Change 3029740 on 2016/06/27 by David.Nikdel

	#OGF #JsonObjectWrapper
	- Add attributes to catalog grants
	@ScottB - I didn't get a chance to test this today. Things are crazy for PS+. All the code should already be there on the backend though. Here's a shelf in case you need it asap
	#CodeReview: Scott.Bowen

Change 3028704 on 2016/06/27 by Ian.Fox

	Duplicating 3027482 from //Orion/Main

	Read TaggedPropertyRedirects from all config files to allow plugins to register property redirectors

	You'll need this before you grab the latest OGF or your catalog prices will go away, so here it is now

	#ue4
	#rb David.Nikdel
	#tests none

Change 3021448 on 2016/06/21 by Peter.Sauerbrei

	potential fix for android apk size issue

Change 3020999 on 2016/06/21 by David.Nikdel

	#WEX: Likely fix for WEX-1610
	#CodeReview: Chance.Lyon

Change 3008450 on 2016/06/09 by Colin.Pyle

	#PF
	- WEX-1737, WEX-1744
	- Adding the ability to set new layers in widget components
	- WidgetComponents are now blueprintable
	- New blueprint for the level marker menu widget components
	- Map marker menus are now in a layer above other widget components

Change 3007804 on 2016/06/09 by Peter.Sauerbrei

	fix for build set up failure

Change 3007292 on 2016/06/09 by Peter.Sauerbrei

	add the WEX e-mail stuff back in, seems to have gotten lost in the transition

Change 3004478 on 2016/06/07 by Peter.Sauerbrei

	for now have the cooker respect the bCookAll flag in the project settings.

Change 3000256 on 2016/06/03 by Peter.Sauerbrei

	fix for iOS compile warning

Change 2998304 on 2016/06/02 by Nathan.Green

	#PF
	- Fixing Windowed Mode
	#CodeReview: Chance.Lyon, Colin.Pyle, Peter.Sauerbrei

Change 2994269 on 2016/05/31 by Peter.Sauerbrei

	Merging

	//depot/UE4-WEX/...

	to //WEX/Main/...

Change 2987181 on 2016/05/23 by Peter.Sauerbrei

	Merging

	//UE4/WEX-Staging/.p4ignore.txt
	//UE4/WEX-Staging/Engine/...
	//UE4/WEX-Staging/GenerateProjectFiles.bat
	//UE4/WEX-Staging/GenerateProjectFiles.command
	//UE4/WEX-Staging/GenerateProjectFiles.sh
	//UE4/WEX-Staging/UE4Games.uprojectdirs
	//UE4/WEX-Staging/WEX/...

	to //WEX/Main/...

Change 2984959 on 2016/05/20 by Peter.Sauerbrei

	re-applying HSL engine change

	#PF
	PF-292
	- Make sure to regenerate the list when you open the recipe view
	- Fixes cases where you buy an item in the store then return to evolve

Change 2984957 on 2016/05/20 by Peter.Sauerbrei

	re-apply engine change from HSL

	#PF
	PF-33
	- Check if we are in BeginDestroyed on Animation updates, possibly fixes a crash on level transition
	- Make interactive items play their mouseover animations
	- Heroes make the screen shake if they are on cooldown, we should figure out how to remove that on PC

Change 2984956 on 2016/05/20 by Peter.Sauerbrei

	re-apply HSL change

	#PF
	PF-11
	- Remove simulated touch with the mouse
	- Add Right-click support to the game
	- Right click now does the special attack

Change 2984345 on 2016/05/19 by Peter.Sauerbrei

	Copying

	//UE4/WEX-Staging/...

	to //WEX/Main/...

	This should reset the merge history

Change 2981872 on 2016/05/18 by Peter.Sauerbrei

	fixes for IOS build of WEX

Change 2980734 on 2016/05/17 by Peter.Sauerbrei

	Copying

	//depot/UE4-WEX/...

	to //WEX/Main/...

	Populating WEX stream from old depot at CL2979954

#lockdown nick.penwarden

[CL 3129012 by Peter Sauerbrei in Main branch]
2016-09-16 17:07:30 -04:00
Robert Manuszewski
5925a19dc9 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3125172)
#lockdown Nick.Penwarden

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

Change 3053250 on 2016/07/18 by Steve.Robb

	TNot metafunction added.

Change 3053252 on 2016/07/18 by Steve.Robb

	New TIsEnumClass trait.

Change 3061345 on 2016/07/22 by Robert.Manuszewski

	Changing FMallocStomp::GetAllocationSize() to return the requested allocation size instead of the physical allocation size to make FMallocStomp work properly with FMallocPoisonProxy

Change 3061377 on 2016/07/22 by Graeme.Thornton

	Added bStripAnimationDataOnDedicatedServer option to UAnimationSettings which will remove all compressed data from cooked server data. Disabled by default

Change 3064592 on 2016/07/26 by Steven.Hutton

	Uploading repository files

Change 3064595 on 2016/07/26 by Steven.Hutton

	Assign crashes to buggs based not just on Callstack but also based on Error message.

	Error messages have "data" masked out and are then compared to a table of  error messages to find similar messages. Ensures are not currently filtered by error message.

Change 3066046 on 2016/07/27 by Graeme.Thornton

	Better dedicated client/server class exclusion during cooking
	 - Add class lists to cooker settings so they can be modified in the editor

Change 3066077 on 2016/07/27 by Graeme.Thornton

	Move Paragon NeedsLoadForServer calls over to the new config based system

Change 3066203 on 2016/07/27 by Chris.Wood

	CrashReportProcess logging and Slack reporting improvements to monitor disk space.
	[UE-31129] - Crash Report server need to alert on Slack when the PDB cache is full

Change 3066276 on 2016/07/27 by Graeme.Thornton

	Move simple NeedsLoadForClient implementations over to new config based system

Change 3068019 on 2016/07/28 by Graeme.Thornton

	Don't call ReleaseResources on UStaticMesh if we never render, and therefore never actually initialize the resources
	 - Corrects some bad stats

Change 3068218 on 2016/07/28 by Chris.Wood

	CrashReportProcess 1.1.18 passes BuildVersion to MinidumpDiagnostics
	[UE-31706] - Add new BuildVersion string to crash context and website

	Also modified command line log file ini settings to stop MDD stalling trying to sort and delete its logs.

Change 3071665 on 2016/08/01 by Robert.Manuszewski

	Moving RemoveNamesFromMasterList from UEnum destructor to BeginDestroy to avoid potential issues when its package has already been destroyed.

Change 3073388 on 2016/08/02 by Graeme.Thornton

	Invalidate string asset reference tags after finishing up loading of an async package

Change 3073745 on 2016/08/02 by Robert.Manuszewski

	Disabling logging to memory in shipping by default. From now on FOutputDeviceMemory will be an opt-in for games.

	#jira FORT-27839

Change 3074866 on 2016/08/03 by Robert.Manuszewski

	PR #2650: Fixed a bug where newline escape sequence wasnt written to the pipe (Contributed by ozturkhakki)

Change 3075128 on 2016/08/03 by Steve.Robb

	Static analysis fixes: error C2065: 'ThisOuterWorld': undeclared identifier

Change 3075130 on 2016/08/03 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'LODLevel'

Change 3075131 on 2016/08/03 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Owner'

Change 3075235 on 2016/08/03 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'AnimToOperateOn'

Change 3075248 on 2016/08/03 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'ParentProfile'

Change 3075662 on 2016/08/03 by Steve.Robb

	Static analysis/buffer size fix: warning C28020: The expression '_Param_(7)>=sizeof(ICMP_ECHO_REPLY)+_Param_(4)+8' is not true at this call

Change 3075668 on 2016/08/03 by Steve.Robb

	Static analysis fix: warning C6326: Potential comparison of a constant with another constant

Change 3075679 on 2016/08/03 by Chris.Wood

	Added -NoTrimCallstack command line arg to MDD calls from CRP 1.1.19
	[OR-26335] - 29.1 crash reporter generating reports with no callstacks / info

	New MDD has -NoTrimCallstack option to leave possibly irrelevant entires in the stack. Trimming is somewhat arbitrary and based on string matching. I'd rather see the whole thing.

Change 3077070 on 2016/08/04 by Steve.Robb

	Dead array slack tracking code removed.

Change 3077113 on 2016/08/04 by Steve.Robb

	TEnumAsByte is now deprecated for enum classes.
	All current uses fixed (which tidies up that code anyway).
	New FArchive::op<< for enum classes.
	Generated code now never uses TEnumAsByte for enum classes.

Change 3077117 on 2016/08/04 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'DefaultSettings'

Change 3078709 on 2016/08/05 by Steve.Robb

	FUNCTION_NO_NULL_RETURN_* macros added to statically annotate a function to say that it never returns a null pointer.
	TObjectIterator annotated to never return null.
	NewObject annotated to never return null.

Change 3078836 on 2016/08/05 by Graeme.Thornton

	Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading

Change 3082217 on 2016/08/09 by Steve.Robb

	Missing #include for FUniqueNetIdRepl added.

Change 3083679 on 2016/08/10 by Chris.Wood

	CrashReportProcess performance improvements. CRP v1.1.22
	[UE-34402] - Crash Reporter: Improve CRP performance by allowing multiple MDD instances
	[UE-34403] - Crash Reporter: CRP should throw away crashes when backlog is too large to avoid runaway

	Passing lock details to MDD on command line and managing multiple MDD tasks in CRP.
	Configurable values for range of queue sizes that cause us to throw away crashes.

Change 3085362 on 2016/08/11 by Steve.Robb

	Rule-of-three fixes for FAIMessageObserver, to prevent accidents.

	From here: https://udn.unrealengine.com/questions/306507/tstaticarray-doesnt-call-destructor-on-elements-be.html

Change 3085396 on 2016/08/11 by Steve.Robb

	Swap can now be configured via the TUseBitwiseSwap trait to not use Memswap, which can be less optimal for certain types.

Change 3088840 on 2016/08/15 by Steve.Robb

	TRemoveReference moved to its own header.

Change 3088858 on 2016/08/15 by Steve.Robb

	TDecay moved to its own header.

Change 3088963 on 2016/08/15 by Steve.Robb

	Invoke function, for doing a generic call on a generic callable thing.  Equivalent to std::invoke.

Change 3089144 on 2016/08/15 by Steve.Robb

	Algo::Transform updated to use Invoke.  Algorithm tests updated to test the new features.

Change 3089147 on 2016/08/15 by Steve.Robb

	TLess and TGreater moved to their own headers and defaulted to void as a type-deducing version, as per std::.

Change 3090243 on 2016/08/16 by Steve.Robb

	New Algo::Sort and Algo::SortBy algorithms.

Change 3090387 on 2016/08/16 by Steve.Robb

	Improved bitwise swapping for Swap.

	See: https://udn.unrealengine.com/questions/306922/swap-is-painfully-slow.html

Change 3090444 on 2016/08/16 by Steve.Robb

	Ptr+Size overloads removed after discussion - MakeArrayView should be used instead.

Change 3090495 on 2016/08/16 by Steve.Robb

	Assert when FString::Mid is passed a negative count.

	#jira UE-18756

Change 3093455 on 2016/08/18 by Steve.Robb

	Debuggability and efficiency improvements to UScriptStruct::DeferCppStructOps.

Change 3094476 on 2016/08/19 by Steve.Robb

	BOM removed from InvariantCulture.h.

Change 3094697 on 2016/08/19 by Steve.Robb

	Static analysis fix: warning C6237: (<zero> && <expression>) is always zero.  <expression> is never evaluated and might have side effects.

Change 3094702 on 2016/08/19 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Interactor'.

Change 3094715 on 2016/08/19 by Steve.Robb

	Static analysis fix: warning C6385: Reading invalid data from 'Order':  the readable size is '256' bytes, but '8160' bytes may be read.

Change 3094737 on 2016/08/19 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'OwnedComponent'.
	warning C28182: Dereferencing NULL pointer. 'Child' contains the same NULL value as 'AttachToComponent' did.

Change 3094750 on 2016/08/19 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Actor'.

Change 3094768 on 2016/08/19 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'LevelSequence'.
	warning C6011: Dereferencing NULL pointer 'Actor'.

Change 3094774 on 2016/08/19 by Steve.Robb

	Static analysis fixes: warning C6011: Dereferencing NULL pointer 'CallFunctionNode'.

Change 3094783 on 2016/08/19 by Steve.Robb

	Static analysis fixes: warning C6011: Dereferencing NULL pointer 'TargetPin'.

Change 3094807 on 2016/08/19 by Steve.Robb

	Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SourceClass'.

Change 3094815 on 2016/08/19 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'VarNode'.
	warning C6011: Dereferencing NULL pointer 'SourceClass'.

Change 3094840 on 2016/08/19 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'TunnelGraph'.
	warning C28182: Dereferencing NULL pointer. 'GraphNode' contains the same NULL value as 'SourceNode' did.

Change 3094864 on 2016/08/19 by Steve.Robb

	Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'.

Change 3094880 on 2016/08/19 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'PrevIfIndexMatchesStatement'.

Change 3094886 on 2016/08/19 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'SpawnBlueprintPin'.

Change 3094903 on 2016/08/19 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'K2Node'.

Change 3094916 on 2016/08/19 by Steve.Robb

	Static analysis fix: Dereferencing NULL pointer 'CompilerContext'.

Change 3094931 on 2016/08/19 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'VariablePin'.

Change 3094935 on 2016/08/19 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurrentPin'.

Change 3094943 on 2016/08/19 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'Pin'.
	warning C28182: Dereferencing NULL pointer. 'Graph' contains the same NULL value as 'TargetGraph' did.

Change 3094960 on 2016/08/19 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'LastOutPin'.

Change 3095046 on 2016/08/19 by Steve.Robb

	Single parameter version of CastChecked tagged to never return null.

Change 3095054 on 2016/08/19 by Steve.Robb

	Committed wrong version in CL# 3095046.

Change 3095089 on 2016/08/19 by Steve.Robb

	Static analysis fixes:

	warning C6509: Invalid annotation: 'return' cannot be referenced in some contexts
	warning C6101: Returning uninitialized memory '*lpdwExitCode'.

Change 3096035 on 2016/08/22 by Steve.Robb

	Fix for static lighting in pixel inspector.

Change 3096039 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'World'.

Change 3096045 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Actor'.

Change 3096058 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'OtherPin'.

Change 3096059 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'MainMesh'.

Change 3096066 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'SourceType'.

Change 3096070 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'LastPushStatement'.

Change 3096074 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'OriginalDataTableInPin'.

Change 3096075 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurrentPin'.

Change 3096081 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'RunningPlatformData'.

Change 3096156 on 2016/08/22 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'BP'.
	warning C6011: Dereferencing NULL pointer 'Object'.

Change 3096308 on 2016/08/22 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'TopMipData'.
	warning C6011: Dereferencing NULL pointer 'MipCoverageData[0]'.

Change 3096315 on 2016/08/22 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'OldParent'.
	warning C6011: Dereferencing NULL pointer 'TestExecutionInfo'.

Change 3096318 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'OwnerClass'.

Change 3096322 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'StaticMeshInstanceData'.

Change 3096337 on 2016/08/22 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'Pin'.
	warning C6011: Dereferencing NULL pointer 'SpawnVarPin'.

Change 3096345 on 2016/08/22 by Steve.Robb

	Static analysis fixes: warning C6246: Local declaration of 'NumTris' hides declaration of the same name in outer scope.

Change 3096356 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'InWorld'.

Change 3096387 on 2016/08/22 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'ExpressionPreviewMaterial'.
	warning C6011: Dereferencing NULL pointer 'MaterialNode->MaterialExpression'.

Change 3096400 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'FunctionInputs'.

Change 3096413 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C28182: Dereferencing NULL pointer. 'LODPackage' contains the same NULL value as 'AssetsOuter' did.

Change 3096416 on 2016/08/22 by Steve.Robb

	Static analysis fixes: warning C6237: (<zero> && <expression>) is always zero.  <expression> is never evaluated and might have side effects.

Change 3096423 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'RedirectorRefs.Redirector'.

Change 3096439 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'NewObject'.

Change 3096446 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'BaseClass'.

Change 3096454 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'OldSkeleton'.

Change 3096464 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'MyNode'.

Change 3096469 on 2016/08/22 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'VRInteractor'.

Change 3097559 on 2016/08/23 by Steve.Robb

	Alternate fix to CL# 3096439.

Change 3097583 on 2016/08/23 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'SourceCategoryEnum'.
	warning C6011: Dereferencing NULL pointer 'CurrentWorld'.

Change 3097584 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'LocalizationTarget'.

Change 3097585 on 2016/08/23 by Steve.Robb

	Static analysis fixes:

	warning C28182: Dereferencing NULL pointer. 'VariableSetNode' contains the same NULL value as 'AssignmentNode' did.
	warning C6011: Dereferencing NULL pointer 'FirstNativeClass'.

Change 3097588 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'OutputObjClass'.

Change 3097589 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Term' contains the same NULL value as 'RValueTerm' did.

Change 3097591 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Schema'.

Change 3097597 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'LayerInfo'.

Change 3097598 on 2016/08/23 by Steve.Robb

	Const-correctness fix for ILandscapeEditorModule::GetHeightmapFormatByExtension and ILandscapeEditorModule::GetWeightmapFormatByExtension.

Change 3097600 on 2016/08/23 by Steve.Robb

	Fix for incorrect null check.

Change 3097605 on 2016/08/23 by Steve.Robb

	Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'TexDataPtr'.

	Bug filed here: https://connect.microsoft.com/VisualStudio/feedback/details/3078125

Change 3097609 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C28182: Dereferencing NULL pointer. 'ObjClass' contains the same NULL value as 'BaseClass' did.

Change 3097613 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'InEdGraph'.

Change 3097620 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'ThisScalableFloat'.

Change 3097627 on 2016/08/23 by Steve.Robb

	Static analysis fixes: warning C6011: Dereferencing NULL pointer 'AnimBlueprint'.

Change 3097629 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Pin' contains the same NULL value as 'PoseNet' did.

Change 3097631 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'IPOverlayInfo.Brush'.

Change 3097634 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Survey'.

Change 3097639 on 2016/08/23 by Steve.Robb

	Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Settings'.

Change 3097650 on 2016/08/23 by Steve.Robb

	Alternate fix for CL# 3097597.

Change 3097725 on 2016/08/23 by Steve.Robb

	Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'BodySetup'.

Change 3097764 on 2016/08/23 by Steve.Robb

	Spurious static analysis fix: warning C28182: Dereferencing NULL pointer. 'FoundMode' contains the same NULL value as 'ElementType * FoundMode=LoopModes.FindByPredicate(<lambda>)' did.

Change 3097770 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Triangle'.

Change 3097775 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurGroup'.

Change 3097796 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'SourceComponent'.

Change 3097797 on 2016/08/23 by Steve.Robb

	Spurious static analysis fix: warning C6011: Dereferencing NULL pointer 'HitComponent'.

Change 3097843 on 2016/08/23 by Steve.Robb

	Spurious static analysis fix: Dereferencing NULL pointer. 'MatchingNewPin' contains the same NULL value as 'UEdGraphPin ** MatchingNewPin=this->Pins.FindByPredicate(<lambda>)' did.

Change 3097864 on 2016/08/23 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'ObjectClass'.
	warning C6011: Dereferencing NULL pointer 'Client'.

Change 3097871 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C28182: Dereferencing NULL pointer. 'SMLightingMesh->StaticMesh' contains the same NULL value as 'StaticMesh' did.

Change 3098015 on 2016/08/23 by Steve.Robb

	Alternative fix for CL# 3094864.

Change 3098024 on 2016/08/23 by Steve.Robb

	Alternative fix for CL# 3094943.

Change 3098052 on 2016/08/23 by Steve.Robb

	Alternative fix for CL# 3094886.

Change 3098080 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C28182: Dereferencing NULL pointer. 'PrimitiveComponent' contains the same NULL value as 'ReplacementComponent' did.

Change 3098102 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'IndexTermPtr'.

Change 3098148 on 2016/08/23 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'Node'.
	warning C6011: Dereferencing NULL pointer 'OldNode'.
	warning C6011: Dereferencing NULL pointer 'LinkedPin'.
	warning C6011: Dereferencing NULL pointer 'RootNode'.

Change 3098156 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'BTGraphNode'.

Change 3098176 on 2016/08/23 by Steve.Robb

	Static analysis fixes: warning C6011: Dereferencing NULL pointer 'NewSection'.

Change 3098182 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Sprite'.

Change 3098197 on 2016/08/23 by Steve.Robb

	Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Node'.
	Coding standards fixes.

Change 3098202 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'ExistingEventNode'.

Change 3098208 on 2016/08/23 by Steve.Robb

	Static analysis fixes:

	warning C28182: Dereferencing NULL pointer. 'Graph' contains the same NULL value as 'GraphNew' did.
	warning C28182: Dereferencing NULL pointer. 'GoodGraph' contains the same NULL value as 'GraphNew' did.

Change 3098229 on 2016/08/23 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Property'.

Change 3099188 on 2016/08/24 by Steve.Robb

	Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SharedBaseClass'.

Change 3099195 on 2016/08/24 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'NodeProperty'.

Change 3099205 on 2016/08/24 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'VarDesc'.

Change 3099228 on 2016/08/24 by Steve.Robb

	Spurious static analysis fix: warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'ParentNode' did.

Change 3099539 on 2016/08/24 by Steve.Robb

	Spurious static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'InBlueprint'.
	warning C28182: Dereferencing NULL pointer. 'TestObj' contains the same NULL value as 'TestOuter' did.

	https://connect.microsoft.com/VisualStudio/feedback/details/3082362
	https://connect.microsoft.com/VisualStudio/feedback/details/3082622

Change 3099546 on 2016/08/24 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'OldNode'.

Change 3099561 on 2016/08/24 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'ReferencedObject'.

Change 3099571 on 2016/08/24 by Steve.Robb

	Static analysis fix: Dereferencing NULL pointer. 'ObjClass' contains the same NULL value as 'CommonBaseClass' did.

Change 3099600 on 2016/08/24 by Steve.Robb

	Static analysis fix:

	warning C6385: Reading invalid data from 'this->Packages':  the readable size is '24' bytes, but '32' bytes may be read.
	warning C6385: Reading invalid data from 'Diff.ObjectSets':  the readable size is '24' bytes, but '32' bytes may be read.
	warning C6386: Buffer overrun while writing to 'Objects':  the writable size is '24' bytes, but '32' bytes might be written.

Change 3099912 on 2016/08/24 by Steve.Robb

	Static analysis fixes: warning C6011: Dereferencing NULL pointer 'SharedBaseClass'.

Change 3099923 on 2016/08/24 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'ThumbnailInfo'.

Change 3100977 on 2016/08/25 by Steve.Robb

	Static analysis fixes:

	warning C6001: Using uninitialized memory '*VectorRef'.
	warning C6001: Using uninitialized memory '*PointRef'.
	warning C6001: Using uninitialized memory '*PolyRef'.

	Coding standard fixes.

Change 3100985 on 2016/08/25 by Steve.Robb

	Static analyis fix: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'.

Change 3100987 on 2016/08/25 by Steve.Robb

	Static analysis fixes:

	warning C28183: 'Resources.BitmapHandle' could be '0', and is a copy of the value found in 'CreateDIBSection()`829':  this does not adhere to the specification for the function 'SelectObject'.
	warning C6387: '_Param_(4)' could be '0':  this does not adhere to the specification for the function 'CreateDIBSection'.

Change 3100992 on 2016/08/25 by Steve.Robb

	Static analysis fix: warning C6287: Redundant code:  the left and right sub-expressions are identical.

Change 3101000 on 2016/08/25 by Steve.Robb

	Static analysis fixes:

	warning C6001: Using uninitialized memory 'tmpMemReq'.
	warning C6001: Using uninitialized memory 'TmpCreateInfo'.

Change 3101004 on 2016/08/25 by Steve.Robb

	warning C28182: Dereferencing NULL pointer. 'FoliageActor' contains the same NULL value as 'Actor' did.

Change 3101009 on 2016/08/25 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'StaticMeshComponent'.

Change 3101115 on 2016/08/25 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Canvas'.

Change 3101120 on 2016/08/25 by Steve.Robb

	Fixes to previous fixes.

Change 3101128 on 2016/08/25 by Steve.Robb

	Static analysis fixes: warning C6011: Dereferencing NULL pointer 'Stream'.

Change 3101281 on 2016/08/25 by Steve.Robb

	Static analysis fixes:

	warning C6262: Function uses '99256' bytes of stack:  exceeds /analyze:stacksize '81940'.  Consider moving some data to heap.
	warning C6001: Using uninitialized memory 'Pixel'.

Change 3101292 on 2016/08/25 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'BulkDataPointer'.

Change 3101299 on 2016/08/25 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'UnrealMaterial'.

Change 3101300 on 2016/08/25 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'AssetObject'.

Change 3101304 on 2016/08/25 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'MeshRootNode'.

Change 3101311 on 2016/08/25 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Cluster'.

Change 3101323 on 2016/08/25 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'StartNode'.

Change 3101329 on 2016/08/25 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Object'.

Change 3101333 on 2016/08/25 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'ArrayRef'.

Change 3101339 on 2016/08/25 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'ImportData'.
	warning C6011: Dereferencing NULL pointer 'CurveToImport'.

Change 3101485 on 2016/08/25 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'ObjectProperty'.

Change 3101583 on 2016/08/25 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'UserDefinedStruct'.

Change 3105721 on 2016/08/30 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'SpawnClassPin'.

Change 3105724 on 2016/08/30 by Steven.Hutton

	Change users page to more responsive paginated version.

Change 3105725 on 2016/08/30 by Steven.Hutton

	Added field for crash processor failed

Change 3105786 on 2016/08/30 by Steve.Robb

	Reintroduced missing operator<< for enum classes.

Change 3105803 on 2016/08/30 by Steve.Robb

	Removal of obsolete code and state.  PrepareCppStructOps() has several unreachable blocks, one of which sets UScriptStruct::bCppStructOpsFromBaseClass which is otherwise never true, so it can be removed too.

Change 3106251 on 2016/08/30 by Steve.Robb

	Switch static analysis node to build editor instead of just the engine.

Change 3107556 on 2016/08/31 by Steven.Hutton

	Added build version data from CRP to DB as part of add crash #rb none

Change 3107557 on 2016/08/31 by Steven.Hutton

	Passed build version data to CRW through crash description #rb none

Change 3107634 on 2016/08/31 by Graeme.Thornton

	Only accept "log=<filename>" and "abslog=<filename>" command line values if the filename has a "log" or "txt" extension

	#jira UE-20147

Change 3107797 on 2016/08/31 by Steve.Robb

	Fix for UHT debugging manifest, after paths changed in CL# 3088416.

Change 3107964 on 2016/08/31 by Steve.Robb

	TCString::Strfind renamed to TCString::Strifind, as it is case-insensitive.
	New case-sensitive TCString::Strfind added, based on GitHub PR #2453.

Change 3108023 on 2016/08/31 by Steve.Robb

	Removal of test code which no longer compiles now that we emit errors on skipped preprocessor blocks.

Change 3108160 on 2016/08/31 by Steven.Hutton

	Update to add new filter to website front page #rb none

Change 3109556 on 2016/09/01 by Steven.Hutton

	Fixing compile warning #rb none

Change 3110001 on 2016/09/01 by Steve.Robb

	PR #2468: Fix for UnrealHeaderTool TArray<TScriptInterface<>> UFUNCTION parameters (Contributed by UnrealEverything)

Change 3111835 on 2016/09/02 by Steve.Robb

	Enforce uint8 on UENUM() enum classes.

	#jira UE-35224

Change 3111867 on 2016/09/02 by Steve.Robb

	Static analysis fix: warning C6236: (<expression> || <non-zero constant>) is always a non-zero constant.

Change 3111880 on 2016/09/02 by Steve.Robb

	Static analysis fixes:

	warning C6386: Buffer overrun while writing to 'Views':  the writable size is 'ShaderBindings.ResourceViews.public: int __cdecl TArray<class TSlateD3DTypedShaderParameter<struct ID3D11ShaderResourceView> *,class FDefaultAllocator>::Num(void)const ()*8' bytes, but '16' bytes might be written.
	warning C6386: Buffer overrun while writing to 'ConstantBuffers':  the writable size is 'ShaderBindings.ConstantBuffers.public: int __cdecl TArray<class TSlateD3DTypedShaderParameter<struct ID3D11Buffer> *,class FDefaultAllocator>::Num(void)const ()*8' bytes, but '16' bytes might be written.

Change 3111886 on 2016/09/02 by Steve.Robb

	Static analysis fix: warning C6386: Buffer overrun while writing to 'DistortionMeshIndices':  the writable size is 'NumIndices*2' bytes, but '4' bytes might be written.

Change 3112025 on 2016/09/02 by Steve.Robb

	Static analysis fix:

	warning C6011: Dereferencing NULL pointer 'pInputProcessParameters'.
	warning C6011: Dereferencing NULL pointer 'pOutputProcessParameters'.

Change 3112051 on 2016/09/02 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Command'.

Change 3112066 on 2016/09/02 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'CurNetDriver'.

Change 3112093 on 2016/09/02 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'byteArray'.

Change 3112110 on 2016/09/02 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'PersistentParty'.

Change 3112123 on 2016/09/02 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'CurDriver'.
	warning C6011: Dereferencing NULL pointer 'CurNetDriver'.
	warning C6011: Dereferencing NULL pointer 'CurWorld'.

Change 3112157 on 2016/09/02 by Steve.Robb

	Static analysis fixes: warning C6011: Dereferencing NULL pointer 'UnitTest'.

Change 3112283 on 2016/09/02 by Steve.Robb

	Static analysis fixes:

	warning C6244: Local declaration of 'None' hides previous declaration at line '173' of 'netcodeunittest.h'.

Change 3113455 on 2016/09/05 by Chris.Wood

	CRP performance improvements (v1.1.25)

Change 3113468 on 2016/09/05 by Steve.Robb

	Reverting unnecessary merge in CL# 3112464.

Change 3113508 on 2016/09/05 by Steve.Robb

	Static analysis fix: warning C6031: Return value ignored: 'CoCreateGuid'.

Change 3113588 on 2016/09/05 by Steve.Robb

	Static analysis fix: warning C6244: Local declaration of 'hInstance' hides previous declaration

Change 3113863 on 2016/09/06 by Steve.Robb

	Fix for this error:

	Could not find a part of the path 'D:\Build\++UE4+Dev-Core+Compile\Sync\Engine\Plugins\2D\Paper2D\Binaries\Win64\UE4Editor.modules'.

Change 3113864 on 2016/09/06 by Steve.Robb

	Misc static analysis fixes for VS2015 Update 2.

Change 3113918 on 2016/09/06 by Ben.Marsh

	Explicitly check for version manifest existing before trying to delete it, rather than swallowing the exception.

Change 3114293 on 2016/09/06 by Steve.Robb

	Static analysis fixes for Visual Studio Update 2.

Change 3115732 on 2016/09/07 by Steve.Robb

	Static analysis fix: warning C6262: Function uses '121180' bytes of stack:  exceeds /analyze:stacksize '81940'.  Consider moving some data to heap.

Change 3115754 on 2016/09/07 by Steve.Robb

	GObjectArrayForDebugVisualizers init order fix.
	Removal of obsolete FName visualizer helper code.

Change 3115774 on 2016/09/07 by Steve.Robb

	Fix for ICE by moving static variables into their own file and removing const return types.

	#jira UE-35597

Change 3116061 on 2016/09/07 by Steve.Robb

	Redundant LOCTEXT_NAMESPACE removed - was missed in CL# 3115774.

Change 3117478 on 2016/09/08 by Steve.Robb

	Static analysis fixes in third party code, using a new macro-based system.

Change 3119152 on 2016/09/09 by Steve.Robb

	TArray::RemoveAt and RemoveAtSwap with a bool Count is now a compile error.

Change 3119200 on 2016/09/09 by Steve.Robb

	Fix for destructors not being called in TSparseArray move assignment.

Change 3119568 on 2016/09/09 by Steve.Robb

	Fix for TSparseArray visualizer.

Change 3119591 on 2016/09/09 by Steve.Robb

	New MakeShared function which allocates the object and reference controller in a single block.

Change 3120281 on 2016/09/09 by Steve.Robb

	Fix for ICE on static analysis build.

	#jira UE-35596

Change 3120786 on 2016/09/12 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'SavedGame'.

Change 3120787 on 2016/09/12 by Steve.Robb

	Removal of TEnumAsByte on enum classes.

Change 3120789 on 2016/09/12 by Steve.Robb

	Static analysis fixes:

	warning C6385: Reading invalid data from 'D3D11X_CERAM_OFFSET_BY_SET_STAGE':  the readable size is '28' bytes, but '64' bytes may be read.
	warning C6101: Returning uninitialized memory '*pDescriptorDst'.  A successful path through the function does not set the named _Out_ parameter.

Change 3121234 on 2016/09/12 by Steve.Robb

	Unused ToBuildInfoString function declaration removed.

Change 3122616 on 2016/09/13 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Compiler'.

Change 3123070 on 2016/09/13 by Steve.Robb

	Static analysis fix: warning C28182: Dereferencing NULL pointer. 'top' contains the same NULL value as 'edge' did.

[CL 3126145 by Robert Manuszewski in Main branch]
2016-09-15 00:21:42 -04:00
Chris Babcock
53d0f6830a Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3116515)
#lockdown Nick.Penwarden
#rb none

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

Change 3065209 on 2016/07/26 by Steve.Cano

Add Android Texture Format used for packaging/cooking to the Manifest File

#ue4
#android
#jira UE-33645

Change 3068915 on 2016/07/28 by Steve.Cano

Add an additional Texture Compression support line in the manifest for DXT

#ue4
#android
#jira UE-33645

Change 3075911 on 2016/08/03 by Steve.Cano

Make the "Running {ProjectName} on {Device}" toast stay up when launching a game to an Android device until we've finished running it, as it does on other platforms. This logic already existed but only ran if the "Prebuilt" flag was passed in, however we want this to always run now. Re-writing to run through waiting on each process to finish for each device launched on

#jira UE-3122
#ue4
#android

Change 3080981 on 2016/08/08 by Steve.Cano

Clear any input before removing the TouchInterface from the screen to prevent infinite input after it is cleared

#jira UE-33956
#ue4
#platform

Change 3092587 on 2016/08/17 by Steve.Cano

Adding "IsGamepadAttached" functionality to Android Application

#jira UE-33264
#ue4
#android

Change 3095840 on 2016/08/21 by Dmitriy.Dyomin

Fixed: Particle Cutout Crashes On Certain Devices (Samsung Galaxy Note 2)
Happens only with non-instanced path

#jira UE-34604

Change 3095855 on 2016/08/22 by Dmitriy.Dyomin

Allow UWorldComposition::GetTilesList to be used in runtime code
Licensee request https://udn.unrealengine.com/questions/307586/world-compositions-world-dimensions.html

Change 3096093 on 2016/08/22 by Allan.Bentham

Allow Vulkan api logging on android

Change 3096361 on 2016/08/22 by Steve.Cano

Github 2663 pull - Pass any extras used to launch SplashActivity down to GameActivity (Contributed by sangpan)

#jira UE-34050
#github #2663
#ue4
#android

Change 3097412 on 2016/08/23 by Dmitriy.Dyomin

Using BulkSerialize for cooked collision data to speed up serialization

Change 3098957 on 2016/08/23 by Jack.Porter

Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3099058 on 2016/08/24 by Jack.Porter

Check EXT_debug_label and EXT_debug_marker functions were found before calling as a few devices to not implement these extensions
#UE-35087

Change 3099131 on 2016/08/24 by Dmitriy.Dyomin

Fixed: HDR compressed texture become black in some mali devices
Use sized internal format for half-float textures on ES3 devices, as ES3 spec expects it
#jira UE-35018

Change 3099150 on 2016/08/24 by Dmitriy.Dyomin

Enable HALF_FLOAT and UNSIGNED_INT_2_10_10_10_REV vertex formats on ES3+ devices, spec req

Change 3102252 on 2016/08/26 by Dmitriy.Dyomin

Prevent view uniform buffer crash on ES2 devices that do not support 3D textures

Change 3102258 on 2016/08/26 by Dmitriy.Dyomin

Enabled refraction on iPadMini4
#jira UE-35079

Change 3102651 on 2016/08/26 by Dmitriy.Dyomin

Fixed: instanced static mesh world normals
Also removed unnecessary instance matrix transposing
#jira UE-35075

Change 3109397 on 2016/09/01 by Jack.Porter

Fix problem with Android sessions not appearing in Session Frontend

#jira UE-35261

Change 3109490 on 2016/09/01 by Jack.Porter

Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3111628 on 2016/09/02 by Jack.Porter

Landscape wireframe LOD visualization with tessellation

Change 3112809 on 2016/09/02 by Chris.Babcock

Update cached length when file is written to on Android
#jira UE-35558
#ue4
#android

Change 3113245 on 2016/09/04 by Dmitriy.Dyomin

Fixed: Subway Sequencer plays only a black screen when packaged for ESDSR (3.1+AEP)
#jira UE-34291

Change 3113249 on 2016/09/04 by Dmitriy.Dyomin

Replicated fix from 4.13: GPU particles no longer work on iOS or TVOS Metal devices
#jira UE-34782

Change 3113513 on 2016/09/05 by Allan.Bentham

Add vulkan version parameter to android device profile selector's source inputs .
reinstate Vulkan Disable cvar functionality.
Added mali no vulkan device profile.

Change 3113519 on 2016/09/05 by Allan.Bentham

Remove temp 4.13 hack to avoid public header changes.

Change 3113535 on 2016/09/05 by Allan.Bentham

Decode 32 bit HDR formats when using scene captures.
#jira UE-25444

Change 3113813 on 2016/09/06 by Dmitriy.Dyomin

Resend to server sub-levels visibility state right after world actors are initialized.
During seamless travel client loads always-loaded sub-levels before world actors are initialized and ServerUpdateLevelVisibility calls in UWorld::AddToWorld are skipped.

Change 3113870 on 2016/09/06 by Jack.Porter

Fix issue with ES2 Feature Level preview and Mobile Preview PIE not limiting materials to 8 textures
#jira UE-35591

Change 3115031 on 2016/09/06 by Chris.Babcock

Add Vulkan version code not moved over from 4.13.1
#jira UE-35642
#ue4
#android

Change 3115496 on 2016/09/07 by Dmitriy.Dyomin

Use the same DDC key for source reflection data and encoded data. Fixes broken reflections on mobile
#jira UE-35647

[CL 3116720 by Chris Babcock in Main branch]
2016-09-07 17:04:11 -04:00
Andrew Grant
a534ff9466 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3106465)
#lockdown Nick.Penwarden

Change 3110660 on 2016/9/1 by Andrew.Grant

Moved performance/quality warnings out of DrawStatsHUD into new function and now display them in everything other than shipping builds (unless disabled, or screenshot/movie dumping is in progress.
HLOD warning is  updated every 20 secs to deal with streaing levels.
Moved debug warnings into a separate Draw function (still disabled in test, but would like to make this an option in Orion soon).

#rb Michael.Noland
#tests verified we see our unbuilt HLOD warning in v31 :(

Change 3106649 on 2016/08/30 by Cody.Haskell

	#Orion

	- Input Axis Work

	#rb DanH
	#tests PIE

Change 3106299 on 2016/08/30 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 31.2 @ CL 3105865

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3105969 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3106213 on 2016/08/30 by Ben.Marsh

	BuildGraph: Include UAT, UBT, and UHT binaries in precompiled binaries zip file.

	#rb none
	#tests preflight

Change 3105994 on 2016/08/30 by Martin.Wilson

	Stop recompression happening when additive frame index is changed "interactively" (recompression will occur at end of interactive input)

	#jira UE-35289
	#rb Thomas.Sarkanen
	#tests Tested UI in editor

Change 3105331 on 2016/08/29 by Uriel.Doyon

	Allowed texture to ignore streaming MipBias with UTexture2D::bIgnoreStreamingMipBias
	Used this new flag when assigning texture to UImage::SetBrushFromTexture to prevent having low quality UI in low texture budget.
	#rb marcus.wassmer
	#tests launched editor and played game
	#jira OR-25814

Change 3105143 on 2016/08/29 by Josh.Markiewicz

	#UE4 - added assert when histogram input parameters don't match
	#rb none
	#tests launched/ran/won game golden path
	#codereview dmitry.rekman, michael.noland, bart.bressler

Change 3104976 on 2016/08/29 by Jon.Lietz

	pickup refector

	- fixed a big that would allow mixed replication to call a gameplay cue's added twice.
	- All pickups now use the pick up manager, consolidated all pick up code into the manager.
	- added to the XP set so we can define the CXP bounty for targets.

	#RB Dave.Ratti
	#tests Bot match, test maps, spawning coins and pickups.

Change 3103480 on 2016/08/26 by Josh.Markiewicz

	#UE4 - added GetSessionIdStr to FOnlineSessionSearchResult and FOnlineSession
	#rb none
	#tests golden path matchmaking
	#codereview paul.moore, eric.newman

Change 3103410 on 2016/08/26 by Max.Chen

	Movie Capture: Fix commandline burnin option.

	#rb none
	#tests Render movie with commandline -UseBurnIn=yes option.

Change 3102134 on 2016/08/25 by Brian.Karis

	Fix for HDR output exposure. Added 1000nit output option.

	#rb marcus
	#tests agora

Change 3101276 on 2016/08/25 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_31 - Merging  CL 3100347 (head revision of 2 files :o )

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari, max.preussner

	#R@BOMERGE-SOURCE: CL 3101273 in //Orion/Release-31/... via CL 3101274
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3101267 on 2016/08/25 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_DUI - Integrating Media changes from 4.13 (head revision)

	#RB:none
	#Tests:none

	/Engine/Plugins/Media
	/Engine/Source/Runtime/Media
	/Engine/Source/Runtime/MediaAssets

	[CodeReviewed] matt.schembari, max.preussner

	#R@BOMERGE-SOURCE: CL 3099267 in //Orion/Dev-UI/... via CL 3101266
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3100378 on 2016/08/24 by John.Pollard

	Fix a crash that can occur when scrubbing in replays

	#codereview David.Ratti
	#tests Replays
	#rb DavidR

	This is the output:
	[2016.08.24-21.35.05:973][603]LogAbilitySystem:Warning: OnRep_ReplicatedAnimMontage: PlayMontageSimulated failed. Name: AbilitySystemComponent0, AnimMontage: LevelStart_Montage

Change 3100375 on 2016/08/24 by Laurent.Delayen

	Added AimOffsetLookAt node. AimOffset node that drives its inputs automatically from a Target Location (and a Source Socket).

	#rb none
	#codereview lina.halper
	#tests Tacticia's RMB Targeting

Change 3100278 on 2016/08/24 by Laurent.Delayen

	Fix for fast path struct copy being broken for FVectors.

	#rb lina.halper
	#codereview thomas.sarkanen
	#tests Chains' hook, Tacticia's LaserBeam and OrientationWarping

Change 3100161 on 2016/08/24 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Fix issue with refresh viewer command failing due to backend congestion

	#rb RyanG
	#tests Replays

Change 3100114 on 2016/08/24 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3098849

	#RB:none
	#Tests:none

	#CodeReview: kerrington.smith, matt.schembari

	#R@BOMERGE-SOURCE: CL 3100078 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3100015 on 2016/08/24 by Michael.Noland

	Don't allow the consideration of nodes that won't be processed to affect the live aspect of the active sound containing a cross fade node
	#jira UE-34998
	#rb Aaron.McLeran
	[re-implementing CL# 3098559 originaly by Marc.Audy in Release 4.13]
	#tests Compiled and ran a golden path match with headphones on

Change 3100012 on 2016/08/24 by Michael.Noland

	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

	#rb marc.audy
	[re-implementing CL# 3094893 from Dev-Framework, originally by Aaron McLeran]
	#tests Compiled and ran a golden path match with headphones on

Change 3099889 on 2016/08/24 by Max.Chen

	Sequencer: Added command line option to enable burnin

	#rb none
	#tests Render movie from command line wtih -UseBurnIn=yes

Change 3099801 on 2016/08/24 by Lina.Halper

	Removed unnecessary comment

	#rb: none
	#code review: Benn.Gallagher
	#tests: compile

Change 3099787 on 2016/08/24 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: sam.zamani
	#http
	- fix for cancelled requests that have not been started never triggering a completion delegate
	- fixes soft lock when handling disconnects during login

	OR-26945 The client stays on the "downloading profile" screen when rejoining after disconnecting

	#rb josh.markiewicz, alex.fennell
	#tests none

	#R@BOMERGE-SOURCE: CL 3099782 in //Orion/Release-30.2/... via CL 3099784 via CL 3099785
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3099252 on 2016/08/24 by Lina.Halper

	Fixed menu text

	#rb: none
	#code review: Thomas.Sarkanen
	#tests: open editor and create child montage and replaced the animation

Change 3099251 on 2016/08/24 by Lina.Halper

	Deterministic cooking of skeleton
	 - abandon all guid from GuidMap. GuidMap is still important since we have to generate UID from it, but GuidMap only contains name once cooked

	#jira: UE-34834
	#rb: Martin.Wilson
	#tests: cooking orion and make sure it works

Change 3098504 on 2016/08/23 by Bart.Bressler

	Add server time between sending packets monitoring histogram

	#rb dmitry.rekman
	#tests ran server locally and made sure analytics events were sent

Change 3098494 on 2016/08/23 by Michael.Noland

	Engine: Added UWorld::SetTimeUntilNextGarbageCollection to change the GC timer for use when doing automated performance capture measurements
	- Note: Things that force a GC will still force a GC after using this method (and they will also reset the timer)
	- Fixed a bug where UWorld::ForceGarbageCollection might not force a GC immediately if run on a server with no clients connected
	#tests Tested by calling while stat dumphitches was active and confirmed that the interval changed
	#codereview ben.salem, gil.gribb
	#rb none

Change 3098491 on 2016/08/23 by Mieszko.Zielinski

	Expanded BTDecorator_IsAtLocation with an option to use AIDataProvider #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3098070 on 2016/08/23 by Lina.Halper

	Fix crash with UI  update reconstructing

	- will have to come up with a better solution than this.

	#rb: Martin.Wilson
	#tests: child anim montage

Change 3097914 on 2016/08/23 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	Merging CL #3097879
	from //WEX/Main/Engine/Source/Runtime/Online/NotForLicensees/OnlineSubsystemMcp/...
	to //Orion/Main/Engine/Plugins/Online/NotForLicensees/OnlineSubsystemMcp/Source/...

	#Analytics #OSS: Adjusted cohort selection algorithm and test cases
	[CodeReviewed]: Philip.Buuck
	#TESTS: unit tests
	#RB: none

	#R@BOMERGE-SOURCE: CL 3097911 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3097745 on 2016/08/23 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Megre 30.2/31 @ CL 3096895

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3097716 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3097722 on 2016/08/23 by Chris.Bunner

	Update texture expression properties before triggering parent material recompile.
	#rb John.Billon
	#tests Editor replace references, Golden path
	#jira OR-27531

Change 3097694 on 2016/08/23 by Lina.Halper

	#Child Anim Montage

	- Duplicate from parent of the information it cares to get
	  - Currently it is selective on copying what data
	- Modified GetAllAnimationSequencesReferred to get a partial data
	- Added ParentAsset/AssetMappingTable in AnimationAsset
	- Sequence Browser opening would also add to history
	- AnimNotify - CanBeplaced virtual function lets you filter which asset it's placed on

	#code review: Benn.Gallagher, Thomas.Sarkanen, David.Ratti
	#rb:Martin.Wilson
	#tests: creating child montage, editing, lots of UI functionality, notifies placement

Change 3097513 on 2016/08/23 by Thomas.Sarkanen

	Non-POD structs can now be copied using the fast path

	We now always use CPP struct ops to perform copies when dealing with struct properties.

	#jira UE-34571 - Support struct member access on AnimBP fast path
	#rb Laurent.Delayen
	#tests OrionEntry with Tacticia, confirming orientation warping works correctly and fast path is enabled. Agora_P with Tacticia & bots, played two games.

Change 3096729 on 2016/08/22 by Mieszko.Zielinski

	Fixes to EQS scoring function preview #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3096596 on 2016/08/22 by Jason.Bestimt

	#ORION_DG - Fixes from 4.13 to video playback (CL# 3075761 & 3083970)

	#RB:none
	#Tests:none

	#CodeReview: matt.schembari, max.preussner
	#R@BOMERGE: MAIN

Change 3096550 on 2016/08/22 by Jurre.deBaare

	Fix for HLOD dirty clusters PIE warning message
	#tests Simulated Origin with built HLOD clusters, and with one dirty cluster
	#rb none

Change 3096532 on 2016/08/22 by Mieszko.Zielinski

	Modified GameplayTask_WaitDelay to allow specifying task's priority #UE4

	As part of the change introduced UGameplayTask::NewTaskUninitialized that's basically a redirect of NewObject, but clearly indicates that a task needs to be manually initialized

	#codereview Lukasz.Furman
	#rb none
	#test golden path

Change 3096455 on 2016/08/22 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: keli.hlodversson
	#CEF: Copy upgraded CEF binaries from //Portal/Main to fix crash issues with Sofort purchases
	#RB David.Nikdel
	#TESTS none

	#R@BOMERGE-SOURCE: CL 3096452 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3096316 on 2016/08/22 by Sammy.James

	Resave to fix log warnings.
	BPC changes to ensure type saves.

	#rb #tests editor

Change 3096040 on 2016/08/22 by bruce.nesbit

	Revised fix for landscape crash

	#rb GarethM

	#tests Game

	#codereview Bart.Bressler

Change 3096015 on 2016/08/22 by bruce.nesbit

	Fixed a crash in ALandscapeProxy::PostLoad when running an editor build with -server

	#rb none

	#tests game

	#codereview Bart.Bressler

Change 3095578 on 2016/08/19 by Mieszko.Zielinski

	Made NavigationSystem call TickAsyncBuild on all navigation data instances is there was an ongoing navigation build in progress in the editor #UE4

	This was causing Orion's flow field to not build if auto navmesh update was disabled in the editor

	#rb none
	#test golden path
	#codereview Lukasz.Furman

Change 3095397 on 2016/08/19 by Lina.Halper

	Fix issue with crash when deleting all segment

	#rb: Laurent.Delayen
	#tests: delete segment and make sure it doesn't crash
	#jira: UE-34830

Change 3095060 on 2016/08/19 by Bart.Bressler

	Don't load ULandscapeComponent objects on dedicated servers to save memory.

	#tests cooked server data and played a Solo vs. AI game
	#rb gareth.martin
	#codereview james.golding

Change 3095037 on 2016/08/19 by Lina.Halper

	Potential fix with montage trigger ensure on marker sync group

	#jira: OR-27685
	#rb: Benn.Gallagher
	#code review: Martin.Wilson
	#tests: attack primhelilx with knock up

Change 3094962 on 2016/08/19 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	#Merging #OSS - Added FUserOnlineAccountMcp::SelectCohort
	#RB: None
	#TESTS: test suite in source
	[CodeReviewed]: Philip.Buuck

	#R@BOMERGE-SOURCE: CL 3094961 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3094950 on 2016/08/19 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	#Merge #UE4 - Made FMD5 const-correct
	#RB: none
	#TEST: none

	#R@BOMERGE-SOURCE: CL 3094949 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3094619 on 2016/08/19 by Lina.Halper

	#DUPEFIX - ANIM: SmartNAME: the cooking doesn't guarantee the package is saved in the order, so we'll still have to regenerate list without GUID.
	- assumed the name is all set by now

	#rb: Benn.Gallagher
	#jira : UE-34886
	#tests: cooking infiltrator that showed same issue and run game.

Change 3094532 on 2016/08/19 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3094498

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3094528 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3093260 on 2016/08/18 by Josh.Markiewicz

	#UE4 - changed how party reset occurs to skip relying on AGameState which could very rarely be null (during server travel)
	- removed unnecessary cast
	#rb bart.bressler
	#codereview bart.bressler, rob.cannaday
	#tests launched game, some basic party testing

Change 3093224 on 2016/08/18 by Josh.Markiewicz

	#UE4 - added a chatroom class that does some basic chat room join/create/leave functionality to share between games
	#rb paul.moore
	#codereview anthony.carter
	#tests solo vs ai chat with 2 players, coop vs ai chat with 2 players, one leaving and rejoining

Change 3092597 on 2016/08/17 by Daniel.Lamb

	Added Ben Crocker to the rebuild lighting emails.
	#rb Trivial
	#Test none

Change 3092063 on 2016/08/17 by andrew.grant

	Merging using ROBO://Orion/Release-Candidate->//Orion/Main
	#rb #tests none

Change 3091081 on 2016/08/16 by Jurre.deBaare

	Fixing non-Editor build errors
	#fix Wrapped parts in WITH_EDITOR and added IsBuilt to check if the LODActor has a valid static mesh (thus is not dirty)
	#tests Build Editor + Game
	#rb none

Change 3091009 on 2016/08/16 by Mieszko.Zielinski

	Added a way to configure a map to not spawn AISystem instance at all #UE4

	#rb none
	#test golden path

Change 3090932 on 2016/08/16 by Michael.Noland

	Vixen: Added indication to the analytics and FPS charts
	#rb marcus.wassmer
	#tests Compiled for the platform

Change 3090844 on 2016/08/16 by Laurent.Delayen

	Replicated CL 3090734  from Fortnite.

	---

	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

	#codereview john.abercrombie
	#rb none
	#tests golden path

Change 3090832 on 2016/08/16 by Michael.Noland

	Windows: Fixed a whitespace issue
	#rb none
	#tests Compiled for windows

Change 3090688 on 2016/08/16 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: andrew.grant
	Merging using ROBO://Orion/Release-Candidate->//Orion/Main
	#rb none
	#tests built

	#R@BOMERGE-SOURCE: CL 3090687 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3090547 on 2016/08/16 by Jurre.deBaare

	Need a warning message similar to lighting unbuilt when HLOD cluster is not built
	#fix Added HLOD clusters need to be rebuilt message similar to the lighting one during PIE and game-time, and cleaned/changed "'DisableAllScreenMessages' to suppress" behaviour
	#jira UE-34335
	#rb none
	#codereview Michael.Noland
	#tests pie Agora with and without dirty HLOD clusters

Change 3090285 on 2016/08/16 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3090267

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3090282 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3089413 on 2016/08/15 by paul.mader

	Agora 2.0 assets

Change 3089266 on 2016/08/15 by Max.Chen

	Sequencer: Add Convert to Possessable

	Copy from Dev-Sequencer

	#jira UE-32139
	#rb none
	#tests Convert steel to possessable in Gameplay_PS4 map.

Change 3089136 on 2016/08/15 by Mieszko.Zielinski

	Fixed AISense_Sight's time slicing unintentionally skipping queue aging if given time limit is reached #UE4

	#rb Lukasz.Furman
	#codereview Dan.Youhon
	#test golden path

Change 3089118 on 2016/08/15 by Mieszko.Zielinski

	Fixed a rare crash in UBlackboardData::GetKeyType resulting from a key selector referencing a type that has been removed from the project's source code #UE4

	#rb none
	#test golden path

Change 3088976 on 2016/08/15 by Andrew.Grant

	Fixed issue with PS4 toolchain ignoring ModuleRules.CodeOptimization.Never / ModuleRules.CodeOptimization.Always when determining optimization level of modules.
	Fixed issue with VC toolchain ignoring ModuleRules.CodeOptimization.Never setting.
	Removed superflous /Os from VC debugg settings
	#rb none
	#tests verified module built with 'Never' on PS4/Win is built without optimizations.
	#codereview Marcus.Wassmer, Ben.Marsh

Change 3088830 on 2016/08/15 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3088807

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3088829 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3088597 on 2016/08/14 by Jason.Bestimt

	#ORION_DG - Trying to resolve R@BOMERGE collision (DUI to MAIN -> DG)

	#RB:none
	#Tests:none

	#CodeReview: andrew.grant, david.ratti, matt.schembari

Change 3087827 on 2016/08/12 by Bart.Bressler

	Updates to skeletal mesh memory saving on dedicated server

	#rb lina.halper
	#tests Cooked server data, played a game for a while in Solo vs. AI

Change 3087351 on 2016/08/12 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	#jira OR-27406
	#rb RyanG
	#tests Replays

Change 3087118 on 2016/08/12 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3086747

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3087117 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3086176 on 2016/08/11 by Marcus.Wassmer

	Fix PS4 ShaderPipelines not matching pixel/vertex shader properly.
	#rb Rolando.Caloca
	#tests Broken PS4 content before/after

Change 3085992 on 2016/08/11 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Unclog R@BOMERGE

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3085987 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3085911 on 2016/08/11 by Laurent.Delayen

	Added FBoneContainer::BoneIsChildOf for FCompactPoseBoneIndex

	#rb none
	#tests Orientation Warping

Change 3085614 on 2016/08/11 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3085547

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3085598 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3084507 on 2016/08/10 by Marcus.Wassmer

	Duplicate 3070376 and 3078879 to fix corrupted decals on Vixen.
	#rb none
	#tests paragon ps4/vixen
	#codereview Olaf.Piesche

Change 3084136 on 2016/08/10 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3083799

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3083814 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3083424 on 2016/08/09 by Max.Chen

	Sequence Recorder: Fix crash when actor class to record is null.

	#tests Use sequence recorder to record a skeletal mesh actor
	#rb none

Change 3083134 on 2016/08/09 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: sam.zamani
	#online,store,ps4
	- creating one offer entry per entitlement

	#rb david.nikdel, ian.fox
	#tests MTX purhcase on PS4
	#lockdown: andrew.grant

	#R@BOMERGE-SOURCE: CL 3083127 in //Orion/Release-30.1/... via CL 3083128 via CL 3083131
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3083069 on 2016/08/09 by Marcus.Wassmer

	Vixen scalability changes
	#rb Michael.Noland
	#tests vixen/ps4
	#codereview jordan.walker

Change 3083063 on 2016/08/09 by Marcus.Wassmer

	Most games will probably run out of memory if setup to do auto-4k.
	Make this a setting that's off by default.
	#rb Michael.Noland
	#codereview Luke.Thatcher, Lee.Clark
	#tests vixen on 4k.

Change 3082778 on 2016/08/09 by Marcus.Wassmer

	Duplicate fix for Vixen GPU page faults and rendertarget errors (3066087)
	#rb none
	#tests Agora on vixen.

Change 3082772 on 2016/08/09 by Marcus.Wassmer

	Duplicate fix for detail mode reregistration (3065543)
	#rb none
	#tests Toggled detail mode, observe proper items spawning

Change 3082765 on 2016/08/09 by Marcus.Wassmer

	Don't crash when trying to use windowed vsync on vixen
	#rb Michael.Noland
	#test ran paragon on vixen
	#codereview Luke.Thatcher,Lee.Clark

Change 3082764 on 2016/08/09 by Marcus.Wassmer

	fix HLOD distance scale not working properly when components are re-registered.
	#rb michael.noland
	#codereview jurre.debarre
	#tests setting multiple times, setting on boot via deviceprofile

Change 3082429 on 2016/08/09 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: sam.zamani
	Merging //Orion/Release-30.1 to Main (//Orion/Main)

	Change: 3082419

	#online,store,PS4

	OR-25384 [PS4] "There is no content. It might not be for sale yet, or might no longer be for sale" at main menu and at post match screen

	- added config option for toggling store on PS4
	[OnlineSubsystemPS4]
	bStoreEnabled=true

	- can also override via title specific json values in <titleid>\title.json
	allow_mtx=true

	[CodeReviewed]: andrew.grant, phillip.buck, ian.fox
	#lockdown: andrew.grant
	#rb none
	#tests ps4 run with titleid=CUSA3609_00 (which has mtx disabled for PS4 since that title has no store support)

	#R@BOMERGE-SOURCE: CL 3082428 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3082194 on 2016/08/09 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3082105

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3082192 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3080984 on 2016/08/08 by Lina.Halper

	Issue with not being able to set static animation data via BP

	- artists were using SetAnimation/PlayAnimation, but they are not safe to be used in construction script, so made sure the other serializable properties are exposed via BP
	- also since they want it to work in level viewport, I have to tick/refresh whenever it's getting called.

	#rb: Martin.Wilson
	#tests: Sword Beauty map

Change 3080665 on 2016/08/08 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3080081

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3080543 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3080565 on 2016/08/08 by Laurent.Delayen

	Fix for curve values during URO interpolation.
	Fixes flashing of materials and Twinblast's ult weapon.

	https://jira.ol.epicgames.net/browse/OR-27107
	https://jira.ol.epicgames.net/browse/OR-24358

	#rb lina.halper, martin.wilson
	#tests Twinblast's ult and Coil's primary.

Change 3079832 on 2016/08/05 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: marcus.wassmer
	Fix for PS4 crash reports not attaching the minidump when trying to force full crash dumps via commandline
	#rb none
	[CodeReviewed] Chris.Wood
	#tests checked crashcontext on PC/PS4
	#lockdown Andrew.Grant

	#R@BOMERGE-SOURCE: CL 3078933 in //Orion/Release-30/... via CL 3078934 via CL 3078935 via CL 3079831
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3079045 on 2016/08/05 by Lina.Halper

	Adding more log to figure out why ActivePlayers.Count becomes inconsistent.

	#rb: Martin.Wilson
	#tests: PIE with bots

Change 3078944 on 2016/08/05 by Rolando.Caloca

	O - Update blacklisted driver
	#jira OR-27051
	#rb Marcus.Wassmer
	#tests Run with AMD card

Change 3078735 on 2016/08/05 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3078670

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3078734 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3078122 on 2016/08/04 by Dmitry.Rekman

	Linux: treat abort() / SIGABRT as crash.

	- Rationale: certain code not under our control (most notably, stack smashing protector) may call abort(), which would previously terminate the engine without any chance to even enter the crash handler.
	- Rewrote RequestExit() because it used abort() itself.
	- Also removed -fstack-protector. The logic behind this is: stack protector calls abort() on detecting a smash (which is suspected to contribute to missing reports), but does it at an inappropriate place, that causes stack unwinding to crash later.  As bad as it sounds, it may be better to allow stack to be corrupted and crash later - hopefully outside of libc code - to some other reason.

	#rb Mark.Satterthwaite
	#codereview Mark.Satterthwaite, Michael.Noland, Andrew.Grant
	#review-3078104 @Mark.Satterthwaite, @Michael.Noland, @Andrew.Grant

	#tests Ran Linux server, crashed using different methods.

Change 3077887 on 2016/08/04 by Dmitry.Rekman

	Initialize StackCount to 0 (kills valgrind warning).

	#rb David.Ratti
	#codereview David.Ratti
	#tests Ran Linux server.

Change 3077257 on 2016/08/04 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3077193

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3077256 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3077242 on 2016/08/04 by Dmitry.Rekman

	Linux: stop heartbeat thread before handling the crash.

	#rb Robert.Manuszewski
	#codereview Robert.Manuszewski, Andrew.Grant
	#tests Compiled and ran Linux server, crashed it.

Change 3076676 on 2016/08/03 by Dmitry.Rekman

	Linux: print details about memory access (read or write).

	- Also print all the 16 digits of the pointer.
	- Read/write detection only implemented for x86_64.

	#rb Andrew.Grant
	#codereview Andrew.Grant
	#tests Compiled (natively) and ran Linux server.

Change 3076675 on 2016/08/03 by Dmitry.Rekman

	Print a bit more info about the array in assert.

	#rb Andrew.Grant
	#codereview Andrew.Grant
	#test Compiled and ran Linux server.

Change 3076010 on 2016/08/03 by Laurent.Delayen

	Moved OrionAnimNode_LegIK from Paragon to Engine.

	#codereview lina.halper
	#rb none
	#tests Grim.exe + Iggy & Scorch

Change 3075512 on 2016/08/03 by Matt.Kuhlenschmidt

	Reimplemented 3070766 for Orion:

	Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)

	#rb none
	#tests none

Change 3075446 on 2016/08/03 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3075422

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3075445 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3075394 on 2016/08/03 by HaarmPieter.Duiker

	Adding a shadows max and highlights min parameters to allow the user to control when the 'shadows' controls fall off and when the 'highlights' controls ramp in.
	#rb marcus.wassmer
	#tests post process color correction

Change 3074314 on 2016/08/02 by Dmitry.Rekman

	Linux: change optimization from -O2 to -O1 (temporarily?).

	- The purpose is to make callstacks easier to follow and possibly catch stack smashing (if it happens) earlier.
	- Also adds a line to UBT output during compilation to draw attention.

	#rb Michael.Noland
	#codereview Michael.Noland, Andrew.Grant, Bart.Bressler
	#tests Compiled and ran Linux server.

Change 3073553 on 2016/08/02 by jason.bestimt

	#ORION_MAIN - Merge 30.2 @ CL 3073360

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3073481 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

	#R@BOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Characters/Heroes/BP_Hero.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3073505 on 2016/08/02 by Daniel.Lamb

	Added cook modification delegate stats to cooker stats.
	#rb Wes.Hunt
	#test cook paragon.

Change 3072440 on 2016/08/01 by Aaron.Eady

	PlayerController Force Feedback (Debug only);

	Adding #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) around the use of the debug only variable ForceFeedbackEffectHistoryEntries.

	#rb none
	#tests SHIPPING

Change 3072259 on 2016/08/01 by Aaron.Eady

	PlayerController Force Feedback (Debug only);

	Added more information to the things displayed on the screen for force feedback when we do ShowDebug ForceFeedback.

	#rb Michael.Noland
	#tests PIE

Change 3071908 on 2016/08/01 by John.Pollard

	Fix null reference crash

	#rb DavidR
	#tests Live game + replays

Change 3071876 on 2016/08/01 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Assertion failed: WriterState.Changed.Num() == 0 occurs when a Pitcher Husk hits the Player

	#rb none
	#tests FN + Paragon live game + replays
	#codereview Andrew.Grant

Change 3071875 on 2016/08/01 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Finalize replay version system

	* No longer use changelist to filter replays (so we will only filter by engine/game version now, which need to be hand cranked to invalidate old versions)
	* Submit actual changelist when uploading (rather than locking to previous versions). We can do this now since we don't filter by changelist anymore.
	* Removed unnecessary 'bShowAllVersions' property from replay browser code, using cvar instead (orion.ShowAllReplayVersions)

	#rb RyanG
	#tests Live game + replays
	#codereview Andrew.Grant

Change 3071874 on 2016/08/01 by John.Pollard

	Merging using Dev-Networking_->_Dev-General_(Orion)

	Fix gameplay tags to work better with backwards compatibility in replays

	* We use the net field export group system in the package map to export tag names as a packed index
	* This will allow us to see the names of tags that no longer exists on the remote side

	#rb RyanG
	#tests Live game + replays
	#codereview Andrew.Grant

Change 3071776 on 2016/08/01 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30.2 @ CL 3071738

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3071775 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3071258 on 2016/07/30 by Aaron.McLeran

	OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay

	- Removed voice operation set since it was causing crashes when stopping voices. Still a good idea, but need to make sure the async OnBufferEnd and stopping an FSoundSource can work together.
	- Added a proxy object that wraps the FAsyncTask used for async decoding. Calling IsDone() and EnsureCompletion() can't happen at the same time from different threads now.

	#rb none
	#tests ran paragon soaking for a long time with constant AI combat and observed no crashes or audio issues.

Change 3071099 on 2016/07/30 by Aaron.McLeran

	OR-26580 CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay

	- Temporary revert of a portion of CL 3067560 which exacerbates an issue with the async decoding tasks and calling IsDone and EnsureComplete on different threads.

	#rb none
	#tests ran paragon with change and noticed no change in audio quality

Change 3070916 on 2016/07/29 by Andrew.Grant

	Missed file!
	#rb #tests na

Change 3070915 on 2016/07/29 by Andrew.Grant

	Merging //UE4/Main @ 3070724 through //UE4/Orion-Staging
	#rb none
	#tests Engine QA, Orion QA smoke

Change 3070576 on 2016/07/29 by Uriel.Doyon

	Fixed initialization of the defrag pool size. Now controlled by r.PS4DefragPoolSize.
	#review-3070386 @marcus.wassmer
	#jira OR-25941
	#rb marcus.wassmer
	#tests Run Game on PS4, and in editor

Change 3070086 on 2016/07/29 by Martin.Wilson

	Fixed ensure triggering during sequencer playback due to double update.

	#jira UE-33938
	#rb Thomas.Sarkanen
	#tests opened affected asset and verified problem no longer occured

Change 3070016 on 2016/07/29 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 30 @ CL 3069935

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3069976 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3069435 on 2016/07/28 by Ian.Fox

	#Orion, #Mcp - Check if Price Engine is configured before attempting query
	#rb Sam.Zamani
	#tests none
	#codereview Sam.Zamani

Change 3069381 on 2016/07/28 by Michael.Noland

	Animation: Demoted a check() in anim sync group code to an ensure() to unblock others
	#rb nick.penwarden
	#tests Loaded Paragon cine asset that was crashing
	#codereview lina.halper, martin.wilson

Change 3069203 on 2016/07/28 by Dmitry.Rekman

	Headless client: do not draw windows.

	- Disables a bunch of code, including reaching into font cache to estimate width.
	- Should be probably disabled on a higher level, but cutting out the whole Slate application is infeasible (according to BradA/BenM, due to some logic requiring widgets).

	#rb Nick.Atamas
	#review-3068983 @Nick.Atamas, @Michael.Noland, @Brad.Angelcyk, @Ben.Salem
	#codereview Nick.Atamas, Michael.Noland, Brad.Angelcyk, Ben.Salem

	#tests Compiled and ran Orion Linux client.

Change 3069181 on 2016/07/28 by Lina.Halper

	Fix struct redirector for Orion anim node moving to engine

	#rb: Maciej.Mroz
	#code review:Laurent.Delayen
	#tests: editor loading the anim BP that caused the name conversion

Change 3069092 on 2016/07/28 by Aaron.McLeran

	OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves

	- Not all active sounds have sound classes, was causing a crash

	#codereview marc.audy
	#rb zabir.hoque
	#tests Run game with stat soundcues and not crash

Change 3068969 on 2016/07/28 by David.Ratti

	Move test for invalid gameplaycue instance up, since calling IsPendingKill() on garbage can cause crash too.

	#rb none
	#tests compile

Change 3068902 on 2016/07/28 by David.Ratti

	Code for tracking down UGameplayCueManager::GetInstancedCueActor crash.
	#rb none
	#tests compile

Change 3068831 on 2016/07/28 by Aaron.McLeran

	OR-26417 Reverb is too loud in-game in Dev-General

	- Initializing prev reverb to 0s so that the first default reverb gets set when no audio volume is set.

	#rb Jeff.Campeau
	#tests run a map with no reverb audio volume and reverb is not super wet

Change 3068529 on 2016/07/28 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: david.nikdel
	#OSS #PurchaseMcp: Use GameService->CreateOnlineHttpRequest instead of  McpSubsystem->CreateRequest to query receipts (uses subsystem config)
	#RB: none
	#TESTS: none

	#R@BOMERGE-SOURCE: CL 3068465 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3068399 on 2016/07/28 by Andrew.Rodham

	Sequencer: Changed animation tracks to allow more animation types (such as anim montages)

	  - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility

	#jira OR-25769
	#tests Tested all combinations of animation with sequencer (montage+sequence on asset/BP driven animation components) and matinee. Tested running a game and playing back the announce trailer. Rendered out some movies to ensure that trails work correctly.
	#rb Benn.Gallagher

Change 3068138 on 2016/07/28 by Marcus.Wassmer

	Disable mallocleak testing by default
	#rb none
	#test none

Change 3068121 on 2016/07/28 by Marcus.Wassmer

	Make sure we always do fast stack captures when USE_FAST_STACKTRACE is enabled.
	Fixes game becoming unresponsive on Windows after 'mallocleak' dumps data.  Any other tool that uses stacktraces could become 700 - 1000x slower after any stack symbolication also.
	#rb Robert.Manuszewski
	#tests stack tracing / symbolication with mallocleak on windows.

Change 3068119 on 2016/07/28 by Marcus.Wassmer

	Fix MallocLeakProxy deadlock
	#rb Robert.Manuszewski
	#tests mallocleak start/stop/dump on windows

Change 3067752 on 2016/07/27 by Michael.Noland

	Engine: Refactored FPS chart creation to make it modular so many performance data consumers can be active at once, allowing greater flexibility and decoupling game analytics from FPS chart exec commands
	- IPerformanceDataConsumer is an interface for all consumers of per-frame performance tracking data, and instances can be registered/unregisted with the engine using AddPerformanceDataConsumer/RemovePerformanceDataConsumer
	- The implementation of the 'standard' frame time and hitch histogram tracking is FPerformanceTrackingChart, while the per-frame logging .csv is split into a separate FFineGrainedPerformanceTracker class.
	- The calculation of frame time breakdowns and hitch detection now occur as long as at least one IPerformanceDataConsumer is registered
	- Internally the code has been cleaned up a bit to use FHistogram for data storage instead of custom binning code

	Upgrade Notes:
	- DumpFPSChartAnalytics has been removed, games that used it should switch to creating their own instance of FPerformanceTrackingChart and call DumpChartToAnalyticsParams on it directly
	- In general games should have no reason to programmatically call GEngine->StartFPSChart anymore, instead creating their own instance (this prevents conflicts when using the engine console commands)
	- HTML output for stopfpschart is now generated to a single file rather than two duplicate files (using both map name and capture time as part of the file name)
	- Removed PauseFPSChart, IsFPSChartActive, and GetFPSChartBoundByFrameCounts to reflect that the GEngine instances aren't meant for external use (Start/Stop are left public for automated testing that wants to use them to do logging, but may also be moved private in the future)

	Paragon:
	- Updated to use a separate FPerformanceTrackingChart for gameplay versus in-game menus and removed the duplicated code and GameThreadHitchChart event
	- Removed partial USE_SERVER_PERF_COUNTERS code in ChartCreation.cpp, splitting it out into a separate observer, which currently lives in Paragon but will be moved to shared code in a separate checkin. The code was only useful in the first place along with other Paragon-side code that was consuming it.

	#rb dmitry.rekman
	#codereview bob.tellez, peter.knepley, andrew.grant, john.mauney
	#review-3067607 @Dmitry.Rekman, @Bob.Tellez
	#tests Tested manual startfpschart/stopfpschart as well as Paragon match analytics via golden path solo vs AI

Change 3067654 on 2016/07/27 by Michael.Noland

	FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.

	#rb steve.robb
	#jira UE-31959
	[duplicating CL# 3039827]

	#tests Tried moving a folder in the editor

Change 3067644 on 2016/07/27 by Aaron.McLeran

	OR-24537 Looping audio sometimes persists in Agora

	Adding stopping sounds if audio component is destroyed while playing a looping sound

	#rb jeff.campeau
	#tests audio component stops looping sound if audio component is destroyed prematurely

Change 3067560 on 2016/07/27 by Aaron.McLeran

	OR-26322 Client Hang in FXAudio2EffectsManager::SetReverbEffectParameters

	- Only applying reverb parameters if they've changed from previous reverb params to avoid unnecessarily spamming the XAudio2 API call
	- using xaudio2 operation sets to ensure that voice and effect params are executing in sequence
	- only calling destroy voice after all voice and effect changes have been committed to avoid destroy voice interfering with those commands
	- Don't call EnsureCompletion on pending async tasks on teardown

	#rb Jeff.Campeau
	#tests play paragon with change, notice no changes to audio behavior, no crashes. Created testmap with several reverb zones and demonstrated reverb effect transitions

Change 3067420 on 2016/07/27 by jason.bestimt

	#ORION_MAIN - Merge 29.2/30 @ CL 3067312

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3067400 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3067316 on 2016/07/27 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3065602

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari

	#R@BOMERGE-SOURCE: CL 3067079 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3067025 on 2016/07/27 by Michael.Noland

	Core: Corrected the initial value of FLightweightTimeGuard::FrameTimeThresholdMS to be in MS rather than seconds and did a few coding standards fixes
	#rb none
	#tests Compiled

Change 3067020 on 2016/07/27 by Michael.Noland

	Core: Various improvements to FHistogram and split it out into separate files
	- Added the ability to use a separate thresholding key than the actual measurement value being recorded (e.g., when accumulating frame time spent in a chart keyed on framerate)
	- Added O(1) getters for total sample counts and sum of all measurements
	- Removed encapsulation-breaking SetBinCountByIndex / SetBinSumByIndex
	- Added support for specifying explicit histogram bucket thresholds
	#rb dmitry.rekman
	#tests Tested with another pending changelist that moves FPS charts to use FHistogram for the underlying storage

Change 3066681 on 2016/07/27 by Frank.Gigliotti

	Camera anim field of view fix;

	* The FOV is now reset on the PlayerCameraManager camera actor when it's initialized.  This fixes cases of stale FOV values after playing camera anims that don't end with the FOV at it's base value.

	* Base FOV can now be edited in the CameraAnim properties.  This allows you to specify what the FOV keys are relative to.  Previously it was always using a base FOV of 90 degrees.

	#RB None
	#CodeReview Jeff.Farris
	#Tests Multiple camera animations in PIE

Change 3066508 on 2016/07/27 by Lina.Halper

	Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.

	#code review:Martin.Wilson, Benn.Gallagher
	#rb: Martin.Wilson
	#tests: cooked test map, run test map, PIE, saving content, loading standalone game

Change 3066246 on 2016/07/27 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: andrew.grant
	Fix for non-unity error
	#rb none
	#tests compiled

	#R@BOMERGE-SOURCE: CL 3066245 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3066167 on 2016/07/27 by Benn.Gallagher

	Fixed clothing corruption seen on Twinblast after mesh updates. We were copying a u32 index buffer into a multisize container but CopyIndexBuffer doesn't change the data size when copying - only when rebuilding.
	#rb Ori.Cohen
	#tests Editor, PIE, Applying clothing to characters.

Change 3065868 on 2016/07/27 by Michael.Noland

	Blueprints: Fixing non-editor build (missing WITH_EDITOR)
	#rb none
	#tests Compiled PS4

Change 3065749 on 2016/07/26 by Michael.Noland

	Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)
	#codereview mike.beach, marc.audy
	#tests Loaded and recovered a corrupted Blueprint on Cameron's machine
	#rb Phillip.Kavan

Change 3065706 on 2016/07/26 by Josh.Markiewicz

	#UE4 - changed default values for bLogoutOnSessionTimeout for reservation beacons
	- fixed non shipping cmd line override to be correct
	#rb none
	#codereview andrew.grant, paul.moore
	#tests none

Change 3065359 on 2016/07/26 by Rob.Cannaday

	Limit external id querying to 100 ids per call.  The backend currently enforces this and is returning an error when we exceed this limit.
	Break up calls in batches of 100 ids.

	#jira OR-20674
	#rb ian.fox
	#tests login to front end with PC, PS4.  forced tests to simulate > 100 requests.

Change 3065197 on 2016/07/26 by Bart.Bressler

	Change how PS4 sessions work:
	- We now will only try to join somebody's PS4 session only if we accepted an invite from the PS4 system software. This means that an MCP party can have members in different PS4 sessions.
	- Refactored a lot of the delegates in UOrionParty to lambdas to try to make it more readable
	- Added comments, other misc. code cleanup.

	#rb josh.markiewicz, sam.zamani, rob.cannaday
	#tests created cross play parties with multiple pc + ps4 players
	#jira OR-20332

Change 3065158 on 2016/07/26 by Lina.Halper

	Fix the guid keep generated by adding to the database.

	- This caused worse problem with non-deterministic cooking -   This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible

	#rb: Martin.Wilson
	#jira: UE-33772, UE-33454
	#tests: cooked AI_Test map, editor rename curves

Change 3064735 on 2016/07/26 by Dmitry.Rekman

	Linux: added WebRTC libs.

	- Compiled against glibc 2.12 / CentOS 6.x environment (see howto in a separate doc).

	#rb none
	#tests Tested OrionClient in Dev-General, and UE4Editor in Dev-Platform.

	(Edigrating 3063715 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)

Change 3064727 on 2016/07/26 by Dmitry.Rekman

	Fix crash on cooker exit (UE-33583).

	- Global/static tickable objects could outlive the collection and trigger asserts when removing themselves from it.

	#rb none
	#tests Compiled and ran Linux server and Linux client.

	(Edigrating 3058779 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)

Change 3064725 on 2016/07/26 by Dmitry.Rekman

	Linux: use libc++ instead of libstdc++.

	- Needed to solve problems with third-party C++ libraries (e.g. WebRTC).
	- Bundled libc++ 3.8.1 (TPS cleared).
	- Turned off ICU compilation (needs recompile against libc++).
	- Some libraries (e.g. FBX sdk) still need libstdc++, so in practice it is going to be a mix.

	#rb none
	#tests Built and ran a number of Linux targets.

	(Edigrating 3057152 from //UE4/Dev-Platform/... to //Orion/Dev-General/...)

Change 3064572 on 2016/07/26 by Jason.Bestimt

	#R@BOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 29.2 @ CL 3064545

	#RB:none
	#Tests:none

	#R@BOMERGE-SOURCE: CL 3064569 in //Orion/Main/...
	#R@BOMERGE-BOT: ORION (Main -> Dev-General)

Change 3064523 on 2016/07/26 by Jon.Lietz

	Fixing it so gameplay effects with execution none will no longer keep the BP in a dirty state. Only call EmptyArray() on CalculationModifiersArrayPropHandle if it has any elements.

	#RB none
	#tests BP compiles and stays not dirty
	#codereview dave.ratti@epicgames.com

[CL 3111290 by Andrew Grant in Main branch]
2016-09-01 21:20:38 -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
b59ee3ed20 Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3088355)
#lockdown Nick.Penwarden
#rb none

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

Change 3088355 on 2016/08/13 by Max.Preussner

	Media Player Editor: Fixed Local file paths without file:// open when pressing Enter, but not when clicking Go button (UE-34643)

	#jira UE-34643

Change 3088331 on 2016/08/13 by Max.Preussner

	Media: Fixed Failing to load Precached Media Source (UE-34285)

	#jira UE-34285

Change 3088202 on 2016/08/12 by Zabir.Hoque

	Porting DX12 Fix from MS:

	Update D3D12 RHI for 4.13
	 - Fixed compiler errors with missing RHI methods. Fixed compiler warnings where names were hidding other variables.

	#jira UE-0

Change 3088149 on 2016/08/12 by Mark.Satterthwaite

	Duplicate CL #3087991:
	Initial AVFoundation implementation of Media Framework for Mac, iOS & tvOS.
	- Slight adaptation of AppleMovieStreamer to pick up movies from inside the GameContentDir on all Apple platforms.
	- Video playback occurs via AVPlayerItemVideoOutput's attached to the AVPlayerItem's output. This means gathering video samples is trivial.
	- Metal texture updates occur by wrapping the texture object provided by AVF - for Mac this is simple as it can bind to the IOSurface directly, for iOS/tvOS we have to create a CVMetalTextureCache and allocate our texture from there.
	- OpenGL and OpenGLES currently have to lock the pixel buffer and upload to a texture the old fashioned way - this should be revisited when there is time.
	- Subtitles/Captions are captured using AVPlayerItemLegibleOutput which also connects to the AVPlayerItem's output.
	- On Mac audio samples are returned by manually reading from the stream using an AVAssetReaderTrackOutput, including manual seeking and synching.
	- On iOS/tvOS the audio is played directly by AVPlayer because the IOSAudio system can't handle procedural buffers - otherwise it could reuse the Mac code.
	- AVFoundation does not support AVI - that's an obsolete Microsoft/Windows file-format.
	- Only 'file://' URLs are supported - streaming would require a totally different audio solution (using MTAudioProcessingTap) and has many more edge and failure cases that would need to be handled.
	#jira UE-34315

Change 3088131 on 2016/08/12 by Chris.Babcock

	Fix iterative deploy for new ADB
	#jira UE-34638
	#ue4
	#android

Change 3088106 on 2016/08/12 by Dan.Oconnor

	Make check less strict, PinIds are only unique within a single node, unfortunately, hence why we use both an OwningNode and a PinId when resolving references
	#jira UE-34564

Change 3088099 on 2016/08/12 by Zabir.Hoque

	Move end of frame resource clean up to end of viewport rendering, since EndFrame calls were not consistently coming in when movie was playing but asset loading was done.

	#Jira UE-27026

Change 3088072 on 2016/08/12 by Max.Chen

	Sequencer: Level editor camera cut flag is now a one way gate

	This resolves issues to do with the flag being erroneously reset by external forces.

	#jira UE-33875

Change 3088031 on 2016/08/12 by Jeff.Campeau

	Fix WinXP build issues in WmfMedia and SteamVR plugins.

	#jira UE-32421

Change 3088025 on 2016/08/12 by Tom.Looman

	Updated VR Template with new VR device ID blueprint node.

	#jira ue-34592

Change 3088023 on 2016/08/12 by Tom.Looman

	Added PS Move input handling support to VR Template.

	#jira UE-34188

Change 3087989 on 2016/08/12 by Michael.Trepka

	Restored the code that's staging custom icons for Mac, which was accidentally removed when we switched to use build receipts.

	#jira UE-34581

Change 3087907 on 2016/08/12 by mason.seay

	New test assets for sub instance testing

	#jira UE-29618

Change 3087812 on 2016/08/12 by Maciej.Mroz

	#jira UE-34247 Nativized UMG assets not visible

	Redone cl#3087726 from Dev-Blueprints

Change 3087810 on 2016/08/12 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements : sceHmdReprojectionSetOutputMinColor
	Exposed sceHmdReprojectionSetOutputMinColor to blueprint via Morpheus Function Library.
	Allows one to set the minimum output color from reprojection processing.  Can be used to mitigate certain artifacts (dark smearing, reprojection edges).  See Sony documentation for more information. This setting does persist across switches out of vr mode and hmd disconnection, but it has no effect out of vr modes.
	#review-3087760 @nick.whiting
	#jira UEVR-13

Change 3087795 on 2016/08/12 by Mitchell.Wilson

	Added project thumbnail to subway sequencer.
	Added thumbnails to subway sequencer levels.
	Re-saved multiple files to resolve empty engine version and nodeguid warnings.
	#jira UE-34521 UE-34519

Change 3087730 on 2016/08/12 by Michael.Trepka

	Made bGeneratedSYMFile true by default and changed some ifs in Mac UBT code so that non-debug configs always build dSYM files on Mac, unless bGeneratedSYMFile is set to false in BuildConfiguration.xml

	#jira UE-34548

Change 3087699 on 2016/08/12 by Jeff.Campeau

	Make resource generation fault tolerant of unset config values.

	#jira UE-34614

Change 3087690 on 2016/08/12 by Mitchell.Wilson

	Added a thumbnail for the BlueprintRenderToTarget level.
	#jira UE-34544

Change 3087688 on 2016/08/12 by Marc.Audy

	Fix headshot crash when tearing down physics when not registered
	#jira UE-32935

Change 3087615 on 2016/08/12 by Ben.Woodhouse

	Fix for crash in shadowsetup when frustum is invalid
	#jira UE-33014

Change 3087607 on 2016/08/12 by Max.Chen

	Sequencer: Fix Import/Export FBX

	- Import FBX now maps arbitrary float properties as well as the transform
	- Import/Export FBX now consistently operates on selected nodes or all nodes
	- Fixed exported node names so that they're consistent with Sequencer node names

	#jira UETOOL-534

Change 3087586 on 2016/08/12 by Chris.Babcock

	Add HUAWEI_Mali device model recognition for Vulkan
	#jira UE-34610
	#ue4
	#android

Change 3087529 on 2016/08/12 by Jurre.deBaare

	Fix for crash when start index != 0 and sampling at a different rate
	#jira UE-34637

Change 3087519 on 2016/08/12 by Ben.Marsh

	Pass the -ignorejunk flag on to child UBT instance when running a clean.

Change 3087455 on 2016/08/12 by Jurre.deBaare

	Alembic importer plugin needs proper logo
	#fix Replaced icon with inverted official Alembic logo
	#jira UE-34474

Change 3087360 on 2016/08/12 by Ben.Marsh

	Print out the UBT command line before running it, to help diagnose -ignorejunk problem.

Change 3087285 on 2016/08/12 by Lina.Halper

	- Add which animation it fails to compress
	- Make sure it doesn't go in there unless you have skeleton

	#jira: UE-34490

Change 3087237 on 2016/08/12 by Alex.Delesky

	#jira UE-34453 - Fixed an issue where a cast to find specific thumbnail scene info was being erroneously applied to the skeletal mesh thumbnail scene instead of the material thumbnail scene.

Change 3087215 on 2016/08/12 by danny.bouimad

	#jira UE-29618 updated QA-AnimProfiles again...

Change 3087212 on 2016/08/12 by Danny.Bouimad

	#jira UE-29618 updated TM-PhysicalAnimProfiles again

Change 3087200 on 2016/08/12 by Robert.Manuszewski

	Fix for potential deadlock when a worker thread crashes caused by critical section lock in FOutputDeviceRedirector. The engine will no longer attempt to flush log messages in CheckRenderingThreadHealth if a critical error has already occured. Crash handlers flush log anyway.

	#jira UE-34373

Change 3087188 on 2016/08/12 by Matthew.Griffin

	Added SignExecutables Option to installed build script, which defaults to false and means most people won't have to pass -nosign anymore
	Added HostPlatformsOnly Option to installed build script as a way to easily make a build with only your current platform, without having to disable every other platform manually

Change 3087160 on 2016/08/12 by Ben.Marsh

	Propagate the -ignorejunk option when we're building UHT as a child process in UBT.

Change 3087148 on 2016/08/12 by Ben.Marsh

	Fix sample build failure due to intermediate headers being deleted from engine folder. Some modules only have *private* UObject classes which aren't included in the editor zip. UBT detects that there are no longer and UObject classes and deletes the intermediate folder, causing BuildGraph to fail when it detects the change.

Change 3087143 on 2016/08/12 by Danny.Bouimad

	#jira UE-29618 updated QA-AnimProfiles and SK_Mannequin_PhysAssetTest to include constaint profiles for switching, removed old map in wrong folder.

Change 3087140 on 2016/08/12 by Steve.Robb

	GitHub 2256 : Update UnrealCodeAnalyzer.Build.cs

	I have no evidence that this actually fixes anything, but it doesn't harm anything to add it...

	#jira UE-29286

Change 3087139 on 2016/08/12 by Steve.Robb

	Failed link actions during a hot reload now output a 'failed.hotreload' file in the destination folder to indicate that another link attempt is needed.
	This is because we can't distinguish between a successful compile with a failed link action, and a compile with no changes which requires no new module.

	#jira UE-31575

Change 3087107 on 2016/08/12 by Jurre.deBaare

	Alembic Import with empty first frame will cause the editor to crash
	#jira UE-34515
	#fix Reject empty or invalid frames and remove them from the object, output messages are generated for such frames/objects
	#misc added a static const value indicating the first frame instead of hardcoded 0 array accesors
	#misc check condition fix in Runnable
	#misc log now adds new page named after the imported Alembic file

Change 3087079 on 2016/08/12 by Dmitriy.Dyomin

	Fixed: Corrupted level package on loading cooked content
	#jira UE-34591

Change 3087063 on 2016/08/12 by James.Cobbett

	#jira UE-29618 Submitting test assets for Alembic Importer

Change 3087048 on 2016/08/12 by Matthew.Griffin

	Changed Launcher Samples to create aggregate from property to avoid error in preflights
	Only notify about Launcher Samples trigger in non-preflight builds

Change 3086985 on 2016/08/12 by Maciej.Mroz

	#jira UE-34372 [CrashReport] UE4Editor_CoreUObject!StaticAllocateObject() [uobjectglobals.cpp:2102]

	Redone cl#3083825 from Dev-Blueprints

Change 3086960 on 2016/08/12 by Matthew.Griffin

	Prevent Build DDC command from making DDC for platforms that aren't supported by project
	#jira UEB-698

Change 3086945 on 2016/08/12 by Dmitriy.Dyomin

	Fixed: Sub-level layers do not show up in Layers tab when loaded as a part of world composition
	#jira UE-18291

Change 3086904 on 2016/08/11 by Lina.Halper

	Reverting the ensure as raw curve track != compressed because it doesn't go to compressed if the value doesn't have anything more than >0.f

	#jira: UE-34570

Change 3086891 on 2016/08/11 by Lina.Halper

	DUPEFIX: CL 3086544 from Michael Noland

	Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
	#jira UE-34223
	#tests (from Michael N) Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...
	#tests (from Lina H) started the test project from JIRA and PIE, and no crash.

Change 3086837 on 2016/08/11 by Nick.Whiting

	Modifying IsInGameThread() checks in Oculus positional tracking code to be !IsInActualRenderingThread().  This allows skel controls to use orientation and position with parallel animation

	#jira UE-32564

Change 3086797 on 2016/08/11 by Dmitry.Rekman

	Linux: fix crash on editor exit (UE-30795, UE-7519).

	- FText (stored in ZoomLevels static array) was being destructed during the global destructor phase, and it cannot do that.

	#jira UE-30795

Change 3086735 on 2016/08/11 by Richard.TalbotWatkin

	Fixed crash due to entries in the BlueprintCreatedComponents list not being present in the OwnerComponents list in RerunConstructionScript following an Undo. Handled this case explicitly now.
	#jira UE-34265 - Undo, Redo, Undoing a blueprint actor Replace action causes a crash

Change 3086726 on 2016/08/11 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements : 2DVR
	2DVR is a way to show a static image on PlayStation VR temporarily, for example as a loading screen.
	-Implemented 2DVR reprojection mode, exposed Show2DVRSplashScreen and Hide2DVRSplashScreen to blueprint through a new MorpheusFunctionLibrary.
	#jira UEVR-13
	#review-3086004 @chad.taylor @nick.whiting

Change 3086652 on 2016/08/11 by Dmitry.Rekman

	Linux: re-enable ICU (UE-34012).

	- Built static libs against libc++; disabled using dynamic ones.
	- Fixes lack of rich text formatting.

	#jira UE-34012

Change 3086648 on 2016/08/11 by Nick.Whiting

	Adding support for getting the HMD Device name from code / blueprints

	#jira UE-31785

Change 3086589 on 2016/08/11 by Chad.Taylor

	Fixing Vive resolution on packaged builds

	#jira UE-34535

Change 3086568 on 2016/08/11 by Matt.Kuhlenschmidt

	Fix skeletal mesh LODs not being imported correctly.  All meshes were imported to the base LOD instead.

	#jira UE-34397

Change 3086529 on 2016/08/11 by Marc.Audy

	Don't build UE4Game against shipping physx/apex libs causing module mismatches for binary code projects linked against profile libs (which is the default)
	#jira UE-34287

Change 3086376 on 2016/08/11 by Peter.Sauerbrei

	remove cached file handle from iOS and Android to save memory during loads
	#jira UE-31720

Change 3086369 on 2016/08/11 by Matt.Kuhlenschmidt

	Guard against crash with corrupted editor layouts

	#jira UE-34364

Change 3086345 on 2016/08/11 by Dan.Oconnor

	ULevel::Actors is now a TArray instead of a TTransArray. It has been misusing TTransArray for years (by both serializing individual elements and the entire array, TTransArray logic in EditorTransaction.cpp appears to be completely rotten, broken for a very long time)
	#jira UE-34380

Change 3086272 on 2016/08/11 by Cody.Albert

	Updating First Person templates to fix cook errors

	#jira UE-22726

Change 3086259 on 2016/08/11 by Nick.Whiting

	Added a project setting bStartInVR, which allows projects to specify that they want to default to starting in VR mode, regardless of whether the -vr commandline is used

	#jira UE-31617

Change 3086202 on 2016/08/11 by Marcus.Wassmer

	Duplicate 3086176 to fix broken shaderpipelines on PS4
	#jira UE-34540

Change 3086080 on 2016/08/11 by mason.seay

	Test animbp for sub anim instances

	#jira UE-29618

Change 3086062 on 2016/08/11 by Tom.Looman

	Migrate from //depot/usr/ into Release-4.13 for VR Template.

	#jira ue-34533

Change 3086032 on 2016/08/11 by Mike.Beach

	Bolstering FSceneComponentDetails::MakeTransformDetails()'s null handling (there was one conditional that was missing it).

	#jira UE-34350

Change 3086025 on 2016/08/11 by Olaf.Piesche

	#jira UE-32058

	Replicating fix from 3050352

Change 3085969 on 2016/08/11 by John.Pollard

	CIS fix

	#jira UE-30516

Change 3085819 on 2016/08/11 by Jurre.deBaare

	bForceOneSmoothingGroup not working for skeletal meshes
	#fix Added check for forced smoothing group and calculate normals accordingly
	#misc Spotted some non-referenced const TArrays being passed to CalculateTangents
	#jira UE-34555

Change 3085799 on 2016/08/11 by Ben.Marsh

	Pass the -ignorejunk option to UBT when generating code documentation. Since the UE_SDKS_ROOT environment variable is removed (because we don't want documentation for confidential platforms), UBT was deleting Linux target platform DLLs and causing an error when generating blueprint documentation when the files were missing.

Change 3085763 on 2016/08/11 by Daniel.Lamb

	Fix for circular initialization of a singleton on android causing hang when using cook on the fly.
	#jira UE-34442

Change 3085717 on 2016/08/11 by Dmitry.Rekman

	Linux: better messaging around Steam initialization (UE-32052).

	- Also added a standalone test.

	#jira UE-32052

Change 3085715 on 2016/08/11 by Chris.Bunner

	Dropped check to an ensure as there's existing handling for invalid assets in that case.
	#jira UE-23902

Change 3085714 on 2016/08/11 by Olaf.Piesche

	#jira UE-30398

	Fix offset added to particle collision locations.

	 Replicated from 3084645 in Dev-Rendering

Change 3085713 on 2016/08/11 by Chris.Babcock

	Allocate OptionalShadowDepthColorSurface to match DepthStencil dimensions (allow up to 4 resolutions for now)
	#jira UE-33840
	#ue4
	#android
	#ios
	#opengl

Change 3085711 on 2016/08/11 by Olaf.Piesche

	#jira UE-34106
	#jira UE-32784
	#jira UE-31198

	Reset vertex factories on mesh emitters if mesh has been reimported (if mesh package is dirty)

	Replicated from 3083909 in Dev-Rendering

Change 3085707 on 2016/08/11 by Matthew.Griffin

	Duplicated CL#3081374 from Dev-Build and another fix to the SlateTextureAtlasInterface issue

Change 3085656 on 2016/08/11 by Marc.Audy

	PR#2620. Make sure the component has its position updated before using it to spawn the child actor (Contributed by pampersrocker)
	#jira UE-32418
	#jira UE-33617

Change 3085641 on 2016/08/11 by Lina.Halper

	Fixed  invalid compressed track data

	- need a better solution and added ticket for 4.14 - UE-34547

	#jira: UE-34077

Change 3085606 on 2016/08/11 by Max.Preussner

	Media: Attempt to fix Crash after Clearing Sound Wave Asset and Deleting Media Player from Content Browser (UE-34381)

	#jira UE-34381

Change 3085568 on 2016/08/11 by Maciej.Mroz

	#jira UE-34436 Ensures when copy/pasting linked anim bp nodes

	FGraphObjectTextFactory doesn't call compilation (it is called later by FBlueprintEditor::PasteNodesHere, when all nodes are pasted). CallFunction can be pasted even when it's function doesn't exist. The function could be created from a CustomEvent node, that was also pasted (so it wasn't compiled yet).

Change 3085532 on 2016/08/11 by Peter.Sauerbrei

	fix for remote tool chain build issues with items not being built because they were already there and up to date, but are then deleted by the file sync because they are missing on the PC
	#jira UE-30335

Change 3085528 on 2016/08/11 by Max.Chen

	Sequence Recorder: Fix crash when actor class to record is null.

	#jira UE-34543

Change 3085418 on 2016/08/11 by Maciej.Mroz

	#jira UE-33883 Packaging with Nativize Blueprint Assets Causes Uninitialized Defaults

	Redone cl#3084313 from Dev-Blueprints

Change 3085395 on 2016/08/11 by John.Pollard

	Don't allow hot-reloading if we're running PIE instances

	#jira UE-30516

Change 3085377 on 2016/08/11 by Tom.Looman

	Added StarterMap (WIP) to resolve JIRA.

	#jira ue-34311

Change 3085364 on 2016/08/11 by Ben.Woodhouse

	Remove the Shadows of Editor-Hidden Objects showflag. This feature hasn't worked for a long time, and making it work again would add additional complexity and performance overhead which we don't want to incur.

	#jira UE-28561

Change 3085341 on 2016/08/11 by Dmitriy.Dyomin

	Fixed: Creating Launcher Profile does not always shows all project available maps
	#jira UE-33765

Change 3085336 on 2016/08/11 by Andrew.Rodham

	Sequencer: Runtime instances are no longer updated when bluprints are recompiled

	This code was not actually necessary to fix UE-31635 since we explicitly update the object binding from the level sequence editor spawn register

	#jira UE-34499

Change 3085332 on 2016/08/11 by Dmitriy.Dyomin

	Fixed: UInstancedStaticMeshComponent does not keep its instances on duplication
	#jira UE-26868

Change 3085331 on 2016/08/11 by Ben.Woodhouse

	Fix for threading related crash with precomputed lighting volumes
	#jira UE-34531

Change 3085323 on 2016/08/11 by Allan.Bentham

	Remove android specific vulkan hack to recreate depth buffer's imageview.
	#jira UE-33593
	#jira UE-33336

Change 3085313 on 2016/08/11 by Thomas.Sarkanen

	StopRecordingAnimation now uses the same maing logic as RecordAnimation

	This prevents inconsisten behaviour between record and stop record commands

	#jira UE-34498 - User is not able to use StopRecordingAnimation command on a single actor

Change 3085301 on 2016/08/11 by Allan.Bentham

	Only allow gaussian DoF on mobile. Disable DoF for all other types.
	#jira UE-34217

Change 3085292 on 2016/08/11 by Thomas.Sarkanen

	Revert change to force shipping dlls in shipping builds

	#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration

Change 3085291 on 2016/08/11 by Matthew.Griffin

	Added nodes for Linux Editor, DDC and installed build
	Changed existing Linux nodes to use host platform version of UHT and removed unnecessary tagging of UHT products

Change 3084973 on 2016/08/10 by Jeff.Campeau

	Use relative settings for ShooterGame manifest
	Package creation checks Xbox One target settings in Engine instead of Game config

	#jira UE-33808

Change 3084932 on 2016/08/10 by patrickr.donovan

	#jira UE-29618
	SteamVR related test content updates- QA_SteamMoCo -> MotionController Components, fixing up button presses, reworking bounds drawing.

Change 3084886 on 2016/08/10 by Daniel.Wright

	Reverted cl 2938543 "Lightmass now respects owner bHidden, and bCastHiddenShadow" because it did not have backwards compatibility so breaks content using hidden light cards
	#jira UE-33238

Change 3084878 on 2016/08/10 by Jeff.Campeau

	UFE launch command is generated with all devices requested instead of just the first.

	#jira UE-34302

Change 3084860 on 2016/08/10 by Dmitry.Rekman

	Fix CrashReportClient crashing on start (UE-32976, UE-34451).

	- Add spaces around -abslog=foo.log parameter to prevent unrelated parameters being concatenated (and missed) sometimes.

	#jira UE-32976

Change 3084756 on 2016/08/10 by Dmitry.Rekman

	Linux: clean-up compiler settings logic (UE-22715).

	- Includes parts of pull request #1704 by zaps166.
	- Disables exceptions in most builds.

	#jira UE-22715

Change 3084679 on 2016/08/10 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3084475

	Fixed issue with ModelComponent replication in client/server PIE if BSP is rebuilt. ModelComponent now implements IsNameStableForNetworking and always returns true, as a level's model components will never be rebuilt during a game session. Brush poly normals are now only fixed up in Editor builds.
	#jira UE-34391 - No run animation on client that is not focused when running 2 player and dedicated server

Change 3084614 on 2016/08/10 by Daniel.Wright

	Scene capture alpha is now inverted to match DrawMaterialToRenderTarget, and to allow compositing with existing render target contents
	Added CompositeMode to SceneCapture2D, which can be used to addively accumulate or composite instead of the default overwrite behavior
	Added bCaptureOnMovement to SceneCapture, which can be disabled so the only source of scene capturing is a manual capture by calling CaptureScene()
	#jira UE-34321

Change 3084607 on 2016/08/10 by Jeremiah.Waldron

	Adding AlreadyOwned to EInAppPurchaseState and utilizing this enumeration for GooglePlay IAP
	Also changing IOS store to return AlreadyOwned when SKErrorClientInvalid is received. This seems to be the correct behavior according to: http://stackoverflow.com/questions/8833970/when-does-skerrorclientinvalid-occur

	Relates to:
	#jira UE-34283

Change 3084586 on 2016/08/10 by Jeff.Campeau

	Chunks don't assume they're done downloading at 100%.

	#jira UE-34386

Change 3084552 on 2016/08/10 by Lina.Halper

	Fix GetWorldFromContextObject to be used for another thread safer

	: Guard to modify static variabls by another thread

	#jira: UE-34416

Change 3084551 on 2016/08/10 by Mitchell.Wilson

	Changed AutoPossessPlayer to Disabled in ThirdPersonCharacter BP
	Changed AutoPossessPlayer to Player0 on the ThirdPersonCharacter Instance in the level.
	#jira UE-32855

Change 3084535 on 2016/08/10 by Mike.Beach

	Fix to MathExpression node - recent modifications caused subte changes in behavior (now back in line with how it worked before). Identifiers (variable names) are back to allowing numerical characters, and we properly detect the terminating 0 at the end of a name/string. Also, reserving symbols that currently aren't operators (as they used to be) so users don't start including them in identifier names.

	#jira UE-34378

Change 3084526 on 2016/08/10 by Jeff.Campeau

	Update XDK to August 2016

	#jira UEPLAT-1374

Change 3084471 on 2016/08/10 by John.Pollard

	Fix UE-34295: [CrashReport] Crash opening project on network drive - VCRUNTIME140!<Unknown>

	#jira UE-34295

Change 3084363 on 2016/08/10 by Marc.Audy

	Make stat soundcues/waves work correctly when spinning up new audio devices and switching focused viewport
	#jira UE-34101

Change 3084231 on 2016/08/10 by Michael.Trepka

	Fixed a problem with the search box in blueprint context menu not getting focus on Mac

	#jira UE-20884

Change 3084229 on 2016/08/10 by Dmitry.Rekman

	Linux: remove hardcoded staged files (UE-24594).

	#jira UE-24594

Change 3084215 on 2016/08/10 by Chris.Bunner

	Moved StationaryLightOverlap vis mode drawing to later in the frame to avoid translucency in the view.
	#jira UE-31936

Change 3084052 on 2016/08/10 by Jurre.deBaare

	Alembic skeletal mesh importer does not calculate correct smoothing groups
	#fix follow same routine as regular smoothing group/normal calculation
	#jira UE-34493

Change 3084029 on 2016/08/10 by Phillip.Kavan

	[UE-34458] Fix a crash that can occur while instancing an uncompiled Blueprint class with a modified array property in the native parent class default object.

	Mirrored from //UE4/Dev-Blueprints (CL# 3082839).

	#jira UE-34458

Change 3084027 on 2016/08/10 by Ben.Woodhouse

	Fix for crash when applying BSP materials
	This was caused by the renderthread dereferencing a reference to a ModelElement object which had previously been destroyed on the game thread.

	The reference to the ModelElement was solely used to dereference the irrelevant light GUIDs. The fix involves removing the reference and keeping a local copy of this array which is owned by the proxy. This is consistent with other proxies, e.g. Landscape, StaticMesh.
	#jira UE-31460

Change 3083981 on 2016/08/10 by Matthew.Griffin

	Set Localization branch for Localise command to release version when running in the Release Branch
	#jira UE-34471

Change 3083970 on 2016/08/10 by Max.Preussner

	PS4Media: Fixed Media player does not play the 2nd item in the playlist on PS4 (UE-33481)

	#jira UE-33481

Change 3083918 on 2016/08/10 by Matthew.Griffin

	Exclude UBT generated files from the installed build

Change 3083910 on 2016/08/10 by Matt.Kuhlenschmidt

	Fix crash using "Use Selected asset from Content Browser" for font materials when the selected asset is not a material

	#jira UE-34360

Change 3083890 on 2016/08/10 by Matthew.Griffin

	Converted Launcher Samples to a full list of sample nodes with individual cook platform settings. Changed unzip nodes to only rely on the produced zip files so that it doesn't copy anything from Temp Storage.
	Changed BuildLauncherSample command to take the root publish dir and build label so that it can create paths and do copies. Also removed code checking whether monolithic platforms are specified for the project.
	#jira UE-34401

Change 3083873 on 2016/08/10 by Dmitry.Rekman

	CMakefileGenerator: Fix compilation on .NET 4.0 and below (UE-34478).

	#jira UE-34478

Change 3083862 on 2016/08/10 by Mitchell.Wilson

	Rebuilt lighting on Advanced_Lighting level in Samples Content
	#jira UE-34383

Change 3083792 on 2016/08/10 by Benn.Gallagher

	PR #2671: Fix sub instance curve values. (Contributed by tmiv)
	PR #2668: Sub inst post anim fix (Contributed by tmiv)
	#jira UE-34162
	#jira UE-34121

Change 3083775 on 2016/08/10 by Kevin.Rushin

	QAGame - Updating VRLatency Testmap, Can freelook
	#jira UE-29618

Change 3083771 on 2016/08/10 by Robert.Manuszewski

	Don't attempt to construct CDOs when assembling GC token stream while exiting as a result of an error in PreInit.

	#jira UE-34371

Change 3083742 on 2016/08/10 by Lee.Clark

	4.13 - PS4 - Fix memory allocation sizes

	#jira UE-33270

Change 3083732 on 2016/08/10 by Ben.Marsh

	Fix all nodes being exported to JSON file for builder configuration, rather than just those behind the current trigger.

Change 3083690 on 2016/08/10 by Dmitriy.Dyomin

	Fixed: Foliage instances are not included when exporting a scene to FBX
	#jira UE-34214

Change 3083654 on 2016/08/10 by Keith.Judge

	Fix analysis warnings. Simple change from Release() to SAFE_RELEASE().

	#jira UE-23059

Change 3083646 on 2016/08/10 by Thomas.Sarkanen

	Use shipping PhysX libs for installed builds

	Copy fix from UE4Game.Target.cs to apply to all packaged games

	#jira UE-34287 - Crash when opening a packaged code project for Win64 in shipping configuration

Change 3083527 on 2016/08/10 by Dmitriy.Dyomin

	Fixed: Warning upon Undo/redo-ing of sculpting the landscape
	#jira UE-34443

Change 3083502 on 2016/08/10 by Dmitriy.Dyomin

	Fixed: World Composition origin shifting does not account for shifting the Dynamic Directional Light shadow casting
	#jira UE-34417

Change 3083349 on 2016/08/09 by Daniel.Wright

	Clamped roughness for simple lights to avoid NaNs from D_GGX with a very narrow roughness range including 0.00316, but not 0
	#jira UE-31181

Change 3083167 on 2016/08/09 by Chad.Taylor

	Null deref crash fix

	#jira UE-33830

Change 3083144 on 2016/08/09 by Zabir.Hoque

	Removed bDeviceRemoved flag from RHI and issue erroring hault right away. This allows finding the error reason much closer to the callsite.

	#jira UE-32980

Change 3083136 on 2016/08/09 by Chad.Taylor

	Stripping out egregious log spam

	#jira UE-34181

Change 3083116 on 2016/08/09 by John.Billon

	Defaulting r.D3D.RemoveUnusedInterpolators to on.
	#Jira UE-34461

Change 3083114 on 2016/08/09 by John.Billon

	Fixing static analysis warning in NullRHI.
	#Jira UE-34462

Change 3083070 on 2016/08/09 by Dmitry.Rekman

	PR #2516: CMake improvements and fixes (UE-22233, UE-32136).

	- Contributed by Nihlus.
	- Contains PR #1668 by mgerhardy

	Summary of changes (from PR):

	- Fixed an issue where CMake build files would contain invalid targets
	- Fixed an issue where CMake build files would generate without code completion data, making them useless in IDEs such as CLion.
	- Fixed an issue where invalid target platforms could fall through and cause issues with the file generation.
	- Improved code readability throughout the generator. Can still use some more polish.
	- Improved CMakeFile generation performance by approximately 25%. Before this patch, generating a CMakeFiles.txt for a small-ish project took 20s - by replacing most string concatenation with StringBuilders, it now takes approximately 15s. This should be more apparent in larger projects.
	- Improved commenting throughout the generator. As with readability, can still use some more polish.
	- Removed unused using statements.
	- Added the inclusion of a fake executable target to the CMake files. Some IDEs do not recognize header files that are not part of either an executable or a library. While this target will not build, it is neccesary in CLion.
	- Replaced all instances of String.Format with string interpolation expressions from C#6. This greatly improves readability, and helped me catch some bugs with the build targets.

	#jira UE-22233

Change 3082999 on 2016/08/09 by Jeremiah.Waldron

	Actually checking the consumePurchase response in the GooglePlayStoreHelper for purchases
	#jira UE-34457

Change 3082993 on 2016/08/09 by mason.seay

	Fixed level BP error and updated Reverb asset

	#jira UE-29618

Change 3082981 on 2016/08/09 by Peter.Sauerbrei

	disable roughness calculation for iOS metal
	#jira UE-31815

Change 3082912 on 2016/08/09 by Chris.Babcock

	Use FMallocAnsi instead of FMallocBinned on Android ARM64 for now
	#jira UE-34432
	#ue4
	#android

Change 3082875 on 2016/08/09 by Chris.Bunner

	Lowered verbosity of mesh build warning when using MikkTSpace.
	#jira UE-23903

Change 3082867 on 2016/08/09 by Trung.Le

	VREditor: Foliage reapply tool shouldn't auto reapply brush settings without trigger presses
	#jira UE-34227

Change 3082818 on 2016/08/09 by Mike.Beach

	Backing out CL 3081020, as it was causing issues with duplicated Blueprint actors (triggering an assert).

	#jira UE-34430

Change 3082794 on 2016/08/09 by Lukasz.Furman

	fixed gameplay debugger extensions activating during simulate in editor
	#jira UE-33343

Change 3082760 on 2016/08/09 by Jamie.Dale

	Scene viewports are now centered when re-entering windowed mode

	#jira UE-32842

Change 3082744 on 2016/08/09 by Mitchell.Wilson

	Resaving assets to resolve empty engine version warnings.
	#jira UE-29746

Change 3082728 on 2016/08/09 by Ben.Marsh

	BuildGraph: Use separate arguments to indicate that a trigger should be skipped entirely and its nodes should be executed as part of the parent trigger (-skiptrigger=X+Y, -skiptriggers) versus when we want to execute ONLY nodes behind a certain trigger. Fixes cases where triggering sample builds before the parent job finishes would attempt to execute the remaining nodes belonging to the parent trigger.

	#jira UE-34329

Change 3082686 on 2016/08/09 by Marc.Audy

	If the GameMode is not carried over as part of a seamless travel create it.
	#jira UE-25569

Change 3082663 on 2016/08/09 by John.Billon

	Fixed SubUVAnimation asset crash when texture source is cleared.
	#Jira UE-34231

Change 3082650 on 2016/08/09 by John.Billon

	Changed an ensure the NullRHI dealing with memory allocation to be a log message.
	#Jira UE-32362

Change 3082644 on 2016/08/09 by Maciej.Mroz

	#jira UE-34240 Match 3 nativization failure

	Redone cl3082121 from Dev-Blueprints

Change 3082633 on 2016/08/09 by Maciej.Mroz

	#jira UE-34374 [CrashReport] UE4Editor_Engine!UEdGraphNode::GetGraph() [edgraphnode.cpp:172]

	Redone cl3082414 from Dev-Blueprints

Change 3082606 on 2016/08/09 by Michael.Trepka

	Changed OuputGamutMappingMatrix in TonemapCommon.usf so it doesn't create a temporary variable to work around a bug in Intel's Mac OpenGL shader compiler.

	#jira UE-34276

Change 3082579 on 2016/08/09 by Benn.Gallagher

	CIS fix, missed removing a few #ifs
	#jira UE-29180

Change 3082525 on 2016/08/09 by Tom.Looman

	Removed Android from supported platforms in VR Template.

	#jira UE-34189

Change 3082523 on 2016/08/09 by Tom.Looman

	Improved HMDLocomotionPawn teleportation (UX of location and material reability/behavior)
	Fixed typo in level text.

	#JIRA UE-34422

Change 3082504 on 2016/08/09 by Jurre.deBaare

	Crash importing alembic asset over itself after saving it in Content Browser
	#fix Trivial nullptr + isValid fix
	#jira UE-34418

Change 3082433 on 2016/08/09 by Tom.Looman

	Updated list of supported platforms.

	#jira UE-34189

Change 3082423 on 2016/08/09 by Mitchell.Wilson

	Resaving levels to resolve MikkTSpace warnings
	Updating collision on SM_Floor_Round
	#jira UE-30786

Change 3082361 on 2016/08/09 by Keith.Judge

	Xbox One - Fix a controller disconnection crash.

	- This would only reproduce in VS2015 Update 3, and only when the controller is connected right from the start, not when a pad is plugged in later, so it seems copying the array of ^ pointers wasn't incrementing the refcounts correctly and causing things to be deleted too early.
	- Changed it to copy each connected pad object one at a time, which maintains the correct refcount.
	- Possibly a VS2015 Update 3 bug.

	#jira UE-33955

Change 3082341 on 2016/08/09 by Mitchell.Wilson

	Reimporting SM_GodRay_Plane
	Resaving levels to resolve MikkTSpace warnings
	Resaving multiple materials to resolve warnings
	#jira UE-34212

Change 3082313 on 2016/08/09 by Matthew.Griffin

	Only append BuildLabel to the publish dir if it's been set to something (end up with bad path for local build)

Change 3082294 on 2016/08/09 by Jurre.deBaare

	Crash when importing an Alembic file with Materials as a different asset type than one that already exists
	#fix Ensure that we have a valid material to assign to the assets
	#jira UE-34377

Change 3082291 on 2016/08/09 by Jurre.deBaare

	Unable to save Alembic asset with materials after importing more than once
	#fix Make sure we delete referenced transient materials if they are not used
	#jira UE-34400

Change 3082290 on 2016/08/09 by Jurre.deBaare

	Crash importing abc file as Geometry Cache over another used in level with World Normal view mode on
	#fix Make sure we always update the GeometryCacheComponents, will change this set-up in 4.14
	#jira UE-34392

Change 3082274 on 2016/08/09 by Benn.Gallagher

	Moved FABRIK debug draw out of the native node into the graph node. It will no longer draw in-game, only in Persona previews. Debug drawing is not supported outside of the game thread currently so we can't do it in EvaluateBoneTransforms.
	#jira UE-29780

Change 3082273 on 2016/08/09 by Benn.Gallagher

	Improved anim dynamics chain handling with LODs, now a chain will continue to simulate any bodies that can be reached from the root body instead of disabling the whole chain
	#jira UE-30827

Change 3082270 on 2016/08/09 by Benn.Gallagher

	Moved source indices for active transitions out of editor only so we can identify them at runtime. This allows the transition ratio anim getter function to get the correct elapsed time instead of trying to infer it which is incorrect when the transition is interuppted.
	#jira UE-29180

Change 3082257 on 2016/08/09 by Jurre.deBaare

	Auto align floor mesh does not work in Persona
	#fix Readded functionality for the auto alignment :)
	#jira UE-34404

Change 3082239 on 2016/08/09 by Peter.Sauerbrei

	make sure IPP and supporting dlls are all 64-bit
	#jira UE-34408

Change 3082225 on 2016/08/09 by Mitchell.Wilson

	Removing r.Streaming.PoolSize from DefaultEngine.ini, adding DefaultScalability.ini to set r.StreamingPoolSize
	Reimporting SM_GodRay_Plane
	Saving all levels to resolve MikkTSpace warnings.
	#jira UE-30787

Change 3082222 on 2016/08/09 by Rolando.Caloca

	UE4.13 - Fix crash on opengl3
	- Load proper shader map depending on feature level
	- int interpolators require nointerpolation modifier
	#jira UE-33879

Change 3082221 on 2016/08/09 by Benn.Gallagher

	Fix for stack overflow traversing subinstances for duplicated names when there is a circular loop
	#jira UE-34384

Change 3082179 on 2016/08/09 by Ben.Woodhouse

	Fix for default subsurface color for two sided foliage, so it defaults to black instead of white. This requires some additional logic because we don't want to change the default color for other lighting models which use the subsurface material input (e.g. subsurface, skin, hair etc). Bump the shader version so the change is correctly propagated to existing material shaders.
	#jira UE-31461

Change 3082170 on 2016/08/09 by Graeme.Thornton

	Manual copy of CL 3078836 from Dev-Core to Release-4.13

	Silently skip creating exports from a package where the outer is also an export and has been filtered at runtime during loading

	#jira UE-33909

Change 3082169 on 2016/08/09 by Graeme.Thornton

	Make FLauncherTasks have unique names so we don't end up with stat name collisions

	#jira UE-33849

Change 3082163 on 2016/08/09 by Matthew.Griffin

	Include Linux Build Tools in Windows Installed Build so that Crash Reporter can be staged from receipts
	Added Checks for files that might not exist when creating Installed Build from Github etc.
	Tag the published installed build zips
	#jira UE-34249

Change 3082139 on 2016/08/09 by Ben.Marsh

	BuildGraph: Allow writing a schema without passing a script in.

Change 3082109 on 2016/08/09 by Thomas.Sarkanen

	Fixed blendspaces producing bad data when degenerate spaces are present

	Delaunay triangulations that fail now revert to simple degenerate tesselation. This allows us to build a valid set of grid samples even with degenerate triangulations, so no need for any runtime modifications.

	#jira UE-34308 - 2DAimOffset mesh skews across viewport when anim sequence is added to offest graph

Change 3082080 on 2016/08/09 by Matthew.Griffin

	Added notifications for available triggers

Change 3082054 on 2016/08/09 by Allan.Bentham

	Quality level override changes to high QL are now correctly picked up.
	#jira UE-22812

Change 3082049 on 2016/08/09 by Allan.Bentham

	Update shaders when mobile preview device is changed.
	#jira UE-22810

Change 3081866 on 2016/08/09 by Max.Chen

	Fbx Export: Fix build.

	#jira UETOOL-750

Change 3081863 on 2016/08/09 by Max.Chen

	Fbx Export: Fix level sequence fbx export.

	- Fix 3d transform track export so that it does the correct flipping for translation and rotation curves.
	- Fix setting  rich curve tangents and interpolation modes.
	- Fix camera focal length export.

	#jira UETOOL-750

Change 3081823 on 2016/08/08 by Dmitriy.Dyomin

	Fixed: Crash when simulating in editor with a landscape actor selected
	#jira UE-34367
	#coderview Gareth.Martin

Change 3081647 on 2016/08/08 by Chad.Taylor

	OpenVR changed to work with our FSteamVRHMD::VRGetGenericInterfaceFn retrieved from GetDllExport

	#jira UE-34352

Change 3081645 on 2016/08/08 by Zak.Middleton

	#ue4 - Fix anim root motion applying too much velocity to CharacterMovement when framerate is low causing moves to be substepped, or when movement mode changes during root motion playback.

	#jira UE-30178

Change 3081639 on 2016/08/08 by Tyler.Cole

	Update build scripts for WEX MCP in UE4 Release-4.13 stream.

	#jira NONE-0

Change 3081616 on 2016/08/08 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements
	-2dvr support "stereo on" and "stereo off" now switch ps4 from 2d to vr mode.
	-A new ini setting for morpheus bStartInVR has been added, it defaults to true.
	#jira UEVR-13
	#review-3081284 @chad.taylor @nick.whiting

Change 3081597 on 2016/08/08 by Tyler.Cole

	Update build scripts for Ocean MCP in UE4 Release-4.13 stream.

	#jira NONE-0

Change 3081476 on 2016/08/08 by Tyler.Cole

	Update build script for UE4 Release-4.13 stream Fortnite MCP.

	#jira NONE-0

Change 3081397 on 2016/08/08 by Josh.Adams

	- Fixing more linux case issues in UT
	#jira ue-33478

Change 3081391 on 2016/08/08 by Mitchell.Wilson

	Removed ConstructorHelpers from TP_2DSideScrollerCharacter.cpp. Added Run and Idle animations to BP child of 2dSideScrollerCharacter in 2DSideScrollerExampleMap
	#jira UE-33843

Change 3081383 on 2016/08/08 by Aaron.McLeran

	#jira UE-34081

	Implementing CL 3076637 into 4.13

	#tests run a procedural sound wave object test

Change 3081337 on 2016/08/08 by Aaron.McLeran

	#jira UE-34390 CLONE - CRASH: FXAudio2SoundSource::GetChannelVolumes - Silent Crash during gameplay

	- OR-26580
	- Implementing CL 3071258 to 3.13

	#tests ran paragon with change, no crashes

Change 3081335 on 2016/08/08 by Max.Preussner

	WmfMedia: Fixed memory leak in source resolver (UE-34385)

	#jira UE-34385

Change 3081320 on 2016/08/08 by Max.Preussner

	WmfMedia: Fixed typo (UE-32421)

	#jira UE-32421

Change 3081276 on 2016/08/08 by Mitchell.Wilson

	Resaving asset to resolve MikkTSpace warning.
	#jira UE-31116

Change 3081269 on 2016/08/08 by Dan.Oconnor

	Fix for name of blueprint changing when 'accept source' is used. Just caching the original name before unloading the blueprint
	#jira UE-34324

Change 3081052 on 2016/08/08 by Dan.Oconnor

	Making a change to test UE-34324
	#jira UE-34324

Change 3081026 on 2016/08/08 by Daniel.Wright

	Added a heightfield painting example to BlueprintRenderToTarget content example
	#jira UE-34323

Change 3081025 on 2016/08/08 by Daniel.Wright

	CreateRenderTarget2D uses a world context object as owner, allows use in a construction script
	#jira UE-34321

Change 3081023 on 2016/08/08 by Aaron.McLeran

	#jira UE-34325 Implementing 3080958 in 4.13

	- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
	- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.

	#tests ran repro case described in bug several times without crashing (was 100% repro)

Change 3081020 on 2016/08/08 by Dan.Oconnor

	Revised fix for UMG widgets with instanced properties resetting due to ImportText not copying objects assigned to Instanced properties
	#jira UE-26310

Change 3081010 on 2016/08/08 by Dan.Oconnor

	Fix for losing root transform when recycling objects
	#jira UE-28398

Change 3080972 on 2016/08/08 by Mark.Satterthwaite

	Duplicate CL #3080684:
	Flush on close of writable files on Apple platforms - close doesn't guarantee to push outstanding writes to the disk, only to the kernel. They might not make it to the disk prior to program termination.
	#jira UE-21857

Change 3080971 on 2016/08/08 by Mark.Satterthwaite

	Workaround a macOS 10.12 Beta bug on some Metal drivers that can't initialise temporary/local variable arrays, only those that are marked threadgroup shared.
	#jira UE-34355

Change 3080923 on 2016/08/08 by Michael.Trepka

	When archiving on for Mac delete the dest icon if it exists before trying to call File.Move

	#jira UE-33304

Change 3080919 on 2016/08/08 by samuel.proctor

	Revised assets for Blueprint Debugging tests

	#jira UE-29618

Change 3080878 on 2016/08/08 by Ben.Marsh

	Fix sample build timeouts due to generating DDC using installed engine builds taking too long.

	* New version of build script was not copying the DDCUtils module from the NotForLicensees folder to the installed engine directory, so network DDC was not being used. Set it from an environment variable instead.
	* Generating the installed project PAK was not using the Compressed.ddp file included with the engine, but was looking for a legacy DDC.ddp file instead.

Change 3080849 on 2016/08/08 by Marc.Audy

	Always stop matinee sounds when jumping around, not just if the sound changed.
	#jira UE-31447

Change 3080843 on 2016/08/08 by Ben.Marsh

	BuildGraph: Fix compile error due to duplicated variable name.

Change 3080840 on 2016/08/08 by Max.Chen

	Fbx: Fix rich curve export being exported at the incorrect times when baked.

	#jira UETOOL-750

Change 3080824 on 2016/08/08 by Max.Chen

	Sequencer: Revert fix root component structure for level sequence actor.

	#jira UE-34354

Change 3080819 on 2016/08/08 by Chad.Taylor

	Merging Move and Vive haptic implementation from Dev-VR to Release-4.13

	#jira UE-27886

Change 3080818 on 2016/08/08 by Jurre.deBaare

	Crash when importing the same Alembic file but as a different Asset Type
	#fix Return the outer package of an imported asset, instead of InParent (which could be deleted/clean up if the import types differed)
	#misc Typo
	#jira UE-34293

Change 3080817 on 2016/08/08 by Jurre.deBaare

	Crash when importing an Alembic file with Materials if it already exists
	#fix Only create materials if they don't already exist
	#jira UE-34300

Change 3080814 on 2016/08/08 by Jurre.deBaare

	Crash when importing Alembic files as Skeletal Mesh
	#fix Set the NumVertices variable that was re-added :)
	#misc removed dead code
	#jira UE-34288

Change 3080813 on 2016/08/08 by Jurre.deBaare

	[CrashReport] UE4Editor_AlembicLibrary!AbcImporterUtilities::GenerateSmoothingGroupsIndices()
	#fix found in one of the reports messages that they were importing from 3DS, found that it exports the normals non-indiced but per-vertex, so now added expanding using the index buffer (also pre-emptively added it for UVs)
	#jira UE-34294

Change 3080797 on 2016/08/08 by Dmitriy.Dyomin

	Fix: Crash opening levels with landscape in them via the command console in standalone game
	#jira UE-34348

Change 3080784 on 2016/08/08 by Jamie.Dale

	We now keep the bulk data for stock engine fonts loaded to avoid attempting to load it on the render thread (from debug canvas rendering)

	#jira UE-34298

Change 3080734 on 2016/08/08 by Matthew.Griffin

	Made PDBs optional build products for CsCompile task and added .dll.mdb check for Mac Mono equivalent

Change 3080685 on 2016/08/08 by Peter.Sauerbrei

	fix for crash on tvOS and iOS when launching a project
	#jira UE-34005

Change 3080683 on 2016/08/08 by Matthew.Griffin

	Added code to duplicate GUBP behavior when building DDC for samples so that only certain platforms are built

Change 3080681 on 2016/08/08 by Matthew.Griffin

	Corrected path separators for Mac DDC location, which was preventing it from being included in installed build

Change 3080675 on 2016/08/08 by Robert.Manuszewski

	Fixing CIS on Clang platforms
	#jira UE-34025

Change 3080674 on 2016/08/08 by Ben.Woodhouse

	Fix for reflection capture crash on autosave (null scene ptr) - integrate fix from fortnite CL 3033507

	#jira UE-32651

Change 3080594 on 2016/08/08 by Keith.Judge

	Xbox One - Fix missing GPU particles when in Fast Semantics mode. SetRasterizerState() shouldn't be cached as it always needs resetting in Fast Semantics. Also enabled Fast Semantics by default, as the last known bug is now fixed.

	#jira UE-31607

Change 3080573 on 2016/08/08 by Martin.Wilson

	Fix Root Motion from Everything blending incorrectly when using layered blend per bone

	#Jira UE-17815

Change 3080517 on 2016/08/08 by James.Golding

	PR #2678: Fixed ProceduralMeshComponent compile issue, missing ConvexElem.h. (Contributed by ardneran)
	#jira UE-34299, UE-34279

Change 3080512 on 2016/08/08 by Benn.Gallagher

	Fix for dangling sub-instance pointers when reinstancing on AnimBP compile
	#jira UE-34137

Change 3080510 on 2016/08/08 by Max.Preussner

	WmfMedia: Fixed Packaged Shooter game does not load in Windows XP (UE-32421)

	#jira UE-32421

Change 3080509 on 2016/08/08 by Robert.Manuszewski

	Added more detailed message when TArray's BulkSerialize fails.

	#jira UE-34025

Change 3080506 on 2016/08/08 by Allan.Bentham

	Do not set render target if there are no modulated shadows.
	#jira UE-33252

Change 3080498 on 2016/08/08 by Keith.Judge

	Fix D3D12.x link error.

	#jira UE-34322

Change 3080493 on 2016/08/08 by Matthew.Griffin

	Allow symbol files to be skipped when staging build products as they are not essential for the staged project to run.
	#jira UE-34073

Change 3080490 on 2016/08/08 by Maciej.Mroz

	#jira UE-28625 Direction of GetOverlapInfos parameter doesn't match

	Redone cl# 3080484

Change 3080462 on 2016/08/08 by Allan.Bentham

	Leave FAndroidAppEntry::PlatformInit's ES2 EGL initialised unless vulkan or ES3.1 are required.
	Fix initialisation errors introduced in CL 3070035.

	#jira UE-34099

Change 3080242 on 2016/08/07 by Max.Chen

	Sequencer: Fix to allow deleting spawnables from the viewport

	#jira UE-28523

Change 3080241 on 2016/08/07 by Dmitriy.Dyomin

	Fixed: StartCameraFade not fading camera when MobileHDR is off
	#jira UE-34143

Change 3079990 on 2016/08/06 by andrew.porter

	Changing defaults on some settings on M_Details for test case.

	#jira UE-29618

Change 3079989 on 2016/08/06 by andrew.porter

	Setting two sided off on M_Details material

	#jira UE-29618

Change 3079986 on 2016/08/06 by phillip.patterson

	Updated QA-Foliage for test case

	#jira UE-29618

Change 3079984 on 2016/08/06 by andrew.porter

	Adding test content for using sprites in UMG

	#jira UE-29618

Change 3079879 on 2016/08/05 by Dmitry.Rekman

	Remove HITCHHUNTER logspam from release UE (UE-30959).

	#tests Compiled the UE4Editor.
	#jira UE-30959

Change 3079815 on 2016/08/05 by Tyler.Cole

	Set dependencies for Orion MCP in UE4 Release-4.13 stream.

	#jira NONE-0

Change 3079808 on 2016/08/05 by Daniel.Wright

	BlueprintRenderToTarget content example map with interactable fluid surface
	#jira UE-34323

Change 3079746 on 2016/08/05 by Daniel.Wright

	Copy - New blueprint function ClearRenderTarget2D, which is the only way to set a render target alpha directly
	New blueprint function CreateRenderTarget2D
	#jira UE-34321

Change 3079569 on 2016/08/05 by Mitchell.Wilson

	Updating template tutorials after assets were moved to new folders
	#jira UE-34139

Change 3079546 on 2016/08/05 by Ian.Shadden

	#UE4 #match3 Fixed button UI scaling on all buttons in Match3 (main menu, victory screen, options, notifications, etc...), tested on PC and Android Nexus 6

	#jira UE-34316

Change 3079542 on 2016/08/05 by Mark.Satterthwaite

	Duplicate CL #3079503:
	Initialise more variable types to 0 in Metal shaders to workaround Xcode 8 toolchain no longer doing this for us for "threadgroup shared" variables. Everything but structs and atomic's will now be initialised.
	#jira UE-33856

Change 3079472 on 2016/08/05 by Peter.Sauerbrei

	fix for remote server name being empty stopping a build for a BP project in binary
	fix for several error messages from platform requirements not stopping a build
	#jira UE-34213

Change 3079453 on 2016/08/05 by Benjamin.Hyder

	Updating QA_Materials to include Material Details example

	#jira UE-29618

Change 3079389 on 2016/08/05 by Gareth.Martin

	Missing file from CL 3079376:
	Tessellate Landscape only in highest landscape LOD
	Fix incorrect UV coordinates when tessellation is enabled
	#jira UE-14253
	#jira UE-20405

Change 3079384 on 2016/08/05 by Michael.Trepka

	PR #2266: BUGFIX: UBT not building on non HFS partitions on OSX (Contributed by Manny-MADE)

	#jira UE-29358

Change 3079376 on 2016/08/05 by Gareth.Martin

	Tessellate Landscape only in highest landscape LOD
	Fix incorrect UV coordinates when tessellation is enabled
	#jira UE-14253
	#jira UE-20405

Change 3079365 on 2016/08/05 by Peter.Sauerbrei

	fix for executable name mismatch in plist vs actual executable when project has an underscore in the name
	#jira UE-34192

Change 3079361 on 2016/08/05 by Ryan.Vance

	#jira UE-34297
	Fixing the screen space position in 3076326 broke an ISR dbuffer decal hack. Now, no longer a hack :)

Change 3079349 on 2016/08/05 by Mason.Seay

	Deleting unneeded assets

	#jira UE-29618

Change 3079306 on 2016/08/05 by Peter.Sauerbrei

	IPP is now built as a 64-bit executable
	#jira UE-26393

Change 3079303 on 2016/08/05 by Peter.Sauerbrei

	PR2018 - disable user input request from ssh courtesy of Teivaz
	#jira UE-26393

Change 3079276 on 2016/08/05 by mason.seay

	Extended Line Trace For Convenient

	#jira UE-29618

Change 3079274 on 2016/08/05 by Alex.Delesky

	#jira UE-32396, UE-34103 - Fixed the issue where STextBLock widgets will revert to a gray-ish color in widget blueprints on compilation when set to magenta (#FF00FFFF). This fix does not introduce the side-effects of recoloring the text on editor buttons.

Change 3079273 on 2016/08/05 by Max.Chen

	Sequencer: Fix converting matinee move tracks that have separate pos and euler tracks.

	#jira UE-34301

Change 3079254 on 2016/08/05 by Ori.Cohen

	Fix skeletal mesh having bodies in both sync and async scene. Simplifies a lot of code and fixes crash in case of substepping.

	#JIRA UE-34224

Change 3079242 on 2016/08/05 by Nick.Darnell

	Slate - Initializing WheelScrollMultiplier in the STableViewBase to avoid problems with subclasses not having an initialized value and the scrollbar misbehaving.

	#jira UE-34304

Change 3079129 on 2016/08/05 by Jurre.deBaare

	#jira UE-34278
	#fix Changed reimport path to be the same as geometry cache / skeletal mesh
	Unable to reimport Alembic static meshes

	#jira UE-34292
	#fix Handle cancelled situation during reimport ui interaction
	Cancelling the reimport of an Alembic file seems to confirm the action

	#jira UE-34288
	#fix Possible fix, flush rendering commands before importing
	Crash when importing Alembic files as Skeletal Mesh

	#jira UE-34282
	#fix Change import function override signature to include bCancelled and set the value appropriately + early out when cancelled
	"Failed to Import" message when clicking Cancel on the Alembic Import Message

Change 3079127 on 2016/08/05 by Marc.Audy

	Properly clean up all worlds when ending PIE while a seamless transition is active
	#jira UE-33863

Change 3079107 on 2016/08/05 by Mike.Beach

	Reversing the order in which we iterate pins on node resonstruction - making sure we reconstruct split child pins first (to keep the old parent pin chain intact).

	#jira UE-30548

Change 3079093 on 2016/08/05 by Jurre.deBaare

	Toggling Vertex Colors on in Static Mesh Editor makes the viewport all white
	#fix Hide the environment and sky when showing vertex colours
	#jira UE-34251

	Camera Auto exposure in the static mesh editor bleaches everything out when the environment is turned off
	#fix Turn on / off advanced engine show flags determined by whether or not post processing is enabled in the advanced preview scene settings
	#jira UE-34206

Change 3079090 on 2016/08/05 by Jurre.deBaare

	Bad performance when changing (slider) values for the advanced preview scene
	#fix Could not repro but added some more check if update needed checks
	#jira UE-33496

	Adjusting Lighting Rig Rotation manually only affects the sky and not the lighting
	#fix Add the rotational delta for the sky to the directional light rotation
	#jira UE-34108

Change 3079088 on 2016/08/05 by Jurre.deBaare

	Alembic Cache Importer option for Hard Edge Angle Threshold does not work
	#fix Changed the condition for an edge to be hard / soft, fixed an issue in the smoothing group generation and changed the flow of normal calculation during importing
	#jira UE-34127

Change 3079040 on 2016/08/05 by Max.Preussner

	MediaAssets: Fixed media source asset cannot be inherited in other modules (UE-34290)

	Also made class properties blueprint read-writable

	#jira UE-34290

Change 3078958 on 2016/08/05 by Marc.Audy

	Don't ever reregister child actor components
	Don't destroy child actors when hiding a level
	#jira UE-31038

Change 3078954 on 2016/08/05 by ryan.brucks

	#jira ue-00001  Adding new material functions needed to go along with Noise Blog post requested by DanV and KimL

Change 3078952 on 2016/08/05 by Phillip.Kavan

	[UE-34085] Fix an ensure when force-deleting compiled Blueprint class assets in the Content Browser.

	change summary:
	- modified ForceDeleteObjects() to relocate a redundant 'ObjectsToReplace' iteration that recently was converted to a ranged-based for loop; the conversion seems to have caused the iterator to ensure, due to existing code that was modifying the target array inside the loop.

	#jira UE-34085, UE-34169

Change 3078912 on 2016/08/05 by Andrew.Rodham

	Editor: When locking an editor viewport to a camera, camera cut flags are now correctly specified

	#jira UE-33875

Change 3078900 on 2016/08/05 by Lauren.Ridge

	Fix for small Vive HMD movements entering VR mode

	#jira UE-33970

Change 3078880 on 2016/08/05 by Jack.Porter

	Cannot set GenerateOverlapEvents flag on Landscape
	#jira UE-9055

Change 3078879 on 2016/08/05 by Lee.Clark

	PS4 - Fix corrupted debuffer decals
	(CMask wasn't getting decoded correctly)

	#jira UE-34273

Change 3078871 on 2016/08/05 by Steve.Robb

	Fix for changes to UObject*s in property boxes.

	#jira UE-29596

Change 3078857 on 2016/08/05 by Max.Chen

	Sequencer: Set Fixed frame interval playback to false by default.

	#jira UE-34272

Change 3078850 on 2016/08/05 by mason.seay

	Updated map to test physics mesh, added comments to level BP

	#jira UE-29618

Change 3078795 on 2016/08/05 by Andrew.Rodham

	Sequencer: Fixed spawnables not responding to blueprint reinstance events

	This ultimately left spawnable bindings broken, and an unreachable object in the world

	#jira UE-31635

Change 3078786 on 2016/08/05 by Robert.Manuszewski

	Reversed the order the UObject delete listeners were notified of UObject deletion to avoid skipping the next listener if the current one removed itself from the array.

	#jira UE-33872

Change 3078782 on 2016/08/05 by Andrew.Rodham

	Sequencer: Fixes to "Create Camera Here" functionality

	Fixed crash when undoing the "Create Camera Here" operation.
	Enabled RF_Transactional on all spawned instances in the world (to support undo/redo of instance properties properly)
	Fixed issues when the cursor was outside of the play range

	#jira UE-33127

Change 3078737 on 2016/08/05 by Andrew.Rodham

	Sequencer: Changed event and playback contexts to be weak references to ensure no strong GC references, while maintaining safety
	#jira UE-34256

Change 3078722 on 2016/08/05 by Ben.Woodhouse

	Fix shader compile error in TP_VirtualRealityBP (disable Morpheus, which was enabled (inadvertently?) in CL 3077481)
	#jira UE-34269

Change 3078620 on 2016/08/05 by Dmitriy.Dyomin

	Fixed: SunTemple geometry has rendering artifacts on low end devices
	[Android_Low] devices will use 'Low' material quality level
	#jira UE-22455

Change 3078584 on 2016/08/05 by James.Golding

	Add NumVertices back to FSkelMeshSection, so that info is available in non-editor builds (e.g. for runtime mesh merging)
	#jira UE-33675

Change 3078565 on 2016/08/05 by Jack.Porter

	Removed need for LandscapeInfo in GeneratePlatformPixelData which was crashing mobile previewer.

	#jira UE-33842

Change 3078564 on 2016/08/05 by James.Golding

	Fix display name for bSupportUVFromHitResults to fix missingspace
	#jira UE-34248

Change 3078542 on 2016/08/05 by Yannick.Lange

	VR Editor : Temporary fix to disable the possibility of both controllers having a windows docked.
	#jira UE-32839

Change 3078541 on 2016/08/05 by Yannick.Lange

	VR Editor :  Fix linux compile error from VREditorAvatarActor
	#jira UE-34215

Change 3078396 on 2016/08/04 by Max.Chen

	Sequencer: Invalidate playback context when map changes.

	#jira UE-34256

Change 3078291 on 2016/08/04 by Jeff.Campeau

	RHI compress/decompress return success/failure
	Failure falls back to software method
	D3D12 for Xbox One still needs implementation

	#jira UE-31363

Change 3078131 on 2016/08/04 by Chris.Babcock

	Deal with missing Android movie framerate by defaulting to 30 if not available
	#jira UE-34208
	#ue4
	#android

Change 3078084 on 2016/08/04 by John.Billon

	Disabled AMD hacks Cvars that aren't needed anymore.
	#Jira UE-30772

Change 3078083 on 2016/08/04 by John.Billon

	Consolidated  ensures to detect a crash dealing with unallocated render targets in TranslucentLighting to a single test in DefferedShadingRendere and attempt to recover by reallocating deferred render targets.
	Added a couple of more ensures when allocating render targets.
	Added log message when changing feature levels.
	#Jira UE-32536
	#Jira UE-32204

Change 3078039 on 2016/08/04 by Josh.Adams

	- Fixed a case issue with Linux
	#jira UE-33478

Change 3078029 on 2016/08/04 by Ryan.Vance

	#jira UE-30989
	We need to disable the hmd mask when down sampling to ensure valid input data for blur passes.

Change 3078027 on 2016/08/04 by Lina.Halper

	Fix sequencer morphtarget displaying issue

	#code review:Max.Chen
	#jira: UE-28459

Change 3078012 on 2016/08/04 by mason.seay

	map and asset updates for testing UV hit detection

	#jira UE-29618

Change 3078009 on 2016/08/04 by Jamie.Dale

	Ensured that BULKDATA_SingleUse is only set by UFontBulkData::Serialize when loading

	This prevents it being incorrectly set by other operations, such as counting memory used by font data.

	#jira UE-34252

Change 3078006 on 2016/08/04 by Mark.Satterthwaite

	Duplicate CL #3064008 & CL #3077412:
	Fix "iOS Metal-based build crashes at launch with sub-levels":
	- Slate should not bind the null RHI texture from an unitialised texture atlas - atlases only have a valid texture pointer once an entry has been added to them and in the template projects an empty sub-level doesn't add anything.
	- To prevent this kind of bug resurfacing and being so hard to track down add Metal shader binding validation to our validation layer as Apple's is incomplete on iOS and won't warn us about nil texture usage which causes these GPU restarts. This requires reworking our vertex declaration handling to be more efficient so that we can cache the pipeline reflection data as well as the pipeline objects.
	- Fix validation error of texture reallocation on loading template projects under Metal.
	#jira UE-30847

Change 3078002 on 2016/08/04 by John.Billon

	Fixed LowLightMapQuality warning triggering with wrong conditions.
	#Jira UE-33237

Change 3078001 on 2016/08/04 by John.Billon

	Fixed a crash due to particle threading issues in packaged game.
	#Jira UE-32147

Change 3077989 on 2016/08/04 by Rolando.Caloca

	UE4.13 - Fix Vulkan crash when compiling shaders on a new project due to running out of descriptor sets. Now we handle fragmentation of sets and multiple pools per RHI contexts.
	#jira UE-34218

Change 3077940 on 2016/08/04 by Jeff.Campeau

	Stage applocal dependencies from paths containing $(EngineDir) & $(ProjectDir)
	Include copies of the VS2015 runtime and UCRT
	Change -applocaldir parameter to -applocaldirectory
	Stage to engine and project binaries paths (for crash reporter, etc.)

	#jira UE-33903

Change 3077936 on 2016/08/04 by Daniel.Wright

	DrawMaterialToRenderTarget gracefully handles an invalid WorldContextObject
	#jira UE-34183

Change 3077927 on 2016/08/04 by Lina.Halper

	Fix issue with morphtarget not working due to invalid guid

	#jira: UE-34077

Change 3077919 on 2016/08/04 by Daniel.Wright

	Copy - Lighting channels can now be edited on components with static mobility, since dynamic lights can still affect them
	#jira UE-34245

Change 3077877 on 2016/08/04 by Ori.Cohen

	Fix physical animation undo/redo not affecting linked bodies and constraints

	#JIRA UE-33987

Change 3077823 on 2016/08/04 by Ori.Cohen

	Disable copy/paste action on physical animation profiles (From Matt.Kuhlenschmidt)

	#JIRA UE-33985

Change 3077814 on 2016/08/04 by Uriel.Doyon

	Changed the logs used in the "Texture Streaming Build". Previous warnings are now logged at verbose level. Can be toggled on by running "log texturestreamingbuild all"
	#jira UE-34120
	#review-3077812

Change 3077781 on 2016/08/04 by Max.Chen

	Sequencer: Fix crash in rotation key struct

	#jira UE-34155

Change 3077771 on 2016/08/04 by Lina.Halper

	Added const and removed auto

	#jira: UE-33023

Change 3077702 on 2016/08/04 by Daniel.Wright

	Copy - Planar reflection show flags can now be edited
	#jira UE-34229

Change 3077585 on 2016/08/04 by Ori.Cohen

	Fix spam when moving simulated skeletal mesh in the editor.

	#JIRA UE-34164

Change 3077532 on 2016/08/04 by Tom.Looman

	Fixed error in description of VR Template.

	#jira ue-33950

Change 3077517 on 2016/08/04 by Tom.Looman

	Fixed parsing error for FP_VirtualRealityBP

	#jira UE-34059

Change 3077493 on 2016/08/04 by Tom.Looman

	Updated Template description to remove GearVR reference and include more clear message on the two available maps.

	#jira UE-33950

Change 3077492 on 2016/08/04 by Tom.Looman

	Improvements to VR Template

	Fixed teleportation issue on both locomotion types (JIRA)
	Rebuilt navmesh for motioncontrollermap
	Added new WIP startermap to clarify the difference between the multiple levels.
	Added more comments and did some cleanup in BPs.

	#jira UE-33962

Change 3077491 on 2016/08/04 by Jurre.deBaare

	Crash when attempting to merge two objects using Simplygon - ProxyMaterialUtilities::CreateProxyMaterialInstance
	#fix Pass in complete path to save material to instead of just the name
	#jira UE-34211

Change 3077481 on 2016/08/04 by Tom.Looman

	Workaround for issue in teleport camera fade. (Removing r.MobileHDR from config)

	#jira ue-34143

Change 3077463 on 2016/08/04 by Ben.Woodhouse

	Fix for ghosting in the SSR, caused by the SSRTemporal pass not getting velocities passed in. This is only an issue when temporal AA is disabled. There is a performance in this case, because a velocity pass is now required if SSR is enabled and temporalAA/motion blur are off.
	#jira UE-32843

Change 3077432 on 2016/08/04 by Steve.Robb

	Removal of Fortnite-specific setting which disables hot reload.

	#jira UE-33261

Change 3077380 on 2016/08/04 by Keith.Judge

	Fix for green reflection environment in some maps.

	- Moved deleting pending resources from EndFrame() to RHIEndDrawingViewport() so it *really* gets called once every time there's a Present()
	- Fixed a validation error when locking cube map faces which was causing them not to be updated.
	- Fixed a validated driver error when creating UAVs due to uninitialised parts of the descriptor and fixed the buffer description for occlusion queries to have the correct 256 byte size (another validation error).
	- Added a GPU/CPU sync at the same point the PS4 code does.

	#jira UE-32086

Change 3077336 on 2016/08/04 by Mitchell.Wilson

	removed r.Streaming.PoolSize from DefaultEngine.ini
	Adding DefaultScalability.ini and adding r.StreamingPoolSize to resolve a warning.
	#jira UE-30941

Change 3077275 on 2016/08/04 by Phillip.Kavan

	[UE-29903] Fix a potential infinite loop when replacing variable nodes in a Blueprint graph via drag-and-drop.

	#jira UE-29903

Change 3077119 on 2016/08/04 by Marc.Audy

	Use TickType All when in PIE
	#jira UE-18982

Change 3077108 on 2016/08/04 by Jon.Nabozny

	Add check to USkeletalMeshComponent::TickClothing to skip updating cloth when SkeletalMesh is null.
	This can happen when the mesh is cleared between USkeletalMeshComponent::TickComponent and USkeletalMeshComponent::TickClothing.

	#jira UE-34032

Change 3077073 on 2016/08/04 by Jurre.deBaare

	bBlendOverlappingNormals does not seem to have an impact for Alembic importing
	#fix this wasn't being used in the normal calculation anymore so redundant
	#jira UE-34204

Change 3077059 on 2016/08/04 by Robert.Manuszewski

	Disabling the assert when MaxObjectsInEditor or MaxObjectsInGame collide with EInternalObjectFlags as this is no longer relevant (since the serial number and object flags were split).

	#jira UE-34200

Change 3077024 on 2016/08/04 by Thomas.Sarkanen

	Added GetResourceSize to UDataAsset

	Data assets now correctly report their size.

	#jira UE-28851 - Fix mem reporting of DataTables

Change 3077001 on 2016/08/04 by Andrew.Rodham

	Sequencer: Fixed sequencer adding spawnables into recorded worlds twice

	The issue here is that sequencer was re-evaluating itself with the current play world as the context, which also happened to be the world that it was trying to record. As a result, it ended up with the same sequence being played twice in the recording world.

	Added the ability to specify a playback context attribute for sequencer to use, and this no longer allows sequencer to play back in any worlds that are being recorded.

	#jira UE-31422

Change 3076995 on 2016/08/04 by Matthew.Griffin

	Fixed Shadow Variable warning

Change 3076974 on 2016/08/04 by Matthew.Griffin

	Added Node to build CrashReportClient for Linux that can be used by internal game targets

Change 3076820 on 2016/08/04 by Max.Chen

	Sequencer: Fix EDL export timing so that shot in time always start at 0 since movies are always rendered at their cut length (until shot handle exports exist).

	#jira UE-34199

Change 3076665 on 2016/08/03 by Dan.Oconnor

	Quick fix for regression introduced by 3075803. Crashing on load of some games because some tickables don't expect GetTickableGameObjectWorld to be called when IsTickable returns false
	#jira UE-18982

Change 3076569 on 2016/08/03 by Chad.Taylor

	SteamVR GetOrthoProjection implementation to fix broken console rendering in VR

	#jira UE-21424

Change 3076556 on 2016/08/03 by Aaron.McLeran

	#jira UE-34154 PSVR Stereo assets are spatialized as MONO

	- All audio was routing through A3D lib regardless of if it was mono/stereo etc.
	- Fix is to only route audio that is mono and spatialized
	- Fixed some compile errors/shadow variables
	- Renamed bIs3dSound to bIsA3dSound to indicate its a bool that flags if it is spatialized through A3D library

Change 3076546 on 2016/08/03 by Aaron.McLeran

	#jira OR-26161 Client hitches indefinitely when using Stat soundcues / soundwaves

	Implementing 3069092 in Release-4.13

	- Not all active sounds have sound classes, was causing a crash

	#tests Run game with stat soundcues and not crash

Change 3076512 on 2016/08/03 by Ben.Marsh

	Fix warning about UnrealTournament:true argument.

Change 3076492 on 2016/08/03 by Daniel.Wright

	Integrate - Disallowed DrawMaterialToRenderTarget and Begin/EndDrawCanvasToRenderTarget in construction scripts, since they don't work in game.  Blutilities can be used to do blueprint rendering in the editor.
	#jira UE-34177

Change 3076491 on 2016/08/03 by Daniel.Wright

	Marked the Forward Shading project setting as experimental for 4.13
	#jira UE-34176

Change 3076490 on 2016/08/03 by Daniel.Wright

	Integrate - Fixed crash rendering translucency with translucent shadows which were determined to be invisible
	#jira UE-34175

Change 3076489 on 2016/08/03 by Daniel.Wright

	Integrate - Now clamping light MinRoughness to .04 to avoid NaNs from Vis_SmithJointApprox on materials with Roughness 0
	#jira UE-34174

Change 3076485 on 2016/08/03 by Daniel.Wright

	Integrate - Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413
	#jira UE-34173

Change 3076440 on 2016/08/03 by Ryan.Vance

	#jira UE-34184
	Merging 3060975, 3061888, 3072758 and 3076270 from devvr to rev Oculus sdk.
	Adding Oculus 1.6 support.

Change 3076399 on 2016/08/03 by Nick.Darnell

	Slate - The LayoutCache pointer in SWidget is now a WeakPtr.  This had to be done to handle edge cases where widgets were used in a pool, and placed into invalidation panels that had been deleted in the past, but were later invalidated with bogus pointers to long gone invalidation panels.  Also making a tweak to WidgetCache, to update the lasthittestindex to be the one passed in, which is a bit closer to the intended behavior.

	#jira UE-34185

Change 3076397 on 2016/08/03 by Rolando.Caloca

	UE4.13 - hlslcc -Fix for hlsl length(float)
	#jira UE-32629

Change 3076337 on 2016/08/03 by mason.seay

	Test assets (and map for ensure bug)

	#jira UE-29618

Change 3076332 on 2016/08/03 by Peter.Sauerbrei

	fix for clang build errors
	#jira UE-34163

Change 3076326 on 2016/08/03 by Ryan.Vance

	#jira UE-32975
	Using the wrong screen position in the base pass pixel shader with ISR.

Change 3076309 on 2016/08/03 by Benjamin.Hyder

	Renaming TEST-LightingFeatures to TM-LightingFeatures

	#jira UE-29618

Change 3076299 on 2016/08/03 by Chad.Taylor

	Fix SteamVR lag in late-update fold child renderables.

	#jira UE-33928

Change 3076214 on 2016/08/03 by Mitchell.Wilson

	Resaving BluperintOffice level to resolve MikkTSpace warnings.
	Reimporting SM_GodRay_Plane to resolve cook warning.
	#jira UE-30064

Change 3076112 on 2016/08/03 by Max.Chen

	Sequencer: Fix crash when opening multiple UMG assets (multiple map/unmap record selected actors actions)

	#jira UE-34167

Change 3076090 on 2016/08/03 by Marc.Audy

	Fix Mac compile error
	#jira UE-34163

Change 3076075 on 2016/08/03 by Jeremiah.Waldron

	Fixing comments documenting attribute in deleteFiles node for UPL
	#jira UE-34161

Change 3076034 on 2016/08/03 by Mitchell.Wilson

	Resaving Strategy Game maps to resolve MikkTSpace warnings.
	Resaving material in strategy game to resolve string asset reference warning.
	#jira UE-29720

Change 3076003 on 2016/08/03 by Mitchell.Wilson

	Resaving Elemental Demo levels to resolve MikkTSpace warnings.
	Resaving multiple materials to resolve String asset reference warnings.
	#jira UE-29679

Change 3075985 on 2016/08/03 by Jeremiah.Waldron

	Fixing UPL comments misnaming the deleteFiles node
	#jira UE-34161

Change 3075977 on 2016/08/03 by Maciej.Mroz

	#jira UE-30473 Moving child component in child blueprint forces parent to become dirty

	Duplicated from Dev-Blueprints CL 3075793

Change 3075959 on 2016/08/03 by Marc.Audy

	Don't add WorldSettings to the Actor list twice if it is net relevant (pointed out by PR #2639)
	#jira UE-33921

Change 3075891 on 2016/08/03 by Chad.Taylor

	SteamVR crash fixes related to new OpenVR SDK. Some of the DLL export functions were converted to inline.

	#jira UE-34142

Change 3075882 on 2016/08/03 by Dan.Oconnor

	Manually integrating 3073939 to address UE-19062
	#jira UE-19062

Change 3075805 on 2016/08/03 by Marc.Audy

	Implement GetTickableGameObjectWorld() for various FTickableGameObject classes. Releated to CL#3075803
	#jira UE-18982

Change 3075803 on 2016/08/03 by Marc.Audy

	Make FTickableGameObject only tick once per frame by associating them with a World, and for those unassociated with a World, ticking them after other levels have ticked
	#jira UE-18982

Change 3075761 on 2016/08/03 by Max.Preussner

	MediaAssets: Fixed crash and incorrect re-initialization of media texture resource (UE-34152)

	#jira UE-34152

Change 3075719 on 2016/08/03 by Chad.Taylor

	Blocker fix for binary editor crash on incorrectly used dll

	#jira UE-34142

Change 3075709 on 2016/08/03 by Jeremiah.Waldron

	Changing InXMLNamespace parameter back to "http://schemas.android.com/apk/res/android" which is what it used to be set to directly within AndroidPluginLanguage before the transition from APL to UPL parameterized it in the constructor

	#android
	#jira UE-34149

Change 3075695 on 2016/08/03 by Jurre.deBaare

	Adding missing debug zlib dll
	#jira UE-123

Change 3075641 on 2016/08/03 by Jurre.deBaare

	Crash when re-importing alembic cache file several times
	#fix Always create a new object when importing
	#jira UE-34130

Change 3075609 on 2016/08/03 by Danny.Bouimad

	#jira UE-29618 updating TM-PhysicalAnimProfiles to use both NumKeys and number keys. Tweaked values inline with testcase so very apparent what each Physical Animation setting does.

Change 3075578 on 2016/08/03 by Mitchell.Wilson

	Updating attenuation settings for multiple sounds in Strategy Game.
	#jira UE-25828

Change 3075529 on 2016/08/03 by Trung.Le

	VREditor: Fxied foliage lasso select without pressing trigger
	#jira UE-33689

Change 3075502 on 2016/08/03 by Lee.Clark

	Copied from cl#3041664 - 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 UE-28549

Change 3075386 on 2016/08/03 by Robert.Manuszewski

	Fixing bulkdata using source data pointer as an archive instead of raw data when saving

	#jira UE-34132

Change 3075384 on 2016/08/03 by mason.seay

	AnimBP for crash bug

	#jira UE-29618

Change 3075350 on 2016/08/03 by Max.Chen

	Sequencer: Added support for additive skeletal animations. Evaluate all overlapping skeletal animation sections.

	#jira UE-30506

Change 3075327 on 2016/08/03 by Max.Chen

	Sequencer: Fix root component structure for level sequence actor. This fixes an ensure that occurs when double clicking on a level sequence actor sprite in the viewport.

	#jira UE-34093

Change 3075313 on 2016/08/03 by Matthew.Griffin

	Tidied up hardcoded installed build includes so that they're all in one file with platform checks
	Added .dll.config files to CsCompile build products if they exist

Change 3075133 on 2016/08/03 by Yannick.Lange

	VREditor : Original submit in Dev-VREditor = 3064489
	- Fix crash when starting VREditor and then changing levels
	#jira UE-33766

Change 3075124 on 2016/08/03 by Thomas.Sarkanen

	Fixed undo/redo crash when editing anim blueprint defaults

	Serializing copy records out of the undo buffer returns them to their initial uninitialized state, with NULL cached container pointers. To address this, we re-initialize the anim blueprint when we undo/redo.

	#jira UE-34024 - Crash undoing variable change in Animation Blueprint.

Change 3075101 on 2016/08/03 by Matthew.Griffin

	Adding job to selectively build games in release branch
	Also adding documentation and localization to overnight build
	#jira UEB-688

Change 3075061 on 2016/08/03 by Yannick.Lange

	VR Editor : Original submit in Dev-VREditor = 3062883
	- Fixed bug that Laser extends beyond UI when hovered over Selection Bar or Close Button #jira UE-33552
	- Fixed crash when Closing Editor (Alt F4 while in VR mode) #jira UE-32509
	- Fixed crash when enabling VR Editor in editor preferences without a HMD connected
	- Fixed bug if you "slowly press" over UI selection bars or close buttons, nothing happens #jira UE-33553
	- Avatar code refactor to its own actor class #jira UETOOL-812

	#jira UE-33552, #jira UE-32509, #jira UE-33553, #jira UETOOL-812

Change 3075059 on 2016/08/03 by Allan.Bentham

	Fall back to standard shadows when capsule shadows are not supported.

	#jira UE-33344

Change 3075045 on 2016/08/03 by Matthew.Griffin

	Added copies of new OpenVR dlls to Binaries/ThirdParty folder to fix warnings in build DDC step

Change 3074693 on 2016/08/02 by Dan.Oconnor

	Manually integrating 3070569 from Dev-Blueprints
	#jira UE-34119

Change 3074672 on 2016/08/02 by Dan.Oconnor

	Manually integrating 3061854 into 4.13 from Dev-Blueprints
	#jira UE-34119

Change 3074646 on 2016/08/02 by Aaron.McLeran

	#jira UE-34081 Implementing from Dev-Framework CL 3074325

	Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback

	- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
	- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.

	- Implementing 3003851 from UT into Dev-Framework.

Change 3074630 on 2016/08/02 by Brent.Pease

	UE-23846 - iOS Movie Player can't handle videos at resolutions that aren't multiples of 16
	UE-33200 - A movie isn't played on iOS occasionally.
	UE-32397 - Error Message displays as Unknown Error when failing to supply a Remote Build server for ios on Windows

	 + Give a more friendly error message when UHT fails with an invalid error code.

	#jira UE-23846
	#jira UE-33200
	#jira UE-32397

Change 3074590 on 2016/08/02 by Rolando.Caloca

	UE4.13 - Fix gpu morph targets text; add support for RWByteBuffer (disabled).
	#jira UE-33694

Change 3074588 on 2016/08/02 by Chad.Taylor

	Update OpenVR SDK to v1.0.2

	-Hooked up added aspect ratio and sort priority features to SteamVR stereo layers

	#jira UE-34115

Change 3074481 on 2016/08/02 by Ori.Cohen

	Make sure that new physical animation data defaults to 0

	#JIRA UE-33678

Change 3074395 on 2016/08/02 by Ori.Cohen

	Fix duplication of physical animation profiles not duplicating data.
	Also fix undo redo not working for profiles.
	Fix editor not passing Duplicate change type

	#JIRA UE-33987, UE-33985

Change 3074392 on 2016/08/02 by Alex.Delesky

	#jira UE-32396 - Reverting CL 3074177, since it introduced side-effects.

Change 3074364 on 2016/08/02 by phillip.patterson

	Re-created UMG_Optimization for Test Cases

	#jira UE-29618

Change 3074346 on 2016/08/02 by Jurre.deBaare

	Potential DDC warning fix, remove non-existing values
	#jira UE-123

Change 3074289 on 2016/08/02 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirement
	Reprojection problem after Sony PlaystationVR Morpheus HMD reconnect fixed.
	-When disconnecting and reconnecting the HMD 700+ sets of reprojection data would back up in a queue.  After reconnection reprojection would be lagged by 12+ seconds.  After some discussion we decided that the queue is not doing anything useful, so I replaced it with a single blob of reprojection data and a dirty flag.
	#jira UEVR-13
	#review-3074209 @chad.taylor @nick.whiting

Change 3074196 on 2016/08/02 by Martin.Wilson

	Mark old anim instances as pending kill so that they dont get grabbed by undo transactions (causes massive slowdown when dragging in spinboxes that modify default values on anim blueprints)

	#jira UE-23453

Change 3074177 on 2016/08/02 by Alex.Delesky

	#jira UE-32396 - Setting an STextBlock to magenta (#FF00FFFF) will no longer cause it to turn gray when compiling its parent widget blueprint.

Change 3074157 on 2016/08/02 by Ben.Marsh

	Remove exception checking for a hard-coded CL. Licensees need to be able to use this stuff.

Change 3074132 on 2016/08/02 by Trung.Le

	VREditor: Fixed brush preview present while in foliage mode and hovering at UI
	#jira UE-33228

Change 3074131 on 2016/08/02 by Tom.Looman

	Fix for scalability build warnings in VR Template

	#jira ue-33325

Change 3074089 on 2016/08/02 by Kevin.Rushin

	QAGame - Added Foliage to TestMap

	#jira UE-29618

Change 3074067 on 2016/08/02 by Kevin.Rushin

	QAGame- Rebuilt Lighting

	#jira UE-29618

Change 3074063 on 2016/08/02 by Kevin.Rushin

	QAGame - Fix up VREditor Map to have more asset variation

	#jira UE-29618

Change 3074057 on 2016/08/02 by Andrew.Porter

	Deleting - UMG_Optimization

	#jira UE-29618

Change 3074040 on 2016/08/02 by Michael.Trepka

	On Mac always process child windows when drawing, as they may be on screen even if their parents are minimized.

	#jira UE-31194

Change 3074008 on 2016/08/02 by Phillip.Patterson

	Renamed UMG_Invalidation to UMG_Optimization to better match test
	#jira UE-29618

Change 3073988 on 2016/08/02 by Mitchell.Wilson

	Updating starting camera location for Paper2d template to be consistant on both BP and Code version.
	#jira UE-32723

Change 3073966 on 2016/08/02 by Jurre.deBaare

	Alembic Cache Importer option for propagating matrix transformation does not work
	#fix Changed the flag combinations and overhauled the matrix retrieval/caching system
	#misc typo fix
	#jira UE-34066

Change 3073953 on 2016/08/02 by Lina.Halper

	Fixed static warning on null reference

	#jira: UE-33923

Change 3073951 on 2016/08/02 by Lina.Halper

	Fix GetRelativeTransform for negative scale

	#jira: UE-33380

Change 3073896 on 2016/08/02 by Alex.Delesky

	#jira UE-33580 - User can now play in editor or save after editing certain parameters such as colors via the eyedropper tool or by using numeric spinners. Minor usability improvements to the Data Table Row Editor.

	#jira UE-33867 - User can now play in editor after selecting a color outside of the color picker window using the eyedropper tool

Change 3073804 on 2016/08/02 by Jamie.Dale

	Fixed the detail panel trying to apply class customizations to structs

	This could happen in the Data Table editor if you made a struct with the same name as a customized class (eg, Actor).

	#jira UE-32623

Change 3073803 on 2016/08/02 by Jurre.deBaare

	Morph target vertex mapping can be wrong with multi material caches
	#fix Changed the way we build the skeletal mesh from the import data and maintain a vertex remapping array to set up the morph targets correctly
	#jira UE-34074

Change 3073788 on 2016/08/02 by Andrew.Rodham

	Sequencer: Added support for montage based animation

	CL#3061714 :
	    Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.

	    There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.

	CL#3063015 :
	    Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes

	    We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.

	CL#3068399 :
	    Sequencer: Changed animation tracks to allow more animation types (such as anim montages)

	      - APIs now accept UAnimSequenceBases rather than UAnimSequences to afford more flexibility

	#jira UE-34046

Change 3073787 on 2016/08/02 by Jurre.deBaare

	Handle failed Simplygon proxy mesh generation with error message instead of hard checks
	#fix Added a failed delegate along side the succesful delegate
	#jira UE-31990

Change 3073786 on 2016/08/02 by Jurre.deBaare

	Alembic importer crashes when not assets are generated
	#fix Prevented adding nullptr values to the array (now only contains valid entries)
	#jira UE-34065

Change 3073777 on 2016/08/02 by Jurre.deBaare

	User is able to give a Preview Scene Profile the same name as an existing profile
	#fix check changed profile name and append _duplicatedname if found to be matching an existing profile name
	#jira UE-34033

Change 3073775 on 2016/08/02 by Mitchell.Wilson

	Updating VehicleExampleMap for BP and Code templates to have consistant starting locations
	#jira UE-31281

Change 3073732 on 2016/08/02 by Rolando.Caloca

	DR - Fix crash when enabling gpu morph targets on non SM5 platforms
	#jira UE-34011

Change 3073706 on 2016/08/02 by Peter.Sauerbrei

	fix for no tvOS libraries in binary release for Win64
	#jira UE-34076

Change 3073671 on 2016/08/02 by Allan.Bentham

	High quality mobile reflection captures are now blended in correct (linear) space.
	#jira UE-33915

Change 3073663 on 2016/08/02 by Peter.Sauerbrei

	fix for launch on failing for iOS in Binary
	#jira UE-34014

Change 3073662 on 2016/08/02 by Lee.Clark

	4.13 - PS4 - Fix Media Player Audio cutting out

	#jira UE-33850

Change 3073616 on 2016/08/02 by Mark.Satterthwaite

	Duplicate CL #3073584 from Dev-Platform:
	Fix iOS Metal not playing in the background when the phone is locked and there's no drawable texture.
	#jira UE-32323

Change 3073592 on 2016/08/02 by Max.Chen

	Curve Editor: End any transactions on mouse down that weren't ended cleanly. This fixes a bug where if you drag with the left mouse button and click with the right mouse button, the transactions are left in an ambiguous state.

	#jira UE-33993

Change 3073585 on 2016/08/02 by Nick.Darnell

	Slate/UMG - When you select a paper sprite, or any other implementor of the SlateTextureAtlasInterface the editor will now correctly pick a default size for the brush matching the size of the sprite like it does for textures.

	#jira UE-34075

Change 3073575 on 2016/08/02 by Richard.TalbotWatkin

	Duplicating from Dev-Editor, CL 3057645

	Fixed single player PIE so the window position is correctly fetched and saved, even when running a dedicated server. This does not interfere with stored positions for multiple PIE, which uses ULevelEditorPlaySettings::MultipleInstancePositions.
	#jira UE-33416 - New Editor PIE window does not center to screen when running with a dedicated server

Change 3073542 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3072169.

	A couple of changes to the BSP code:
	* Fixed longstanding issue where sometimes BSP geometry is not rebuilt correctly after editing it.  This was due to poly normals not being recalculated after translating vertices in Geometry Mode.
	* Fixed corruption to FPoly::iLink as it is overloaded to have two meanings: when building BSP, it temporarily represents the surface index of the next coplanar surface (and adding a new BSP node uses this to determine whether a new surface needs to be added or not). In other operations it represents an FPoly index, in general this is used more in editor geometry operations.  This fixes various crashes which arose from rebuilding BSP resulting in invalid FPoly indices.

	#jira UE-12157 - BSP brushes break when non-standard subtractive bsp brushes are used
	#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume

Change 3073540 on 2016/08/02 by Matthew.Griffin

	Added Package Samples script behind a trigger to package samples for QA
	Removed submitter notifications from Launcher Samples nodes
	Added submitters of any file in Templates/StarterContent as notified for Feature Pack and DDC nodes
	Removed any dependencies on Win64 only nodes from the Mac Installed Build so that it can be run locally
	Added Overnight Build Type to Release Branch to run the Binary Release and Package Samples jobs
	#jira UEB-689

Change 3073511 on 2016/08/02 by Tom.Looman

	Removed object redirectors to fix build warning in VR Template

	#jira ue-33325

Change 3073458 on 2016/08/02 by Jurre.deBaare

	Update default preview scene ini and assets
	#fix deleted old sky texture and fixed BaseEditor.ini setup
	#jira UE-34063

Change 3073427 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3068585
	Fix to Spline Mesh collision building so that geometry does not default to being auto-inflated in PhysX.
	#jira UE-34062 - SplineMesh collision can be generated incorrectly

Change 3073421 on 2016/08/02 by James.Golding

	Resave PSD test assets in QAGame with proper version
	#jira UE-34061

Change 3073419 on 2016/08/02 by James.Golding

	Rename OrientationDriver to PoseDriver
	#jira UE-34015

Change 3073404 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor, CL 3057895

	Mesh paint bugfixes and improvements.

	Changes to RerunConstructionScript so that OnObjectsReplaced is called correctly on all components, whether they have been created by the SCS or the UCS. Previously, components created by the UCS were not being handled, and components created by the SCS were not always being matched.  Now a serialized index is maintained for UCS-created objects, which is matched after the construction scripts have been executed.

	This will fix issues with the mesh paint tool, and any other editor tool which hooks into the OnObjectsReplaced callback in order to update its internal cache of component pointers, for example, the component visualizer render list.

	#jira UE-33010 - Crash changing mesh paint material in blueprint, then changing to a different mode tab
	#jira UE-32279 - Editor crashes when reselecting a mesh in paint mode
	#jira UE-31763 - [CrashReport] UE4Editor_MeshPaint!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [multicastdelegatebase.h:75]
	#jira UE-30661 - Vertex Painting changes collision complexity if the asset is saved while vertex painting

Change 3073380 on 2016/08/02 by Richard.TalbotWatkin

	Fixed build error in unity builds.
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
	#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
	#jira UE-13082 - Users would like a snapping feature for splines
	#jira UE-13568 - Additional Spline Component Functionality
	#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.

Change 3073343 on 2016/08/02 by Matthew.Griffin

	Whitelisting PS4 and XboxOne plugins for those platforms specifically
	#jira UE-33866

Change 3073338 on 2016/08/02 by Ben.Marsh

	When running in unattended mode, write an error refusing to load any missing plugin rather than opening a modal dialog. Fixes ShooterGame build error with missing PS4/XboxOne plugins.

Change 3073319 on 2016/08/02 by Maciej.Mroz

	#jira UE-26676, UE-33027, UE-32806, UE-33460, UE-33423, UE-33860

	Manually integrated some fixes from Dev-Blueprints

Change 3073311 on 2016/08/02 by Richard.TalbotWatkin

	Duplicated from Dev-Editor CL 3057868

	Spline component improvements, both tools and runtime:

	- SplineComponentVisualizer now works within the Blueprint editor. This works via a generic extension added to the base ComponentVisualizer class which correctly propagates modified properties from the preview actor to the archetype, and then on to any instances whose properties are at the default value.
	- The above feature required a breaking change to USplineComponent - namely, the three FInterpCurve properties have been collected together into a struct and added as a single property. This is so that changes to the length of one of the FInterpCurves marks all three as dirty and needing rebuilding.
	- Added a custom version for SplineComponent and provded serialization fixes.
	- Added a details customization to SplineComponent to hide the raw FInterpCurve properties.
	- Added a custom detail builder category which polls the SplineComponentVisualizer each tick and provides numerical editing for spline points which are selected in the visualizer.
	- Relaxed the limitation that SplineComponent keys need to have an increment of 1.0.  Now any SplineComponent key can be set.  The details customization enforces that the sequence remains strictly ascending.
	- Allowed an explicit loop point to be specified for closed splines.
	- Allowed discontinuous splines by no longer forcing the ArriveTangent and LeaveTangent to be equal.
	- Added some new Blueprintable methods for building splines with an FSplinePoint struct, which allows all of a spline point's properties to be specified, and added to the FInterpCurves sorted by the input key.
	- Fixed the logic which determines whether the UCS has modified the spline curves.
	- Added UActorComponent::RemoveUCSModifiedProperties, which allows a component to remove any properties from the cached list which it doesn't want to be considered as 'modified'. This is used to distinguish the case of properties preserved by the SplineInstanceDataCache from those genuinely modified by the UCS.
	- Fixed "Apply Instance Changes to Blueprint" so that edited spline data can be applied to the archetype.
	- Fixed some issues with the spline component visualizer to make it generate appropriate up vectors if scale and rotation are enabled.

	#jira UETOOL-766 - Spline tool improvements
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-9062 - Spline editing: It would be nice to be able to type in a specific value for a point
	#jira UE-7476 - Add ability to edit SplineComponent in BP editor (not just instance in level)
	#jira UE-13082 - Users would like a snapping feature for splines
	#jira UE-13568 - Additional Spline Component Functionality
	#jira UE-17822 - It would be useful to be able to update a bp spline layout from the editor viewport.
	#jira UE-33049 - Transform widget visible in blueprint viewport when editing spline points in editor viewport
	#jira UE-33669 - Crash in Dev-Editor

Change 3073242 on 2016/08/02 by James.Golding

	Move physics state create/destroy delegates from BodyInstance to ActorComponent
	- Rename virtual Create/DestroyPhysicsState on OnCreateDestroyPhysicsState, and make protected.
	- Create new public Create/DestroyPhysicsState non-virtual to call virtual, and also invoke delegate.
	#jira UE-32768

Change 3072953 on 2016/08/01 by Uriel.Doyon

	Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
	#jira UE-34045

[CL 3094220 by Ben Marsh in Main branch]
2016-08-18 20:28:33 -04:00
Marc Audy
c9cd5d81b9 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3090553)
#lockdown Nick.Penwarden
#rb none

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

Change 3026802 on 2016/06/24 by Lina.Halper

	#Pose Asset work

	# additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it
	 - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3
	 - When apply the scale to base, it should multiply [additive scale + 1 ]  where additive scale is [targetscale/sourcescale - 1]
	 - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp

	# pose asset preview fix
	 - made sure it adds to curve, so you don't have to use delegate to apply
	 - PreviewOverride is now added to output curve, so we don't have to apply that curve later
	 - only reason of anim instance delegate is now for normal anim blueprint.

	#pose asset change
	 - Curve extraction happens with ExtractContext, the output curve is stricly output curve
	 - Pose Asset supports Shrink now, but only shrink if full pose
	 - Added PoseHandler to handle most of common stuff between different pose nodes
	 - Still have to work on how to update pose asset - wip
	 - todo: clean up single node player to handle pose asset in a function

	#code review:Martin.Wilson, James.Golding

Change 3027519 on 2016/06/24 by Lina.Halper

	Reverted FTransform name change as that causes compile errors due to lack of deprecated messages

	- not worth to keep the old functions and add new one

	#code review: Martin.Wilson

Change 3060205 on 2016/07/21 by Zak.Middleton

	#ue4 - Don't strip map/package name from shipping on dedicated server in UGameInstance::StartGameInstance(), to allow specifying map name on servers via commandline. Don't ever parse "-replay" on dedicated servers.

	#jira UE-29424
	github #2273

Change 3061365 on 2016/07/22 by Jon.Nabozny

	Fix single frame character flip on death in ShooterGame.

	#jira UE-28053

Change 3061370 on 2016/07/22 by Jon.Nabozny

	Fix PhysX error where CCD is enabled on a Kinematic body.

	#jira UE-33463

Change 3061406 on 2016/07/22 by Lukasz.Furman

	deprecated blueprint interface for avoidance groups, added new set of functions working with FNavAvoidanceMask struct instead of packed flags
	#jira UE-32625

Change 3061847 on 2016/07/22 by Bob.Tellez

	Duplicating CL#3058203 from //Fortnite/Main

	#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 3063080 on 2016/07/25 by Benn.Gallagher

	Fixes to APEX rendering artefacts, by discarding all incoming render data from the APEX asset and skinning our render data to the simulation mesh.
	#jira UEFW-182

Change 3063119 on 2016/07/25 by Ori.Cohen

	Fix constraint index not being assigned correctly. Also expose FindConstraintBoneName to blueprints

	#JIRA UE-33716

Change 3063956 on 2016/07/25 by Ori.Cohen

	Fix SetRootBodyIndex so that it uses world space transform instead of ref skeleton. Fixes a few issues when using ragdolls on skeletal mesh assets that were imported with offset/rotation.
	Also fix crash when opening up old physics asset and changing its mesh.

	#JIRA UE-33753
	#JIRA UE-33754

Change 3064846 on 2016/07/26 by Benn.Gallagher

	Fixed crash when loading skeletal meshes with clothing in -game
	#jira UE-33771

Change 3065237 on 2016/07/26 by Ori.Cohen

	Fix physics handle component not accounting for bone rotation/offset

Change 3065241 on 2016/07/26 by Ori.Cohen

	Fix constraint component not using root body when no bone name is provided.

Change 3069508 on 2016/07/28 by Aaron.McLeran

	Adding debug exec commands to help with debugging audio

	Solos sounds when using the following exec commands:

	- AudioSoloSoundWave
	  Solos sounds with the given wave name

	- AudioSoloSoundClass
	Solos sounds with the given sound class

	- AudioSoloSoundCue
	Solos sounds with the given sound cue name

	-All solo commands can be active at the same time and will solo sounds that match all their substring name searches.
	- Only active in non-shipping builds

Change 3070857 on 2016/07/29 by Ori.Cohen

	Expose Grab Rotation for physics handle component. Also brought over changes from Jeff.F where we can now specify hard vs soft physics handle

Change 3072817 on 2016/08/01 by Wes.Hunt

	turn off optimizations to speed up build times. ~45s->~5sec apiece.

Change 3073855 on 2016/08/02 by Zak.Middleton

	#ue4 - Fix tooltip text for p.NetEnableListenServerSmoothing command.

Change 3074325 on 2016/08/02 by Aaron.McLeran

	UE-34081 Procedural Sound Wave Fails to Play when returning 0 bytes in GeneratePCMData callback

	- Returning 0 bytes in GeneratePCMData results in the procedural sound wave not continuing to play audio. Instead of returning 0, this change returns an empty buffer if the procedural sound wave doesn't have audio ready to generate (due to loading or some other issue).
	- Change also fixes a threading issue with QueueAudio queing audio on game thread but being consumed by audio device thread.

	- Implementing 3003851 from UT into Dev-Framework.

Change 3075259 on 2016/08/03 by James.Golding

	Fix up my ProcMeshComp test BPs

Change 3076637 on 2016/08/03 by Aaron.McLeran

	UE-34081 Adjustments to procedural sound wave implementation

	- Cleaned up base class implementation of GeneratePCMData
	   - Calls bound callback function first if there aren't enough samples available, then pumps the enqueued audio buffers
	   - Wrote a prototype gameplay C++ class that implements this to test procedural sound wave generation with a sine tone and to test not immediately returning audio when called back (to test the empty buffer copy code).

Change 3077340 on 2016/08/04 by Marc.Audy

	Minor header cleanups and readability changes

Change 3079669 on 2016/08/05 by Aaron.McLeran

	OR-26580 Implementing 3071258 to Dev-Framework

Change 3080958 on 2016/08/08 by Aaron.McLeran

	UE-34325 In process audio resource is corrupted during level change.

	- When a sound buffer is flushed from audio device manager and tries to stop sounds using a resource, was possible for the async header parse task to be in-flight, which would cause a crash
	- Fix is to bring back the code to call EnsureCompletion on tasks in the FreeResoruces function of the sound source object. This will potentially encure a slight perf increase when stopping a sound but audio engine is now going to run on a separate thread, so shouldn't have a game-thread impact in non-editor builds.

	#tests ran repro case described in bug several times without crashing (was previous 100% repro)

Change 3081314 on 2016/08/08 by Marc.Audy

	Trim DSO components that no longer have an archetype in the class hierarchy
	#jira UE-28374

Change 3082356 on 2016/08/09 by Marc.Audy

	Always clear lifespan timers on EndPlay

Change 3082680 on 2016/08/09 by Lukasz.Furman

	fixed gameplay debugger extensions activating during simulate in editor
	#jira UE-33343

Change 3082731 on 2016/08/09 by Aaron.McLeran

	UE-30629 "FXAudio2SoundSource contains NaN in channel" occur in test ShooterGame build

	- Issue was inverse transform was uninitialized in first update tick of the audio device. If a sound is trying to play in the first update tick, it'd generate NaNs as it tries to transform sound positions relative to an unitialized inverse listener transform
	- Fix is to update listener transform BEFORE updating sounds.
	- Also added an initialization to the inverse listener transform for good measure

Change 3082732 on 2016/08/09 by Aaron.McLeran

	Removing log spam on local player node

Change 3083051 on 2016/08/09 by Marc.Audy

	FLocalPlayerContext functions no longer check by default
	#jira UE-33370

Change 3083271 on 2016/08/09 by Dan.Reynolds

	Checking in QA test map for procedural sound waves

	-Added code for a UQAProceudralSoundWave that generates a sine tone that can be set by hz or midi note
	- Added BP code which uses the procedural sound wave and does some melody generation.

Change 3083947 on 2016/08/10 by Lukasz.Furman

	fixed navigation modifier export for capsule components
	#ue4

Change 3084594 on 2016/08/10 by Marc.Audy

	Enable threaded audio again

Change 3086237 on 2016/08/11 by Marc.Audy

	PR #2579: New feature: client-side level streaming (Contributed by slonopotamus)
	#jira UE-32896

Change 3086544 on 2016/08/11 by Michael.Noland

	Paper2D: Fixed a crash when mutating grouped sprite components at runtime, and cleaned up how collision rendering is done for grouped sprite components addressing some other issues as well
	#jira UE-34223
	#tests Tested with repro project from JIRA, as well as adding/removing instances in the editor and with some sprites in the group having collision and others not, clearing collision on the component itself, etc...

Change 3087280 on 2016/08/12 by Marc.Audy

	Fatal error including the path if a physics module fails to load

Change 3088105 on 2016/08/12 by Marc.Audy

	Strip native components that no longer exist from BP CDOs as well.
	#jira UE-28374

[CL 3090563 by Marc Audy in Main branch]
2016-08-16 12:05:05 -04:00
Matthew Griffin
1fa8a231ea Copying //UE4/Release-Staging-4.13 to //UE4/Dev-Main (Source: //UE4/Release-4.13 @ 3072953)
#lockdown Nick.Penwarden

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

Change 3072953 on 2016/08/01 by Uriel.Doyon

	Texture GUIDs are now included in cooked builds, as they are required by the texture streamer to link build data to in game textures.
	#jira UE-34045

Change 3072915 on 2016/08/01 by Nick.Whiting

	Fixing Google VR Preview being distorted by fixing merge error specifying number of verts per distortion mesh

	#jira UE-34044

Change 3072891 on 2016/08/01 by Nick.Whiting

	Integrating fix from DevVR to force GameGetsMouseControl to on when using VR PIE, since you always need focus for motion controllers

	#jira UE-33579

Change 3072885 on 2016/08/01 by Nick.Darnell

	UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures.  Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.

	Continued - adding missing file.

	#jira UE-32876

Change 3072869 on 2016/08/01 by Ori.Cohen

	Fix CIS

	#jira UE-3402

Change 3072862 on 2016/08/01 by Josh.Adams

	- Fixed case issue for Linux
	#jira UE-34020

Change 3072818 on 2016/08/01 by Nick.Darnell

	UMG/Slate - Moving the SlateTextureAtlasInterface to engine, and redoing the parameters so that we can properly calculate the UV start and size information with full knowledge inside the texture so that we can deal with problems like squaring that happens on PVRTC textures.  Also moving the interface to engine so that dependent plugins/other consumers don't need to load their modules extremely early to deal with the RHIRenderers need to load early for the shaders, also wanted to avoid loading it when Paper2D is needed on servers.

	#jira UE-32876

Change 3072756 on 2016/08/01 by John.Billon

	Fixed crash when setting a composite texture on a render target cube.
	#Jira UE-33885

Change 3072755 on 2016/08/01 by John.Billon

	Exposed GPUMorphTargets (r.MorphTarget.Mode) as a project setting.
	#Jira UE-33574

Change 3072753 on 2016/08/01 by John.Billon

	Fixed a possible null dereference in distrubutions that was causing crashes when changing particle parameters.
	#Jira UE-32565
	#Jira UE-29528

Change 3072665 on 2016/08/01 by Ben.Marsh

	Fix parse errors in BuildGraph example script.

Change 3072664 on 2016/08/01 by Mike.Beach

	Mirrors CL 3072620 from Dev-Blueprints.

	Reverting a presumptive (guessed-at) fix from CL 2830752 (UE-22075). This was preventing REINST classes from retaining certain UObject references (specifically data/objects stored in Actor's "CurrentTransactionAnnotation" member). Those objects would be GC'd during the reinstancing process, and when we copied that data over later, towards the end of reinstancing, we'd be copying bad object pointers to the new actors.

	#jira UE-29631

Change 3072656 on 2016/08/01 by Mike.Beach

	Mirrors CL 3072614 from Dev-Blueprints.

	Fixing an issue where hot-reloading a Blueprint parent class was not reinstancing skeleton CDOs. This caused problems later where the skel class layout didn't reflect the CDO object.

	#jira UE-29613

Change 3072649 on 2016/08/01 by Mike.Beach

	Mirrors CL 3071292 from Dev-Blueprints.

	Preventing the Blueprint reinstancer's Function/PropertyMap from being GC'd during compile. This was causing issues where new functions/properties were being allocated in the same pointer location, and UpdateBytecodeReferences() was replacing those references as well (specifically in unrelated class's Children->Next chain, linking in functions/properties that did not belong to that class). This was causing a multitude of problems (mainly bad property offset read/writes and endless field iterator loops).

	#jira UE-29631

Change 3072568 on 2016/08/01 by Phillip.Kavan

	Blueprints: Prevent a crash on load in RemoveNodeAndPromoteChildren when removing a corrupted SCS node if it has no parent link (the children are moved to the root node instead)

	Mirrored from //Orion/Dev-General (CLs# 3065749/3065868).

	#jira UE-32780

Change 3072565 on 2016/08/01 by Rolando.Caloca

	UE4.13 - More info to track down crash with missing Primitive uniform buffer
	#jira UE-33418

Change 3072526 on 2016/08/01 by Matt.Kuhlenschmidt

	Fix hovering broken in the details panel
	#jira UE-20903

Change 3072509 on 2016/08/01 by Matt.Kuhlenschmidt

	Removed nested list views in a details panel customization which  caused the scrollbar in the details panel to become unusable
	#jira UE-20903

Change 3072479 on 2016/08/01 by Ori.Cohen

	Fix potential crash when calling SetSkeletalMesh on a skeletal mesh component that's using per poly collision

	#JIRA UE-34023

Change 3072438 on 2016/08/01 by Chris.Wood

	Fixed ICU dll loading logic so that monolithic tools like CRC don't try to load them.
	[UE-33943] - Crash Report Client window not opening in a packaged build

	#jira UE-33943
	#test Editor, run Packaged QAGame, crash Packaged QAGame, runs CrashReportClient, run SlateViewer, run EpicGamesLauncher

Change 3072360 on 2016/08/01 by Chris.Babcock

	Enable Google Play Games for ARM64 on Android
	#jira UE-34031
	#ue4
	#android

Change 3072337 on 2016/08/01 by Mitchell.Wilson

	Saving multiple files from VR template to resolve empty engine version warnings.
	#jira UE-33937

Change 3072302 on 2016/08/01 by Lina.Halper

	Fix issue where weight doesn't update correctly while updating list

	#jira: UE-33023

Change 3072250 on 2016/08/01 by Lina.Halper

	Add error message when rename failed

	#jira: UE-33661

Change 3072103 on 2016/08/01 by Lina.Halper

	- Undid previous propagating change of morphtarget - Refresh function
	- Made sure whatever happening, the buffer size remains sane and render thread will always get the same size

	#code review: Rolando.Caloca
	#jira: UE-33923

Change 3072062 on 2016/08/01 by Jurre.deBaare

	Static Mesh Editor and Persona viewport are very dark
	#fix Added same default config value for the directional light rotation as in FPreviewScene (otherwise would result in nulled rotator)
	#jira UE-33945

Change 3072061 on 2016/08/01 by Jurre.deBaare

	Incorrect importing of morph target weights when setting the percentage bases option on import
	#fix use original number of singular values to index into the weights array (otherwise we would be reading incorrect data if NumUsedSingularValues != the original number
	#jira UE-34003

Change 3072052 on 2016/08/01 by Chris.Babcock

	Vulkan extension fixes for Android
	#jira UE-32943
	#ue4
	#android

Change 3072039 on 2016/08/01 by Mitchell.Wilson

	Adding blueprint child of Paper2D character to the 2DSideScrollerExampleMap.
	#jira UE-33843

Change 3072003 on 2016/08/01 by Rob.Cannaday

	Change category of OnlineSubsystem, OnlineFramework from "TODO" to "Online Platform" to match other online subsystems.
	#jira UE-34008

Change 3071942 on 2016/08/01 by Matthew.Griffin

	Adding feature pack for TP_VirtualRealityBP

Change 3071937 on 2016/08/01 by Max.Chen

	Sequence Recorder: Fix a bug where transforms wouldn't be captured if an anim recorder exists but the skeletal mesh that the anim recorder is supposed to capture doesn't exist. This fixes the first person template character not getting recorded.

	#jira UE-32918

Change 3071932 on 2016/08/01 by Dmitry.Rekman

	Linux: fix launch on (UE-33934)

	#tests Tested launching on a native host.
	#jira UE-33934

	(Edigrating CL 3071928 //UE4/Dev-Platform/... to //UE4/Release-4.13/...)

Change 3071926 on 2016/08/01 by Andrew.Rodham

	Sequencer: Fixed exponential slowdown when restoring selection states

	#jira UE-33918

Change 3071917 on 2016/08/01 by Mitchell.Wilson

	Disabled shadow casting on RTS_Env_Ice_Fort_Trim pieces that are placed along the path in TowerDefenseMap and rebuilt lighting.
	#jira UE-15196

Change 3071914 on 2016/08/01 by Allan.Bentham

	Fix for incorrect feature level when using networked PIE.
	#jira UE-25807

Change 3071894 on 2016/08/01 by Andrew.Rodham

	Sequence Recorder: CIS fix
	#jira UE-31277

Change 3071884 on 2016/08/01 by phillip.patterson

	Updated UMG_Invalidation.uasset to Include Combo Box Test

	#jira UE-29618

Change 3071869 on 2016/08/01 by Mitchell.Wilson

	Changed LPF Freq Max on example 1.5 to bettery demonstrate Loww Pass Filter feature.
	#jira UE-33714

Change 3071868 on 2016/08/01 by phillip.patterson

	Added UMG_Invalidation.uasset for a test case

	#jira UE-29618

Change 3071855 on 2016/08/01 by Jurre.deBaare

	Engine fails to compile in Alembic with DebugBuildsActuallyUseDebugCRT enabled
	#fix Recompiled zlib to be correct debug version
	#jira UE-27576

Change 3071853 on 2016/08/01 by Jurre.deBaare

	Fix issue with debug asserts not compiling correctly
	#fix Debug build will use a different macro path in DetourAssert/RecastAssert in which there is a , instead of a ; which the compiler complains about
	#jira UE-33989

Change 3071851 on 2016/08/01 by Matt.Kuhlenschmidt

	Added guards against force deleting objects garbage collecting  objects while they are being deleted.  This will still ensure in an attempt to isolate the actual issue.
	#jira UE-33013

Change 3071849 on 2016/08/01 by Tom.Looman

	Resaved content files with engine version for VR Template

	#jira ue-33325

Change 3071822 on 2016/08/01 by Mitchell.Wilson

	Adding crosshair to WeapLauncher when not sighted in.
	#jira UE-30617

Change 3071798 on 2016/08/01 by Andrew.Rodham

	Sequencer: Fixed various issues to do with recording attached components

	There were several edge cases where attached components would be recorded with incorrect animation, transforms, or not recorded at all.

	#jira UE-30574
	#jira UE-31277

Change 3071789 on 2016/08/01 by Tom.Looman

	Fixed warning of missing gamemode in VR Template.

	#jira ue-33325

Change 3071787 on 2016/08/01 by Mitchell.Wilson

	Cleared material interface on Neutral.uasset to resolve a warning.
	#jira UE-33957

Change 3071784 on 2016/08/01 by Robert.Manuszewski

	Making sure UMediaPlayer objects are not added to any GC clusters because they can load additional assets after they had PostLoad called on them and that results in Disregard For GC assumptions being violated.

	#jira UE-33692
	#jira UE-33814

Change 3071746 on 2016/08/01 by Tom.Looman

	Added config.ini for Feature Pack creation to VR Template

	#jira ue-33325

Change 3071694 on 2016/08/01 by Robert.Manuszewski

	Fixing crash after opening edit config data for remote build then packaging

	#jira UE-33719

Change 3071660 on 2016/08/01 by Dmitriy.Dyomin

	Fixed: Nexus 5, Android 4.4.4 has inverted R/B color channels with r.TonemapperFilm enabled (replaced usage of LinearToSrgbBranching with LinearToSrgbBranchless for mobile)
	Also removed "OutputDevice" branches that are not used on mobile, otherwise generated LUT pixel shader has more than 2k lines and device refuses to compile it
	#jira UE-30104

Change 3071657 on 2016/08/01 by Matthew.Griffin

	Excluded TP_VirtualRealityBP Template from Mac Binary builds.

Change 3071651 on 2016/08/01 by Tom.Looman

	Removed config.ini ref from content.txt

	#jira UE-33325

Change 3071645 on 2016/08/01 by Jurre.deBaare

	Merge Actor Tool missing option to deselect Export Specific LOD
	#fix Added the ability to export a specific LOD or all LODs for the selected objects
	#jira UE-33100

	Non wrapped UVs in static mesh cause incorrect UVs on (HLOD) merged static mesh
	#fix force to generate unique UVs for baking out the material to ensure we get the correct texture data
	#jira UE-29976

Change 3071608 on 2016/08/01 by Thomas.Sarkanen

	Bringing hitch tracking fix over from Orion.

	Engine: Properly resetting the hitch buckets at the start of each FPS chart, so hitch time isn't accumulated across multiple runs

	#jira UE-33911 - Time spent in hitch tracking buckets is not reset between fps chart captures (so it grows each capture in a session)

Change 3071606 on 2016/08/01 by Matthew.Griffin

	Added TP_VirtualRealityBP to list of templates to make feature packs from, build DDC for and include in binary build.
	#jira UE-33959

Change 3071584 on 2016/08/01 by Matthew.Griffin

	Added support for per file Intellisense PCH settings, to improve its startup speed - disabled by default due to crashes.
	Split GetDirectIncludeDependencies function so that part of it could be used without having a build target.
	#jira UE-23720

Change 3071479 on 2016/07/31 by Dmitriy.Dyomin

	Fixed FAssetPtr remapping issues for duplicated packages (level Save As, level Duplicate). This fixes issue with broken foliage base cache.
	Hardened code in foliage base cache and removed asserts, so maps with broken cache can still load
	Merged from Dev-Mobile CL# 3057039
	#jira UE-32774

Change 3071478 on 2016/07/31 by Uriel.Doyon

	Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
	#jira UE-32585

Change 3071282 on 2016/07/30 by Max.Chen

	Cine Camera Actor: CIS fix

	#jira UE-33805

Change 3071272 on 2016/07/30 by Max.Chen

	Cine Camera Actor: Fix debug focus plane not getting updated when animated. Refactor UpdateDebugFocusPlane so that it's called from the actor tick instead of just in GetCameraView.

	#jira UE-33805

Change 3071229 on 2016/07/30 by Ben.Marsh

	Fix static analysis warning.

Change 3071077 on 2016/07/29 by Max.Chen

	Sequencer: Set relative location, rotation, scale explicitly to identity instead of calling ResetRelativeTransform because we don't want overlaps to fire until after the update pass.

	#jira UE-33432

Change 3071076 on 2016/07/29 by Max.Chen

	Sequencer: Set event track eval order to fire first. This fixes some ambiguity and also a bug where transform tracks don't evaluate pre/post if the eval position is changed in the middle of evaluation.

	#jira UE-33078

Change 3071070 on 2016/07/29 by Max.Chen

	Sequence Recorder: Record actors as possessables

	Added GetWorld() check when resolving bindings in case the world is being torn down.

	Copy from Dev-Sequencer

	#jira UE-33969

Change 3071069 on 2016/07/29 by Max.Chen

	Sequencer: Add Convert to Possessable

	Copy from Dev-Sequencer

	#jira UE-32139

Change 3071058 on 2016/07/29 by Max.Chen

	Sequencer: Tweak track colors

	Audio track brighter
	Transform, bool, event tracks less saturated
	Recording subsection more saturated
	Fade track gradient

	Copy from Dev-Sequencer

	#jira UE-33968

Change 3071057 on 2016/07/29 by Max.Chen

	Sequencer: Remove curve editor visibility as a toggleable config. It's now just a toggleable state that defaults to false. This fixes unexpected behavior of staying in the curve editor when restarting the editor or switching to a different level sequence asset.

	Copy from Dev-Sequencer

	#jira UE-33967

Change 3071004 on 2016/07/29 by Lauren.Ridge

	Fix for crash on color picker summon due to null SWindow #rb chris.gagnon

	#jira UE-33966

Change 3070956 on 2016/07/29 by Chris.Babcock

	Disable Oculus stress tests on Android(for now) to remove shader dependency unhandled on Mac editor
	#jira UE-33607
	#ue4
	#android

Change 3070807 on 2016/07/29 by Nick.Darnell

	Slate - Disabling thickness calculation in slate lines, the underlying code doesn't properly handle the edge cases that causes a breakdown and the lines become flipped/twisted, or have zero width.

	#jira UE-30481

Change 3070779 on 2016/07/29 by Rob.Cannaday

	Re-add bCompileSteamOSS as deprecated with a notice on how to use OnlineSubsystemSteam
	Remove reference to bCompileSteamOSS from GameModule.Build.cs.template, replacing it with a comment of how to include OnlineSubsystemSteam
	#jira UE-33922

Change 3070766 on 2016/07/29 by Matt.Kuhlenschmidt

	Make sure richtooltips are not generated for hidden enum items so that there is not a mismatch between rich tooltips and enum items (causing a crash)

	#jira UE-33914

Change 3070764 on 2016/07/29 by Phillip.Kavan

	[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.

	Mirrored from CL# 3065278. (resubmitted as edit)

	#jira UE-20581

Change 3070757 on 2016/07/29 by Nick.Darnell

	Slate - Anything that requests a CreateUpdatableTexture from the SlateRHIRenderer and later releaseses it, the renderer now keeps those releases around for an extra frame on the game thread to avoid deleting a pointer that may have already been queued up on the CPU side of the renderer to be used in an element batch.  Which is what happens if you remove a widget in it's own tick, that happens to also contain a web browser widget.

	#jira UE-33450

Change 3070741 on 2016/07/29 by Phillip.Kavan

	Back out previous submit (forgot to convert to edit).

	#jira UE-20581

Change 3070737 on 2016/07/29 by Phillip.Kavan

	[UE-20581] Optimize BP auto-recompile on PIE startup for BPs with multiple dependencies.

	Mirrored from CL# 3065278.

	#jira UE-20581

Change 3070695 on 2016/07/29 by Ryan.Vance

	#jira UE-32145
	We were using the wrong texture format for the rift ogl bridge.
	Removed derived ogl bridge destructor to fix assert.
	Based on CL 3069701 from Oculus

Change 3070632 on 2016/07/29 by Mitchell.Wilson

	Rebuilt lighting for SubwaySequencer
	#jira UE-33564

Change 3070620 on 2016/07/29 by Chris.Babcock

	Fast ASTC texture compression, using ISPC.

	#jira UE-32308

Change 3070586 on 2016/07/29 by phillip.patterson

	Updating Sequencer_Focus for test case

	#jira UE-29618

Change 3070539 on 2016/07/29 by Jon.Nabozny

	Fix PhysX error where CCD is enabled on a Kinematic body. (This is copied from 3061370)

	#jira UE-33463

Change 3070538 on 2016/07/29 by Mitchell.Wilson

	Resaving TowerDefenseMap_Effects, TowerDefenseMap_Lights, and TowerDefenseMap_M to resolve MikkTSpace warnings.
	#jira UE-29730

Change 3070467 on 2016/07/29 by Lauren.Ridge

	Making the Color Picker accessible in VR Editing mode, hiding the eyedropper in VR mode. #rb mike.fricker

	#jira UE-33920
	#jira UE-33769

Change 3070460 on 2016/07/29 by Lauren.Ridge

	Changing VR Screenshot mode to use direct capture of the mirrored view on the monitor #rb mike.fricker

	#jira UE-32413

Change 3070455 on 2016/07/29 by Lauren.Ridge

	Fixes for auto-entry to VR mode. Adding HMD validity checks, Steam VR only switches to not worn after being in the worn state, adding default setting to ini file. #rb mike.fricker

	#jira UE-33635

Change 3070404 on 2016/07/29 by John.Pollard

	Fix: Console command "Open" crashes with dedicated server settings

	#jira UE-32511

Change 3070380 on 2016/07/29 by Matt.Kuhlenschmidt

	Fix incorrect tooltip for the lerp instruction in the material editor

	#jira UE-33896

Change 3070376 on 2016/07/29 by Ryan.Vance

	#jira UEVR-32
	Support base and neo multi-view vertex shaders on ps4.
	Compile both base and neo versions of the multi-view enabled vertex shaders.
	Pack them together in the resulting shader code.
	Unpack them and load the correct version when creating the vertex shader instance.

Change 3070345 on 2016/07/29 by James.Cobbett

	#jira UE-29618 Submitting test assets for Alembic Importer

Change 3070315 on 2016/07/29 by Ben.Woodhouse

	(cherry picked from dev-rendering)
	Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
	Tested fix on xbox, PC and PS4, using QAGame
	#jira UE-28592

Change 3070314 on 2016/07/29 by Ben.Woodhouse

	(cherry picked from dev-rendering)

	Fix div 0 in motion blur. This caused artifacts in some fairly common cases
	#jira UE-32331

Change 3070272 on 2016/07/29 by Jon.Nabozny

	Fix CIS by removing unused (and deprecated) call to GetMovementInputVector() in ShooterCharacter.

	#jira UE-33944

Change 3070235 on 2016/07/29 by Mitchell.Wilson

	Hid Camera_Movement effects when the user is interacting with the sand in BP_RakeStuff.
	#jira UE-32742

Change 3070221 on 2016/07/29 by Jurre.deBaare

	HLOD: The forced viewing level slider does not stay in sync after building a cluster
	#fix The minimum drawing distance was being set to the original instead of the current value which would make it behaviour as normal (not being forced)
	#jira UE-32187

Change 3070218 on 2016/07/29 by Jurre.deBaare

	HLOD: Shadow logic in ALODActor is messed up
	#fix Moved shadow determination logic
	#jira UE-31753

Change 3070212 on 2016/07/29 by Jurre.deBaare

	HLOD Outliner scrolls back to the top when generating proxy meshes
	#fix Not refreshing the HLOD Outliner (not needed), and force scroll into view the first selected cluster
	#jira UE-30384

Change 3070176 on 2016/07/29 by Jurre.deBaare

	Some post processing features in Preview Scene Settings do not update immediately
	#fix Vector values as properties were not getting picked up due to their outer not being the struct but an FVector :D
	#jira UE-33895

Change 3070175 on 2016/07/29 by Jurre.deBaare

	Static Mesh Editor does not display Vertex Colors in Lit mode
	#fix Caused by not disabling advanced features which used to happen for preview scenes by default :/
	#jira UE-32977

Change 3070163 on 2016/07/29 by Chris.Wood

	Changed log warnings to info when WinSAT assessment unavailable
	[UE-30198] - WinSAT assessment unavailable when running Hardware Survey
	#jira UE-30198

	trivial change

Change 3070154 on 2016/07/29 by Matthew.Griffin

	Removed exceptions for IOS .a files now we are building code projects
	Additional inclusions for Android/IOS that cannot be determined via Build Products/Runtime Dependencies
	#jira UE-33868

Change 3070124 on 2016/07/29 by Alex.Delesky

	#jira UE-32911 - Fixing an issue where thumbnail preview scenes would spawn an additional instance of its preview actor even if one was already in the scene. Also fixes a crash on shutdown due to cached thumbnail scenes not being released when thumbnail renderers begin destruction.

Change 3070060 on 2016/07/29 by Chris.Wood

	Fixed command line argument saved to crash reports and used to restart crash processes
	[UE-30665] - CrashReporterClient send and restart does not reopen the project
	#jira UE-30665

	trivial re-add of a line lost in a confusing merge.

Change 3070035 on 2016/07/29 by Allan.Bentham

	Add cvars 'r.Android.DisableVulkanSupport' and 'r.Android.DisableOpenGLES31Support'
	Allows device profiles to disable vulkan and/or ES3.1.
	#jira UE-33379

Change 3070027 on 2016/07/29 by Tom.Looman

	Added fresh VR Template BP (origin: //depot/usr/Tom.Looman/VRTemplate/)

	#jira UE-33325

Change 3070009 on 2016/07/29 by James.Golding

	Disable 'convert proc mesh to static mesh' when template is selected. Also don't create static mesh if procmesh generate no geom.
	#jira UE-32395

Change 3070007 on 2016/07/29 by James.Golding

	Fix highlight when searching Anim Curves
	#jira UE-33073

Change 3070002 on 2016/07/29 by James.Golding

	Fix complex collision drawing in StaticMesh Editor
	#jira UE-33062

Change 3069998 on 2016/07/29 by Jon.Nabozny

	Fix AShooterCharacter heavy breathing even when running but not moving.

	#jira UE-32398

Change 3069980 on 2016/07/29 by James.Golding

	Add UV support to ProcMeshComp collision
	Fix bUseComplexAsSimpleCollision not being applied because ProcMeshBodySetup was transient, so setting was lost
	Move ProceduralMeshComponent out of 'experimental'
	#jira UE-29850, UE-33003

Change 3069970 on 2016/07/29 by James.Golding

	Add #if WITH_PHYSX around ISimEventCallbackFactory at Ori#s suggestion (forgot to do this in initial checkin CL 3053969)
	#jira UE-32819

Change 3069969 on 2016/07/29 by Andrew.Porter

	Adding movie test content to NotForLicensee.

	#jira UE-29618

Change 3069962 on 2016/07/29 by Chris.Wood

	Writing CrashReportClient config section from Engine config in crashing app to crash report folder. Crash Report Client reads new file and sets project-specific settings.
	[UE-31820] - CrashReportClient config is getting merged between streams and projects containing project-specific settings
	#jira UE-31820

	Affects Core and CrashReportClient.
	Removes existing values from CRC's own engine config file because they are project-specific and the file is agnostic.
	Added project-specific values to engine config with defaults set in BaseEngine.ini.
	Added overrides to Orion config.

Change 3069908 on 2016/07/29 by Jurre.deBaare

	Saving assets with UGS build, fixes build warnings
	#jira UE-123

Change 3069889 on 2016/07/29 by Jurre.deBaare

	Build fix for -game builds (missing WITH_EDITOR ifdef)
	#jira UE-123

Change 3069877 on 2016/07/29 by Allan.Bentham

	Add Android ES3.1, vulkan and iOS Metal material quality settings to project settings.
	Fixed issue that prevented settings editor saving out array property changes.

	#jira UE-33379

Change 3069872 on 2016/07/29 by Jurre.deBaare

	Added option to disable post processing option in preview scene
	Inverted normals on the sky sphere (asset change)

	Bad performance when changing (slider) values for the advanced preview scene
	#fix Small optimizations and now only save the data on closing of the preview scene tab
	#jira UE-33496

	Persona floor offset not being correct
	#fix Re-added floor offsetting mechanism (even though I find it very ugly), which now sets the advanced preview scene's floor offset
	#jira UE-32278

	Add a shortcut for hiding/showing the sky (and maybe the floor) in asset viewers
	#fix I will now hide the environment and O the floor
	#jira UE-33498

	Directional light rotation not saved with advanced preview scene profiles
	#fix Now does :)
	#jira UE-33619

Change 3069838 on 2016/07/29 by Luke.Thatcher

	Fix crash in ShooterGame when running the server. Paper2D plugin now has a dependency on the SlateRHIRenderer module, which needs to be loaded in PostConfigInit phase, otherwise shader types in the slate renderer module are not initialized in time.
	#jira UE-33671

Change 3069440 on 2016/07/28 by patrickr.donovan

	#jira UE-29618
	Test content for AA and materials with tessellation enabled and absolute world position material function.

Change 3069148 on 2016/07/28 by Lina.Halper

	Morphtarget deletion crash

	#jira: UE-33851
	#code review: Roalndo.caloca

Change 3069144 on 2016/07/28 by Michael.Trepka

	Check if UnrealBuildTool.csproj exists before trying to compile it in Mac GenerateProjectFiles.sh. Fixes a problem in binary distribution where the script would show an error (but still succeed) due to missing UnrealBuildTool.csproj

	#jira UE-31863

Change 3069021 on 2016/07/28 by Dmitry.Rekman

	Linux: a number of small fixes from pull requests.

	- Includes PR #1905 (UE-24848) by madsystem (arch installation: changed from clang to clang35)
	- Includes PR #2120 (UE-27742) by ABeekhub (mono-mvc for opensuse)
	- Includes PR #2131 (UE-27894) by vityafx (QMake build problem (no c++11 standard))
	- Includes PR #2305 (UE-29781) by salamanderrake (MakefileGenerator.cs small changes)
	- Includes PR #2361 (UE-30452) by salamanderrake (QMakefileProjectGenerator.cs fix for missing Includes paths and removal of duplicates)

	#tests Generated cmake, qmake, make projects and tested them (using ueprojectdirs and not standalone projects).  No tests done for arch/suse changes.

	#jira UE-24848
	#jira UE-27742
	#jira UE-27894
	#jira UE-29781
	#jira UE-30452

	(Edigrating CL 3069016 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)

Change 3068867 on 2016/07/28 by Mike.Fricker

	Mesh Paint: Fixed various bugs
	- Fixed brush preview not rendered for lasers/mouse when not actively painting (UE-33554)
	- Fixed 'full press' over actors preventing UI from being clickable (UE-33550)
	- Fixed brush cursor displayed when hovering over UI (including selection bar/close button) (UE-33551)
	- Fixed VR transform gizmo getting in the way of everything while painting (it is now hidden while in mesh paint mode)
	- Fixed not being able to interact with UIs after messing around with mesh paint (UE-33621)

	#jira UE-33554
	#jira UE-33550
	#jira UE-33551
	#jira UE-33621

Change 3068758 on 2016/07/28 by Mitchell.Wilson

	Minor update to BP_RakeStuff to solve issue with sand turning black when raking the same spot.
	#jira UE-33684

Change 3068733 on 2016/07/28 by Ori.Cohen

	Temp fix to make sure that deferred bodies that add angular impulse do not crash (From Benn.G)

	#JIRA UE-32630

Change 3068713 on 2016/07/28 by Lina.Halper

	#Checking in Benn G's fix

	 Fixed crash when adding a section to a zero length montage. Fixed nullptr deref in montage handling code and disabled menu option to add a section when zero length (makes no sense to do that).

	#jira UE-33633
	#code review: Benn.Gallagher

Change 3068580 on 2016/07/28 by John.Pollard

	Disable hot reloading when using single process MP PIE

	Fixes UE-30516 - Crash in FObjectReplicator::StartReplicating when removing replicated uproperty and hot reloading with two players

	#jira UE-30516

Change 3068550 on 2016/07/28 by Jurre.deBaare

	Merge Actors: "Bake Vertex Data" is incorrectly listed underm materials
	#fix Added another flag and renamed the old one + added tooltips :) This also required some changes to the merge path just to make sure we end up with the correct data
	#jira UE-31886

Change 3068549 on 2016/07/28 by Jurre.deBaare

	Merged static meshes stop reaction to the Trace Complex on Move flag.
	#fix merge physics now defaults to true in the actor merging settings (people assumed the system didn't work and hadn't seen the option)
	#jira UE-30403

Change 3068548 on 2016/07/28 by Jurre.deBaare

	Merge Actor tool can no longer merge just materials for an actor
	#fix removed requirement of more than one static mesh component (left code in to renable later on once we add a bake materials button for actors in the world)
	#jira UE-32797

Change 3068547 on 2016/07/28 by Jurre.deBaare

	Make sure the advanced preview scene tab is shown by default
	#fix Made the tab spawn by default in all possible situations (as part of the existing UI layout)
	#jira UE-33499

Change 3068546 on 2016/07/28 by Jurre.deBaare

	Textures created from generating proxy meshes have incorrect compression format on tooltip

	#fix Required a PostEditChange call for the UTextures to correctly propogate the compression type
	#jira UE-30365

Change 3068543 on 2016/07/28 by Danny.Bouimad

	#jira UE-29618
	Made useability changes to the Phsyical Animation Profile Map

Change 3068407 on 2016/07/28 by Mitchell.Wilson

	Set delete index variable to 0 on reset in BP_RakeStuff to fix an issue with sand turning black when raking repeatedly in one place
	#jira UE-33684

Change 3068403 on 2016/07/28 by Ben.Marsh

	Add warnings and ignore entries in .uprojectdirs files which reference directories outside the root directory.

	#jira UE-33459

Change 3068358 on 2016/07/28 by Martin.Wilson

	Set default compression to NoClear as None is not a valid compression

	#jira UE-31958

Change 3068346 on 2016/07/28 by Benjamin.Hyder

	Updating TM-ContactShadows to include static meshes

	#jira UE-29618

Change 3068336 on 2016/07/28 by Martin.Wilson

	Added a new mode to Montage_Play so that we can choose what value we return (either length of the montage or the play time duration).

	#jira UE-32101

Change 3068321 on 2016/07/28 by Martin.Wilson

	Export bone selection widgets so that other modules can use them

	#Jira UE-30361

Change 3068316 on 2016/07/28 by Martin.Wilson

	Expose Root Motion Mode

	#jira UE-14431

Change 3068307 on 2016/07/28 by Benjamin.Hyder

	Rebuilding lighting in QA-Materials

	#jira UE-29618

Change 3068299 on 2016/07/28 by Benjamin.Hyder

	Renaming TM_Noise to TM-Noise

	#jira UE-29618

Change 3068285 on 2016/07/28 by Martin.Wilson

	Remove option to clear compression on animation sequences

	#jira UE-31957

Change 3068282 on 2016/07/28 by Benjamin.Hyder

	Re-Saving QA-Materials to remove log spam

	#jira UE-29618

Change 3068271 on 2016/07/28 by Martin.Wilson

	Add check to highlight recursion issue caused by game code

	#jira UE-31417

Change 3068259 on 2016/07/28 by Jamie.Dale

	Fixed UObject churn caused by re-use of a single thumbnail scene for BP and class types

	#jira UE-31709

Change 3068257 on 2016/07/28 by Jamie.Dale

	Removed some code that was no longer needed and could cause a crash

	#jira UE-33342

Change 3068204 on 2016/07/28 by Nick.Darnell

	Slate - Reverting the SMenuAnchor to a previous version, there was no reason afterall to need to use the last painted window as the host for menus, ended up solving it a lower level by properly supporting the deferral groups on the SVirtualWindow under different conditions.

	Slate - The hit test grid now properly records the hit test path for the invalidation box, so that when input is recieved, a widget path containing only one instance of the invalidation box is created, premitting things like mouse capture to properly work.

	UMG - Further refinements and improvements to the Widget Interaction Component.  This completes the documentation and a fixes several bugs with it that were found after the integration to main occured.

	#jira UE-33845

Change 3068197 on 2016/07/28 by Martin.Wilson

	Fix abstract notify state classes showing up in create menu

	#jira UE-33864

	Fix copy paste notifies introducing cross animation references

	#jira UE-32801

Change 3068183 on 2016/07/28 by Matthew.Griffin

	Remove hard coded staging for Crash Reporter and use its receipt instead
	#jira UE-33800

Change 3068097 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: Decals don't render on Zenfone 2 (Added proper detection of FP16 render target support)
	#jira UE-22679

Change 3068074 on 2016/07/28 by Matthew.Griffin

	Added DDC nodes to list of content/shader modifiers for notifications

Change 3068053 on 2016/07/28 by Jack.Porter

	After resampling or changing landscape component size, delete any new components that are entirely in regions that correspond to previously deleted components

	#jira UE-5335

Change 3068043 on 2016/07/28 by Jack.Porter

	Fix crash in mobile preview when selecting objects during shader compilation

	#jira UE-33862

Change 3068031 on 2016/07/28 by Gareth.Martin

	Fix hang when changing material which is used on landscape and "LogMaterial: 0.03 seconds spent updating 1 materials, 1 interfaces, 0 instances, 1 with static permutations." log spam
	#jira UE-33708

Change 3068030 on 2016/07/28 by Gareth.Martin

	Fix "Max Pitch Angle" and "Random Yaw" foliage options being ignored in procedural foliage.
	#jira UE-20476

Change 3068029 on 2016/07/28 by Gareth.Martin

	Fixed landscape "continuous" sculpting not working in multiple viewports
	- the editor would tick with another viewport which didn't have the mouse down, ending the stroke. Now only the "active" viewport can end the stroke.
	#jira UE-32347

Change 3068013 on 2016/07/28 by Thomas.Sarkanen

	Added a tick dependency for slave components

	Ensures that slave components always get ticked after master components.
	Prevents potential main thread stall updating morph targets in slave components.

	#jira UE-23045 - Slave components could benefit from a tick dependency on master components

Change 3068011 on 2016/07/28 by Thomas.Sarkanen

	Added space bar as a shortcut to play/pause animation playback in Persona

	#jira UE-26788 - Framework - Animation - Add Hotkeys to the Viewport for Play/Pause

Change 3068009 on 2016/07/28 by Thomas.Sarkanen

	Multi-arg console commands now accept string commands with or without quotes

	Pre-parsed out each token prior to calling ImportText() rather than relying on ImportText's internal logic. This allows us to properly parse out quoted and non-quoted values as well as being robust to escape sequences etc.
	Removed old legacy code designed to fix trailing string params not being parsed correctly.
	Updated some NULLs to nullptr.

	#jira UE-23661 - Multi-arg console commands that take string params don't accept string params without quotation marks

Change 3067854 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: World composition tiles that have child actor inside will become mdified if any other tile is unloaded
	#jira UE-33440

Change 3067831 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: Landscape GrassType does not have the option to exclude Decals
	#jira UE-26669

Change 3067826 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: Deleting foliage actor from foliage menu does not remove actors from PIE until editor is restarted
	Also fixed Replace foliage type case
	#jira UE-32010

Change 3067824 on 2016/07/28 by Dmitriy.Dyomin

	Fixed: The Empty Level is named "NewWorld" in the World Outliner as opposed to "Untitled"
	#jira UE-24767

Change 3067794 on 2016/07/27 by Jack.Porter

	Expose Lighting Channels to Foliage and Landscape Grass

	#jira UE-32794

Change 3067782 on 2016/07/27 by Jack.Porter

	Fixed crash on device when playing sounds when packaged using Android_Multi

	#jira UE-31981

Change 3067760 on 2016/07/27 by Jack.Porter

	Fixed issue where  landscape flatten target grid preview is displayed on wrong landscape when switching landscape target

	#jira UE-11756

Change 3067748 on 2016/07/27 by Dmitry.Rekman

	Linux: fix packaged projects not being runnable (UE-33608).

	- Added a shell script to run the binary.

	#jira UE-33608

	(Edigrating 3067587 from //UE4/Dev-Platform/... to //UE4/Release-4.13/...)

Change 3067512 on 2016/07/27 by Jeff.Fisher

	UEVR-13 PSVR: TCR Requirements (first two items)
	https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
	https://udn.unrealengine.com/questions/302238/how-to-handle-morpheus-disconnection-event.html#answer-303803
	https://udn.unrealengine.com/questions/300748/psvr-trc-compliance.html
	Unshelved from pending changelist '3065760 (UE4/Dev-VR)
	-Implements HMD connect/disconnect/reconnect handling along the lines of sony sample tutorial_vr/basic_setup.
	-Known issue: some tracker location popping during reconnect.  I will try to fix that next.
	#jira UEVR-13
	#review-3066558 @chad.taylor

Change 3067511 on 2016/07/27 by Jeff.Fisher

	Duplicating 3058093 (UE4/Dev-VR)
	Linking SceHmdSetupDialog_stub_weak so one can easily use the sceHmdSetup library to pop up the system hmd setup dialog, if one wishes (someone did, we probably will soon).
	#jira UEVR-13

Change 3067488 on 2016/07/27 by Ori.Cohen

	Make the UI more clear for which physical animation is currently being editted.

	#JIRA UE-33332

Change 3067481 on 2016/07/27 by Chris.Babcock

	AAR support and updating libraries:
	- Google Play Games native C++ SDK 2.1
	- Google Play Services 9.2.0
	- android-support-v4.jar 23.0.0
	#jira UEPLAT-1251
	#jira UE-19190
	#ue4
	#android

Change 3067478 on 2016/07/27 by Ori.Cohen

	Fix it so renaming of physical animation profiles (and constraint profiles) do not lose previous settings

	#JIRA UE-33276, UE-33331

Change 3067474 on 2016/07/27 by Ori.Cohen

	Make it so property index comes in on reset of array value and duplication (From Matt.K)

	#JIRA UE-33276

Change 3067457 on 2016/07/27 by Ori.Cohen

	Fix currently highlighted text in physics profiles being copied over when chaing current profile

	#JIRA UE-33282

Change 3067451 on 2016/07/27 by Ori.Cohen

	Fix the case where objects welded together (even though they're simulating) do not re-weld when being detached in a long chain

	#JIRA UE-32531

Change 3067443 on 2016/07/27 by Ori.Cohen

	Make skeletalMeshComponent a property of physical animation component so things can be setup in the construction script.
	Mark the component as experimental and only expose valid functions into construction script

	#JIRA UE-33656

Change 3067439 on 2016/07/27 by Ori.Cohen

	Added more logging info for potential fixed framerate negative delta time crash

	#JIRA UE-32219

Change 3067348 on 2016/07/27 by mason.seay

	Updating map to have hit events test.

	#jira UE-29618

Change 3067342 on 2016/07/27 by Mitchell.Wilson

	Updating collision on TwinStickUFO to resolve issue with the ship getting stuck when rotating due to collision being offset slightly
	#jira UE-15698

Change 3067332 on 2016/07/27 by Dmitry.Rekman

	Fix for libstdc++ problems (UE-33584).

	#tests Built UE4Editor/UE4Game on Ubuntu 16.04 and 15.10.

	#JIRA UE-33584

	(Redoing CL 3065551 from Dev-Platform).

Change 3067262 on 2016/07/27 by Lina.Halper

	DUPEFIX: Fix compile issue of non-editor build due to - Reduce functions is not editoronly

	#tests: PIE/compile editor build/noneditor
	#jira: UE-33477

Change 3067228 on 2016/07/27 by Lina.Halper

	This fixes crash where mesh has changed hierarchy but hasn't been remapped yet.

	#jira: UE-29880

Change 3067168 on 2016/07/27 by Lina.Halper

	DUPEFIX: Smartname guid will be discarded during cooking, and once it's cooked, it's trusted to have correct name.

	#code review:Martin.Wilson, Benn.Gallagher
	#tests: cooked test map, run test map, PIE, saving content, loading standalone game
	#jira: UE-33454

Change 3067162 on 2016/07/27 by Lina.Halper

	pose asset source animation/animation asset preview pose now have proper skeleton filter

	#jira: UE-32607

Change 3067160 on 2016/07/27 by Lina.Halper

	Fix issue with preview curve not working when no asset

	#jira: UE-33402

Change 3067138 on 2016/07/27 by Lina.Halper

	DUPEFIX: Fix the guid keep generated by adding to the database.

	- This caused worse problem with non-deterministic cooking -   This doesn't fix UE-33454 for 100%, but this was the main reason why this was so visible

	#jira: UE-33772, UE-33454
	#tests: cooked AI_Test map, editor rename curves

Change 3067129 on 2016/07/27 by Lina.Halper

	DUPEFIX- Fix additive issue with remove linear key and built the new animation DDC
	#tests: Jump_Recovery_Additive, PIE
	#jira: UE-33477

Change 3067128 on 2016/07/27 by Michael.Trepka

	Copy of CL 3062046

	PRAGMA_DISABLE_OPTIMIZATION_ACTUAL and PRAGMA_ENABLE_OPTIMIZATION_ACTUAL defines for iOS

	#jira UE-33683

Change 3067104 on 2016/07/27 by Lina.Halper

	DUPEFIX: Support different samplerate for reimport with set range

	#jira: UE-16027

Change 3067093 on 2016/07/27 by Lina.Halper

	DUPE FIX: Fix baking is applied twice in the new created animation

	#jira: UE-31120

Change 3067088 on 2016/07/27 by Lina.Halper

	Fix issues with rename/delete of the curves

	#jira: UE-33663, UE-33730, UE-33661, UE-33662

Change 3066795 on 2016/07/27 by Mark.Satterthwaite

	Fix a race-condition in FMetalBlendState's constructor that could lead to crashes or use of the incorrect blend-state. This is a partial fix for UE-33778 which appears to have several causes.
	#jira UE-33778

Change 3066788 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3066338:
	Handle releasing an SRV/UAV & the source object within a single Metal command-buffer.
	#jira UE-33779

Change 3066786 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3064743:
	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 UE-33827
	#jira FORT-27685

Change 3066768 on 2016/07/27 by samuel.proctor

	Updated child blueprint used for profiler testing

	#jira UE-29618

Change 3066733 on 2016/07/27 by samuel.proctor

	Refreshed broken node in profiler test asset

	#jira UE-29618

Change 3066670 on 2016/07/27 by Sam.Deiter

	#Jira UEDOC-3139 Adding the blending tool tip images.

Change 3066669 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3063329:
	CL #3046743 was breaking other samples in unexpected ways after a recent Main merge, so make a Metal-specific change to the shader instead and amend the MetalBackend to better match HLSL's handling of NaN/inf with common single-precision float intrinsics. This is sufficient to fix the AtmosphericFog and the recent regressions.
	#jira UE-33600
	#jira UE-33028
	#jira UE-27879
	#jira UE-25802

Change 3066668 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3063327:
	Added FSpeedTreeWindNullUniformBuffer as a global resource to bind to shaders that require a SpeedTreeData uniform but don't yet have data available as a nil binding is invalid on Metal.
	#jira UE-32068

Change 3066625 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3062160:
	Fix the fix for handling RHISetStreamSource overriding stride on Metal - not all MTLVertexDescriptors are equally hashable so do this ourselves.
	#jira UE-33355

Change 3066624 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3063328:
	Mac Metal DXT/BC textures can have mip-levels smaller than the block size (they switch to uncompressed data).
	#jira UE-33820

Change 3066589 on 2016/07/27 by Mark.Satterthwaite

	Duplicate CL #3060590 to fix UE-33819:
	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.
	#jira UE-33819

Change 3066588 on 2016/07/27 by Matt.Kuhlenschmidt

	Fixed Reset to default not updating when selecting new assets

	#jira UE-33817

Change 3066509 on 2016/07/27 by mason.seay

	Phys material needed for TM-SliceProcMesh

	#jira UE-29618

Change 3066500 on 2016/07/27 by mason.seay

	Rebuilt lighting

	#jira UE-29618

Change 3066499 on 2016/07/27 by Jurre.deBaare

	Map build should not generate empty HLOD folder in Editor
	#fix Asset outer (hlod folder/asset) was created regardless of whether or not it was needed, now checks first :)
	#jira UE-29564

Change 3066498 on 2016/07/27 by Jurre.deBaare

	HLOD outliner drag and drop operation can cause log spam
	#fix Found the log spam was coming from the scene outliner itself, caused by Formatting call receiving incorrect argument names which is now fixed
	#jira UE-32106

Change 3066485 on 2016/07/27 by Alan.Noon

	Resubmitting fixes for Puzzle Templates. Rebuilt in 4.13 via UGS
	#jira UE-30564

Change 3066470 on 2016/07/27 by mason.seay

	Test map and updating blueprint for slicing proc mesh

	#jira UE-29618

Change 3066367 on 2016/07/27 by Matthew.Griffin

	Switch UE4 Binary Release to be the job that runs nightly instead of the Full Build we use in main

Change 3066337 on 2016/07/27 by Matthew.Griffin

	Remaking CL 3066327 by Matthew.Griffin@Matthew.Griffin_G5772_MainStream on 2016-07-27 15:39

		Adding ArchiveDir parameter to Fortnite build command as it ignores StagingDir and has been filling up network drive

Change 3066158 on 2016/07/27 by Ben.Marsh

	Reverting assets causing warning, via integration from //UE4/Main.

Change 3065651 on 2016/07/26 by Ben.Marsh

	Remaking CL 3065267 by Alan.Noon@Alan.Noon_Z3739_Main_9938 on 2016/07/26 16:35:14

		Updated Puzzle Template (BP and C++) to mimic each other in terms of content, labelling and setup.

Change 3065650 on 2016/07/26 by Ben.Marsh

	Remaking CL 3065358 by James.Brinkerhoff@James.Brinkerhoff_Z2862_Ocean-Staging on 2016/07/26 17:31:04

		Hotfix for Ocean from CL 3065311: Fixes the load/apply order when applying customizations to characters in the editor

Change 3065649 on 2016/07/26 by Ben.Marsh

	Remaking CL 3065268 by Max.Chen@Max.Chen_T4664_UE4_Main on 2016/07/26 16:35:18

		Sequencer: Revert 3057233 because it breaks sequence recording.

		Copy from Dev-Sequencer

		#jira UE-33569

Change 3065308 on 2016/07/26 by Ben.Marsh

	Fix failure to parse EC settings for 4.13 branch.

Change 3065235 on 2016/07/26 by Ben.Marsh

	Set the IsReleaseBranch flag to true for builds in the Release-4.13 branch.

[CL 3079611 by Matthew Griffin in Main branch]
2016-08-05 17:47:48 -04:00
Marcus Wassmer
edea678466 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3072736)
#lockdown Nick.Penwarden
#rb none

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

Change 3055495 on 2016/07/19 by Marc.Olano

	Allow Noise material node on mobile

	No reason to exclude mobile, except for Fast Gradient Noise, which uses 3D textures. Allow this node on ES2 for all of the other noise functions.

	#jira UE-33345

Change 3055602 on 2016/07/19 by Luke.Thatcher

	Fix crash bug in D3D11 RHI when selecting adapters.
	 - Array of adapter descriptors will get out of sync with the adapter index if any adapter is skipped (e.g. the Microsoft Basic Render Device).
	#jira UE-33236

Change 3055890 on 2016/07/19 by Daniel.Wright

	Improved the assert in LoadModuleChecked so we won't have to check the log to see which module it was

Change 3055891 on 2016/07/19 by Daniel.Wright

	Fixed Global Distance Field not dirtying previous object position on UpdateTransform - left behind a phantom shadow on teleports
	* This will effectively double partial distiance field update costs until clipping of the update regions is implemented

Change 3055892 on 2016/07/19 by Daniel.Wright

	Higher poly light source shapes drawn into reflection captures

Change 3055893 on 2016/07/19 by Daniel.Wright

	More info to 'Incompatible surface format' GNM assert

Change 3055904 on 2016/07/19 by Daniel.Wright

	Reflection environment normalization improvements
	* Indirect specular from reflection captures is now mixed with indirect diffuse from lightmaps based on roughness, such that a mirror surface will have no mixing.  Reflection captures now match other reflection methods like SSR and planar reflections much more closely.
	* When a stationary skylight is present, Reflection captures are now normalized as if the initial skylight will always be present, giving consistent results with static skylight reflections.  The skylight and reflection captures with sky removed used to be normalized separately, compacting the relative brightness between the sky and scene.
	* Added r.ReflectionEnvironmentLightmapMixing for debugging lightmap mixing issues.  This toggle was previously not possible due to prenormalizing the capture data.
	* The standard deferred reflection path (r.DoTiledReflections 0) can no longer match the results of the compute path or base pass reflections, as it would require MRT to accumulate the average brightness
	* Removed unused r.DiffuseFromCaptures
	* Cost of reflection environment on PS4 increased from 1.52ms -> 1.75ms with this change, but decreased back to 1.58ms by reducing tile size to 8x8

Change 3055905 on 2016/07/19 by Daniel.Wright

	Workaround for RTDF shadows not working on PS4 - manual clear of ObjectIndirectArguments instead of RHICmdList.ClearUAV

Change 3059486 on 2016/07/21 by Nick.Penwarden

	Testing #uecritical

Change 3060558 on 2016/07/21 by Daniel.Wright

	Fixed skylight with specified cubemap being black

Change 3061999 on 2016/07/22 by Marcus.Wassmer

	Disable old AMD driver hacks for DX11.  QA has already tested with them off and given thumbs up.

Change 3062241 on 2016/07/22 by Daniel.Wright

	Fixed bug in RHISupportsSeparateMSAAAndResolveTextures that was preventing MSAA for any non-Vulkan platforms

Change 3062244 on 2016/07/22 by Daniel.Wright

	Discard old prenormalized reflection environment data on load

Change 3062283 on 2016/07/22 by Daniel.Wright

	MSAA support for the forward renderer
	* AntiAliasing method is chosen in Rendering project settings, DefaultSettings category
	* Deferred passes like shadow projection, fogging and decals are only computed per-pixel and can introduce aliasing
	* Added Rendering project setting VertexFoggingForOpaque, which makes height fog cheaper and work properly with MSAA
	* The AntiAliasing method in PostProcessSettings has been removed, this may affect existing content
	* Added r.MSAACount which defaults to 4
	* Integrated wide custom resolve filter from Oculus renderer, controlled by r.WideCustomResolve
	* GBuffer targets are no longer allocated when using the forward renderer
	* Decal blend modes that write to the GBuffer fall back to SceneColor emissive only

Change 3062666 on 2016/07/23 by Uriel.Doyon

	Added legend to streaming accuracy viewmodes
	Added a new helper class FRenderTargetTemp to be reused in different canvas rendering.
	Exposed the pass through pixel shader so that it can be reused.
	#review-3058986 @marcus.wassmer

Change 3063023 on 2016/07/25 by Luke.Thatcher

	Fix "RecompileShaders Changed" when using Cook On The Fly.
	#jira UE-33573

Change 3063078 on 2016/07/25 by Ben.Woodhouse

	Add -emitdrawevents command line option to emit draw events by default. This is useful when capturing with Renderdoc

Change 3063315 on 2016/07/25 by Ben.Woodhouse

	Fix div 0 in motion blur. This caused artifacts in some fairly common cases
	#jira UE-32331

Change 3063897 on 2016/07/25 by Uriel.Doyon

	Fixed missing qualifier on interpolants

Change 3064559 on 2016/07/26 by Ben.Woodhouse

	Fix for cooker crash with BC6H textures (XB1, but may affect other platforms). Also fixes corruption issue with texture slices not being a multiple of 4 pixels (expanding as necessary), courtesy of Stu McKenna at the Coalition
	Tested fix on xbox, PC and PS4, using QAGame
	#jira UE-28592

Change 3064896 on 2016/07/26 by Ben.Woodhouse

	Fix compile errors on PS4 (the variable "sample" was conflicting with a keyword, causing compile errors). Also making encoding consistent on new shaders (ansi rather than UTF16)

Change 3064913 on 2016/07/26 by Ben.Marsh

	Fix spelling of "Editor, Tools, Monolithics & DDC" node in Dev-Rendering build settings.

Change 3065326 on 2016/07/26 by Uriel.Doyon

	Fixed UnbuiltInstanceBoundsList not being reset correctly, creating broken rendered primitives.
	#jira UE-32585

Change 3065541 on 2016/07/26 by Daniel.Wright

	Materials with a GBuffer SceneTexture lookup will fail to compile with forward shading

Change 3065543 on 2016/07/26 by Daniel.Wright

	Restored DetailMode changes causing a FGlobalComponentRecreateRenderStateContext - accidental removal from cl 2969413

Change 3065545 on 2016/07/26 by Daniel.Wright

	Added material property bNormalCurvatureToRoughness, which can slightly reduce aliasing.  Tweakable impact with r.NormalCurvatureToRoughnessScale.
	Fixed reflection capture feedback with base pass reflections

Change 3066783 on 2016/07/27 by Daniel.Wright

	Moved PreShadowCacheDepthZ out of FSceneRenderTargets and into FScene, which fixes issues with cached preshadows and multiple scenes, including HighResScreenShot
	Disabled GMinScreenRadiusForShadowCaster on per-object shadows, which fixes popping when trying to increase shadow resolution from the defaults (r.Shadow.TexelsPerPixel 3)

Change 3066794 on 2016/07/27 by Daniel.Wright

	Fixed crash rendering planar reflections due to NULL PostProcessSettings

Change 3067412 on 2016/07/27 by Daniel.Wright

	Fix for OpenGL4 with uint interpolator

Change 3068470 on 2016/07/28 by Daniel.Wright

	Fixed crash rendering translucency with translucent shadows which were determined to be invisible

Change 3069046 on 2016/07/28 by Daniel.Wright

	Handle null Family in SetupAntiAliasingMethod

Change 3069059 on 2016/07/28 by Daniel.Wright

	Added r.ReflectionEnvironmentBeginMixingRoughness (.1) and r.ReflectionEnvironmentEndMixingRoughness (.3), which can be used to tweak the lightmap mixing heuristc, or revert to previous behavior (mixing even on a mirror surface)

Change 3069391 on 2016/07/28 by Daniel.Wright

	Fixed AverageBrightness being applied to reflections in gamma space in the mobile base pass, causing ES2 reflections to be overbright

Change 3070369 on 2016/07/29 by Daniel.Wright

	r.ReflectionEnvironmentBeginMixingRoughness and r.ReflectionEnvironmentEndMixingRoughness set to 0 can be used to achieve old non-roughness based lightmap mixing

Change 3070370 on 2016/07/29 by Daniel.Wright

	Bumped reflection capture DDC version to get rid of legacy prenormalized data

Change 3070680 on 2016/07/29 by Marcus.Wassmer

	Fix slate ensure that is most likely a timing issue exposed by rendering.
	#ue-33902

Change 3070811 on 2016/07/29 by Marcus.Wassmer

	Fix ProjectLauncher errors when loading old versions
	#ue-33939

Change 3070971 on 2016/07/29 by Uriel.Doyon

	Updated ListTextures outputs to fix cooked VS non cooked differences and also to put enphasis on disk VS memory

Change 3071452 on 2016/07/31 by Uriel.Doyon

	Updated the legend description for the (texture streaming) primitive distance accuracy view mode

[CL 3072803 by Marcus Wassmer in Main branch]
2016-08-01 18:56:49 -04:00
Andrew Grant
a140e73bbf Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3064255)
#lockdown Nick.Penwarden

Change 3063869 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream

	Engine: Added a cvar (t.FPSChart.OpenFolderOnDump) to control whether or not FPS charts automatically open the profiling folder when stopfpschart is executed, which can be useful to avoid a bunch of open windows while doing automated testing
	#rb marcus.wassmer
	#tests Tested startfpschart + stopfpschart with t.FPSChart.OpenFolderOnDump set to 1 and 0
	#codereview david.nikdel

Change 3063829 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream

	Core: Added an optional size to MallocLeak Stop and made the default filter size 128 KB for both MallocLeak Dump and MallocLeak Stop if no size was specified
	#rb marcus.wassmer
	#tests Tested using MallocLeak Stop and MallocLeak Dump

Change 3063825 on 2016/07/25 by Michael.Noland@mnoland_T2801_OrionStream

	Engine: Exposed GPU revision ID as GRHIDeviceRevision and added it to the FPS chart analytics (gathered on D3D11 and D3D12 only)
	#rb marcus.wassmer
	#tests Tested on my desktop and compared to dxdiag output

Change 3063702 on 2016/07/25 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion

	Collect garbage when scrubbing in a replay. Scrubbing generates a lot of garbage, and can lead to running out of memory.
	Can be disabled with the cvar demo.LoadCheckpointGarbageCollect.

	#jira OR-25964
	#tests bug repro
	#rb john.pollard

Change 3063426 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Borderless window support improvements:

	- the cursor changes to resize when hovering over the window edge
	- added a way for widgets to register a delegate that's called when window actions occur (maximize, restore, etc.)
	- used he window action notification for WindowTitleBarArea to improve how toggling fullscreen on double click is handled

	#rb Jeff.Campeau
	#tests Tested in editor build on PC

Change 3063358 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 29.2 @ CL 3063307

	#RB:none
	#tests:none

	#ROBOMERGE-SOURCE: CL 3063345 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3063353 on 2016/07/25 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ben.marsh
	Merging CL 3037547 and CL 3037552 from //UE4/Dev-Build to support BuildPatchTool analytics.

	#rb none
	#tests none

	#ROBOMERGE-SOURCE: CL 3063156 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3063198 on 2016/07/25 by Matt.Kuhlenschmidt@matt.kuhlenschmidt_orion_dev

	Temp fix for broken post process volumes

	#rb none
	#tests  none

Change 3063166 on 2016/07/25 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added check to Redirect collector resolve string asset references.
	#rb none
	#test cook paragon

Change 3063057 on 2016/07/25 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Use round corners for windows with no system title bar and border only in windowed mode.

	#rb Peter.Sauerbrei
	#tests Tested in editor build on PC

Change 3063015 on 2016/07/25 by Andrew.Rodham@Andrew.Rodham_Orion

	Sequencer: Fixed anim notifies not working when playing animation on blueprint-driven skeletal meshes

	We now inject a new animation position into the animation system, rather than trying to 'fake' events outside of the system. This allows for much more robust event triggering when playing back through sequencer. Previously, anim notifies for trail particles would be reset every frame due to TriggerAnimNotifies being called by the animation system, and sequencer. We now defer this responsibility to the animation system entirely during playback.

	#tests Tested sequencer driven animation with animation assets and (compatible) animation blueprints. Tested some non-sequencer animation.
	#rb Benn.Gallagher

Change 3062774 on 2016/07/24 by Ben.Marsh@Ben.Marsh_T3245_Orion

	BuildGraph: Fix <Cook> tasks failing when multiple platforms are specified, due to not scanning the output directories separately.

	#rb none
	#tests preflight

Change 3062761 on 2016/07/24 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Non-unity fix
	#rb none
	#tests compiled

Change 3062324 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Skipped a file
	#rb none
	#test none

Change 3062315 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Allow r.SSR.MaxRoughness in shipping builds.
	Art has been tweaking with this value, but it's not being honored in shipping.
	#rb none
	#tests adjusted settings in agora_p

Change 3062306 on 2016/07/22 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	HLOD distance scalability option (r.HLOD.DistanceScale)
	Higher values make HLODS transition further away.
	#rb Michael.Noland
	#tests Tested in agora_p

Change 3061861 on 2016/07/22 by Lina.Halper@Lina.Halper_Orion

	Fix Compression - Reduce functions to be editoronly

	#rb: Martin.Wilson
	#tests: PIE/compile editor build/noneditor

Change 3061714 on 2016/07/22 by Andrew.Rodham@Andrew.Rodham_Orion

	Sequencer: Fixed anim trails not playing in full, sequencer-driven animation.

	There were 2 issues here. Firstly, we were force-handling events and anim notifies in non-preview animation which caused undefined behaviour when the animation was also updated on tick. Secondly, On the very first frame of a game, sequencer can sometimes use the PreviewSetMatineeAnimPositionInner method because the actor it is referencing has not begun play yet. Unfortunately this function left the animation in a state where the 'real' animation update function wouldn't trigger any anim notifies properly.

	#tests Tested animation with and without anim trails to verify they work in editor, PIE and standalone game with and without sequencer open. Rendered out the announce trailer before and after my changes to verify there was no change in behaviour.

	#jira OR-25967

	#review-3061494 @Max.Chen

	#rb Benn.Gallagher

Change 3061393 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: sam.zamani
	compile errors
	#rb none
	#tests compile

	#ROBOMERGE-SOURCE: CL 3061392 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3061384 on 2016/07/22 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: andrew.grant
	Fixed build breakage
	#rb none
	#tests compiled PS4 client

	#ROBOMERGE-SOURCE: CL 3061383 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3060894 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ian.fox
	#Orion, #OnlineSubsystem, #OnlineGameplayFramework - Game catalog supports Price Engine sales on real-money offers
	#rb Sam.Zamani
	#tests Real-money offers that are on sale show the correct sale price / discount display
	#jira OR-21659

	#ROBOMERGE-SOURCE: CL 3060891 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3060272 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion

	Fix compile issue of non editor build

	#rb: none
	#tests: compile

Change 3060161 on 2016/07/21 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Duplicate 3046845
	CVAR threading crash fix.
	#rb none
	#tests compiled, ran ps4

Change 3060012 on 2016/07/21 by Lina.Halper@Lina.Halper_Orion

	- Back out changelist 3056611
	- Fix additive issue and built the new animation DDC
	#rb: Martin.Wilson
	#tests: Jump_Recovery_Additive, PIE

Change 3060009 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream

	When receiving NotLeader party join rejection, include the new leader id and re-attempt the join to the new leader
	#jira OR-25648
	#rb bart.bressler
	#tests frontend parties with promotions, coop matchmaking

Change 3059989 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Fixes for applocal redist
	#rb none
	#test built locally

Change 3059832 on 2016/07/21 by Martin.Wilson@MartinWilsonOrionStream

	Fix graph linked external object saving error on re-compressed animations (dup from dev-framework CL )

	#jira UE-33567
	#rb Thomas.Sarkanen
	#tests In editor testing that animations can be recompressed and saved

Change 3059803 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Switching Orion, UnrealCEFSubProcess, and CrashReporterClient to build with VS2015
	Added AppLocalPrerequisitesDirectory editor setting that is passed in -applocaldir during staging
	WinPlatformAutomation now stages applocaldir to project and engine binaries
	Updated OrionBuild.xml to specify -applocaldir
	#codereview Jeff.Campeau, Ben.Marsh
	#rb none
	#tests build client locally and verified DLLs are local to executables

Change 3059707 on 2016/07/21 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	fix case where DefaultGameplayTags.ini fails to update if not checked out from source control
	#rb none
	#tests add tags without source control

Change 3059679 on 2016/07/21 by Rob.Cannaday@rob.cannaday_orion-stream

	Fix nonunity compile error due to OnlinePresenceInterface.h requiring enum defined in OnlineSubsystemTypes.h
	#rb paul.moore
	#tests compile with OrionFriendItem.cpp modified

Change 3059518 on 2016/07/21 by Andrew.Grant@andrew.grant.T6730.orion.floating

	AppLcoalDependencies required by VS2015

Change 3059477 on 2016/07/21 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 29.2 @ CL 3059419

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3059476 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3059455 on 2016/07/21 by Graeme.Thornton@GThornton_Orion_DevGeneral

	Linux build fix (bad case on #include filename)

	#rb robert.manuszewski
	#tests compiled Paragon on a linux machine

Change 3059258 on 2016/07/21 by Simon.Tovey@Simon.Tovey_OrionDev

	Implementing 3050352 in Dev-General.

	#rb none
	#tests Editor

	#codereview Marcus.Wassmer

Change 3058989 on 2016/07/21 by Michael.Noland@mnoland_T2801_OrionStream

	Audio: Disabling the audio thread to prevent a crash in async line trace code (it is already disabled in UE4 main)
	#rb none
	#codereview andrew.grant, ori.cohen

Change 3058773 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ian.fox
	#Orion - Remove QoS* from junk manifest
	#review-3058772 @Rob.Cannaday
	#rb none
	#tests QoS module doesn't get nuked every build

	#ROBOMERGE-SOURCE: CL 3058771 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3058717 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added submitted CL to success email for rebuild lighting commandlet.
	Removed nosimplygon from resave lighting commandlet commandline.
	#rb Daniel.Wright
	#test rebuildlighting paragon devgeneral.

Change 3058565 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ian.fox
	#Orion - Fix debug/non-development builds
	#rb Rob.Cannaday
	#tests it builds (and doesn't crash on login) on Debug Editor -debug -game!

	#ROBOMERGE-SOURCE: CL 3058563 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3058082 on 2016/07/20 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added error to the lighting build whent it fails to build.
	#test Rebuild lighting commandlet
	#rb Daniel.Wright

Change 3057945 on 2016/07/20 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Fix for NAN issue introduced in 3032847
	#rb Jeff.Farris
	#tests none

Change 3057840 on 2016/07/20 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	fix developer tags not properly adding to perforce when creating a new file

	#rb none
	#tests developer tags

Change 3057553 on 2016/07/20 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 29.2 @ CL 3057330

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3057549 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3057313 on 2016/07/20 by bruce.nesbit@BNesbit_Orion_Stream_1

	Fixed shadowvariable in FAnalyticsEventEntry

	#rb none

	#tests compiled

	#codereview Wes.Hunt

Change 3056802 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ryan.gerleve
	Fix issue where replicated map-placed actors with ability system components would cache an incorrect Role value.
	This could cause predicted gameplay effects in the fast TArray to have MarkItemDirty called on them, which in turn increments the item's ReplicationID, potentially causing a conflict with the server's ReplicationID.
	Since the Role may not be correct during OnRegister for these components, also cache it BeginPlay.

	#jira OR-25234
	#rb david.ratti
	#tests golden path, bug repro

	#ROBOMERGE-SOURCE: CL 3056801 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3056797 on 2016/07/19 by Wes.Hunt@WHUNT-ORION-STREAM

	OrionAnalytics updates.
	* Added IAnalyticsProviderET::SetDefaultEventAttributes to use to set the GameSessionID on all Orion Analytics events.
	* Removed OrionAnalyticsProvider as it was no longer necessary.
	* Updated all Orion code to use IAnalyticsProviderET directly in the code to be able to access all the new APIs.
	#rb sam.zamani, jason.bestimt
	#tests run dedicated server with 10 bot clients, observe analytics events sending correctly. Ran PIE.
	#jira UE-30980

Change 3056611 on 2016/07/19 by Lina.Halper@Lina.Halper_Orion

	Fix for additive broken with remove linear key
	- DDC key has been changed, so it will require to build DDC from this

	#rb: Martin.Wilson
	#tests: Jump_Recovery_Additive in editor, and PIE

Change 3056226 on 2016/07/19 by Lukasz.Furman@Lukasz.Furman_T7320_OrionStream

	extended gameplay debugger's ability category to show locally owned gameplay tags
	#orion
	#rb none
	#tests PIE

Change 3056204 on 2016/07/19 by Jeff.Campeau@jeff.campeau_3753_Orion

	Fix offset rendering of maximized borderless game window on Windows.
	#review-3055205 @michael.trepka
	#rb Michael.Trepka
	#tests Tested in editor build on PC (editor window normal and maximized, game window borderless normal and maximized, game window bordered normal and maximized).

Change 3056028 on 2016/07/19 by Rob.Cannaday@rob.cannaday_orion-stream

	Add moved modules to JunkManifest.txt

Change 3055650 on 2016/07/19 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - ACTUAL Merge 29.2 @ CL 3055553

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3055647 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3055620 on 2016/07/19 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN

	Attempts to fix rare server crashes (OR-24947, OR-24952).

	- Rearranging to avoid AddDefaulted(), that might be triggering a compiler bug (conjecture).

	#rb Steve.Robb
	#codereview Steve.Robb
	#tests Compiled Windows client and Linux server, played a match.

Change 3054587 on 2016/07/18 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Merging from //UE4/Main @ 3043787 through //UE4/Orion-Staging
	#rb none
	#tests Smoked by engine and dev QA

Change 3054491 on 2016/07/18 by Frank.Gigliotti@Frank.Gig_T4217_Orion_Stream

	Removed warning when client miss-predicts ability activation.

	* It is valid for the client to miss-predict.  Warning was only added to track down a bug.

	#CodeReview David.Ratti
	#RB None
	#Tests None

Change 3053850 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	Missed checkins on ability system engine work:
	-Register debug delegate on module startup for easier debugging
	-Fallback to actor location if no hit impact is specified in default engine GC notify class

	#rb none
	#tests ability system sample project

Change 3053825 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	Fix issue where config file not actually flushed at right time when adding new tags

	Fix issue where orion projecetile tags that are auto generated was generating tags for non gameplay tag properties

	#rb DanY
	#codereview Dan.Youhon
	#tests pie

Change 3053438 on 2016/07/18 by David.Ratti@David.Ratti_G6218_Orion.Dev-General

	-Remove developer tags from master tag list before saving to ini file
	-inline some stuff (wip for gc tag translator system)

	#rb none
	#test adding tags

Change 3053414 on 2016/07/18 by Robert.Manuszewski@Robert_Manuszewski_NCL_Orion

	Fixing rare crash when async loading objects caused by linker being detached too early (before other package's import has been fully processed)

	#jira OR-24955
	#jira OR-25183
	#rb Graeme.Thornton
	#tests Win64 cooked client golden path (solo vs AI)

Change 3052009 on 2016/07/15 by Dmitry.Rekman@RCL_Win_Stream-ORMAIN

	Overhaul of behavior of headless applications (server, client) (OR-23529).

	- Removed FApp::ShouldUseNullRHI(). Rationale: FApp::CanEverRender() answers a higher level question and the code shouldn't predicate on the type of RHI used.
	- Multiple code paths updated to prevent code execution on headless clients (some of this is optimization, some was causing crashes).
	- Most of these changes originated from a shelved CL by BradA.

	#rb Michael.Noland
	#codereview Michael.Noland, Brad.Angelcyk, Andrew.Grant, Chris.Wood, Matt.Schembari
	#tests Cooked Windows client and server, Linux client and server. Ran Windows client and server, played a match, ran Linux bot (headless client, requires local changes not in this CL), ran the Windows editor (tried PIE).

Change 3051926 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Reinstate color grading changes.
	Fix broken config file.
	#rb none
	#tests Agora_p color grading and warning check

Change 3051759 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ryan.gerleve
	Don't record predicted elements of fast TArrays into client replays.
	Fixes issue where the client was incrementing the ReplicationID of predicted elements, potentially conflicting with the IDs of elements received by the server.

	#jira OR-25234, OR-25413, OR-25403
	#tests golden path, bug repo using 'net pktlag', replays
	#rb john.pollard, david.ratti

	#ROBOMERGE-SOURCE: CL 3051758 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3051702 on 2016/07/15 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added jordan walker to rebuild lighting emails.
	Removed peter.sauerbrei.
	#rb Peter.Sauerbrei
	#test none

Change 3051661 on 2016/07/15 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ben.marsh
	Merging support for precompiled binaries in CIS from Release-29.

	#rb none
	#tests none

	#ROBOMERGE-SOURCE: CL 3051660 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3051466 on 2016/07/15 by Marcus.Wassmer@Marcus.Wassmer_Orion_DevGeneral

	Allow seamless upgrade from FVector -> FVector4 for UProperties.
	#rb Robert.Manuszewski
	#tests Color grading property changes.

Change 3050680 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ian.fox
	#Mcp, #Orion - Fix initalization values of CatalogServiceMcp
	#rb none
	#tests Real money offers show in the store again

	#ROBOMERGE-SOURCE: CL 3050563 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3050520 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - MERGING DUI @ CL 3047139

	#RB:none
	#Tests:none

	[CodeReviewed]: kerrington.smith, dan.hertzka, matt.schembari, benjamin.crocker, jaymee.stanford, alex.conner

	#ROBOMERGE-SOURCE: CL 3050519 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3050465 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: ryan.gerleve
	Don't check IsClientOnly() to detemine whether a player controller is local or not.
	For client replay recording, the replay spectator controller should not return true from IsLocallyControlled(). This change fixes that case in client builds.
	Fixes issue where the SignificanceManager was using the replay spectator to influence significance values, causing them to be incorrect for the game player controller.

	#jira OR-25258
	#tests bug repro, golden path, replays
	#rb john.pollard
	[CodeReviewed] zak.middleton, josh.markiewicz

	#ROBOMERGE-SOURCE: CL 3050462 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3050326 on 2016/07/14 by Dan.Youhon@Dan.Youhon.Paragon

	Set CameraLensEffects position before activation so that initial significance values are correct, specifically to fix quick camera lens effects being culled out due to incorrect significance #OR-18321
	- Moves location determination code from AEmitterCameraLensEffectBase::UpdateLocation into a separate static GetAttachedEmitterTransform function, which is now called both from UpdateLocation and in APlayerCameraManager::AddCameraLensEffect to determine SpawnTransform for the LensEffect SpawnActor call
	- Unshelved from Jeff.Farris. Thanks Jeff!

	#rb Dan.Youhon
	#tests MultiPIE
	#codereview Jeff.Farris

Change 3049749 on 2016/07/14 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added skipskin verify to rebuild lighting commandlet.
	#rb None
	#test Rebuild lighting commandlet

Change 3049728 on 2016/07/14 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: buildmachine
	Remove simplygon from rebuild lighting commandlet
	#rb none
	#test rebuild lighting

	#ROBOMERGE-SOURCE: CL 3049727 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3049721 on 2016/07/14 by buildmachine@buildmachine_Z4560_OrionDevGeneral

	Remove simplygon from rebuild lighting commandlet
	#rb none
	#test rebuild lighting

Change 3049325 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Back out changelist 3049037 due to incompatibility with current assets
	#rb none
	#tests Cooked content and verified warnings & errors are gone.
	#codereview Marcus.Wasmer, Brian.Karis, HaarmPieter.Duiker

Change 3049319 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating

	More work on content filtering (still disabled)
	#rb none
	#tests cooked content and verified filtered content is not found.

Change 3049298 on 2016/07/13 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28.2/29 @ CL 3049113

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3049296 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3049269 on 2016/07/13 by Mieszko.Zielinski@mieszko.zielinski_T4675_Orion

	Constified FObjectFinder::Succeeded because why not #UE4

	#rb none
	#test golden path

Change 3049104 on 2016/07/13 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Created delegate for object name resolution and moved existing package localization code to use it.
	Orion code to filter out unreleased heroes and other data, but correnty disabled due to a cooking bug.
	#rb none
	#tests ran editor, ran cooker, verified object resolution is equivalent to before.

Change 3049037 on 2016/07/13 by HaarmPieter.Duiker@HPD-Dev-General

	Adding shadows, midtones and highlights color correction controls
	#rb brian.karis, marcus.wassmer
	#tests "postprocess color correction"

Change 3048457 on 2016/07/13 by Cody.Haskell@OrionStream

	#UE4

	- Adding a delegate that fires off when LastUserInteractionTime is updated

	#codereview Matt.Kuhlenschmidt
	#rb none
	#tests PIE

Change 3048420 on 2016/07/13 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN

	Fix double #undef LOCTEXT_NAMESPACE in editor case.

	#rb none
	#codereview Nick.Darnell, Andrew.Grant
	#tests Compiled Linux editor (for running -server).

Change 3047891 on 2016/07/13 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Rollback //Orion/Dev-General/Engine/Source/Runtime/Core/Private/Windows/WindowsWindow.cpp to revision 12

	#rb none
	#tests Tested in editor on PC

Change 3047216 on 2016/07/12 by Dmitry.Rekman@RCL_Lnx_CaseIns_Stream-ORMAIN

	Changes to Linux application specific to Linux client.

	#rb none
	#codereview Brad.Angelcyk
	#tests Ran Paragon Linux client (headless) locally.

Change 3047140 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Fix for PS4
	#rb #tests na

Change 3047107 on 2016/07/12 by Andrew.Grant@andrew.grant.T6730.orion.floating

	Moved timeguards out of stats.h
	#rb none
	#tests compiled editor & shipping client

Change 3046996 on 2016/07/12 by Ryan.Gerleve@Ryan.Gerleve_T3703_Orion

	Don't check bTearOff when deciding whether to swap roles for client replay recording and improve the comment.
	Fixes an assert that could occur if a torn-off actor happened to get recorded into a checkpoint of a client replay.

	#tests golden path
	#rb john.pollard

Change 3046975 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Support for making the game window borderless (no system border or title bar). Disabled by default. Enabling requires adding bUseBorderlessWindow=True to [/Script/EngineSettings.GeneralProjectSettings] in DefaultGame.ini. The game using this is responsible for adding WindowTitleBarArea widget to its UI, as well as window minimize/maximize/close buttons.

	#codereview Dan.Hertzka
	#rb Jeff.Campeau
	#tests Tested in editor build on PC

Change 3046812 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	New UI for selecting fullscreen mode in Paragon video settings

	#rb Dan.Hertzka
	#tests Tested in editor build on PC

Change 3046803 on 2016/07/12 by Michael.Trepka@Michael.Trepka_T3244_Orion-Dev

	Added an option to WindowTitleBarArea widget to make it toggle fullscreen mode instead of maximizing the window.

	#rb Dan.Hertzka
	#tests Tested in editor build on PC

Change 3045374 on 2016/07/11 by John.Pollard@John.Pollard_T2802_Orion_DevGeneral

	Fix assert in channel cleanup code that could occur if the connection was cleaned up, and there were KeepProcessingActorChannelBunchesMap in-flight still

	#rb RyanG
	#tests Replays

Change 3044696 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612

	Added additional checks to ResavePackagesCommandlet so people don't miss the required allowcommandletrendering flag when using buildlighting option.
	#test rebuild lighting using resave packages paragon
	#rb None

Change 3044690 on 2016/07/11 by Daniel.Lamb@daniel.lamb_T3905_6612

	Changed MBWritten cooker stats to report mb instead of bytes...
	#rb Wes.Hunt.
	#test cook paragon.

Change 3044439 on 2016/07/11 by Jason.Bestimt@Robomerge_Orion_DevGeneral

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28.2 @ CL 3043960

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3044428 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

[CL 3070724 by Andrew Grant in Main branch]
2016-07-29 17:10:25 -04:00
Ori Cohen
a0625fdf15 Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3058661)
#lockdown Nick.Penwarden
#rb none

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

Change 3038116 on 2016/07/05 by James.Golding

	Resave QA-Promotion with new heightfield GUID to fix crash on load (broken DDC in Guildford)

Change 3038271 on 2016/07/05 by Lukasz.Furman

	fixed bug with instanced behavior tree nodes writing over memory of other nodes
	#jira UE-32789

Change 3038295 on 2016/07/05 by Lukasz.Furman

	changed behavior tree node injection to modify shared template instead of switching nodes to instanced
	fixes GC reference chain between AI using the same behavior tree

Change 3038504 on 2016/07/05 by Zak.Middleton

	#ue4 - Fix typo in comment (debugging arrow).

	github #2352
	#jira 30255

Change 3039151 on 2016/07/06 by James.Golding

	UE-30046 Add bAllowCPUAccess flag to UStaticMesh

Change 3039281 on 2016/07/06 by Ori.Cohen

	Fix attached partially simulating ragdolls not moving with actor.

	#JIRA UE-32830

Change 3039286 on 2016/07/06 by Benn.Gallagher

	Fixed crash with large clothing simulation meshes. Extended max verts from ~16k to ~65k and made it so you can no longer force import clothing above the maximum threshold that the vertex buffer is allowed to hold.

Change 3039313 on 2016/07/06 by Benn.Gallagher

	Enabled override of angular joint bias on AnimDynamics

Change 3039335 on 2016/07/06 by Ori.Cohen

	Fixed skeletal mesh components with non simulated root bodies incorrectly detaching from component hierarchy.

	#JIRA UE-32833

Change 3039412 on 2016/07/06 by Ori.Cohen

	PR #2382: Bug when setting constraint orientation using axes parameters (Contributed by DaveC79)

	#JIRA UE-30725

Change 3039799 on 2016/07/06 by Tom.Looman

	- Renamed SuggestProjectileVelocity_MediumArc to _CustomArc and added support for high/low arcs using float param. (Migrated from Odin)
	- Fixed bug in override gravity for the suggest projectile velocity functions.

Change 3039903 on 2016/07/06 by Ori.Cohen

	Ensure that skeletal mesh components do NOT teleport unless explicitly asked to.

Change 3039932 on 2016/07/06 by Lina.Halper

	Merging using //Orion/Dev-General_to_//UE4/Dev-Framework

	serialize crash is always bad, so dupe checkin.

Change 3040059 on 2016/07/06 by Ori.Cohen

	Fix bug where FixedFramerate was only clamping delta times that were above (very slow delta time was not getting changed to the fixed framerate)

	#JIRA UE-32730

Change 3040203 on 2016/07/06 by Jon.Nabozny

	Fix scaling multiple selected Actors by changing scale-base translation calculations to local space.

	#jira UE-32357

Change 3040211 on 2016/07/06 by Ori.Cohen

	Fix constraints being unselectable in phat when a render mesh is on top

	#JIRA UE-32479

Change 3040273 on 2016/07/06 by Ori.Cohen

	Fix vehicle drag adding instead of removing energy when in reverse.

	#JIRA UE-28957

Change 3040293 on 2016/07/06 by Zak.Middleton

	#ue4 - Add FMath::ClosestPointOnInfiniteLine() to distinguish it from the (poorly named) ClosestPointOnLine() that actually works on segments.

Change 3040325 on 2016/07/06 by Zak.Middleton

	#ue4 - Avoid checking for "client only" builds when recording demos. It could be a demo recording in standalone. Minor impact to previous optimization.

	#udn https://udn.unrealengine.com/questions/301595/412-413-regression-in-actorgetnetmode.html

Change 3040950 on 2016/07/07 by Thomas.Sarkanen

	Removed GWorld from FTimerManager

	Switched LastAssignedHandle to a static member.

	#jira UE-31485 - Remove GWorld from FTimerManager

Change 3041054 on 2016/07/07 by Jon.Nabozny

	Fix warning about negation operator on FRotator introduced in CL 3040203.

Change 3041214 on 2016/07/07 by Ori.Cohen

	Fix hit events on skeletal mesh component not respecting the AND between skeletal mesh component and the ragdoll bodies

	#JIRA UE-29538

Change 3041319 on 2016/07/07 by James.Golding

	UE-29771
	- Rename LocalAtoms to BoneSpaceTransforms
	- Rename SpaceBases to ComponentSpaceTransforms

Change 3041432 on 2016/07/07 by James.Golding

	UE-30937 Add FindCollisionUV util to GameplayStatics, but only works if you set new bSupportUVFromHitResults flag in PhysicsSettings, as we need to store UV info in the BodySetup. This is kept with the cooked mesh data in the DDC.
	Also remove PhysicsSettings.h from PhysicalMaterial.h

Change 3041434 on 2016/07/07 by James.Golding

	Improve comment on UStaticMesh::bAllowCPUAccess

Change 3041701 on 2016/07/07 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3041498

Change 3041760 on 2016/07/07 by Ori.Cohen

	Fix bug where turning collision off and on for a welded root body would not re-weld child bodies.

	#JIRA UE-32438

Change 3041771 on 2016/07/07 by Marc.Audy

	Add GetParentActor convience accessor

Change 3041798 on 2016/07/07 by Marc.Audy

	Don't double call BeginPlay on ChildActors when loading sublevels (4.12)
	#jira UE-32772

Change 3041857 on 2016/07/07 by Jon.Nabozny

	Allow modifying and reading EnableGravity flags on individual bones within a SkeletalMeshComponent via BoneName.

	#jira UE-32272

Change 3041914 on 2016/07/07 by Marc.Audy

	Fix mismatch function prototype

Change 3042041 on 2016/07/07 by Jon.Nabozny

	Fix CIS issue introduced by CL 3041857

Change 3042402 on 2016/07/08 by James.Golding

	Fix CIS after no longer globally including PhysicsSettings.h

Change 3042517 on 2016/07/08 by Martin.Wilson

	Fix root motion when actor and component transforms do not match

	#jira UE-32944

Change 3043021 on 2016/07/08 by mason.seay

	Assets for testing poses

Change 3043246 on 2016/07/08 by Marc.Audy

	Eliminate USoundWave::CompressionName
	Add USoundWave::HasCompressedFormat
	#jira UE-32546

Change 3044376 on 2016/07/11 by James.Golding

	- UE-32907 : Change UStaticMesh::GetPhysicsTriMeshData to only return required verts (ie will not return verts of sections with collision disabled)
	- Add UVInfo mem usage to UBodySetup::GetResourceSize
	- Remove BodySetup.h from EnginePrivate.h
	- Remove outdated comment in PhysUtils.cpp

Change 3044464 on 2016/07/11 by Ori.Cohen

	Fix CIS

	#JIRA UE-33005

Change 3044519 on 2016/07/11 by Ori.Cohen

	PR #2379: Option to Generate Overlaps for Actor during Level Streaming (Contributed by error454)

	#JIRA UE-30712

Change 3044774 on 2016/07/11 by Zak.Middleton

	#ue4 - Fix typos in comments.

Change 3044854 on 2016/07/11 by Mieszko.Zielinski

	Made AI sight's default trace channel configurable and set it to ECC_Visibility #UE4

	#jira UE-32013

Change 3044855 on 2016/07/11 by Mieszko.Zielinski

	Fixed BB key selectors not being resolved properly in BP implemented nodes #UE4

	#jira UE-32458

Change 3044887 on 2016/07/11 by Zak.Middleton

	#ue4 - Added new Blueprint library math/vector functions: FindClosestPointOnSegment, FindClosestPointOnLine, GetPointDistanceToSegment, GetPointDistanceToLine.

	- Fixed comments on FindNearestPointsOnLineSegments.
	- Fixed comments on FMath::PointDistToLine, and renamed "Line" parameter to "Direction".

	Merge CL 3036162.

Change 3044910 on 2016/07/11 by Mieszko.Zielinski

	Fixed  AISense_Sight not reporting any hits on ECC_Visibility channel #UE4

Change 3045144 on 2016/07/11 by Lukasz.Furman

	exposed pathfollowing's reach test modifier: goal radius as parameter of move request

Change 3045174 on 2016/07/11 by Marc.Audy

	Remove incorrect SetMobility reference from comment
	#jira UE-30492

Change 3045233 on 2016/07/11 by Marc.Audy

	Correct function name in warning

Change 3045284 on 2016/07/11 by mason.seay

	Test Assets for pose blending

Change 3045342 on 2016/07/11 by Michael.Noland

	PR #2284: Added PAPER2D_API to FSpriteDrawCallRecord (Contributed by grisevg)
	#jira UE-29522

Change 3045343 on 2016/07/11 by Michael.Noland

	PR #2533: Fixed bug that caused the tabs in the Flipbook, Sprite, and CodeProject editors to show the editor name rather than the asset name (Contributed by DevVancouver)
	#jira UE-32403

Change 3045344 on 2016/07/11 by Michael.Noland

	Paper2D: Fixed BP-created tile map components being incapable of having collision generated for them (still requires calling SetLayerCollision with rebuild=true or RebuildCollision)
	Paper2D: Exposed the ability to directly rebuild collision on a UPaperTileMap
	#jira UE-31632

Change 3045382 on 2016/07/11 by Ori.Cohen

	Expose mobility filtering query params. Allows users to filter out static mobility for example from scene queries.

	#JIRA UE-29937

Change 3045529 on 2016/07/11 by Zak.Middleton

	#ue4 - Improve comment about FFindFloorResult.bBlockingHit, explaining it is a valid blocking hit that was not in penetration. Other conditions can be determined from the HitResult itself.

Change 3045601 on 2016/07/11 by Michael.Noland

	Paper2D: Expose UPaperTileMap and UPaperTileSet as BlueprintType
	#jira UE-20962

Change 3046039 on 2016/07/12 by Jurre.deBaare

	Instanced HLOD materials to reduce permutations + compilation time

Change 3046147 on 2016/07/12 by Ori.Cohen

	PR #1615: Traceworldforposition should trace async scene too
	#JIRA UE-21728

Change 3046180 on 2016/07/12 by Ori.Cohen

	Introduce a shape complexity project setting

	#JIRA UE-31159

Change 3046280 on 2016/07/12 by Ori.Cohen

	Change physics blend weights to only affect rendering data. For effects that require updating physx we recommend using the new physical animation component.

	#JIRA UE-31525, UE-19252

Change 3046282 on 2016/07/12 by Benn.Gallagher

	Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
	  - Made default slot 0, as a montage should always have at least one slot
	  - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
	#jira UE-32626

Change 3046284 on 2016/07/12 by Benn.Gallagher

	Fix for crash or notify corruption when reverting the "Event" struct in montage notify editor.
	  - Made default slot 0, as a montage should always have at least one slot
	  - Made it impossible to revert the "Event" struct as it contains stuff that shouldn't be reverted. Can still revert its members though
	(2nd CL, missed file)
	#jira UE-32626

Change 3046416 on 2016/07/12 by Jon.Nabozny

	PR #2512: Change InstancedStaticMesh allow transform update to teleport (Contributed by joelmcginnis)

	#jira UE32123

Change 3046428 on 2016/07/12 by Michael.Noland

	Paper2D: Fixed inconsistent lighting on lit grouped sprites (caused by bad normals on any grouped sprites that were rotated away from (0,0,0))
	#jira UE-33055

Change 3046429 on 2016/07/12 by Michael.Noland

	Paper2D: Fixed inconsistent lighting on lit tilemaps in standalone or cooked builds (caused by trying to use the canonical Paper2D tangent basis before it has been initialized)
	#jira UE-25994

Change 3046475 on 2016/07/12 by Ori.Cohen

	Added strength multiplyer for physical animation

	#JIRA UE-33075

Change 3046518 on 2016/07/12 by Ori.Cohen

	Make sure to refresh contact points when turning simulation on for bodies.

	#JIRA UE-31286

Change 3046658 on 2016/07/12 by Ori.Cohen

	Fix the case where setting body blend weight doesn't turn off blend override.

Change 3046720 on 2016/07/12 by Ori.Cohen

	Added option to allow skeletal mesh simulation to NOT affect component transform.

	#JIRA UE-33089

Change 3046908 on 2016/07/12 by Ori.Cohen

	Fix welded body not properly unwelding when in a chain of welded bodies

	#JIRA UE-32531

Change 3047015 on 2016/07/12 by Lukasz.Furman

	fixed nested repath requests

Change 3047102 on 2016/07/12 by Ori.Cohen

	Added physics component to content example

Change 3047848 on 2016/07/13 by Ori.Cohen

	Expose transform update mode to phat

	#JIRA UE-33227

Change 3047853 on 2016/07/13 by Ori.Cohen

	Update physical animation level and content. Was missing some blueprints

Change 3047897 on 2016/07/13 by Ori.Cohen

	PR #2066: PhysX: Remove copy-paste code from LoadPhysXModules (Contributed by bozaro)

	#JIRA UE-27102

Change 3048026 on 2016/07/13 by Benn.Gallagher

	Altered reference gathering for retargetting to consider nodes in the Ubergraph. This catches refrerences as variables in the event graph and default values on event graph pins.
	#jira UE-23823

Change 3048592 on 2016/07/13 by Marc.Audy

	Change check when physics state exists but not registered to ensure and add additional logging information.
	#jira UE-32935

Change 3048790 on 2016/07/13 by Ori.Cohen

	Fix CIS for shipping physx builds.

	#JIRA UE-33246

Change 3048801 on 2016/07/13 by Ori.Cohen

	Update RootBodyTransform when ref skeleton has offset

Change 3048891 on 2016/07/13 by Marc.Audy

	Fix copy paste bug with AudioComponent::SetPitchMultiplier

Change 3049549 on 2016/07/14 by Thomas.Sarkanen

	Prevented stale anim asset references from persisting in wired pins

	Made sure to clear out the old asset in asset players when pins are made/destroyed. This requires a temporary string reference to the asset in UAnimGraphNode_AssetPlayerBase.
	Fixed up anim getters to properly use pin-default assets (previously they used the internal asset ptr that was not guaranteed to be in sync). Also fixe dup error messaging to be a bit more helpful when editing transition rules.
	Fixed up the various animation asset players to correctly display names when the asset is not set internally. Also correctly report compilation errors when pins are connected.
	Moved FA3NodeOptionalPinManager to new file ane renamed to FAnimBlueprintNodeOptionalPinManager to avoid circular includes.

	#jira UE-31015 - Asset Pins Keep Reference To Old 'Static' Asset

Change 3049576 on 2016/07/14 by Thomas.Sarkanen

	Fix CIS linker errors

Change 3049611 on 2016/07/14 by Benn.Gallagher

	Fixed "Isolate" checkbox in Persona mesh details not working on sections with clothing assigned (previously disabled drawing for all sections)
	Fixed "Highlight" checkbox in Persona mesh details not working after Section/Chunk refactor
	#jira UE-31016
	#jira UE-33061

Change 3049663 on 2016/07/14 by Benn.Gallagher

	CIS fix after Persona render fixes

Change 3049794 on 2016/07/14 by Marc.Audy

	Some cleanup and ensuring ActiveSound adds references to all of its used assets

Change 3049823 on 2016/07/14 by Tom.Looman

	Added Player Connect and Disconnect Multicast Events to GameMode

	PR #2398: Player Connect and Disconnect Multicast Events (for Plugins) (Contributed by dreckard)

Change 3049896 on 2016/07/14 by Ori.Cohen

	Fix cases where updating welded bodies is causing physx body to ignore the kinematic flag.

	#JIRA UE-31660

Change 3049921 on 2016/07/14 by Benn.Gallagher

	PR #2294: Reduce PhysX simulate() memory churn (Contributed by roberttroughton)
	    - Modifications: Per PxScene buffers, 16 byte alignment required for simulate call, skip clothing scenes (unused, we simulate per-actor)
	#jira UE-29573

Change 3049929 on 2016/07/14 by Zak.Middleton

	#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.

Change 3049956 on 2016/07/14 by Zak.Middleton

	#ue4 - Back out changelist 3049929 until I fix CastChecked<> compile issue.

Change 3049992 on 2016/07/14 by Jon.Nabozny

	Fix infite jumps when JumpMaxHoldTime is set. Also, allow multi-jumping out of the box.

	#JIRA: UE-31601

Change 3050017 on 2016/07/14 by James.Golding

	PR #2412: Make CalcSceneView and GetProjectionData in ULocalPlayer virtual (Contributed by yehaike)

Change 3050061 on 2016/07/14 by Zak.Middleton

	#ue4 - Make GetDefault<T>(UClass*) assert that the class is castable to T.

Change 3050254 on 2016/07/14 by Marc.Audy

	Merging //UE4/Dev-Main to Dev-Framework (//UE4/Dev-Framework) @ 3049614

Change 3050416 on 2016/07/14 by mason.seay

	Test map and asset for slicing proc meshes

Change 3050881 on 2016/07/14 by Zak.Middleton

	#ue4 - Make FSavedMove_Character::CanCombineWith easier to debug. Consolidate duplicate code to one block.

	github #2047

Change 3051401 on 2016/07/15 by Thomas.Sarkanen

	Prevented animation from restarting each time a new section is selected/inspected in the montage editor

	Preserved playback state when changing section.
	Added SetWeight function to montage instance as when switching between sections the montage would blend from ref-pose while paused.

	#jira UE-31014 - Moving Montage Event Unpauses Playback
	#jira UE-25101 - Improve Montage Replay Usability issue

Change 3051717 on 2016/07/15 by Benn.Gallagher

	Removed call to set sleepVelocityFrameDecayConstant on destructible shapes after advice from Nvidia and investigation by some licensees. Feature was used in the past to better settle piles but now PhysX can handle it fine and by setting it we were causing a hit in island generation.
	#jira UE-18558

Change 3051729 on 2016/07/15 by Benn.Gallagher

	Changed enum combo boxes so that they use rich tooltips instead of text tooltips.
	  - They look the same when there isn't a documentation entry for them (Just the enum name)
	  - Enum docs stored in /Shared/Enums/{EnumType} and the excerpt names are just the enum name

Change 3051825 on 2016/07/15 by Marc.Audy

	Display HiddenInGame for SceneComponents except when part of flattened properties in an Actor such as StaticMeshActor
	#jira UE-29435

Change 3051850 on 2016/07/15 by Marc.Audy

	Reduce priority of audio thread
	Add a frame sync to avoid audio thread drifiting behind

Change 3051920 on 2016/07/15 by Tom.Looman

	Added ActorComponent Activate/Deactivate events

	#JIRA UE-31077

Change 3051923 on 2016/07/15 by Tom.Looman

	PR #2370: Exposing "OverrideWith" and "CopyProperties" in PlayerState to Blueprint Children (Contributed by eXifreXi)

Change 3052038 on 2016/07/15 by Martin.Wilson

	Possible fix for fortnite crash + ensure incase the situation occurs again

	#jira UE-33258

Change 3052042 on 2016/07/15 by Jurre.deBaare

	Copying //Tasks/Framework/DEV-UEFW-21-AlembicImporter to Dev-Framework (//UE4/Dev-Framework)

Change 3052171 on 2016/07/15 by Ori.Cohen

	Improve UI for constraint profiles. Polish UI for physical animation profile.

	#JIRA UEFW-101, UE-33290

Change 3052243 on 2016/07/15 by Martin.Wilson

	Pose watching: Ability to draw bones of pose at any point in the anim graph.

	#jira UE-12181 (originally Epic Friday project)

Change 3053202 on 2016/07/18 by Thomas.Sarkanen

	FAnimInstanceProxy::EvaulateAnimation is now split into two for easier extensibility

	#jira UE-30107 - Split out part of FAnimInstanceProxy::EvaulateAnimation to allow users to use node evaluate without code duplication

Change 3053203 on 2016/07/18 by Thomas.Sarkanen

	Fixed properties that are fed to skeletal mesh components via construction script not updating when edited

	Forced skeletal mesh components to re-init their anim instance on reregister when in an editor world (a previous optimization was preventing this).
	Switched order of RerunConstructionScripts and ReregisterAllComponentsto be in-line with the undo/redo case  to prevent edits being a frame out of date.

	#jira UE-31890 - Variables cast from the Construction Script do not update in AnimBP AnimGraph

Change 3053241 on 2016/07/18 by Martin.Wilson

	Add parent bone space to GetSocketTransform

	#jira UE-29814

Change 3053270 on 2016/07/18 by Jurre.deBaare

	PR #2105: Disable creation of array modifiers (Contributed by projectgheist)

Change 3053273 on 2016/07/18 by Jurre.deBaare

	Default ini for asset viewer and HDR images

	#jira UE-32903

Change 3053527 on 2016/07/18 by Ori.Cohen

	Fix CIS

	#JIRA UE-33375

Change 3053620 on 2016/07/18 by Thomas.Sarkanen

	Socket chooser now has a search box

	Uses new FTextFilterExpressionEvaluator to filter bones & sockets by name.
	Search box has focus when the menu appears.

	#jira UE-23698 - Need a way to search through the Choose Socket or Bone: UI when attaching to a skeletal mesh

Change 3053626 on 2016/07/18 by Martin.Wilson

	Fix crash caused by skeletalmeshcomponent being destroyed during a notify

	#jira UE-33258

Change 3053761 on 2016/07/18 by Martin.Wilson

	Mac build compile fix

Change 3053858 on 2016/07/18 by Lina.Halper

	Merging using //UE4/Dev-Framework/_to_//Fortnite/Main/

	Fix on crashing recursive asset

Change 3053864 on 2016/07/18 by Ori.Cohen

	Make sure phat UI changes when picking different constraint profiles

Change 3053866 on 2016/07/18 by Ori.Cohen

	Submit content example for constraint profiles

Change 3053915 on 2016/07/18 by Lina.Halper

	The cached animinstance won't refresh until animation is replaced if you open while anim bp is opened
	This is the fix for that.

	#jira: UE-32927

Change 3053969 on 2016/07/18 by James.Golding

	PR #2571: Added a SimEventCallbackFactory (Contributed by NaturalMotionTechnology)

Change 3054004 on 2016/07/18 by Ori.Cohen

	Fix crash in welding when children have no owner component and ensure query only does not get welded by mistake.

	#jira UE-33333

Change 3054410 on 2016/07/18 by Lina.Halper

	Fixed issue with moving translation not working with mirrored parent due to inverse position.

	Changed to Transform.

	#jira: UE-31521

Change 3054659 on 2016/07/18 by Lina.Halper

	Fix for retargeting of pose asset

	- Moved animsequence::retarget to be out to AnimationRuntime
	- PoseAsset is now using that function to retarget correctly

	#code review: Martin.Wilson, Ori.Cohen

Change 3054777 on 2016/07/18 by Jurre.deBaare

	Fixing integration blocker, had this fix locally already

	#jira UE-33427

Change 3056619 on 2016/07/19 by Ori.Cohen

	Temporarily turn off audio threading due to heap corruption.

	#JIRA UE-33320

Change 3057770 on 2016/07/20 by Aaron.McLeran

	Doing sync trace for occlusion if audio thread is enabled
	#jira UE-33494

Change 3057778 on 2016/07/20 by Aaron.McLeran

	#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)

Change 3057788 on 2016/07/20 by Aaron.McLeran

	#jira UE-33494 Fix async line traces from audio thread causing crash (re-enable threaded audio)

	Enabling audio thread (with a capital T for True)

Change 3057850 on 2016/07/20 by Ori.Cohen

	Temporarily turn off audio threading as the feature is still experimental

Change 3057876 on 2016/07/20 by Martin.Wilson

	Fix Graph Linked External Object issue when saving recompressed animations

	#jira UE-33567

Change 3058371 on 2016/07/20 by Ori.Cohen

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

[CL 3058682 by Ori Cohen in Main branch]
2016-07-20 18:23:54 -04:00
Nick Whiting
ac27794af7 Copying //UE4/Dev-VR to //UE4/Dev-Main (Source: //UE4/Dev-VR @ 3056808)
#lockdown Nick.Penwarden
#rb The Forces of Good and Evil, twixt the realms from which bugs doth come

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

Change 3026722 on 2016/06/24 by Chad.Taylor

	IStereoLayers SteamVR initial implementation

Change 3027397 on 2016/06/24 by Chad.Taylor

	SteamVR stereo layer texture updating rework. It now upadtes textures from the render thread and supports "continous update"

Change 3033004 on 2016/06/29 by Nick.Whiting

	Integrating GoogleVR plugin from Google branch

Change 3033248 on 2016/06/29 by Sam.Zamani

	Copying //Tasks/UE4/Dev-VR-Online to Dev-VR (//UE4/Dev-VR)

	Merged up to cl #3029677 from //depot/Partners/Oculus/UE4-Research/4.12-dev/Engine/Source/Runtime/Online/...
	Added PacketHandler module dependency to new OnlineSubsystemOculus module
	Replaced std::move usage with UE equivalent MoveTemp
	Trigger OnLoginStatusChanged delegate during login/logout processing of FOnlineIdentityOculus
	Implemented Oculus unique net id creation from string and byte*
	Added OnlineSubsystemOculus module as a dependency for QAGame testing
	Make sure to always call completion delegates in FOnlineFriendsOculus
	Trigger success OnMatchmakingComplete delegate in FOnlineSessionOculus::StartMatchmaking
	Fixed shadowed variable PlayerId in FOnlineSessionOculus::OnRoomInviteAccepted
	Split out 32/64bit dll dependencies of LibOVRPlatform
	Replaced "unsigned long long" with UE equivalent "uint64"
	Replaced "unsigned int" with UE equivalent "uint32"

Change 3033490 on 2016/06/29 by Jeff.Fisher

	UE-32601
	Changed from Flush to FlushImmediate when switching from rendering one eye buffer to the other on GoogleVR because we are trying to clear the immediate RHI command list.

Change 3034920 on 2016/06/30 by Chad.Taylor

	PSVR ApplyMorpheusReprojection support for separate texture per stereo eye.

Change 3038640 on 2016/07/05 by Chad.Taylor

	Fixing Morpheus "HasValidTrackingPosition" to actually return true when tracking is valid.

Change 3038940 on 2016/07/06 by Nick.Whiting

	Haptics Refactor:  Adding support for multiple types of haptics effect, defined by their data format (curves, buffer, sound waves)

Change 3040512 on 2016/07/06 by Chad.Taylor

	Fix for CopyOverOtherViewportsIfNeeded that was selecting an incorrect FSceneView. This was picking the wrong hmd mesh for render and causing strange flickering.

Change 3041314 on 2016/07/07 by Nick.Whiting

	Extending core hand types for motion tracking controllers to have external camera tracking available, as well as Special_1 - 9 for systems like STEM that have multiple special packs.

Change 3041353 on 2016/07/07 by Nick.Whiting

	Modifying SteamVR HMD detection check to use a lighter weight function that doesn't launch the compositor

Change 3043516 on 2016/07/08 by Chad.Taylor

	PSVR A3D Sound fix

Change 3043808 on 2016/07/08 by Nick.Whiting

	Fixing issue with SteamVR plugin starting while trying to detect connected HMDs, fix for editor quitting when VR Compositor quits

Change 3043840 on 2016/07/09 by Nick.Whiting

	OSVR Updated plugin, from Sensics

Change 3043958 on 2016/07/09 by Nick.Whiting

	Oculus 1.5 Support Integration

Change 3045493 on 2016/07/11 by Ryan.Vance

	Copying //UE4/Dev-VR-InstancedStereo to Dev-VR-Minimal (//UE4/Dev-VR-Minimal)
	PS4 multi-view copy up

Change 3046896 on 2016/07/12 by Ryan.Vance

	#jira UE-30842

	We need to also late update ShadowViewMatrices, otherwise we compute an incorrect volume for translucent lighting which manifests as flickering.
	Note: I'm not bothering to check the r.Shadow.FreezeCamera cvar here, as debugging shadowing *in vr* is probably not a case we need to support.

Change 3047272 on 2016/07/12 by Ryan.Vance

	#jira UE-30278

	We need to forward the eye index interpolator along.
	Also removed a superfluous call to resolve view.

Change 3048060 on 2016/07/13 by Nick.Whiting

	Integrating CL 3045721 from //depot/Partners/Google/AndroidVR-DevVR
	Upgrade Android and iOS GVR SDK to the latest.
	Fix the flipped vignette issue when using Unreal's post processing distortion.
	Change the Daydream & Cardboard mode to use scanline racing.
	Deprecate the ability to turn off individual UI elements.

Change 3048151 on 2016/07/13 by Nick.Whiting

	Integrating small controller initialization fix from AndroidVR-DevVR branch

Change 3048363 on 2016/07/13 by Ryan.Vance

	Fix for crash with HMDs when the adapter description isn't found. Crashing case was having monitors plugged into one adapter, and an HMD plugged into another, which caused a gap in AdapterDescription array, which later crashed in FindAdapter.

Change 3048783 on 2016/07/13 by Chad.Taylor

	Fixing up SteamVR's -vr to mimic the same behavior as Oculus and use the appropriate resolution

	#jira UE-30173

Change 3049101 on 2016/07/13 by Chad.Taylor

	Part 2 of: Fixing up SteamVR's -vr to mimic the same behavior as Oculus and use the appropriate resolution.

	Had to defer setting of the viewport size to occur after we have a valid Window.

	#jira UE-30173

Change 3050707 on 2016/07/14 by Nick.Whiting

	Fix for motion controllers on remote clients responding to local motion controllers

Change 3051043 on 2016/07/14 by Nick.Whiting

	Stub funcitonality to allow for rebasing based on other external trackers

Change 3051882 on 2016/07/15 by Nick.Whiting

	Moving OnlineSubsystemOculus to a plugin, instead of a module

Change 3053772 on 2016/07/18 by Chad.Taylor

	Code cleanup: Removing defunct IStereoRendering methods

Change 3054515 on 2016/07/18 by Chad.Taylor

	Changing HMD resolution resizing to no longer occur in "Windowed" mode because its causing an issue in VR Preview

	#jira UE-33341

Change 3056435 on 2016/07/19 by Jeff.Fisher

	UES-2981
	UEVR-13
	Implemented VRHeadsetLost and VRHeadsetReconnected Delegates for Morpheus (Playstation VR).
	https://udn.unrealengine.com/questions/301886/trying-to-use-vrheadsetlost-and-vrheadsetreconnect.html
	#review-3056100 @nick.whiting

Change 3056491 on 2016/07/19 by Chad.Taylor

	Audio thread assertion from HandlePause being called on the game thread. Submitting on behalf of Aaron McLeran

	#jira UE-33360

[CL 3057155 by Nick Whiting in Main branch]
2016-07-20 01:48:44 -04:00
Jack Porter
2082f7ec9b Copying //UE4/Dev-Mobile to //UE4/Dev-Main (Source: //UE4/Dev-Mobile @ 3056055)
#lockdown Nick.Penwarden
#rb None

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

Change 3011102 on 2016/06/13 by Steve.Cano

	After taking a screenshot using glReadPixels, transfer the data to the target buffer from bottom row up to fix the "upside-down" render that OpenGL does. Confirmed with QA (owen.stupka_volt) that this does not appear to be happening on iOS (non-metal devices, inclusion of iOS in write-up was a mistake), verified on an ipod touch 5. Also confirmed that this does not happen on html5, and that Mobile HDR flag does not make a difference in function.

	#jira UE-26421
	#ue4
	#android

Change 3015801 on 2016/06/16 by Dmitriy.Dyomin

	Probbably fix for UE-30878, was not able to repro an actual crash(FFoliageInstanceBaseCache::AddInstanceBaseId). Added even more logging in case fix does not work.
	#jira  UE-30878

Change 3015903 on 2016/06/16 by Dmitriy.Dyomin

	Fixed: Levels window has Refresh/UI issues when World Composition is active
	#jira UE-26160

Change 3018352 on 2016/06/17 by Chris.Babcock

	Handle Android media prepare failure (URL without internet for example)
	#jira UE-32029
	#ue4
	#android

Change 3026387 on 2016/06/24 by Jack.Porter

	Remove FFuncTestManager warning about PIE when running on a standalone game binary

Change 3026398 on 2016/06/24 by Jack.Porter

	Prevent FSocketBSD::Recv returning false on SE_EWOULDBLOCK

Change 3027553 on 2016/06/25 by Niklas.Smedberg

	OpenGL: Made some block size calculation work for arbitrary block sizes (e.g. not pow-of-two).

Change 3027554 on 2016/06/25 by Niklas.Smedberg

	Metal: copyFromTexture now gets block-aligned size parameter (e.g. used for texture streaming)

Change 3028061 on 2016/06/26 by Jack.Porter

	Fixed a problem where newly discovered instances were not added to an existing session in the Session Browser.
	Fixed a problem where selecting an instance in a session with multiple instances didn't deselect the previously selected instance correctly.

Change 3029220 on 2016/06/27 by Steve.Cano

	Change Android Tilt values to use GetRotationMatrix/GetOrientation logic, same as java-side android would use, and adjust slightly to match as closely as possible to iOS values for tilt. There is drift and some differences in the "Y" value but the same sort of inconsistencies are also seen on iOS.

	#jira UE-6135
	#ue4
	#android

Change 3030420 on 2016/06/28 by Jack.Porter

	Fix crash with RenderOutputValidation when running with cooked content

Change 3030426 on 2016/06/28 by Jack.Porter

	Fix to CL 3026398 - make FSocketBSD(IPv6)::Recv(From) return false when recv returns 0.
	A return value of 0 indicates the connection was shutdown in an orderly manner.

Change 3030973 on 2016/06/28 by Steve.Cano

	Added a landscape downloader background along with the options to change it from within Android settings

	#ue4
	#android
	#jira UE-32318

Change 3031757 on 2016/06/28 by Chris.Babcock

	Remove unused methods from AndroidJNI header
	#ue4
	#android

Change 3032387 on 2016/06/29 by Allan.Bentham

	Rename android es31+aep -> glesdeferred.

Change 3032711 on 2016/06/29 by Allan.Bentham

	Rename GLSL_310_ES_EXT shader define:
	ES31_AEP_PROFILE -> ESDEFERRED_PROFILE
	bumped UE_SHADER_GLSL_310_ES_EXT_VER version number.

Change 3033698 on 2016/06/29 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3034210 on 2016/06/30 by Steve.Cano

	Added a new AndroidRuntimeSettings variable that allows creation of installers for both Windows and Mac/Linux if set to true.

	#jira UE-32302

	#ue4
	#android

Change 3034530 on 2016/06/30 by Chris.Babcock

	Rename FManifestReader to FAndroidFileManifestReader in AndroidFile
	#jira UE-32679
	#ue4
	#android

Change 3034612 on 2016/06/30 by Steve.Cano

	Change Alpha from being set to a range of 0-255 to being in a range of 0-1 (which is the correct range of values)

	#jira UE-25325
	#ue4
	#android

Change 3034679 on 2016/06/30 by Chris.Babcock

	Fix tooltip (.command for mac, not .sh)
	#jira UE-32302
	#ue4
	#android

Change 3038881 on 2016/07/05 by Jack.Porter

	Package and launch on multiple Android devices simultaneously using the -Device=xxxxxxx+yyyyyyyy+zzzzzzzz format generated by a Project Launcher profile when you select multiple devices

	#jira UEMOB-115

Change 3039240 on 2016/07/06 by Jack.Porter

	TcpMessageTransport - connection-based message bus transport.

	#jira UEMOB-112
	#jira UEMOB-113

Change 3039252 on 2016/07/06 by Jack.Porter

	Enable messaging and session services and functional testing on Android when launched with -messaging
	Android device detection module support for adding port forwarding and connection announcement for TcpMessageTransport

	#jira UEMOB-112
	#jira UEMOB-113

Change 3039264 on 2016/07/06 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3040041 on 2016/07/06 by Chris.Babcock

	Pass proper value to script generator functions
	#jira UE-32861
	#ue4
	#android

Change 3040890 on 2016/07/07 by Allan.Bentham

	Fix shadow crash
	#jira UE-32884

Change 3041458 on 2016/07/07 by Peter.Sauerbrei

	fix for IOS launch on failures

Change 3041542 on 2016/07/07 by Peter.Sauerbrei

	better fix for the multi-device deployment issue

Change 3041774 on 2016/07/07 by Steve.Cano

	Fixing crash that occurs when a games app id for Google Play is set before configuring the apk packaging. Also validating the value that is inserted and using it to override any values that have been hand-inserted into the GooglePlayAppID.xml

	#jira UE-16992
	#android
	#ue4

Change 3042222 on 2016/07/08 by Dmitriy.Dyomin

	Mobile packaging scenarious
	Added a wizard for creating launcher profiles (Android & IOS) for scenario: Minimal App + Downloadable content
	Added Archive step to launcher profiles to be able to store build product into specified directory
	Changes to a cooker to be able to pack DLC based with a different flavor to a release App
	Changes to DLC packaging to be able to build streaming data without chunking pak files
	#jira UEMOB-119

Change 3042244 on 2016/07/08 by Dmitriy.Dyomin

	Fixed crash in FTcpMessageTransportConnection::Stop

Change 3042270 on 2016/07/08 by Dmitriy.Dyomin

	GitHub #2320 : [ULevelStreamingKismet] Load Level Instance, Enables UE4 Users to create multiple transformed instances of a .umap without having to include in persistent level's list ? Rama
	contributed by: EverNewJoy
	#jira UE-29867

Change 3042449 on 2016/07/08 by Dmitriy.Dyomin

	Fixing Mac Editor build erros from CL# 3042222

Change 3042480 on 2016/07/08 by Allan.Bentham

	Add ES3.1 profile & compiler_glsl_es3_1 to shaders.

Change 3042481 on 2016/07/08 by Allan.Bentham

	hlslcc - ES3.1 changes.
	set ES3.1 version number to 310
	Do not use ES2 keywords for ES3.1.
	Generate Layout Locations for ES3.1
	bump version.

Change 3042483 on 2016/07/08 by Allan.Bentham

	Add mobile ES3.1 support.
	Recreates EGL and ES3.1 context during PlatformInitOpenGL if ES3.1 is required.

Change 3042485 on 2016/07/08 by Allan.Bentham

	Undo android XGE change.

Change 3042506 on 2016/07/08 by Dmitriy.Dyomin

	One more compile fix from CL# 3042222

Change 3044173 on 2016/07/10 by Dmitriy.Dyomin

	UAT: Added support for building target platforms with multiple cook flavors
	ex: -targetplatform=Android -cookflavor=ETC1+ETC2

Change 3044213 on 2016/07/11 by Dmitriy.Dyomin

	Fixed: Can't stream in a level whose name is a substring of another streaming level
	#jira UE-32999

Change 3044221 on 2016/07/11 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3044815 on 2016/07/11 by Allan.Bentham

	Corrected NAME_GLSL_ES3_1_ANDROID format string.

Change 3046911 on 2016/07/12 by Chris.Babcock

	Add handling of OnTextChanged for virtual keyboard input on Android
	#jira UE-32348
	#ue4
	#android

Change 3046958 on 2016/07/12 by Chris.Babcock

	Rename some functions with Error in the name to prevent false coloring in the logs
	#jira UE-30541
	#ue4
	#android

Change 3047169 on 2016/07/12 by Chris.Babcock

	Return player ID and handle auth token for Google Play Games on Android (contributed by gameDNAstudio)
	#jira UE-30610
	#pr #2372
	#ue4
	#android

Change 3047406 on 2016/07/12 by Jack.Porter

	Add missing import to GameActivity.java

Change 3047442 on 2016/07/13 by Dmitriy.Dyomin

	Added: Mobile custom post-process
	Limitations: can fetch only from PostProcessInput0 (SceneColor) other scene textures are not supported. Does not support "Replacing the Tonemapper" blendable location.
	#jira UEMOB-147

Change 3047466 on 2016/07/13 by Dmitriy.Dyomin

	Disabled engine crash handler on Android, system crash handler works more reliably across different os versions/devices

Change 3047746 on 2016/07/13 by Jack.Porter

	Rename FBasePassFowardDynamicPointLightInfo

Change 3047778 on 2016/07/13 by Jack.Porter

	Missing file for rename FBasePassFowardDynamicPointLightInfo

Change 3047788 on 2016/07/13 by Allan.Bentham

	Fix incorrect TargetPlatformDescriptor string generation.

Change 3047790 on 2016/07/13 by Allan.Bentham

	Fixed half3x3 matrix use with ES3.1 glsl
	Fixed couple of interpolator precision mismatch.
	Fixed ES3.1 support detection issues

Change 3047816 on 2016/07/13 by Allan.Bentham

	Remove AndroidGL4 remnants.

Change 3048926 on 2016/07/13 by Chris.Babcock

	Added detection of Amazon Fire TV to disable requiring virtual joysticks
	#ue4
	#android

Change 3049335 on 2016/07/14 by Dmitriy.Dyomin

	Fixing UAT crash when packaging project for iOS

Change 3049390 on 2016/07/14 by Jack.Porter

	Disabled error for warning 4819 "The file contains a character that cannot be represented in the current code page (xxx). Save the file in Unicode format to prevent data loss"
	This is triggered by European characters and copyright symbols in source saved as latin-1 when compiling on non-US windows. Seen often in 3rd party headers, eg nvapi.

	#code_review: Ben.Marsh

Change 3049391 on 2016/07/14 by Jack.Porter

	Fixed incorrect comment order in CL 3049390

Change 3049545 on 2016/07/14 by Dmitriy.Dyomin

	Reworking some code from CL#3047442 to make static analizer happy

Change 3049626 on 2016/07/14 by Allan.Bentham

	Automatic CSM shader toggling
	#jira UE-27429

Change 3051574 on 2016/07/15 by Jack.Porter

	Support for lighting channels on Mobile
	- Multiple directional lights are supported in different channels but primitives are only affected by the directional light in the first channel they have set
	- CSM shadows from stationary or movable directional lights correctly follow their lighting channels
	- No channel limitations for dynamic point lights

	Notes:
	Removed mobile-specific directional light shadowing fields from View uniform buffer and mobile no longers uses SimpleDirectionalLight.
	Separate uniform buffers for mobile directional light are generated for each lighting channel.
	CSM culling information is now stored in FViewInfo and not per FVisibleLightViewInfo as the visibility bits are per view.

	#code_review Daniel.Wright
	#jira UEMOB-110

Change 3051699 on 2016/07/15 by Steve.Cano

	Preserve the original, pre-transformed input vertices for Slate shaders, which is required to properly do anti-aliasing (the ViewProjection-transformed values were causing the lines to not be drawn).

	#jira UE-20320
	#ue4
	#android

Change 3051744 on 2016/07/15 by Chris.Babcock

	Fix Android Vulkan include path checks (contributed by kodomastro)
	#jira UE-33311
	#PR #2602
	#ue4
	#android

Change 3052023 on 2016/07/15 by Chris.Babcock

	Fix shadowed variables

Change 3052110 on 2016/07/15 by Chris.Babcock

	Compile fixes for light channel support on mobile
	- missing template
	- accessor function for MobileDirectionalLights from scene

Change 3052242 on 2016/07/15 by Chris.Babcock

	Compile fixes for light channel support on mobile
	- removed dependency on C++14 feature

Change 3052730 on 2016/07/16 by Dmitriy.Dyomin

	Win32 build fix

Change 3053041 on 2016/07/17 by Jack.Porter

	Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile)

Change 3053054 on 2016/07/17 by Jack.Porter

	Changed use of old function ShouldUseDeferredRenderer() to new GetShadingPath()

Change 3053055 on 2016/07/17 by Jack.Porter

	Fixed local variable aliasing in unity build

Change 3053206 on 2016/07/18 by Jack.Porter

	Support ExecuteJavascript on iOS and Android
	Expose ExecuteJavascript to widget blueprint
	Fix ExecuteJavascript unicode string support on desktop platforms

	#jira UEMOB-152

Change 3053323 on 2016/07/18 by Dmitriy.Dyomin

	Added: Ability to set thread affinity for a device in Device Profiles (ex: +CVars=android.SetThreadAffinity=RT 0x02 GT 0x01)
	#jira UEMOB-107

Change 3053723 on 2016/07/18 by Jack.Porter

	Fix for UnrealTournamentProto.Automation.cs build errors

Change 3055090 on 2016/07/19 by Dmitriy.Dyomin

	Junk OnlineBlueprintSupport module binaries

[CL 3056789 by Jack Porter in Main branch]
2016-07-19 19:13:01 -04:00
Matt Kuhlenschmidt
1da24c4701 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3050373)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2973846 on 2016/05/11 by Jamie.Dale

	Exposed FConfigValue::ExpandValue and added FConfigValue::CollapseValue

	These are both static and can be used to expand or collapse the macros used in our config files (mostly when dealing with paths), in code that has to deal with the config system, but isn't internal to the config system (mostly things that deal with default configs outside of UObjects).

	The old non-static version of FConfigValue::ExpandValue is now FConfigValue::ExpandValueInternal, which just calls FConfigValue::ExpandValue on SavedValue and ExpandedValue.

	This also changes some code that was using FString.Replace to use FString.ReplaceInline. This reduces allocations, and also allows us to avoid another string comparison to see whether the strings are identical (as ReplaceInline returns the number of replacements that were made).

Change 2973847 on 2016/05/11 by Jamie.Dale

	Changing the loading phase in the localization dashboard now writes to the default config

	#jira UE-30482

Change 2973866 on 2016/05/11 by Jamie.Dale

	Deprecated some functions that were taking an unused position.

	These unused parameters caused confusion and lead to UE-30276. The old versions have been deprecated, and new versions without those parameters have been added. Existing code has been updated to call the non-deprecated version.

	- FViewportFrame::ResizeFrame
	- FSceneViewport::ResizeFrame
	- FSceneViewport::ResizeViewport

Change 2974505 on 2016/05/11 by Nick.Darnell

	PR #2309: Added Combobox styling (Contributed by Chris528)

Change 2975241 on 2016/05/12 by Richard.TalbotWatkin

	Made sRGB Preview the default in the Color Picker.

Change 2975390 on 2016/05/12 by Jamie.Dale

	Made sure that en-US-POSIX is in our list of available cultures

	Some people use machine tags as their native text, so they need an invariant machine like culture to use as their native culture. en-US-POSIX is perfect for this.

Change 2975411 on 2016/05/12 by Jamie.Dale

	PR #2237: Fixed formatting of Error_TooManyMaterials message (Contributed by pfranz)

Change 2975559 on 2016/05/12 by Jamie.Dale

	Dialogue Wave VO direction can now be localized

	This is gathered as editor-only data.

	#jira UE-28715

Change 2975710 on 2016/05/12 by Jamie.Dale

	Implemented UObject::IsLocalizedResource to test whether the object belongs to a localized package

Change 2975728 on 2016/05/12 by Jamie.Dale

	Exported dialogue scripts now include a column that says whether they have a localized recording of that line of dialogue

	#jira UETOOL-794

Change 2975763 on 2016/05/12 by Jamie.Dale

	We no longer warn if asked to check out a UNC path when running the GatherText commandlets

	#jira UE-25833

Change 2975766 on 2016/05/12 by Jamie.Dale

	Resolved some loc key conflicts

	#jira UE-25833

Change 2975774 on 2016/05/12 by Jamie.Dale

	PO files now only contain a single entry in the case of a native translation being exported

	They used to contain the original entry, as well as an entry for the native translation, however the original entry would never be used.

	This change also cleans up some directory walking code that was looking for archive files, and replaces it with code to load the specific archive file.

Change 2975776 on 2016/05/12 by Jamie.Dale

	Downgraded a PO file import warning that isn't really an issue

	#jira UE-25833

Change 2976675 on 2016/05/13 by Jamie.Dale

	Fixed some more fallout from changes to use the window position when changing the game viewport mode

	- FSceneViewport::ResizeFrame:
	  - Fixed the HMD monitor info setting the wrong variables.
	  - Fixed SetWindowMode and ResizeViewport potentially being passed two different modes.
	  - We now only move the window if we need to (this avoids issues with WindowedFullscreen window positioning).

	- FWindowsWindow::MoveWindowTo:
	  - Now treats the screen space position it's given as relative to the top-left of the window, rather than the top-left of the windows' client area.

	- FWindowsApplication:
	  - WM_MOVE was passing a screen space position relative to the top-left of the windows' client area, rather than its window area like Slate expected.

	#jira UE-30276
	#jira UE-30677

Change 2976804 on 2016/05/13 by Jamie.Dale

	Slight optimization to FICUInternationalization::FindOrMakeCulture to avoid hitting the filesystem until we know we need to

Change 2976967 on 2016/05/13 by Alexis.Matte

	#jira UE-30687 Cannot import a skeletal mesh scale to zero

Change 2977042 on 2016/05/13 by Alexis.Matte

	#jira UE-29952 log a warning if fbx exceed the maximum number of LOD.

	#2326 Github PR

	#code review matt.kuhlenschmidt

Change 2977074 on 2016/05/13 by Jamie.Dale

	Follow up to CL# 2976804 to avoid a potential change in behavior

Change 2977076 on 2016/05/13 by Jamie.Dale

	Some tidy up and optimization to SCulturePicker

Change 2977327 on 2016/05/13 by Alex.Delesky

	Now deleting the Redirector package on Redirector Fix Up rather than simply removing it from the Content Browser.

	#jira UE-30423

Change 2977499 on 2016/05/13 by Alexis.Matte

	#jira UE-29475
	Enable UStruct child property to be favorite

Change 2978415 on 2016/05/16 by Jamie.Dale

	We now pre-load all the culture data when starting the editor to avoid a UI hitch later

Change 2978517 on 2016/05/16 by Alex.Delesky

	#jira UE-29406

	Creating a static mesh from a geometry brush and then attempting to reimport the mesh will no longer crash the editor.

Change 2978518 on 2016/05/16 by Alex.Delesky

	#jira UE-28210

	The FBX Importer no longer runs cleanup upon failing to import an FBX file and won't crash the engine the next time an FBX is imported within the same editor session.

Change 2978556 on 2016/05/16 by Alexis.Matte

	Fbx tests automation
	#jira UE-29635

Change 2978797 on 2016/05/16 by Alexis.Matte

	#jira UE-30774
	- prevent baking the pivot if we transform the vertex with the absolute transform.
	- Also make sure we set the identity for the Max puivot in case we dont bake the pivot and we dont transform the vertex with the absolute transform.

	#code review matt.kuhlenschmidt

Change 2978965 on 2016/05/16 by Alexis.Matte

	FBX importer, fix the socket rotation.
	#jira UE-30094

Change 2980613 on 2016/05/17 by Jamie.Dale

	Moved the XLOC UAT localization provider to be publicly accessible

Change 2980614 on 2016/05/17 by Jamie.Dale

	Reference update for project move

Change 2980633 on 2016/05/17 by Jamie.Dale

	Made the culture mapping used between XLOC and UE4 configurable on a per-project basis

	You can now override GetEpicCultureToXLocLanguageId in your custom localization provider in order to change the default mappings.

Change 2980836 on 2016/05/17 by Jamie.Dale

	Added -LocalizationSteps flag to allow you to only run a subset of the UAT "Localise" command

	You can pass any of the following steps: Download, Gather, Import, Export, Compile, GenerateReports, Upload

Change 2982700 on 2016/05/18 by Jamie.Dale

	Fixed the loc package gather potentially adding the same source location multiple times

Change 2983906 on 2016/05/19 by Jamie.Dale

	Slight cleanup of the way we register localization gatherer callbacks

Change 2984356 on 2016/05/19 by Chris.Wood

	Removed temporary analytics API change needed for earlier hot fix
	[UE-31005] - Undo temp Hardware Survey API change from 4.10 - CL 2782817

Change 2986679 on 2016/05/23 by Alex.Delesky

	#jira UE-24747 - Importing FBX files that contain meshes that do not have non-degenerate triangles will no longer crash the editor on import, and will warn the user that the meshes are bad.

Change 2986798 on 2016/05/23 by Alex.Delesky

	#jira UE-31136 - Chord Input fields will no longer display the blinking edit cursor if they do not have focus.

Change 2987106 on 2016/05/23 by Alexis.Matte

	Fbx importer, fail import must not create a package in the content browser
	#jira UE-31154

Change 2987563 on 2016/05/23 by Alex.Delesky

	#jira UE-30988 - Changed the default window mode when launching a game from the .uproject file to Windowed

Change 2987564 on 2016/05/23 by Alex.Delesky

	#jira UE-28856 - Fixed a crash that could potentially occur when starting up PIE while dragging objects like widgets in the editor.

Change 2988321 on 2016/05/24 by Jamie.Dale

	Added a way to backup and restore the selection state of a level (its actors and components) in a way that can be reapplied even if the level is reloaded

Change 2988708 on 2016/05/24 by Jamie.Dale

	Fix for crash when missing the fallback/last resort font

Change 2988782 on 2016/05/24 by Jamie.Dale

	Added the ability to version each localized string individually when loaded into the localization manager

	The single 32-bit global history has now been replaced with two 16-bit histories. One is global, and is updated whenever the culture is changed (or a LocRes file is loaded), and the other is local to each string, and is updated if the display string is changed outside of a culture update (to handle cases where the display string is changed, but the key is preserved). Changing the global history will reset all local histories.

	Because of the change from an int32 to a uint16, 0, rather than INDEX_NONE, is now considered the "unset" value for a history.

Change 2988856 on 2016/05/24 by Jamie.Dale

	Added a way to get the package(s) of the object(s) being edited by a property panel

	Typically the package is just the outermost of the object being edited, however there are some cases where this may not be the case:
	  - UMG widgets edit a transient copy of the real data, so we use the SetObjectPackageOverrides to override the package these objects should use to be the real asset package.
	  - Structs (UDS, Data Table, etc) don't have a way to get to their package, so you have to specify it on their FStructOnScope instance (see FStructOnScope::GetPackage and FStructOnScope::SetPackage). This has been hooked up for the UDS and Data Table editors.

Change 2988955 on 2016/05/24 by Alex.Delesky

	#jira UE-30645 - Adding in support for splash images to support .png and .jpg files. In general, this adds multi-extension support for external image references and external image picker modules.

	Git Request #2376

Change 2989418 on 2016/05/25 by Jamie.Dale

	Added a way to count text references within a package that match the given search criteria

	This can be used to detect whether a localization ID is unique within its package.

	The following search modes are available:
	  - MatchId: Detect a reference if it matches the given ID (ignoring the source text)
	  - MatchSource: Detect a reference if it matches the given ID and source string
	  - MismatchSource: Detect a reference if it matches the given ID but has a different source string

Change 2989436 on 2016/05/25 by Jamie.Dale

	Added "root-level" meta-data (meta-data associated with the package rather than an object within it)

Change 2989471 on 2016/05/25 by Alexis.Matte

	Fbx scene importer, fix naming clash when creating package we now also look in memory to find existing package not just on disk

Change 2989639 on 2016/05/25 by Jamie.Dale

	Added static version of FName::IsValidXName

	This allows you to verify name-like strings without having to convert them to an FName (and thus add them to the name table)

Change 2989716 on 2016/05/25 by Alex.Delesky

	#jira UE-30828 - The Standalone Session Frontend will now render the names of automation tests correctly instead of as solid white blocks.

Change 2990100 on 2016/05/25 by Alexis.Matte

	Fix crash when reimporting a mesh that originaly exceed the maximum number of LOD

	#jira UE-30907

Change 2991442 on 2016/05/26 by Bob.Tellez

	#UE4 Fix components in world not rendering when saved without a physics scene.

Change 2991736 on 2016/05/26 by Bob.Tellez

	#UE4 Fix duplicated worlds not being initialized when inactive. Re-enabled duplication of worlds in the content browser.

Change 2991942 on 2016/05/26 by Alex.Delesky

	#jira UE-31012 - Setting a Decimal Grid Interval value to 0 and using it will no longer crash the editor or cause an editor crash on startup.

Change 2991994 on 2016/05/26 by Alex.Delesky

	#jira UE-31177 - Attempting to export an entire level as an object file and choosing to export all materials as images will no longer crash the editor.

Change 2994037 on 2016/05/30 by Alexis.Matte

	Add Fbx Automation Tests
	- static mesh import reimport (sections and materials)
	- skeletal mesh import and reimport (sections and materials also bone position)
	- static/skeletal mesh LODs (import, add, reimport)
	- rigid mesh (import, reimport)

Change 2994253 on 2016/05/31 by Alexis.Matte

	Mikkt crash when computing the normals if there is more vertex then the number of wedge

	#jira UE-29143

Change 2994260 on 2016/05/31 by Alexis.Matte

	Make sure we cannot modify fbx test plan when json file is read only

Change 2994431 on 2016/05/31 by Alex.Delesky

	#jira UE-21900 - The scale widget should now render all axes when using an orthographic camera.

Change 2994432 on 2016/05/31 by Alex.Delesky

	#jira UE-31328 - New objects dragged into the scene will now comply with the Surface Snapping option in the viewport, and will not use the Surface Offset if snapping is disabled.

Change 2994537 on 2016/05/31 by Richard.TalbotWatkin

	Fixed potential crash in the Mesh Paint tool when non-transactable actors are in the SelectedActors list following a Redo.
	#jira UE-31172 - Crash related to Vertex Painting - MeshPaint!CastChecked<AActor,UObject>()

Change 2994983 on 2016/05/31 by Richard.TalbotWatkin

	Added some guard code to protect against a crash when editing geometry. Repro currently unknown, ensure was added in order to try to get more information.
	#jira UE-30820 - UT EDITOR: CRASH: Crash in Public Release CL#2973693

Change 2995022 on 2016/05/31 by Jamie.Dale

	PR #2428: Added missing END_OPTIMIZATION macro to SOutputLog (Contributed by MatzeOGH)

Change 2995027 on 2016/05/31 by Jamie.Dale

	PR #2409: fixed a small typo in GraphEditor.h (Contributed by MatzeOGH)

Change 2995963 on 2016/06/01 by Alex.Delesky

	#jira UE-31317 -  The transform gizmo will no longer block the placement of a material onto a mesh.

Change 2997002 on 2016/06/01 by Cody.Albert

	Fix to ensure ActiveTopLevelWindow is properly set after a window is destroyed

	#jira UE-31448

Change 2998013 on 2016/06/02 by Alexis.Matte

	Prevent static mesh materials array to grow when using the reset button in the staticmesh editor.

	#jira UE-12931

Change 2998370 on 2016/06/02 by Alexis.Matte

	Fbx Automation, add some import LOD test in case the options are not ok

Change 2999709 on 2016/06/03 by Jamie.Dale

	Fixed some issues with gathering text from BP bytecode

	Bytecode in Blueprints is very volatile, and can only be safely gathered after it's been compiled (which is not guaranteed to have happened by the time we save the package). This change avoids caching any assets that contain scripts (non-data-only Blueprints), and instead will always load them to perform a gather (which will ensure the Blueprint bytecode is up-to-date due to compile-on-load).

Change 2999755 on 2016/06/03 by Richard.TalbotWatkin

	Fixes to Spline Mesh collision generation.
	- Fixed a serious issue with DDC ID generation, in that the static mesh wasn't forming a part of the key, hence any two spline meshes with identical properties but different meshes would yield the same cache entry.
	- Fixed how different collision boxes are transformed when rebuilding physics meshes. Convex collision transforms are now correctly taken into account, and spherical and capsule collision now gets correctly translated when a scale is applied to the start or end of the spline mesh.
	- Optimized physics rebuilding.  A new BodySetup object is now only created when needed, otherwise it is reused.

	#jira UE-31361 - Splines handle box collision and collision from other shapes differently

Change 2999973 on 2016/06/03 by Jamie.Dale

	We now skip bulk data when detecting text references

	#jira UE-31596

Change 3000159 on 2016/06/03 by Alex.Delesky

	#jira UE-30244 - Added a safeguard against a potential crash when editing BSP brushes before placing another BSP brush into the level.

Change 3001814 on 2016/06/06 by Alexis.Matte

	Make sure the staticmesh Materials list dont grow when we reimport or override a LOD other then the base mesh.
	Add a fbx test to make sure the problem is flag by automation test

	#jira UE-1394

Change 3001820 on 2016/06/06 by Alex.Delesky

	#jira UE-19079 - Widget Blueprints should no longer crash when dragging widgets from one blueprint to a second and then compiling the second blueprint.

Change 3001915 on 2016/06/06 by Alexis.Matte

	Make sure we check attribute type before checking attribute unique ID in case of unique id clash.

	#jira UE-31214

Change 3002026 on 2016/06/06 by Alexis.Matte

	Importing morph target should not import textures like materials since the base mesh already import thoses.

	UDN Question:
	https://udn.unrealengine.com/questions/293973/does-importing-an-fbx-with-morph-targets-cause-a-m.html

Change 3002623 on 2016/06/06 by Jamie.Dale

	Fixing more loc conflicts

Change 3002883 on 2016/06/06 by Jamie.Dale

	Adding retry when dealing with OneSky

	This is attempting to compensate for some timeouts with OneSky, which were also noticed when testing UE-31413

Change 3003004 on 2016/06/06 by Trung.Le

	#jira UE-13101 - Make "Description" field for a BluePrint Function multiline

Change 3003859 on 2016/06/07 by Alexis.Matte

	#jira UE-30436 Refresh the property editor when a array element is added, remove, insert, delete and the property is favorite

Change 3004132 on 2016/06/07 by Jamie.Dale

	Fixed a hash conflict that could occur when both the case-sensitive and case-insensitive FName hashes were identical

	This resulted in the case-preserving FName being added to the head of the linked list for the bucket, which caused any subsequent name lookups to return that name index for the comparison index (since it matched an insensitive string comparison), rather than the name index of the first case-variant of that name that was added to the bucket.

	This change has new entries be inserted at the tail of the list, which ensures that enumeration for a case-insensitive name will always find the same entry in the bucket (the first one that was ever added) and will continue to compare correctly.

Change 3004286 on 2016/06/07 by Jamie.Dale

	Ensured that assignments that publish new names to the bucket are atomic

Change 3004310 on 2016/06/07 by Jamie.Dale

	Ensured FName internal hashes are returned as uint16

Change 3004381 on 2016/06/07 by Jamie.Dale

	FAsyncPackage now creates the meta-data before processing the remaining exports

	This matches the behavior of FLinkerLoad::LoadAllObjects, as other objects may depend on the meta-data being loaded before them.

Change 3004765 on 2016/06/07 by Alex.Delesky

	#jira UE-31498 - Material thumbnails will now render the full sphere rather than an extreme close-up of the material.

Change 3005754 on 2016/06/08 by Trung.Le

	Allow whitespace for meta class names
	#jira UE-31668

Change 3005755 on 2016/06/08 by Stephan.Jiang

	UMGSequencePlayer implements GetPlaybackContext() and return UserWidget->GetWorld() if it's valid

	#jira UE-31299

Change 3006512 on 2016/06/08 by Alex.Delesky

	#jira UE-31572 - The "All Classes" tab in the Modes panel will now refresh when a placeable asset is created, renamed, or deleted without needed to navigate away from the tab first.

Change 3006760 on 2016/06/08 by Jamie.Dale

	Added support for stable localization keys

	This feature adds support for preserving the existing key of an FText property when editing the source string, providing that it is the only reference to that string within the package. A side effect of this is that you're now able to specify custom keys for FText properties since we can now verify that the custom key won't cause an identity conflict.

	In order to limit the search domain for uniqueness to a single package, we've added the concept of a "localization namespace" to packages (stored in the meta-data). Each package is given a unique namespace, which is appended to the user-defined namespace of the text when it is modified, saved, or duplicated. This package namespace ensures that the same user-defined namespace and key may be used in different packages without causing an identity conflict.

	In order to access the package namespace within the Core code that hosts FText (which doesn't know about UPackage), FArchive now provides a GetLocalizationNamespace function to access the package namespace within the Core code, and a SetLocalizationNamespace function for CoreUObject and Engine code to pass down the package namespace from their packages.

	If you have an archive that handles duplicating objects into a different package, or duplicating packages themselves, then you'll want to make sure it's setting the package namespace correctly. FObjectReader and FObjectWriter have been updated to do this, and serve as a good example. FDuplicateDataReader (used by StaticDuplicateObject), and FCopyPropertiesArchiveObjectWriter (used when compiling Blueprints) have also been updated to set the package namespace, as they both handle copying objects between packages. TextNamespaceUtil provides a suite of functions for getting at (or setting) the namespace for a package.

	Keys will start to stabilize naturally over time once this feature is enabled, however the StabilizeLocalizationKeys commandlet may also be used to stabilize all the keys for a game at once. Running it for a game under source control would look something like this:
	  MyGame -run=StabilizeLocalizationKeys -IncludeGame -NativeCulture=en -EnableSCC

	This commandlet also updates your localization archives to use the new text identities, however you'll still need to run a localization gather and localization compile before the updated translations will be available for your game.

	Note: This feature is currently disabled via the USE_STABLE_LOCALIZATION_KEYS define. It will be enabled at a later date.

	#jira UETOOL-796

Change 3007501 on 2016/06/09 by Trung.Le

	#jira UE-31722
	Fix MaterialFunctions crash when editing text in Libraries Category Text field. Solution: Removed PredEdit and PostEdit from IEditableTextProperty, its derived types and other code that was calling them. The new SetText method already calls NotifyPreChange and NotifyPostChange to properly create/destroy ScopedTransaction.

Change 3007524 on 2016/06/09 by Jamie.Dale

	Added some additional checks to avoid re-keying text when duplicating for PIE

Change 3007564 on 2016/06/09 by Jamie.Dale

	PR #2401: DataTable import/export improvements (Contributed by bozaro)

Change 3007653 on 2016/06/09 by Jamie.Dale

	PR #2459: Generate JSON for nested structs in DataTable rows (Contributed by jorgenpt)

Change 3008019 on 2016/06/09 by Jamie.Dale

	Updated structs to export as JSON when displaying them in the Data Table editor

	This produces much cleaner results than using the text export method (which will use the internal names for user defined structs).

	This also cleans up the FDataTableExporterCSV and FDataTableExporterJSON APIs so that you don't need to pass in a UDataTable if you're not going to use it.

	#jira UE-29958

Change 3008052 on 2016/06/09 by Jamie.Dale

	Fixed bug importing an array inside a JSON Data Table

	This was noticed when testing a GitHub PR, but the JSON importer for a Data Table was appending the new data to the array rather than replacing it. It now clears the array prior to importing.

Change 3008875 on 2016/06/10 by Jamie.Dale

	PR #2406: Git plugin: Fix for Git diff not working in UE 4.12 (and master) (Contributed by SRombauts)

Change 3008879 on 2016/06/10 by Jamie.Dale

	PR #2484: Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master) (Contributed by SRombauts)

Change 3008990 on 2016/06/10 by Alex.Delesky

	#jira UE-15699 - Submitting to source control via the editor should now check for current asset status before prompting the user to submit their changes. This should prevent files that had been previously deleted from being readded to source.

Change 3008991 on 2016/06/10 by Alex.Delesky

	#jira UE-31688 - The Output Log will now automatically anchor to the bottom of the scroll bar when the user scrolls all the way down using the mouse wheel or clicking and dragging the content window.

Change 3010856 on 2016/06/13 by Alexis.Matte

	#jira UE-31713 Fix a serialize issue for skeletal mesh with apex cloth.

Change 3011736 on 2016/06/13 by Jamie.Dale

	Adding missing plurals.res file

	This is needed to get plural form information from ICU.

	#jira UETOOL-875

Change 3012387 on 2016/06/14 by Richard.TalbotWatkin

	Disabled the Paste context menu action if the property is marked as EditConst.
	#jira UE-27469 - User is able to paste values into a read-only setting

Change 3012971 on 2016/06/14 by Stephan.Jiang

	Editor Preferences->Widget Designer now have two options to toggle the visibilities of widgets created from Engine content folder and Developers folder.

	By default, visibility for engine content is off and developers is on

	#jira UE-31657

Change 3013111 on 2016/06/14 by Jamie.Dale

	Unified the number, percentage, and currency formatting between the ICU and Legacy text implementations

	Removed all the old legacy number formatting code, and removed the calls to the ICU specific number formatting. Everything is now using FastDecimalFormat as this will allow some optimizations later when formatting numbers in FText::Format.

Change 3015438 on 2016/06/15 by Cody.Albert

	Fixing ScrollBy function to calculate new scroll offset based on the current scroll offset and not the current desired scroll offset (which may not be the same during an animation)

	#jira UE-32082

Change 3016782 on 2016/06/16 by Richard.TalbotWatkin

	Corrected ConvexHull2D so that it returns an empty set of indices when passed an empty points array.

Change 3016949 on 2016/06/16 by Jamie.Dale

	Added FastDecimalFormat overloads to write into an existing string

	This helps avoid an extra allocation if you already have a pre-sized string that you're writing the number to (as is the case in FText::Format).

Change 3016952 on 2016/06/16 by Jamie.Dale

	Changed an Add for an Emplace to avoid moving a temporary

Change 3016954 on 2016/06/16 by Jamie.Dale

	Updated some FText code to avoid creating temporary objects just to move data through a hierarchy

	There was some code in FText and its internal types that were using pass-by-value as a marshaller to move data through a hierarchy. This resulted in temporary objects being created and destroyed to facilitate the movement of data.

	This change has all the internal FText code (private FText constructors, internal text data, and internal text history) take its movable types as an r-value reference. This avoids the temporary objects, but also makes it impossible to accidentally copy a construction argument when you meant to move it (you can still copy, but the copy must be explicit).

	In addition to this, FText::FromString and FText::AsCultureInvariant now have two overloads, const FString& and FString&&, to avoid them creating a temporary when you're invoking a move. FText::ChangeKey now takes its parameters by const& as their data wasn't being moved further down the chain, so the by-value copy was wasteful.

Change 3019021 on 2016/06/19 by Richard.TalbotWatkin

	When deleting a brush, ensure geometry is rebuilt before updating the details panel according to the selection change, so that the old Surface Properties don't continue to appear.
	#jira UE-8966 - Surface Properties of a BSP remain in the details panel after the BSP is deleted

Change 3019022 on 2016/06/19 by Richard.TalbotWatkin

	Fixed issue where the Surface Properties category in the Details panel doesn't appear after selecting a surface on a Brush which has just been placed.
	#jira UE-31916 - Selecting an edge of BSP geometry then a face does not show Surface Properties while in Place mode
	#jira UE-31915 - Selecting BSP face does not show Surface Properties in Details

Change 3019025 on 2016/06/19 by Richard.TalbotWatkin

	Fixed issue which was stopping 'Cancel' from correctly returning a 'Cancelled' result during P4 asynchronous ops.
	#jira UE-28595 - Submit to Source Control: "Checking for assets to check in..." cancel button does not cancel operation, editor becomes unresponsive

Change 3020050 on 2016/06/20 by Cody.Albert

	Changed window centering logic to correctly work when monitor 1 isn't set to primary monitor.

	#jira UE-32173

Change 3021145 on 2016/06/21 by Jamie.Dale

	Added support for text format argument modifiers

	These can be used to mutate a format argument before appending it to the resultant formatted string, and are applied to the preceding argument via a pipe, eg) "{Arg}|plural(one=is,other=are)".

	We provide a few of these by default:
	 - |plural(key=val,...)
	 - |ordinal(key=val,...)
	   Provides support for cardinal and ordinal plural forms, where key may be any of "one", "two", "few", "many", or "other", and val may be any optionally quoted string.
	 - |gender(masculine,feminine,[neuter])
	   Provides support for gender forms, where the 0th item is the masculine version, the 1st item is the feminine version, and the 2nd item is an optional neuter version. The values may be any optionally quoted string.
	 - |hpp(consonant,vowel)
	   Provides support for Hangul post-positions, where the 0th item is the consonant suffix, and the 1st item is the verb suffix. The values may be any optionally quoted string.

	Major changes:
	 - Exposed the ICU plural form handling via FCulture::GetPluralForm.
	 - Updated the FText formatting code to use an expression evaluator (to support the more complex expressions needed for the argument modifiers).
	 - Added FTextFormat to store a pre-compiled format expression. Re-using one of these if you're performing a lot of formats with the same FText will increase your performance (as around half of the FText::Format cost can be compilation, via an implicit construction of FTextFormat).
	 - Updated the FText::Format(...) family of functions to take their format string as FTextFormat, and take their arguments as FFormatArgumentValue. This allows us access to the real numeric types within the format code, but doesn't break the existing API as these types are implicitly constructible from the old parameters (FText).
	 - Converted text history to store their format string as an FTextFormat in-case they need to perform a re-format (this is still saved as an FText).

	Breaking changes:
	 - The rules for the escape token have been simplified, and there is an incredibly unlikely chance that this may affect some text:
	   - The ` character will now only escape a valid character (producing only the escaped character in the final string), or it will be ignored and inserted as a literal character, eg) "`{F" -> "{F", and "`F" -> "`F".
	   - Previously it would also remove the escape character when it followed { or }, eg) "{`" -> "{" and "}`" -> "}", rather than "{`" and "}`" like you might expect. It would also have previously removed a ` at the end of a string due to a parser bug.

Change 3021156 on 2016/06/21 by Jamie.Dale

	Updated LinuxToolChain to use the same output delegate for all of its actions when cross-compiling

	This avoids the compile and link actions being split into different batches.

Change 3021280 on 2016/06/21 by Richard.TalbotWatkin

	Fixed bug in parsing LOD in UStaticMeshComponent::ImportCustomProperties (thanks to Aurelien Cordonnier).
	#jira UE-31937 - UDN code submission for UStaticMeshComponent::ImportCustomProperties parsing bug

Change 3022949 on 2016/06/22 by Alex.Delesky

	#jira UE-31944 - Upgrading Subversion binaries to version 1.9.4.

Change 3023092 on 2016/06/22 by Jamie.Dale

	Downgraded some checks to ensures and added an early out

	#jira UE-32009

Change 3023154 on 2016/06/22 by Jamie.Dale

	Ported over CL# 3018771 to the UE automation

	This fixes an issue where a downloaded PO file smaller than the one already on disk leaving a mix of both files on disk (rather than the existing file on disk being truncated).

Change 3023579 on 2016/06/22 by Jamie.Dale

	Expanded the Blueprint FormatText node to support numeric and gender types

	These are needed to correctly support the new plural and gender forms that can be used in format strings, as these require actual numeric/enum data to be passed into the format arguments, rather than pre-formatted text.

	Major changes:
	 - The FormatText node for Blueprints now uses PC_Wildcard as its pin type for format arguments instead of PC_Text.
	   - Any existing literal text argument data in the pin is hoisted out into a "Make Literal Text" node which is then connected to the pin.
	 - FFormatArgumentData has been updated to be variant on the data needed by Blueprints. It's now a less comprehensive and non-unioned version of FFormatArgumentValue.
	 - The version of FText::Format taking FFormatArgumentData has been deprecated as its usage was internal to Blueprints and we have much better ways to format text in C++. Any existing C++ using that (of which we have none internally) should be updated to use FFormatArgumentValue instead.

Change 3023915 on 2016/06/22 by Jamie.Dale

	Cleaned up some of the UK2Node_FormatText expansion code to avoid unchecked literals

Change 3024813 on 2016/06/23 by Jamie.Dale

	Renamed FContext to FManifestContext to better reflect its purpose and avoid naming conflicts with other code

Change 3024852 on 2016/06/23 by Nick.Darnell

	FBX - Updating automation tests with the changes to chunk  and chunk index removal and them being merged with sections.

Change 3024994 on 2016/06/23 by Nick.Darnell

	UMG - Removing the DesignerWidgetTree, instead going to directly inject the widget tree into the partially constructed UUserWidget during design time, when refreshing the preview.  This avoids doing something a little dangerous and sketchy like updating the living class instance with a new designer tree that all new instances will begin biasing using.  Also making the preview widget explictly non-transactional as there's no reason to track changes to the preview, all the changes that need to be tracked should be on the template widget.  This should fix the crash in the widget designer when you Undo just after compiling the widget blueprint.

	#jira UE-31155

Change 3025194 on 2016/06/23 by Alex.Delesky

	#jira UE-31155 - Compilation error fix.

Change 3025255 on 2016/06/23 by Alex.Delesky

	#jira UE-21900 - Redoing changes done in CL 2994431 since it got stomped. Reinstates the grabber handles and ensures consistent scaling on the scale widget in orthographic viewports.

Change 3025460 on 2016/06/23 by Cody.Albert

	Fixed issue where widget components would misalign when aspect ratio was being constrained

	#jira UE-29637

Change 3025508 on 2016/06/23 by Cody.Albert

	Adding support for adjusting animation playback speed

	#jira UE-32222

Change 3026444 on 2016/06/24 by Jamie.Dale

	Fixed crash caused by bad access of shared this when closing an active IME context

	This was only needed to get the owner window, which we now cache when the IME context is created.

	#jira UE-32240

Change 3028358 on 2016/06/27 by Jamie.Dale

	Fixed IMEs not working due to no window being cached

	#jira UE-32240

Change 3028464 on 2016/06/27 by Alex.Delesky

	#jira UE-31873 - A single "Files need check-out" notification will now be shown instead of multiple notifications if multiple files need to be checked out, and updated as more files need to be checked out.

Change 3028524 on 2016/06/27 by Chris.Wood

	Switched off uploads to legacy Crash Report Receiver.
	[UE-31252] - Switch off deprecated CRR upload in Crash Report Client

	Also added CRC version string, added to crash context from CRC config

Change 3028840 on 2016/06/27 by Alexis.Matte

	#jira UE-32306 replace material bad name character by an underscore when doing a scen import.

Change 3028924 on 2016/06/27 by Alexis.Matte

	#jira UE-32125 Make sure we can add a plan when a fbx file is drop in the fbx automation test folder

Change 3029044 on 2016/06/27 by Alex.Delesky

	#jira UE-31944  - Updating SVN binaries for Mac to 1.9.4

Change 3029276 on 2016/06/27 by Alex.Delesky

	#jira UE-31531 - A user can now select the base class when creating a new physical material.

	PR #2462: added dialog, which enables picking base class for asset (Contributed by iniside)

Change 3029459 on 2016/06/27 by Alexis.Matte

	#jira UE-32354 Make sure we set all blueprint component to the correct mobility set in the scene import options.

Change 3030577 on 2016/06/28 by Nick.Darnell

	PR #2531: Git plugin: fix wrong status icons (Contributed by SRombauts)

Change 3030587 on 2016/06/28 by Alexis.Matte

	#jira UE-32251 add missing body setup variables when restoring the body setup value after a re-import of a staticmesh

Change 3030946 on 2016/06/28 by Alexis.Matte

	#jira UE-32515 prevent crash when re-import staticmesh userdata

Change 3031115 on 2016/06/28 by Jamie.Dale

	The DDC builder now gives the shader compile worker a chance to catch up when it pauses to run a GC pass

	This prevents an issue where the shader backlog could cause massive amounts of memory to be consumed.

Change 3031146 on 2016/06/28 by Jamie.Dale

	Fixed errors when building with USE_STABLE_LOCALIZATION_KEYS enabled caused by UEdGraphPin no longer being a UObject

Change 3031357 on 2016/06/28 by Nick.Darnell

	PR #2431: Add plugin support to the editor class wizard. (Contributed by Koderz)

Change 3031515 on 2016/06/28 by Jamie.Dale

	Fixed game targets not being able to depend on other game targets

Change 3031520 on 2016/06/28 by Jamie.Dale

	Localization compilation now specifies an ArchiveName to use

Change 3031671 on 2016/06/28 by Nick.Darnell

	Editor - Checking to see if a weak variable is valid before using it in the editor build window.

Change 3032013 on 2016/06/28 by Matt.Kuhlenschmidt

	Added ability to invert the Y axis in editor viewports for mouse look and orbit

Change 3032495 on 2016/06/29 by Jamie.Dale

	Fixed some measuring issues with bi-directional text within a right-flowed document

	There were three main issues:
	  1) Measuring blocks was measuring visual glyphs rather than logical glyphs (this caused bad measures/wrapping and overlapped rendering).
	  2) The text layout would consider blocks visually contiguous without making sure the block flow direction matched the line flow direction (this caused bad highlights).
	  3) The text layout would fail to compensate for a non-contiguous block that had a flow direction different to the line flow direction (it was hard-coded for RTL in LTR, so broke for LTR in RTL - this caused bad highlights).

	#jira UE-32526

Change 3032533 on 2016/06/29 by Nick.Darnell

	UMG - The widget component now extends from UMeshComponent, it can have a custom material applied to it, in order to achieve cooler effects - like ignoring the depth buffer.  Users who use this option are encouraged to start with the widget components default material and work from there.  The widget component now offers the ability to automatically size the render target to be the desired size of the widget - note that this can go real bad if your widget wants to be really big.

Change 3032855 on 2016/06/29 by Alexis.Matte

	#jira UE-32508 Remove the cachewindow from the FTextInputMethodContext constructor since it will be cache only when the IME is activated

	#test please re-test also UE-32240

Change 3033145 on 2016/06/29 by Alex.Delesky

	#jira UE-32239 - The PropertyEditorModule will no longer cause a crash on editor shutdown if a SDetailsView widget tries to force refresh itself when the Slate application is no longer initialized.

Change 3033147 on 2016/06/29 by Alex.Delesky

	#jira UE-32326 - Clicking on the "Install {compiler}" button when trying to create a new code class or code project will now not crash the engine if it fails to open the installation file for write, nor will it create multiple notifications if the button is pressed repeatedly.

	This also addresses a potential issue with static initialization order when it comes to adding TickableEditorObjects to its corresponding array, since it was wholly possible for a statically initialized TickableEditorObject to initialize itself and add itself to the tickable objects arra before the tickable objects array was initialized, causing that object to not get ticked at runtime and causing a crash when the editor was closed.

Change 3033162 on 2016/06/29 by Alex.Delesky

	#jira UE-31827 - Undo/redo now works in the Material function editor.

Change 3033391 on 2016/06/29 by Matt.Kuhlenschmidt

	Fix post process settings blendable picker not being readable in the details panel

Change 3033498 on 2016/06/29 by Matt.Kuhlenschmidt

	Fixed huge number of redundant calls to CanEditChange and
	DiffersFromDefault that were causing massive performance loss when
	thousands of objects are selected. CanEditChange and DiffersFromDefault
	are now cached each time a property value changes.

	Fixed redundant calls for getting visualizers for each selected
	object.  This is now cached on selection

Change 3033504 on 2016/06/29 by Matt.Kuhlenschmidt

	Fix Mass customization on the body instance not working with undo/redo or reset to default

Change 3034357 on 2016/06/30 by Alex.Delesky

	#jira UE-31184 - Renamed the multiple collision components in the cascade particle system to more accurately reflect what they represent.

Change 3035915 on 2016/07/01 by Richard.TalbotWatkin

	Fix to SListPanel so that those with horizontal arrangement (i.e. from STileView) use the number of desired items instead of the number of actual items in order to calculate the desired size of the geometry.  This fixes the case where an STileView is contained within an SScrollBox.
	#jira UE-32195 - STileView no longer works correctly when placed inside of a SScrollBox

Change 3035951 on 2016/07/01 by Richard.TalbotWatkin

	Fixed issue when importing a brush, so that the brush is always validated (relinked), whether it be a static or dynamic brush. This is because the process of rebuilding a dynamic brush sets the link indices to signify FBspSurf indices from the UModel instead of FPoly indices (the FPoly::iLink member is overloaded in its meaning). Always forcing a relink correctly sets the linked list of coplanars.
	#jira UE-32087 - Crash occurs when creating Static Mesh from Trigger Volume

Change 3036991 on 2016/07/04 by Alexis.Matte

	#jira UETOOL-901 Scene importer now support the rigid mesh animation

Change 3037037 on 2016/07/04 by Jamie.Dale

	Fixed regression in editable text box alignment

	Text was no longer vertically aligned center since SEditableText was converted to use a text layout. This vertical alignment is now handled by the outer SEditableTextBox instead.

Change 3037057 on 2016/07/04 by Richard.TalbotWatkin

	Fixed screenshots when running automation tests so that they are saved locally when a FAutomationWorkerScreenMessage is received.
	#jira UE-29815 - In-game screenshot isn't working under certain circumstances

Change 3037082 on 2016/07/04 by Chris.Wood

	Added detection of asserts and passing assert flag and crash type string to crash reports.
	[UE-30592] - Crash Reporter should determine crash type on client and pass string to server

	Reviewe by Steve with reservations about the static variable for setting asserted state. While not thread-aware, this is probably accurate enough for the purpose of crash reporting, certainly for now. I'm submitting it like this because the work required to add fully thread-aware fix is not necessary at this point.

Change 3037095 on 2016/07/04 by Alexis.Matte

	Fix the bone name when duplicating a socket.

Change 3037453 on 2016/07/05 by Stephan.Jiang

	Adding ability to animate the root wigdet #2
	FHierarchyRoot adds the preview widget instead of CDO to selectedobjects in widgetblueprint
	the properties are then migrated back to the CDO

	#UE 31810

Change 3037487 on 2016/07/05 by Jamie.Dale

	Fixed crash caused by stale BP pointer

	#jira UE-32325

Change 3037488 on 2016/07/05 by Jamie.Dale

	Fixed a crash that could occur when a class and a folder had the same name

Change 3037526 on 2016/07/05 by Jamie.Dale

	Speculative fix for a potential race condition when shutting down the editor while a "launch" was in progress

	The launch-thread could potentially queue up a request after the game-thread had requested it cancel, and cleared out any queued tasks. This change has the game-thread wait for the launch-thread to acknowledge its cancellation before continuing with editor shutdown.

	#jira UE-17688

Change 3037557 on 2016/07/05 by Alex.Delesky

	#jira UE-32424 - Added a safeguard to ensure that renaming a world that was duplicated from another world would not crash the editor if both worlds' lightmaps and shadowmaps were still active in memory, due to the editor attempting to rename identical textures from different packages to the same location.

	The actual fix to this issue was performed in an earlier CL, but this should prevent the editor from crashing if the issue returns.

Change 3037558 on 2016/07/05 by Alex.Delesky

	#jira UE-32285 - Importing assets to the Content Browser via drag and drop operations are no longer permitted while the UI file picker dialog is opened.

Change 3037559 on 2016/07/05 by Alex.Delesky

	#jira UE-32075 - The user can no longer attempt to import non-FBX and non-OBJ files when importing into a level.

Change 3037593 on 2016/07/05 by Stephan.Jiang

	GitHub #2549: Add function for setting the playback rate of UMG animations
	original code shelved in CL 3033449

	#UE-32653

Change 3037605 on 2016/07/05 by Jamie.Dale

	Fixed infinite recursion that could happen when gather loc from an object with a custom callback

	#jira UE-32670

Change 3037649 on 2016/07/05 by Nick.Darnell

	PR #2538: [WidgetBlueprintLibrary] GetAllWidgetsOfClass, Added META ~ DeterminesOutputType, DynamicOutputParam, removes the need for extra cast,   Rama (Contributed by EverNewJoy)

Change 3037652 on 2016/07/05 by Nick.Darnell

	Clean - Removing commented out code.

Change 3037658 on 2016/07/05 by Matt.Kuhlenschmidt

	Fix initial hitch when dragging around in a color picker opened from a material expression node.

Change 3037679 on 2016/07/05 by Nick.Darnell

	Engine - Texture2D no longer forces the MIP level to 0 for TextureGroup_UI textures.

Change 3037757 on 2016/07/05 by Nick.Darnell

	PR #2447: WebBrowser widget: Added GetUrl method and OnUrlChanged property (Contributed by nelbok)

Change 3037840 on 2016/07/05 by Nick.Darnell

	UMG - Now allowing for spirtes to be used just like textures and materials on UMG widgets anywhere that takes a brush, can now also take a Sprite.  There is now a ISlateTextureAtlasInterface interface that any UObject may now implement if it wishes to integrate with UMG to provide its atlas data in a form Slate can understand.

Change 3037924 on 2016/07/05 by Jamie.Dale

	Re-ordered variable initialization to appease a warning on Mac

Change 3037981 on 2016/07/05 by Jamie.Dale

	Fixed crash where FColorStructCustomization could call SetPerObjectValues with an empty array

	#jira UE-32639

Change 3038075 on 2016/07/05 by Cody.Albert

	Removed misleading error message in HandleCECommand

	#jira 28007

Change 3038231 on 2016/07/05 by Alexis.Matte

	#jira UE-30694 We set the section collision only if there is an imported collision or a generated one. If there is no collision we do not set the collision flag.

Change 3038275 on 2016/07/05 by Alex.Delesky

	#jira UE-32689 - "Game Gets Mouse Control" will now override the Capture Mouse on Launch setting when launching the game from within a Level Viewport (i.e., within the editor window itself).

Change 3039310 on 2016/07/06 by Trung.Le

	#jira UE-25005 Change PIE Key Bindings
	- Removed Shift+F1 and Esc from BaseInput.ini
	- Created new customizable key binding for
	   + Shift+F1: same functionality.
	   + Esc: now will pause the play session and bring back the mouse cursor. Clicking the mouse on the viewport should resume play session.
	   + Shift+Esc: now will stop the play session

Change 3039458 on 2016/07/06 by Trung.Le

	Removed unused code in StaticMeshLight.cpp

Change 3039827 on 2016/07/06 by Frank.Fella

	FString - Fix divide overload path concatenation for empty paths since there are several places in the engine that expect using that doing { path / "" } will append a / onto path.

	#jira UE-31959

Change 3041094 on 2016/07/07 by Nick.Darnell

	WebBrowser - Fixing an issue where the web browser widget plugin wasn't loading soon enough to be properly loaded in time if it was referenced by game nessesary content thatloads in the Default stage of the pipeline, so moving it to PreDefault.

	#jira UE-32694

Change 3041110 on 2016/07/07 by Matt.Kuhlenschmidt

	Fix visualizers on blueprint actors not working when the internal components are trashed and replaced

Change 3041302 on 2016/07/07 by Chris.Wood

	Increased buffer size for crash uploads.
	[UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack

	Trivial change in dev branch - no code review

Change 3041969 on 2016/07/07 by Nick.Darnell

	UMG - Input Key Selector now no longer adds a bogus Selected Key property to the details panel.

Change 3041971 on 2016/07/07 by Nick.Darnell

	UMG - Not using separate settings for the Engine/Developer folders visible in the UMG palette, now just using the same setting that powers the content browser.

Change 3042612 on 2016/07/08 by Trung.Le

	#jira UE-25005, set Shift+Esc defaults to toggle play/pause and Esc remains defaults to quit

Change 3042732 on 2016/07/08 by mitchell.wilson

	Adding test content for UMG Paper 2d Atlas test

Change 3042780 on 2016/07/08 by mitchell.wilson

	Updating UMG_Paper2d test content for UMG Paper 2d Atlas testing

Change 3042870 on 2016/07/08 by mitchell.wilson

	Renaming UMG_Paper2d to UMG_Sprite

Change 3044104 on 2016/07/10 by Nick.Darnell

	PR #2104: Improved widget input support (Contributed by projectgheist)

Change 3044107 on 2016/07/10 by Nick.Darnell

	Slate - Fixing the slider handle rendering to no longer run off the edge and get cut off.

	#jira UE-25750

Change 3044377 on 2016/07/11 by Chris.Wood

	Add Slack messaging module - Epic Friday

Change 3044536 on 2016/07/11 by Alex.Delesky

	#jira UE-7293 - Mouse locking to viewport is now determined off an enum instead of a boolean, to allow for more flexibility when upgrading with new features.

Change 3044922 on 2016/07/11 by Nick.Darnell

	Slate/UMG - Working on better support for VR interactions with Slate widgets.  This change fixes a lot of issues with the way interaction works with slate widgets rendered in the virtual world.  Breakages, direct mouse interaction with widgets in the virtual world is no longer supported.  Those kinds of interactions must all use the WidgetInteractionComponent now, which by default works similar to the lasers in VREditor for interaction.  However - you can disable automatic hittesting, and instead provide a custom hitresult instead if you want to use screen tracing and act like you're just a mouse cursor that is supported.  Menu anchors now properly function inside of widgets in the virtual world.  Performance improvements - the viewport no longer arranges all 3d widgets every frame.  Additionally, Widget Components now support a whole bunch of methods for reducing how often they redraw to help control performance, they also support manual refresh.  This automatically works in tandem with the widget interaction component to request refresh whenever the widget interaction component is interacting with the widget, thus giving you a simple way to only redraw widgets that the user is hovering on top of.  Unrelated - this change also fixes Stop navigation commands not working with Next/Prev navigation - Wrap is still unsupported.

Change 3045157 on 2016/07/11 by Nick.Darnell

	Slate - Always consume the bottom face button of the analog cursor, even if it's a repeat.

Change 3045355 on 2016/07/11 by Matt.Kuhlenschmidt

	Added logging for unreproducible top 10 crash in matinee when a track ends up not being able to add a keyframe

Change 3045358 on 2016/07/11 by Alex.Delesky

	#jira UE-31179 - The editor should now log additional information and hit an assertion if the editor tries to construct FObjectOrAssetData using invalid data. This doesn't stop the crash, but should help get some extra info when it does break.

Change 3045371 on 2016/07/11 by Matt.Kuhlenschmidt

	Enable the widget reflector from the editor console by typing "widgetreflector"

Change 3045387 on 2016/07/11 by Stephan.Jiang

	Stripping off 'b' in the propertyname so that "Is Enabled" is animated properly.

	#UE-31874

Change 3046093 on 2016/07/12 by Nick.Darnell

	UMG - The Slider now exposes the IsFocusable option from Slate.

	#jira UE-32960

Change 3046094 on 2016/07/12 by Alexis.Matte

	#jira UE-32807 scene re-import blueprint hierarchy kept some part of old blueprint component value.

Change 3046104 on 2016/07/12 by Stephan.Jiang

	typo "Syc" causing the "Sync" button doesn't show Slateicon

	#UE-31409

Change 3046142 on 2016/07/12 by Nick.Darnell

	Orion - Upgrading more code to use the new input mode functions and not the deprecated ones.

Change 3046165 on 2016/07/12 by Nick.Darnell

	UMG - Fixing a crash on the widget component if the render target is null when reapplied through widget component data.

	#jira UE-32844

Change 3046255 on 2016/07/12 by Nick.Darnell

	UT - More build warning fixes for the new Input Mode methods.

Change 3046604 on 2016/07/12 by Richard.Hinckley

	Adding a template file and code to support creating a UInterface directly from the New C++ Class wizard.

Change 3047071 on 2016/07/12 by Matt.Kuhlenschmidt

	Better way of summoning the widget reflector from the console

Change 3047842 on 2016/07/13 by Matt.Kuhlenschmidt

	Mark Subdivision surface setting as advanced since it is experimental and definitely for advanced users only

Change 3048754 on 2016/07/13 by Trung.Le

	#jira UE-32159 Automatically regain focus after user gets mouse control during PIE session so we can continue process PIE keybinding commands

Change 3048756 on 2016/07/13 by Trung.Le

	Removed default toggle pause/play keybinding from BaseInput.ini, instead we should use the action defined in DebuggerCommands that is customizable

Change 3048865 on 2016/07/13 by Trung.Le

	#jira UE-32159 SGlobalPlayWorldActions widget shouldn't clear out active widget pointer when it's being handled properly

Change 3048892 on 2016/07/13 by Nick.Darnell

	UMG - Fixing a problem with the interaction component, it now does some basic intelligent ignoring of anything it's attached to - excluding widget components.  So it's easier to attach it to things that might be inside of a say a player collision capsule.  Also removing the 'Max Interaction Distance' from the widget component as that is no longer the arbitor of interaction distance.

	#jira UE-33250

Change 3049096 on 2016/07/13 by Trung.Le

	Wrap SGlobalPlayActions around ViewportWidget instead of making it a child of ViewportWidget. This was causing PIE to stop working when there are other UMG in game.
	#jira UE-33259

Change 3049177 on 2016/07/13 by Stephan.Jiang

	Fixing the "No Animation Selected" tag shows up after switching back from Graph to Designer.

	#UE-33016

Change 3049726 on 2016/07/14 by Stephan.Jiang

	Adding icons for terrain mirror tool

	#UE-20588

Change 3049957 on 2016/07/14 by Nick.Darnell

	Slate - Fixing a small bug in the virtual user function - was preventing getting the same virtual user multiple times if it had already been created.  Adding an option to the widget component to control the focusabilty of the underlying slate window that's created to host the widget content.  Adding an option to the widget interaction component to control if it should be simulating mouse input at all - use this to effectively disable hit testing, and changing hover states and the like.

Change 3049994 on 2016/07/14 by Stephan.Jiang

	Set viewed animtion to current animtion after switching from Graph to Designer
	(This is for "No Animation Selected" showing up when switching)

	#UE-33016

Change 3050194 on 2016/07/14 by Stephan.Jiang

	Added ability to replace the widget the track is currently bound to
	Also includes changes in WidgetBlueprintEditor to send delegate to AnimationtabSummoner when switching from Graph to Designer

	#UE-31809

[CL 3050870 by Matt Kuhlenschmidt in Main branch]
2016-07-14 19:07:16 -04:00
Robert Manuszewski
af30c884a5 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3049602)
==========================
MAJOR FEATURES + CHANGES
==========================

Change 2946506 on 2016/04/18 by Steven.Hutton

	Update to Crash Reporter buggs table to add new search fields and inclusion of packages needed for e-mail reports.

Change 3017807 on 2016/06/17 by Chris.Wood

	Improved Crash Report Process folder delete code as it could sometimes fail.
	[UE-30349] - Crash Report Process is leaving crashes in the landing zone that build up and block the queue

	Also added logging to Slack when stop request received instead of just when stop is complete.

Change 3019367 on 2016/06/20 by Chris.Wood

	Improve Crash Report Process logging to track bad reads from S3.
	Also, better logging when CleanReport fails to delete folders.

Change 3019376 on 2016/06/20 by Steve.Robb

	Clarification of assert message and comments which talk about 'null' TFunctions.
	Tidy-up of dead code.

Change 3019409 on 2016/06/20 by Steve.Robb

	New Find and FindByPredicate algorithms for finding stuff in arbitrary containers.

Change 3022658 on 2016/06/22 by Chris.Wood

	Discarding duplicated crash reports earlier in read from Data Router process to avoid clashes in the landing zone (CRP v1.1.11)
	[UE-30349] - Crash Report Process is leaving crashes in the landing zone that build up and block the queue

	Also improved logging to Slack with better layout, fixed event ordering and counting duplicates.

Change 3022840 on 2016/06/22 by Steve.Robb

	Skipped UHT attributes removed.

Change 3022907 on 2016/06/22 by Robert.Manuszewski

	Fixing crash when adding a new C++ class to project

	#jira UE-32333

Change 3023169 on 2016/06/22 by Steve.Robb

	Checks for UTHINGs in skipped preprocessor blocks.
	Fixes for skipped UTHINGs and some other parsing accidents.

	#jira UE-31627

Change 3023239 on 2016/06/22 by Steve.Robb

	Fix for JSON date parsing reported here: https://udn.unrealengine.com/questions/299342/fdatetime-json-serialization-bug.html

Change 3026812 on 2016/06/24 by Mieszko.Zielinski

	Marked FEnvQueryInstance::AddItemData UEnvQueryItemType_Point specialization as AIMODULE_API #UE4

Change 3028235 on 2016/06/27 by Robert.Manuszewski

	PR #2535: BUGFIX: FPS pop-up updates when loading new stat file (Contributed by projectgheist)

Change 3028282 on 2016/06/27 by Steve.Robb

	Fix for missing UFUNCTION check in skipped preprocessor blocks.

	#jira UE-31627

Change 3028284 on 2016/06/27 by Steve.Robb

	Debuggability improvements and coding standards changes.

Change 3028343 on 2016/06/27 by Steve.Robb

	Fix for UHT error in WEX.

	#jira UE-32464

Change 3028393 on 2016/06/27 by Steve.Robb

	Fix for hot reload of enums finding the old enum.
	Fix to stop SPropertyEditorNumeric caching the enum flags.

	#jira UE-31658

Change 3030362 on 2016/06/28 by Robert.Manuszewski

	Fixing hang when cooking.

Change 3030462 on 2016/06/28 by Steve.Robb

	Assert added to PackageTools::GetFilteredPackageList() to help with catching a bug reported in the wild.

	#jira UE-32001

Change 3034341 on 2016/06/30 by Robert.Manuszewski

	Modified crash handling code (on Windows) to handle two threads crashing at the same time properly.  Previously the second crash would force the process to exit before generating the crash report.

	Added 'debug twothreadsgpf' command to test the functionality.

Change 3034342 on 2016/06/30 by John.Mahoney

	Fix for crash when loading an empty cached asset registry.

	#jira UE-32232

Change 3035599 on 2016/07/01 by Chris.Wood

	Added support for CrashType string to Crash Report Process. CRP v1.1.12
	[UE-30592] - Crash Reporter should determine crash type on client and pass string to server

	Also fixes problem with reports falling back on the legacy WER metadata when a crash context exists. They now only read the error message from metadata if available and keep crash context data when possible.

	Added in missing crash context parameters that have been added to clients but not known by the server.

Change 3035787 on 2016/07/01 by John.Mahoney

	Fix for crash when DuplicateRedirects does not contain the DependentObject when saving dependencies. It will still fall through to the assertion below, but it will now fail with a useful error message instead of a generic 'Pair != nullptr' from Map.h.

	#jira UE-30189

Change 3036933 on 2016/07/04 by Steve.Robb

	Proper forwarding constructor for FAsyncTask.

Change 3036938 on 2016/07/04 by Steve.Robb

	Fix for CDO hot reload corrupting memory when replacing references inside structs.

	#jira UE-29335

Change 3036960 on 2016/07/04 by Steve.Robb

	Fix for FAnsiAllocator::ResizeAllocation when resizing to zero.

Change 3037423 on 2016/07/05 by Steve.Robb

	FModuleManager::UnloadOrAbandonModuleWithCallback split into two instead of switching behavior with a bool.

Change 3037464 on 2016/07/05 by Steve.Robb

	HotReload.cpp cleanup:

	Deep nesting flattened.
	Linear array searches replaced with maps.
	FHotReloadModule::GetGameModules made into a non-member function and split into two.
	Comment and coding standard fixes.

Change 3037741 on 2016/07/05 by John.Mahoney

	Fix for COTF not checking the correct timestamps on startup.

	#jira UE-31023

Change 3037846 on 2016/07/05 by Steve.Robb

	Fix for compile button disappearing on a bad compile.

	#jira UE-31575

Change 3037994 on 2016/07/05 by Steve.Robb

	Static analysis fixes:

	warning C6308: 'realloc' might return null pointer: assigning null pointer to 'Data', which is passed as an argument to 'realloc', will cause the original memory block to be leaked.

Change 3039186 on 2016/07/06 by Robert.Manuszewski

	Enabling crash callstack logging by default.

Change 3039220 on 2016/07/06 by Steve.Robb

	Static analysis fixes:

	warning C28159: Consider using 'InitiateSystemShutdownEx' instead of 'ExitWindowsEx'. Reason: Legacy API. Rearchitect to avoid Reboot
	warning C6001: Using uninitialized memory 'UserNameLength'
	warning C6001: Using uninitialized memory 'DomainNameLength'

Change 3039230 on 2016/07/06 by Steve.Robb

	Fix for VC internal compiler errors.

Change 3039237 on 2016/07/06 by Steve.Robb

	Static analysis fix: warning C6385: Reading invalid data from 'Path':  the readable size is '400' bytes, but 'PathCurrentDepth' bytes may be read.

Change 3039287 on 2016/07/06 by Steve.Robb

	Static analysis fixes:

	warning C6509: Invalid annotation: 'return' cannot be referenced in some contexts
	warning C6101: Returning uninitialized memory '*lpdwExitCode'.  A successful path through the function does not set the named _Out_ parameter.
	warning C6387: '_Param_(1)' could be '0':  this does not adhere to the specification for the function 'IMoniker::BindToStorage'.
	warning C6387: '_Param_(1)' could be '0':  this does not adhere to the specification for the function 'IMoniker::BindToObject'.
	warning C6031: Return value ignored: 'CoCreateInstance'.

Change 3039359 on 2016/07/06 by Graeme.Thornton

	Compile error fix for FAsyncTask, courtesy of SteveR

Change 3039534 on 2016/07/06 by Steve.Robb

	Static analysis fix: warning C6319: Use of the comma-operator in a tested expression causes the left argument to be ignored when it has no side-effects.

Change 3039545 on 2016/07/06 by Steve.Robb

	Static analysis fix: warning C6297: Arithmetic overflow:  32-bit value is shifted, then cast to 64-bit value.  Results might not be an expected value.

Change 3039578 on 2016/07/06 by Steve.Robb

	Static analysis fix: warning C6263: Using _alloca in a loop:  this can quickly overflow stack.

Change 3039623 on 2016/07/06 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'X'
	warning C6308:'realloc' might return null pointer: assigning null pointer to 'X', which is passed as an argument to 'realloc', will cause the original memory block to be leaked.
	warning C6385: Reading invalid data from 'X':  the readable size is 'Y' bytes, but 'Z' bytes may be read.
	warning C6386: Buffer overrun while writing to 'X':  the writable size is 'Y' bytes, but 'Z' bytes might be written.
	warning C28182: Dereferencing NULL pointer. 'X' contains the same NULL value as 'Y' did.

Change 3039630 on 2016/07/06 by John.Mahoney

	Fix for crash when spawning an actor using a template object that has instance components. UActorComponent::PostInitProperties was adding itself to the owner's InstanceComponents array, resulting in a realloc of that array and invalidating the reference that the owner's ObjectInitializer was trying to replace while instantiating that property. The new instance component will be added to the array as part of the owner's initialization anyway, so it is not necessary to do it here.

	#jira UE-29123

Change 3039664 on 2016/07/06 by Steve.Robb

	Static analysis fixes:

	warning C6386: Buffer overrun while writing to 'NewKeys':  the writable size is 'NewIndexSize*4' bytes, but '8' bytes might be written.
	warning C6386: Buffer overrun while writing to 'NewHeapIndexes':  the writable size is 'NewIndexSize*4' bytes, but '8' bytes might be written.

Change 3039673 on 2016/07/06 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'v'.

Change 3039690 on 2016/07/06 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'X'.
	warning C6246: Local declaration of 'X' hides declaration of the same name in outer scope.
	warning C6262: Function uses '121180' bytes of stack:  exceeds /analyze:stacksize '81940'.  Consider moving some data to heap.
	warning C6263: Using _alloca in a loop:  this can quickly overflow stack.

Change 3040868 on 2016/07/07 by Graeme.Thornton

	Config based class stripping for server builds

Change 3040872 on 2016/07/07 by Graeme.Thornton

	Remove "return false" NeedsLoadForServer functions from engine code

Change 3040997 on 2016/07/07 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'Landscape'.
	warning C6011: Dereferencing NULL pointer 'rhs.Allocation.LayerInfo'.
	warning C6011: Dereferencing NULL pointer 'lhs.Allocation.LayerInfo'.

Change 3041004 on 2016/07/07 by Steve.Robb

	Static analysis fix: warning C6336: Arithmetic operator has precedence over question operator, use parentheses to clarify intent.

Change 3041014 on 2016/07/07 by Steve.Robb

	Static analysis fix: warning C6287: Redundant code:  the left and right sub-expressions are identical.

Change 3041111 on 2016/07/07 by Steve.Robb

	Removal of an obsolete error message about INI file case sensitivity.

Change 3041150 on 2016/07/07 by Steve.Robb

	Static analysis fix: warning C6289: Incorrect operator:  mutual exclusion over || is always a non-zero constant.  Did you intend to use && instead?

Change 3041274 on 2016/07/07 by Steve.Robb

	Static analysis fixes: warning C6001: Using uninitialized memory 'X'.

Change 3041294 on 2016/07/07 by Chris.Wood

	Fixed protocol buffer and decompression errors in Crash Report Process (v.1.1.14)
	[UE-32151] - High number of crashes read from S3 by Crash Report Process are failing to unpack

	Size of buffer received from S3 is incorrect for some records. Fixed read problems by using size header value instead of stream length.

	Increased buffer size for decompression as this was sometimes too small.

	Modified S3 reading code to look for multiple records in each downloaded file.

Change 3041472 on 2016/07/07 by Steve.Robb

	Static analysis fixes:

	warning C6294: Ill-defined for-loop:  initial condition does not satisfy test.  Loop body not executed.
	warning C6201: Index '1' is out of valid index range '0' to '0' for possibly stack allocated buffer 'NewHistory.Nodes'.

Change 3043074 on 2016/07/08 by John.Mahoney

	Fix for COTF incorrectly reconstructing the original asset path based on the sandbox path when the game name differs from the game folder name.
	Fix for COTF GetFiles not handling absolute GameDir paths properly.

	#jira UE-31023

Change 3044461 on 2016/07/11 by Steve.Robb

	Static analysis fix: warning C6386: Buffer overrun while writing to 'Attributes':  the writable size is '16384' bytes, but '-8' bytes might be written.

Change 3044470 on 2016/07/11 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Node.Sequence'.

Change 3044476 on 2016/07/11 by Steve.Robb

	Static analysis fix: warning C6011: Dereferencing NULL pointer 'Property'.

Change 3044551 on 2016/07/11 by Steve.Robb

	Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'KeyAreaNode' did.

Change 3044664 on 2016/07/11 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'ToLandscape->SplineComponent'.
	warning C28182: Dereferencing NULL pointer. 'SplinesComponent' contains the same NULL value as 'Landscape->SplineComponent' did.
	warning C6011: Dereferencing NULL pointer 'Landscape->SplineComponent'.
	warning C6385: Reading invalid data from 'out':  the readable size is 'sizeof(kiss_fft_cpx)*Dims[0]*Dims[1]' bytes, but '16' bytes may be read.

Change 3044716 on 2016/07/11 by Steve.Robb

	Static analysis fix: warning C6385: Reading invalid data from 'this->ScreenSize':  the readable size is '32' bytes, but '-4' bytes may be read.

Change 3044717 on 2016/07/11 by Steve.Robb

	Static analysis fix: warning C28182: Dereferencing NULL pointer. 'Window' contains the same NULL value as 'ElementType * Window=AllWindows.FindByPredicate((*FStaticMeshEditorTest::RunTest::<lambda_46fd0093f3912289e870263afe1fcb2e>(ExpectedTitle)))' did.

	This appears to be a false positive.

Change 3044787 on 2016/07/11 by Steve.Robb

	Static analysis fixes:

	warning C6011: Dereferencing NULL pointer 'FbxObject'.
	warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'RigidMeshNode' did.
	warning C28182: Dereferencing NULL pointer. 'Node' contains the same NULL value as 'Result' did.

Change 3045933 on 2016/07/12 by Steve.Robb

	Overloading support for TSharedPtr, TSharedRef and TWeakPtr.

Change 3045960 on 2016/07/12 by Robert.Manuszewski

	Fixing a crash in Portal (and any other program that uses UObjects and GCs, with the exception of UHT) caused by classes not having their token stream assembled.

Change 3045963 on 2016/07/12 by Steve.Robb

	PLATFORM_COMPILER_HAS_EXPLICIT_OPERATORS, FORCEINLINE_EXPLICIT_OPERATOR_BOOL and SAFE_BOOL_OPERATORS macros removed.
	THasOperatorEquals and THasOperatorNotEquals traits moved to their own header.

Change 3045967 on 2016/07/12 by Steve.Robb

	Initializer list support for TArray and TSet.

Change 3045968 on 2016/07/12 by Robert.Manuszewski

	Fixing an ensure after typing 'stat dumphitches' in console.

Change 3045992 on 2016/07/12 by Robert.Manuszewski

	Making sure CoreUObject headers are included for programs that don't include the engine (fixing MinidumpDiagnostics CIS failure)

Change 3047870 on 2016/07/13 by Steven.Hutton

	Updated CRW to entity framework with repository models. #rb none

Change 3047871 on 2016/07/13 by Steven.Hutton

	Add repository models #rb none

Change 3049468 on 2016/07/14 by Steven.Hutton

	Fix broken project files. #rb none

#lockdown Nick.Penwarden

[CL 3050320 by Robert Manuszewski in Main branch]
2016-07-14 14:54:00 -04:00
Josh Adams
ac8b6f2e72 Copying //UE4/Dev-Platform to //UE4/Dev-Main (Source: //UE4/Dev-Platform @ 3046626)
#rb none
#lockdown Nick.Penwarden

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

Change 2948322 on 2016/04/19 by Nick.Shin

	update libwebsockets to v1.7.4

	part 4 of 4 - doing this in stages for tracking purposes

	#jira UEPLAT-1246  -  Update libWebsockets
	#jira UEPLAT-1221  -  update websocket library
	#jira UEPLAT-1204  -  Rebuild libwebsockets with SSL

Change 2970016 on 2016/05/07 by Nick.Shin

	undo all of the following upgrades:
	- zlib
	- openssl
	- libcurl
	- libwebsockets

	and reset webrtc

	#jira UE-30298 - Fortnite and Orion crash on login

Change 3020547 on 2016/06/20 by Jeff.Campeau

	Support for applocal deployment of binaries
	-applocaldir added to UAT to specify a per project directory to gather packages for applocal deployment
	Added ApplocalPrerequisitesDirectory property to packaging settings to set -applocaldir for packages built from the editor.

Change 3020552 on 2016/06/20 by Jeff.Campeau

	Add switch to disable debug symbol cache creation

Change 3020567 on 2016/06/20 by Jeff.Campeau

	constexpr enabled for Xbox One

Change 3020568 on 2016/06/20 by Jeff.Campeau

	Separate setting for debug
	#jira UEPLAT-1348

Change 3020628 on 2016/06/20 by Jeff.Campeau

	Use global view instead of relying on current thread (fixes issues if pump message is called from a different thread).

Change 3020629 on 2016/06/20 by Jeff.Campeau

	Use Slate tick to drive message processing during blocking loads (improves PLM).

Change 3020633 on 2016/06/20 by Jeff.Campeau

	Fix Xbox One toolchain pathing to work for environment variables with and without trailing slashes.
	Pass requested XDK edition to VCVars batch file (fixes issues in building with a newer XDK installed SxS than the engine is configured for).

Change 3020873 on 2016/06/21 by Lee.Clark

	PS4 - Fix missing audio when using A3D.

Change 3021225 on 2016/06/21 by Keith.Judge

	Optimized away a bunch of GetVertexShader() calls in FSplineMeshVertexFactoryShaderParameters::SetMesh(). Saves about 0.9ms across a 100ms capture.

Change 3021286 on 2016/06/21 by Dmitry.Rekman

	Linux: symbolication for memory profiler.

	- Also repaired/improved finding function name from debug info and overall callstack parsing.

	#tests Ran Linux editor and TestPAL, crashed multiple times

Change 3021512 on 2016/06/21 by Mark.Satterthwaite

	Compile fixes for new clang version.

Change 3021521 on 2016/06/21 by Mark.Satterthwaite

	Duplicate Fortnite CL #3013418: Don't release Metal buffers directly into the buffer pool, instead defer this until the command-buffer is known to have finished. This prevents the CPU from trying to modify the buffer while the GPU is still reading it if the GPU has fallen so far behind the CPU and therefore eliminates one possible cause of invalid access on the GPU.

Change 3021528 on 2016/06/21 by Mark.Satterthwaite

	Make the Metal buffer pool cull after 30 frames - this will better match Apple's GART which unwires unused allocations after 1sec of idle, making them as expensive to use allocating a new buffer.

Change 3021595 on 2016/06/21 by Mark.Satterthwaite

	Consolidate the way in which optional Metal features are exposed across macOS, iOS & tvOS devices & expose all the available features, unifying more of the code across all three platforms.
	- Implement Metal Depth-16 and stencil-texture-view support where available.
	- Use counting queries in Metal when available and expected (i.e. Metal_SM4+ or Metal_MRT+).
	- On latest iOS devices running Metal export support for GRHISupportsBaseVertexIndex & GRHISupportsFirstInstance when available.
	- On latest iOS devices running Metal export support for indirect buffer draw and dispatch calls.
	- Specify Metal layered rendering like any other and change the code so that there aren't preprocessor defines in the code. This lets the Metal MRT path assert if anyone ever tries to issue a layered draw call as its only supported on Mac.
	- Add support to Metal for setting UAVs from a uniform buffer.
	- Remove unused GlobalUniform header from MetalRHI.
	- Remove unnecessary FrameCount delay from Metal resource free lists.

Change 3021702 on 2016/06/21 by Mark.Satterthwaite

	Fix mis-use of FreeListMutex instead of PoolMutex in MetalContext.

Change 3022152 on 2016/06/21 by Nick.Shin

	Back out revision 5 from //UE4/Dev-Platform/Engine/Source/Runtime/NetworkFileSystem/Private/NetworkFileServerHttp.cpp

	forgot to un-do this when the giant revert (CL: #2970016) was done

	#jira UE-22166 HTML5 Cook on the fly will launch and then close browser

Change 3022409 on 2016/06/21 by Dmitry.Rekman

	Fixed inability to run Setup.sh on Ubuntu 14.04 (UE-29289).

	- Contains PR #2258 (contributed by wshearn).

Change 3022541 on 2016/06/22 by Lee.Clark

	PS4 - Make sure the render target masks are set correctly for disabled render targets.
	Fixes a validation check for shaders expecting to write to NULL render targets.

Change 3022973 on 2016/06/22 by Michael.Trepka

	Fixed a problem in MacToolChain where both BuildConfiguration.bGeneratedSYMFile and BuildConfiguration.bUsePDBFiles set to false would not disable dSYM generation.

Change 3023106 on 2016/06/22 by Dmitry.Rekman

	Linux: enable code to catch memory stomps during async loading.

	- Changed FLinuxPlatformMemory::BinnedAllocFrom/FreeToOS() to use mmap()/munmap(). Updated platform function signature accordingly.

	#tests Ran OrionServer on Linux (and OrionClient on Windows as a zero probe), tested also with running Linux editor with binned malloc.

Change 3023256 on 2016/06/22 by Mark.Satterthwaite

	Fix compile errors from latest Metal changes that broke iOS.

Change 3023268 on 2016/06/22 by Mark.Satterthwaite

	Use the Linux mmap/munmap/mprotect code to implement BinnedAllocFromOS/BinnedFreeToOS/PageProtect on Apple platforms as they are all equivalent.

Change 3023651 on 2016/06/22 by Mark.Satterthwaite

	Make Metal SM5 the default for 10.11.5 or later, this time most of the features should be working on AMD & Nvidia, though tiled-reflections and distance-field AO/Shadows must still be forcibly disabled on Intel.

Change 3023777 on 2016/06/22 by Brent.Pease

	 + Update config for Android and iOS

Change 3023781 on 2016/06/22 by Chris.Babcock

	Use mmap/munmap for Android BinnedAllocFromOS
	#ue4
	#android

Change 3023947 on 2016/06/22 by Mark.Satterthwaite

	Added a command-line switch for Mac "-RedirectNSLog" that will capture the output of NSLog using an NSPipe and write it into our log instead when not running under the debugger, thereby capturing output from underlying libraries that would otherwise be lost when outside a debugger.

Change 3024434 on 2016/06/23 by Lee.Clark

	PS4 - Remove Delta Color Compression support

Change 3024735 on 2016/06/23 by Mark.Satterthwaite

	Changes to MetalStatistics module initialisation.

Change 3024741 on 2016/06/23 by Mark.Satterthwaite

	Change the way we test for Metal GPU support to avoid instantiating any MTLDevice's until MetalRHI is loaded so we can properly instantiate optional modules.

Change 3025477 on 2016/06/23 by Brent.Pease

	 + Added UnrealPluginLanguage.cs based on AndroidPluginLanguage.cs
	 + Change UEDeployAndroid.cs to use UnrealPluginLanguage

Change 3026085 on 2016/06/23 by Jeff.Campeau

	Separate Xbox One target settings for editor only values
	Move values that need to be loaded by the editor into the default inis (editor won't load target specific inis)
	Eliminate circular dependency on Xbox One settings (causing settings to either not load or memory corruption on shutdown)
	Clean up cached ini sections for UBT/UAT

Change 3026093 on 2016/06/23 by Jeff.Campeau

	Cleanup unused files

Change 3026745 on 2016/06/24 by Mark.Satterthwaite

	+ Implemented rudimentary runtime debugging of MetalRHI with several different levels of complexity controlled by the new console-variable "rhi.Metal.RuntimeDebugLevel".
	+ The MetalStateCache must also correctly set the render-pass descriptor when the previous render-target load action was 'Clear' as we will need to switch render targets or we'll mistakenly clear again.
	+ Queries must not reset the MetalStateCache when they overflow the available buffer space, they simply break the encoder.

	-  By default "rhi.Metal.RuntimeDebugLevel" is off & it is compiled out for Shipping - when enabled each higher level collects more data or changes the MetalRHI behaviour to make a command-buffer failure mode debuggable at the expense of performance. In order for this to work the number of command-buffers that may be allocated from the command-queue is also controllable via a console-variable "rhi.Metal.CommandQueueSize" which must be set prior to startup.

Change 3026831 on 2016/06/24 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3026940 on 2016/06/24 by Brent.Pease

	PR #2458: added GetGameBundleId blueprint function (Contributed by derekvanvliet)

Change 3027396 on 2016/06/24 by Brent.Pease

	Add BuildGraph.csproj to get Xamarin .sln builds working again

Change 3029211 on 2016/06/27 by Michael.Trepka

	Added a setting (on by default) to make the game window preserve its content's aspect ratio while being resized by user

Change 3029518 on 2016/06/27 by Josh.Adams

	Rollback //UE4/Dev-Platform/Engine/Build/BatchFiles/Mac/xcodeunlock.sh to revision 1

Change 3030385 on 2016/06/28 by Keith.Judge

	Fix XB1 deployment issues with AppXManifest for Paragon.

Change 3030416 on 2016/06/28 by Lee.Clark

	PS4 - Fix Mediaplayer IsPlaying

Change 3030922 on 2016/06/28 by Keith.Judge

	XB1 - Add pass through _RenderThread resource creation functions to D3D11.x RHI. Stops the render/RHI threads from stalling so much.

Change 3030948 on 2016/06/28 by Jeff.Campeau

	Revert to using constant chunk indexes instead of polling the OS.
	(OS API has a bug that will not be fixed.)

Change 3031016 on 2016/06/28 by Brent.Pease

	UEPLAT-1244 - Archive dSYM file
	UEPLAT-1359 - Support creating dSYM bundle

	Changes:
	 + Added ios settings flag for dsym bundle
	 + Added ios setting for creating xcode archive
	 + xcode archive is now only put in the mac host or build machine's ~/Library/Developer/Xcode/Archives folder, it is not copied into the -archive folder like the ipa is

Change 3031352 on 2016/06/28 by Bob.Tellez

	Added tps file for xcodeunlock

Change 3031604 on 2016/06/28 by Mark.Satterthwaite

	Add an additional cast to flush-to-zero in the Metal shader translator bounds-checking code to avoid an internal GPU compiler error.

Change 3031879 on 2016/06/28 by Brent.Pease

	 + PhysX libraries for bitcode support on tvOS.

Change 3032374 on 2016/06/29 by Keith.Judge

	Enable Oodle Handler Component on Xbox One

Change 3032407 on 2016/06/29 by Keith.Judge

	Xbox One - Disable UpdateBufferStats when STATS is 0. Small perf gain.

Change 3032432 on 2016/06/29 by Keith.Judge

	XB1 CPU Perf - Make CreateVertexDeclaration_RenderThread much faster by implementing a pass through to the RHI function rather than stalling the RHI thread.

Change 3033474 on 2016/06/29 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3033603 on 2016/06/29 by Brent.Pease

	 + Support UnrealPluginLanguage for IOS and TVOS builds
	 + Allow ios/tvos UPL files an opportunity to modify a package's info.plist file

Change 3034004 on 2016/06/30 by Lee.Clark

	PS4 - Use SDK 3.508.101

Change 3034007 on 2016/06/30 by Lee.Clark

	PS4 - VRTracker now uses SCE_VR_TRACKER_ROBUSTNESS_LEVEL_HIGH

Change 3034173 on 2016/06/30 by Lee.Clark

	PS4 - Make sure depth target is null when eliminating fast clears. Fixes a GNM Validation failure

Change 3034498 on 2016/06/30 by Jeff.Campeau

	Use MSBuild version 14 when generating project files.

Change 3034943 on 2016/06/30 by Mark.Satterthwaite

	For Metal modify the MTLVertexDescriptor when calls to SetStreamSource provide different strides than the initial vertex-declaration which then requires compiling a different MTLRenderPipelineState. This silences errors reported by the Metal debug layer where the larger stride would see the shader read beyond the end of the buffer, but the smaller stride provided by SetStreamSource would work correctly. This may eliminate some more causes of Page-Fault GPU restarts.

Change 3035416 on 2016/07/01 by Lee.Clark

	PS4 - Replace export vertex shader check with a CFLAG

Change 3036093 on 2016/07/01 by Brent.Pease

	 + Fix dSYM bundle path on Windows ios builds
	 + Search for DeltaCopy directory if its not found from the user settings
	 + Do not build an XCArchive file when building for ios on non-mac platforms

Change 3036726 on 2016/07/02 by Brent.Pease

	 + Add missing tvOS bitcode library

Change 3037455 on 2016/07/05 by Lee.Clark

	PS4 - Default SmoothFrameRate to false

Change 3037470 on 2016/07/05 by Keith.Judge

	Xbox One - Allow framerate smoothing, but default to off for consistency with PS4.

Change 3038322 on 2016/07/05 by Jeremiah.Waldron

	Fix for asset packages with Unicode characters in their name not being loaded on Android.

	Fixing AndroidString's WIDECHAR* Strstr(WIDECHAR*, WIDECHAR*) function
	  - Using an implementation of wcsstr, with a fix integrated for the incorrect implementation in Android ndk master branch, instead of converting the incoming WIDECHAR strings to ANSI strings just to be able to use strstr on them.

	The previous method was prone to causing the FString's Find and Contains functions to return false positives because when we convert wide to ansi, any character over the value of 255 is just set to '?'
	This in turn caused any package path strings with one of those characters in it to fail to load since they would be interpreted as having a question mark in their path, which is an invalid path character.

	#jira UE-18643
	#android

Change 3038693 on 2016/07/05 by Mark.Satterthwaite

	Change the way we store debug info for Metal shaders - the KeepDebugInfo flag now does precisely that, storing the shader code into the Metal header along with the path it was generated from. That means if KeepDebugInfo is enabled and Optimise is disabled then we can still access the shader code from within the Metal tools. On iOS/tvOS the shader code will be runtime compiled so that it shows up in the tooling but on Macs it will prefer to load the optimised version and simply unpack the shader code to the path from which it was compiled. This only works if we change the Metal shader compiler to emit temporary Metal files to the OS temporary directory so that the tools can read the file directly.

Change 3039880 on 2016/07/06 by Mark.Satterthwaite

	Implement point-light shadow caching for RHI's that support specifying the render target layer from the vertex shader in lieu of geometry shaders. This requires changing FScreenVSForGS to TScreenVSForGS so that there can be a vertex-shader-layer variant (only compiled on RHI's that use it) whose output matches FCopyShadowMapsCubePS input. This alternative rendering path also requires adding the instance count to DrawRectangle so that we can render to all faces of the cubemap from a single draw call.

Change 3040407 on 2016/07/06 by Michael.Trepka

	Added View->Enter Full Screen menu item for games on Mac

Change 3040550 on 2016/07/06 by Mark.Satterthwaite

	Intel Metal compiler requires bool expressions be cast to 'int' rather than 'uint'.

Change 3041098 on 2016/07/07 by Peter.Sauerbrei

	initial changes to get IOS builds from PC in launcher release of engine

Change 3041310 on 2016/07/07 by Keith.Judge

	Xbox One - Optimize away GetDesc() and checks for D3D11_USAGE_DYNAMIC deep in the state cache as it's impossible for any buffer to have that flag set.

Change 3041327 on 2016/07/07 by Keith.Judge

	Xbox One - Remove pointless memory barrier call in D3D11Query

Change 3041352 on 2016/07/07 by Keith.Judge

	Xbox One - Add _RenderThread version of UpdateTexture2D() that just passes through to the RHI one. Saves a fairly significant chunk of time on the render/RHI thread when this is called a lot.

Change 3041419 on 2016/07/07 by Jeff.Campeau

	Xbox One toolchain fix for VS2015 Update 3

Change 3041635 on 2016/07/07 by Jeff.Campeau

	Don't change game render resolution in response to WM_SIZE messages when in fullscreen (the game will restore the correct video mode when the window is restored).
	#jira OR-15578

Change 3041735 on 2016/07/07 by Peter.Sauerbrei

	re-enabled the build parameters for launcher release builds in IOS

Change 3041783 on 2016/07/07 by Joe.Graf

	Changed bAutpApplyFailed to bAutoApplyFailed (typo)

Change 3041784 on 2016/07/07 by Joe.Graf

	Fixed missing %s from a log message in UResavePackagesCommandlet

Change 3042434 on 2016/07/08 by Lee.Clark

	PS4 - Fix compilation failure when Unsafe Command Buffers are enabled.

Change 3042658 on 2016/07/08 by Lee.Clark

	PS4 - Use SDK 3.508.201

Change 3042970 on 2016/07/08 by Josh.Adams

	Redoing CL in 3040890 in Dev-Platform

Change 3043243 on 2016/07/08 by Chris.Babcock

	clamped allowed slot range for gameplay debugger's categories
	copy of CL# 3040313 from //UE4/Dev-Framework
	#jira UE-32866

Change 3043500 on 2016/07/08 by Mark.Satterthwaite

	Downgrade "-Wdelete-non-virtual-dtor " to a warning again for Xcode 8 on iOS/tvOS to match macOS.

Change 3044628 on 2016/07/11 by Mark.Satterthwaite

	Disable ShaderCache by default - it was implemented prior to RHI-thread/parallel-execution so it isn't thread-safe and can't be enabled by default on Mac now that Metal supports these features.
	#jira UE-32989

Change 3044948 on 2016/07/11 by Dmitry.Rekman

	Fix editor crash (happened on Linux, but not really specific to it) (UE-32973)

	- We can pass flags with shadows enabled when rendering asset thumbnails; thus disable shadows always when r.ShadowQuality is 0. (Redoing CL 3029574 by Bob).
	- Also fix mismatched 'noperspective' qualifier that caused NVidia drivers to refuse to link GL shaders.

	#jira UE-32973

Change 3045322 on 2016/07/11 by Josh.Adams

	Merging //UE4/Dev-Main to Dev-Platform (//UE4/Dev-Platform)

Change 3046028 on 2016/07/12 by Lee.Clark

	PS4 - Check for correct SDK installation
	Allow use of 7th core when Morpheus is enabled

Change 3046339 on 2016/07/12 by Peter.Sauerbrei

	fix for incorrect error message when iPhone Plus icon is the correct size

[CL 3046645 by Josh Adams in Main branch]
2016-07-12 15:06:08 -04:00
Gil Gribb
e581ead572 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 3045398)
#lockdown Nick.Penwarden
#rb none

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

Change 3028958 on 2016/06/27 by Ben.Woodhouse

	Fix for perf issue with GetSingleFinalDataConst

	This was caused by the LPV integration/switch to blendables. Now we cache the flag for the directionalocclusion in the LPV class. This reduces calls to GetSingleFinalDataConst on the blendable data (potentially slow), and makes things a bit cleaner and consistent.

	Tested in QAGame editor (with LPV enabled in ConsoleSettings.ini)

	#jira UE-26179

Change 3029401 on 2016/06/27 by Rolando.Caloca

	DR - More vk logging

Change 3029549 on 2016/06/27 by Uriel.Doyon

	Refactored "r.OnlyStreamInTextures" into "r.Streaming.FullyLoadUsedTextures", making it fully load every used textures, as an alternative to disabling texture streaming.
	New options "r.Streaming.UsePerTextureBias" that assign a  bias between 0 and MipBias to each texture in order to fit in budget.
	Fixed crash when disabling texture streaming.
	Fixed issue when disabling texture streaming that would make current loaded texture low res.
	New logic to prevent retrying to cancel a streaming request more than once.
	Pending load request of one extra mip will not be cancelled anymore.
	Changed UTexture2D from float to double. Also using FApp::GetCurrentTime() instead of FPlatformTime::Seconds().
	#jira UE-32197
	#jira UE-31102

Change 3029837 on 2016/06/27 by David.Hill

	Fixed Shutter SM4 not working when using compute shader eye-adaptation
	#jira UE-32443

	The default eye adaptation value was missing.

Change 3030039 on 2016/06/27 by Uriel.Doyon

	Fix for crash when landscape materials are used in the Texture Streaming Build.
	#jira UE-32196

Change 3030081 on 2016/06/27 by Uriel.Doyon

	Updated MaterialTexCoordScalesPixelShader to use PackedEyeIndex, preventing crash when building the map with stereo rendering enabled.

Change 3030401 on 2016/06/28 by Ben.Woodhouse

	Perf Monitor: Fix for perf warning due to cvar FindConsoleVariable being called too frequently. Tested in QAGame editor (DX11)
	#jira UE-31238

Change 3030607 on 2016/06/28 by Marc.Olano

	Random Number generators: fixed bug in TEA, added integer and float Blum-Blum-Shub. BBS is way cheaper for similar quality, suggest it for future use.

Change 3030627 on 2016/06/28 by Ben.Woodhouse

	Fix for warning. CVar naming scope clash (doesn't appear to happen in vs2015).

Change 3030809 on 2016/06/28 by Marc.Olano

	Noise shader function rename & perf improvement.

	Due to incorrect terminology in internet soruces, previous "Perlin" noise was not, in fact, Perlin noise. Now more accurately called "Value" noise. 6x perf improvement for value noise by changing random number function to BBS. Also updated instruction counts in UI tooltips.

Change 3030850 on 2016/06/28 by Marc.Olano

	Rename & redirect noise material enums. At some point these got switched around and no longer accurately described the noise options the selected. Redirect, so all existing content will continue to work as-is. Updated UDN docs to match.

Change 3030981 on 2016/06/28 by Rolando.Caloca

	DR - vk - More logging

Change 3031056 on 2016/06/28 by Marc.Olano

	Introduce new pure-ALU gradient shader noise. Add noise samples to RenderTest map

Change 3031398 on 2016/06/28 by Benjamin.Hyder

	updating TM-Shadermodels (correcting Mt Rushmore)

Change 3031441 on 2016/06/28 by Marc.Olano

	Use only float version of BBS shader rand function for ES2

Change 3031463 on 2016/06/28 by John.Billon

	Fixed F4 changing the viewmode in Fortnite editor. The detailed lighting viewmode (detaillighting) named in DefaultInput.ini differed from the one in BaseInput.ini(lit_detaillighting).
	#Jira UE-32020

Change 3031512 on 2016/06/28 by Zabir.Hoque

	Relax clear flags for DX12 RHIs.
	Properly flush pending commands before residency is updated.

Change 3031517 on 2016/06/28 by Rolando.Caloca

	DR - vk logging using r.Vulkan.DumpLayer

Change 3032359 on 2016/06/29 by Allan.Bentham

	Fix mobile shadows crash.

Change 3032431 on 2016/06/29 by Gil.Gribb

	Merging //UE4/Dev-Main@3032394 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3032757 on 2016/06/29 by Uriel.Doyon

	Fixed global mip bias being applied twice following integration with main.

Change 3033121 on 2016/06/29 by Rolando.Caloca

	DR - vk - Logging

Change 3033529 on 2016/06/29 by Daniel.Wright

	Null world guard on UReflectionCaptureComponent::ReadbackFromGPU

Change 3033668 on 2016/06/29 by Uriel.Doyon

	Grouped texture streaming settings to simplify logic.
	New options "r.Streaming.UseAllMips" to ignores the different lod and cinematic bias
	#jira UE-32118

Change 3034403 on 2016/06/30 by Rolando.Caloca

	DR - Shorten dumped shader debug strings

Change 3034475 on 2016/06/30 by Rolando.Caloca

	DR - Missing logging

Change 3034722 on 2016/06/30 by Uriel.Doyon

	Improved StreamingAccuracy viewmodes with alpha test and translucent materials
	#jira UE-32656

Change 3034797 on 2016/06/30 by Rolando.Caloca

	DR - vk - 'fix' RHIClear but causes a CPU hang on AMD, so disabled again

Change 3034799 on 2016/06/30 by Rolando.Caloca

	DR - vk - missed file

Change 3034905 on 2016/06/30 by Rolando.Caloca

	DR - vk - Fix for render passes being reused with wrong dimensions

Change 3035503 on 2016/07/01 by Simon.Tovey

	Async compute version of translucency lighting volume clear.

Change 3035577 on 2016/07/01 by Marc.Olano

	Tiling noise. Adds tiling option for gradient, gradient texture, and value noise in the noise material node. Tiling is more expensive, but allows noise functions to be baked into a seamless repeating texture.

Change 3035587 on 2016/07/01 by Ben.Woodhouse

	Fix for async SSAO bug (SSAO Async Compute results are used before the async job wait)

	#jira UE-32709

Change 3035618 on 2016/07/01 by Olaf.Piesche

	Asset fixes

Change 3035692 on 2016/07/01 by Rolando.Caloca

	DR - vk - Deferred deletion queue

Change 3035808 on 2016/07/01 by Rolando.Caloca

	DR - vk - Stat for deletion time, fixed some logging

Change 3036012 on 2016/07/01 by John.Billon

	Alpha Coverage Preservation
	-Textures have a Alpha Preservation Vec4 property which dictates about much of that channel to preserve down the mip chain during mip generation.
	#Jira UE-31986

Change 3036041 on 2016/07/01 by Rolando.Caloca

	DR - vk - Fix for 32bit

Change 3036433 on 2016/07/01 by Rolando.Caloca

	DR - More vk logging

Change 3036935 on 2016/07/04 by Simon.Tovey

	Removing Data Objects

Change 3036942 on 2016/07/04 by Ben.Woodhouse

	Fix for decal rendering resource leak

	The cause was that FD3D11BoundRenderTargets doesn't support setting RTs sparsely. So if one element is NULL, it won't release the ones after it.

	The sparse RT layout happened as a result of a change back in October, which meant that GBuffers for decals could be set sparsely, dependent on whether the decal wrote to the normalbuffer

	This change adds support for sparsely bound rendertargets in FD3D11BoundRenderTargets.

	#jira UE-32602

Change 3037563 on 2016/07/05 by Chris.Bunner

	HLOD self-shadowing in baked lighting fix.

Change 3037640 on 2016/07/05 by Marcus.Wassmer

	Fix bug in USE_GPU_OVERWRITE_CHECKING

Change 3037927 on 2016/07/05 by Rolando.Caloca

	DR - Fix touch pads not showing on Vulkan
	#jira UE-32062

Change 3038085 on 2016/07/05 by Chris.Bunner

	HLOD dynamic shadowing support.
	#jira UE-22627

Change 3038209 on 2016/07/05 by Rolando.Caloca

	DR - vk - Android compile fix

Change 3038644 on 2016/07/05 by Uriel.Doyon

	Added LerpRange that allows to lerp between two rotators without taking the sortest path.

Change 3038820 on 2016/07/05 by Uriel.Doyon

	Selecting streaming accuracy view modes will not automatically generate missing visualization data.

Change 3039332 on 2016/07/06 by John.Billon

	-Made MaxGPUSkinBonesCvar a FAutoConsoleVariableRef and moved it to mesh utilitles from console manager to fix a thread initialization problem.
	#Jira UE-31710

Change 3039454 on 2016/07/06 by Simon.Tovey

	Moved all Niagara files from Engine and UnrealEd to remove dependancies and increase compile times.
	Niagara is now 99.999% decoupled from engine and editor so development should be much streamlined.

	Plus a few other edits to remove Curves/DataObjects that I missed in last CL.

Change 3039517 on 2016/07/06 by Gil.Gribb

	Merging //UE4/Dev-Main@3039013 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3039587 on 2016/07/06 by Rolando.Caloca

	DR - vk logging, submit counter

Change 3039603 on 2016/07/06 by Rolando.Caloca

	DR - Allow more samplers on GL4
	#jira UE-32628
	#jira UE-32744

Change 3039661 on 2016/07/06 by Daniel.Wright

	Fixed non-directional DFAO occlusion on specular 'r.AOSpecularOcclusionMode 0'
	Skylight occlusion tint now applies to specular
	Skylight occlusion tint on diffuse is now correctly affected by DiffuseColor

Change 3039960 on 2016/07/06 by Daniel.Wright

	Forward renderer initial implementation
	* Point and spot lights are culled to a frustum space grid, base pass loops over culled lights.
	* Light culling uses a reverse linked list to avoid a per-cell limit, and the linked list is compacted to an array before the base pass.
	* New cvars to control light culling: r.Forward.MaxCulledLightsPerCell, r.Forward.LightGridSizeZ, r.Forward.LightGridPixelSize
	* A full Z Prepass is forced with forward shading.  This allows deferred rendering before the base pass of shadow projection methods that only rely on depth.
	* Dynamic shadows are packed based on the assigned stationary light ShadowMapChannel, since stationary lights are already restricted to 4 overlapping.
	* GBuffer render targets are still allocated
	* Fixed several issues in parallax corrected base pass reflections - not blending out box shape, discontinuity in reflection vector, not blending with stationary skylight properly
	* Forward shading is now used for TLM_SurfacePerPixelLighting translucency in the deferred path
	* Notable missing features: shadowing of translucency, support for various translucency lighting modes, multiple blended reflection captures

Change 3040050 on 2016/07/06 by Daniel.Wright

	Added r.Shadow.WholeSceneShadowCacheMb, which defaults to 150, to limit how much memory can be spent caching whole scene shadowmaps

Change 3040160 on 2016/07/06 by Daniel.Wright

	Fixed tile artifacts in indirect capsule shadows from doing the scaled sphere vs tile bounding sphere intersection in the wrong space

Change 3040163 on 2016/07/06 by Rolando.Caloca

	DR - vk - More logging

Change 3040257 on 2016/07/06 by Daniel.Wright

	Skylights aren't captured until their level is made visible- fixes the case where skylights capture too early

Change 3040316 on 2016/07/06 by Daniel.Wright

	PerObject shadows from point / spot lights do the light source pull back based on subject box size, not subject radius, since the box is used to find a valid < 90 degree projection.  Fix from licensee

Change 3040361 on 2016/07/06 by Daniel.Wright

	Fixed TexCreate_UAV being used on translucency volume textures in SM4

Change 3040402 on 2016/07/06 by Rolando.Caloca

	DR - vk - Make host mem accesses coherent

Change 3040486 on 2016/07/06 by Daniel.Wright

	CIS fixes

Change 3041028 on 2016/07/07 by Gil.Gribb

	Merging //UE4/Dev-Main@3040917 to Dev-Rendering (//UE4/Dev-Rendering)

Change 3041235 on 2016/07/07 by Simon.Tovey

	Compile fix for FName conflict on UProperty (hopefully).

Change 3041666 on 2016/07/07 by Daniel.Wright

	Fixed TLM_SurfacePerPixelLighting in SM4, falls back to lighting volume

Change 3041731 on 2016/07/07 by Olaf.Piesche

	Adding Niagara to dynamically loaded module list; should fix UE-32915

Change 3042181 on 2016/07/07 by Daniel.Wright

	CIS fix

[CL 3045471 by Gil Gribb in Main branch]
2016-07-11 18:51:20 -04:00
Marc Audy
571bf8847e Copying //UE4/Dev-Framework to //UE4/Dev-Main (Source: //UE4/Dev-Framework @ 3038004)
#rb None
#lockdown Nick.Penwarden

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

Change 3021479 on 2016/06/21 by Marc.Audy

	Fix child actor properties set in the parent's construction script from being wiped out (4.12)
	#jira UE-31956

Change 3021703 on 2016/06/21 by Marc.Audy

	Fix crash due to copying properties to registered components and then reregistering them. (4.12)
	#jira UE-31973

Change 3022105 on 2016/06/21 by Jeremy.Ernst

	-new test assets for James for PSD node

Change 3022621 on 2016/06/22 by James.Golding

	Add AnimBP for testing PSD

Change 3022622 on 2016/06/22 by James.Golding

	Only restrict anim asset selection for UAnimGraphNode_AssetPlayerBase derived nodes

Change 3022656 on 2016/06/22 by James.Golding

	UE-30537 Fix solid collision geom drawing not working when mirrored

Change 3022657 on 2016/06/22 by James.Golding

	Don't crash in FAnimGraphNodeDetails::OnShouldFilterAnimAsset if AnimAsset doesn't have Skeleton asset registry tag (shouldn't happen, but shouldn't crash)

Change 3022663 on 2016/06/22 by James.Golding

	UE-31283 Additional extensibility for anim and physics
	PR #2434: Morpheme integration changes (Contributed by NaturalMotionTechnology)

Change 3022683 on 2016/06/22 by James.Golding

	- Change OrientationDriver to always use PoseAsset for target poses
	- Remove NumPoses from PoseAsset and use GetAssetRegistryTags instead

Change 3022891 on 2016/06/22 by mason.seay

	Test asset for component hit

Change 3023203 on 2016/06/22 by mason.seay

	Updated map to use more noticeable sound assets

Change 3023335 on 2016/06/22 by Marc.Audy

	Use AddReferencedObjects instead of iterating array manuallly

Change 3023351 on 2016/06/22 by Ori.Cohen

	Fix the case where physics hit events were passing the wrong component's bone info to the hit event.

	#JIRA UE-32376

Change 3023368 on 2016/06/22 by mason.seay

	Renamed actors in World Outliner

Change 3023425 on 2016/06/22 by mason.seay

	Moved asset to new folder and fixed deprecated node

Change 3023429 on 2016/06/22 by mason.seay

	Disabled collision on proc mesh

Change 3023553 on 2016/06/22 by Jon.Nabozny

	Fix issue where MaxAngularVelocity resets to default on UPrimitiveComponent->BodyInstance. Replicated from CL 3009477.

	#JIRA UE-31670

Change 3024669 on 2016/06/23 by James.Golding

	Update PSD test assets (removing unused)

Change 3024864 on 2016/06/23 by Marc.Audy

	Audio Threading!

Change 3024877 on 2016/06/23 by James.Golding

	PR #2375: Allow the creation of custom IStreamingManager (Contributed by bozaro)

Change 3024880 on 2016/06/23 by James.Golding

	PR #2209: Fix UGameplayStatics::*Game*Slot documentation (Contributed by Lectem)

Change 3024939 on 2016/06/23 by James.Golding

	- Add SwingOnly options to OrientationDriver
	- Move EBoneAxis from AnimNode_RotationMultiplier.h to AnimTypes.h
	- Calculate gaussian radius per pose, not globally

Change 3024940 on 2016/06/23 by James.Golding

	PoseAsset editor improvements
	- Replace pose edit box with inline-editable style (with validation)
	- Add filter highlight
	- Show curve values for each pose when selected
	- Add different background for curve list
	- Filter box only searches pose list, moved location to indicate that

Change 3024949 on 2016/06/23 by James.Golding

	Small update to PSD test AnimBP

Change 3025002 on 2016/06/23 by Ori.Cohen

	Fix the case where fixed frame rate combined with t.maxfps would lead to negative delta time. We now take the min of t.maxfps and fixed frame rate.

	#JIRA UE-32219

Change 3025214 on 2016/06/23 by mason.seay

	Updated Character Movement Map

Change 3025319 on 2016/06/23 by Ori.Cohen

	Make sure changing skeletal mesh updates the bone index on body instances already created.

Change 3025435 on 2016/06/23 by Ori.Cohen

	Fix welded bodies not updating their collision profile when calling SetCollisionProfile

	#JIRA UE-32394

Change 3025581 on 2016/06/23 by mason.seay

	Test asset for slicing procedural mesh

Change 3026483 on 2016/06/24 by Marc.Audy

	Don't reschedule multiple times tick functions used as prerequisites
	#jira UE-32414

Change 3026498 on 2016/06/24 by mason.seay

	Updating blueprint for bug repro

Change 3026547 on 2016/06/24 by Thomas.Sarkanen

	Fixed crash in FKismetDebugUtilities::GetWatchText()

	Crash reported by this UDN: https://udn.unrealengine.com/questions/300110/crash-in-kismetdebugutilities-when-printing-watchp.html

Change 3026598 on 2016/06/24 by James.Golding

	Double clicking on poses now toggles them between 1.0 and 0.0 strength

Change 3026768 on 2016/06/24 by Marc.Audy

	Change up suspend audio thread cvar sink warning about disabled threading to avoid inappropriate warnings
	#jira UE-32468

Change 3026802 on 2016/06/24 by Lina.Halper

	#Pose Asset work

	# additive blending change : additive scale is saved to [targetscale/sourcescale - 1] where it used to be [targetscale/sourcescale] since blending doesn't work with it
	 - Blending should work once we save to [targetscale/sourcescale - 1] as normal - i.e. if you blend 0.3, it should not shrink the mesh because you applyed additive to 0.3
	 - When apply the scale to base, it should multiply [additive scale + 1 ]  where additive scale is [targetscale/sourcescale - 1]
	 - Changed FTransform::Blend to FTransform::Lerp since it's literally just Lerp. Name Blend should be used for Accumulate but changing the name now is dangerous, so I'm keeping Accumulate but changed Blend to Lerp

	# pose asset preview fix
	 - made sure it adds to curve, so you don't have to use delegate to apply
	 - PreviewOverride is now added to output curve, so we don't have to apply that curve later
	 - only reason of anim instance delegate is now for normal anim blueprint.

	#pose asset change
	 - Curve extraction happens with ExtractContext, the output curve is stricly output curve
	 - Pose Asset supports Shrink now, but only shrink if full pose
	 - Added PoseHandler to handle most of common stuff between different pose nodes
	 - Still have to work on how to update pose asset - wip
	 - todo: clean up single node player to handle pose asset in a function

	#code review:Martin.Wilson, James.Golding

Change 3026978 on 2016/06/24 by Lina.Halper

	- Delete DrivePose Curve type
	- Renamed TriggerEvent to DriveAttribute for consistency
	- Replaced drive pose to drive attribute
	  - right now it can't have 0 curve type flags, so everything is DriveAttribute

	#code review: James.Golding, Martin.Wilson

Change 3027113 on 2016/06/24 by mason.seay

	Test Pose Assets

Change 3027454 on 2016/06/24 by Aaron.McLeran

	UE-32492 Fix for cleaning up xaudio2 source voices and xaudio2 buffers if the source fails to initialize

	https://answers.unrealengine.com/questions/441080/audio-crash.html
	http://crashreporter/Crashes/Show/5689478

Change 3027519 on 2016/06/24 by Lina.Halper

	Reverted FTransform name change as that causes compile errors due to lack of deprecated messages

	- not worth to keep the old functions and add new one

	#code review: Martin.Wilson

Change 3027887 on 2016/06/25 by Lina.Halper

	Fix clang build warning

Change 3028703 on 2016/06/27 by Lukasz.Furman

	gameplay debugger config improvements, categories and extensions can now be toggled while PIE/simulate is active
	#ue4

Change 3028792 on 2016/06/27 by Lukasz.Furman

	compilation fix for gameplay debugger

Change 3028950 on 2016/06/27 by Lukasz.Furman

	compilation fix for gameplay debugger

Change 3029003 on 2016/06/27 by Ori.Cohen

	Added PhysicalAnimation component that allows us to physically drive skeletal mesh from animation

Change 3029019 on 2016/06/27 by Lina.Halper

	Update pose from source asset

Change 3029094 on 2016/06/27 by Marc.Audy

	If Player->StartSpot is null disregard ShouldSpawnAtStartPoint returned true.

Change 3029308 on 2016/06/27 by Jeremy.Ernst

	-adding test animation for PSD node. Has morphs built in to compare against driver result

Change 3029372 on 2016/06/27 by Marc.Audy

	Fix compile error after merge
	Also just fix the logic to be explicit rather than using suppression for static analysis warning

Change 3029493 on 2016/06/27 by Ori.Cohen

	Move PhysicsAsset.h out of public engine header.

Change 3029550 on 2016/06/27 by Lina.Halper

	Fix crash with Nan when additive blending of poses\

Change 3029659 on 2016/06/27 by Aaron.McLeran

	Adding new minor feature to add new concurrency mode

	- stop by lowest priorty but prevent new rather than stop oldest.

Change 3029673 on 2016/06/27 by Aaron.McLeran

	#JIRA FORT-24936 Disable EQ on AMD machines since it is causing them to stall and starve other important threads. This is only a temporary solution until a better one is found.

	Implementation in CL 3024124

Change 3030470 on 2016/06/28 by Ori.Cohen

	Fix OnConstraintBrokenWrapper being accidently wrapped with if WITH_CLOTHING

	#JIRA UE-32561

Change 3030586 on 2016/06/28 by Lina.Halper

	Preview curve fix from anim curve viewer

	#code review: Martin.Wilson

Change 3031054 on 2016/06/28 by Aaron.McLeran

	#jira UE-32566 Incorrectly copied CL 3024124 to Dev-Framework

Change 3031535 on 2016/06/28 by mason.seay

	Re-saving concurrency asset

Change 3031691 on 2016/06/28 by Marc.Audy

	Fix stat sounds not turning on correctly unless a sort was specified
	#jira UE-32597

Change 3031883 on 2016/06/28 by Zak.Middleton

	#ue4 - Prevent bNotifyJumpApex from being editable, and clean up comments.

Change 3031898 on 2016/06/28 by Zak.Middleton

	#ue4 - Fix mesh smoothing on clients popping briefly when crouching. This was due to the change in 4.12 where we started smoothing Z location rather than always zeroing it (in certain movement modes).

	#udn https://udn.unrealengine.com/questions/300494/networked-crouching-jitter.html

Change 3032539 on 2016/06/29 by Marc.Audy

	Don't destroy AudioDevices before draining audio commands and stopping audio thread
	#jira UE-32611

Change 3032633 on 2016/06/29 by Marc.Audy

	In the same way that SpawnActor doesn't work during world teardown, don't allow new components to be added which could introduce recursion within the destroy logic.
	#jira UE-32574

Change 3032644 on 2016/06/29 by Lina.Halper

	- Fixed issue where pose node evaluator doesn't show up in the menu with asset
	  - it showed twice of pose node (none) - jira UE-32358

	- Fixed issue where anim evaluator/pose asset by name/blend space evaluator failed to display assets properly
	   - jira UE-32359

	- support create pose menu from create asset - UE-32596
	 - added create pose asset from current pose

	- update source should refresh list - UE-32576

	- fixed blendspace to be in the blendspaces category

Change 3032847 on 2016/06/29 by Tom.Looman

	Added PredictProjectilePath and SuggestProjectileVelocity_MediumArc utilities to UGameplayStatics.
	Updated SuggestProjectileVelocity to avoid floating point precision errors on gravity value comparison.

	#jira UE-32103

Change 3033124 on 2016/06/29 by Jon.Nabozny

	Fix issue where InstancedStaticMeshComponent InstanceBodies don't move when the mesh is updated.

	#JIRA: UE-13673

Change 3033155 on 2016/06/29 by Lina.Halper

	- montage is playing and montage is pure
	- made montage parameter to be mostly const (except play), and made it consistently pointer

Change 3033157 on 2016/06/29 by Lina.Halper

	Check in missing file

Change 3033456 on 2016/06/29 by Lukasz.Furman

	fixed path following changes broken by merge
	#ue4

Change 3033956 on 2016/06/30 by bruce.nesbit

	PR #2483: Fix/Improvment Move Component To Rotation (Contributed by Nachtmahr87)

	#test PIE

Change 3034019 on 2016/06/30 by Benn.Gallagher

	Anim blueprint sub-instances, allowing anim blueprints to run within anim blueprints and expose parameters back to the "parent" instance.
	Caveats:
	    - Slots and state machine names are unique and boxed per instance, meaning playing a montage on a slot will only affect slots in the outermost instance and state machine getters are local to their instance.

	#jira UEFW-1

Change 3034085 on 2016/06/30 by Benn.Gallagher

	Missed LOCTEXT_NAMESPACE undefs from the subinstance checkin, for some reason doesn't get caught on windows, likely how the unity files are stuck together.

Change 3034162 on 2016/06/30 by Martin.Wilson

	Refactor bone reference widget so that selection tree can be used seperately

Change 3034205 on 2016/06/30 by Lina.Halper

	#ANIM: fix issue with addiitve blending with non-full weight applying wrong scale

	#jira: UE-32643, UE-32593

Change 3034339 on 2016/06/30 by James.Golding

	Moving functionality from Skeleton Curves tab into Anim Curve Viewer tab

Change 3034426 on 2016/06/30 by Martin.Wilson

	CIS Fix

Change 3034629 on 2016/06/30 by Lina.Halper

	Support non-zero curves to be stippred out upon importing

Change 3035863 on 2016/07/01 by Marc.Audy

	When pasting components in to a blueprint, make the relative position and rotation of the root 0,0,0
	#jira UE-31344

Change 3035916 on 2016/07/01 by Jon.Nabozny

	Fixed PaperGroupedSprite doesn't update InstanceBodies data in physics. This change is related to CL-3033124

Change 3035973 on 2016/07/01 by Lukasz.Furman

	fixed hash function for FRecastDebugPathfindingNode
	#ue4

Change 3036024 on 2016/07/01 by Zak.Middleton

	#ue4 - Avoid filling in array in AActor::FixupNativeActorComponents() unless we detect a null scene component. Avoid copying TWeakObjectPtr in ValidateDeferredTransformCache().

Change 3036157 on 2016/07/01 by Marc.Audy

	Protect against running commands on game thread when the audio device has already been freed
	#jira UE-32611

Change 3036178 on 2016/07/01 by Marc.Audy

	Don't bitpack the gamethread specific boolean.

Change 3036906 on 2016/07/04 by bruce.nesbit

	Fixed a typo in HasDefaultBuildSettings - (bCompi8leLeanAndMeanUE should be bCompileLeanAndMeanUE)

	#tests Compiled

Change 3036929 on 2016/07/04 by James.Golding

	UE-32405 Label Rotator components X/Y/Z instead of Roll/Pitch/Yaw

Change 3036930 on 2016/07/04 by James.Golding

	UE-30414 Move constraint warnings to Message Log

Change 3036931 on 2016/07/04 by James.Golding

	PR #2427: SkeletalMeshMerge now can transform the UVs of the source meshes. (Contributed by Bogustus)

Change 3037123 on 2016/07/04 by Ori.Cohen

	Added physical animation preview in PhAT as well as physical animation profiles.

Change 3037420 on 2016/07/05 by Jurre.deBaare

	Moved BodySetup_DEPRECATED out of WITH_EDITORONLY_DATA since it's being used in postload (fixes shipping builds)
	#jira UE-32771

Change 3037702 on 2016/07/05 by Thomas.Sarkanen

	Copying change 3037701 from Release-4.12:

	Fixed crash when viewing uncompressed animation

	Made sure that objects required by the animation evaluation are set up when performing game-thread side work in the editor.

	#jira UE-32715 - Crash when selecting "show" > "uncompressed animation" in Persona

Change 3037837 on 2016/07/05 by Marc.Audy

	sound stats will now still be displayed when creating a new audio device
	#jira UE-32743

[CL 3038035 by Marc Audy in Main branch]
2016-07-05 14:25:57 -04:00
Alex Fennell
1b2dd61304 Merging \\UE4\Portal-Staging to \\UE4\Main
#lockdown nick.penwarden
#RB none
#codereview justin.sargent

[CL 3033489 by Alex Fennell in Main branch]
2016-06-29 18:00:01 -04:00
Andrew Grant
48331caa30 Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 3028454)
#lockdown Nick.Penwarden

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

Change 3028439 on 2016/06/27 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 28 @ CL 3028090

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3028437 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3027952 on 2016/06/26 by Jurre.deBaare

	- Integrating code fixes/changes from Simplygon for Normals issue on Simplygon Swarm + landscape culling
	- Readded landscape/volume culling for in-engine static mesh merging path
	- Fixed issue with r.HLOD force -1 (now stops forcing hlods)
	- Marked hlodcullingvolume as experimental
	- Added Landscape culling flag + precision level

	#codereview Michael.Noland
	#rb Michael.Noland
	#tests build clusters locally/cloud + landscape culling tests

Change 3027702 on 2016/06/25 by Jason.Bestimt

	#ORION_DG - Merge MAIN @ CL 3027698

	#RB:none
	#Tests:none

Change 3027312 on 2016/06/24 by Daniel.Lamb

	Changed the way reentry data is stored in the cooker, reduce work load by main thread, also fix issue with reentry data being used from incorrect packages.
	#rb Peter.Sauerbrei
	#test QA game launch on and cook by the book + cook on the fly paragon

Change 3027165 on 2016/06/24 by Daniel.Lamb

	Fix compiler warnings from cvars changes.
	#rb none
	#test cook paragon

Change 3026900 on 2016/06/24 by Daniel.Lamb

	Change the way low quality lightmap shaders are enabled / disabled as the engine can't be used in the should cache function.
	#rb Marcus.Wasmer
	#test Cook on the fly paragon
	#codereview Rolando.Caloca

Change 3026874 on 2016/06/24 by Olaf.Piesche

	#jira OR-18363
	fix distortion in particle macro UVs with camera movement

	#rb frank.fella
	#tests PC Editor/Game

Change 3026494 on 2016/06/24 by jason.bestimt

	#ORION_MAIN - Merge 28 @ CL 3026460

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3026476 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3026381 on 2016/06/24 by Graeme.Thornton

	Strip particle modules, emitters and lodlevels from cooked server data. Saves ~10mb of runtime memory on Paragon

	#rb simon.tovey
	#codereview dmitry.rekman
	#tests pc cooked client/server, golden path

Change 3025760 on 2016/06/23 by jason.bestimt

	#ORION_MAIN - Merge 28 @ CL 3025687

	#RB:none
	#tests:none

	#ROBOMERGE-SOURCE: CL 3025709 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword.uasset - can't integrate exclusive file already opened
	//Orion/Dev-General/OrionGame/Content/Characters/Heroes/Sword/Meshes/sword_Skeleton.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3025661 on 2016/06/23 by Mieszko.Zielinski

	Added a feature to PathfollowingComponent allowing it to identify when it starts following a navigation link #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3025359 on 2016/06/23 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: sam.zamani
	#online,externalui,ps4
	- expose access to reset cookies before invoking embedded web browser
	- fixed not capturing resulting Url when PS4 browser is closed

	#rb none
	#tests ps4

	#ROBOMERGE-SOURCE: CL 3025356 in //Orion/Release-28/... via CL 3025358
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3025184 on 2016/06/23 by Lina.Halper

	Fix crash with morphtargets

	#jira: OR-24257
	#rb: Rolando.Caloca
	#tests: switching mesh with different morphtargets in editor

Change 3024714 on 2016/06/23 by Lukasz.Furman

	added vlog extension to visual debugger tool, added object whitelist to vlog to include selected minion data in  games started with -LogBotGame param
	#rb Mieszko.Zielinski
	#tests server game with and without LogBotGame cmdline

Change 3024709 on 2016/06/23 by Daniel.Lamb

	Added support for async save when saving seperate bulk data file.
	Added mb saved to cooking package stats.
	#rb Andrew.Grant,Wes.Hunt
	#test Cook Paragon

Change 3024674 on 2016/06/23 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: sam.zamani
	Merging //Orion/Release-28 to Main (//Orion/Main)

	#online,identity,ps4
	- add psplus flag to online account after privilege check

	#rb none
	#tests ps4 login flow

	#ROBOMERGE-SOURCE: CL 3024672 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3024510 on 2016/06/23 by Graeme.Thornton

	Added more info to the dumpparticlesystems exec command output

	#rb simon.tovey
	#tests cooked pc client, golden path

Change 3024504 on 2016/06/23 by Graeme.Thornton

	Asset registry memory optimisation - make sure all dependency node link arrays are sized exactly as they need to be (saves ~1mb)

	#rb robert.manuszewski
	#tests windows cooked client, golden path

Change 3024213 on 2016/06/22 by Ryan.Gerleve

	Handle a rare case in replays where the spectator controller is null but we still find a valid NetGUID for it.
	Added an ensure before a check that would fail in this case so we'll know if it happens again.

	#tests replays
	#rb john.pollard

Change 3024127 on 2016/06/22 by John.Pollard

	Bulk merge using Dev-Networking_->_Dev-General_(Orion)

	3002989
	Add ability to skip missing/changed properties in FFastArraySerializer

	3003072
	Fix crash related to new replay backwards compatibility changes

	3008097
	Renaming CompatibleReplayout to NetFieldExportGroup preparing to unify ability to use FNetFieldExportGroup for both RepLayout and FClassNetCache

	3009684
	Added ability to use FNetFieldExportGroups for FClassNetCache as well as FRepLayout

	* Adds ability to track missing/changed custom delta properties names
	* Adds ability to track missing/changed RPC's

	3013455
	Add ability to skip over RPC parameters that have changes/missing in replays for backwards compatibility

	* We now mark FClassNetCache properties as bIncompatible so we don't spam forever when they are out of date
	* No longer factor in parameters when building checksum for RPC's
	* Save FNetFieldExport handle for FClassNetCache fields
	* Use WriteIntWrapped when saving FClassNetCache fields FNetFieldExport handles (and use NetFieldExportGroup->NetFieldExports.Num() to determine max value)
	* Lots of cleanup and sanity checking improvements

	3018078
	Optimize replay checkpoints

	* Share work that was already done during normal replication, and re-use this data to remove the need to compare any checkpoint properties
	* When saving a checkpoint, we no longer create a new connection and new channels, instead we re-use the existing channels, and added the ability to make this a transient operation
	* To make custom delta serialize properties work, we compare against the CDO state instead of current state when saving out a checkpoint

	3021196
	Fix issue with Fast tarray exporting package map info during checkpoints

	* Add ability to save and restore package map ack status
	* Save package map ack status before saving checkpoint, and then restore it back afterwards, this will then allow the stream that writes afterward to re-export anything that was new in the checkpoint
	* No longer queue up reliable bunches on ack list for internal ack connections

	3024033
	Prune the cached change list before using when saving out checkpoints

	* Fixes issues when saving checkpoint, and the live properties change array size, which throws everything off when it comes time to use the LifetimeChangelist

	3024034
	Don't close channels when saving checkpoints, fixes issue where it creates a bunch with bOpen/bClose (because we're forcing all SendBunches to re-open channels), which throws off the stream

	#rb RyanG
	#tests Replays

Change 3024021 on 2016/06/22 by Dmitry.Rekman

	Fix PS4 build.

	#rb Michael.Noland
	#tests none
	#codereview Michael.Noland, Dan.Youhon, Sammy.James

Change 3023734 on 2016/06/22 by Lukasz.Furman

	added replication for input events and tool state for both gameplay debugger categories and extensions
	#ue4
	#rb Mieszko.Zielinski
	#tests PIE, server game

Change 3023708 on 2016/06/22 by Dmitry.Rekman

	Add a separate macro for a poison malloc proxy usage.

	#rb Michael.Noland
	#codereview Michael.Noland, Gil.Gribb
	#tests Compiled OrionServer-Linux-Debug, ran it

Change 3023670 on 2016/06/22 by Nick.Darnell

	Home screen - Fixing safezones on the homescreen.  Adding a scale option to the XP_Fill widget.  Adding better animations to the tiles.  Showing subtitles again.  Hero XP summary widget now takes you to that hero.

	#rb none
	#tests PIE

Change 3023632 on 2016/06/22 by Dmitry.Rekman

	Fix incorrect matching condition in comments.

	#rb none
	#tests Compiled OrionServer-Linux-Debug
	#codereview Michael.Noland

Change 3023475 on 2016/06/22 by Rolando.Caloca

	O - Back out changelist 3022847 as it broke SSS on PC
	#rb none
	#tests re-run editor on PC

Change 3023178 on 2016/06/22 by Michael.Noland

	Engine: Added system memory and % of time spent hitching to analytics
	#rb bob.tellez
	#tests Tested a match in Paragon

Change 3022963 on 2016/06/22 by Mieszko.Zielinski

	Fixed a subtle navigation repathing bug #UE4

	While repathing to a location, rather than an actor, the navigation query used path's end while it should be using the original query's EndLocation.

	#rb Lukasz.Furman
	#test golden path

Change 3022865 on 2016/06/22 by David.Ratti

	gameplay cue editor: remove "GameplayCue_" prefix from default GameplayCueNotify filename in default ability system projects

	#rb none
	#tests ability system sample project

Change 3022847 on 2016/06/22 by Rolando.Caloca

	O - Remove checkerboard SSS rendering and recombine post process pass when SSS not enabled
	#rb Marcus.Wassmer
	#codereview Marcus.Wassmer, Brian.Karis
	#tests Load Agora_P, check perf, toggle r.SSS.Quality 1/0, check characters with skin

Change 3022804 on 2016/06/22 by Mieszko.Zielinski

	Fixed AIController clearing out CachedGameplayTasksComponent on UnPosses, even if Pawn was not the CachedGameplayTasksComponent's owner #UE4

	Also, made running BT not clearing info in BB if AI's current BB is compatible with the one required by BT

	#rb Lukasz.Furman
	#test golden path

Change 3022674 on 2016/06/22 by Robert.Manuszewski

	Reimplementing CL #2993969 (Dev-Blueprints) by Maciej.Mroz:

	UE-30729 Crash in Native Orion when selecting Sword or Tomahawk

	Clear AsyncLoading in subobjects.

	#jira OR-23997

	#rb me
	#tests Golden path in editor build, selecting Venus

Change 3022405 on 2016/06/21 by Ryan.Gerleve

	Fix for OR-23948, crash with death cam enabled. Use a weak pointer to store the viewer on the DemoNetDriver and update it when the game player controller is received.

	#rb john.pollard
	#tests bug repro

Change 3022387 on 2016/06/21 by Ryan.Gerleve

	Added the ability to disable ticking of individual worlds.

	#tests golden path
	#rb john.pollard
	#codereview marc.audy

Change 3022312 on 2016/06/21 by Nick.Darnell

	Home Screen - Adding a max aspect ratio lock to SBox, may need some more fine tuning math may still be a bit pants in some cases.  The XP ovewview panels now have a basic support for account and hero progression.  Hero one shows the last hero you played, widget is invisibile until you play your first game.  The tiles now use the Max Aspect Ratio to prevent stretching forever on 21:9 monitors causing them to just look crazy.  Weekly quests now show the weekly quests screen when clicked.  OrionUserWidgetBase no longer prevents blueprints from running code in reponse to mouse down/up actions if the userwidget consumes input - it always calls the blueprint code first, and always returns handled if it consumes input.

	#rb none
	#tests PIE

Change 3022207 on 2016/06/21 by Wes.Hunt

	Fix Analytics provider to retain passed in AppVersion string instead of using default %VERSION%.
	#rb none
	#tests run windows server with one bot connecting and checking analytics version is what is expected.

Change 3021808 on 2016/06/21 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: josh.markiewicz
	#UE4 - call GetTotalMicroseconds instead of GetTotalMilliseconds * 1000
	#rb none
	#tests compile run ps4

	#ROBOMERGE-SOURCE: CL 3021805 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3021663 on 2016/06/21 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: josh.markiewicz
	#UE4 - CancelFindSessions() didn't null out search result
	- future FindSession() calls would fail with "search in progress"
	#rb joe.wilcox
	#tests UT matchmaking

	#ROBOMERGE-SOURCE: CL 3021655 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3021508 on 2016/06/21 by Marcus.Wassmer

	Remove anti-ghosting AA for now.
	Causes dithered transparency to be very wrong (Dekker shoulders)
	And also a border around all characters of 'noisy fuzz' even when they are not moving
	#rb none
	#test PC/PS4
	#codereview Brian.Karis,Jordan.Walker

Change 3021475 on 2016/06/21 by Marcus.Wassmer

	Duplicate fix for subsurface spec in prep for PS4 optimization. (DevRendering 3018664)
	unified some code for easier maintainance, fixed missing multiply from former change
	#rb none
	#test PS4/PC agora

Change 3021468 on 2016/06/21 by Michael.Noland

	Physics: Added more information when convex cooking partially succeeds (fails initially but succeeds with inflation) indicating the full path of the mesh that failed
	#rb ori.cohen
	#tests Compiled changes, will provide more information when issue reoccurs in build machine cooks
	#jira OR-24082

Change 3021460 on 2016/06/21 by Michael.Noland

	Engine: Added time spent in each hitch bucket to FPS chart .log output and analytics output
	#rb bob.tellez
	#tests Tested a match in Paragon
	#codereview dmitry.rekman

Change 3021368 on 2016/06/21 by Marcus.Wassmer

	Create Tonemapper configuration with no ColorFringe to save .15ms on PS4 when colorfringe is not used.
	#rb rolando.caloca
	#test agora with/wo new config
	#codereview brian.karis

Change 3021119 on 2016/06/21 by David.Ratti

	Make -notimeouts work during initial connecting phase
	#codereview John.Pollard
	#rb none
	#tests pie agora

Change 3021048 on 2016/06/21 by David.Ratti

	minor tweaks to gameplay cues:
	-Descriptions of engine GC notify classes
	-Added 'auto attach to owner' flag on actor notify class.

	#rb none
	#test ability system sample project

Change 3020694 on 2016/06/20 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3020301

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3020674 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#CodeReview: cody.haskell

Change 3020624 on 2016/06/20 by Michael.Noland

	Engine: Pushing more fps chart analytics up to engine level code from Paragon
	Engine: Pushing benchmark config vars up to engine level code from Paragon, and added records of individual sub-steps of benchmarks
	#rb Bob.Tellez
	#tests Golden path Solo VS AI in Paragon and forced a match
	#codereview bob.tellez, peter.knepley

Change 3020181 on 2016/06/20 by Dmitry.Rekman

	Re-do allowing allocations in NullRHI (OR-24029).

	- Originally CL 2990582 by MarcusW, stomped during merge by CL 3006926.

	#rb none
	#codereview Marcus.Wassmer, Andrew.Grant
	#tests none

Change 3020139 on 2016/06/20 by Ryan.Gerleve

	Added ability to pause replay recording while keeping the current replay open.

	#rb john.pollard
	#tests paused deathcam recording while disabled

Change 3019817 on 2016/06/20 by Dmitry.Rekman

	Poison allocated/freed memory in Debug and Development (non-editor) configs.

	- With this Paragon client may be more likely to crash on start.

	#rb Steve.Robb
	#codereview  Robert.Manuszewski, Michael.Noland, Andrew.Grant, Gil.Gribb, Steve.Robb
	#tests Built Linux server and Windows client, ran them, also built Windows Orion editor.

Change 3019599 on 2016/06/20 by Rolando.Caloca

	O - Fix flickering on heroes with morph targets
	#rb Marcus.Wassmer
	#tests Load Agora_P
	#jira OR-23866

Change 3019581 on 2016/06/20 by Wes.Hunt

	Fix crash reporter client analytics for internal builds. (Pushing critical fix immediately from //UE4/Orion-Staging)
	#rb Chris.Wood
	#tests none

Change 3019524 on 2016/06/20 by David.Ratti

	call APawn::OnRep_Controller when ClientRetryClientRestart sets the pawn directly

	#rb none
	#tests golden path

Change 3019406 on 2016/06/20 by Marcus.Wassmer

	Duplicate 3014956 from Dev-Rendering
	Fixed HLOD and mesh LODs getting hit by Lightmass ray traces that didn't originate from a mesh
	Volume lighting samples and precomputed visibility cells are now only placed on LOD0 (of both mesh LODs and HLOD)
	#rb none
	#test none
	#codereview Jordan.Walker

Change 3019371 on 2016/06/20 by Graeme.Thornton

	Optimize cooked asset registry dependency node data structures. Saves ~10mb on Paragon.

	#rb robert.manuszewski
	#tests tested with cooked pc client + server

Change 3018492 on 2016/06/17 by Laurent.Delayen

	FBoneReferenceCustomization: support editing properties in AnimBP defaults.

	#rb none
	#tests: Sword.

Change 3017974 on 2016/06/17 by Ryan.Gerleve

	Add an option to toggle deathcam in the gameplay settings UI if the OrionRuntimeOption for deathcam is enabled.

	#rb cody.haskell
	#tests settings menu, enabled and disabled deathcam

Change 3017913 on 2016/06/17 by Robert.Manuszewski

	Fixing leaked log archive.

	#rb Steve.Robb
	#tests Cooked Win64 client + server

Change 3017873 on 2016/06/17 by Daniel.Lamb

	Fix warning in diff cooked build.
	#test none
	#rb none

Change 3017676 on 2016/06/17 by Sam.Zamani

	#online,identity,mcp
	fix for uninitialized variable

	#rb dmitry.rekman
	#tests none

Change 3017671 on 2016/06/17 by Robert.Manuszewski

	Fxied and improved log message when cluster assumptions are violated.

	#rb Steve.Robb
	#tests Win64 client + server (cooked) golden path

Change 3017358 on 2016/06/16 by Nick.Atamas

	Checking in Darnell's change that adds correct geometry to widgets inside retainer widgets.

	#rb none
	#test PIE

Change 3017242 on 2016/06/16 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3017179

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3017233 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/UI/Tooltips/Hero/AbilityTooltip.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3017237 on 2016/06/16 by Dmitry.Rekman

	Fix accessing uninitialized field (kills valgrind warnings).

	#rb none
	#codereview Michael.Noland, Andrew.Grant, Ori.Cohen
	#tests Compiled and ran Linux server.

Change 3017236 on 2016/06/16 by Dmitry.Rekman

	Initialize missed field (kills valgrind warnings).

	#rb none
	#codereview Michael.Noland, Andrew.Grant
	#tests Compiled and ran Linux server.

Change 3017186 on 2016/06/16 by Dmitry.Rekman

	Linux: Add hooks for libcrypto memory functions.

	- Libcurl uses OpenSSL, which allocates memory using libcrypto's CRYPTO_malloc() and apparently on purpose does not initialize it.
	- This change a) redirects these allocations to use UE's malloc  b) initializes it with zeros, avoiding valgrind's warnings.
	- This behavior is not used on Shipping configurations because the impact on entropy is not understood (TBD later).

	#rb Michael.Noland, Rob.Cannaday (original version)
	#codereview Michael.Noland, Rob.Cannaday, Alex.Fennel, Chris.Babcock, Sam.Zamani
	#tests Compiled Linux server and ran it.

Change 3017037 on 2016/06/16 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: andrew.grant
	Merging content fix for driver crash from Release-27

	#ROBOMERGE-SOURCE: CL 3017036 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3016838 on 2016/06/16 by Alexis.Matte

	#jira UE-31901 fix to export all blueprint component to obj

	#rb uriel.doyon
	#codereview matt.kuhlenschmidt
	#test export a blueprint containing multiple staticmesh component to obj

Change 3016629 on 2016/06/16 by Dmitry.Rekman

	Make Binned default on Linux non-editor builds.

	#codereview Andrew.Grant
	#rb none
	#tests none

Change 3016615 on 2016/06/16 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: andrew.grant
	Temporarily disabling jemalloc for Linux
	#rb #tests none
	[CodeReviewed] Dmitry.Rekman

	#ROBOMERGE-SOURCE: CL 3016612 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3016566 on 2016/06/16 by Michael.Noland

	Engine: Fixed a regression that broke safe zone debugging features in Windows by reintroducing code from CL# 2861030 that was accidentally deleted in a merge
	#codereview andrew.grant
	#rb dan.hertzka
	#tests Tested r.DebugSafeZone.Mode 1 with r.DebugSafeZone.TitleRatio 0.9 in PIE and confirmed that SSafeZone obeyed it and the red overlay appeared

Change 3016521 on 2016/06/16 by Ryan.Gerleve

	Client recoreded replay fixes and optimizations from Dev-Networking (and one from //UE4/Main), for deathcam.

	Includes the following CLs from Dev-Networking:
	2997908
	2998001
	2998832
	2999054
	2999057
	2999749
	3000051
	3001361
	3001365
	3004958
	3009972
	3009973

	And this CL from //UE4/Main:
	3015528

	#tests golden path, replays
	#rb john.pollard

Change 3016503 on 2016/06/16 by Brian.Karis

	Fixed uninitialized variables on particle lights. Fixes hair shading.

	#rb none
	#tests editor

Change 3016429 on 2016/06/16 by Max.Chen

	Sequencer: Fix StartTime when clamping start offset 0. Follow up to CL #3009386.

	#jira UE-29167
	#tests Load up AnnounceMaster and adjust leading edge of animation clips
	#rb Frank.Fella

Change 3016356 on 2016/06/16 by Lina.Halper

	- Fix crash on rampage morphtarget

	Merging using //UE4/Dev-Framework_to_//Orion/Dev-General
	 - this is dupe change from Dev-Framework

	#jira: https://jira.ol.epicgames.net/browse/OR-23194
	#rb: Ori.Cohen
	#tests: editor/pie spawn as rampage's alt skin

Change 3015696 on 2016/06/15 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Merge 27.2 @ CL 3015646

	This re-unifies our build pipeline.  Fingers crossed. (only 6 files are actually different)

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3015672 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3015642 on 2016/06/15 by Mieszko.Zielinski

	Fixes to multiple reasons AI bots were getting stuck #Orion

	#rb Lukasz.Furman
	#test golden path

Change 3015622 on 2016/06/15 by Mieszko.Zielinski

	fixed FMetaNavMeshPath doing navmesh path update without checking nav agent if pathfinding should be postponed #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3015514 on 2016/06/15 by Uriel.Doyon

	Fixed GlobalMipBias not affecting max texture resolution.
	This fix is implemented differently in Dev-Rendering in  CL 301498.
	#jira OR-23511
	#rb marcus.wassmer
	#test played game with different quality settings

Change 3015258 on 2016/06/15 by Lina.Halper

	Fix crash with recursive reference between two assets

	#rb: Ori.Cohen
	#tests: Sword

Change 3014988 on 2016/06/15 by Wes.Hunt

	Fix Cook Analytics to correctly use the Legacy provider since it sends to a local data collector.
	#rb daniel.lamb
	#tests compile Orion

Change 3014962 on 2016/06/15 by Olaf.Piesche

	Replicating CL 3013696 from Dev-Rendering; making quality level spawn rate scale work for GPU emitters.

	#rb simon.tovey
	#tests PC editor game

Change 3014958 on 2016/06/15 by Laurent.Delayen

	Added SkeletalMeshComponent::bIncludeComponentLocationIntoBounds to help in cases where SMU_OnlyTickPoseWhenRendered is set, and an animation pushed the mesh beyond the capsule.
	This ensures that when the capsule is in view, the mesh will remain updated.

	#rb Michael.Noland
	#test Sword ultimate from another player's view.

Change 3014833 on 2016/06/15 by Laurent.Delayen

	Fix for Base Heroes having their locomotion blendspace broken.

	#rb Thomas.Sarkanen
	#codereview Thomas.Sarkanen
	#tests Gadget networked PIE

Change 3014688 on 2016/06/15 by Nick.Darnell

	UMG - Fixing IsHovered on UUserWidgets.  SObjectWidget did not properly call the super for MouseEnter/MouseLeave allowing SWidget's implementation to set and unset the bool.

	#rb none
	#tests PIE

Change 3014325 on 2016/06/15 by Marcus.Wassmer

	Duplicate 3012706:
	Scalability CVAR for ContactShadows
	#rb john.billon
	#test flip cvar in editor.

Change 3014230 on 2016/06/15 by Robert.Manuszewski

	Fix potentially missing log output when serializing text of length equal to the async log writer buffer size.

	#rb Steve.Robb
	#tests Tested in editor build (client + server)

Change 3013913 on 2016/06/14 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jason.bestimt
	#ORION_MAIN - Updating from DMM (updated from 27.1MM)

	#RB:none
	#Tests:compiled

	#ROBOMERGE-SOURCE: CL 3013912 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3013437 on 2016/06/14 by Simon.Tovey

	Speculative fix for OR-23158

	Couldnt' repro NANs but did see it reading garbage.

	Reinstated the check that direct accesses for particles in a zero size emitter will return null.
	Altered selection code to reselect when partilce is dead or returns null and to not allow new selection on zero size emitters.

	#tests GoldenPath, No broken fx and no more reading garbage.
	#rb Olaf.Piesche

Change 3013063 on 2016/06/14 by Jason.Bestimt

	#ORION_DG - Unclog robomerge from DMM Merge

	#RB:none
	#tests:none

Change 3012936 on 2016/06/14 by Rob.Cannaday

	Fix for multiple account login not kicking previous logins
	Client was not parsing response from backend.  Client was expecting content-type to be "application/json" (using FString::Equals).  Backend was returning "application/json;charset=UTF-8".  Changed usage from FString::Equals to FString::StartsWith
	#jira FORT-25452
	#rb sam.zamani
	#tests multiple account login, frontend only

	Merge from FN CL 3011647, plus fixing one other location expecting "application/json"

Change 3012696 on 2016/06/14 by Max.Chen

	Sequencer: Select actors for corresponding selected keys or sections.

	Copy from Dev-Sequencer

	#jira UE-30727
	#tests Load up AnnounceMaster and select keyframes
	#rb none

Change 3012691 on 2016/06/14 by Max.Chen

	Sequencer: Fix dragging the leading edge of a skeletal animation section so that it adjusts the start offset of the animation clip.

	Copy from Dev-Sequencer

	#jira UE-29167
	#tests Load up AnnounceMaster and adjust leading edge of animation clips
	#rb Frank.Fella

Change 3012690 on 2016/06/14 by Andrew.Grant

	Removed Linux work-around for memory stomp alignment
	#rb none
	#tests compiled

Change 3012687 on 2016/06/14 by Max.Chen

	Sequencer: Fix lower bound when doing post render tick so that the start of a shot doesn't render with the previous shot's time.

	Copy from Dev-Sequencer

	#rb none
	#tests Load up AnnounceMaster and played through sequence

Change 3012627 on 2016/06/14 by Mieszko.Zielinski

	Added logging of current MoveID to PathfollowingComponent's vlog snapshot #UE4

	#rb none
	#test golden path

Change 3012615 on 2016/06/14 by Mieszko.Zielinski

	Improved fix to BTDecorator_Blackboard's latent tasks aborting #UE4

	#rb Lukasz.Furman
	#test golden path

Change 3012572 on 2016/06/14 by Dmitry.Rekman

	Fix realloc with non-default alignment in jemalloc (OR-23541).

	- Removed obsolete check(), the code was already there since CL 1834526.

	#rb none
	#codereview Andrew.Grant, Robert.Manuszewski
	#tests none

Change 3012481 on 2016/06/14 by David.Ratti

	ability system #include fixups and move orion attribute capture marcros into base engine ability system execution class

	#rb none
	#tests ability system sample project

Change 3012457 on 2016/06/14 by Andrew.Grant

	Un-fix misaligned memory-stomp fix for Linux
	#rb none
	#tests compiled

Change 3012320 on 2016/06/14 by Graeme.Thornton

	Fixes for MemoryAnalyser2 solution
	 - Upgraded to VS 2015
	 - Clean up solution configurations. Only leave "Any CPU"
	 - Switch project to build with "Any CPU" rather than "x64".

	Reimplementation of CL 3012221 from Dev-Core

	#rb robert.manuszewski
	#tests opened the main window form correctly in visual studio

Change 3012316 on 2016/06/14 by Thomas.Sarkanen

	Fix copying non-POD structs in the fast path

	Prevents double-deletions of TArrays etc.

	#jira UE-31394 - Fix problems with non-POD UStructs using the anim BP fast-path
	#tests Played PIE & died as Sword in OrionEntry, Exited PIE.
	#rb Martin.Wilson

Change 3012187 on 2016/06/14 by Graeme.Thornton

	Corrected error message when not specifying linux server device command line correctly in UAT

	#rb Dmitry.Rekman
	#tests Checked error message was useful when wrong command line was specified

Change 3012026 on 2016/06/13 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3011936

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3011996 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/oriongame/Content/Characters/Heroes/Hammer/Abilities/Subjugate/FX/P_SubjugateSwirls.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 3011969 on 2016/06/13 by Brian.Karis

	Tweaks for hair

Change 3011638 on 2016/06/13 by Andrew.Grant

	Fixed issue where RepLayout could use unaligned memoryfor property construction if allocator did not use a suitable default (fixes crash when running with MemStomp).

	Also added sanity check in UScriptStruct::InitializeStruct that memory is correctly aligned before calling constructor

	#codereview Dave.Ratti, John.Pollard
	#rb none
	#tests Ran with/without memstomp

Change 3011575 on 2016/06/13 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3011414

	NOTE - Card data was altered.  Shame shame shame.  Not authoritative in DUI

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari, kerrington.smith, sammy.james, matt.kuhlenschmidt

	#ROBOMERGE-SOURCE: CL 3011552 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3011462 on 2016/06/13 by Alexis.Matte

	#jira UE-31901 The outputdevice is adding 2 uninitialize character at the end of any log, this is cause by the terminator logic. The fix is to not add those characters when no terminator should be add.

	#rb nick.darnell
	#codereview Robert.Manuszewski
	#test export a obj file and verify all object are exported in maya or max

Change 3011424 on 2016/06/13 by Martin.Wilson

	Hack out fastpath anim bp code until heap corruption issue can be fixed.

	#rb Laurent.Delayen
	#tests Persona + PIE

Change 3011191 on 2016/06/13 by Mieszko.Zielinski

	Added missing initialization of PathFollowingComponent::CurrentMoveInput #UE4

	#rb none
	#test golden path

Change 3011138 on 2016/06/13 by Mieszko.Zielinski

	Switched bots over from travel mode to sprinting #Orion

	#rb Lukasz.Furman
	#test golden path

Change 3011075 on 2016/06/13 by David.Ratti

	Default GameplayAbility instancing policy to InstancePerExecution

	#rb BenZ
	#tests compile

Change 3011051 on 2016/06/13 by David.Ratti

	Add missing include so GameplayAbilitySet.h can be included on its own.

	#rb none
	#tests compile

Change 3010968 on 2016/06/13 by Mieszko.Zielinski

	Fixed console variables crashing on "" string #UE4

	#rb Lukasz.Furman
	#codereview Martin.Mittring
	#test PIE

Change 3010888 on 2016/06/13 by Alexis.Matte

	#jira OR-23301 Close the OS handle when closing the FAsyncWriter.

	#rb Robert.Manuszewski
	#codereview Robert.Manuszewski
	#test try to export a obj file

Change 3010239 on 2016/06/11 by Michael.Noland

	UMG - Adding back the logic to use the normal WidgetTree when the DesignerWidgetTree is not defined. [duplicated fix from CL# 2998267]

	#jira UE-31570
	#tests Compiled some blueprints
	#rb none

Change 3009870 on 2016/06/10 by Wes.Hunt

	Remove logging of analytics payloads from dedicated servers #jira UE-31858
	#codereview:dmitry.rekman
	#rb none
	#tests All testing was done in Dev-Framework. This change was redone in this branch to get it here faster.

Change 3009599 on 2016/06/10 by Michael.Noland

	Rendering: Corrected a misleading help comment on r.StaticMeshLODDistanceScale, explaining how it affects LOD calculations (it multiplies the effective distance, so larger numbers make transitions happen sooner)
	#tests Verified in the output of the help command
	#rb none
	#rn

Change 3009559 on 2016/06/10 by Marcus.Wassmer

	Fix 11/11/10 SceneColorFormat option, enable AntiGhosting on TemporalAA, ensure TemporalAA output is the correct format for accumulating results.  Set SceneColorFormat to 2 on PS4 and lowspec PC.  All in all saves .3-.5ms on PS4 and improves temporalAA ghosting.
	#rb Brian.Karis
	#test Agora PS4 / PC

Change 3009525 on 2016/06/10 by David.Ratti

	Fix case where ObjectLIbrary would not be able to find classes when searching "/Game" path.

	#rb none
	#tests object libraries in paragon

Change 3009228 on 2016/06/10 by David.Ratti

	remove world check. Can be triggered in editor with PIE

	#rb none
	#tests pie

Change 3009050 on 2016/06/10 by Dmitry.Rekman

	Fix LinuxClient platform not being built on Windows, and not instantiating a target platform instance.

	- Fixes by BenM.

	#rb none
	#codereview Ben.Marsh
	#tests Compiled OrionEditor on Linux.

Change 3008973 on 2016/06/10 by Marcus.Wassmer

	Fix Windualshock on VS2015
	#rb Rolando.Caloca
	#test PS4 controller on VS2015 build

Change 3008970 on 2016/06/10 by David.Ratti

	Fix warning about minimal replication tag count
	-Made bit count a config setting. Bumped to 5
	-Minor optimization to UAbilitySystemGlobals::Get()

	#rb none
	#tests goldne path, pie

Change 3008478 on 2016/06/09 by Jason.Bestimt

	#ORION_DG - Merge MAIN @ CL 3008469

	#RB:none
	#Tests:none

Change 3008416 on 2016/06/09 by Andrew.Grant

	Adding 'config' as an option to set both clientconfig / serverconfig when using BuildCookRun
	#review-3008417 Ben.Marsh, Justin.Sargent
	#rb none
	#tests BuildCookRun with config

Change 3008286 on 2016/06/09 by Dmitry.Rekman

	Add LinuxClient target platform.

	#rb none
	#tests Compile OrionEditor on Linux.
	#codereview Brad.Angelcyk, Ben.Marsh

Change 3007978 on 2016/06/09 by jason.bestimt

	#ORION_MAIN - Merge DUI @ CL 3007507

	#RB:none
	#Tests:none

	[CodeReviewed]: matt.schembari, kerrington.smith

	#ROBOMERGE-SOURCE: CL 3007968 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3007771 on 2016/06/09 by Laurent.Delayen

	Fixed GetIntFromComp breaking with INDEX_NONE. Fixes crash in OrientationWarping node.

	#rb martin.wilson
	#codereview martin.wilson
	#tests Sword Leap.

Change 3007436 on 2016/06/09 by David.Ratti

	change designer facing parameter name
	#rb none
	#test compile

Change 3007408 on 2016/06/09 by David.Ratti

	WaitGameplayEffectBlockedImmunity - ability task for listening to immunity events

	#rb danY
	#tests pie

Change 3007250 on 2016/06/09 by bruce.nesbit

	Banner impact location fix. (OR-23179)

	#rb none

	#tests Game+PIE

Change 3007228 on 2016/06/09 by Ben.Marsh

	BuildGraph: Rename -SkipNodesWithoutTickets parameter to -SkipTargetsWithoutTickets, to reflect that it's filtering the list of targets rather than the full graph.

	#rb none
	#tests none

Change 3007225 on 2016/06/09 by Ben.Marsh

	EC: Set the -TicketSignature=... parameter for all BuildGraph jobs started by EC to the URL of the current job.

Change 3006985 on 2016/06/08 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3006936

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3006978 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3006926 on 2016/06/08 by Andrew.Grant

	Merging //UE4/Main @ 300872 via //UE4/Orion-Staging
	#rb none
	#tests engine QA, orion qa smoke

Change 3006444 on 2016/06/08 by Ben.Marsh

	BuildGraph: Add mechanism to specify that nodes can only be built once for a given changelist. Nodes can have an associated ticket file, and they are only permitted to build if the ticket is assigned to the current job. Tickets are created if they don't exist, and written with a signature specific to the job specified via the -TicketSignature="..." parameter. By default, builds will fail if a ticket has been already granted to another job, but the -SkipNodesWithoutTickets parameter instructs the graph to skip affected nodes instead.

	#rb none
	#tests none

Change 3006389 on 2016/06/08 by Daniel.Lamb

	Delay the processing of packages which aren't ready till the end of the cook.
	This allows other packages to be processed sooner.
	#rb Peter.Sauerbrei
	#test cook orion.

Change 3006306 on 2016/06/08 by Michael.Noland

	Rendering: Added FreezeRendering to the console autocomplete list
	#rn

Change 3006305 on 2016/06/08 by Michael.Noland

	HLOD: Added a way to control how far down the HLOD hierarchy to allow showing (can be used to limit quality loss and streaming texture memory usage on high scalability settings for example)
	Controlled by the new cvar r.HLOD.MaximumLevel, which can be set to the following values:
	-1: No maximum level (default)
	0: Prevent ever showing a HLOD cluster instead of individual meshes
	1: Allow only the first level of HLOD clusters to be shown
	2+: Allow up to the Nth level of HLOD clusters to be shown

	Note: This does not affect the memory used by the HLOD meshes itself or their always loaded low mip levels, it will only save the memory associated with streaming in the higher mip levels

	HLOD: Allowed r.HLOD console command to be used in Test configurations
	HLOD: Removed some dead code in ALODActor and scene view / scene proxy relating to a different way to force visualization that has no trigger
	HLOD: Fixed an uninitialized memory bug in the static mesh scene proxy HLODcoloration visualization code

	#rn
	#codereview jurre.debaare
	#rb marc.audy
	#tests Tested with various settings in Paragon and tried creating some new clusters in the editor

Change 3006304 on 2016/06/08 by Michael.Noland

	Engine: Changed the code in AActor::IncrementalRegisterComponents to obey bAutoRegister for the root component rather than asserting that it is true. Note: If children components have bAutoRegister=true, they will still pull the root component into the fray and cause it to be registered first
	#rb marc.audy
	#tests Tested with code that registers or unregisters HLOD clusters at varying levels in Paragon

Change 3006041 on 2016/06/08 by Andrew.Grant

	Added buildidoverride to shipping whitelist
	#rb none
	#tests compiled and used param in shipping

Change 3005678 on 2016/06/08 by Ben.Marsh

	Back out changelist 3004395

	#rb none
	#tests none

Change 3005265 on 2016/06/07 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3005120

	#RB: none
	#Tests: none

	#ROBOMERGE-SOURCE: CL 3005250 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 3005081 on 2016/06/07 by Daniel.Lamb

	Reworked the way packages which are renamed on load are added to the cooked package list.
	Cooker now has options for MaxMemoryAllowance as a percentage and also MinFreeMemory (which takes into account used system memory not just total system memory).
	#rb Andrew.Grant, Marcus.Wasmer
	#test cook orion

Change 3004752 on 2016/06/07 by Daniel.Lamb

	Requeue packages to the next package on the list instead of to the end of the list.
	#rb Andrew.Grant
	#test cook orion

Change 3004560 on 2016/06/07 by David.Ratti

	Kill timelines, latent actions, timer when recycling gameplay cues

	#rb danY
	#tests pie

Change 3004559 on 2016/06/07 by David.Ratti

	Object Library:
	-Added bool bIncludeOnlyOnDiskAssets that can be set by owner. Passed on to the AR filter when gathering assets.

	GameplayCue Editor:
	-Fix issue with new notifies not showing up after being created through the GC Editor (until restart).

	-Fix issue for new projects, that don't have gameplayclue tags defined, not being able to add gameplay cue tags through the editor without restarting once.

	#rb none
	#tests editor

Change 3004395 on 2016/06/07 by Ben.Marsh

	BuildGraph: Add a script function to ensure exclusive access to a given resource. The AcquireLockFile() function takes two arguments; a path to a text file, and the name of an owner. The file is created and the owner name written to it if it doesn't already exist, otherwise the contents of it are compared against the given owner string. The operation happens transactionally, and the function returns true if file contains the given owner string on exit. Logical and/or conditions are now also short-circuited, so the result of the AcquireLockFile() function can be used to control derived property definitions within an executing job.

	#rb none
	#tests none

Change 3004164 on 2016/06/07 by David.Ratti

	Ability system: use player controller netmode over avatar actor when possible. Fixes issue if torn off, authority, client side actor tries to activate an ability.

	#rb danY
	#tests multi pie

Change 3003837 on 2016/06/07 by David.Ratti

	Ability system engine work
	-Default to /Game as search path for gameplay cues, if no explicit paths are set in the config.

	#rb none
	#tests ability sample project

Change 3002800 on 2016/06/06 by Marcus.Wassmer

	Fix shader crash in PIE
	#rb none
	#test PIE

Change 3002657 on 2016/06/06 by Dmitry.Rekman

	Do not copy to clipboard on crash if headless or on the wrong thread.

	- Could result in crash handler crashing itself in some circumstances.

	#rb none
	#codereveiw Brad.Angelcyk
	#tests Compiled Linux dedicated server and CrashReportClient.

Change 3002546 on 2016/06/06 by Daniel.Lamb

	Improve cooking performance.
	Allow cooker to save other packages opportunistically if main package is compiling shaders.
	Allow cooker to load more packages if there aren't many packages to save.
	#rb Josh.Adams
	#test cook orion

Change 3002369 on 2016/06/06 by Marcus.Wassmer

	Project setting for optional rendering features to reduce shader compile times.
	# of shaders per material is reduced by ~30-40% depending on material
	#rb Daniel.Wright
	#test Editor with/without all options, cooked ps4.

Change 3002142 on 2016/06/06 by David.Ratti

	Ability system engine level:
	-Fix crash when gameplay cue editor starts if there are no gameplay cue paths specified
	-Fix crash when GameplayCue tag is not specified

	#rb none
	#tests sample ability system project, paragon

Change 3002106 on 2016/06/06 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: sam.zamani
	#orion
	- add support for code tokens which can be shared/redeemed
	- refactor of existing friend founder's pack codes to be displayed in a generic way using code token info
	- added CodeToken.FounderFriendInviteT0 for new paragon tier 0 code which grants access to game without also giving a Founder's pack
	- added CodeToken.FounderFriendInviteT1 to replace existing CodeToken.FriendPC and CodeToken.FriendPS4 Founder's pack codes. Existing codes aliased to the new CodeToken.FounderFriendInviteT1 code
	- No longer differentiation between PC/PS4 friend codes
	- "Share Friend Code" button will now process all available codes that can be issued instead of just 1
	- updated Orion service Mcp call for getUnredeemedCodes() to ignore the code template id and return all available codes. Each returned code will also include the type

	[CodeReviewed]: david.nikdel, jason.bestimt
	#rb david.nikdel
	#tests PC PIE using localhost and profile proxy for granting codes, also existing account with legacy codes

	#ROBOMERGE-SOURCE: CL 3002104 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 3001218 on 2016/06/05 by jason.bestimt

	#ORION_MAIN - Merge 27.2 @ CL 3001162

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 3001200 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	#CodeReview: jason.bestimt

Change 2999508 on 2016/06/03 by jason.bestimt

	#ORION_MAIN - Merge 27 @ CL 2999463

	#RB:none
	#Tests:none

	#ROBOMERGE-SOURCE: CL 2999498 in //Orion/Main/...
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

	#ROBOMERGE-SAYS: Beep boop! I couldn't merge this change. Please do it yourself, human.
	//Orion/Dev-General/OrionGame/Content/Audio/ClassesAndMixes/Classes/Master.uasset - can't integrate exclusive file already opened
	#CodeReview: jason.bestimt

Change 2999465 on 2016/06/03 by Robert.Manuszewski

	Whitelisting more DLLs for injection.

	#rb none
	#tests none

Change 2999455 on 2016/06/03 by Lukasz.Furman

	disabled path invalidation events for minions
	#orion
	#rb Mieszko.Zielinski
	#tests PIE with additional debug logging

Change 2998488 on 2016/06/02 by Michael.Noland

	Engine: Prevent forced drawing of spline components in Test configuration
	#codereview james.golding
	#tests Ran a cooked Test build on a map with splines in it
	#rb david.ratti
	#robomerge: main

Change 2997954 on 2016/06/02 by Jason.Bestimt

	#ROBOMERGE-AUTHOR: jon.lietz
	OR-22425

	no longer try to updat the tag map and modifiers when the gameplay effect that is being removed was not active.

	#RB Dave.Ratti
	#Tests golden path

	#ROBOMERGE-SOURCE: CL 2997940 in //Orion/Release-0.27/... via CL 2997943
	#ROBOMERGE-BOT: ORION (Main -> Dev-General)

Change 2997750 on 2016/06/02 by Graeme.Thornton

	Add FPakFile::Check() that attempts to open and read the data out of every file in a pak, to check for corruption
	Added -checkpak option for force a check of every mounted pak file

	#rb robert.manuszewski
	#tests tested against cooked pc client. made sure my data succeeded. made sure corrupted data throws an error.

[CL 3031715 by Andrew Grant in Main branch]
2016-06-28 17:59:42 -04:00
Mike Beach
24ef33a9fa Copying //UE4/Dev-Blueprints to //UE4/Dev-Main (Source: //UE4/Dev-Blueprints @ 3025888)
#rb none
#lockdown Nick.Penwarden

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

Change 2927746 on 2016/03/30 by Michael.Schoell

	Local variables in function graphs will now store a hard reference to their UObject value.

	Fixes a crash when a Blueprint is saved before compiling with the local variable's value set. Ensures that the UObject is loaded with the Blueprint.

	#jira UE-27738 - Local variables in a function that is in a blueprint will somehow become invalid when calling a native

Change 2927751 on 2016/03/30 by Michael.Schoell

	Back out changelist 2927746

Change 2986483 on 2016/05/23 by Maciej.Mroz

	#jira UE-30976 Editable enum values set on an instance are lost during nativization

	Added overriden names of Enum keys.

Change 2986712 on 2016/05/23 by Phillip.Kavan

	[UE-21010] Apply updated transform to component template instances when changing the scene root in a Blueprint class.

	change summary:
	- modified SSCS_RowWidget::OnMakeNewRootDropAction() to propagate the location/rotation reset to instances of the component template that's becoming the new scene root.

Change 2987406 on 2016/05/23 by Ryan.Rauschkolb

	Fixed Functions filter in Find-In-Blueprints will show components from the SCS
	#jira UE-30140

Change 2988925 on 2016/05/24 by Ryan.Rauschkolb

	Fixed Issue where certain primitives would not automatically type cast to Text in Blueprint graph.

	#jira UE-20232

Change 2989001 on 2016/05/24 by Dan.Oconnor

	PR #2418: Fixed a typo in Blueprint.h (Contributed by PistonMiner)

	#jira UE-31142

Change 2989447 on 2016/05/25 by Phillip.Kavan

	[UE-30807] Propagate edit condition property value changes to instances of template objects.

	change summary:
	- modified FPropertyEditor::SetEditConditionState() to propagate an EditConditionProperty value change to all instances if the outer owning object is a template (e.g. CDO)

Change 2989804 on 2016/05/25 by Phillip.Kavan

	[UE-30289] Preserve relative scale on the root scene component when converting an Actor instance to a Blueprint Class.

	change summary:
	- modified FKismetEditorUtilities::CreateBlueprintFromActor() to post-copy the relative scale value from the Actor's root component to the new Blueprint CDO's root component

Change 2990234 on 2016/05/25 by Ryan.Rauschkolb

	Fixed issue where including a period ina  Blueprint function causes double-click to fail to open its graph
	#jira UE-4426

Change 2990566 on 2016/05/25 by Mike.Beach

	Better warn logging to help locate variable nodes that emit a "variable not found" message.

Change 2991083 on 2016/05/26 by Maciej.Mroz

	Blueprint nativization: converted classes have "config" specified.

Change 2991363 on 2016/05/26 by Phillip.Kavan

	[UE-19599] Copy-and-paste of Actor instances from level to Blueprint/IWCE component tree views now adds properly-initialized components.

	change summary:
	- modified FCustomizableTextObjectFactory::CanCreateObjectsFromText() to handle "Begin Actor/End Actor" blocks in T3D text
	- modified FCustomizableTextObjectFactory::ProcessBuffer() to handle "Begin Actor/End Actor" blocks in T3D text (so that Actor-type objects can be processed)
	- modified FComponentObjectTextFactory::CanCreateClass() to allow Actor-type objects to pass
	- modified FComponentObjectTextFactory::ProcessConstructedObject() to handle Actor-type objects and pull out owned component instances as constructed objects

Change 2992990 on 2016/05/27 by Ryan.Rauschkolb

	Fixed issue where Connecting Self Reference Pin to a String pin does not fully connect the generated GetDisplayName node
	#jira UE-21973

Change 2992995 on 2016/05/27 by Ryan.Rauschkolb

	Fixed issue where GetClass node is not listed in the Context Menu when pulling from a self node and Context Sensitive is checked.
	#jira UE-30990

Change 2993449 on 2016/05/27 by Phillip.Kavan

	[UE-31379] Don't instrument "preview" Actor instances during Blueprint profiler script event processing.

	change summary:
	- modified FBlueprintProfiler::InstrumentEvent() to check for and bypass Actor instances belonging to a preview or inactive world type.

Change 2993531 on 2016/05/27 by Mike.Beach

	PR #2433: Interface functions inherited from a native base class now appear in . (Contributed by MichaelSchoell)

Change 2993969 on 2016/05/30 by Maciej.Mroz

	UE-30729 Crash in Native Orion when selecting Sword or Tomahawk

	Clear AsyncLoading in subobjects.

Change 2993990 on 2016/05/30 by Phillip.Kavan

	[UE-30984] Exclude reroute nodes from Blueprint profiler node mapping.

	change summary:
	- modified FBlueprintFunctionContext::MapInputPins() to pass through non-relevant nodes when iterating through non-exec input pin links.
	- modified FBlueprintFunctionContext::MapExecPins() to pass through non-relevant nodes when iterating through output exec pin links.
	- modified FBlueprintFunctionContext::MapTunnelEntry() to pass through non-relevant nodes when iterating through tunnel node exit points.
	- modified FBlueprintFunctionContext::MapTunnelInstance() to pass through non-relevant nodes when iterating through tunnel graph entry points.

Change 2994591 on 2016/05/31 by Ryan.Rauschkolb

	Fixed issue where inherited Blueprint variable would not show parent's replications settings
	#jira UE-18912

Change 2994613 on 2016/05/31 by Ben.Cosh

	Minor refactor and Various fixes to the blueprint profiler moving towards MVP goal.

	#Jira UE-27039 - Blueprint Profiler does not lists stats when calling an Event Dispatcher
	#Jira UE-31396 - Blueprint profiler crashes inside the profiler connection drawing policy
	#Jira UE-30957 - "Pure Time" does not populate with data in the Blueprint Profiler
	#Jira UE-30926 - Blueprint profiler - expose heatmap thresholds to user through the profiler tab
	#Jira UE-30909 - Blueprint Profiler - "compile" icon should denote Blueprint's instrumented status
	#Jira UE-30911 - Blueprint profiler tab/panel should display warning when Blueprint is uninstrumented
	#Jira UE-31385 - BP Profiler - Inclusive time column should be entirely filled out
	#Jira UE-31375 - BP Profiler - Default sample averaging to the "arithmetic mean"
	#Jira UE-31377 - BP Profiler - Default tree view filtering to off
	#Jira UE-31387 - BP Profiler - Remove the "view type" button for MVP
	#Jira UE-31384 - BP Profiler - In the tree view, rename the first time column "Avg. Time (ms)"

	Notes:-
	- Sequence node inclusive time fixed
	- Trace History tidy up
	- Compile Icon and status messages for instrumentation
	- Message in the profiler tab for instrumentation
	- Profiler view tidy up and heat thresholds controls added
	- fixed the summed execution branch stats
	- fixed the connection drawing policy to use branch pin stats and fixed the crash from UE-31396
	- added hottest path and hottest endpoint wire heatmaps
	- switched off the graph filter by default
	- added total time for the heatmaps
	- fixed issue where initialising mapped functions caused an assert due to changes to the array/map in initialisation code

Change 2995058 on 2016/05/31 by Phillip.Kavan

	[UE-30718] Native/const implementable events will no longer cause a crash at runtime when the Blueprint profiler is running.

	change summary:
	- modified UObject::ProcessEvent() to bypass instrumentation for native event functions that are not implemented (overridden) in a BP class.
	- modified FScriptEventPlayback::Process() to first check for a standalone function match (UCS, implementable events declared as 'const') before settling on the ubergraph function for the target context.

Change 2995218 on 2016/05/31 by Phillip.Kavan

	[UE-30778] Restored non-K2 compact graph nodes (e.g. Material Editor) to previous size.

	change summary:
	- modified SGraphNode::GetNodeIndicatorOverlayVisibility() default impl to return 'Collapsed' by default, so it doesn't affect layout.

Change 2996417 on 2016/06/01 by Phillip.Kavan

	[UE-16073] Basic shape components (cube etc.) will now apply the correct override material to instances after being added through the component tree in the Blueprint editor.

	change summary:
	- modified the 'OnBasicShapeCreated' lambda in FComponentTypeRegistryData::AddBasicShapeComponents() to propagate the material override to all instances when the given component is an archetype (template) object.

Change 2997001 on 2016/06/01 by Ryan.Rauschkolb

	Fixed Double Clicking a component in the results of Find-In-Blueprints does not select the component
	#jira UE-30143

Change 2997521 on 2016/06/02 by Maciej.Mroz

	[Blueprint Nativization]
	- Added FilesToIncludeInModuleHeader config variable in BlueprintNativizationSettings. So some headers can be included in NativizedAssets.h
	- Guids of nodes are no longer recreated when Blueprint is duplicated for "C++ compilation". Previously child bp used variable names based on original parent class, but nativized parent class had guids recreated.

Change 2997522 on 2016/06/02 by Maciej.Mroz

	Native implementation of NOEXPORT FInterpCurvePoint structures. (It's necessary for Blueprint nativization)

Change 2997638 on 2016/06/02 by Maciej.Mroz

	Improvements for Blueprint Nativization:
	- Overridden names in nativized code have proper escape characters (in generated code).
	- OnlyDefaultConstructorDeclared metadata is replaced by ObjectInitializerConstructorDeclared
	- Arrays of nativized anum have the following form: TArray<Enum> (previously it was TArray<TEnumAsByte<Enum>>)
	- warning C4883 is disabled  in .generated.cpp files for nativized module

Change 2997639 on 2016/06/02 by Maciej.Mroz

	Minor improvements in Ocean gameplay code. Required for Blueprint Nativization.
	#jira UE-28945 Failure packaging Nativized Ocean

Change 2997656 on 2016/06/02 by Maciej.Mroz

	Various improvements in BlueprintCompilerCppBackend:
	- Fixed interface cast
	- Fixed TSwitchValue issue (when used with literals)
	- Fixed improper name for NativeBlueprintEvent (when calling parent's implementation)
	- Fixed bitfield getter code.
	- Reduce code size (less UsedAssets, less  ReferencedConvertedFields, cached UEnums)
	- operator == is generated for nativized structs
	- Fixed AssedId (AssetPtr) constructor in nativized code.
	- Fixed arrays of noexport struct
	- Fixed missing headers for native single cast delegate signature.
	- Fixed issue when default constructor (in native) is missing (constructor with FObjectInitialized, wont be used automatically). See "ObjectInitializerConstructorDeclared" metadata.

Change 2997691 on 2016/06/02 by Maciej.Mroz

	operator == in FText. It is required for some functions in TArray<FText>

Change 2997793 on 2016/06/02 by Ben.Cosh

	Added support for BaseAsyncTask nodes, fixed a problem with instance mapping and turned off the debug instance filter
	#Jira UE-30703 - Crash using blueprint profiler on AI pawn using nav mesh
	#Proj BlueprintProfiler, Kismet

Change 2997901 on 2016/06/02 by Maciej.Mroz

	Back out changelist 2997691

Change 2998038 on 2016/06/02 by Mike.Beach

	Merging //UE4/Dev-Main to Dev-Blueprints (//UE4/Dev-Blueprints)

Change 2998052 on 2016/06/02 by Ryan.Rauschkolb

	Fixed Comment bubbles not remembering changes after losing focus
	#jira UE-20012

Change 2998450 on 2016/06/02 by Phillip.Kavan

	[UE-31550] Fix crash on load of a Blueprint class containing a bitmask variable with missing enum type metadata.

	change summary:
	- modified FBlueprintEditorUtils::ValidateBlueprintVariableMetadata() to check for presence of bitmask enum type metadata on a variable before trying to validate it.

Change 2999763 on 2016/06/03 by Mike.Beach

	Guarding against a crash with an ensure - attempting to catch why this is happening by logging more info, as we're unable to repro it. Guarding against nodes which reference malformed (TRASH) classes.

	#jira UE-26761

Change 2999768 on 2016/06/03 by Maciej.Mroz

	#jira UE-31592, UE-31593

	This is just workaound. FReferenceFinder::FindReferences doesn;t find Enum variable in UByteProperty.

Change 2999770 on 2016/06/03 by Maciej.Mroz

	[Blueprint Nativization]
	Workaround for missing ==operator in native structures. The generated code uses special version of array funtions.

Change 2999798 on 2016/06/03 by Mike.Beach

	Guarding against malformed Blueprints  (ones without valid "authoratative" class) used as context for the node menu. Baffling how we'd get into this scenario, but this adds ensures to hopefully give us clues and stabalize the editor.

	#jira UE-31522

Change 2999941 on 2016/06/03 by Mike.Beach

	Correcting mistake in previously attempted fix (CL 2781229). Now using weak ptr IsValid checks to guard against destroyed nodes in deferred graph actions (TWeakObjectPtr::Get() does not check IsValid before returning).

	#jira UE-23371

Change 3001731 on 2016/06/06 by Phillip.Kavan

	[UE-30638] BP profiler will no longer crash at runtime while profiling events that call functions on an external target.

	change summary:
	- modified FBlueprintProfiler::ProcessEventProfilingData() to only remove 'Class' and 'Instance' signals on new events.
	- modified FScriptEventPlayback::NodeSignalHelper struct to include a new 'BlueprintContext' field.
	- modified FScriptEventPlayback::Process() to handle midstream context switches by updating the Blueprint/Function context on 'Class' and/or 'Instance' signals.
	- modified FScriptEventPlayback::Process() to cache and reference the current Blueprint context within the cached NodeSignalHelper while handling processed events.

Change 3002075 on 2016/06/06 by Maciej.Mroz

	Improved FScriptBuilderBase::EmitTermExpr in KismetCompilerVMBackend.
	Literal expression can be emitted without known desitination property.

	#jira UE-28443 Set Boolean (by ref) crashes the editor on compile

Change 3002096 on 2016/06/06 by Ben.Cosh

	This change expands the way that the blueprint profiler detects event nodes during mapping to include other non function graphs.
	#Jira UE-30716 - Blueprint Profiler crashes if function in another graph is called
	#Proj BlueprintProfiler

Change 3002108 on 2016/06/06 by Ben.Cosh

	Adds a new default option to average the blueprint level stats in the profiler.
	#Jira UE-31386 - BP Profiler - Timings reported with "Show Instances" off (in the tree view) are not averaged
	#Proj Kismet, BlueprintProfiler

	- The controls were also getting a bit messy so I tidied them all up into a re-usable toolbar for convenience going forward.

Change 3002782 on 2016/06/06 by samuel.proctor

	Test assets for Interface testing

Change 3003826 on 2016/06/07 by Ben.Cosh

	A few minor visual improvements for the blueprint profiler.
	#Proj Kismet, BlueprintProfiler, EditorStyle

	- Updated the actor icon to match the world outliner and added some functionality to draw attention to stale/deleted actors.
	- Updated the pure node icon.

Change 3004067 on 2016/06/07 by samuel.proctor

	New test asset for blueprint interfaces

Change 3004069 on 2016/06/07 by samuel.proctor

	Updating asset for Interface testing

Change 3004275 on 2016/06/07 by Ryan.Rauschkolb

	Fixed issue where Toggle Comment Bubble button for Reroute nodes would not rever tthe comment bubble to constant visibility
	#jira UE-23733

Change 3004329 on 2016/06/07 by Dan.Oconnor

	EdGraphPin is no longer a UObject, this will improve load times significantly on projects with large number of blueprints, but content does need to be resaved in order to see the improvement in load time. UObject counts are also greatly reduced.

Change 3004418 on 2016/06/07 by Maciej.Mroz

	KismetCompilerVMBackend:  Fixed issue, when a byte property has no enum specified (for examle parameter from EqualEqual_ByteByte) but the enum is needed to parse a literal value.

Change 3004496 on 2016/06/07 by Dan.Oconnor

	Disabling expensive pin allocation tracking

Change 3004649 on 2016/06/07 by Mike.Beach

	Preventing a new warning from being generated on trace point exceptions (trace point exceptions are used to hook into the debugger, and don't represent errors).

	#jira UE-31236

Change 3004667 on 2016/06/07 by Dan.Oconnor

	Removed my debugging logic

Change 3004848 on 2016/06/07 by Dan.Oconnor

	Fix spammy ensure

Change 3004871 on 2016/06/07 by Phillip.Kavan

	[UE-24950] No longer including components instanced as default subobjects of and attached to components instanced by construction script in the IWCE component tree view.

	change summary:
	- modified SSCSEditor::UpdateTree() to exclude child components instanced in native code as "nested" DSOs and parented to non-natively-constructed (e.g. Blueprint) components; these instances are no longer being shown in IWCE in order to avoid confusion, as they're not currently mutable at the instance level, will always be parented to something that is visible in the tree, and they're also not currently shown in the Blueprint editor's component tree view (because they're not stored in the CDO).
	- modified FSceneComponentData's ctor to exclude child components instanced in native code as nested DSOs from the AttachedInstancedComponents array; this allows child components instanced as nested DSOs to be disposed of along with the constructed parent instance when re-running construction scripts.

Change 3005203 on 2016/06/07 by Dan.Oconnor

	Fix for undo/redo/serialization issues with ed graph pin change. When serialization logic was applied incrementally our attempts to keep LinkedTo symetrical and aggressively clear destroyed nodes caused problems
	#jira UE-31750

Change 3005441 on 2016/06/08 by Maciej.Mroz

	#jira UE-31625 Crash in nativized Orion

	AssembleReferenceTokenStream is called for Dynamic Classes:
	- in ConstructDynamicType() (when class is explicitly loaded)
	- in __CustomDynamicClassInitialization() (when CDO is created)

Change 3005540 on 2016/06/08 by Ben.Cosh

	This adds the ability to track profiler instances between editor and PIE instances and displays the current status through the icon coloring.
	#Jira UE-30705 - Blueprint profiler stats lost if instance destroyed during PIE
	#Proj BlueprintProfiler, Kismet

	- The jira was already fixed but I think this change improves the instance status clarity

Change 3006196 on 2016/06/08 by Dan.Oconnor

	Copy/paste logic for pin connections got lost in the shuffle
	#jira UE-31747

Change 3006416 on 2016/06/08 by Phillip.Kavan

	[UE-31735] Fix potential loss of GetClassDefaults node output pin links on load (due to dependency load order).

	change summary:
	- modified UK2Node_GetClassDefaults::GetInputClass() to redirect to the generated skeleton class only if it's valid. this ensures that output pins will be reallocated during node reconstruction even if the dependent Blueprint's skeleton class has not yet been generated on load.

Change 3006522 on 2016/06/08 by Dan.Oconnor

	Under rare circumstances a deprecated pin comes in that is outered to the transient package
	#jira UE-31779

Change 3006576 on 2016/06/08 by Dan.Oconnor

	Fix for non-editor builds
	#jira UE-31796

Change 3006610 on 2016/06/08 by Phillip.Kavan

	[UE-31743] Fix data loss issue when loading a serialized non-native component class instance that's owned by an Actor-based Blueprint class instance.

	change summary:
	- modified FObjectInitializer::InitProperties() to disable fast path initialization for non-native class types when the default data does not equate to the non-native CDO (as is also done within the native path). this is necessary because the optimized property list that we generate at load time to support fast path initialization of Blueprint class instances is only applicable to the generated CDO.

Change 3006824 on 2016/06/08 by Dan.Oconnor

	More undo/redo fixes, this time fixes for when transaction buffer changes # of pins, thus destabalizing the LinkedTo arrays
	#jira UE-31794

Change 3006828 on 2016/06/08 by Dan.Oconnor

	Fix for non-editor builds

Change 3006857 on 2016/06/08 by Dan.Oconnor

	Investigating shutdown ensure, traced back to a static UEdGraphPin

Change 3006907 on 2016/06/08 by Dan.Oconnor

	Noneditor build fix

Change 3006929 on 2016/06/08 by Dan.Oconnor

	Deferring DeprecatedPins destruction until after UBlueprint has had a chance to fix up its watched pins, this is a better fix for #jira UE-31779

Change 3007133 on 2016/06/09 by Ben.Cosh

	Fix for issue in the profiler asserting creating pins that don't have unique names.
	#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
	#Proj BlueprintProfiler

	- I believe this was recently introduced with the changes to UEdGraphPin's

Change 3007964 on 2016/06/09 by Dan.Oconnor

	Fix for  PinHelpers::UnresolvedPins being left with stale entries by undo/redo
	#jira UE-31829

Change 3007996 on 2016/06/09 by Ryan.Rauschkolb

	Added 'empty' keyword to Array Clear Node.
	#jira UE-12356

Change 3008007 on 2016/06/09 by Ryan.Rauschkolb

	Added 'negate' keyword to boolean NOT node
	#jira UE-12490

Change 3008011 on 2016/06/09 by Ryan.Rauschkolb

	Added Vector2D * Vector2D multiplication node
	#jira UE-31503

Change 3008014 on 2016/06/09 by Ryan.Rauschkolb

	Fixed Cannot connect Make Array node output to MakeArray input with split pins
	#jira UE-28530

Change 3008243 on 2016/06/09 by Dan.Oconnor

	Fix for creation of FWeakGraphPinPtr from a pin that had been destroyed, client logic is still a bit broken in the case of the ClassDefaults node, but we're back to 'safe'
	#jira UE-31841

Change 3008289 on 2016/06/09 by Dan.Oconnor

	Editor transaction saves all state before applying undo/redo buffers when using 'bFlip' flow. This prevents messing with the object graph in the middle of saving state that will be restored later
	#jira UE-31794

Change 3008422 on 2016/06/09 by Dan.Oconnor

	Correct usage of GIsTransacting, replaced with Ar.IsTransacting() to correctly handle the case where we serialize after transacting but during the transaction (for instance, recompile blueprint in post undo, which we do quite a bit it turns out)
	#jira UE-31857

Change 3009164 on 2016/06/10 by Ryan.Rauschkolb

	Making changes to default values in the structure editor will now make changes to the structure without rebuilding the default values panel.
	#jira UE-21141,UE-23723

Change 3009165 on 2016/06/10 by Ryan.Rauschkolb

	Fixed Structure Default value editor collapses after undoing an alteration of a default value
	#jira UE-31741

Change 3009181 on 2016/06/10 by Ryan.Rauschkolb

	Fixed issue where modifying a default value in a Widget Blueprint would cause the Details Panel to refresh
	#jira UE-30014

Change 3009313 on 2016/06/10 by Mike.Beach

	Addressing issues with function return nodes in multiple ways:

	    - Preventing users from deleting return nodes for overriden/inherited functions.

	    - Also making sure that we create terminals for out params when the return node is disconnected (and pruned).

	    - Lastly, ensuring that new return nodes adhere to the function's signature (for cases, like where you copy/paste a return node from a different function).

	#jira UE-31418

Change 3009595 on 2016/06/10 by Dan.Oconnor

	EdGraphPinReference using PinId to resolve itself again, may create issues resolving pins created in compile
	#jira UE-31879

Change 3009774 on 2016/06/10 by Dan.Oconnor

	Fix for bad logic in RemovePin introduced in 3004329, just a bad reading of the logic, missed an early return
	#jira UE-31906

Change 3009988 on 2016/06/10 by Dan.Oconnor

	Prefer to use existing pins (based on PinId) when undoing/redoing pin serialization
	#jira UE-31888

Change 3010050 on 2016/06/10 by Dan.Oconnor

	Fixed missing call to ssuper class's PostEditUndo, fixed UBehaviorTreeGraph::PostEditUndo accessing Pins before they have been resolved
	#jira UE-31892

Change 3010071 on 2016/06/10 by Dan.Oconnor

	Fix for pasting when owning node has whitespace in result of GetPathName
	#jira UE-31898
	#coderview Bob.Tellez

Change 3010244 on 2016/06/11 by Dan.Oconnor

	Fix for trivial copy/paste error, causes crash when copying/pasting nodes with text default values, part of UE-31870

Change 3010630 on 2016/06/13 by Dan.Oconnor

	No longer relying on path name for pin resolution, path is unstable across graphs
	#jira UE-31870

Change 3010647 on 2016/06/13 by Dan.Oconnor

	PR #2496: Updated KismetMathLibrary comparison descriptions for FDateTime and FTimespan. (Contributed by CelPlays)

	#jira UE-31928

Change 3011175 on 2016/06/13 by Ben.Cosh

	Updates the Blueprint Profiler so that it can correctly map entry/exit from tunnels based on instance.
	#Jira UE-30106 - Compiling QA_PhysVelocitySettleTest with the blueprint profiler results in a crash/assert
	#Proj Kismet, BlueprintProfiler

	- Ensured that the trace paths contain the macro instance exec nodes
	- Selectively update stats in the tunnel exit site nodes based on valid exit sites to prevent cyclic updates.
	- Updated the comments in map tunnel entry to spare peoples sanity when trying to understand what that function does.

Change 3011271 on 2016/06/13 by Ben.Cosh

	This adds support for inherited blueprint classes to the blueprint profiler.
	#Jira UE-31833 - The Blueprint profiler asserts when using a FlipFlop macro.
	#Jira UE-31752 - Crash compiling various Orion assets for blueprints profiling, ScriptExecNode.IsValid() failed
	#Proj BlueprintProfiler

Change 3011556 on 2016/06/13 by Ryan.Rauschkolb

	Fixed Crash when breaking link to a split pin in MakeArray that is an array type
	#jira UE-31919

Change 3011624 on 2016/06/13 by Dan.Oconnor

	Fix for missing entries in MessageLog's source pin identification map. Bob T had originally populated this correctly, but somehow i lost it while iterating.
	#jira UE-31955

Change 3011984 on 2016/06/13 by Dan.Oconnor

	Sanitizing parentpin's subpins when destroying a pin
	#jira UE-21392

Change 3012894 on 2016/06/14 by Phillip.Kavan

	[UE-30922] Ensure that customized defaults are propagated to new instances at construction time during non-Actor-based Blueprint class reinstancing.

	change summary:
	- modified FBlueprintCompileReinstancer::ReplaceInstancesOfClass_Inner() to use the reinstanced archetype object as the template object during construction of the new instance for non-Actor-based Blueprint class types.

	#jira UE-30922

Change 3013037 on 2016/06/14 by Ryan.Rauschkolb

	Fixed Crash when connecting to a split pin in a MakeArray node that has no connections
	#jira UE-31917

Change 3014846 on 2016/06/15 by Dan.Oconnor

	No longer using FText::IsLetter to parse math expression nodes, that function is very slow. $x is now a valid math expression variable name (genereated a compile error prior to this change)
	#jira FORT-23753

Change 3015014 on 2016/06/15 by Dan.Oconnor

	Removing poorly implement IsLetter function

Change 3015142 on 2016/06/15 by Dan.Oconnor

	More intentional about removing subpins, prevents stale iterator on split pin collapse
	#jira UE-32072

Change 3016326 on 2016/06/16 by Ryan.Rauschkolb

	Fixed MakeArray node does not reset to wildcard when breaking links with split struct pins that have default values
	#jira UE-32016

Change 3016494 on 2016/06/16 by Ryan.Rauschkolb

	Fixed Crash when dragging a component into the Event Graph that's inherited from a C++ class
	#jira UE-31876

Change 3016557 on 2016/06/16 by Dan.Oconnor

	Explicit copy/move of string data for FText, removes some redundant copying and object construction/destruction [which could be optimzed away], saves 2-3 seconds in my 80s load asset benchmark
	#jira FORT-23753

Change 3016577 on 2016/06/16 by Ryan.Rauschkolb

	Fixed compiler warning for hidden member variable in FBlueprintVarActionDetails::GetVariableReplicationType

Change 3016906 on 2016/06/16 by Dan.Oconnor

	Back out changelist 3016557
	This will be done by Jamie.Dale in Dev-Editor

Change 3018081 on 2016/06/17 by Phillip.Kavan

	[UE-31832] PR #2486: Expose UInheritableComponentHandler::GetAllTemplates() outside of editor (Contributed by Bogustus)

	#jira UE-31832

Change 3018402 on 2016/06/17 by Dan.Oconnor

	Missing include

Change 3018426 on 2016/06/17 by Ryan.Rauschkolb

	Fixed MakeArray node with split pins and no connections does not paste correctly
	#jira UE-32148

Change 3018452 on 2016/06/17 by Mike.Beach

	Moving the patching of instanced sub-objects out of CPFUO (where you can't rely on the target to be a replacement for the source) to FBlueprintEditorUtils::PatchCDOSubobjectsIntoExport(), and making it so PatchCDOSubobjectsIntoExport() is called regularly for Blueprint regeneration (on load).

	#jira UE-32158

Change 3018456 on 2016/06/17 by Dan.Oconnor

	Fix for static analysis warning, this null check does nothing

Change 3018595 on 2016/06/17 by Mike.Beach

	Fix for shadowed variable warning in CIS.

Change 3018699 on 2016/06/17 by Mike.Beach

	Making MinimumAreaRectangle callable in Blueprints without world context (which is only needed for debug drawing).

Change 3019734 on 2016/06/20 by Phillip.Kavan

	[UE-32064] Clone associated component template(s) when duplicating Blueprint function graphs containing one or more Add Component nodes.

	change summary:
	- added a UK2Node_AddComponent::PostDuplicate() override
	- moved UK2Node_AddComponent::PostPasteNode() logic into a helper method that's now called from both PostDuplicate() and PostPasteNode() overrides.

	notes:
	- will prevent getting into the scenario described in UE-31831

	#jira UE-32064

Change 3020635 on 2016/06/20 by Dan.Oconnor

	Fix for bad cast in FCompilerResultsLog::Append, could cause crashes in clients of this function (math expressions nodes occasionally do when they fail to compile)

Change 3020894 on 2016/06/21 by Maciej.Mroz

	#2522: Interface UProperties can ExposeOnSpawn (in Blueprints) (Contributed by MichaelSchoell)

Change 3020958 on 2016/06/21 by Ben.Cosh

	This improves the way key events are detected in the blueprint profiler, preventing duplicate event entries when pressed and released are both wired. It also catches a bug with the compiler instrumentation flag when compiling.
	#Jira UE-32270 - Input key events generate extra instrumentation data per key press
	#Jira UE-32266 - Recompiling blueprints with instrumentation can fail to add instrumentation.
	#Proj BlueprintProfiler, UnrealEd

Change 3021316 on 2016/06/21 by Ryan.Rauschkolb

	Fixed issue where Copy/Paste of event nodes would not retain link information

Change 3021826 on 2016/06/21 by Phillip.Kavan

	[UE-31831] Fix up AddComponent nodes on load if they are not associated with a unique template object.

	change summary:
	- added external linkage to UK2Node_AddComponent::MakeNewComponentTemplate(), and switched it to be a public API
	- modified FBlueprintEditorUtils::UpdateComponentTemplates() (as this is already called on Blueprint load) to detect/warn and correct non-unique templates

	#jira UE-31831

Change 3022047 on 2016/06/21 by Ryan.Rauschkolb

	Fixed issue where copy/paste of return nodes would not preserve value or link data
	#jira UE-26937

Change 3022619 on 2016/06/22 by Maciej.Mroz

	#jira UE-30858 Nativized Orion - Some particle effects are not rendering

	A static/persistent information (the mechanism is similar to AssetRegistrySearchable) about DynamicClass is added.
	It's necessary since DynamicClasses are not handled as regular assets by AssetRegistry.
	Fixed GameplayCueManager. Nativized cues can be found.

	This is an early version of the feature. Amount of stored persistent data can be extended (but it would increase memory-usage).

Change 3022654 on 2016/06/22 by Maciej.Mroz

	FBackendHelperStaticSearchableValues -fixed  too strict ensure

Change 3023067 on 2016/06/22 by Maciej.Mroz

	#jira UE-32083 Nativize Blueprints removes blueprint functionality in packaged project

	Config settings from super class are not applied (at runtime) to nativized Blueprints . So all "config" properties are filled in constructor.

Change 3023222 on 2016/06/22 by Ryan.Rauschkolb

	Fixed MakeArray node elements break when editing struct elements
	#jira UE-21392

Change 3023405 on 2016/06/22 by Mike.Beach

	Making sure sub-objects get instanced for Blueprint CDOs that had their FObjectInitializer deferred (happens when the super CDO hasn't been fully serialized). By the time the deferred FObjectInitializer is ran, the sub-objects have been assigned a RF_NeedLoad flag (where they normally wouldn't have one right after construction, when the initialization is usually ran).

	#jira UE-31897

Change 3023992 on 2016/06/22 by Mike.Beach

	Fixed an issue where hovering on/off a reroute node (toggling the comment bubble visibility) would create extraneous undo transactions.

	#jira UE-31859

[CL 3025946 by Mike Beach in Main branch]
2016-06-23 19:35:24 -04:00